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Yes, it sounds possible. Do you need more points for stick mapped to mouse?
What about 8 points? Will it be enough?
Hello, I recently studied the response curves of many popular fps games, such as cod, bf, apex, ttf2, and contacted some former developers for non-secret conversations, and learned about the response curves of almost all games All come from this formula.
This formula has three parameters,
d dead zone,
c1,
c2.
Game studios can modify the curve to any curve according to c1 and c2 to match the design. I think using this equation to make the player adjust the curve is better than four points, eight points or even 16 points, because it is more natural and smoother.
In the following website, you can directly adjust the parameters and observe the changes of the curve. I have given the curve of BF5 and the curve of ttf2. The green point in BF5 is the data I sampled, and the purple line is the result of fitting using this equation.
I am sorry, we had so many big releases this year, so we have skipped some additional features this time. Stay tuned, we will do our best to add this one to the next version.
I am sorry, we had so many big releases this year, so we have skipped some additional features this time. Stay tuned, we will do our best to add this one to the next version.
Will see after the implementation and some internal tests. Will let you know once it is done, but I can't tell any exact ETA at the moment.
I remember you said that it is very simple to extend the maximum sensitivity of the mouse. I thought it would be updated in the new version. When will it be updated?
Yes, seems that option two is the one we need In this case, 45-degree deflection won't be lost, because we will convert the dark zone to the relevant 90-degree behavior.
Yay, consider this feature to be added to our to-do list.
Thanks! However, there is a difficulty that is to perform the vertical scale conversion or the angle conversion first, which feels that it will make a big difference.
Yes, seems that option two is the one we need In this case, 45-degree deflection won't be lost, because we will convert the dark zone to the relevant 90-degree behavior.
Yay, consider this feature to be added to our to-do list.
Seems we are getting closer to the understanding :satisfied:
So, I will describe my thoughts here:
Let's say, your axis range angle = 20 degrees (+10 and -10 if we look at the axis). With 8 degrees of deflection, you get 0. This seems to be OK right now.
If you deflect a stick to 15 degrees, at the moment, you get 15 degrees, but you want to have only 5, right? Or you want the whole "dark" zone to be extended to 90 degrees, so you want lose 45-degree deflection? I hope the second option is just the one.
Your suggestion is taken into account.
In reWASD, you can control acceleration with Response. We do plan to add more functions for the curve, so I hope it will be exactly the thing you are talking about. Also, the optional possibility to switch the acceleration off is also planned.
It seems like I want the second one, extend the 70 to 90. But I don't understand losing 45-degree deflection. If it is the second, shouldn't the input 45 degrees still be 45 degrees after conversion?
Because if it can be converted, it is easy for the player to simulate the mouse while fully horizontal/vertical without losing the Angle covered by the Axis range.
Even if I set the Axis range to 30 degrees, I can still input a 20 degree and convert it to a 7.5 degree output to the game.
Seems we are getting closer to the understanding :satisfied:
So, I will describe my thoughts here:
Let's say, your axis range angle = 20 degrees (+10 and -10 if we look at the axis). With 8 degrees of deflection, you get 0. This seems to be OK right now.
If you deflect a stick to 15 degrees, at the moment, you get 15 degrees, but you want to have only 5, right? Or you want the whole "dark" zone to be extended to 90 degrees, so you want lose 45-degree deflection? I hope the second option is just the one.
And,Yeah,I need a much bigger max value of mouse speed,Maybe two or three times as much as we have now.
Your suggestion is taken into account.
Finally, there is another proposal that we can consider adding stick acceleration
In reWASD, you can control acceleration with Response. We do plan to add more functions for the curve, so I hope it will be exactly the thing you are talking about. Also, the optional possibility to switch the acceleration off is also planned.
But we still can't understand your suggestion, sorry.
When the angle is in axis range, it is converted to zero. When the angle is outside the axis range, it works just like there is no axis range.
Is it the behavior you have now? It should not work like this, the angle outside the axis range should not be converted.
When exactly your mouse is slow? If you are about the small deflections, seems the Response curve may do the trick here. If your mouse is slow even when the stick is deflected to maximum, seems we need to make the bigger max value. If yes, sure, this could be easily done in one of the next releases.
Yes!You understand my function! But what I mean is I want the angle outside the axis range be converted.
Because if it can be converted, it is easy for the player to simulate the mouse while fully horizontal/vertical without losing the Angle covered by the Axis range.
Even if I set the Axis range to 30 degrees, I can still input a 20 degree and convert it to a 7.5 degree output to the game.
And,Yeah,I need a much bigger max value of mouse speed,Maybe two or three times as much as we have now.
Finally, there is another proposal that we can consider adding stick acceleration, such as COD, halo and other games have different ways of acceleration implementation.
Although I personally don't like stick acceleration at all, there should be a large number of players who do. You can refer to this article.
But we still can't understand your suggestion, sorry.
When the angle is in axis range, it is converted to zero. When the angle is outside the axis range, it works just like there is no axis range.
when I input any direction outside the axis range (indicated in red), the actual effect in the game is the direction of the black arrow (indicated in black)
Is it the behavior you have now? It should not work like this, the angle outside the axis range should not be converted.
By the way, I have adjusted the sensitivity of the mouse to the maximum, but it still feels not fast enough.
When exactly your mouse is slow? If you are about the small deflections, seems the Response curve may do the trick here. If your mouse is slow even when the stick is deflected to maximum, seems we need to make the bigger max value. If yes, sure, this could be easily done in one of the next releases.
I am sorry for my late reply, let me make one more guess
Do you want the axes range to look like this?
Yes, this is possible. You should tune Sensitivity after you map your mouse to the stick here:
No, you completely misunderstood what I mean.Follow my thoughts and calculate first.
First, when we input, we will get a pair of x and y native input values.
Then we calculate and convert the direction of the pair of (x,y)values to an angle(degree alpha).
If I set axis range as 30 degrees.So when I input an angle of 10 degrees, the output result is 0 degrees. The current function is that when I input 16 degrees, the output result is still 16 degrees.
But I want it to be converted. result = f (alpha) = (alpha - axis range/2)/(90 - axis range)*90.
What I mean is even if I set an axis range of 30. I can still output the actual angle covered by the axis range, which is to map each quadrant cut out of the axis range to a full 90 degrees, instead of simply covering it.
For example, in the first picture, when I input any direction in the axis range (indicated in red), the result is zero degrees (indicated in black)
Looking at the second picture, when I input any direction outside the axis range (indicated in red), the actual effect in the game is the direction of the black arrow (indicated in black), and the final output range is possible in the axis range Inside, each group of red and black arrows is indicated by a green arrow.
My focus is on the angle rather than the x and y values.
I think the communication efficiency of a post every day is too low. Do you have any instant chat App?
By the way, I have adjusted the sensitivity of the mouse to the maximum, but it still feels not fast enough.
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