<!--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-->feelings usually mean nothing.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Actually I double disagree on that <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
No. People's feelings matter.
No. I can tell quite well if my sensitivity, acceleration, or fov is off by even a tiny ammoun t bacuse I play enough with these varibles constant that I have subconciously gotten fixed to them. So it is something if multiple people are saying the "feel" like they are loosing sensitivity midgame.
I just am saying that we shouldn't over look this. It could be a Steam issue. I don't know. What's bothering me is this thread has been arround for more than 24 house and <i>STILL</i> no developer can confirm or deny my simple question. I know they are busy but come on how long would it take to just check? I mean if you wrote it wouldn't you know? And if you just be like to each other: "Hey Joe?" "Yes Bob?" "Did you code anything that changes the fov, sensitivity, or acceleration?" "Um no" "Ok just wondering" "no one coded anyhting that alters that stuff x5" "ok thanx for checkign that our for us. I guess if people continue reporting that there is a bug we should ask the Steam people" "Yea." "Later."
<!--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-->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.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Just want to point out that this is inaccurate: FOV has NOTHING to do with sensitivity, it is a variable that effects the perspective of the renderer - while it may sometimes feel like you're moving or turning faster with a higher fov, this is just an optical illusion.
<!--QuoteBegin-Mercior+Sep 8 2004, 02:02 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mercior @ Sep 8 2004, 02:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Just want to point out that this is inaccurate: FOV has NOTHING to do with sensitivity, it is a variable that effects the perspective of the renderer - while it may sometimes feel like you're moving or turning faster with a higher fov, this is just an optical illusion.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Thank you, that's exactly what I've been saying.
<!--QuoteBegin-Licho+Sep 8 2004, 01:45 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Licho @ Sep 8 2004, 01:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Bob, feelings usually mean nothing.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Understand that I'm not trying to go 'elite NS jerk' on you at all. That said, in b4a I could easily shotgun down 3 or 4 skulks jumping at me one right after another, even when they were coming from different sides. I knew my sensitivity so well that I could simply twitch my mouse and the crosshair would be over, or very nearly over, the enemy. Now in b5 I find the same thing is impossible, as I twitch my mouse to where it <i>feels</i> like it should be over the enemy, and it's not. Thus, my confusion.
All I know is since beta5 my controls just felt akward. I triple checked my sensitivity. It just didnt feel right. on my home pc or laptop. I thought it was me smoking crack without knowing. So +sens and -sens helps?
<!--QuoteBegin-BobTheJanitor+Sep 8 2004, 03:14 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BobTheJanitor @ Sep 8 2004, 03:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Now in b5 I find the same thing is impossible, as I twitch my mouse to where it <i>feels</i> like it should be over the enemy, and it's not. Thus, my confusion. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I know what you mean. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
<!--QuoteBegin-Mercior+Sep 8 2004, 09:02 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mercior @ Sep 8 2004, 09:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--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-->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.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Just want to point out that this is inaccurate: FOV has NOTHING to do with sensitivity, it is a variable that effects the perspective of the renderer - while it may sometimes feel like you're moving or turning faster with a higher fov, this is just an optical illusion.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Mercior? Did you actually <b>read</b> what I said before? Do some tests please, <b>it changes sensitivity</b>. Increased FOV also increases sensitivity! Not sensitivity the variable, but the turn rate in degrees per mouse movement. It's <b>not any optical illusion</b>! Just test it! In fact, optical illusion would be in <b>opposite way</b>, (slowing down with bigger fow, for example given point on the wall would move more slowly in horizontal direction compared to lower fov per same number of degrees).
Regarding shotgun problems you mentioned: - don't forget that <b>SG crosshair is different</b>! It's moved a bit, so this can cause your feeling of different sensitivity too..
