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Valve releases Steam Controller CAD files under Creative Commons license

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Re: Valve releases Steam Controller CAD files under Creative Commons license

#611

Earlier quoted context omitted.

Wrong Steam Controller. Valve released a new one with the same name on the 4th of may. Stupid naming.

Funny the first one was a flop yet they released a second one.

the first one wasn't a flop. They got sued (abd lost) for patent violation and hsd to stop making it.

Re: Valve releases Steam Controller CAD files under Creative Commons license

#613

Earlier quoted context omitted.

I don't disagree with most of your statement, but Valve has and continues to make lots of money from loot boxes in both CS and TF2. Just want to point out that they do do stuff like that too.

Maybe hot take in this age, but loot boxes for cosmetics aren't a problem when you can get cosmetics by just playing.

That's not the problem. Valve enabling people selling them for real money is.

Re: Valve releases Steam Controller CAD files under Creative Commons license

#614

Earlier quoted context omitted.

And I see no problem with that. I have never bought a single skin for Counter Strike nor Team Fortress 2 and I have bunch. Well, I used to, but then CS2 came out and all of a sudden my skins and unopened boxes were valued at hundreds of euros and I sold them on steam.

If you think enabling childhood gambling addictions and unregulated gambling systems aren't a problem then I don't know what else to say to you. Lootboxes are gambling, plain and simple.

Let’s put age limit on gaming then.

Gamblers will always find a way to gamble. I like getting cosmetics for free even if they are randomized. I don’t think I have ever bought keys to loot boxes, I just don’t see the point.

Re: Valve releases Steam Controller CAD files under Creative Commons license

#615
post #477

Compare it to Sony who still put potentiometers in their controllers. Good luck desoldering and replacing that once analogs inevitably start to drift. It's super easy to damage something else in the process as I learned.

Plenty of people indeed do have good "luck" and repair these, apparently even putting in better parts.

yes, you can replace them with hall effect analogs, as they should be right out of the factory

Re: Valve releases Steam Controller CAD files under Creative Commons license

#616

Compare it to Sony who still put potentiometers in their controllers. Good luck desoldering and replacing that once analogs inevitably start to drift. It's super easy to damage something else in the process as I learned.

I'm no big Sony supporter or even a fan of the PS5 controllers, but changing the sticks is not that scary. I find reassembling the whole thing cleanly harder than swapping out a stick assembly.

The pain point was desoldering the old analog, I found a lot of other people online struggle with this particular part.

It's probably way easier if you have proper soldering setup at home, which won't be true for average person just expecting an easy fix. I understand how it can be quick and simple for someone with more experience

Re: Valve releases Steam Controller CAD files under Creative Commons license

#617
post #4

I love the readme on the gitlab page [1]. It feels so.. friendly :) > This repository contains CAD files for the external shell (surface topology) of Steam Controller and the Steam Controller Puck, under a Creative Commons license. This includes an STP model of each, an STL model of each, and an engineering drawing with critical features/keep outs for each. Feel free to use these to make your own Puck holders, Contro…

Sometimes I think Valve is just showing off

Re: Valve releases Steam Controller CAD files under Creative Commons license

#618

Earlier quoted context omitted.

It's a bit more tricky, a Generic HID just gives you a DirectInput device, while reasonably modern games use Xinput. Microsoft never provided a way to map DirectInput devices to Xinput. For Xinput to work a Microsoft specific USB protocol is needed, not a Generic HID device. Many third party controllers have a switch or button combination to switch between XInput and DirectInput modes for this reason. Microsoft has a…

Just out of curiosity, what modern game won't function with a generic HID game controller?

Most of them I would assume. Everything from 2006 forward started to use Xinput. DirectInput support only shows up in racing sims, flight simulators, fighting games and emulation. But all the big AAA games have been built around Xbox360 style control schemes for two decades.

But it's all a bit theoretical, since most modern gamepads have Xinput support, and the generic HID devices are mostly flightsticks or SNES-style gamepads that wouldn't have enough buttons and axis for modern games in the first place. Another issue is that most games don't offer input remapping for gamepads.

But with SteamInput and homebrew tools like x360ce there are many ways to make generic USB devices compatible Xinput, so it's not like you can't use them. It's just not something that works out of the box.

Re: Valve releases Steam Controller CAD files under Creative Commons license

#619

Earlier quoted context omitted.

I've always been a M+KB player and especially for FPS games I've always found it impossible to aim with the sticks, so the trackpads really helped in this regard. Especially for older games that may not natively support joysticks it was a game changer (I recently played Riddick: Escape from Butcher Bay)

It's hard to imagine quickly centering onto a headshot pixel (or group of maybe 12 pixels) with a trackpad. Especially if the target is moving. I'd like to see a video of someone demonstrating real in-game use of these trackpads on different types of games. None of the reviews I've seen so far go into any detail on it. EDIT: I found the trackpad usage detail I was looking for. But it's not using the new controller, j…

> It's hard to imagine quickly centering onto a headshot pixel (or group of maybe 12 pixels) with a trackpad

These days it's hard to imagine me doing it with a mouse even :) The gyro takes some getting used to but it can indeed be really precise

Re: Valve releases Steam Controller CAD files under Creative Commons license

#620

Earlier quoted context omitted.

I'm no big Sony supporter or even a fan of the PS5 controllers, but changing the sticks is not that scary. I find reassembling the whole thing cleanly harder than swapping out a stick assembly.

The pain point was desoldering the old analog, I found a lot of other people online struggle with this particular part. It's probably way easier if you have proper soldering setup at home, which won't be true for average person just expecting an easy fix. I understand how it can be quick and simple for someone with more experience

I'm not really that good at soldering, maybe I just got lucky? I've only changed a stick twice on a PS5 controller, maybe on the third time I will mess it up horribly haha
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