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Messages - Dr. Sean

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61

Nitro Zone / Re: Nitro #26 - Dwango5 FFA

« on: February 19, 2012, 13:21:05 »
Turned out to be another very successful Nitro event!

62

Nitro Zone / Re: Nitro #25 - Staph1 FFA

« on: February 14, 2012, 09:15:34 »
Once again, I'd like to thank HeX9109 and HumanBones for selecting my map set!  It was a packed house, and as I predicted, it lead to some amusing shenanigans.

63

General Discussion / Re: Odamex Popularity

« on: January 31, 2012, 21:34:32 »
40oz brings up some good points.  Getting games going is a "chicken or egg" problem, where people don't want to join an empty server and start a game, however if there is already a game in progress, they'll join and play for hours.

I regularly play with a group of guys on my server throughout the day and it often draws other players in as well.  Since it's a group of people starting a game, no one is sitting in a server waiting for others to join.  Having groups of players regularly starting games is a good way to grow the community, as other players have learned that they can expect several games throughout the day on my server and join in when they feel like it.

I think a take-home point is that players should try to befriend other players and organize their own games, whether it be with clans or just a group of friends.  It's always more fun to play with people you know and easier to get a game started than trying to get strangers to join an empty server.
64

Technical Support / Re: The CoffeeNet Network [DTX1] & [MWI1]

« on: January 31, 2012, 21:16:06 »
How did it take me this long to figure out that the server name was an abbreviation for its physical location?!?!

Another tidbit: the CoffeeNet servers also typically play host to Odamex's very successful Saturday Nitro events.
65

Technical Support / ZDoom-derived Ports & Mouse Information

« on: December 09, 2011, 12:06:33 »
After thorough investigation, I have discovered a great deal about the internals of how ZDoom 1.23 and its derivatives handle mouse input which I will try to distill here.  This post will be updated as more information is discovered.

Odamex's Mouse Input Types

Odamex uses DirectInput for its mouse input on the Windows platform and as of 0.5.6, it provides two mouse types: Doom and Odamex.  The input processing for the two types is identical and the only difference is with regard to the mouse_sensitivity cvar, where the mouse_sensitivity value with the Doom mouse type is always 5 less than the equivalent mouse_sensitivity value for the Odamex mouse type.

For example, Doom mouse type & mouse_sensitivity = 35 is equivalent to Odamex mouse type & mouse_sensitivity = 40.


ZDoom's Mouse Input Types

The most important factor relating to mouse input in ZDoom-derived ports is the cvar in_mouse.  With the default value of in_mouse = 0, the game selects the default method of mouse input for the OS, which is using DirectInput (also can be explicitly specified with in_mouse = 2). A value of in_mouse = 1 uses USER32.DLL calls (we'll call this Win32).  The overwhelming majority of players will have in_mouse set to 0 and therefore use the DirectInput mouse type.

ZDoom DirectInput Mouse

DirectInput (part of the DirectX library) retrieves "raw" mouse input values, unscaled by the OS.  This bypasses the Windows mouse sensitivity and acceleration settings.  When ZDoom uses this mouse type, it scales the mouse movement values along the x-axis by a factor of 4.0 and does not change the movement values along the y-axis.  

Users of this mouse type can easily convert their ZDoom mouse settings to Odamex's Doom mouse type using the following equations:
Doom mouse_sensitivity = (ZDoom mouse_sensitivity * 40) - 5
Doom m_pitch = (ZDoom m_pitch / 4)


So using the default ZDoom mouse_sensitivity = 1.0, a user should choose mouse_sensitivity = 35 when using the Doom mouse type in Odamex.  Using the default ZDoom m_pitch = 1.0, a user should choose m_pitch = 0.25 with the Doom mouse type in Odamex.  Since ZDoom does not offer mouse acceleration, players wanting the same feel in Odamex should set mouse_acceleration to 0.

