![]() ![]() Basically, X distance of mouse movement should ALWAYS give Y distance of movement within Unity - how fast you move the mouse over that distance shouldn't affect how far you travel in Unity. Most competitive players disable all mouse acceleration and smoothing settings so they have more accuracy/consistency. I'm hoping to build a competitive FPS, so this sort of thing is pretty important. Thoughts? Any other way to read mouse input? Any alternatives to SmoothMouse that Unity actually recognizes? Can I filter the input to negate the acceleration? I tested Counter-Strike: Global Offensive and you can play without acceleration in that game on OS X just fine. Check System Preferences > Bluetooth or click the Bluetooth icon in the menu bar to double-check Bluetooth is on and your mouse is still connected. With mouse acceleration disabled in Windows, it behaves correctly. You can try it for yourself here: (both windows and mac builds in the zip). I'm on OSX which has mouse acceleration by default, but I've downloaded SmoothMouse to get rid of it. Could you give me some help where to put them or could I use them with fodquake? Thanks for the help in advance.I tried without considering timedelta (like Unity's own mouselook script) and with it multiplied into the input, neither fixed the problem. I am familiar with ezQuake and got confs and skins there. Try removing and re-plugging it again or try it with the other USB port. Solution 1- Re-plug the USB Cable or USB receiver If your wireless cable is not working make sure it is properly connected to your laptop. I moved it to my nQuake install directory.ĮDIT: Here is some install help I ll give it another try.ĮDIT2: OK I just needed to put pak files to one fodquake dir and the fodquake is running "fine" atleast on this more powerful Macbook pro (Not my computer). Here are some solutions for fixing a non-functional mouse. Ok but where do I put fodquake binary? W_load_wad_file, Could not load gfx wad file, thats the error msg it says when starting. ![]() Other downloaded from EzQuake site crashes when you start new game. Also features a refined Smooth-Scrolling algorithm that strikes. Ok now I downloaded nQuake package for this laptop for testing but ezquake-binary doesnt start. Switch between Spaces, use Windows-style Back and Forward, and more - right from your mouse. Had this error with old Mac Mini and MacBook pro. On a PC, with the monitor refresh rate set to the highest possible (eg. Converting Mac OS X specific files or something. Dont forget, the refresh rate of a screen can also have an affect on mouse behaviour. There is some errors at the end of nQuake Mac OS X package installation. So I think it works pretty fine, but better talk to Tuna I think (#fodquake on Quakenet). ![]() On the other hand I know that fodquake is supposed to run really smooth on OSX since Tuna/bigfoot has fixed mouse input and a lot of other things there. I've gotten myself a Mac Mini too but I've got little to no time to focus on making ezQuake (or my version of it) work on OSX unfortunately. The developer of SmoothMouse insists that it isnt easy to apply Windows-like acceleration without a tool like SmoothMouse constantly running. This is mainly because there's no OSX developers, or actually, there's no developers left at all (except for me, but I'm mostly busy with other stuff). ![]() If you got some good setups and confs please also share them!Īfaik ezQuake sucks pretty hard OSX if it even runs today. Please share your experiences with Quake and Mac OS X.Īnd do you use different mouse drivers like steerermouse to get 4 5 buttons working and acceleration off? Hows it working if so? It is ok for normal use but what do you think about gaming. So anyone playing QW with Apple? Hows it compared to Linux/Windows? I was thinking buying Mac Mini and using it with my gaming mouse, normal keyboard and 22" tft. ![]()
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