Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 12/22/2023 in all areas

  1. DPI Wizard

    Killing Floor 2

    In simple mode, converting from Hipfire Horizontal for Killing Floor 2 should output an error saying it's not supported: Are you not getting this error? This is by design and unrelated to the order of the sensitivity parameters. Any aim with two or more parameters are unsupported to convert from in simple mode. The naming of the fields are not really referring to the absolute function of the variable they represent in each case. In some cases the Sensitivity 2 field might the FOV for ADS. Sometimes a game uses four equally weighted multipliers spread across Sensitivity 1, 2 and Multiplier 1 and 2. What each field actually represent is mentioned in the game info section. That's what you see in the calculation output. Renaming the header of the input fields is not possible since some games have sensitivity parameters that look like this: <root> <scriptsPreferences> <controlMode> <arcadeMode> <camera> <sensitivity> 1 </sensitivity> </camera> </arcadeMode> </controlMode> </scriptsPreferences> </root> Or this: { "Name": "Control.MouseXSensitivity", "SettingType": 2, "FloatValue": 0.236478898 }, The calculator will always calculate the rightmost value of the input fields. So if the game is using Sensitivity 1 and Multiplier 1, Multiplier 1 is the value that will be calculated. If the order of MouseSensitivity and MouseLookRightScale are switched, the MouseLookRightScale is the value that is being calculated instead. Now that will work as well, but it makes more sense to actually calculate the sensitivity rather than the axis scale. 100 and 500 is so high no sensible calculation will ever reach them.
    1 point
  2. IceBeam

    Killing Floor 2

    Hello there, I would like to inform you that the Killing Floor 2 sensitivity calculator needs to be updated. First of all, the "Sensitivity 1" and "Multiplier 1" text boxes in the calculator adjust the wrong variables: "Sensitivity 1" should be "MouseSensitivity" in the configuration file. "Multiplier 1" should be "MouseLookRightScale". At the moment, the variables are reversed: "Sensitivity 1" sets the value of the "MouseLookRightScale" multiplier, and "Multiplier 1" controls the actual sensitivity variable, which is "MouseSensitivity". When the "Conversion Source" is set to "Distance", the calculator takes a "Sensitivity 1" from the user, assigns it to "MouseLookRightScale", and automatically picks the "MouseSensitivity" value for the requested 360° distance. The value suggested by the calculator feels correct, but the problem is that the locked text box in the calculator is "Multiplier 1" when it should be "Sensitivity 1". Secondly, the minimum and maximum values need to be updated as well. In the game's source code (which comes with the Killing Floor 2 SDK), the minimum and maximum sensitivity values are defined as 0.01 and 0.7, but what the user sees and manipulates in the game are these values multiplied by 100: from 1 to 70. The default value is 30. Please note that these boundaries are only applicable to the GUI slider. It is possible to go beyond them using the "SetSensitivity" console command or by setting "MouseSensitivity" to the desired value in the configuration file ("KFInput.ini"). The multiplier, MouseLookRightScale, ranges from 20 to 500, both in the code and in the user interface. Default: 100. Those numbers can be checked in the following file for the Steam version of the game: [Killing Floor 2 root directory]\Development\Src\KFGame\Classes\KFGFxOptionsMenu_Controls.uc defaultproperties { // ... MinMouseLookSensitivity=.01 MaxMouseLookSensitivity=.7 // ... MinMouseLookRightScale=20 MaxMouseLookRightScale=500 } And here is the multiplication of the MouseLookSensitivity sensitivity limits by 100 in the UI: [Killing Floor 2 root directory]\Development\Src\KFGame\Classes\KFGame\Classes\KFGFxControlsContainer_Input.uc function InitializeOptions() { local GFxObject ValuesObject; local KFPlayerInput KFPI; // ... if ( !GetPC().WorldInfo.IsConsoleBuild() ) { ValuesObject.SetFloat("sensitivityValue" , KFPI.MouseSensitivity); ValuesObject.SetFloat("sensitivityValueMin" , 100 * ControlsMenu.MinMouseLookSensitivity); ValuesObject.SetFloat("sensitivityValueMax" , 100 * ControlsMenu.MaxMouseLookSensitivity); // ... ValuesObject.SetFloat("lookRightScaleValue" , KFPI.MouseLookRightScale); ValuesObject.SetFloat("lookRightScaleMin" , ControlsMenu.MinMouseLookRightScale); ValuesObject.SetFloat("lookRightScaleMax" , ControlsMenu.MaxMouseLookRightScale); // ... } } There is no separate category for UnrealScript, and the existing color scheme for C++ makes the code hard to read. Sorry about that.
    0 points
×
×
  • Create New...