Mouse speed is capped (aka negative mouse acceleration)

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  • My problem is that with the sdl engine (which is the only one supplied with the latest version) there seems to be a maximum speed allowed for mouse movements, and if the mouse is moved faster than that, a lot of the movement is lost.
    For example, let's say that I move my mouse slowly from the right border of my mousepad to the left border, and this results in a 360 degree turn; if I do the same movement fast, it only results in a 90 degree turn. Because of this, the game is almost unplayable.
    eae
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Sun Mar 12, 2006 2:44 pm

  • Are You sure this ain't a hardware problem? Which mouse are You using, and can You tell me which driver u use?
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    Urmel
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Sun Mar 12, 2006 4:26 pm

  • I suppose you are using linux? For windows there are both versions.. You can compile the -glx version your self. Just extract the nexuizengine*.zip file, cd darkplaces and make in a shell should be enough if you have all needed libs installed.
    For the negative acceleration i'm not sure how to change that on linux..
    Last edited by esteel on Thu Aug 31, 2006 2:45 pm, edited 1 time in total.
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    esteel
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Sun Mar 12, 2006 7:46 pm

  • I already have darkplaces compiled on my pc, and I have tried to copy the glx engine in the nexuiz directory and launch it with
    ./darkplaces-linux-x86_64-glx -game data
    but
    Code: Select all
    ./darkplaces-linux-x86_64-glx -game data
    DarkPlaces-Quake Linux 16:28:58 May 31 2005
    "libz.so.1" loaded.
    Compressed files support enabled
    Added packfile ./data/data20060214.pk3 (2537 files)
    Console initialized.
    Playing shareware version, with modification.
    warning: most mods require full quake data.
    Initializing client
    "libvorbis.so.0" loaded.
    "libvorbisfile.so.3" loaded.
    Ogg Vorbis support enabled
    Set: wrong number of parameters, usage: set <variablename> <value>
    couldn't exec autoexec.cfg
    0 demo(s) in loop
    No demos listed with startdemos
    Received signal 11, exiting...
    is the result. I will try to compile it frome the sources provided with nexuiz and see what happens.

    Anyways I think the nexuiz developers should be interested in the bug even if I manage to circumvent it this way. ;)


    edit: I compiled the glx version and I can confirm that the bug is not present there; on the other hand, the sound seems completely broken... :O
    eae
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Sun Mar 12, 2006 8:18 pm

  • eae wrote:Anyways I think the nexuiz developers should be interested in the bug even if I manage to circumvent it this way. ;)


    edit: I compiled the glx version and I can confirm that the bug is not present there; on the other hand, the sound seems completely broken... :O


    Hmm seems the log you showed used an engine that was just too old for Nexuiz 1.5..

    Well i think there is nothing Nexuiz can do about this problem, at least i suppose it is totaly on the libSDL side.. proove is that the -glx version does work.

    Try running it with -sndspeed 48000 and/or -sndstereo that should fix the sound..
    Last edited by esteel on Thu Aug 31, 2006 2:46 pm, edited 1 time in total.
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    esteel
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Sun Mar 12, 2006 9:53 pm

  • Yes I already discovered that -sndstereo solves the problem :D
    Now everything is perfect. Very nice game by the way, I already played a previous version but at the time my ping was too high to enjoy the game properly.
    eae
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Sun Mar 12, 2006 10:34 pm

Mon Mar 13, 2006 9:25 am

  • eae wrote:I already have darkplaces compiled on my pc, and I have tried to copy the glx engine in the nexuiz directory and launch it with
    ./darkplaces-linux-x86_64-glx -game data
    but [code]./darkplaces-linux-x86_64-glx -game data


    You need to either run ./darkplaces-linux-x86_64-glx -nexuiz or rename it to nexuiz-linux-x86_64-glx and just run it normally.

    As I recall there should have been a "make nexuiz" or "make cl-nexuiz" which should give you the proper name to begin with.
    --Willis
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    Willis
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