I will try to explain it once more for those who still don't understand it:
<u>IF fov were not changing sensitivity, then this would be true:</u> - you need to make same mouse movement to turn full 360 circle with both marine and skulk - skulk turning "feels" slower because of optical illusion, than marine turning using same mouse movement
<u>But, this is how it is now:</u> - you turn 1.5x MORE with skulk with same mouse movement - with skulk you turn about 540 degrees while with marine 360 for same mouse movement - skulk turning "feels" faster DESPITE optical illusion of higher fov
Alrite so to fix this and make everthing linear n constant for marines and aliens you have to either: a) tick the box that says 'force 90 degree FOV' or b) in console cl_forcedefaultfov 1
..10 sensitivity? On Halo -and- NS? Holy @#$% dude, your mouse must move an inch a minute. Personally, Halo's cursor flies all over for me even at 5. As for whether or not your sensitivity changes with class, no.. I haven't seen anything like that.
I posted about a similar issue in the <i>beta bug reports</i> forum a few days ago: <a href='http://www.unknownworlds.com/forums/index.php?showtopic=79690' target='_blank'>http://www.unknownworlds.com/forums/in...showtopic=79690</a>
Right, I have just performed a test to check the validity of the FOV/class sensitivity claim:
- I used a server running ns_altair, with fps_max set to 30, and sensitivity set to 4.
- I bound a key to "record demo;+lookdown"
- I started as an alien, looked completely upwards, then executed the bind. I stopped the demo, switched to marine and recorded a new demo for the marine, doing the same action.
- I recorded both demos to bitmaps with "startmovie xxx 30"
- I trimmed off the start/end frames so that only the only frames remaining were the movement of the "lookdown" action.
<u>The result:</u>
Both "movies" had exactly 24 frames.
<u>Conclusion:</u>
<b>FOV has nothing to do with sensitivity</b>, and NS is not affecting sensitivty based on your class.
Thank you.
[edit] if you want to bitmaps to see for yourself, pm me
+lookdown moves at a fixed rate of speed regardless of your sensitivity, as you might have discovered if you ran a control experiment with sensitivity set to something outrageous like 20, and another set at 1. Sensitivity is a mouse-specific variable.
And don't use looking up and down anyway, as this is also affected by the m_pitch command.
<!--QuoteBegin-Licho+Sep 8 2004, 06:49 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Licho @ Sep 8 2004, 06:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Regarding shotgun problems you mentioned: - don't forget that <b>SG crosshair is different</b>! It's moved a bit, so this can cause your feeling of different sensitivity too..<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I was already using the corrected sg xhair sprite long before beta 5.
Changing FOV does indeed change your sensitivity. The reason HL does this is so that when you zoom in with a weapon, your sensitivity (degrees per inch) lowers so your view doesn't fly all over the place and you can actually aim at stuff. Thus when the FOV increases for aliens, sensitivity (degrees per inch) also increases.
And maybe I'm on crack, but I think the FOV for skulks is higher than it was latch patch.
Comments
Actually I double disagree on that <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
No. People's feelings matter.
No. I can tell quite well if my sensitivity, acceleration, or fov is off by even a tiny ammoun t bacuse I play enough with these varibles constant that I have subconciously gotten fixed to them. So it is something if multiple people are saying the "feel" like they are loosing sensitivity midgame.
I just am saying that we shouldn't over look this. It could be a Steam issue. I don't know. What's bothering me is this thread has been arround for more than 24 house and <i>STILL</i> no developer can confirm or deny my simple question. I know they are busy but come on how long would it take to just check? I mean if you wrote it wouldn't you know? And if you just be like to each other:
"Hey Joe?"
"Yes Bob?"
"Did you code anything that changes the fov, sensitivity, or acceleration?"
"Um no"
"Ok just wondering"
"no one coded anyhting that alters that stuff x5"
"ok thanx for checkign that our for us. I guess if people continue reporting that there is a bug we should ask the Steam people"
"Yea."
"Later."
