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Right now, the Tracked motion controllers makes it seems like it's an Input method highly focused around Virtual Reality while Traditional Gamepads are an afterthought, but with newer non-VR PC Games starting to use Motion sensor functions (either Natively, using Steam Input API's Camera game action or via Emulator). With SDL2 and Yuzu and more recently; Cemu officially supporting Motion Sensors [without the use of Input Mappers], I think it may be a good time to revise it. Right now, there's a small selection of PC Games that is officially known to support Motion Sensor functions in a native function (either by Gyro Aim or "gimmicks"), usually for PlayStation Controllers. Boomerang X Days Gone Doom Classic Unity port (DOOM 1 and DOOM 2) Paladins Rogue Company Death Stranding Flower Heavy Rain Beyond: Two Souls But if we include Games that already uses Steam Input API's game action system, the list start to grow and suddenly: Nintendo Switch Pro Controllers and Steam Controllers are added to the list while allowing me to add more games like...Spin Rhythm XD, Super Monkey Ball: Banana Blitz HD, Portal 2, Prey (2017 video game), Red Faction Guerrilla Re-Mars-tered, and Left 4 Dead 2. The last one also happens to have Gyro Aiming enabled by default, with a exception for Xbox Controllers. I wonder, Do you think it's possible to expand "Tracked Motion Controllers" Glossary to highlight more stuffs. I would like to see highlights on Input Mappers (such as JoyShockMapper), how to get them working in Emulators, building a list of games that natively uses Motion Sensor functions? It could make things a bit easier for future PC Games that may add Motion Sensor support in the longterm without resorting it to "DualShock 4 Controllers" page. Right now, I can't use "Tracked motion controllers" on Days Gone's PCGamingWiki page despite officially support Gyro Aiming. oh, and add Nintendo Switch Pro Controller to the list.
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- gamepad
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Been learning how to do PCGamingWiki Template:Input for a while. So, while I was working on updating SteamInput and preparing to implement "Gamepad Motion Sensor" support, I was wondering if...down in the road: I wanna propose adding Nintendo Controller field for the sake of completion-ness. As of this writing: anything related to Nintendo Controller is resided on Others/Generic Controller...but I understand. Nintendo Controllers, specifically: Nintendo Switch Controllers is rarely supported and the vast majority of games don't ship with it... however: if using Unreal Engine 4/5's RawInpt plugin: an Nintendo Switch controller can be supported. if using Unity's Input System or using Rewired plugin: an Nintendo Switch controller support can be supported. If using SDL_GameController (SDL2/SDL3): an Nintendo Controller Type is automatically supported (the button prompt portion and button layout is manual work, tho). Hell; outside of Windows OS: a Nintendo Switch controller is natively supported on either MacOS or Linux kernels. If using Steam Input API, if done correctly: a Nintendo Switch controller is natively supported. Heck: emulators supports it. So, the way how I'll plan to include Nintendo Controller will be a bit of a merge between "XInput-compatible Controller" and "PlayStation Controller", here's my planned format you can provide feedback for this, and what needs to be change or added upon. For now: I will be planning to work on this after getting the pull request for both "Field for manual switching of controller button prompts in Input" and "Expanding Tracked motion sensor" additions merged.
