Moderator: GZDoom Developers
PS C:\Users\mitch.richters> #Raze at 4:1
PS C:\Users\mitch.richters> 4 * (16/32) * 1 * 1 / 3
0.666666666666667
PS C:\Users\mitch.richters> 1 * (16/64) * 1 * 1
0.25
PS C:\Users\mitch.richters> #Doom at 4:1
PS C:\Users\mitch.richters> 4 * 1 * 1 * 8
32
PS C:\Users\mitch.richters> 1 * 1 * 1 * 16
16
hidInput->mouseturnx = finput.x * m_yaw * (1.f / 3.f);
hidInput->mouseturny = finput.y * m_pitch * 0.5f;
hidInput->mouseturnx = finput.x * m_yaw * (1.f / 4.f);
hidInput->mouseturny = finput.y * m_pitch * (1.f / 8.f);
mjr4077au wrote:Yeah, for Raze the y axis is far too fast now. I can go from fully looking down to fully looking up in about 10mm of movement. Currently building GZDoom now to see how it feels.
For Raze, in GetMouseDelta(), I'd change:
- Code: Select all • Expand view
hidInput->mouseturnx = finput.x * m_yaw * (1.f / 3.f);
hidInput->mousemovex = finput.x * m_side* (1.f / 3.f);
to:
- Code: Select all • Expand view
hidInput->mouseturnx = finput.x * m_yaw * (1.f / 4.f);
hidInput->mousemovex = finput.x * m_side* (1.f / 8.f);
Alternatively, keep the scaling here identical and make m_sensitivityy 1 instead of 2 to transparently show that out of the box there's a 2:1 scale.
To clarify also, my playing style is basically zero movement of my arm. I move the mouse as far up/down/left/right as my wrist permits me to do so. With that in mind, I expect to get a reasonable amount of pitch to look up and down as far as typically needed and expect a quick wrist flick to net me a 90 degree turn.
if (buttonMap.ButtonDown(Button_Mlook) || freelook)
{
int look = int(ev->y * m_pitch * 16.0);
if (invertmouse) look = -look;
G_AddViewPitch(look, true);
ev->y = 0;
}
if (!buttonMap.ButtonDown(Button_Strafe) && !lookstrafe)
{
int turn = int(ev->x * m_yaw * 8.0);
if (invertmousex)
turn = -turn;
G_AddViewAngle(turn, true);
ev->x = 0;
}
PS C:\Users\mitch.richters> #Doom at 4:1
PS C:\Users\mitch.richters> 1 * 1 * 16 (Pitch)
16
PS C:\Users\mitch.richters> 4 * 1 * 8 (Angle)
32
PS C:\Users\mitch.richters> #Doom at 1:1
PS C:\Users\mitch.richters> 1 * 1 * 16 (Pitch)
16
PS C:\Users\mitch.richters> 1 * 1 * 8 (Angle)
8
PS C:\Users\mjr40> 0.875 * 1 * 16
14
PS C:\Users\mjr40> 2.375 * 1 * 8
19
hidInput->mouseturnx = finput.x * m_yaw * (1.f / 4.f);
hidInput->mouseturny = finput.y * m_pitch * (1.f / 8.f);
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