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Quake 3 Movement Problem

In all systems, sensitivity in cm per 360 degrees is the same (36 cm). Idioma: Español Ubicación del contenido: España Modo restringido: No Historial Ayuda Cargando... Dont ask me why, you know the code. :P First it felt a little bit heavy in the motion but its exactly. Keep experimenting with stuff like this - it's good to have someone else trying to improve the engine too. check over here

I just wonder how it worked before. Barack Lasagna 11.809 visualizaciones 3:37 Quake Live negative mouse acceleration - Duración: 0:58. BigMete0r 76.829 visualizaciones 1:42 Gaming Mouse Buyer's Guide 2013 - Duración: 7:51. You can find out this using this tool: http://enotus.at.tut.by/Files/MouseTest.exe << Comment #143 @ 15:58 BST, 1 April 2009 >> (Link, Reply) By EKSelenc - Reply to #142 Sorry for bothering, but

Posts are about duel unless otherwise specified. Issuing in_restart manually only needed if you unplug/plug your mouse. These "bugs" have become a staple in Quake, and mastering them is a requirement to take your game to the next level of play. on flickshots.

And i have to correct myself, it does not feel the same after i compared it for a longer time. i have never in my life seen this on quake before. My next assignment will be to add raw mouse input into Warsow. so ioUrban Terror would benefit from in_mouse 3..

Several critics praised the unique, fast-paced, fun and challenging nature of the game as its main selling points, while fans touted the post-release support and extensive modding capabilities. The code itself - how Quake3's movement work - is public on GPL basis. Maybe just for me because i was used to a mechanical mouse that long. for very small fraction of users who use other operating systems. << Comment #56 @ 14:59 BST, 13 June 2008 >> (Link, Reply) By vamp1re - Reply to #53 imagine cg_nudge

We, of course, keep defaulting to directInput, and even if only for XP, I don't see what's the problem you find with mantaining 3 mouse inputs instead of 2. It's highest real resolution is 2000 CPI (counts per inch). Now youre ready to add strafing into the mix, pressing strafe keys during this process each time you hit the ground just prior to the next jump. Where is it? << Comment #86 @ 00:38 BST, 22 July 2008 >> (Link, Reply) By svr You should start providing the sourcecode _now_ for this else you are breaking the

Either neg. To get them, use the same link as for downloading project binaries: http://sourceforge.net/project/showfiles.php?..._id=280168 Enjoy! My mouse completely did not work. To tell you the truth, most of code was written not by me, but by ez-Quake (and, probably, FuhQuake) developers.

Site Content Copyright Valve Corporation 1998-2015, All Rights Reserved. http://olivettipc.com/quake-3/quake-3-arena.html It works best for XP, although at least one user has some strange problems. << Comment #29 @ 11:19 BST, 12 June 2008 >> (Link, Reply) By spyteman' - Reply to Explaining Air Strafing Mathematically Air Strafing works because of the way movement acceleration is handled in the Quake Engine. BTW, indicated mouse speed is too low.

I personally tried it out and it didn't reduce my mouselag, maybe this isn't the main point but oh well (Running a Zepto Znote 6224W with WinXP if anyone is interested). The code itself - how Quake3's movement work - is public on GPL basis. Process: Run forward while continuing to hold down the run forward key, jumping each time you hit the ground again. this content Is this the way it works? << Comment #133 @ 00:38 BST, 1 April 2009 >> (Link, Reply) By Mitritch+ - Reply to #132 What is the value of com_yieldCPU?

So I'm back on track again. :) Edit after edit: it turned out to be not so simple. Categoría Juegos Licencia Licencia de YouTube estándar Mostrar más Mostrar menos Cargando... Its like the mouse isnt registering movement untill you move it quite a long way.

Recall that in order to airstrafe you must sync your movement keys with your mouse movement.

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  • Only in this case this binary may do smth good for you. << Comment #55 @ 08:40 BST, 13 June 2008 >> (Link, Reply) By terrorhead| - Reply to #54 hmm
  • Btw, nevertheless mouse feels strange ingame.
  • Latest quake.exe works fine with sidebuttons of my mouse.
  • Does anyone know how to turn this off? << Comment #101 @ 00:31 GMT, 12 March 2009 >> (Link, Reply) By koekie - Reply to #100 r_dynamiclight 0? << Comment #102
  • Since the UT team didn't implement it yet, it would be great if a skilled programmer from the community could focus on this task (if it can be done), because that

Acción en curso... Inicia sesión para añadir este vídeo a la lista Ver más tarde. Nevertheless it is still interesting to see the origins of the mechanic. Maybe it can be uploaded again. << Comment #77 @ 17:05 BST, 17 June 2008 >> (Link, Reply) By Mitritch+ - Reply to #76 I have sources which were used to

More work for no gain is a net loss, so... I never knew that laser mouse resolution could actually be interpolated :> I'll try to rebind my resoltuion and try again. btw, whats the commands to get this to work in wsw :) ? << Comment #110 @ 13:08 GMT, 17 March 2009 >> (Link, Reply) By jal - Reply to #109 have a peek at these guys i forgot..

when you look at a light, it has sphere of light around it. I expected to see around 3600 DPI in 3600 mode. Quote:in_mouse 1: Mouse control with standard win-32 cursor calls, just like Quake 2.

in_mouse 2: Mouse control using DirectInput to sample the mouse relative counters each frame. No idea what's causing it but here's my specs:CPU: i7 3770k 4.5GhzGPU: EVGA GTX 780 +150/+300 Core/MemoryMobo: ASRock Z77 Extreme4PSU: BFG Tech 1200w-EXSSD: Samsung 830 256GB Sata3OS: Windows 7 Ultimate x64

You then want to hold foreward, and strafe to the direction you want to go; as you are doing this you should slowly turn your mouse towards your direction and then It's not as if mouse input required continous revisions. Reply With Quote « Previous Thread | Next Thread » Posting Permissions You may not post new threads You may not post replies You may not post attachments You may not Limiting the Projection I'll repeat here what I said before: Instead of limiting velocity directly, only the projection of the current velocity onto acceleration is limited.

win xp 32 bit sp2 english version! .net framework etc installed! << Comment #14 @ 23:47 BST, 11 June 2008 >> (Link, Reply) By Mitritch+ - Reply to #13 Ok, what I'll be never able to playing in "3" value? Help Message for spectators 1v1 Rail Resurrection Cup 2016 Troubles with Ratw Zeazo as Ref on RUS RAIL CTF!!!!!!! BadMuffler 240 visualizaciones 3:18 Mouse Acceleration in First Person Shooters - the good kind. - Duración: 28:05.

This mouse is very fast: http://www.esreality.com/?a=longpost&id=1265679&page=10 Maybe you mean something different? If I had the problem theres a good chance someone else had it so... 03-31-2010, 03:18 PM #4 MenaceInc Join Date: Sep 2009 Reputation: 1461 Posts: 855 Rocket Jumps To rocket jump you need to hold a rocket launcher.