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- gamepad support
- input
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Version 1.0.0
16,615 downloads
Configuration files for x360ce to enable support for Xbox One controllers in Assassin's Creed Director's Cut and Assassin's Creed II, including vibration. This is a more up-to-date version of the AC1 and 2 fix that improves compatibility with the latest build of x360ce (3.2.10.82) and Xbox One controllers. To install simply download and extract the contents of the zip file into the game's installation folder. x360ce is not required for the fix to function but is useful should you wish to make any configuration changes. Download the 32-bit (x86) version here and extract it to the same location as the other two files. Known issues: Fix does not support simulatenous trigger inputs. To workaround this issue disable "hold to lock" in the game's options menu (disabled by default). This issue only affects AC1 as AC2 does not appear to support "hold to lock" on PC. AC1-2-Xbox-One-Controller-Fix.zip- 17 comments
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- controller
- assassins creed
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Version 2.1
352 downloads
Reupload of the Console Button Prompts Mod. The original file hosted on Patreon is no longer available. A Readme with instructions is included in the archive. Mod Created By: Krisan Thyme Special Thanks: Echelo (Research / Programming / Support) Scarlet Crusade (Extensive Testing / Support)-
- final fantasy xiii-2
- playstation
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Version 1.3
2,965 downloads
Strategic Engine software by Bodyphatt (Philip Merwarth) for use with the Microsoft SideWinder Strategic Commander in place of the original software which is no longer compatible with modern versions of Windows. This file was originally downloaded from Nicolas Winocur's blog (archived). -
Currently, https://www.pcgamingwiki.com/wiki/Template:Infobox_controller seems a bit limited in its scope, and I have two proposals for additional properties to add to it, since I presume I lack editing rights for that infobox: 1) Connection method. Whether a controller can be connected to PC by one or more of these: • USB (e.g. Logitech Gamepad F310, DualShock 3) • Bluetooth (e.g. Wii Remote, Xbox One Controller) • Wi-Fi (e.g. Nintendo DS, Amazon Fire TV Game Controller) • Custom port that require an adapter (e.g. GameCube controller, DualShock 2) Additionally, if it's desired, the USB category can be divided into: • USB-Mini (e.g. DualShock 3) • USB-Micro (e.g. Xbox One Controller) • USB-C (e.g. Switch Pro Controller) • USB non-Bluetooth dongle (e.g. Xbox 360 Controller's wireless revision) • Soldered USB-A (e.g. Trust GXT 540) I am not 100% sure how to handle controllers whose revisions have different connection methods. For instance, Xbox 360 Controller has two revisions; one with soldered, and one with USB dongle. 2) Haptic feedback. Whether a controller has a rumble engine within it or not.
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- need for speed
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Version 1.0.0
680 downloads
This is an AntiMicro profile for the Spider-Man 2002 movie PC game for mapping the inputs that the game won't register in an XInput controller to the keyboard & mouse controls. You can import it into AntiMicro and set it to autorun with the SpiderMan.exe file in AntiMicro's settings. Specifically, the mappings are as defined below: Right Stick -> Mouse (default - camera) LT -> Shift (default - web action & recenter camera) RT -> Numpad 5 (default - web swing) The other inputs should be configurable in the game's gamepad settings, except the Left Stick which automatically is set to movement.-
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Version 1.1
18,102 downloads
What is this? Have you ever wanted to open the gesture menu by Left Trigger + Spacebar + Mouse Wheel Down? Now you can! The Dark Souls Input Customizer is the successor to the Dark Souls Mouse Fix and allows you to bind any action to arbitrary combinations of keys or buttons on the controller, the mouse or the keyboard via a simple GUI. In addition to a complete fix of the mouse controls, the mod also provides advanced options, such as separate sensitivities for bow aiming or the usage of of non-standard actions like Kick, the creation of input profiles, as well as dedicated support for the Steam Controller. Overview Description The Dark Souls Input Customizer (DSIC) offers full customization of the controls of Dark Souls. It uses a flexible input system that allows the rebinding of every action to arbitrary combinations of keys or buttons on the controller, the mouse or the keyboard. Although this can in part also be achieved with existing tools, DSIC is much more flexible and wraps it all up in an easy to use package, along with additional functionality that is specially tailored to Dark Souls. DSIC also fully includes the Dark Souls Mouse Fix, which does not have to be installed separately. Features Bind any action to an arbitrary combination of keys or buttons on the controller, mouse or keyboard Flexible options such as individual sensitivities for camera movement and bow aiming Non-standard bindings such as Roll-Only, Kick or Leap Attack Complete fix of the mouse controls with UI cursor support and no additional smoothing or acceleration Includes a GUI for easy configuration Steam Controller support Compatible with DSFix Instructions Supported Versions This mod is designed for the latest, fully patched Steam version and might not work when used with an older or otherwise modified executable. Install The mod does not make any permanent changes to the game or to Windows and can easily be removed. Install Durante's DSFix if you have not already Extract the contents of the DarkSoulsInputCustomizer.zip to the same folder. For example: "C:\Program Files (x86)\Steam\steamapps\common\Dark Souls Prepare to Die