Sucalakafufu wrote:When I connect to a 1.0 server it seems back to normal. Did something with the mouse change in 1.1?
QuakeLive mouse acceleration (patch and this text written by TTimo from id)
I've been using an experimental mouse acceleration code for a while, and
decided to make it available to everyone. Don't be too worried if you don't
understand the explanations below, this is mostly intended for advanced
players:
To enable it, set cl_mouseAccelStyle 1 (0 is the default/legacy behavior)
New style is controlled with 3 cvars:
sensitivity
cl_mouseAccel
cl_mouseAccelOffset
The old code (cl_mouseAccelStyle 0) can be difficult to calibrate because if
you have a base sensitivity setup, as soon as you set a non zero acceleration
your base sensitivity at low speeds will change as well. The other problem
with style 0 is that you are stuck on a square (power of two) acceleration
curve.
The new code tries to solve both problems:
Once you setup your sensitivity to feel comfortable and accurate enough for
low mouse deltas with no acceleration (cl_mouseAccel 0), you can start
increasing cl_mouseAccel and tweaking cl_mouseAccelOffset to get the
amplification you want for high deltas with little effect on low mouse deltas.
cl_mouseAccel is a power value. Should be >= 1, 2 will be the same power curve
as style 0. The higher the value, the faster the amplification grows with the
mouse delta.
cl_mouseAccelOffset sets how much base mouse delta will be doubled by
acceleration. The closer to zero you bring it, the more acceleration will
happen at low speeds. This is also very useful if you are changing to a new
mouse with higher dpi, if you go from 500 to 1000 dpi, you can divide your
cl_mouseAccelOffset by two to keep the same overall 'feel' (you will likely
gain in precision when you do that, but that is not related to mouse
acceleration).
Mouse acceleration is tricky to configure, and when you do you'll have to
re-learn your aiming. But you will find that it's very much forth it in the
long run.
If you try the new acceleration code and start using it, I'd be very
interested by your feedback.
Tequila wrote:You should know ioQ3 based engines are using SDL mouse API and then can provide very different mouse feeling. Many players complain about this change in ioQ3 but now the engine feeling should be the same even if you're playing under Windows, MacOSX or Linux... but I may be wrong as I didn't test.
moRtem wrote:Like i told you already before you implemented SDL, this will make a lot of players stay in old 1.0.
moRtem wrote:Everyone who played q3-engine-games for a while will hate this new feeling, since a) he needs to find his settings again, b) a lot of players can't even find fine settings with SDL.
moRtem wrote:(I personally tried ~1 week to find my settings with SDL in OA, and it felt just.. wrong)
That's aswell what OpenArena-Team realised, and that's why they provide 2 executables for download (one with SDL-mouse-input, one without)
moRtem wrote:Last but not least, i think you'll find more Smokin'-Guns-players who play different q3-engine-games at the same time, than Smokin'-Guns who play on multiple platforms.
moRtem wrote:Apart from that, mouse-acceleration had been implemented ever since (/cl_mouseaccel)
Tequila wrote:Did you try the "Quake-Live style" I merged from ioQ3 ?
It's clear for me that Opensource developers are not always welcomed by players, thanks to Redmond policies. But you players really need to be fair-play with opensource developers and try our point of view
moRtem wrote:just for the note:
I tried 1.1b2 now and i didn't notice ANY change in mouse-input (played with the same settings as in 1.0 and other q3-engine-games)
But: i played on 1.0-server jeuxlinux (is this of relevance in terms of this topic?)
Anyhow, since 1.2.14 SDL-dll causes weird problems when doing ALT-TAB i switched back to 1.2.13 for now.
/quit
Tequila wrote:Btw moRtem, when you're saying "i didn't notice ANY change in mouse-input", did you use the "set in_mouse -1" tweak ? This is just to be clear.
moRtem, can you try with v1.1b1 engine and tell us if you still have the "weird problems" ?
About the SDL.dll library, where did you get it ? I guess the 1.2.14 was the one we provided, but about the 1.2.13 ? Is that the official libsdl.org one or the v1.36 ioQ3 release one ?