Official STEAM thread

Majawar

Lone Wolf
Nov 29, 2007
8,669
1
41
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Lahore
www.intellectualtitans.webs.com
Steam now officially supports PlayStation 4 controllers

If you have updated to latest client on 12th Dec then you must probably know the PS4 controller support is added. Beta was already out but official release adds new features, such as support for controller LEDs. In order to enable it you have to just follow simple steps

Plug the controller via USB, head into Big Picture mode's settings, and enable it in 'Add/Test Controller settings'.

Full notes: News - Steam Client Update Released
 

hotgamerft

lolz
Sep 10, 2008
4,572
16
44
Peshawar
Steam now officially supports PlayStation 4 controllers

If you have updated to latest client on 12th Dec then you must probably know the PS4 controller support is added. Beta was already out but official release adds new features, such as support for controller LEDs. In order to enable it you have to just follow simple steps

Plug the controller via USB, head into Big Picture mode's settings, and enable it in 'Add/Test Controller settings'.

Full notes: News - Steam Client Update Released
How many games supports the controller?

Sent from my SM-G920F using Tapatalk
 

Majawar

Lone Wolf
Nov 29, 2007
8,669
1
41
34
Lahore
www.intellectualtitans.webs.com
How many games supports the controller?

Sent from my SM-G920F using Tapatalk
There is currently no list I gues. The notes state that

Added Steam Configurator support for PS4 Dual Shock Controller. Enable in Big Picture settings Add/Test Controller settings. When enabled, PS4 controllers will have access to the same sort of customization/configuration support as Steam Controllers, including native API support. PS4 Controllers using this system can map the trackpad, gyro, buttons, etc. to keyboard, mouse, or x-input outputs and can make use of action sets, touch menus, radial menus, and so forth.
 

JANARIOO

DEMONxSHADOW
Global Mod
Dec 17, 2008
6,014
20
44
ISLAMABAD / Abu Dhabi
Steam winter sale begins December 22. Grab your wallets.

will buy Disgaea 1 for the 3rd time xD
1) ps2 version
2)psp version
3) Pc version

this is gona be my 3rd time putting 100hrs in this game ... its a funny game, and the turn based combat is over the top amazing.

this 3rd time i m gng to play without sound in office xD
 
Jun 5, 2009
1,625
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Obligatory



OMG PG, fix the imgur link adding thingy <_<, it's been like a year since it broke.
 
Last edited:

shinigami8671

Joe Mama
May 15, 2010
6,127
3
44
Is it just me or the sale is total bs this year? Also, Steam servers were down for hours today as well. Gaben needs to step up.
 

manigamer

Respect Ma AuthoritA!!!
Global Mod
Jun 28, 2007
52,087
395
89
On earth...Lahore
[h=1]Native Xbox controller support comes to Steam[/h]

[h=2]So many controller options, so little time[/h]

A client update for Steam is now in beta, adding native support for Xbox 360 and Xbox One controllers, alongside other, generic gamepads. Players will be able to map features to these using the Steam Controller Configurator, giving them more input on how they play their PC games.
Although many games previously offered Xbox controller support, that functioned on a game-by-game basis. The expanded options open up the platform to a bevy of gamepads without any extra work, and they allow players to customize the controls to their liking.
Generic X-input gamepads are easy to come by, and with the addition of Xbox controllers, Steam will now support the gamepads of both major consoles. Official PlayStation 4 controller support came late last year, and the beta now also allows players to use third-party PS4 controllers from manufacturers like Hori and MadCatz.
Those who prefer to play games like Civilization 6the biggest seller on Steam last year — with a controller can now do so on Steam, remapping keyboard and mouse controls to their liking. Not every game will support a gamepad, but a vast majority of them do, and it removes what could be a barrier for those who are more used to playing games on consoles.


With how beloved the Xbox controller is, it’s a big update for console and PC gamers alike. Steam users will have to opt into the beta to check out the feature, and Valve hasn’t announced a full release for it yet.



---


so anybody here own the steam controller ? how is it and is it worth it ? getting it for like 35$ with case..
 

