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It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
Mouse acceleration/Unreal Gold
- dukelord3
- OldUnreal Member
- Posts: 5
- Joined: Sat Jun 14, 2008 10:51 am
Mouse acceleration/Unreal Gold
I've been searching the web for a way to eliminate mouse acceleration in Unreal Gold but have been unsuccessful. Does this project implement DirectInput? This would most likely solve the problem, but I downloaded 227d and could not find the option. Also, if it does, I was wondering about what time this project would support Unreal Gold?
If anyone here has any other suggestions on how to eliminate the acceleration they would be well-received. I'm desperate!
If anyone here has any other suggestions on how to eliminate the acceleration they would be well-received. I'm desperate!
- GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: Mouse acceleration/Unreal Gold
Mouse Acceleration is a Windows feature. Turn it off in the Control Panel. And also look at the INI and change all Mouse Acceleration options to false and all DirectInput options to true. There should be only one for each though 
- dukelord3
- OldUnreal Member
- Posts: 5
- Joined: Sat Jun 14, 2008 10:51 am
Re: Mouse acceleration/Unreal Gold
Mouse acceleration is a Windows feature but not in my case. There is an Enhance Pointer Precision option available to some Windows XP users (I believe who are using the stock Windows XP mouse driver) and there is also an option to users who are using a Logitech mouse (it's clearly labeled mouse acceleration), but that is disabled for me.
The mouse acceleration I'm referring to is a fault of the Windows API, which was changed in Windows XP. Older games don't use DirectInput, but instead call the function SystemParametersInfo with the parameter SPI_SETMOUSE and an array of 3 integers. The third value of those integers used to have something to do with mouse speed, but in Windows XP, Microsoft changed the API implementation for that function call so that the third parameter now affects mouse acceleration.
There is a utility out there called MouseForce which can sometimes disable this function call by hooking its memory and modifying it at runtime. However, it doesn't seem to work with all games. It worked successfully for me for Quake 1, and for Quake 2, there is source code available, so I downloaded it, modified the function call, and recompiled an exe for myself. However, with Unreal I can't do either.
The other solution to this problem is to use DirectInput, which is why modern games don't suffer from this problem. DirectInput retrieves raw values from your input device and doesn't make this old function call.
Unfortunately, Unreal and Unreal Gold don't support DirectInput. Neither in their menus nor in the configuration files anywhere are options to disable mouse acceleration or enable DirectInput. That's why I wanted to know if this project supports DirectInput and when it would support Unreal Gold.
The mouse acceleration I'm referring to is a fault of the Windows API, which was changed in Windows XP. Older games don't use DirectInput, but instead call the function SystemParametersInfo with the parameter SPI_SETMOUSE and an array of 3 integers. The third value of those integers used to have something to do with mouse speed, but in Windows XP, Microsoft changed the API implementation for that function call so that the third parameter now affects mouse acceleration.
There is a utility out there called MouseForce which can sometimes disable this function call by hooking its memory and modifying it at runtime. However, it doesn't seem to work with all games. It worked successfully for me for Quake 1, and for Quake 2, there is source code available, so I downloaded it, modified the function call, and recompiled an exe for myself. However, with Unreal I can't do either.
The other solution to this problem is to use DirectInput, which is why modern games don't suffer from this problem. DirectInput retrieves raw values from your input device and doesn't make this old function call.
Unfortunately, Unreal and Unreal Gold don't support DirectInput. Neither in their menus nor in the configuration files anywhere are options to disable mouse acceleration or enable DirectInput. That's why I wanted to know if this project supports DirectInput and when it would support Unreal Gold.
- dukelord3
- OldUnreal Member
- Posts: 5
- Joined: Sat Jun 14, 2008 10:51 am
Re: Mouse acceleration/Unreal Gold
Also .. I just realized, doesn't the UT engine (a modified version of the Unreal engine) support the original Unreal? I'm pretty sure I saw that somewhere. If that were the case, I could simply do that and use its DirectInput.
- GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: Mouse acceleration/Unreal Gold
Yeap, I even have a full guide of merging Unreal with UT somewhere here. The only thing that UT doesn't support is Unreal servers, that's why it's still good to have that installed. Ah, here it is:
http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1197136994
Of course with 227 Unreal gets quite away from UT, although when the UT SDK will be released, both will get near again, but with different standards...
http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1197136994
Of course with 227 Unreal gets quite away from UT, although when the UT SDK will be released, both will get near again, but with different standards...
- dukelord3
- OldUnreal Member
- Posts: 5
- Joined: Sat Jun 14, 2008 10:51 am
Re: Mouse acceleration/Unreal Gold
That was a very informative guide you made there. Very nice. In fact, I modded my UT installation and successfully got it to work. I was actually going to go that route, but I discovered another little gem that others here may be interested in..
The utility I mentioned in my original post that disables the SystemParametersInfo API call in Windows (but which didn't seem to work with all games) was made by a guy named Anir. Apparently, he continued work on the project and made a full-fledged byte patch for win32k.sys (where that function call is received). I tried it and it completely eliminated all mouse acceleration in all games. If anyone has suffered from this problem, this is definitely your fix: http://razerblueprints.net/index.php/component/option,com_smf/Itemid,48/topic,4788.0/
I do thank everyone for their help here, and wish you the best of luck.
The utility I mentioned in my original post that disables the SystemParametersInfo API call in Windows (but which didn't seem to work with all games) was made by a guy named Anir. Apparently, he continued work on the project and made a full-fledged byte patch for win32k.sys (where that function call is received). I tried it and it completely eliminated all mouse acceleration in all games. If anyone has suffered from this problem, this is definitely your fix: http://razerblueprints.net/index.php/component/option,com_smf/Itemid,48/topic,4788.0/
I do thank everyone for their help here, and wish you the best of luck.
Last edited by dukelord3 on Sun Jun 15, 2008 2:44 pm, edited 1 time in total.
- Smirftsch
- Administrator
- Posts: 9001
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
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Re: Mouse acceleration/Unreal Gold
weird post.
Unreal and Ugold support directinput. Both in advanced options. Aside this 227 contains a new option to really disable mousesmoothing completely which is a very useful function if you have a high resolution mouse. 227 engine is more advanced than UT's now. Wondering why anyone would want to use UT to play unreal...*shrugs*...
Unreal and Ugold support directinput. Both in advanced options. Aside this 227 contains a new option to really disable mousesmoothing completely which is a very useful function if you have a high resolution mouse. 227 engine is more advanced than UT's now. Wondering why anyone would want to use UT to play unreal...*shrugs*...
Sometimes you have to lose a fight to win the war.
- TCP_Wolf
- Administrator
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- Contact:
Re: Mouse acceleration/Unreal Gold
The mouse acceleration and the Unreal Engine bug regarding this are 2 different topics.
This fix is actually brilliant, but I am missing a 64 bit build. Either way, there is an alternate fix via Registry patch (working in 64 bit Windoze as well). Google for "Counter Strike mouse acceleration fix".
This fix is actually brilliant, but I am missing a 64 bit build. Either way, there is an alternate fix via Registry patch (working in 64 bit Windoze as well). Google for "Counter Strike mouse acceleration fix".
-=]HONESTY PAYS[=-
- Hyper
- OldUnreal Member
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- Contact:
Re: Mouse acceleration/Unreal Gold
Just out of curiosity: what is this mouse acceleration problem and when does it occur?
I haven't noticed any problems. Not on Windows 2000 and not on Vista. I use a Microsoft Intellimouse Explorer 4.0 with the IntelliPoint software.
I haven't noticed any problems. Not on Windows 2000 and not on Vista. I use a Microsoft Intellimouse Explorer 4.0 with the IntelliPoint software.
- GreatEmerald
- OldUnreal Member
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- Joined: Mon May 21, 2007 2:30 pm
Re: Mouse acceleration/Unreal Gold
Smirf, 227 engine is more advanced just as long as the UT Extension Pack SDK isn't out 
- Smirftsch
- Administrator
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Re: Mouse acceleration/Unreal Gold
even then the engine is still more optimized from the native side 
Sometimes you have to lose a fight to win the war.