Edition\DATA" Look for the dinput8dllWrapper line in DSFix.ini and set it to dinput8dllWrapper DarkSoulsInputCustomizer.dll. No additional configuration of DSFix is necessary Start DarkSoulsInputCustomizerGUI.exe to set bindings and other settings as desired Start the game normally, for example directly through Steam. If you want to change the settings while in the game, see the Configuration section below on how to do that A few additional notes on the installation: See Loading Other Fixes/Mods/Injectors for information on how to solve conflicts with other mods that also use a DirectInput wrapper DLL You should hear a DSIC loaded message on game launch when the fix is installed correctly. This sound can be turned of in the config If you currently have the Dark Souls Mouse Fix installed, make sure to replace the line with dinput8dllWrapper DarkSoulsInputCustomizer.dll instead of just adding another one Uninstall Set the dinput8dllWrapper setting in DSFix.ini to none and delete the files of the fix Configuration Although the configuration using the GUI should be easy and straight-forward, there are some things to note: The GUI provides tooltips with additional information about a setting You can change settings while in the game by using the Reload Config binding. Just change the settings in the GUI as necessary, press save and then use the binding to reload the config in-game. You should hear a DSIC Reloaded sound message when the reloading was successful You may also want to enable borderlessFullscreen in DSFix for easier switching between the GUI and the game It is not necessary to unbind a key or button in the in-game settings to use it with the fix Movement And Camera Control The Movement/Camera Control setting determines how the camera and the basic movement of the character are controlled: Keyboard and Mouse: Enables raw mouse input for camera control and uses bindings for movement. Deactivates analog sticks and vibrations Gamepad: Standard controller behavior. Uses the left and right analog stick for movement and camera control. Disables raw mouse camera Steam Controller: Enables raw mouse input for camera control and uses the left analog stick for movement. This requires that the mouse is mapped to the right control pad in the Steam Controller software Note that this setting has no effect on any other bindings. It is entirely possible to use keyboard or mouse bindings in Gamepad mode an vice versa. This mod is all about customization and the input system is purposefully designed to be as flexible as possible. This should hopefully also help people who are using unusual controllers or are otherwise not able to play the game in the regular way. Non-Standard Bindings Non-standard bindings execute actions that usually have to be performed by using a context-sensitive key or a combination of keys. DSIC currently offers bindings for: Kick and Leap Attack Roll Only and Dash Only Auto Run Although they do not allow anything that cannot also be done manually, there has been some debate in the past over whether automation like this could be considered cheating. I am still not convinced by that and am currently of the opinion that the listed actions are primarily a matter of the controls and not the player's skill; especially since similar effects can already be achieved with external tools, such as AutoHotkey or severals different types of gaming software. Known Issues The Auto Cursor currently briefly activates the cursor when opening certain doors with keys. This is not easily fixable but should only be a minor issue, due to the short duration and small number of situations where this problem occurs. The dialog that pops up when summoning a co-op partner can currently not be controlled with the mouse cursor. All keybindings are currently disabled in the main menu. This is on purpose to prevent issues when navigating the menu and when entering a character name. Additional Information Antivirus Software Since this mod consists of an executable DLL file that uses "hacking techniques" such as injection and hooking, it could be classified as malicious by antivirus software. In that case, it might be necessary to add an exception rule to the scanner. If you lack the trust in random people on the internet -- and I would not blame you -- feel free to use a meta online virus scanner like VirusTotal to verify the file. GUI Requirements The GUI requires the Microsoft .NET Framework 4.7.1 to work; which should already be installed on most systems. If you are having problems starting the program, you can download the required version either through a recommended Windows update (Windows 7 and later) or at Microsoft here. Loading Other Fixes/Mods/Injectors To increase the compatibility with other mods or injectors that are using a wrapper DLL, this fix offers two methods for remote loading of additional files. Note that there might still be compatibility issues between the different fixes, mods or injectors that have nothing to do with the loading process. File method: The mod will load another dinput8.dll automatically if it has the name dinput8_Remote.dll. Just rename the DLL you want to load accordingly. Using this method will lead to an error if the renamed DLL is not itself a dinput8.dll. Folder method: The mod will also automatically load all DLLs regardless of their names in a dinput8_Remote sub-directory. Just create a corresponding folder in the install directory of the mod. This is the only way to load multiple (conflicting) files. Input Bindings The GUI allows the binding of an action to an arbitrary combination of keys and buttons on the keyboard, the mouse or an XInput compatible controller. The system purposefully does not restrict conflicts, so multiple actions can be bound to the same key. Key Names: In case of the keyboard there might be a discrepancy between the key that was pressed and the one that is displayed. This is because the names are automatically translated based on the keyboard layout by using a Windows