Debriefing > Bug Reports & Fixes

Forced Mouse acceleration

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killermonkey:
That code is to implement breath effect. Has nothing to do with mouse acceleration.

Death:

--- Quote from: killermonkey on August 13, 2016, 08:06:36 pm ---That code is to implement breath effect. Has nothing to do with mouse acceleration.

--- End quote ---

in one quick search in the source files i can see that function being called more than 50 times.
somewhere there you guys are ruining the mouse input.

open the game, set mouse filter off, m_customaccel 0, m_filter 0, m_mousespeed 1
and look at a wall, move your mouse from the far left of your mouse pad to the far right,

then go back to the same spot you started, and do it fast, you will see you can turn almost double the
distance while going fast.

its on, and its forced, and for a engine that has such a good mouse feel for all other games its unfortunate that
some kind of mouse filter / acceleration is forced.

killermonkey:
I did just that and I could not replicate your issue.

I am running the game in Linux using Wine, so there is no outside influence going on with "windows" or whatever. It's pure game movement from mouse to screen and it was spot on.

Here is what my budget panel looks like:

http://imgur.com/a/GwMBK

Death:

--- Quote from: killermonkey on August 13, 2016, 10:22:21 pm ---I did just that and I could not replicate your issue.

I am running the game in Linux using Wine, so there is no outside influence going on with "windows" or whatever. It's pure game movement from mouse to screen and it was spot on.

--- End quote ---

Well i can open 2 other source based games with the same settings as mentioned previous and the accel don't exist.

i noticed you guys have another depot with 2013 base, is that a move that is planned in the not too distant future? maybe it will be fixed on the newer version of the engine that properly supports raw input.

killermonkey:
The SDK 2013 supports multi core rendering and possibly raw input. They did a bunch of stuff to the backend, which might be why you are experiencing different results when comparing to other games.

SDK 2013 is a hot mess though.... which is why we didn't transition for v5.0

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