JANARIOO

DEMONxSHADOW
Global Mod
Dec 17, 2008
6,014
20
44
ISLAMABAD / Abu Dhabi
[h=1]Steam Direct is better than Greenlight, but the size of its fee will make or break it[/h]By Tyler Wilde a day ago
[h=2]The pros and cons of Steam Direct, and why the fee shouldn't be too high.[/h]


Steam Greenlight sucks as a way to decide what goes on Steam. It makes earnest developers pay to engage in a popularity contest that’s easily gamed, and so I’m happy that after years of Valve itself saying it isn’t working, Greenlight is finally going away. When Steam Direct appears later this year, every game will have a simple path onto the biggest PC game distribution platform—so long as the developer can put up a fee. Valve hasn’t settled on a number, but says it’s considering suggestions between $100 and $5,000.
If the fee lands at $5K we’ll end up with devs crowdfunding their submission fee, which would just be an outsourcing of Greenlight.
Instead of vetting every submission (Steam 1.0) or having the community vote (Steam 2.0), the barrier to entry becomes capital. What a tricky thing to balance. If the fee is too low, I’ll be throwing up a Flappy Bird clone as soon as possible, suckers. But if it’s too high, solo and small indie developers could be locked out. If it's $5K, for instance, we’ll end up with devs crowdfunding their submission fee, which would just be an outsourcing of Greenlight that also funnels money to Valve.
At least Valve says the fee will be “recoupable,” though it hasn’t decided exactly how. Valve employee Alden Kroll says in this Gamasutra comment that the fee will likely be returned to the developer “after the game hits some modest revenue target.” If that’s the case, Valve wouldn’t keep the fee, just its take of the revenue—that's nice, but developers would still have to deposit that money and potentially lose it if their game is unsuccessful. (Unless Valve plans to refund and delist failed games?)
The current Greenlight submission fee, which serves the same quality control purpose, is $100. It goes to charity and allows a developer to put up as many games as they want to be voted on by the community. So if you want a rough idea of what a $100 Steam Direct fee would look like, just imagine that every game on Greenlight is currently for sale on Steam. And why shouldn’t Poo Sky be on Steam?
And you're on Steam! And you're on Steam!
Jim Sterling’s Greenlight-mocking video series paints an ugly picture of what to expect, but despite the worry that Steam will be flooded with the 30 scatalogical Flappy Bird clones I intend to submit this spring, I hope Valve errs low with the fee and focuses on making its discovery tools more robust. Promote the good stuff above the chaff, but don’t prevent good-intentioned developers from getting on the platform at all.
Greenlight really hasn’t turned Steam into the iOS App Store, anyway. There are some truly awful games lurking in the bowels of Steam’s discovery tools, but for the most part my experience with the store has been positive. It’s much more vibrant than it was five years ago, when it was only publisher-supported games and a few indie darlings.
Meanwhile, while Steam’s been fussing with Greenlight, new platform itch.io has risen up to serve us heaps of niche and experimental games—there is no fee or review process to get on the platform—many of which might have just been lost in the Greenlight churn. That community is great and it rules that they owned Steam on Twitter today, but I doubt the same thing would work well in the more profit-driven waters of Steam. It’s cool that itch.io creators will have a simpler way to bring their games to a new audience if they want to, though. (Unless they are our own James Davenport, who shouldn't put his game about teeth on Steam.)
Steam could do with an injection of experimental weirdness: Greenlight has made it more diverse, but it’s far from a catalog of everything that’s worth our attention. (Not that it ever will be, and competing stores are good, but more options for creators is good too.)
Itch.io has cultivated a great community of indie developers.
An argument against Steam Direct, or at least a low fee for it, is that more isn’t necessarily better. A common criticism of Steam, or just general anxiety about it, is that its rapidly growing library is burying good work that might have sold well on the platform five or more years ago. Steam Direct may exacerbate that issue, but I don’t support gating out developers who have less capital so that a smaller group of better-off developers have a greater shot at success. The question of how much an independent developer should expect to make from their game—and whether the huge number of competing indie projects is dooming good work to obscurity—is separate from the question of who deserves access to a popular platform.
I don’t support gating out developers who have less capital so that a smaller group of better-off developers have a greater shot at success.
Besides, we need to lose this false idea that Steam is where all buying decisions are born. As Evan wrote in 2015, "Millions of people now operate massive engines that promote discovery: YouTube, Twitter, Reddit, Twitch, websites like ours—all resources that didn’t exist in anywhere near the same form even three or four years ago."
I use Steam a lot. My friends use it, so I can easily play games with them, it's convenient, and it works well. All I really want is for there to be lots of good games on it, and a lower fee helps ensure that good games aren't left out.
That's not to say I'll be happy if the same policy attracts more cynical, exploitative crap. In my ideal world, honest creators who make a real effort are rewarded with visibility while the 135 scatalogical, pro-fracking Flappy Bird clones I’m definitely putting on Steam this year are rejected and someone eggs my house. But since Valve refuses to be the arbiter of what goes on Steam, only one of those things can be true.
I think Valve should do a little more active quality control, but if laissez faire is how it’s going to be, I prefer Steam Direct’s ‘pay a fee, get on Steam’ plan to Steam Greenlight’s ‘pay a fee, maybe get on Steam’ plan—at least so long as the fee doesn’t lock out small developers who may be working with no budget in their spare time.
 
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