function. However, the mod always uses the physical keys as they were used during the creation of the binding, independent of the name that is displayed. Modifiers: Modifier bindings can be created by just using the corresponding key combinations. If you bind one action to Space and another another to LCTRL + Space and a third one to LALT + LCTRL + Space, only one of them will be triggered when Space is down, depending on the state of LCTRL and LALT. The system is not restricted to the usual modifier keys ALT, CTRL or SHIFT. Any key or button pressed before another acts as a modifier for the next one. Note that the order of the keys or buttons is only relevant during the binding process to distinguish bindings with the same modifiers. In the above example, Space could be held down and the other actions triggered by pressing LCTRL or LALT afterwards. Acknowledgments I would like to thank Kaibz for his extensive testing, detailed feedback and valuable suggestions during the development of the alpha versions of the mod. Without him, creating the mod would have taken even longer than it already did. Additionally, I would also like to give a shout-out to the author of the original DSMFix for Dark Souls, which allowed me to enjoy several playthroughs of the game over the years. Finally, I would like to thank Durante, author of DSFix, who made the game playable in the first place. Without his work, everything I have done would not be worth much. Contact And Support If you like this mod and want to support the development or show your appreciation with a donation, you can find more information on my website. There you can also find out more about other mods that I have done and means to contact me if you have a question, want to provide feedback, bug reports and suggestions.- 1 comment
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- Sensitivity
- Gamepad
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Version 1.2
1,744 downloads
Official website: http://www.generalarcade.com/gamepadtool/ It's a simple GUI tool to create/modify gamepad mappings for games that use SDL2 Game Controller API. Created to be an alternative to Steam Bigpicture gamepad configurator. Features Simple graphical UI Automatic updates of mappings database from https://github.com/gabomdq/SDL_GameControllerDB Local storage for newly created or changed mappings How To Use Connect a gameapad to the computer Launch the app. If you connected mupltiple gamepads select the one you want to use in a dropdown If the app displays that mapping is available go to step 5 If mapping is not available or available but you would like to change it press Make New Mapping and follow the instructions. Go step 3 There are two approches how to force games to pick new mapping. First is to set environmental variable, then all SDL2 games will pick new mapping automatically. To do this simply click Set Mapping As Environment Variable. Second approches is to find mappings database file in the game folder, usualy it's called gamecontrollerdb.txt and add mapping string to the end of the file-
- SDL2
- Controller
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Version v1.1
17,169 downloads
IMPORTANT Since game version v1.09 this fix is no longer needed, because the game received an official option to enable XInput support. If you are interested in using PS4 button prompts, you can find a corresponding option in the most recent version of the PRIC mod. --- TL;DR This fix resolves controller issues in Prey that were introduced with patch v1.05, by forcing the game to use XInput instead of the Steam Controller API by Valve. Quick start guide: Open the archive and choose the button prompts you want to use by opening the corresponding folder Extract the file dinput8.dll to the release sub-folder of Prey. For example: "C:\Program Files (x86)\Steam\steamapps\common\Prey\Binaries\Danielle\x64\Release\" Start the game like you would normally, for example directly through Steam or Big Picture mode Important: If the fix does not work, make sure that you have turned off the usage of the Steam Controller API (see below) Features While Prey originally offered good controller support, patch v1.05 introduced various issues. Instead of choosing either XInput or the Steam Controller API based on the user settings, the game always uses the latter. This results in problems with the movement as well as certain controller settings or the controller not working at all if the user has disabled the usage of the Steam Controller API in game's properties in Steam. This fix re-enables XInput support and forces the game to use it, regardless of the settings. Instructions Supported Versions This fix is designed for the latest, fully patched version of Prey and the Mooncrash DLC and might not work when used with older or otherwise modified executables. Steam v1.08 Note that the fix currently does not work with the demo version of the game. Install The fix does not make any permanent changes to the game or to Windows and can easily be removed. Important: When using a non-XInput controller such as the DS4, you will need a XInput emulator like DS4Windows for this fix to work Open the archive and choose the button prompts you want to use by opening the corresponding folder Extract the file dinput8.dll to the release sub-folder of Prey. For example: "C:\Program Files (x86)\Steam\steamapps\common\Prey\Binaries\Danielle\x64\Release\" Start the game like you would normally, for example directly through Steam or Big Picture mode Important: If the fix does not work, make sure that you have turned off the usage of the Steam Controller API (see below) Although the fix forces the game to use XInput, it is necessary to disable the usage of the Steam Controller API in the game's settings. The safest way to do this is the following: In the Steam client go to the menu Steam -> Settings -> Controller -> General Controller Settings Make sure PS4/XBox Configuration Support is checked Go to Big Picture mode and find Prey in you