sirlemonhead: This *should* be the very very latest release - could you try this please?
[url=http://homepage.eircom.net/~duncandsl/avp/test/setup_AvPx.exe]http://homepage.eircom.net/~duncandsl/avp/test/setup_AvPx.exe[/url]
thanks for stopping by!
this works. (tested with the GoG version.)
there's no dead-zone, and TurnSpeedAdjust also works.
i don't have a steam copy, so i can't test there..
observed things:
- the "frame timer" issue (forgotten the correct term) is a bee
- vertical mouse movement is a lot slower than horizontal mouse movement if both sliders are set to the default notches (as far as we know this might not actually be a bug, but an option to disable this would be amazing)
- my crosshair looks funny!
i'll also check what i can confirm from this post:
FreedomWings: I also found some other quirks. V-sync slows mouse aim down significantly. Turning off V-sync causes the mouse aim to become extremely sensitive. I am betting that would also be the case in the steam version since the steam version does not allow V-sync to be turned off. The Marine's ammo counter on the pulse rifle does not work when V-sync is off. And I was very surprised to find that mouse aim sensitivity differs between species. The sensitivity is higher when playing the predator or the alien, even though the setting in the controls menu has not changed. This is true for both the steam/gog version of the game and your renderer. "
I have been looking through some of the source code by Sirlemonhead. But I don't really know what I am doing or where to start. I've just been looking at some bits of code in various files. I saw what tweaks Sirlemonhead made, there is no problem there I can see. I am not sure where to look there must be something buried/scattered deep in the source code.
Or I wonder if since the build engine games exhibit similar behavior, could it be something wrong with what is used to build the game code, some bugged library or something?
edit: few tests done. my monitor was set to 144hz while doing these tests, without forcing v-sync.
- in AvPx, the fps gets capped to 60 in the main menu, but otherwise the fps is uncapped (in cutscenes and in-game).
- in Classic, the fps gets capped to 120 in the main menu and in-game, but for cutscenes it gets capped to 30.
- i can confirm that my sensitivity is higher in AvPx, so i assume FreedomWings was correct and that fps directly influences sensitivity somehow (common in older engines - sometimes even happens in newer engines).
i'll try to do some more tests i guess, with v-sync and sensitivity.
edit: played around with v-sync a bit.
- forcing v-sync when my monitor is set to 120hz
seems to fix the frame timer issue in AvPx. this also lowered the sensitivity, which is more evidence that points to having increased sensitivity when the game runs at more fps.
- forcing v-sync when my monitor is set to 60hz lowered sensitivity even further.
- Classic does not force v-sync
and concerning the frame timer stuff - i haven't detected any changes between 60fps and 120fps, but i am not sure how i could properly test this.
edit: i've done some testing with all 3 species (in AvPx) and am relatively certain that:
- all species have the exact same sensitivity
- when the sensitivity sliders are positioned at the default notches, horizontal sensitivity seems to be 2x vertical sensitivity
what the results make me think is that the game works with pitch and yaw, similar to other fps games, but uses a value for yaw that's twice as high as the value used for pitch.
to test this stuff, i simply moved a (reliable) mouse across a ruler while taking my cursor from point to point, and then noted how many centimeters the mouse had traveled. i did multiple tests with all species, and kept getting the same results.
these specific tests were done with v-sync on and 120hz to make sure that there would be no fluctuation in fps (and thus giving me consistent sensitivity).
i might go back and do some tests with the sensitivity sliders because that data could point to something, but surely that will be incredibly tedious. :-(
lastly; the reason why fps affects mouse sensitivity probably sits too deep into the code. fixing this would likely mean a re-write of a
huge part of the code. it's probably even worse with the frame timer stuff.
though, modern computers can easily run this old game at a consistent 120fps, so that's probably why Rebellion just went the route of capping the fps that the game runs on.