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User avatarThingSite Admin
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Postby Thing » 24 Apr 2008, 13:45

tigerclaw1987 wrote:no joy

but on the other hand

i cant be sure, turned direct input on, turned my mouse sens higher, seems to lag less, when im turning at speed and shooting, only problem is direct input on rly rly rly sucks


how can i change the mouse speed and acceleration to the same as u get in ut ?


normally is directinput on the best way, because the driver (os-standart or specific Software from mouse) is now implemented for faster reaction in game.
you need find best balance with hardware-mouse-sens and ut-mouse prefs-sens.
and from a sync between mouse and ut refreshrate i never heard, because the usb-poll rate is the important thing for more accuracy mouse-moving.
standart is 125hz, with usb-teak tools under xp you can get higher eg: 500 or 1000hz (only with razer i think).
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Postby madtelefragger » 24 Apr 2008, 16:41

i didnt no that i removed the startup line

perhaps tigerclaw when you post youre hardware specs operating system type of mouse someone sees something

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Postby tigerclaw1987 » 25 Apr 2008, 02:16

win xp pro sp2

amd 4200+ dual core 2.21ghz
2gb ddr2
wd raptorX hdd 150gb 10k
x1950 pro agp 512mb
asrock alive nf4g mobo
razer deathadder usb optical 1800dpi 1000hz mouse accel off(makes no diff)
razer tarantula keyboard

ut 436 opengl 3.4

heres my opengl and windrv

[WinDrv.WindowsClient]
WindowedViewportX=636
WindowedViewportY=489
WindowedColorBits=32
FullscreenViewportX=1024
FullscreenViewportY=768
FullscreenColorBits=32
Brightness=1.000000
MipFactor=1.000000
UseDirectDraw=False
UseJoystick=False
CaptureMouse=True
StartupFullscreen=True
CurvedSurfaces=True
LowDetailTextures=False
ScreenFlashes=true
NoLighting=False
SlowVideoBuffering=true
DeadZoneXYZ=True
DeadZoneRUV=False
InvertVertical=False
ScaleXYZ=1000.000000
ScaleRUV=2000.000000
MinDesiredFrameRate=0.000000
Decals=True
NoDynamicLights=False
UseDirectInput=True
SkinDetail=High
TextureDetail=High
ParticleDensity=0
NoFractalAnim=False


[OpenGLDrv.OpenGLRenderDevice]
Translucency=True
VolumetricLighting=True
ShinySurfaces=True
Coronas=True
RefreshRate=85
HighDetailActors=True
DetailBias=-1.500000
DetailTextures=True
FastUglyRefresh=true
ScreenSmoothing=false
Resolution=Default
SwapInterval=-1
ZRangeHack=False
AAFilterHint=6
NoAATiles=False
NumAASamples=6
UseAA=True
RequestHighResolutionZ=True
MaskedTextureHack=True
SmoothMaskedTextures=False
FrameRateLimit=85
UseFragmentProgram=False
UseVertexProgram=False
UseCVA=False
UseMultiDrawArrays=False
TexDXT1ToDXT3=False
DynamicTexIdRecycleLevel=100
CacheStaticMaps=False
UseTexPool=True
UseTexIdPool=True
UseSSE2=True
UseSSE=True
BufferTileQuads=False
BufferClippedActorTris=True
SinglePassDetail=False
SinglePassFog=False
ColorizeDetailTextures=False
DetailClipping=False
UseDetailAlpha=True
DetailMax=0
MaxTMUnits=0
NoFiltering=False
NoMaskedS3TC=False
MaxAnisotropy=16
UseTNT=False
Use16BitTextures=False
UseS3TC=False
UseAlphaPalette=False
AutoGenerateMipmaps=False
UseTrilinear=True
UsePrecache=False
AlwaysMipmap=False
ShareLists=False
UsePalette=False
UseMultiTexture=True
UseBGRATextures=True
UseZTrick=False
MaxLogTextureSize=8
MinLogTextureSize=0
MaxLogVOverU=8
MaxLogUOverV=8
OneXBlending=False
GammaCorrectScreenshots=False
GammaOffsetBlue=0.000000
GammaOffsetGreen=0.000000
GammaOffsetRed=0.000000
GammaOffset=0.000000
LODBias=0.000000
DescFlags=0
Description=