- TCP_Wolf
- Administrator
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- Contact:
Re: Mouse acceleration/Unreal Gold
The problem is, that since windows XP, MS has included a smoothing curve algorithm, which always tries to smooth out mouse movements. Even when you disable the "improved mouse pointer precision feature" (which is really a BUG, not a feature) and you disable generic mouse acceleration too, the smoothing still applies for some game, particularly older ones.Just out of curiosity: what is this mouse acceleration problem and when does it occur?
I haven't noticed any problems. Not on Windows 2000 and not on Vista. I use a Microsoft Intellimouse Explorer 4.0 with the IntelliPoint software.
The registry patch I mentioned changes the registry configuration of the "curve" into a straight line so there is effectively no smoothing - which is exactly what gamers want usually.
Now a little warning
I had the exe patch over there be examined by VirusTotal....
Code: Select all
File accelfix.exe received on 06.21.2008 14:14:22 (CET)
Current status: finished Result: 21/33 (63.64%)
Antivirus Version Last Update Result
AhnLab-V3 2008.6.19.0 2008.06.20 -
AntiVir 7.8.0.59 2008.06.20 HEUR/Malware
Authentium 5.1.0.4 2008.06.20 W32/Heuristic-210!Eldorado
Avast 4.8.1195.0 2008.06.20 -
AVG 7.5.0.516 2008.06.21 Generic10.PVR
BitDefender 7.2 2008.06.21 -
CAT-QuickHeal 9.50 2008.06.20 (Suspicious) - DNAScan
ClamAV 0.93.1 2008.06.21 PUA.Packed.UPack-2
DrWeb 4.44.0.09170 2008.06.21 -
eSafe 7.0.15.0 2008.06.19 Suspicious File
eTrust-Vet 31.6.5892 2008.06.21 -
Ewido 4.0 2008.06.21 Trojan.Small
F-Prot 4.4.4.56 2008.06.20 W32/Heuristic-210!Eldorado
F-Secure 7.60.13501.0 2008.06.20 W32/Suspicious_U.gen
Fortinet 3.14.0.0 2008.06.21 W32/PE_Patch.Z
GData 2.0.7306.1023 2008.06.21 -
Ikarus T3.1.1.26.0 2008.06.21 Trojan-Downloader.Win32.Zlob.and
Kaspersky 7.0.0.125 2008.06.21 -
McAfee 5322 2008.06.20 -
Microsoft 1.3604 2008.06.21 -
NOD32v2 3205 2008.06.21 -
Norman 5.80.02 2008.06.20 W32/Suspicious_U.gen
Panda 9.0.0.4 2008.06.21 Suspicious file
Prevx1 V2 2008.06.21 Malicious Software
Rising 20.49.52.00 2008.06.21 -
Sophos 4.30.0 2008.06.21 Mal/Packer
Sunbelt 3.0.1153.1 2008.06.15 VIPRE.Suspicious
Symantec 10 2008.06.21 Infostealer.Gampass
TheHacker 6.2.92.356 2008.06.20 W32/Behav-Heuristic-060
TrendMicro 8.700.0.1004 2008.06.20 PAK_Generic.006
VBA32 3.12.6.7 2008.06.21 -
VirusBuster 4.3.26:9 2008.06.12 Packed/Upack
Webwasher-Gateway 6.6.2 2008.06.21 Heuristic.Malware
Last edited by TCP_Wolf on Sat Jun 21, 2008 12:24 pm, edited 1 time in total.
-=]HONESTY PAYS[=-
- dukelord3
- OldUnreal Member
- Posts: 5
- Joined: Sat Jun 14, 2008 10:51 am
Re: Mouse acceleration/Unreal Gold
It seems people continued this conversation after I'd left. To respond:
Smirftsch - Unreal and Unreal Gold don't support DirectInput. I've never found an option for DirectInput in Unreal, and in Unreal Gold, they simply used the UT GUI, so a few options, namely DirectInput and Static Decals don't actually do anything if you check the box (you can do some google searching and confirm this). If I'm wrong, please tell me, but I don't believe I am. I'm not really sure what you mean by disabling "mouse smoothing" in 227, but if it's related to the in-game "mouse smoothing" that's definitely not an issue. That does what it says for me -- smooths my mouse movements. And I understand that the 227 engine is now more advanced than the old UT one, however it doesn't support NaPali or Unreal Gold, so I can't use it. That's why I would consider using UT to play Unreal.
