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GoldenEye - mouse movement gains control at the wrong time

Open FitterSpace opened this issue 4 years ago • 5 comments

From v1.9 onward, the player gains mouse control at the wrong time at the start of the level. Currently, you can only move the mouse when the level is completely done fading in. If you play with a controller, however, you can look around during the fade-in. This is also when the in-game timer starts.

FitterSpace avatar Feb 14 '21 06:02 FitterSpace

yeah please please please fix this, gonna have to use rebinding with autohotkey with 1.8 instead of using the updated version, this is the one issue that has affected speedrunning

alkamaass avatar Feb 15 '21 06:02 alkamaass

I've added a new 'ge_always_allow_inputs' config var in v1.13 which should allow mouse control to always be active for now, only temporary until I find a better way to detect the fade-in instead though.

emoose avatar Feb 17 '21 13:02 emoose

Just released v1.13.2 which has a better method for detecting when camera-control is enabled, haven't tested it all that much yet though but seemed to work fine on the occasions I tried it.

If there's any issues let me know, if I don't hear anything then maybe 'ge_always_allow_inputs' can be removed in the next release after this.

emoose avatar Feb 18 '21 20:02 emoose

Thank you! This works great! I agree, you should be able to remove that option now that everything is working properly.

FitterSpace avatar Feb 20 '21 01:02 FitterSpace

Just found out that you can move the camera during the death animation, while the screen is turning red. The cinematic after that, where you see Bond dying from a 3rd-person perspective still locks the camera, as it should.

FitterSpace avatar Feb 24 '21 16:02 FitterSpace