hf spotting
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Postby madtelefragger » 25 Apr 2008, 08:58

i once red somewhere that if you run ut99 on a dualcore you have to assign it to one core or turn one core of i dont know how that works cause i never had a multicore processor
also why do u use opengl and not directx? when i run ut on my ati x850xt in opengl i get artifacts in directx everything runs perfect.

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Postby tigerclaw1987 » 26 Apr 2008, 00:38

try changing ur opengl settings or new driver/opengl version, latest is 3.4 opengl runs better for older games like ut, ut was designed to run on glide, whilst newer games use d3d(directX)

the dual core thing is cus the cores are trying to run out of sync, u can dl a dual core fix they will sort it, or change the annex to make processes to run on just 1 core :P



lol weekend coming, gna try edit registry see if that helps :P
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Postby tigerclaw1987 » 26 Apr 2008, 04:07

ok i have tried editing mouse settings in the registry


mouse accelleration is probably off ...

also messed with razer settings, changing various speeds

without direct input, my control panel mouse pointer speed has a real effect on the game


i wont lie, i typed that 3 hours ago, been working on it for 4 hours now

i managed to get it working OFFLINE, i made an 80x monster kill vs a bot on woot without missing, gg

but online still the same

tonight i have tried
640x480 120hz

the mouse, the refresh and the screen res are the keys !! and fps

im certain

with 1000hz its more responsive, but on 125hz when i try to move above a certain speed or shoot fast shots it just doesnt do anything, same happens with 1024, if i try to make a fast shot the mouse fucks up, and alot of shots dont register, its like i dont have control of the mouse

the speed of the mouse changed depending on what res/refresh i use

1280x1024 seems slow at slower mouse speeds, but responds very well once i speed my aim up
higher refresh rate also makes movement below a threshole quicker, i like 1024x768 85hz for general mouse movement, it responds well, but with the threshold increased so i can do faster shots, turn properly and so quick adjustments in my aim for close up shots i can hit 100x better


anyway ... sigh
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Postby tigerclaw1987 » 26 Apr 2008, 04:08

from my flag post btw ...
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Postby tigerclaw1987 » 26 Apr 2008, 04:18

dno if it helps but when i move my mouse in ut

how far is goes depends on speed as well as distance

if i had to show u i wud put like this


speed of mouse on 10cm turn: 1 2 3 4 5 6 7 8 9 10
distance of dot with 10cm turn: 2 2 3 4 5 5 5 4 3 1

lol
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Postby Thing » 26 Apr 2008, 09:41

so m8 chris;

make follow first ( hope u have all drivers from your os uptodate ):

change the WinDrv.WindowsClient in UT.ini

[WinDrv.WindowsClient]
WindowedViewportX=640
WindowedViewportY=480
WindowedColorBits=32
FullscreenViewportX=1280
FullscreenViewportY=1024
FullscreenColorBits=32
Brightness=1.000000
MipFactor=1.000000
UseDirectDraw=True
UseJoystick=False
CaptureMouse=True
StartupFullscreen=True
CurvedSurfaces=False
LowDetailTextures=False
ScreenFlashes=False
NoLighting=False
SlowVideoBuffering=False (very important to off!)
DeadZoneXYZ=True
DeadZoneRUV=False
InvertVertical=False
ScaleXYZ=1000.000000
ScaleRUV=2000.000000
MinDesiredFrameRate=60.000000 (under this framerate the visualeffects will disable)
Decals=True (can turn off if you want, only a visual gimmic)
NoDynamicLights=False
UseDirectInput=True
ParticleDensity=0
NoFractalAnim=False
SkinDetail=High
TextureDetail=High

