Steam Controller

Steam Controller

Ajapam Mar 16, 2016 @ 9:21pm
Duplicating Action Sets, and in-game display
I'd love to be able to duplicate action sets. I'm working on an MGSV binding and I need to change maybe 4 buttons for driving controls, and it's just a pain to put in all of the other controls again. I can't imagine this is the only game that would benefit.

Also, the in-game controller display should show which action set you're using in the corner or something. In fact I think there should be a seperate setting to show only that, since it's the only really useful application for the display (at least that I can think of)
Last edited by Ajapam; Mar 16, 2016 @ 9:22pm
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Showing 1-15 of 20 comments
Mar 16, 2016 @ 10:49pm 
That was one of the first thoughts I got trying to play with action sets (Action set duplicator).
Active set on-screen popup was proposed already in another thread.

Yeah, these features is must have.
cammelspit Mar 17, 2016 @ 12:07am 
This is also not the first thread to offer this as a remedy for action sets. Some thngs, like stick or pad as analog movement, will be the same or similar no matter what you use for the other controls.

Have you ever set up a button pad on a control surface and then set it to a directional pad, tested and then set it back to the button pad? If you have you will notice that it reverts back to the same confoiguration you set the button pad to the last time it was set. If the action sets shared this with the other action sets, like default or the first one made, it would be OK. This is because if I set the action set I just made to have the ABXY a button pad it would mirror the button pad on the default action set, from there I could just change the bindings of one or two of these buttons without needing to rebind from scratch.

All in all this is a great feature to have but I get the feeling, like with the registering of the SC itself, that this might take a few weeks or even a month or so before little things like this get figured out. There are growing pains with brand new features like this. I trust Valve will get it sorted to a way that makes sense and work properly with a majority of games. For now though, it is still pretty rough.
emergohh Mar 17, 2016 @ 5:03am 
Duplicating action sets would be an inferior solution. E.g. pinnacle game profiler of Saitek flight stick software have a better approach. They have the concept of default action sets and all the other action sets inherit the same button and axis setting. So if you create a new action set, you can indicate which is the default and you only have to enter values for buttons and axes where you want to do something different in this set.. Most of the time only a few buttons. It also means that if you change a deadzone or sensitivity for an axis in the default, it applies automatically to the other sets if they don’t have specific values. I hope Valve goes this way.
Indeed we need an indication of the action set we are playing with. Everybody suggests a screen message. Ok, but I use sequences of short/long rumbles to indicate the action set in pinnacle profiler. A long rumble=default . long + one short = specific set 1, long + 2 short = specific set 2 etc….Also very nice and less disturbing for immersion or attention to playing.
cammelspit Mar 17, 2016 @ 9:00am 
Originally posted by emergohh:
Duplicating action sets would be an inferior solution. E.g. pinnacle game profiler of Saitek flight stick software have a better approach. They have the concept of default action sets and all the other action sets inherit the same button and axis setting. So if you create a new action set, you can indicate which is the default and you only have to enter values for buttons and axes where you want to do something different in this set.. Most of the time only a few buttons. It also means that if you change a deadzone or sensitivity for an axis in the default, it applies automatically to the other sets if they don’t have specific values. I hope Valve goes this way.
Indeed we need an indication of the action set we are playing with. Everybody suggests a screen message. Ok, but I use sequences of short/long rumbles to indicate the action set in pinnacle profiler. A long rumble=default . long + one short = specific set 1, long + 2 short = specific set 2 etc….Also very nice and less disturbing for immersion or attention to playing.
I like all of this. Beeps would be great for people where the BPM OSD drops frames. Copying from a default action set in the way you said is also a very viable solution. I like it! :steamhappy:
Ajapam Mar 17, 2016 @ 11:42am 
Originally posted by emergohh:
Duplicating action sets would be an inferior solution. E.g. pinnacle game profiler of Saitek flight stick software have a better approach. They have the concept of default action sets and all the other action sets inherit the same button and axis setting. So if you create a new action set, you can indicate which is the default and you only have to enter values for buttons and axes where you want to do something different in this set.. Most of the time only a few buttons. It also means that if you change a deadzone or sensitivity for an axis in the default, it applies automatically to the other sets if they don’t have specific values. I hope Valve goes this way.
Indeed we need an indication of the action set we are playing with. Everybody suggests a screen message. Ok, but I use sequences of short/long rumbles to indicate the action set in pinnacle profiler. A long rumble=default . long + one short = specific set 1, long + 2 short = specific set 2 etc….Also very nice and less disturbing for immersion or attention to playing.

