hi everyone, ive searched and havent been able to come up with a solution to my problem.
much like all normal human beings i dont like having my mouse look being defaulted to being inverted in first person shooters. however duke3d is inverted, as in moving you mouse up makes your view go down. its not bad, but getting use to such a setup ruins your accuracy and reflex in all other first person shooters. so im wondering how i can change it so the y axis doesnt move in the opposite direction. this is an awesome port that really impressed me in every regard, the only problem is this silly inversion of the mouse look. so if anybody knows how to change this. let me know, cause ive searched and hunted and am at a loss.
thanks.
necrocyde at
ha ha, well after perusing a few more threads i got the incentive to check through the duke3dcfg file. i found the controlling variable and changed it. problem solved, no more retarded inversion with the mouse look!
thanks, kind of wierd thats the only place that you can change it with.
TX at
necrocyde said
thanks, kind of wierd thats the only place that you can change it with.
The only place other than the huge fscking "INVERT MOUSE AIM" option under GAME OPTIONS, right?
JonoF at
Heh, it used to be called "Mouse Aiming Flip" in the DOS version, and I changed it to what it is now since it was a bit unclear, but apparently people still can't read.
Jonathon
ProAsm at
Since when do human beings bend over backward to look down a cliff. :roll:
In my book Duke3d is correct and some other games are wrong but then maybe I'm the only one that bends over forward to look down a cliff and backwards to look up at the ceiling :lol:
Roma Loom at
In my book Duke3d is correct and some other games are wrong but then maybe I'm the only one that bends over forward to look down a cliff and backwards to look up at the ceiling
I'm with you \o
It's pretty natural for me... it's like holding the head of the "person" you control by your hand... you pull your hand forwards forcing the head to look down...
But getting used to the "modern Y-Axis style" is easy and very quick process for me.
Retodon8 at
Agree, Duke always felt normal, and Quake after that was annoying as heck, so I quickly "inverted" the mouse to what I say is normal.
After Quake all the other games followed suit and inverted what "inverted" means.
In the end it's a matter of preference, so neither naming scheme is really better than the other, but the head analogy works, it makes sense, plus this way it is identical to the way you point the front of a plane up and down.
Last random poll about preference on the Atari UT2004 forum, a long time ago now, yieled 50/50 results, but those polls are always pretty random of course.
ProAsm at
Q3A and UT99 had it ass about face and because of their enormous success as games, everyone else followed like sheep, baaaahhhhhhh :)
Animegramma at
Q3A and UT99 had it ass about face and because of their enormous success as games, everyone else followed like sheep, baaaahhhhhhh Smile
Or everyone else followed because it's more logical to move the mouse up to look up. Especially when the x-axis works using the same logic. Or do you guys reverse that too?
JonoF at
I used to play Duke3D with the default "aeroplane style" of mouse aim (my friends preferred it inverted, ie. what we tend to normally use these days). I believe I switched to the modern convention about the time when 3D games were all being made on Windows. I recall it feeling unusual for about a day or so but after that, everything settled back to normal and playing with the push-up-to-look-up style felt natural once again.
Jonathon
ProAsm at
Or everyone else followed because it's more logical to move the mouse up to look up. Especially when the x-axis works using the same logic. Or do you guys reverse that too?
It depends on what section of your body your mouse replaces.
In my case the mouse is my body and not my arms.
To look over the edge of anything I have to bend over forwards, thus the mouse moves forward, ie away from me.
The same is when I look up at the ceiling, I bend over backwards and its natural to drag the mouse backwards.
I lean to the left to go left and the same with right.
In your case if you were flying an aeroplane you would need to push the mouse forward to fly up and visa a versa - I think not :)
As Jonathon says, he adapted, the same as many people just accepted the "modern" way and adapted.
Many could not adapt and thats why games have a revers option, the same as they have a Reverse Stereo option as some audio cards are ass about face also :)
JonoF at
ProAsm said
the same as they have a Reverse Stereo option as some audio cards are ass about face also :)
Yeah, though reverse stereo exists really for those people who don't properly understand the significance of, or don't care about, the left and right channels enough to set their speakers up properly to begin with, and when they start being shot from the right side yet have sound from the left side, are too lazy to fix the problem with their speaker positioning. A silly feature if you ask me. People should just fix their positioning and be done with it.
Jonathon
Animegramma at
That's true about controlling an airplane with the mouse. On BF2, the default plane controls were move the mouse forward to make the pitch go up, and down to make it go down, and this was frustrating to me. But in the case of FPS games, I think it feels more natural the way most games do it now. If the axis is going to be inverted, I would want the X axis inverted too, then it might feel natural after a little getting used to. But you know, it's really all opinion, neither way is really better than the others.
Mephisto at
It's all a matter of where you logically place the mouse in the body. For me the mouse is where the eyes are, so moving it down moves the eyes down (or head down, for that matter). The 'inverted mouse' is more like when you hold the mouse above the player and move it backwards to look up (to make the head go backward). Imho there isn't one 'right way', it's all a matter of preference.
necrocyde at
im sorry guys, something must have been wrong with my duke installation, because it never showed up in my game options, i reinstalled it with the new version of jfduke, thanks jonof for the new release, and low and behold it was there, sorry for any confusion or anger my little problem caused. oh and for the record, the y axis should move just how your move it in 3D modelling, thus moving the mouse up caused it to move up, but its all personal preference.
thanks for you feedback guys.
Retodon8 at
Maybe the "Reverse stereo" option exists for the wrong reason, but I did find it useful once where I basically had cables that were too short to set things up properly.
(Old computer for DOS/Win98 games, some speakers a friend of mine still had laying around.)
Of course not all software supported reversing, and there wasn't a general switch for it in Windows that I could find of, so that situation didn't last anyway.
As for the mouse aiming, I'd have to agree with the mouse corresponding with the head, as after all... well, in games you're basically controlling your view.
Sure, your arms apparently follow because you're shooting in the exact same direction, but games (I'm sure) will eventually change so they are more like what you feel when driving an FPS tank, sort of.
You move and fire in one direction, aim in another.
Of course usually the turret does that, but tries to point where the view is pointing, but that's the best explanation I have right now. :)
I know I can get used to switching, I did for short times during some Halo-ing with somebody else's profile for a few minutes (although every now and again I reverted and looked straight at the floor or something), I got used to lots of things, and it's simply rewiring your brain which only takes practice, but I simply don't want to.
As for 3D modeling... that's completely different.
In 3D modeling you move your model with your virtual hand, push it up to go up for instance, like you push a PDF up in Adobe Reader, or push the world beneath you in Black & White, you don't change the direction you're viewing in... unless you are.
But then I think it's the same as the airplane-style controls, although actually I think it's application-dependent (I couldn't work Hammer properly when I tried once, felt upside down after using UnrealEd), and it's probably a personal setting for most modelling software as well.