3.0b5 Changes Sensitivity?
the_x5
the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
<div class="IPBDescription">>:-| Noooo!</div> <b>Can I have some one please confirm whether or not your mouse sensitivity and/or acceleration is adjusted by Natural Selection depending on your class?</b>
This is very bad for everyone. I will have to create a script to reset sensitivity and acceleration every time if this is true because I cannot handle varying sensitivity. It throws my aim off severely if it isn't at an exact 10.000000 sensitivity and I will check on acceleration too if I knew what the cvar was. I know this from example of Halo. Halo has very low sensitivity; I turn it all the way up to 9/10 before it feels right. If I can't do a 180 in either left or right as I move my mouse across the pad my game play suffers significantly. I love to have the ability to quickly turn and face the enemy. One of the cruelest things you can do to a player as admin is to force them to adjust their sensitivity. The human brain adapts to certain controls and pattern when you play a game long enough. Eventually you get an precise imprint of how it works. Your brain subconsciously know that if I move the mouse so much distance to the left I will turn around to face my 6. After a while it becomes second nature.
I am imprinted with a fixed sensitivity and acceleration for any player class, in any Half-Life mod. It's all exactly the same and with as much has I am addicted to Half-Life gamming it have it down to a perfection. I can easily tell if sensitivity is off by even a half of a point and if "B5" screws around with this I will <i><b>not</b></i> install it and I will <i><b>not</b></i> run it on my servers.
replace key with appropriate name and not sure what the acceleration is
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->bind "key" "sensitivity 10.000000; wait; acceleration = ?"<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
Please devs, tell me this isn't included and if it is please remove it or allow a cvar to toggle it off. Please.
This is very bad for everyone. I will have to create a script to reset sensitivity and acceleration every time if this is true because I cannot handle varying sensitivity. It throws my aim off severely if it isn't at an exact 10.000000 sensitivity and I will check on acceleration too if I knew what the cvar was. I know this from example of Halo. Halo has very low sensitivity; I turn it all the way up to 9/10 before it feels right. If I can't do a 180 in either left or right as I move my mouse across the pad my game play suffers significantly. I love to have the ability to quickly turn and face the enemy. One of the cruelest things you can do to a player as admin is to force them to adjust their sensitivity. The human brain adapts to certain controls and pattern when you play a game long enough. Eventually you get an precise imprint of how it works. Your brain subconsciously know that if I move the mouse so much distance to the left I will turn around to face my 6. After a while it becomes second nature.
I am imprinted with a fixed sensitivity and acceleration for any player class, in any Half-Life mod. It's all exactly the same and with as much has I am addicted to Half-Life gamming it have it down to a perfection. I can easily tell if sensitivity is off by even a half of a point and if "B5" screws around with this I will <i><b>not</b></i> install it and I will <i><b>not</b></i> run it on my servers.
replace key with appropriate name and not sure what the acceleration is
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->bind "key" "sensitivity 10.000000; wait; acceleration = ?"<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
Please devs, tell me this isn't included and if it is please remove it or allow a cvar to toggle it off. Please.
Comments
You guys can feel free to post what ever theories or experiments you want here on this thread but I'm waiting patiently for an official response.
I'm hoping the answer will be:
No, NS does not affect your sensitivity or mouse acceleration from what you have it set to.
alias +sens "sensitivity 2.75"
alias -sens "sensitivity 2.75"
in your cfg, you don't even need to bind the alias to a key.
alias +sens "sensitivity 2.75"
alias -sens "sensitivity 2.75"
in your cfg, you don't even need to bind the alias to a key. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
But just having it in your config... I dont know much about scripting but isnt that like having q bound to lastinv but not actually having a q key on your keyboard (ie, its not gonna do anything)??
alias +sens "sensitivity 2.75"
alias -sens "sensitivity 2.75"
in your cfg, you don't even need to bind the alias to a key. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
But just having it in your config... I dont know much about scripting but isnt that like having q bound to lastinv but not actually having a q key on your keyboard (ie, its not gonna do anything)?? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
The person told me the sensivity problem was actually some fault with steam, and that steam would execute those binds on its own. Well anyways, I don't have those problems anymore :>
<i> ... and that steam would execute those binds on its own ... </i>
I'm sorry I wrote bind instead of alias <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
Still waiting on developer response but well know it may take 24 hours or so I'm patient.
<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> I'm all about a good laugh, but you don't want it to be there all of the time anymore than you would want sv_friction -8 and sv_gravity 9999.
