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sirlemonhead: I haven't run the Steam version in a while but my .exe isn't a drop in replacement for that.
Clearly.

It seems Bucake just has a major problem with mouse sensitivity in the campaign and probably skirmish, but...I'm sorry, not only does the wonky sensitivity not have an effect on me (and other players whom I've asked), but campaign and skirmish are so easy that I really don't see why this should be an issue. If we were talking about multiplayer, then maybe I'd understand. But comparatively speaking, the campaign and skirmish are a joke compared to multiplayer.

Now, I too have noticed that vertical mouse movement is slower than horizontal by default. Suggesting that sirlemonhead change this in the code, though...I mean, is it really that big a problem? You have the sensitivity sliders, so I don't see how or why a code rewrite would be necessary.

As for the lowered fps...um...the menu screen background is capped at 60 fps but it's like a 6 MB .gif running in the background. Do you really need that running at 120 fps? The same goes for the cutscenes. They're cutscenes. Why would you need them to run at 120 fps? Besides, the menu screen for Gold edition was set to a fixed 800x600, if memory serves. Now, actually having a fix that made the menu use whatever normal resolution you set the game to would actually be useful because the game has a tendency to crash upon reverting back to the lower resolution when loading back to menu; this also has a tendency on some newer monitors for an even longer delay and possibly other issues as the screen itself has to lower its resolution. The fps issue I don't see as a problem. Those cutscenes were made in 1999 when 120 fps wasn't even on people's minds. Or maybe I'm just ignorant.
why is it a problem for you that clean cursor behavior matters to me?

and the reason i posted those results was just to provide sirlemonhead with some data that might help finding a way to fix the frame timer issue. otherwise, the results are just for people who are interested.

if you do not care about this stuff, then i don't see why you're in here. now you are just complaining about me pointing out some facts.
you don't even seem to have read my post properly, yet you comment on it.
please.
Post edited April 09, 2016 by Bucake
I'm happy to fix any issues that are raised, to the best of my ability. I honestly never noticed any issues with the mouse movement until Bucake mentioned it, and upon testing it was very obvious. I'm not particularly sensitive to these things but If someone else noticed and goes to the effort to provide enough detail and information (as Bucake did) then I'm happy to try fix it.

I've had the menus running at custom resolutions for the last couple of years - but I doubt Rebellion are going to bother changing this or any other aspect of the game at this point unfortunately.
WOW! Sirlemonhead this is the biggest improvement yet.

Dead zone issue is fixed, left and right aim are equal and up and down aim are equal. The mouse aim is still a bit weird, laggy, may be related to the dead zone issue, but this is a great improvement. The game is much more enjoyable now.

Thank you for the option to turn off the decrease of aim sensitivity while crouched.

And yes as Bucake has stated horizontal aim is faster than vertical.

Bucake is this the funny crosshair?https://www.gog.com/upload/temp/d06a2baadc8026a5601c53d28d4e5942739dfd36.jpg
Or is it the predator's you are talking about? I don't know about the marine crosshair but the predator's has transparent parts because Rebellion used a shade of red for transparency in some texture. There is a topic with a link to a fix for the predator crosshair on the steam discussions.

I found a bug where the audio for the in game videos is muted if you get too close to the display screen. I am not sure if that is a new bug.

Predator and alien aim sensitivity is still higher than the marine. I wonder if this has anything to do with the FOV of the alien and predator being higher than the marine.

Rebellion should hire Sirlemonhead as Aliens vs Predator care taker.

Note I have only used AvPx with the steam version. Would it matter which version of the game was used? And arn't the steam and gog versions identical?


Edit: I tried the game with v-sync turned off from the AliensvsPredator.cfg file. The aim sensitivity no longer becomes crazy high like it did before. However now there is aim acceleration. The slower I move the mouse the higher the aim sensitivity is, the faster I move the mouse the lower the aim sensitivity gets. Moving the mouse fast yields about the same aim sensitivity as with v-sync on.
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Post edited April 10, 2016 by FreedomWings
Uh oh. I found a big problem while replaying the marine campaign. The environment seemed to be much darker than I remember it being. So I started up the steam verison. AvPx is missing lighting, lightmaps I guess. In some areas the difference is kind of subtle but in others it is significant. See the attached screenshots.
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haha, i didn't realize that v-sync is toggle-able in the config file. i guess i turned it off right away and never looked back.

to be clear, even with v-sync off, Classic caps fps to 120. the cap only goes down if you have v-sync turned on and your monitor is set to anything below 120hz.
the fps won't go up to 144 even with v-sync off, so there is definitely a cap of 120.

i guess the cap of 120 that rebellion had put in was done because the physics start to flip out above 120?

