Portal: Revolution

Portal: Revolution

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AL2009man Jan 6, 2024 @ 12:22pm
Portal: Revolution's Controller Settings (actually Gamepad Camera Settings) needs essential improvements
Hi, congrats on the Launch of Portal: Revolution, and congrats for being the third(?) mod to use Steam Input API systems, but I'll got some criticism to provide:

1. Camera smoothing.

Nuffs said. I really don't recommend forcing Camera Smoothing on for both Gyro and Trackpad. (especially when you're using Steam Input API camera actions, more on that in Number 3).

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2. "Joystick Head Movement" is actually Flick Stick.

by default: the Right Stick Camera is assigned as an "Touchpad Head Movement", at first: I thought it's a odd inclusion given there's an Joystick Camrea action... but it turns out that it's actually Flick Stick camera scheme, but it's inverted.

to fix that: You'll need to head over to the Steam Input Configurator > Edit Layout > Joystick > Input Behavior (⚙️) > Output and select "Invert Vertical Axis".

while it's cool to have an official Flick Stick implementation, the naming scheme is extremely misreading when some people are gonna head over to the in-game Controller Settings and increase the Joystick sensitivity; finding out that it does nothing.

speaking of that!

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3. Having an dedicated "Controller" settings is pointless when Steam Input Configurator settings already has one that covers everything, especially when you're using SIAPI to handle Gamepad Support.

It appears that this mod has taken an page from Counter-Strike: Global Offensive's Gyro [cdn.discordapp.com]/Touchpad/ Joystick[cdn.discordapp.com] Camera system.

thus: you have two sensitivity sliders that controls the same thing: both the Steam Input Configurator's Camera Sliders [cdn.discordapp.com] and the the in-game "Controller" Camera Slider [cdn.discordapp.com]

The Steam input Configurator is your actual camera sensitivity and the in-game one is essentially an multiplier, and similar to CSGO: you can absolutely set both settings to the maximum and you get infinite spin.

Given all three Camera actions are actually Mouse-like Camera actions (aka absolute_mouse), it's pointless to even make an Controller Settings in-game when the Steam Input's Controller Layout already does the same thing but even better and let you increase the sensitivity beyond the in-game slider.

Heck: why include an "Flick Stick" Camera Action (that isn't using joystick_move action, at least CSGO has a justification to include it as an toggle) when Steam Input already has an Universal "As Flick Stick" mode for Mouse-like Camera actions? it's extra pointless.

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my best suggestion would be to remove the in-game Gamepad Camera sensitivity completely and add an "Open Steam Input Configurator" tab similar to how Left 4 Dead 2, CSGO (formerly) and Spin Rhythm HD does it.

it also potentially leave the room for more meaningful Controller Settings like the ability to lock button prompts regardless of Input Methods, change button prompt styles, Movement Deadzones slider, etc.
Last edited by AL2009man; Jan 6, 2024 @ 12:45pm
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Showing 1-2 of 2 comments
NanoPi Jan 7, 2024 @ 2:42am 
I second that. Having a mixed input setup (Mouse + Game Actions) caused Portal 1/2 blue and orange crosshair to change constantly.
AL2009man Nov 5, 2024 @ 2:10pm 
I'm very very late into this (why bring this forum post back? because of PCGamingWiki documentation), but I can confirm that the 1.2.0 Update completely changed the way how Camera Sensitivity works.

now: it'll be entirely based around Steam Input's Controls layout configurator as opposed to having in-game and SIAPI Configurator controlling the same Camera sensitivity.

However: it does not address "Joystick Head Movement" aka Flick Stick problem. it is still misreading and it's still broken. Please overhaul the "Joystick Head Movement" and make it into an actual Flick Stick action (and this time: it must be a Joystick source, as making it a Mouse-like Camera does not work properly.)

alternatively: wait for the upcoming SteamInput "camera_angles" source feature to come out officially (currently only available in Deadlock as an experimental feature). No need to create two different versions of the same Camera action.
Last edited by AL2009man; Nov 5, 2024 @ 2:13pm
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