[hr]

change your opengl settings:

[OpenGLDrv.OpenGLRenderDevice]
Translucency=True
VolumetricLighting=True
ShinySurfaces=False
Coronas=False
HighDetailActors=False
DetailTextures=False
ZRangeHack=True ( Hardware Tweak)
AAFilterHint=0
NoAATiles=False
NumAASamples=0
UseAA=False
RequestHighResolutionZ=True ( Hardware Tweak)
MaskedTextureHack=True ( Hardware Tweak)
SmoothMaskedTextures=True
FrameRateLimit=0 ( no break from the graphiccard)
SwapInterval=-1
UseFragmentProgram=True ( Hardware Tweak)
UseVertexProgram=True
UseCVA=False
UseMultiDrawArrays=True
TexDXT1ToDXT3=False
DynamicTexIdRecycleLevel=100
CacheStaticMaps=True ( Hardware Tweak)
UseTexPool=True
UseTexIdPool=True
UseSSE2=True
UseSSE=True
BufferTileQuads=True ( Hardware Tweak)
BufferClippedActorTris=True ( Hardware Tweak)
SinglePassDetail=True
SinglePassFog=True
ColorizeDetailTextures=False
DetailClipping=True
UseDetailAlpha=False
DetailMax=0
RefreshRate=0 (Limit by Server Netspeed)
MaxTMUnits=0
NoFiltering=False
NoMaskedS3TC=False
MaxAnisotropy=0
UseTNT=False
Use16BitTextures=False
UseS3TC=True
UseAlphaPalette=False
AutoGenerateMipmaps=False
UseTrilinear=False
UsePrecache=False
AlwaysMipmap=True
ShareLists=True ( Hardware Tweak)
UsePalette=False
UseMultiTexture=True
UseBGRATextures=False
UseZTrick=True
MaxLogTextureSize=8
MinLogTextureSize=0
MaxLogVOverU=8
MaxLogUOverV=8
OneXBlending=True (test for nicer style)
GammaCorrectScreenshots=True
GammaOffsetBlue=0.000000
GammaOffsetGreen=0.000000
GammaOffsetRed=0.000000
GammaOffset=0.000000
LODBias=0.000000
DescFlags=1
Description=ATI Radeon HD 3800 Series
DisableSpecialDT=False
UseFilterSGIS=False
Use4444Textures=False
UseVertexSpecular=True ( Hardware Tweak)

dont use AA options first, 16AA will use much power from cpu & graphiccard, test first without that for stable ut setup.

[hr]

download Atitraytools (google)
install and activate all tweaks for Hardware, d3d and opengl.
for questions is a forum on website from atitraytools

[hr]

the mouse rate and refreshrate are 2 different hardware things, you cant sync both, because mouse movement runs over usb and refreshrate is used by graphiccard & monitor.
the trick is a balanced setup with mouse sens and ut-prefs-mouse-sens and graphic - card settings.
i play with middle mouse sens and low ut-prefs sens better as with all to set high.....with high settings i can turn around good, but the aiming get worst because ut cant handle fast turn's and accurate aim both to do correctly.
Its a thing between server response,mouse-sens,graphiccard, graphic-setup, your internet connection.
You have many "options" to make it bad...
The UT-Engine is from 1999 and the hardware today overdrived the engine simple, so u cant use the "full-power" of modern hardware for ut'99.
Epic wasn't interested to update the old engine, so we have to optimized with old-software & modern hardware byself.
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User avatartigerclaw1987Site Admin
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Postby tigerclaw1987 » 26 Apr 2008, 18:38

so why then when im at 200 fps does my mouse work better than 85 fps even at same refresh rate


ps: settings do nothing :)

its all well having a balance, but every1 i asked who i play with has no issues with mouse lag and when i look at other ppl playing its 1 shot 1 hit, all the time even with 170 ping

i dont wana have to choose between being able to see ppl and move around maps and being able to hit(if i have a choice)
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