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Mouse Camera Movement #396208
03/04/12 03:13
03/04/12 03:13
Joined: Mar 2009
Posts: 186
V
Valdsator Offline OP
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Valdsator  Offline OP
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At the moment I'm using mickey for rotating the camera. This works, but something doesn't feel quite right.

I did a little test in the original Quake, and mouse movement there feels much nicer, and more precise. Turning up the mouse sensitivity to full, you can turn very quickly, but turning slowly still allows great precision. I'm changing the sensitivity in A8 simply by multiplying mickey with a number, and since mickey is based on pixel movement, changing the sensitivity means changing how much the camera turns in one tiny mouse movement. The player might not be able to aim in a very specific angle because he keeps jumping over it.

Is there another method I can use for mouse look that doesn't run in to this problem? Aiming is still possible, but it feels off. Sensitivity should not affect precision. Thanks. laugh

Re: Mouse Camera Movement [Re: Valdsator] #396210
03/04/12 07:54
03/04/12 07:54
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Widi Offline
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Use mouse_force instead mickey.

Re: Mouse Camera Movement [Re: Widi] #396215
03/04/12 09:39
03/04/12 09:39
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Posts: 5,370
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3run Offline
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Plus, make sure, that you turn camera angles at the very end of the loop:
Code:
while(1)
{
   //.. movement
   //.. gravity
   //.. bullshit
   //.. blah blah
   camera();
   wait(1);
}




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Re: Mouse Camera Movement [Re: Widi] #396265
03/05/12 03:13
03/05/12 03:13
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Originally Posted By: Widi
Use mouse_force instead mickey.

Mouse_force isn't an option simply because it has limits: it can only go from -1 to 1, meaning if the player moves his mouse very quickly, the camera will be limited to how fast it can turn. Unless there's some way to get rid of the limit, mickey is better, it's just I wish I didn't have to sacrifice precision for sensitivity.

Also, I put camera rotation at the end of the loop and movement does actually feel a bit better. Thanks for that. laugh

Re: Mouse Camera Movement [Re: Valdsator] #396308
03/05/12 15:28
03/05/12 15:28
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lemming Offline
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I didn't check that, just an idea:
If the mouse is moved faster, mouse_force will increase. So the bigger mouse_force is, the higher you scale it. If you move the mouse slowly, the scale is small and not noticable. If you move it fast, the scaling is higher and the courser will move faster.

Re: Mouse Camera Movement [Re: lemming] #396311
03/05/12 15:43
03/05/12 15:43
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Widi Offline
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I use also mouse_force, have a very fast movement for testing and it works great and smootly. If you move the mouse fast, you have a good speed. And if you move it slowly, you have the precision you need.
mouse_force can be 0.001 till 1

Re: Mouse Camera Movement [Re: Widi] #396325
03/05/12 18:01
03/05/12 18:01
Joined: Jun 2004
Posts: 2,234
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Try multiplying mouse_force by Mickey.


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Re: Mouse Camera Movement [Re: Widi] #396464
03/07/12 04:50
03/07/12 04:50
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Edit: Actually, playing some other FPS games, I think my problem is simply that I'm trying to make the sensitivity too high. Sensitivity like mickey * 0.4 feels great, and is sensitive enough to do quick movements well while allowing great precision. I guess it just feels different because I'm working on the game myself, or something. tongue Yeah, I don't think I'll need a different method for mouse movement.

Original Post: I tried multiplying mickey with mouse_force so it would allow precision when moving the mouse slowly, and would also allow higher sensitivity, but that resulted in a lot of jerky movement. So, that's not going to work.

Originally Posted By: Widi
I use also mouse_force, have a very fast movement for testing and it works great and smootly. If you move the mouse fast, you have a good speed. And if you move it slowly, you have the precision you need.
mouse_force can be 0.001 till 1

I'm wondering what specific code you used. I just tried something like:
camera.pan -= mouse_force.x

I also multiplied it by several different values as a test, and I still seem to be sacrificing precision for sensitivity. If I move the mouse slowly, the camera doesn't move, jumps to it's next angle, waits, jumps to it's next angle, etc. It jumps quite a distance for each new angle if I multiply mouse_force to actually have decent sensitivity. Maybe I'm not understanding something?

I'll probably just use mickey for now, as it's not really all that big of a problem, but I'll continue searching for other methods. More suggestions are welcome, and thanks for all the help so far! laugh


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