Optimized .exe; builds of ioq3 engine
With GoogleTranslate, Bumpy, dmaHD, iKALiZER, Raw Mouse, Bug Fixes, ..
#942
Posted 24 July 2010 - 02:53 AM
j/k. Dunno, if anyone sees that happening let us now. I've spammed a lot lately with it and it never failed.
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Don't do the crime to use the 1st version of it. It was fixed the same day.
This post has been edited by mitsubishi: 24 July 2010 - 03:01 AM
- Optimized exe; builds of ioq3 engine for urt With GoogleTranslate, Bumpy, dmaHD, iKALiZER, Raw Mouse, Bug Fixes, ..
- Networking, lag meter, and gaming consistency guide
#943
Posted 24 July 2010 - 10:08 AM
mitsubishi, on 23 July 2010 - 06:09 PM, said:
as usually,
/cl_drawmouse 1 //see it (it requires a map loaded)
/cl_drawmouseinterval 0.08 //interval it waits to calculate
/cl_drawmouseposx //pos x on screem
/cl_drawmouseposy //
/cl_drawmousesize 7 //font size
(updates/sec, dots/sec, total dots for an interval and max dots)
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It's basically a 'mouse stats meter'. It works on raw as source or if on non-raw whatever sdl sends (something particular on unix, either mousemove or directx on windows depended on in_mouse).
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also, cleaner console, safer and more informative rawmouse, fixed stats meters to work properly on timescale (unlike cg_drawfps:P).
Mitsu!, 80ms is too much for mouse update :(
#944
Posted 24 July 2010 - 10:32 AM
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PS. the nabs at id software had timescale borking their fps meter:)
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i.e. internally the mouse updates are actually done collected each frame, obviously, for intends of the gameplay.
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you can change the meter interval [with a var listed above]. It can even be 0. It's also for collecting data for intervals.
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This meter is near pointless. Well, you could at least say it proves collection is done properly, since its collecting variables are at the same place with the vars used by gameplay.
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Still near pointless.
This post has been edited by mitsubishi: 24 July 2010 - 02:40 PM
- Optimized exe; builds of ioq3 engine for urt With GoogleTranslate, Bumpy, dmaHD, iKALiZER, Raw Mouse, Bug Fixes, ..
- Networking, lag meter, and gaming consistency guide
#946
Posted 25 July 2010 - 11:03 AM
it's also doable externally with an OS utility.
- Optimized exe; builds of ioq3 engine for urt With GoogleTranslate, Bumpy, dmaHD, iKALiZER, Raw Mouse, Bug Fixes, ..
- Networking, lag meter, and gaming consistency guide
#947
Posted 25 July 2010 - 07:57 PM
mitsubishi, on 20 July 2010 - 05:01 PM, said:
Notice the functionality is generally "live", i.e. in the middle of the game it does take effect (to go from raw to non-raw and back) immediately.
ok, this might be important. Can you give more details? Windows version, mouse, when did it stop, did it stop for Windows in general or just game, did it fix after you restarted game etc. Did it happen fast or after hours? etc.
Also, check the version now available. It slightly changes the way /in_rawmouse works (it is able to 'live' do /in_rawmouse 0 and 1 without needing restart or /in_restart), though I don't expect it to be much different in that case.
Alright I am running Windows XP 32 bit it was working from the time I started it for the very first time after setting up the modified exe and all of that then after I closed the game and started again rawmouse 1 would make the mouse stop moving instantly, also that other command in_mouse ? or something like that any change would also make the mouse stop responding. I am using a stock dell wired mouse not sure on model or anything nothing special. It only stopped working in game when I alt tabbed it would work again. and mouse would only work again after I set rawmouse to 0
This post has been edited by blizakster: 25 July 2010 - 07:59 PM
#950
Posted 26 July 2010 - 12:21 AM
The implementation of raw input is rather cookie cutter; you can do some minor adjustments and can deregister it (and re-register it during the course of the game) but to initially start it and have it give signals is generally a very predefined standard process can't easily be 'wrong' as soon as it works. Hence I'd imagine it's probable we're talking about xfire or driver or windows bugs.
Notice id software on quake3 live has raw input and have not set it to default to avoid quirks. I'm pretty certain they're confident the quirks don't come from their own implementation.
Also this technology is available only after XP and server 2003; It might behave better lately.
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It might be interesting to see on what Windows version and what Mouse those issues occur.
This post has been edited by mitsubishi: 26 July 2010 - 12:48 AM
- Optimized exe; builds of ioq3 engine for urt With GoogleTranslate, Bumpy, dmaHD, iKALiZER, Raw Mouse, Bug Fixes, ..
- Networking, lag meter, and gaming consistency guide