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benedu3095

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  1. Thanks
    benedu3095 reacted to DPI Wizard in Evil V Evil   
    Just added!
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  2. Thanks
    benedu3095 reacted to DPI Wizard in Game request archive   
    These three are added.
  3. Thanks
    benedu3095 reacted to DPI Wizard in Apocalyptic Vibes   
    There's a small amount of negative acceleration, expect some discrepancy.
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  4. Like
    benedu3095 reacted to DPI Wizard in Call of Duty: Modern Warfare III (2023) / Modern Warfare II (2022) / Warzone 2.0   
    This is a terrible design choice.
  5. Thanks
    benedu3095 reacted to DPI Wizard in Call of Duty 4: Modern Warfare   
    The game maxes out at 120 hdeg, so I've implemented a limit in the FOV calculation. See if it works better now
  6. Like
    benedu3095 reacted to JakeBielak in Game request archive   
    Name: Resident evil 2+3 sensitivity fix (reframework + refix)
    Website:  REFix :https://github.com/TheTedder/REFix/releases ,REFramework : https://github.com/praydog/REFramework/releases
    Status: Released ,REFix = Pre-Release
    Release date : REFix = Oct 2, 2023 , REFramework = Oct 2, 2023
    Availability: free
  7. Confused
    benedu3095 reacted to IceBeam in Killing Floor 2   
    Hello there,
    I would like to inform you that the Killing Floor 2 sensitivity calculator needs to be updated.
    First of all, the "Sensitivity 1" and "Multiplier 1" text boxes in the calculator adjust the wrong variables:
    "Sensitivity 1" should be "MouseSensitivity" in the configuration file. "Multiplier 1" should be "MouseLookRightScale". At the moment, the variables are reversed: "Sensitivity 1" sets the value of the "MouseLookRightScale" multiplier, and "Multiplier 1" controls the actual sensitivity variable, which is "MouseSensitivity".
    When the "Conversion Source" is set to "Distance", the calculator takes a "Sensitivity 1" from the user, assigns it to "MouseLookRightScale", and automatically picks the "MouseSensitivity" value for the requested 360° distance. The value suggested by the calculator feels correct, but the problem is that the locked text box in the calculator is "Multiplier 1" when it should be "Sensitivity 1".
    Secondly, the minimum and maximum values need to be updated as well.
    In the game's source code (which comes with the Killing Floor 2 SDK), the minimum and maximum sensitivity values are defined as 0.01 and 0.7, but what the user sees and manipulates in the game are these values multiplied by 100: from 1 to 70. The default value is 30.
    Please note that these boundaries are only applicable to the GUI slider. It is possible to go beyond them using the "SetSensitivity" console command or by setting "MouseSensitivity" to the desired value in the configuration file ("KFInput.ini").
    The multiplier, MouseLookRightScale, ranges from 20 to 500, both in the code and in the user interface. Default: 100.
    Those numbers can be checked in the following file for the Steam version of the game:
    [Killing Floor 2 root directory]\Development\Src\KFGame\Classes\KFGFxOptionsMenu_Controls.uc  
    defaultproperties { // ... MinMouseLookSensitivity=.01 MaxMouseLookSensitivity=.7 // ... MinMouseLookRightScale=20 MaxMouseLookRightScale=500 } And here is the multiplication of the MouseLookSensitivity sensitivity limits by 100 in the UI:
    [Killing Floor 2 root directory]\Development\Src\KFGame\Classes\KFGame\Classes\KFGFxControlsContainer_Input.uc  
    function InitializeOptions() { local GFxObject ValuesObject; local KFPlayerInput KFPI; // ... if ( !GetPC().WorldInfo.IsConsoleBuild() ) { ValuesObject.SetFloat("sensitivityValue" , KFPI.MouseSensitivity); ValuesObject.SetFloat("sensitivityValueMin" , 100 * ControlsMenu.MinMouseLookSensitivity); ValuesObject.SetFloat("sensitivityValueMax" , 100 * ControlsMenu.MaxMouseLookSensitivity); // ... ValuesObject.SetFloat("lookRightScaleValue" , KFPI.MouseLookRightScale); ValuesObject.SetFloat("lookRightScaleMin" , ControlsMenu.MinMouseLookRightScale); ValuesObject.SetFloat("lookRightScaleMax" , ControlsMenu.MaxMouseLookRightScale); // ... } } There is no separate category for UnrealScript, and the existing color scheme for C++ makes the code hard to read. Sorry about that.
  8. Thanks
    benedu3095 reacted to DPI Wizard in Call of Duty: Modern Warfare III (2023) / Modern Warfare II (2022) / Warzone 2.0   
    This game is updated with some new MW3 info like config file and which Legacy to use. Other than that everything is identical to MW2, but there are some new scopes. Unfortunately they don't seem to have any scope info in the beta, so they can't be added until we know their zoom power.
  9. Like
    benedu3095 reacted to DPI Wizard in Add feature to calculate Distance with the help of FOV   
    Very few games would benefit from this, as they would both need to have good decimal precision for the FOV (like 6 decimals), while simultaneously lack proper decimal support for the sensitivity, and also actually have the sensitivity affected by FOV. Not a lot of games fall into all these categories.
  10. Thanks
    benedu3095 reacted to DPI Wizard in Game request archive   
    It's added as special option "Enhanced" under Quake II now (and I've set it as the default selection).
  11. Thanks
    benedu3095 reacted to DPI Wizard in Dust and Aliens   
    See the game notes for instructions on how to disable smoothing and framerate affected sensitivity.
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  12. Thanks
    benedu3095 reacted to DPI Wizard in FISHGUN   
    The sensitivity slider is not accurate, expect some discrepancy. Use the config file for best accuracy.
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  13. Thanks
    benedu3095 reacted to DPI Wizard in Game request archive   
    FISHGUN and Dust and Aliens are both added!
  14. Like
    benedu3095 reacted to Vaccaria in Conversion of sensitivity from 2D to 3D windows   
    Different X'Y will cause the sensor to rotate in relation to the grip. The mouse forms the grip, if you change the sensor rotation through the software, the grip can also change, my fourth finger has taken a position further from the sensor, before it tried to grip so that in osu there was at least some acceptable horizon.
    I came to the rotate because I was testing different X'Y, in which some phenomena became immediately noticeable.

