Hey dudes,
BiscoJoe here. I am fairly new to this Goldeneye: Source mod, but I must say, I LOVE IT! It's awesome! Showed a buddy of mine and he loved it too, we will be playing more and more and becoming part of this community even tho it's small (can't be as small as CS 1.6, or could it? HAHA!)
Anyways, the first thing I noticed when I was changing my options around in the menus was that under the Mouse tab... there's no sign of disabling mouse acceleration and/or turning mouse raw input on/off. Most source games have raw input implemented into the game (CS:Source, CS:GO) and even HL1 games were updated last year and have the option to enable/disable raw input. Raw input is a great addition to a game because it kills mouse acceleration completely and voids the Windows OS settings, just straight bypasses it and reads your raw mouse data, therefore leading to no negative acceleration or any forms of acceleration.
Here is some info about WM_MOUSEMOVE (which I believe Goldeneye: Source is running right now) and info about WM_INPUT (raw input method).
WM_MOUSEMOVE
The simplest method of reading mouse movement data is through WM_MOUSEMOVE messages. The primary disadvantage to data from WM_MOUSEMOVE is that it is limited to the screen resolution. This means that if you move the mouse slightly — but not enough to cause the pointer to move to the next pixel — then no WM_MOUSEMOVE message is generated. So, using this method to read mouse movement negates the benefits of high-definition input.
The advantage to WM_MOUSEMOVE, however, is that Windows applies pointer acceleration (also known as ballistics) to the raw mouse data, which makes the mouse pointer behave as customers expect. This makes WM_MOUSEMOVE the preferred option for pointer control (over WM_INPUT or DirectInput), since it results in more natural behavior for users. While WM_MOUSEMOVE is ideal for moving mouse pointers, it is not so good for moving a first-person camera, since the high-definition precision will be lost.
WM_INPUT
The second method of obtaining mouse data is to read WM_INPUT messages. Processing WM_INPUT messages is more complicated than processing WM_MOUSEMOVE messages, but WM_INPUT messages are read directly from the Human Interface Device (HID) stack and reflect high-definition results. The advantage to using WM_INPUT is that your game receives raw data from the mouse at the lowest level possible.
I don't know who is the coder here or knows much about mouse pointer ballistics etc, but raw input (the CVAR m_rawinput) would be a HUGE addition to this mod !
Just thought I'd make a suggestion, anyways, keep up the good work. This game is fun and brings back memories !