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http://forum.quake2.com.ru forum of russian quake2 portal
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cure Гость
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Добавлено: Пн Янв 05, 2004 3:51 am Заголовок сообщения: direct input mouse handling |
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http://cure.gamepoint.net/mouse
That article explains why Q1/QW and Q3 work properly under WinXP and Q2 doesn't. Q2 doesn't have any Direct Input support. QW (with -dinput on the command line) and Q3 do. All the Q2 mouse acceleration fixes don't work (reg file fix/arQon's fix/m_xpfix). There's still an (very small) amount of acceleration left.
I'd like to ask if someone could implement Direct Input back in a Q2 client (examples available in the QuakeWorld 2.30 and FuhQuake source code.
ftp://ftp.idsoftware.com/idstuff/source/q1source.zip <-- QW source
http://www.fuhquake.net/links.htm <-- FuhQuake source
Preferably as it is done in FuhQuake, with DirectX 7.0 SDK libraries (FuhQuake (with -dinput) responds identically to a certain sensitivity value as Q3 does).
Preferred added cvars and cmd's over id's Q2 3.20 client: in_dinput 0/1 (defaulted to 0, usual Q2 mouse input) and in_restart.
OR:
The simple command line switch -dinput as used in Q1/QW/FuhQuake. |
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[SkulleR] papa
Зарегистрирован: 21.11.2003 Сообщения: 467
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Добавлено: Чт Янв 08, 2004 6:24 pm Заголовок сообщения: |
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I'll take a look... |
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[SkulleR] papa
Зарегистрирован: 21.11.2003 Сообщения: 467
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Добавлено: Пт Янв 09, 2004 1:15 am Заголовок сообщения: |
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Some comments to your article:
Цитата: |
I was totally amazed to see QuakeWorld 2.33-0005 and FuhQuake 0.30 responded differently to the same mouse input, this indicates Fuh somewhere modified the QW source for some reason. Time for some source code comparison I guess.
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Цитата: |
I've asked fuh about the QW 2.33-0005/FuhQuake sensitivity difference issue. He said the cause probably is that FuhQuake was compiled using DirectX 7.0 SDK libraries, while QW 2.33-0005 probably was compiled with DirectX 2, 3 or 5 libraries back in 1998. It also explains why FuhQuake with -dinput and Quake3 react identically to the same sensitivity setting.
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I've looked through FuhQuake code and noticed that it uses float precision of mouse velocities, as Q3 does. This affects both dinput and strandard mouse behaviour. QuakeWorld and Q2 use integer precision, that is not a proper way IMO. However, this is not a bug, it just results in different mouse 'feel'.
Код: |
// FuhQuake
double mouse_x, mouse_y;
int old_mouse_x, old_mouse_y, mx_accum, my_accum;
// Quake2
int mouse_x, mouse_y, old_mouse_x, old_mouse_y, mx_accum, my_accum;
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Цитата: |
However, when carefully examined, you can clearly notice significant changes in character rotating in game when traveling the same distance with your mouse at very slow, or at very fast speed.
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Hmm, strange. Using q2pro under WinXP I don't notice any mouse accel with m_xpfix 1...
BTW I saw request of adding MVD support to Q3 on your website. I've done something similar some time ago. That project is rather crappy and currently closed, waiting for Q3 src release. |
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