Jump to content
Sign in to follow this  
Kynes

Is it the Arma engine?

Recommended Posts

One of my biggest complaints with this game is the character movement.  What I mean by this is, when I use my mouse to turn left or right, I don't feel as though I am moving my character, I feel as if I am panning the world around me.  Does this makes sense?  It's the best way I can desrcibe the issue.  This is the only FPS game I have ever had trouble with entering doorways, going around corners or up stairs.  Is this the Arma engine?  If so I can asuume this is something that will never get fixed and we'll just have to deal.

 

Don't get me wrong I love the game and will be playing it.  I'm just curious if others feel the same way about the camera panning as I do and if anyone has any ideas how to fix it, if it's even fixable on the cllient end.

Share this post


Link to post
Share on other sites

IIRC it is the Real Virtuality + Hands On Helis mix up.

I don't know about mouse look, as I use track ir, but also get stuck in doorways and stairs sideways.

Share this post


Link to post
Share on other sites

Have you turned mouse smoothing off in the controls settings and post-process in video settings?

 

Part of the problem is also that the option to disable mouse acceleration has not been added yet, but smoothing also plays a big part if you still have that enabled and post-processing tends to cause input lag too.

Edited by Mos1ey
  • Like 1

Share this post


Link to post
Share on other sites

Have you turned mouse smoothing off in the controls settings and post-process in video settings?

 

Part of the problem is also that the option to disable mouse acceleration has not been added yet, but smoothing also plays a big part if you still have that enabled and post-processing tends to cause input lag too.

 

It is rather mouse deceleration than acceleration...

Share this post


Link to post
Share on other sites

I want to buy a new game engine, Frostbite 3. ))

They are creating Star Wars Battlefront on it too.

FPS movements will improve, and AI will certainly improve; graphic will look a lot better with a new engine in Dayz.

And it's easier to optimize frames pr. second with AMD or Intel pc.

http://www.crytek.com

http://www.frostbite.com

 

-Ori

Edited by Ori42

Share this post


Link to post
Share on other sites

One of my biggest complaints with this game is the character movement.  What I mean by this is, when I use my mouse to turn left or right, I don't feel as though I am moving my character, I feel as if I am panning the world around me.  Does this makes sense?  It's the best way I can desrcibe the issue.  This is the only FPS game I have ever had trouble with entering doorways, going around corners or up stairs.  Is this the Arma engine?  If so I can asuume this is something that will never get fixed and we'll just have to deal.

 

Don't get me wrong I love the game and will be playing it.  I'm just curious if others feel the same way about the camera panning as I do and if anyone has any ideas how to fix it, if it's even fixable on the cllient end.

 

You're not wrong at all. I spent about 20 minutes getting my mouse settings just right. It is incredibly difficult to get around. I'm sure the devs are aware of this and are working on it :D

 

Oh and sorry about what our boy did to you in the playoffs :P

Share this post


Link to post
Share on other sites

 I feel as if I am panning the world around me.  Does this makes sense?  ...

 

it totally makes sense , and this is the way many many Games work.

You are not moving the character. The Character just does his animation and the world around you moves.

Thats the way most games work, at least what i know

Share this post


Link to post
Share on other sites

Some of the "clunkiness" in the arma engine is to simulate RL and take out the arcadey 180 spin shots and such is it not?  I was always under the impression SOME of this was intentional altho it does seem overdone in spots.

Share this post


Link to post
Share on other sites

Thanks everyone for the replies... I have not played much with the settings but it looks like will have to.  It just seems strange as I've been playing FPS since the 1990's and this is the only game that I notice this movement issue.  I just assume it's the arma engine.  I will fiddle with my settings and see if I can make it a little better.. thank you!

Share this post


Link to post
Share on other sites

I want to buy a new game engine, Frostbite 3. ))

They are creating Star Wars Battlefront on it too.

FPS movements will improve, and AI will certainly improve; graphic will look a lot better with a new engine in Dayz.

And it's easier to optimize frames pr. second with AMD or Intel pc.

http://www.crytek.com

http://www.frostbite.com

 

-Ori

I think the main problem would be to find an engine that fits better to the game concept. Are there any Games with a 225 km2 level and Frostbite or Crytek engine? I think a lot of these Engines are made for smaller enviroments and contain a lot more detail than dayz because of that. Just Cause 2 on the other hand is huge and has fluffy graphics too, but there aren't that many details. The Arma and Dayz Engines were made for big, realistic levels in real life size. There isn't a house or a car every 2 Meters, but texture detail and landscape are great.