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FreedomWings: Predator and alien aim sensitivity is still higher than the marine. I wonder if this has anything to do with the FOV of the alien and predator being higher than the marine.
i assume that must be caused by the FOV like you suggested. especially the alien seems like he's on coke as his FOV is crazy high.
if you look at my earlier post, about the tests i did with the ruler: all species need the same physical (mouse) distance to rotate 180 degrees. the same goes for vertical movement.
iirc it took me ~57mm for a horizontal 180, and ~114mm (for predator and marine) to go from down to up. (alien his up-down movement took slightly more mm because he can look further down and further up.)

as for 'laggy movement', v-sync adds some input lag. so if you have that turned on, that could be it.

also, yes i meant that marine crosshair.
it's not a problem, but since it's fixed in Classic i figured i'd point it out. :-)
thanks for the picture!

edit: i can confirm that the audio for some of the the in-game videos (showed on monitors) gets muted if you get to close. this happens in AvPx, but not in Classic.

edit: btw, about your acceleration issue, my results showed that having more fps directly increases sensitivity.
so if you play with v-sync off (in AvPx) and then move your mouse around, it's likely that your fps will be fluctuating, and your sensitivity increases and decreases as your fps goes up and down..
maybe this is why it felt like there was acceleration..?

at this point it's hard to confirm or deny any acceleration when you play with v-sync off.
but if there doesn't seem to be acceleration when v-sync is turned on, it's probably not there.

edit: actually...
i just tested this with a few different mice, and it looks like there is negative mouse acceleration in this game!
so if i do a fast flick to the right or left, and then slowly move back towards the point i started at, i will go (way) beyond the starting point. it clearly indicates negative acceleration.
this was tested in AvPx while v-sync was on (120hz). changing polling rate did not affect results.

if you look at it, it seems like they actually used controller input for the mouse. things like dead-zones and negative acceleration are very common in games that use controller input.
since the game has controller support, my guess is that they coded in controller support first, and then decided to use the same code for mouse input.

another thing i noticed:
when i use two monitors, it looks like my actual cursor gets reset to the top left of my main monitor. if i flick to the left, i actually see my cursor on the other screen before it gets reset again.
so if i use two monitors, i will sometimes get alt-tabbed out of the game because my cursor was on my secondary monitor at the moment i clicked a mouse button.

this happens in AvPx, but not in Classic, so i assume in Classic the cursor gets reset to the middle of the screen.
of course this is not really a problem, because i can just disable that second monitor, but i figured i might as well point it out. :-)

thanks for posting your findings FreedomWings!
Post edited April 10, 2016 by Bucake
Thanks guys, I'll work through these bugs. I have the "up close no audio" bug with the video screens fixed, as well as finally implementing the audio panning for those that's been missing.

I've tried my .exe with the Steam version and can't replicate the issue with the dark corridors, FreedomWings. I'll look into it closer though...

What's the issue with the Marine crosshair? is the right side rendering shorter white lines than the left? It's never happened on my setup but I think it affects Nvidia cards? (I'm on ATI)
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sirlemonhead: Thanks guys, I'll work through these bugs. I have the "up close no audio" bug with the video screens fixed, as well as finally implementing the audio panning for those that's been missing.
awesome!

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sirlemonhead: What's the issue with the Marine crosshair? is the right side rendering shorter white lines than the left? It's never happened on my setup but I think it affects Nvidia cards? (I'm on ATI)
the upper and left lines of my crosshair are always 4 pixels long, while the bottom and right lines are always 3 pixels long. i've checked this on different resolutions, including different aspect ratios. (i made screenshots so i could zoom in on them in paint, to confirm that it was 4 pixels and 3 pixels, regardless of resolution.)
i'm using a GeForce GTX 670.
edit: attached a screenshot of a close-up of the crosshair.

while testing this, i noticed that when i use a widescreen resolution, my HUD elements are enlarged.
for all i know this was intended, but the reason i mention it is because the HUD takes up such a big part of my screen when i play on 16:9, that 4:3 seems a lot more attractive to play on.

edit: the elements do not deform/stretch (the aspect ratio of each element is maintained). i've attached an image that shows the HUD in 16:9 vs 4:3. (the numbers at the bottom is just me double-checking if there's any stretch in the radar. the reason the numbers aren't exactly the same is just human error. width / height = ~1,65)

edit: after some testing, it's clear that the wider your aspect ratio is, the bigger the HUD becomes. i simply tested this by checking all five resolutions that have 1280width. how high your resolution is does not matter - it's directly related to aspect ratio. (1920x1080 has the same HUD as 1280x720)
5:4 has the smallest HUD, 16:9 has the biggest. (at least, from all the aspect ratios that i can choose from.)

