It seems that on GZDoom 4.11 the invertmouse behavior has changed in a way that is disruptive to my playing style.
How it always used to be: if you turned on invertmouse for the Y axis, the axis would invert for looking around, but not for moving around. This is my desired behavior, and how I configured all my shooters ever since Quake introduced mlook back in 1996.
How it currently is: if you turn on invertmouse for the Y axis, the axis inverts for looking around as well as for moving around. That is: if I hold the strafe button and push the mouse forward, doomguy walks backwards which feels really awkward.
Even though this change is "logical" on a programmatic level (i.e. invert Y axis = invert it everywhere), I can't imagine that anyone would actually want moving to be inverted on the Y axis, so I would like to request that this change gets reverted or is made configurable.
I suspect that this change got introduced in commit f1f6e3a607f72bec84ddf678127387c28032dc80
[GZDoom 4.11.0] invertmouse behavior changed
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Re: [GZDoom 4.11.0] invertmouse behavior changed
I've got a temporary solution.
Try setting "m_pitch" from 1 to -1 in the console: "m_pitch -1"
It's a multiplier used only when looking up or down with the mouse.
Some mods I was using was inverting in-game menu movement when invertmouse was set.
Hope this helps!
VidKid (a random GZDoom enjoyer)
Try setting "m_pitch" from 1 to -1 in the console: "m_pitch -1"
It's a multiplier used only when looking up or down with the mouse.
Some mods I was using was inverting in-game menu movement when invertmouse was set.
Hope this helps!
VidKid (a random GZDoom enjoyer)