library Click Mange Game -> Controller Options and uncheck Use Steam Configuration for Non-Steam Controllers Uncheck the setting from step 1 again, depending on whether it was checked in the first place Uninstall Remove or rename the dinput8.dll from the folder of the game. Known Issues There are currently no known issues with using the fix. Additional Information Antivirus Software Since this fix consists of an executable DLL file that uses "hacking techniques" such as injection and hooking, it could be classified as malicious by antivirus software. In that case, it might be necessary to add an exception rule to the scanner. If you lack the trust in random people on the internet -- and I would not blame you -- feel free to use a meta online virus scanner like VirusTotal to verify the file. Loading Other Fixes/Mods/Injectors To increase the compatibility with other mods or injectors that are using a wrapper DLL, this fix offers two methods for remote loading of additional files. Note that there might still be compatibility issues between the different fixes, mods or injectors that have nothing to do with the loading process. File method: The fix will load another dinput8.dll automatically if it has the name dinput8_Remote.dll. Just rename the DLL you want to load accordingly. Using this method will lead to an error if the renamed DLL is not itself a dinput8.dll. Folder method: The fix will also automatically load all DLLs regardless of their names in a dinput8_Remote sub-directory. Just create a corresponding folder in the install directory of the fix. This is the only way to load multiple (conflicting) files. Contact And Support If you like this fix and want to support the development or show your appreciation with a donation, you can find more information on my website. There you can also find out more about other mods that I have done and means to contact me if you have a question, want to provide feedback, bug reports and suggestions. Version History v1.1: Fixed launch issues for users that do not own the Mooncrash DLC v1.0: Upgraded the fix to game version v1.08 v0.6: Added support for Mooncrash DLC v0.5: Upgraded the fix to game version v1.06 v0.4: Controller movement no longer gets stuck on interactive items when using PS4 prompts v0.3: Added a separate version that shows button prompts of the PS4 instead of the XBox controller Added more detailed instructions to the readme file v0.2: Added support for demo version of Prey Added measures to make the fix more robust to updates of the game v0.1: Initial release -
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Valve have changed the name of the 'Steam Controller API' to 'Steam Input API'. The wiki still has the old name, could it be updated please? :) https://partner.steamgames.com/doc/features/steam_controller
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- Steam
- Controller
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Topic title. I think it would be useful info, namely for those who have a Steam Controller and want to know if the support is there. Like for example, Rainbow Six Vegas doesn't allow the use of a controller and mouse at the same time but Half-Life 2 does. It would be nice to know if this is something that could be considered.
- 14 replies
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- controller
- mouse
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- PlayStation
- Button Prompts
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4,674 downloads
A x360ce vibmod configuration file that disables the XBox 360 Controller. It's useful when a game automatically detects and uses a controller, but doesn't let you to disable it without unplugging it, or disabling it via hardware manager. Some known games to have this issue are Metro 2033, Mount & Blade Warband. All credit goes to the x360ce team for creating the tool, and JottiLF from the Steam Forums for making the config. -
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The controller is unique in employing dual trackpads as opposed to the more traiditional dual analogue sticks: Another innovative feature is the centralised touchscreen: Another feature includes specialised haptics within each touchscreen: Thoughts A bold move from Valve to try and reinvent the controller and make it more accessible for traditional mouse-based games. However I'm a little bit confused about how the controller will function with Xbox/PlayStation titles, especially as the 8 face buttons are effectively gone (4 D-pad buttons, 4 face buttons) and have been replaced by the centralised buttons near the touchscreen. Many games may require extensive remapping for them to work as intended, which defeats many of the plug and play advantages of say, using an Xbox 360 controller.
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- Steam Controller
- SteamOS
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Valve have released their third and final announcement for the Steam Controller, a new proprietary controller.The controller is unique in employing dual trackpads as opposed to the more traiditional dual analogue sticks: Another innovative feature is the centralised touchscreen: Download attachment: steamcontroller2.jpg Another feature includes specialised haptics within each touchscreen: Thoughts A bold move from Valve to try and reinvent the controller and make it more accessible for traditional mouse-based games. However I'm a little bit confused about how the controller will function with Xbox/PlayStation titles, especially as the 8 face buttons are effectively gone (4 D-pad buttons, 4 face buttons) and have been replaced by the centralised buttons near the touchscreen. Many games may require extensive remapping for them to work as intended, which defeats many of the plug and play advantages of say, using an Xbox 360 controller. Click here to view the article
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- Steam Controller
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