Volitions Advocate on 9/3/2009 at 04:00
That doesn't sound at all like any problems I had.
You've got Vsync disabled right?
Microwave Oven on 9/3/2009 at 18:08
Yes, I've done all of the v-sync tweaks and whatnot, I'm experiencing no lag in mouse control at all, framerates are very smooth, that isn't the problem. Looking around in-game with the standard view mode works perfectly. However, once I switch to aim mode, the problem happens. Slow mouse movements are totally discarded. I can creep the mouse all the way across it's pad with out Isaac twitching a bit. It's exactly like a dead zone on a analog joystick being emulated by a mouse.
Fortunately, I was able to solve the problem using GlovePIE.
My "lovely" script:
Code:
if (var.Init = 0) {
var.Slot = 1
var.OldX = mouse.DirectInputX
var.OldY = mouse.DirectInputY
var.Init = 1
}
var.press = Mouse.XButton1
key.Space = key.NUMPAD0
key.Z = key.NUMPAD1
key.X = key.NUMPAD2
key.A = key.NUMPAD4
key.S = key.NUMPAD5
key.D = key.NUMPAD6
key.Q = key.NUMPAD7
key.W = key.NUMPAD8
key.E = key.NUMPAD9
key.R = key.NumpadMinus
key.F = key.NumpadPlus
Key.T = Keyboard.Divide
Key.Y = Keyboard.Multiply
Key.U = Keyboard.Scan59
Key.V = Keyboard.NumPadDot
Key.G = var.press or var.toggle
Key.H = Mouse.XButton2
Key.I = Keyboard.NumPadEnter
if(Mouse.WheelUp) {
var.Slot--
if(var.Slot < 1) var.Slot = 4
if(var.Slot = 1) {
Press(Key.One)
wait 50 ms
Release(Key.One)
}
if(var.Slot = 2) {
Press(Key.Two)
wait 50 ms
Release(Key.Two)
}
if(var.Slot = 3) {
Press(Key.Three)
wait 50 ms
Release(Key.Three)
}
if(var.Slot = 4) {
Press(Key.Four)
wait 50 ms
Release(Key.Four)
}
}
if(Mouse.WheelDown) {
var.Slot++
if(var.Slot > 4) var.Slot = 1
if(var.Slot = 1) {
Press(Key.One)
wait 50 ms
Release(Key.One)
}
if(var.Slot = 2) {
Press(Key.Two)
wait 50 ms
Release(Key.Two)
}
if(var.Slot = 3) {
Press(Key.Three)
wait 50 ms
Release(Key.Three)
}
if(var.Slot = 4) {
Press(Key.Four)
wait 50 ms
Release(Key.Four)
}
}
var.DeltaX = (mouse.DirectInputX - (4 * Sign(var.DeltaX) * (var.press or var.toggle))) - var.OldX
var.DeltaY = (mouse.DirectInputY - (4 * Sign(var.DeltaY) * (var.press or var.toggle))) - var.OldY
mouse.DirectInputX = mouse.DirectInputX + (4 * Sign(var.DeltaX) * (var.press or var.toggle))
mouse.DirectInputY = mouse.DirectInputY + (4 * Sign(var.DeltaY) * (var.press or var.toggle))
var.OldX = mouse.DirectInputX
var.OldY = mouse.DirectInputY
if(Pressed(key.NUMPAD3)) {
var.toggle = !var.toggle
}
This does three things:Maps the numberpad to actual mappable keys, allows you to switch weapons with the mousewheel, and finally eliminates the deadzone when in aim mode. It's not pretty but it works. Yay, now dead space doesn't suck. (so bad)
A few notes about the script:
-I just assigned keys at what amounts to randomly, there isn't any significance to their order.
-NUMPAD3 is my aim mode toggle key. I had to completely bypass DS's aim mode toggle key to keep the script synchronized. It works the same as the in-game key though.
-XButton1 and 2 are for the extra buttons on my mouse. If your mouse is just an ordinary 3-button mouse, these assignments have to be changed.
-The line "Key.U = Keyboard.Scan59": I have a 'weird' non-standard keyboard that has an extra key on the numpad. Nothing recognizes it except keyboard scancode readers. I'd like to use it, hence the assignment of it's scancode to a normal key
That's everything I can think of about the script. Somebody might find it useful.
Volitions Advocate on 9/3/2009 at 20:22
Its just weird that you're having that problem. I haven't heard it from anybody else yet. There's no dead zone when I play.
mothra on 12/3/2009 at 14:49
same here. shame there still is no patch out. makes me hate ea even more. but after turning off v-sync and turning mouse sens. to max i could play it without any gripes.
Fafhrd on 13/3/2009 at 01:57
I'd bet that GlovePIE is actually causing the dead zone problem.
Microwave Oven on 13/3/2009 at 03:47
:weird: Really? It somehow managed to reach back in time and cause problems even before I installed it? I'd sure like to have access to that sort of API. ;)
I've seen the dead zone problem mentioned elsewhere, but it doesn't seem to happen to a lot of people. It's probably some kind of weird interaction with DirectInput and the game. I have XP, and consequently DirectX 9.0c, but I really have no way of testing it on any other setup as all of my computers are set up similarly. Maybe things work differently on Vista.
In the end it's a moot point. I've made a workaround, so playing isn't a chore anymore (and the turret segments are actually playable and don't cause me to cuss at my monitor while I have to replay the segment for the 8th time). It would be nice to find out what caused the problem in the first place, but, it really isn't worth the time or effort. It's just a silly game.
You know what wouldn't be a silly game though? Dead Space crossed with Left 4 Dead. Awww yeah, 4 player co-op in space. Valve should do this. They MUST do this. There can't be anyway they won't do this, it's such an obvious winner.
Tonamel on 13/3/2009 at 04:15
Left 4 Dead Space?
I'd play it.
Volitions Advocate on 13/3/2009 at 04:57
Vista DX10 here. no problems.
Funny thing is i played the game vanilla. I couldn't get nvidia to force vsync for some reason. I probably did it wrong.
In any case I didn't find any problems at all. Even in the turret sequences. Yeah it pissed me off that the sensitivity was low but I never died even once on either playthroughs I did. Normal and Nightmare.
nicked on 13/3/2009 at 08:45
My guess is it's designed for Vista, and bodged onto XP. I'm also running it on Vista and had no problems.
EvaUnit02 on 13/3/2009 at 10:34
I'm running Dead Space under XP x64 without any problems.