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Topic on Talk:Mass Effect

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EDIT: putting aside the majestic fix by Methanhydrat, I'm still banging my head over what's actually wrong in the game code. And with ME3Explorer's incredible advances, I could dig up way better inside packages <small>(even though it's still not perfect: for example I can not find any usage whatsoever of the <code>m_fCamStickScalar</code> property of ''BioCameraBehavior''.. but if you set it to 0 the in-game camera stops to work)</small>
 
EDIT: putting aside the majestic fix by Methanhydrat, I'm still banging my head over what's actually wrong in the game code. And with ME3Explorer's incredible advances, I could dig up way better inside packages <small>(even though it's still not perfect: for example I can not find any usage whatsoever of the <code>m_fCamStickScalar</code> property of ''BioCameraBehavior''.. but if you set it to 0 the in-game camera stops to work)</small>
  
And it's really a mess, as good old Dybuk reported while developing the controller mod. Not that having different ''BioCameraBehaviors'' on top of ''BioPlayerController'' on top of ''BioPlayerInput'' on top of ''PlayerInput'' (on top of ''Input''?) was bound to be easy already, but spaghetti code with convoluted ifs really doesn't help.  
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And it's really a mess, as good old Dybuk [http://me3explorer.freeforums.org/better-mass-effect-1-controller-mod-unlikely-t1953.html reported] while developing the controller mod. Not that having different ''BioCameraBehaviors'' on top of ''BioPlayerController'' on top of ''BioPlayerInput'' on top of ''PlayerInput'' (on top of ''Input''?) was bound to be easy already, but spaghetti code with convoluted ifs really doesn't help.  
  
 
Anyway, speaking of the latter class, I have confirmed <code>bEnableMouseSmoothing</code> is indeed at least doing something. It's not enough though of course.  
 
Anyway, speaking of the latter class, I have confirmed <code>bEnableMouseSmoothing</code> is indeed at least doing something. It's not enough though of course.  
  
Therefore, devoid of ideas, I shot in the dark and tried to compare the scripts with ME2 code.. And while there really isn't anything similar to the ''<tt>PreProcessInput</tt>'' function where ME2 employs the definitive bUseMouseDampening (or anything similar whatsoever between BIOC_Base and SFXGame), the Engine file was basically identical as far as I could care.   
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Therefore, devoid of ideas, I shot in the dark and tried to compare the scripts with ME2 code.. And while there really isn't anything similar to the ''<tt>PreProcessInput</tt>'' function where ME2 employs the definitive bUseMouseDampening (or any other similarity whatsoever between BIOC_Base and SFXGame), the Engine file was basically identical as far as I could care.   
  
 
Except the ''<tt>PlayerInput</tt>'' function in ME1 is missing a mysterious multiplication by the ''<tt>Outer.CustomTimeDilation</tt>'' object. Thus I'm left wondering if the culprit for mouse acceleration couldn't be this triviality, or what else is hiding in the other haystack.
 
Except the ''<tt>PlayerInput</tt>'' function in ME1 is missing a mysterious multiplication by the ''<tt>Outer.CustomTimeDilation</tt>'' object. Thus I'm left wondering if the culprit for mouse acceleration couldn't be this triviality, or what else is hiding in the other haystack.
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EDIT2: [http://greatemerald.eu/uncodex/UT3/Source_engine/playerinput.html#153 lol]