Steven20102

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It also seems like Windows is processing both regular input and raw input (m_rawinput 1) which changes the input a bit. This is also an issue in csgo

https://github.com/ValveSoftware/Source-1-Games/issues/3864#issue-1160447472 I also add this thread if you interessted

So does Csgo use -noforcemparms as default? That would explain that you have to use -useforcedmparms in csgo. Than i can do further testing to my issue.

This is not a bug this is how the goldscr engine is coded. It uses by default the spi_setmouse function with follow mouseParameters: 0 0 1 This means the engine...

bro i lurked the full forum here and the issues are going back to 2013. I dont think they will fix it. Only way to play normal cs is download...

@SamVanheer do you know what they hardcoded for the threshold1 and threshold2? nvm found it: _static int restore_spi; static int originalmouseparms[3], newmouseparms[3] = {0, 0, 1};_ So there is the...

yes, exact on default they set: static int originalmouseparms[3], newmouseparms[3] = {0, 0, 1}; Which means thresholds are set both to 0 and mousespeed 1. As far as i know...

Agree, the different order doesnt change anything. noforcemparms is the same as noforcemspd + noforcemaccel. _It seems that SDL2 initializes its mouse acceleration settings before the client has a chance...

No see here the mouse code: _if (mouseparmsvalid) { if ( gEngfuncs.CheckParm ("-noforcemspd", NULL ) ) newmouseparms[2] = originalmouseparms[2]; if ( gEngfuncs.CheckParm ("-noforcemaccel", NULL ) ) { newmouseparms[0] = originalmouseparms[0];...