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benedu3095

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  1. Changing the Viewmodel FoV (fDefault1stPersonFOV) seems to affect the sensitivity values. A few days ago, after I was finally done modding the game and decided to finally play the game/test my sensitivity, it was noticeable off. Long story short after testing with a non modded New Vegas (just for reference), it was pretty obvious adjusting fDefault1stPersonFOV affects the sensitivity. Really worth looking into, since the default value of fDefault1stPersonFOV is atrocious; it looks really archaic.
  2. I really wonder what could be causing the small amount of negative acceleration , considering every other ZDoom "based" game in the calculator doesn't have this problem (GZDoom, Zandronum, etc).
  3. Name: EvilVEvil Website: https://store.steampowered.com/app/809090/EvilVEvil/ Status: Closed beta Release date: Q2 2024 Availability: Free
  4. Infinity Ward and its game design choices have been a disaster for the CoD franchise.
  5. Ohhh I see . Really weird on Raven Software or HMS to max the fov at 120 hdeg..... Pretty much any ultrawide resolution isn't even "properly" supported at the annoying 90 fov cap lol. Though maybe there should be a special option in the calculator to remove it (call it single-player 3rd party tools/H1 mod?), because if I'm not mistaking, when I played the campaign like two years ago in a different ultrawide monitor than the one I have now, I didn't really experience this annoying 120 hdeg cap. And I also mention H1 again, because when it first released, I had zero problems with it in my old uw monitor (I even used my CoD:AW/S1 client sensitivity & fov settings), though for whatever reason, it seems like either my H1 copy is bugged, or something within the client is bugged because it seems to be capped at 90 fov like the base game now?!?
  6. Meant to post this a while ago, but it seems like ultrawide resolutions (really wide ones) affect the sensitivity??! Or let me rephrase that, it seems like MWR doesn't really support ultrawide formats wider than 21:9 (not so sure that's the exact cutoff or even if 21:9 is "properly supported"), and that seems to affect the sensitivity somehow. Here is what I'm rocking with, and you can tell something isn't right (sensitivity wise), even more so with what I would actually like to use. The latter is wayyyy off, and not quite super ultrawide for whatever reason. Images for reference: So yeah, really weird behavior, guess there is a reason why people call MWR a bad port. Something similar I have experienced and is actually worth looking into (calculator wise) is in CoD2, when you apply the ultrawide or multimonitor fix, it also seems to affect the sensitivity, but in this case, ultrawide formats wider than 21:9 work just fine.
  7. Name: Dust and Aliens Website: https://store.steampowered.com/app/2190230/Dust_and_Aliens/ Status: Release Release date: Jun 26, 2023 Availability: Free
  8. Name: FISHGUN Website: https://store.steampowered.com/app/2431090/FISHGUN/ Status: Release Release date: Jul 5, 2023 Availability: Free
  9. Looking forward to it! As far as I can tell, the clients pretty much behave in the exact same way as the base games do, but some clients are/aren't affected by WPS. I really wonder if the boiii client "fixes" the issue of the game not going above ~115 FOV. In case it doesn't, I really wonder if adjusting cg_fovscale does.
  10. Best we can do is let Mark Rubin (one of the main XDefiant devs) know through Twitter I guess, he seems to be extremely active there.
  11. Can you really? I've tried to in both this and last beta, and the config always resets itself to 30 if you add any decimals.
  12. I don't think the calculator is working as intended on PUBG: https://www.mouse-sensitivity.com/?share=20022860b3afe1fcbfc126813c4ebf61. Some of the sensitivity values, and stuff like 360° Distance, Pixel ratio, Actual HFOV, etc appear to be missing. Also, according to this post "Not all Ultrawide ratios behave the same in this game", and I would have to agree with. Back when I played on a regular 16:9 monitor at 114 FOV (1920x1080), and decided to play on what I personally call "Wide Focal Length" at 1920x882, I did not end up seeing less of my surroundings. I really wonder if this starts happening at aspect ratios wider than 21:9 , which would be really unfortunate now that I have a 12:5 one and it's technically ever so slightly wider.
  13. Gotta love this game, one of the best zombie survival games out there, I highly recommended it. With that out of the way , just like Half Life 2 and other Source Engine games, the ADS sensitivity in NMRiH can be adjusted with the zoom_sensitivity_ratio command (only scoped weapons in-game are the JAE-700 & Sako 85). I can also confirm the FOV can be adjusted by up to 6 decimals places (if I'm not mistaking).
  14. Can confirm you can adjust the ADS sensitivity by changing <prop n="LookAimVertSpeed_Mouse" and <prop n="LookAimHorzSpeed_Mouse".
  15. Thank you!! Based on @Skwuruhl's old research, I would say the Flamethrower, 9mm Pistol, MP5RAS, M79 Grenade Launcher, SCAR-H &/or MP7, Winchester 1894, and Husk Cannon would pretty much cover most of the weapon "types" present in the game. It would also be worth taking a look at scoped weapons such as the Crossbow, M14 EBR, and Railgun, though I think these are already covered by the "ACOG" sensitivity you just added .
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