@FreedomWings
are there any specific areas where i could test the lighting issue?
for example an area in a multiplayer map, so i can easily load up the map and move to the spot.
also, concerning FOV seemingly increasing sensitivity: the FOV gets multiplied when you play with a widescreen resolution.
playing with a widescreen resolution as alien will give you the highest FOV, which could make it feel like your sensitivity is way higher than it really is.
just thought i'd mention it :-)
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Post edited April 13, 2016 by Bucake
The light issue may just be the missing light from the video terminals. Which are a major light source in the marines missions. It could be Nvidia related, my GPU is a GTX 460.

The Alien and Predator both have higher aim sensitivity than the marine. It takes much less mouse movement to turn 360 degrees with the alien and predator. Here is a screenshot of the sensitivity sliders, maybe things scale differently by species. This is hard to test though do to the aim acceleration, maybe I am wrong.
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Post edited April 16, 2016 by FreedomWings
Yeah it definitely takes less movement to turn 360 than with the Marine. I've no idea why yet but I'll take a look....
took another look and i can confirm that if i use low in-game sensitivity and high cpi, marine sens is lower than predator sens. it takes ~80mm for a 360 as predator, while it takes ~95mm as marine. haven't tried alien yet, but it does look like there's something up with those sliders.

edit: how do i run this game in windowed mode? i don't see any option for it..

edit: di_func.cpp, line 800: should be KEY_MOUSEBUTTON5?
i checked in-game, and indeed mouse4 and mouse5 both act as mouse4.

edit: the way that you @sirlemonhead have implemented the SpeedTurnAdjust feature "broke" crouching/walking in terms of movement: it's not just the turning speed that remains the same, but you also walk and crouch at full speed (as if you're running).

btw, are these dinput files missing or something? they're being included and referred to, but i see no sign of these files..
Post edited April 17, 2016 by Bucake
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Bucake: took another look and i can confirm that if i use low in-game sensitivity and high cpi, marine sens is lower than predator sens. it takes ~80mm for a 360 as predator, while it takes ~95mm as marine. haven't tried alien yet, but it does look like there's something up with those sliders.

edit: how do i run this game in windowed mode? i don't see any option for it..

edit: di_func.cpp, line 800: should be KEY_MOUSEBUTTON5?
i checked in-game, and indeed mouse4 and mouse5 both act as mouse4.

edit: the way that you @sirlemonhead have implemented the SpeedTurnAdjust feature "broke" crouching/walking in terms of movement: it's not just the turning speed that remains the same, but you also walk and crouch at full speed (as if you're running).

btw, are these dinput files missing or something? they're being included and referred to, but i see no sign of these files..
Add '-w' to the command line arguments when running the game for windowed mode.

There's no mouse button 5 define. I can't remember if there's a way to get the 5th button working but I'll have a look again.

Thanks for pointing out that turn speed adjust flaw. I'll fix that :)

Which files do you think are missing? The Microsoft Dinput library isn't used at all anymore, anyway.
K,

Have all 5 mouse buttons working now. Unfortunately the 5th button has no language specific text available for it so the key bind shows up as blank in the keys list.
hm. maybe i was looking in unused files. i suppose it's only \branches\workbranch\trunk\ i should be checking.
in di_func.cpp there's #include <dinput.h>, but i guess that those <> thingies mean something super special :-P
i only asked about it because i'm trying to understand the mouse input code, and i don't want to miss anything.

in Classic, M5 acts as M4 as well, so they have not fixed it. just fyi!
kind of weird that M5 is not enabled by default, clearly the code aimed to implement support for 5 buttons.

with -w i was able to confirm that mouse-centering works fine in windowed mode, but when i play AvPx in fullscreen with 2 monitors enabled, then the mouse resets to the top left of my main (right) monitor, on which i play AvPx.

thanks! :-)
Post edited April 20, 2016 by Bucake
Yeah the <dinput.h> doesn't need to be there. It's a file from the DirectX SDK for DirectInput, from when the game used it for keyboard and mouse. I have some #if 0-ed out code for reverting to using DirectInput for the mouse that I was using for testing things.

I'll try that thing with the two monitors... is it causing you to click out of the screen accidentally?