Just want to point out that this is inaccurate: FOV has NOTHING to do with sensitivity, it is a variable that effects the perspective of the renderer - while it may sometimes feel like you're moving or turning faster with a higher fov, this is just an optical illusion.
Thank you, that's exactly what I've been saying.
<!--QuoteBegin-Licho+Sep 8 2004, 01:45 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Licho @ Sep 8 2004, 01:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Bob, feelings usually mean nothing.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Understand that I'm not trying to go 'elite NS jerk' on you at all. That said, in b4a I could easily shotgun down 3 or 4 skulks jumping at me one right after another, even when they were coming from different sides. I knew my sensitivity so well that I could simply twitch my mouse and the crosshair would be over, or very nearly over, the enemy. Now in b5 I find the same thing is impossible, as I twitch my mouse to where it <i>feels</i> like it should be over the enemy, and it's not. Thus, my confusion.
I thought it was me smoking crack without knowing.
So +sens and -sens helps?
I know what you mean. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
Just want to point out that this is inaccurate: FOV has NOTHING to do with sensitivity, it is a variable that effects the perspective of the renderer - while it may sometimes feel like you're moving or turning faster with a higher fov, this is just an optical illusion.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Mercior? Did you actually <b>read</b> what I said before? Do some tests please, <b>it changes sensitivity</b>. Increased FOV also increases sensitivity! Not sensitivity the variable, but the turn rate in degrees per mouse movement.
It's <b>not any optical illusion</b>! Just test it!
In fact, optical illusion would be in <b>opposite way</b>, (slowing down with bigger fow, for example given point on the wall would move more slowly in horizontal direction compared to lower fov per same number of degrees).
Regarding shotgun problems you mentioned:
- don't forget that <b>SG crosshair is different</b>! It's moved a bit, so this can cause your feeling of different sensitivity too..
<u>IF fov were not changing sensitivity, then this would be true:</u>
- you need to make same mouse movement to turn full 360 circle with both marine and skulk
- skulk turning "feels" slower because of optical illusion, than marine turning using same mouse movement
<u>But, this is how it is now:</u>
- you turn 1.5x MORE with skulk with same mouse movement - with skulk you turn about 540 degrees while with marine 360 for same mouse movement
- skulk turning "feels" faster DESPITE optical illusion of higher fov
a) tick the box that says 'force 90 degree FOV' or
b) in console cl_forcedefaultfov 1
correct?
<a href='http://www.unknownworlds.com/forums/index.php?showtopic=79690' target='_blank'>http://www.unknownworlds.com/forums/in...showtopic=79690</a>
- I used a server running ns_altair, with fps_max set to 30, and sensitivity set to 4.
- I bound a key to "record demo;+lookdown"
- I started as an alien, looked completely upwards, then executed the bind. I stopped the demo, switched to marine and recorded a new demo for the marine, doing the same action.
- I recorded both demos to bitmaps with "startmovie xxx 30"
- I trimmed off the start/end frames so that only the only frames remaining were the movement of the "lookdown" action.
<u>The result:</u>
Both "movies" had exactly 24 frames.
<u>Conclusion:</u>
<b>FOV has nothing to do with sensitivity</b>, and NS is not affecting sensitivty based on your class.
Thank you.
[edit] if you want to bitmaps to see for yourself, pm me
+lookdown IS NOT AFFECTED BY SENSITIVITY
Thank you for your effort though..
Try test I did and you will see.. your test didn't really test anything :-)
And don't use looking up and down anyway, as this is also affected by the m_pitch command.
<!--QuoteBegin-Licho+Sep 8 2004, 06:49 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Licho @ Sep 8 2004, 06:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Regarding shotgun problems you mentioned:
- don't forget that <b>SG crosshair is different</b>! It's moved a bit, so this can cause your feeling of different sensitivity too..<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I was already using the corrected sg xhair sprite long before beta 5.
And maybe I'm on crack, but I think the FOV for skulks is higher than it was latch patch.