[CS:S] m_rawinput can't be disabled
I use the OS mouse accel implementation (Arch Linux with Hyprland) and was setting m_rawinput to 0 before the update. Now the option resets to 1 whenever I move the mouse. I don't know if it's an intentional feature.
https://github.com/user-attachments/assets/fdb8af7d-db32-4860-b1cd-2d06d813bcb8
When TF2's 64-bit released it hid the setting but didn't disable the convar: https://wiki.teamfortress.com/wiki/April_18,_2024_Patch
It's probably not intentional that it resets if it doesn't happen in TF2
m_rawinput is forced to be ON because without it mouse input feels very bad on XWayland.
However, it should not get reset more than once, as dictated by m_rawinput_onetime_reset (not sure if this same ConVar exists in CSS).
(not sure if this same ConVar exists in CSS).
It doesn't exist
When TF2's 64-bit released it hid the setting
The raw input setting is hidden on linux only
(not sure if this same ConVar exists in CSS).
It doesn't exist
It does, it's hidden See https://github.com/ValveSoftware/source-sdk-2013/blob/master/src/game/client/in_mouse.cpp#L106
(not sure if this same ConVar exists in CSS).
It doesn't exist
It does, it's hidden See https://github.com/ValveSoftware/source-sdk-2013/blob/master/src/game/client/in_mouse.cpp#L106
thanks. I'll try.
No difference, it still reverts to 1 (or I don't know how to use)
As I understand it:
m_rawinput default value is 1.
m_rawinput_onetime_reset kicks-in once to set your m_rawinput to 1, because the previous default was 0 (so it makes sure everyone has Raw Input ON). After resetting it once, m_rawinput_onetime_reset sets itself to 1 to prevent further resets to m_rawinput.
At least, that's what the logic should be. Maybe it only applies to Windows and on Linux is forced to 1 everytime due to bugs (it's even hidden in the settings on Linux, so it must be for a good reason). However, I believe the logic is the same for both OSes.
Trust me, you want to play with Raw Input ON. It's horrible if you play with it off.
If you're wondering about your sensitivity: the SDL2 library was updated on the Linux ports of Source 1 games, fixing a bug that actually made your sensitivity the double of the rate it should be. To fix it, just divide your sensitivity by 2. If needed, also adjust your sensitivty a bit more to compensate for Raw Input.
Recommendation: also disable mouse acceleration on Windows. See https://youtu.be/tt8x4PMvZUg?t=45.
Reference about Raw Input logic: https://github.com/ValveSoftware/source-sdk-2013/blob/0759e2e8e179d5352d81d0d4aaded72c1704b7a9/src/game/client/in_mouse.cpp#L105-L125
Trust me, you want to play with Raw Input ON. It's horrible if you play with it off.
You didn't understand. I USE mouse accel and for that to work properly m_rawinput has to be set to 0.
Sure, then m_rawinput should not get reset more than once as per the onetime reset ConVar.
However, if it still is reset everytime for some reason, and if you really need to set it to 0, you can add +m_rawinput 0 to your launch options or m_rawinput 0 to your autoexec.cfg.
Sure, then
m_rawinputshould not get reset more than once as per the onetime reset ConVar.However, if it still is reset everytime for some reason, and if you really need to set it to 0, you can add
+m_rawinput 0to your launch options orm_rawinput 0to yourautoexec.cfg.
I already did that, it might be a bug.
Using LD_PRELOAD="" %command% in launch options and then typing m_rawinput = 0 (only after opening the game) makes possible to use mouse accel although m_rawinput still reverts to 1.
Maybe Steam Overlay can help with something. I don't know.
Is your config.cfg set to read-only / does your user have correct access to it? I think something is not being properly saved here.
Is your
config.cfgset to read-only / does your user have correct access to it? I think something is not being properly saved here.
It's set to read and write
Not only that, if I try adding the command to the config.cfg it get erased after opening the game.