So imho there is really no need to change the engine (won't happen anyway), and I have trust in the dev team that this "clunkiness" will disappear soon.

Share this post


Link to post
Share on other sites

its not the engine. its a design decision. and a horrible one. you can always change the skeleton,t he rigging, the animations, the controls, no  matter the engine. you dont have to use the default one provided with the toolset.

 

currently, movement and interaction is horrible. i really hope that a lot is just legacy code and placeholders, to be replaced in near future

Share this post


Link to post
Share on other sites

It is rather mouse deceleration than acceleration...

 

 

 

the acceleration is HORRIBLE

 

its the first complaint of all the new players I see

 

 

Which you can get rid of using Mark C's mousefix (google it).

No issue here. Use ALT to look around (every fps should have this IMO)....otherwise no I don't get what you are getting at.

Edited by Irenicus

Share this post


Link to post
Share on other sites

One detail I had to change was the field of view. At a wrong setting it will provoke you some discomfort as well. No absolute best as each person have their own set of eyes.

Strafing through doorways should be an easy fix, unless it is on purpose and your gun / weapon is colliding, and in this case sort of makes sense although the movement is awkward.

Share this post


Link to post
Share on other sites

It is rather mouse deceleration than acceleration...

 

It's negative mouse acceleration. ;)

Share this post


Link to post
Share on other sites

its not the engine. its a design decision. and a horrible one. you can always change the skeleton,t he rigging, the animations, the controls, no  matter the engine. you dont have to use the default one provided with the toolset.

 

currently, movement and interaction is horrible. i really hope that a lot is just legacy code and placeholders, to be replaced in near future

Given this, and the fact that head movement isn't affected by the NMA, could it be possible to just rig the turn of the core skeleton to use the same method as the head movement but at a slightly slower sensitivity ratio to preserve the slower turning time of the body in relation to the head? Say, something like 1.25:1 and just bypass NMA entirely without having to remove it from the code itself? For example, if you set your base mouse sensitivity to what ever feels comfortable for your body turn and weapon, this would =1 , and then the head would automatically be a value of 1.25 when ALT is pressed or whatever is necessary to preserve the different rate for each to turn on its axis...

Share this post


Link to post
Share on other sites

Given this, and the fact that head movement isn't affected by the NMA, could it be possible to just rig the turn of the core skeleton to use the same method as the head movement but at a slightly slower sensitivity ratio to preserve the slower turning time of the body in relation to the head? Say, something like 1.25:1 and just bypass NMA entirely without having to remove it from the code itself? For example, if you set your base mouse sensitivity to what ever feels comfortable for your body turn and weapon, this would =1 , and then the head would automatically be a value of 1.25 when ALT is pressed or whatever is necessary to preserve the different rate for each to turn on its axis...

Or you could simply fix the mouse acel with Mark C's mouse fix, and get a decent mouse with adjustable dpi as I have done. Works flawlessly

Share this post


Link to post
Share on other sites

Thanks for the response Irenicus. I did check out you're earlier link before posting... so the fix will just disable the NMA completely for weapon/body movement? Forgive the noobness please, just wanna make sure I'm on the same page with you before digging into applying the fix.

Share this post


Link to post
Share on other sites

 I've adapted and changed my FoV...problem solved. But then again I'm rocking first person.

Edited by Loafy

Share this post


Link to post
Share on other sites

Hi.

 

Removing mouse acceleration will most definitely help with the strange feeling, but it will do nothing for getting stuck in doorways.

 

I'm not sure, but I think the doorway issues are caused by the animations. I know this issue seems to be more or less gone with ArmA 3's new animation system. In DayZ I find it's much more reliable if you go through doorway straight on square, any angle and you will probably get stuck lol.

 

Regards.

Share this post


Link to post
Share on other sites

Yeah, I think I'm gonna lean towards hardcore myself too. I prefer the level of immersion... way less tension in 3rd. Did you go narrower or wider Loafy for it to feel comfortable?

Share this post


Link to post
Share on other sites

Yeah the doors are kinda wonky... TBH I don't even entirely mind the slow down (not that I like it either tho), more the fact that my horizontal movement almost instantly translates into vertical movement of the view, whether all the way up towards the sky or into the floor.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×