Assertion failed: (total_line_count<MAXIMUM_SCRATCH_TABLE_ENTRIES), function texture_vertical_polygon, file /Users/jeremiah/Source/alephone-svn/trunk/PBProjects/../Source_Files/RenderMain/scottish_textures.cpp, line 555.
*** error for object 0x103052808: incorrect checksum for freed object - object was probably modified after being freed.
AlumiuN wrote:The problem with Marathon's mouse movement is that the minimum precision isn't really precise enough to make it feel right and there's no compensation for this, so even the smallest movement creates a disproportionately large change in aim. Wolfenstein 3D also had the same issue; its hack was to allow mouse movement to accumulate until there had been enough movement to change the player's angle (which was measured in integer degrees) - I have a feeling that would probably work here to alleviate some of the feeling of the movement being off.
treellama wrote:"Accelerate Mouse" is the default Marathon 2 mouse behavior by the way. Turning it off disables Bungie's attempt to counteract that boatiness, and now that I'm looking at it also (unintentionally) halves the mouse sensitivity. That option should really be removed.
treellama wrote:That option doesn't control acceleration as it does in most games. That's part of why it should be removed, then you wouldn't be confused into thinking it does.
Users browsing this forum: No registered users