16:10 Mouselook Axes not matching
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16:10 Mouselook Axes not matching
The view changes much more quickly vertically, than it does horizontally, when using the mouse to look around, in the 16:10 aspect ratio (2560x1600).
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Re: 16:10 Mouselook Axes not matching
None of us who created the mod or tested it have a monitor with a resolution that high. So we weren't able to try it out at such a high resolution. Sorry.
That said, the game was never meant to work in widescreen in the first place. Our first try at making it work may not be perfect. We'll look into it for the next release. (Though I don't think there is much we can do without source code. Which we don't have.)
I only know that no one has mentioned they felt the mouse movement to be odd or weird at lower widescreen resolutions (1920x1080 and below). You also might want to double check your mouse profiler software (like IntelliPoint and SetPoint) to see if maybe the sensitivity of the axes was somehow set differently.
That said, the game was never meant to work in widescreen in the first place. Our first try at making it work may not be perfect. We'll look into it for the next release. (Though I don't think there is much we can do without source code. Which we don't have.)
I only know that no one has mentioned they felt the mouse movement to be odd or weird at lower widescreen resolutions (1920x1080 and below). You also might want to double check your mouse profiler software (like IntelliPoint and SetPoint) to see if maybe the sensitivity of the axes was somehow set differently.
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Re: 16:10 Mouselook Axes not matching
Feels more normal if I set the field of view back to 65 degrees. ~75 made looking horizontally very difficult without the view going all over the place. My mouse software's axes are set to be locked to the same x/y resolution.
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Re: 16:10 Mouselook Axes not matching
Since you know how to edit the FOV, I have a suggestion for you. It might work.
Put the FOV back the way it was (unless you feel it's still better that way), but then edit the "fovyuwmax" value. Try increasing it higher.
I believe this value affects the vertical aspect of the perspective correction matrix. It should help with the vertical weirdness, now that I think about it. I'd forgotten I tinkered with it when I was working on the mod. I actually also got the same sort of vertical weirdness . . . but it didn't immediately click in my mind, because I was focusing on the mouse being the problem.
Put the FOV back the way it was (unless you feel it's still better that way), but then edit the "fovyuwmax" value. Try increasing it higher.
I believe this value affects the vertical aspect of the perspective correction matrix. It should help with the vertical weirdness, now that I think about it. I'd forgotten I tinkered with it when I was working on the mod. I actually also got the same sort of vertical weirdness . . . but it didn't immediately click in my mind, because I was focusing on the mouse being the problem.
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Re: 16:10 Mouselook Axes not matching
I will try that tomorrow (stayed up way too late)! Thanks!
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Re: 16:10 Mouselook Axes not matching
I set the fov back to 75, and then multiplied the fovyuwmax by 1.25 (diff between 1.3333 and 1.6 aspect ratios). Now it handles just like I expect it to!
Thanks!
Thanks!
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Re: 16:10 Mouselook Axes not matching
And thanks for letting us know about this issue. We'll add this change to the next release of the mod. (Again, unfortunately no one who tested it had a display capable of 2560x1600.)ozzy wrote:I set the fov back to 75, and then multiplied the fovyuwmax by 1.25 (diff between 1.3333 and 1.6 aspect ratios). Now it handles just like I expect it to!
Thanks!
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Re: 16:10 Mouselook Axes not matching
Felt the same way in 1920x1200. I had only tested those 2 resolutions.