This game uses the Q4 engine, along with all other essential mouse cvars (sensitivity, directinput, m_yaw, m_pitch). It’s a huge addition for players like myself who use it.
Signed, disgruntled quake player who always plays with accel.
This game uses the Q4 engine, along with all other essential mouse cvars (sensitivity, directinput, m_yaw, m_pitch). It’s a huge addition for players like myself who use it.
Signed, disgruntled quake player who always plays with accel.
Could be wrong here, but since it’s raw mouse input, if you set acceleration within windows or your mouse drivers, it’ll work in-game.
I don’t want windows accel or my mouse drivers, both are awful and lack the define values I like to use. If you want an example of what im talking about, this is my Quake Live settings:
seta in_mouse "2"
seta cl_mouseSensCap "1.5"
seta m_pitch "-0.02"
seta m_yaw "0.02"
seta sensitivity "0.3"
seta cl_mouseAccel "0.03"
Everything else this game has works just fine (although mouse smoothing seems to be capped at a 1-8 values, I would rather disable it), it just lacks an accel cvar. I’m fairly sure when Q4 was released it also didn’t have an accel command, but they shortly added one after.
I know exactly how in-game mouse accel works dude
But they’ve said it’s raw input from windows, so that means there’s no ingame accel.
Raw input means its not using windows sensitivity in-game, that doesn’t mean in-game accel can’t work. Q3, QLive both use raw input and have in-game accel.
There’s no accel in game… again… in case you missed it… there’s no accel in the game. You’ll need to do it via your mouse drivers or play without accel.