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Oh Deer

The sensitivity slider is not accurate, expect some discrepancy. Use the config file for best accuracy.
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Fractal Block World

The sensitivity slider is not accurate, expect some discrepancy. Use the config file for best accuracy.
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Outpath

The sensitivity slider is not accurate, expect some discrepancy.
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Red Dead Redemption

All aims use the same sensitivity setting, choose the sensitivity for the aim you prefer to be matched.
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Star Wars: Knights of the Old Republic II - The Sith Lords

Just added!
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10 minutes ago, DPI Wizard said:

Awesome! Are you still a part of the team working on it, or is it previous work you've done?

I'm still on board, been there since 2016 (when it was originally a top-down game.) It's been a crazy ride and I've learned so much and had many cool experiences during the last few years with this game. Crazy to see "our little critter-game" becoming such a huge thing and many people liking it so much despites it's quirks :)
/Oh and while I'm at it I'm so thankful for this website it's been such a joy to use throughout the years (saved me a lot of unnecessary headaches!)

Edited by Adam Bergström
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  • Wizard
7 minutes ago, Adam Bergström said:

I'm still on board, been there since 2016 (when it was originally a top-down game.) It's been a crazy ride and I've learned so much and had many cool experiences during the last few years with this game. Crazy to see "our little critter-game" becoming such a huge thing and many people liking it so much despites it's quirks :)

It's a really cool game, for some reason I went to the dark side immediately, don't ask me why 😄

The only issue I've noticed is some inconsistency in the vertical sensitivity. It might be affected by the camera distance changing when the camera is tilted or something similar. In short, if you move say 100 counts up, then 100 counts down you don't end up in the same spot (horizontally this works perfectly). It's a minor problem, but if you could perhaps relay this issue it to the right guys that would be excellent!

I could make a video to show the issue if needed.

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2 minutes ago, DPI Wizard said:

It's a really cool game, for some reason I went to the dark side immediately, don't ask me why 😄

The only issue I've noticed is some inconsistency in the vertical sensitivity. It might be affected by the camera distance changing when the camera is tilted or something similar. In short, if you move say 100 counts up, then 100 counts down you don't end up in the same spot. It's a minor problem, but if you could perhaps relay this issue it to the right guys that would be excellent!

I could make a video to show the issue if needed.

Thanks! Well the dark path is the way to the strongest abilities early that might be why 😅 (also I like the VFX I made for those)

I see, I think I know what you mean. Our camera is a bit special with the pitch like that but it sounds like an unintended thing if up and down is different. I work very closely with the guy that could potentially fix it, so a video could be helpful for him to take a look at if possible (better to show than try to explain a thing like this most likely)

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  • Wizard
11 minutes ago, Adam Bergström said:

I see, I think I know what you mean. Our camera is a bit special with the pitch like that but it sounds like an unintended thing if up and down is different. I work very closely with the guy that could potentially fix it, so a video could be helpful for him to take a look at if possible (better to show than try to explain a thing like this most likely)

Actually let me test it a bit more, I initially tested it in the prologue where you spawned in. But testing it now (in the Jagni Fort) it seems to work better.

I'll do some testing and let you know if it's still an issue. It might be just a temporary problem in the prologue, if so there's nothing to worry about imo.

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  • Wizard
19 minutes ago, Adam Bergström said:


I see, I think I know what you mean. Our camera is a bit special with the pitch like that but it sounds like an unintended thing if up and down is different. I work very closely with the guy that could potentially fix it, so a video could be helpful for him to take a look at if possible (better to show than try to explain a thing like this most likely)

 

5 minutes ago, DPI Wizard said:

I'll do some testing and let you know if it's still an issue. It might be just a temporary problem in the prologue, if so there's nothing to worry about imo.

The issues is still there, but only shows up in certain cases. I'll make a video :)

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  • Wizard
25 minutes ago, Adam Bergström said:

How interesting! And thanks. Stuff like this is always difficult for QA to find, when only a dev or someone who knows what to look for can see what's wrong.

Here's the video. I had to shoot it from my phone because I needed to add the crosshair (superimposed by the monitor) so it's easier to see exactly where the center is.

  • So the first 6 seconds is moving right to left then right to left 100 counts, it works perfectly as you can see the crosshair ends up the same place every time at the top of the mountain.
  • From 8 seconds to 14 seconds I move up and down 100 counts while still having the mountaintop in the center, and clearly it moves a different distance for each movement (in this case resulting in a downwards movement in total).
  • Lastly from 19 seconds until the end I align the top of the monitor to the top of the mountain and again move 100 counts up and down (exactly same script as above), and as you can see it now works as intended.

So there's something happening when the camera is right behind you and you look "forward", while it works correctly if the camera is looking up or down. I hope you get what I mean 😄

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6 minutes ago, DPI Wizard said:

Here's the video. I had to shoot it from my phone because I needed to add the crosshair (superimposed by the monitor) so it's easier to see exactly where the center is.

  • So the first 6 seconds is moving right to left then right to left 100 counts, it works perfectly as you can see the crosshair ends up the same place every time at the top of the mountain.
  • From 8 seconds to 14 seconds I move up and down 100 counts while still having the mountaintop in the center, and clearly it moves a different distance for each movement (in this case resulting in a downwards movement in total).
  • Lastly from 19 seconds until the end I align the top of the monitor to the top of the mountain and again move 100 counts up and down (exactly same script as above), and as you can see it now works as intended.

So there's something happening when the camera is right behind you and you look "forward", while it works correctly if the camera is looking up or down. I hope you get what I mean 😄

Thanks I'll send it along and we'll see what we can do for a future patch, maybe not the one coming out soon but the next one!

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