Does the "Beating a dead horse" idiom ring a bell?
Ah ha.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Fov changes can be disabled or set to desired value using console..<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Can you show how to disable or set to desired values for those of us who don't know the exact procedure.
(I know the fov command but not how to disable the changes, others aren't even familiar with the fov command)
PS: I think default is fov 90?
That's a good point, but it's been that way for quite some time now. Was this enabled by default in B5 and not in previous builds or something? I haven't noticed this problem myself but I've definitely seen a lot of people who have.
The option to lock the FoV at 90 degrees is in the "Advanced..." options, btw, and it defaults to off.
-cya <!--emo&::tsa::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tsa.gif' border='0' style='vertical-align:middle' alt='tsa.gif' /><!--endemo-->
<span style='color:white'>Be nice.</span> Difference is about 50%, it's very hard to NOT feel it .. Try running your mouse (without mouse accel) from one side of pad to other and count circles with marine and with skulk.. It's MAJOR difference..
For example my system:
marine - 1.8 circle
skulk - 2.75 circle
Command to disable fov changes is:
cl_forcedefaultfov 1
Note, that this is not specific to beta5 though!
Does this make sense? I'd give you diagrams if I could, that might make the example a bit less confusing.
However, NS has long since dropped support for Software mode, so I'm unsure if this was ever put in. If it was, it would explain you feeling there was altered sensitivity, but I'm pretty sure it could be no more than maybe 5-10 degrees. Certainly not enough to completely throw off someones game.
Unless you're looking at another idiom.... 'scapegoat'. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
- Shockwave
<span style='color:white'>Be nice.</span> Difference is about 50%, it's very hard to NOT feel it .. Try running your mouse (without mouse accel) from one side of pad to other and count circles with marine and with skulk.. It's MAJOR difference..
For example my system:
marine - 1.8 circle
skulk - 2.75 circle
Command to disable fov changes is:
cl_forcedefaultfov 1
Note, that this is not specific to beta5 though! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I don't think you can compare skulk and marine mouse speeds, I think the skulk has a faster turn speed than marine, which makes the same mouse sens seem faster. Maybe that's what your experiancing. I can see different accells for each class, or differnt turn rates for each class. aka: marine with HA will turn slower than marine with JP, but same sensitivity on mouse.
Mouse sensitivity = how fast you turn.
Moving the mouse to the left at a certain rate should always turn you to the left on screen at the same rate regardless of whether you're a celerity skulk or an HA/HMG.
Does this make sense? I'd give you diagrams if I could, that might make the example a bit less confusing. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I understand what you mean, but this is just a theory! Game obviously handles both terms differently. Fov is probably somehow involved in calculation between mouse movement and turn angle, along with the "sensitivity" value ..
It's probably there to compensate for lower visual turn rate with higher fov. (Imagine you have very high fov, now even if you turn at high angular speed, movement seem to be visually slow. So game probably increases turn speed to compansete and to make it visually similar to other fovs with given sensitivity..)
<!--QuoteBegin-x5+ beginning of this post--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (x5 @ beginning of this post)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Can I have some one please confirm whether or not your mouse sensitivity and/or acceleration is adjusted by Natural Selection depending on your class?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Yes? No? Yes, but?
I think I'm hearing from these other peopel that unlike the 2.01, which I'm used to, 3.0 and above have changes to the FoV above or below the default of 90. According to Bob, this doesn't actually change senisitivity but will affect you aim and how you aim dramatically if you aren't expecting a change.
If I add the line cl_forcedefaultfov 1 in autoexe.cfg I can prevent fov changes of any kind. Interesting. I do notice that like with TFC I have my hw guy swich to a fov of 110 since i don't need to aim and need to beable to see more and turn arround faster. Things look fish-eye like but I does really well for me being able to see arround and yes it does seem that I can turn arround much faster.
comparison: take an fov of 150 and compare to fov of 10:
higher than 90 fov = fish-eye view; harder to aim accurately, but faster ability to turn arround and see more stuff
lower than 90 fov = "zoomed in" view; easy to aim accurately and far away objects seem closer than they are, but you have to move the mouse a lot to change your viewing angle a little.
So if its an fov change that may very well be the cause or this noticable disruption
[CODE=quoted from my autoexe.cfg]bind "mousewheeldown" "fov 90"[/CODE]
PS: I run win2000 Pro btw.
And, YES, sensitivity (in terms of turn speed/moue movement) changes with differrent FOV = with marines/certain aliens. You can prevent it by setting game to keep standard fov.