vLKp

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Your game reported more than twice as many mouse events in SDL2 relative to SDL1, _and_ the summation of all the x values for SDL2 is greater than the summation...

I intended for you to retain the earlier `mouse.h` patch, so that is fine. Overrun messages are fine _if_ the `lost-excess` field is almost always 0. Whenever it is _not_...

According to the timestamps, you played the SDL1 version for ~27 seconds. You played the SDL2 version from 20:09:25 to 20:11:22, ~117 seconds. Your SDL2 session was ~4.33 times the...

Based on those outputs, I am back to suspecting precision loss in the individual steps of the equation. Please try the below patch and report whether it produces more desirable...

One other caveat: the new logic will only help you if you enable mouse overrun. If mouse overrun is set to zero (the classic no-overrun allowed rules), the extra bits...

> something to note is that I always use uncapped turning That would have been helpful to note earlier on, preferably in the initial report. At one point, I believed...

`SDL_PushEvent` is documented on the Wiki for libSDL2, so I think it still exists. Do you need me to write the patch for it, or would you like to try...

> Something to note Good catch. I playtested the patch, but since I don't need it for proper flight responsiveness, I didn't notice that I had done that incorrectly. My...

To use, set the environment variables `$REBIRTH_MOUSE_XREL` and/or `$REBIRTH_MOUSE_YREL` to the amount of motion you want. Whenever you are in game, a synthetic mouse motion event will be generated with...

For keyboard based flight (which I was not using for this test), that will be fine, because the key will still be depressed and the motion will be regenerated. For...