ZDoom Win32 Mouse
The Win32 mouse type gets mouse values from the Windows OS like a normal desktop application.  Windows first applies its sensitivity scaling to the user's mouse input and then applies its acceleration curve if the user has not disabled it in the Windows Control Panel.  Finally, Windows passes the scaled mouse values to the game.

Windows uses a non-linear table to determine how its Control Panel sensitivity setting will scale the mouse input.  Players can scale their Zdoom mouse_sensitivity setting by the following table to match their Windows mouse sensitivity setting.

Windows Sensitivity Factors (when acceleration is disabled)
  • 1  0.03125
  • 2  0.0625
  • 3  0.25
  • 4  0.5
  • 5  0.75
  • 6  1.0
  • 7  1.5
  • 8  2.0
  • 9  2.5
  • 10 3.0
  • 11 3.5

If a player has not disabled acceleration (sometimes also called Enhanced Pointer Precision) in the Windows Control Panel, they also are subjected to Windows mouse acceleration as well as an different set of sensitivity scaling factors, as seen below.

Windows Sensitivity Factors (with acceleration enabled)
  • 1  0.1
  • 2  0.2
  • 3  0.4
  • 4  0.6
  • 5  0.8
  • 6  1.0
  • 7  1.2
  • 8  1.4
  • 9  1.6
  • 10 1.8
  • 11 2.0

Describing how the mouse pointer algorithm works is beyond the scope of this posting, however, my testing confirms that this reference (http://www.teamliquid.net/forum/viewmessage.php?topic_id=157790#13) appears to give a very accurate description of the algorithm used in Windows XP and Vista/7.

Finally, when ZDoom uses the Win32 mouse type, it scales the mouse movement values along the x-axis by a factor of 3.0 and scales movement along the y-axis by a factor of 2.0.

The below equations will allow most players to easily convert their mouse to the Doom mouse type in Odamex.  Note that the Windows Sensitivity Factor is given in the above table.

Doom mouse_sensitivity = (30 * (ZDoom mouse_sensitivity) * (Windows Sensitivity Factor)) - 5
Doom m_pitch = 0.5 * (ZDoom m_pitch) * (Windows Sensitivity Factor)
mouse_acceleration = 0 or 2.6 (depending on whether it's enabled in Windows Control Panel)
mouse_threshold = 6



Given a player who uses the default mouse_sensitivity = 1.0 and m_pitch = 1.0 in their ZDoom-derived port and uses the default mouse settings in the Windows Control Panel of sensitivity = 6 and acceleration turned on, they should use the following settings:
mouse_type = 0 (Doom mouse type)
mouse_sensitivity = 25
m_pitch = 0.5
mouse_acceleration = 2.6
mouse_threshold = 6

66

Nitro Zone / Re: Nitro #7 - Crucified Dreams Deathmatch

« on: September 27, 2011, 19:50:30 »
Honestly. I'm not a huge fan of making certain maplists for these events, so instead of cutting them out I decided to throw the smaller maps towards the end of the rotation. That way, when its peaking we all won't go crazy!

That's a great idea Bones
67

General Discussion / Re: Deathmatch Practice

« on: August 26, 2011, 10:41:20 »
never played facility.wad, is there a link to it?

http://www.doomworld.com/idgames/index.php?id=7850

Be sure to read the documentation and watch the accompanying demos for an idea of the intended practice routines for the map.  There are some gems of information in there
68

General Discussion / Re: Deathmatch Practice

« on: August 26, 2011, 08:27:43 »
I modified one of my maps to serve a similar function to facility.wad, where there are areas for practicing certain movements and techniques, like firing rockets through doorways or dodging cyberdemon rockets.  Facility.wad would serve just as well.
69

Devoblog / Re: Odamex 0.5.4 Released!

« on: August 11, 2011, 11:56:23 »
Commands should be the standard commands, -netplay and -netrecord.  Demo files have .odd extension.

Note that the netrecord command automatically appends .odd to the filename.
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