Kickstand
Try downloading this and addind it to your windows registry, works for some people:
http://ftp.thecpl.com/mouse_fix.zip
(Here's the page where I found it just now: http://members.cox.net/keithkman/xpmousefix.html )
You can also try adding -noforcemaccel -noforcemparms to your quake shortcuts.
Kickstand:
#23 posted by metlslime on 2005/05/29 14:41:19
not intentional, and in fact i never used -dinput so i didn't know what it did. I use XP and I have mouce acceleration disabled, but it's globally disabled so maybe you're saying it can't be disabled per app.
I've done research into the winAPI calls to control mouse accelleration, and i was planning on adding some sort of cvar control eventually. But i didn't know about all those command line swiches that you and frib mention, so maybe there's enough customizability already present.
Anyway, i'll investigate your bug, too.
Metl
-dinput drastically reduces your mouse sensitivity in FQ 0.8... but this behaviour is the same as previous versions of Quake when I've tried -dinput (winquake, glquake, etc), so I don't think you've broken anything.
I've not tried -dinput in FQ 0.75 tho
Metl
#25 posted by Lunaran on 2005/05/29 20:59:48
I get this error when loading a particular testmap from a batch file:
http://www.lunaran.com/pics/fitzerror1.png
Loading fitzquake normally and then loading the map doesn't prompt the error, nor does loading a different map from the batch file.
I can send you the .bsp if you need to test it. I have no idea why it's special but I've never gotten this error before with previous fitzquakes.
More On -dinput
#26 posted by -kickstand- on 2005/05/29 22:06:28
The -dinput command switch merely toggles direct input. I prefer the -dinput option to any registry hack aforementioned because any game that uses direct input has a familiar "feel" to it. This feel is pretty consistant no matter which game you are using. Its a matter of personal preference, but I found it odd that it was missing for the .80 release.
Four Things
#27 posted by bambuz on 2005/05/30 08:26:34
1)
many (most?) quakeworld players use -dinput and -m_smooth on the command line and additionally the 500hz usb patch for win2k/xp to get good and smooth mouse control. (you get 500hz for linux too)
2)
This, as did the previous fitz for me, fucks up the screen when alt-tabbing - the screen is black except only a few lines of the console that are shown at the top half of the screen. That doesn't happen in other clients or quakeworld clients.
3)
The "maps" command is very very nice! Thanks.
4)
I don't know how easy it would be to import "standard" features from qw clients, like from fuhquake, although these are pretty minor things:
-if you type a variable name, it says what the current value of the variable is, but also what the default value is.
-You can also exec configs without having to type the .cfg in the end (this has been there for many years).
-And then there's the "impulse 4 5 8" i.e. chained impulse for weapons so you always can have the best certain kind of weapon in one button instead of having to do an alias with multiple impulses and maybe waits which spams "no weapon".
http://fuhquake.quakeworld.nu is the fuhquake manual.
Correction
#28 posted by bambuz on 2005/05/30 08:31:04
The chained impulses have the preferred weapon first:
alias +shaft "impulse 8 5 4;+attack"
alias -shaft "-attack;impulse 2 1"
That Sounds More Like A Change To The Game Code
#29 posted by czg on 2005/05/30 09:21:15
How does the engine know that an impulse to change weapon has "failed"/"passed" and it should/should not execute the following impulses?
Chained Impulse
#30 posted by bambuz on 2005/05/30 10:24:11
Hmm, maybe it could be game code, but I doubt, I haven't changed my qwprogs.dat and I think it's always worked on my localhost with the new clients. :/ But I think it doesn't even have to send but one impulse to the game. Just send the one you need, based on knowing what weapons you have.
These engines btw have also if-scripting in aliases if you need, but that's useless for sp. It's mainly only used for teamsays.
Bugs!
#31 posted by metlslime on 2005/05/31 10:53:57
Lunaran: send me the batch file and the bsp.
Bambuz: are you alt-tabbing while running in fullscreen or windowed mode?
Kickstand: it appears to be a problem with vid_restart. A workaround is to avoid vid_restart on startup by using -width and -height to force a video mode. And then, don't change video modes after that.