    I started the movements from the center to the left.
    All movements were done with eyes closed. The movements should be similar to Jump's, but with stops at the edges. Muscles should tense at the beginning and relax at the end, i.e. you could say "flick with LMB holding" repeat the motion cycle from side to side about 8-12 lines. 
     
    When I go into the game, I put Y and the movement on the horizon is now less like a sine wave.

     
  15. Like
    benedu3095 reacted to Vaccaria in Conversion of sensitivity from 2D to 3D windows   
    Since I test in games where there is no X'Y separation, I did not pay proper attention to Y. With the horizontal (X) I made a decision. - 200%MDH, it's time for Y - 200%MDV.
    In osu I use the same X'Y. When I enter the game, I set the multiplier for Y in RawAccel. In Kovaak can set multiplier for Y, but in Kovaak there is no manipulation of the 2D interface, like in the game Rust, so this is the first problem when using RawAccel or software in the mouse.
    If use the 0%MDV(H) method from 2D, there is no difference in X'Y. And if use percent in any MDV(H) method, there is a difference in X'Y.
    I've always run into a lack of "Y" because of my fingers, but I always grabbed for X and couldn't switch to Y. With 200%MDH - X, 200%MDV - Y, vertical, diagonal tracking became more accurate, and most importantly, fingers began to actively help, they used to go the distance quickly, and in 3D it was not enough for adjustments, so the shoulder was connected.
    Different X'Y can be used with the method of Jedi V and 60%MDH (it is slightly more accurate than Jedi H, but also Jedi H fits) Also with 100%MDH and 100%MDV. 
    I'm leaning towards the 200%MDH - X; 200%MDV - V method. 
  16. Like
    benedu3095 reacted to randomguy7 in First Person Shooters without ADS (Hipfire Only)   
    there's trepang2 for single player and f.e.a.r. combat (community run) for multiplayer if you like that style of game, and cube 2: sauerbraten and Urban Terror are also pretty popular open source (aka freeware) titles
  17. Thanks
    benedu3095 reacted to DPI Wizard in cg_fovscale support for remaining call of duty clients?   
    This is on my todo list!
  18. Thanks
    benedu3095 reacted to DPI Wizard in No More Room in Hell   
    Scope sensitivity is added now
    Setting the decimals does not affect the actual FOV, even though the output shows it is set.
    Try to set it to 90, then 90.9 and you will see that nothing changes.
  19. Thanks
    benedu3095 reacted to DPI Wizard in Dead Island   
    ADS is added, and I have added some additional instructions. The in-game sensitivity must be set to the default value when using the config file, and the MarkC mouse fix is highly recommended as it fixes some terrible packet drops.
  20. Like
  21. Like
  22. Thanks
    benedu3095 reacted to DPI Wizard in PUBG: BATTLEGROUNDS (PlayerUnknown's Battlegrounds)   
    They are out of range, but the "All" calculation for config file 1 is not able to show it due to how it works to show the entire sensitivity blob in one calculation.
    If you switch to Config File 2 you will see it: https://www.mouse-sensitivity.com/?share=ac2a619023d4425dd1d699897a355e0b
    The calculator accounts for this at least up to 21:9, but I've only verified it for the usual aspect ratios. The way PUBG handles FOV is a real mess.
  23. Like
    benedu3095 reacted to DPI Wizard in Add something about the sensitivity conversion way of MDH(MDV)   
    Yeah, the challenge is that it's not possible to do mathematically, it has to be done programmatically. So it basically has to iterate through tens of thousands of percent/power/scale combinations to find the best ones across all aims. I will make it so it tests both ADS alone, scope alone, and both combined.
    This is the work in progress, when it's done it will be in a nicer layout for the result, and have the ability to click the conversion you want to use

  24. Like
    benedu3095 reacted to DPI Wizard in Game request archive   
    There's seemingly no sensitivity setting in this game, so it can't be added.
  25. Thanks
    benedu3095 reacted to DPI Wizard in Killing Floor 2   
    All are added now
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