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Androvald

Developer
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Posts posted by Androvald


  1. 13 minutes ago, ForeverCr00ked said:

    so are you saying zooming the cam out with '0' or '-' doesn't change the fov? Pretty sure it does and its annoying as hell that it zooms back in when you sprint.

    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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  2. 13 hours ago, Ashley said:

    Thanks again for the further information, Androvald! I was wondering what is "slightly different" about sprinting? Is it the fact that the camera position changes slightly, or are there any other modifiers attached?

    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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  3. 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.


  4. 12 hours ago, striker891 said:

    If the final value is "mouse movement * speed * mouse sensitivity * FOV Scale" does that mean, that with this in the settings I have a 1:1 mouse sense by fov when zooming with a weapon?

    When, with default settings, I go into the zoom of a weapon the mouse sense is definitly not scaled with the fov. It's taking the value multiplied by the marksmanship modifier. So it's not really possible to have a 1:1 mouse sense by fov, which I would prefer. Would this settings give me this?

     

    Though if that's not possible I would really apreciate to see this settings in the game.

    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?

    9 hours ago, Anudureju said:

    is default bEnableMouseSmoothing is enabled in APB?

    if yes than windows DPI 100-125-150% fix should help and that all what need to know from this post

    P.S. always used DPI % fix ^^

    Yes, however it can be disabled in the input options in the mouse subcategory.

    13 hours ago, KyoukiDotExe said:

    Thank you for this.

     

    I have always played with:

     

    
    OneFrameThreadLag=True

     

    I thought that disabling it made the game not smoother.

    Could you elaborate on what this does if I enable or disable this?

    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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  5. 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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