Fullscreen
#32 posted by bambuz on 2005/05/31 13:54:52
This is my command line:
fitzquake080 -width 640 -conwidth 400 +set vid_displayfrequency 85 -bpp 32 -heapsize 48000 -dinput -m_mwhook -m_smooth -noforcemaccel -noforcemparms -hipnotic -game chapters %1 %2 %3
I have geforce4 mx440 or whatsit, cheapest nvidia card from a few years back.
Workaround ... Works
#33 posted by -kickstand- on 2005/06/01 03:01:25
Mouse behaviour is similar to .75 when using command lines to set resolution, depth and refreshrate. I would have found this out earlier, but I was too happy about being able to set those params in game.
Hi Metl...
#34 posted by distrans on 2005/06/05 06:20:59
...I won't have irc access for a few days so:
Confirming, when re-starting FQ from a desktop shortcut wherein the command line contains width, bits per pixel & heapsize info (and where the command line parameters are unchanged from previous session) the refreshrate defaults to 60 even though this was changed to 75 and applied in the previous session.
PS: I love vid_vsync 1
Pushplay
#35 posted by aguirRe on 2005/06/05 18:26:07
My md5 is:
d76b3e5678f0b64ac74ce5e340e6a685 *PAK1.PAK
Yeah, Implement Custom Refresh Rate
#36 posted by bambuz on 2005/06/05 20:37:47
like the much-talked
f�hrer (aka fuh) -made quakeworld client has
+set vid_displayfrequency xx
possible on the command line and it works.
It's open source...
I have to play fitz in 60hz too and it sucks.
Err
Did you even try 0.8?
vid_refreshrate x
Its even in the menu...
Bambuz...
#38 posted by distrans on 2005/06/06 06:16:31
...I don't have to play fitz in 60hz, I was responding to an enquiry from metlslime.
Oh Sorry
#39 posted by bambuz on 2005/06/06 16:36:37
I didn't read the documentation. :(
(I assumed all this new code would fly copy-pasted back and forth through the different quake/qw clients (why reinvent the wheel?) and the commands would thus be the same.)
But I still can't get 85 hz in fitzquake.
Ok, I read above, it's related to the -dinput bug. (which I use).
You can still read from below.
If I use the menu or change it (or the bpp too) in console and put vid_restart, the game changes the frequency (or bit depth) allright, but mouse input locks up. :(
And the command line, well I read the txt and tried:
-vid_refreshrate 85
+vid_refreshrate 85
+set vid_refreshrate 85
on the command line and none of them worked, it always started up in 60hz.
Refresh Rate Clarification:
#40 posted by metlslime on 2005/06/06 22:49:34
1. there's no -refreshrate or equivalent for fitzquake 0.80. This is an useful feature I should add in the future.
2. vid_refreshrate isn't being restored from the config.cfg file not becuase of a bug, but becuase by design, the vid settings in the config file are ignored if you use at least one of -width, -height, -bpp, -window.
3. becuase of the -dinput bug, this means that if you want to use -dinput, you have to continue to play at 60Hz (or play in a window.)
Whoops
Sorry, I just assumed that since there was a vid_refreshrate command, you could actually set the refresh rate yourself.
So what does it do - just print the current refresh rate?
Frib
#42 posted by bambuz on 2005/06/07 04:43:16
you can set it but you have to do vid_restart or something (check with tab completion) after that
Frib:
#43 posted by metlslime on 2005/06/07 11:37:21
there's a cvar, but there's not a command line option. (e.g. 'vid_width' is a cvar, '-width' is a command line option)
Metl
Cool, but you can set cvars from the command line too, can't you?
Frib:
#45 posted by metlslime on 2005/06/07 20:07:11
yes, but they don't work exactly the same way. The command line video settings affect the creation of the initial fitzquake window, while vid_* cvars will only ever take effect on the next vid_restart. For people suffering from the -dinput bug, vid_restart isn't an option.
Pasted From Another Thread:
#46 posted by metlslime on 2005/06/07 20:13:28
It would be really great if when you switched games (as in changed from the id1 folder to a mod folder) if fitzquake would tell you the maps in that folder when the "maps" command is used. At the moment, it only tells you what maps are in id1, even when the game is something else.
Actually, it should already work this way. The list should tell you all custom maps that are available, including id1 AND your game dir. Are you sure that it doesn't work that way?
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