[GZDoom 4.11.0] invertmouse behavior changed

Bugs that have been investigated and resolved somehow.

Moderator: GZDoom Developers

Forum rules
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
Post Reply
Jan
Posts: 15
Joined: Wed May 03, 2017 5:17 am

[GZDoom 4.11.0] invertmouse behavior changed

Post by Jan »

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
VidKid

Re: [GZDoom 4.11.0] invertmouse behavior changed

Post by VidKid »

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)
Post Reply

Return to “Closed Bugs [GZDoom]”