Mouse input values capped
Mouse input values are being capped at 768. This is bad.
To see the problem set your mouse speed to 1, turn off dynamic resolution and
turn on 'show mouse values'.
This could possibly be my fault, im guessing its either that i used a bad variable type in my mousecode or its an SDL input thing.
This has to do with the cursor boundry, the max mouse input value is changed with window resolution, I think this only happens when windowed aswell.
Can we resolve this, or is it inherently an SDL thing?
Yadda yadda yadda!?
Anybody out there?
Well, many people have praised the new mouse code. Maybe it is fixed already. There isn't really anything I can do about this if nobody replies.
If it feels fine, then its done and dusted, since other people won't reply.
Mouse input values are naturally capped, as mentioned above.
There are two options, both of which will help.
First, you want to increase polling rate at which you read the input grid change and then "recenter" the pointer.
Second, you want to change your sensitivity acceleration to a two part variable, the default (the one which the user normally adjusts) is just a coefficiant, that says how far to move per each dot of the mouse, the second determines how many dots on the mouse equal one dot on the "input grid"
No complaints. Marking fixed.
in windows, the game doesn't seem to handle fast mouse movements as well as other games can, when i turn 180 degrees slow, and then do the same distance back where the mouse originally traveled from but fast, i always lose a considerable portion of the angle, so it rotates say only 130 degrees instead of 180 etc...(it's not the limitation of the mouse, it doesn't happen in the other port where the engine reads the same motions perfectly), i can provide additional info or some mouse values if needed
tested in winxp pro, mx518 without setpoint drivers