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Everything posted by Androvald
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The camera adjustments with '=', '-' and '0' move the camera back and forth behind the character but do not change the FOV. The zoom when sprinting is done in FOV however, so will add up with whatever you have the camera zoom set to.
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The walking / running FOV is 80, the sprinting and driving FOV is 95. (0.625 is the inverse of 80 / 50) Camera position does also change, but that shouldn't affect your perceived sensitivity that much.
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I've seen some problems in the later versions of Windows 10 where the game will lock up and eventually spit out an error message if the Xbox Game Bar is enabled. If you're running that version, try disabling the Game Bar in the Windows Settings.
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Well, the FOV scale is only used in marksmanship mode, at that point it's (Weapon FOV / 50) * Marksmanship Sensitivity. If you set it to 0.625 you will have the exact same sensitivity as walking and running (sprinting is slightly different), however scaled to the amount of zoom that the weapon offers. We could add an option not to have the zoom affect the sensitivity, however I haven't seen this kind of option in any game, and will generally lead to a bad game-play experience. If you are using an HVR 762, for example, it would create behavior equivalent to setting the marksmanship sensitivity to 2.0536, which makes it very difficult to hit anyone. (We limit the value of marksmanship sensitivity to values between 0.1 and 1 at the moment). Does this answer your question? Yes, however it can be disabled in the input options in the mouse subcategory. So, disabling this causes the game logic to wait for the game rendering to complete this frame rather than the previous frame. In the end the behavior is similar to double buffering without using an additional buffer.
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I've gone through the mouse fix and checked everything it does against the code. Here's the results: LookRightScale=0.000000 LookUpScale=0.000000 Bindings=(Name="LookUp",Command="Axis aLookUp Speed=+25.0 AbsoluteAxis=0") Bindings=(Name="LookDown",Command="Axis aLookUp Speed=-25.0 AbsoluteAxis=0") Set the speed of the look up, down, left, right keys on the keyboard, and any controller attached to the system to zero (they will still be calculated, but won't do anything). This does not have any effect on mouse input. bEnableMouseSmoothing=False Changing the mouse smoothing value in options screen is the preferred way of changing this value. Bindings=(Name="MouseX",Command="Count bXAxis | Axis aMouseX Speed=2.0") Bindings=(Name="MouseY",Command="Count bYAxis | Axis aMouseY Speed=2.0") Doubles all the values input by the mouse. Does the same thing as doubling your your mouse sensitivity using the in-game options. (Final value is mouse movement * speed * mouse sensitivity * FOV Scale) Bindings=(Name="GBA_TurnLeft",Command="Axis aBaseX Speed=-40.0 AbsoluteAxis=0") Bindings=(Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0") These bindings are unused in the game, and adding them does not do anything. OneFrameThreadLag=False Disallow frame rendering to be later than the current frame. This might cause the game to end up being slower, but might make it feel more consistent. We can add an option for this.
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Can you try installing DirectX 9 manually from https://www.microsoft.com/en-us/download/details.aspx?id=35?
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The login issues with steam have been resolved. Thanks for your patience.
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Make sure you have the latest version of the Visual Studio 2012 C++ Redist installed (https://www.microsoft.com/en-us/download/details.aspx?id=30679) as well as .NET Framework 4.0 (https://www.microsoft.com/en-us/download/details.aspx?id=17851) and then launch the patcher again.
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[OTW] - Ammo is not resupplied to the user during mission
Androvald replied to SKay's topic in OTW Bug Reports
Thanks for the report. This has been fixed internally, and will be in the next patch to OTW and live. -
He was an amazing guy, and he definitely will be missed.
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I believe it's currently set to require 500 posts before you can change it.