All good ideas. With the steam controller they could even have a setting to use different sounds to indicate action sets, if you'd prefer
Last edited by Ajapam; Mar 17, 2016 @ 11:42am
Styromaniac Mar 19, 2016 @ 5:19pm 
Originally posted by emergohh:
Duplicating action sets would be an inferior solution. E.g. pinnacle game profiler of Saitek flight stick software have a better approach. They have the concept of default action sets and all the other action sets inherit the same button and axis setting. So if you create a new action set, you can indicate which is the default and you only have to enter values for buttons and axes where you want to do something different in this set.. Most of the time only a few buttons. It also means that if you change a deadzone or sensitivity for an axis in the default, it applies automatically to the other sets if they don’t have specific values. I hope Valve goes this way.
Indeed we need an indication of the action set we are playing with. Everybody suggests a screen message. Ok, but I use sequences of short/long rumbles to indicate the action set in pinnacle profiler. A long rumble=default . long + one short = specific set 1, long + 2 short = specific set 2 etc….Also very nice and less disturbing for immersion or attention to playing.
Yuss!
emergohh Mar 23, 2016 @ 4:19am 
Valve released a new beta update. Unfortunately no copying action sets or similar solutions. No options for on screen message or other signal on switching action sets. At least going by the release notes. More attention to VR sets (game theater) and native use of action sets though . We better keep reminding them here and elsewhere!
Mar 23, 2016 @ 7:09am 
I'd call it new beta fix rather than "update".
Calm down, it's coming :3
cammelspit Mar 23, 2016 @ 7:42am 
I have a feeling for the next couple months they are going to be focusing on VR and ignore the MUCH LARGER number of steam controller users. Ket's face it, even if the VR thing works out and everyone in the developed world has, at least, one in their house, for the foreseeable future there is STILL going to be more people who can afford a $50 piece of plastic and can't afford a billion dollar virtual masturbation simulator.

Better not forget us. There were 3 updates in a ROW that had only VR fixes and that angers me, it really does. I know we are gonna take second fiddle to that crap, I just know it.
emergohh Mar 23, 2016 @ 8:42am 
Originally posted by Consona:
I'd call it new beta fix rather than "update".
Calm down, it's coming :3

Thanks for reaction, Indeed mostly fixes but also an update element:
"Added Joystick Click and A/B/X/Y as mode shift buttons "

If you have some more info about that "it's coming" I would be intrested. I delay implementation of action sets in my configs until I have some idea how Valve will organise the copying or inheriting between actions sets of bindings and settings.
Mar 23, 2016 @ 11:30am 
I have no info and no idea.
You can try to predict stuff if you familiar with programming, efficiency and ease.
The interesting thing is that you can propose a general idea or you can propose a way to achieve something with some design in that proposition. Second one tends to stuck in the head if it's viable and you're starting to think how to implement it rather than exploring another posibilities, once you got a strong vector.
Another interesting thing is that early functionality is very crucial to the final picture, as seeds will become a trunk very soon and you gonna branching from it in specific way loosing ability to add another stuff and altering may cost huge effort.
Also taking feedback and constantly changing soft by that is quite challenging job; high, professional service.
Dang philosophical dope.

I suppose, that there will be one more button under creating/editing sets menu that will copypaste stuff with all content input styles and attributes (even unused) and modshifts, simply(?).
Popup message, same as controller HUD pressed buttons indicators (with some decay delay added), about active set used... simply.
What do you think?
RambleCan Mar 23, 2016 @ 5:02pm 
We're babysteps getting there. Update JUST added in visual confirmation when you switch sets. I tested it out, pretty snazzy.
Mar 23, 2016 @ 11:44pm 
Even better than I thought :]
Drex Mar 24, 2016 @ 8:39pm 
Looks like today's beta now makes the pad make sounds on action set change, says this is an option and you can change it displaying something via the overlay about it too but that much I do not see, setting must be somewhere?

But yeah cloning action sets would be useful, like to see more shift states for the same region too tbh
emergohh Mar 27, 2016 @ 2:43am 
Originally posted by Drex:
Looks like today's beta now makes the pad make sounds on action set change, says this is an option and you can change it displaying something via the overlay about it too but that much I do not see, setting must be somewhere?

But yeah cloning action sets would be useful, like to see more shift states for the same region too tbh

The popup messages or/and the sounds are set using checkboxes in the small screen that pops up when you bind the action set to a button. Not in "managing the action set" Sounds are different by action set , nicely done.

Other posts on this forum suggest the possibility to make a "copy clipboard" that could be used to copy a whole action , but also to copy parts of it indicated by shift-click and ctrl-click.. It should copy not only between action sets buts also allow to copy parts of the bindings and settings from game A tot game B. I think that suggestion has more merit than what I suggested above about inherited properties from a default set. As everything is based on xml , it should probably be feasible to add this as a feature on top of existing programming.
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Date Posted: Mar 16, 2016 @ 9:21pm
Posts: 20