TCP_Wolf - Not sure what you mean by the mouse acceleration and the Unreal bug being two topics. And I don't know of a 64 bit version of the patch. Also, the mouse acceleration registry fix (xpmousefix.reg) actually only minimizes the amount of mouse acceleration present; it doesn't eliminate it. The guy who wrote the patch I mentioned, Anir, actually talks about this in one of his threads, and with some testing, it can be observed that this is true through some careful mouse movements. However, it's a placebo-type thing. If the .reg file satisfies you, great, keep it. I'd love to settle on an easy fix, but unfortunately I'm incredibly picky and notice minor variations in mouse movements when I spin around to shoot someone.
On the note of the virus scanner "detection" of the patch as a Trojan, it's a false positive. Virus scanners these days are sophisicated enough to be able to determine a program's intent, but in a general sense. It can see it wants to modify win32k.sys and aptly labels it a "Generic Trojan". I've personally written C++ programs that have triggered the virus scanner alert, and I know exactly what they do and that they're not viruses. The reason virus scanners don't create false positives for many other programs is due to virus scanner vendors whitelisting applications whose intent they know. But as for this program, as you've pointed out, the source code is also readily available if you have any doubts.
Hyper.nl - The mouse acceleration problem is still somewhat a mystery. It seems to be derived first and foremost from the type of mouse you have and possibly its drivers. Some people experience this issue, and some don't. I have an ancient Logitech MX300 mouse, so that might be the reason I've always had this issue. Modern mice might not suffer from this problem. When it does occur, it occurs as a result of the game you're using making the SystemParametersInfo API call instead of using DirectInput. As far as I know, DirectInput resolves this issue, whether you are experiencing it or not. That's why modern games don't suffer from this issue, unless they have built-in mouse acceleration, which would have to be disabled in game.
Hope that answers everyone's questions.
Smirftsch - Unreal and Unreal Gold don't support DirectInput. I've never found an option for DirectInput in Unreal, and in Unreal Gold, they simply used the UT GUI, so a few options, namely DirectInput and Static Decals don't actually do anything if you check the box (you can do some google searching and confirm this). If I'm wrong, please tell me, but I don't believe I am. I'm not really sure what you mean by disabling "mouse smoothing" in 227, but if it's related to the in-game "mouse smoothing" that's definitely not an issue. That does what it says for me -- smooths my mouse movements. And I understand that the 227 engine is now more advanced than the old UT one, however it doesn't support NaPali or Unreal Gold, so I can't use it. That's why I would consider using UT to play Unreal.
TCP_Wolf - Not sure what you mean by the mouse acceleration and the Unreal bug being two topics. And I don't know of a 64 bit version of the patch. Also, the mouse acceleration registry fix (xpmousefix.reg) actually only minimizes the amount of mouse acceleration present; it doesn't eliminate it. The guy who wrote the patch I mentioned, Anir, actually talks about this in one of his threads, and with some testing, it can be observed that this is true through some careful mouse movements. However, it's a placebo-type thing. If the .reg file satisfies you, great, keep it. I'd love to settle on an easy fix, but unfortunately I'm incredibly picky and notice minor variations in mouse movements when I spin around to shoot someone.
On the note of the virus scanner "detection" of the patch as a Trojan, it's a false positive. Virus scanners these days are sophisicated enough to be able to determine a program's intent, but in a general sense. It can see it wants to modify win32k.sys and aptly labels it a "Generic Trojan". I've personally written C++ programs that have triggered the virus scanner alert, and I know exactly what they do and that they're not viruses. The reason virus scanners don't create false positives for many other programs is due to virus scanner vendors whitelisting applications whose intent they know. But as for this program, as you've pointed out, the source code is also readily available if you have any doubts.
Hyper.nl - The mouse acceleration problem is still somewhat a mystery. It seems to be derived first and foremost from the type of mouse you have and possibly its drivers. Some people experience this issue, and some don't. I have an ancient Logitech MX300 mouse, so that might be the reason I've always had this issue. Modern mice might not suffer from this problem. When it does occur, it occurs as a result of the game you're using making the SystemParametersInfo API call instead of using DirectInput. As far as I know, DirectInput resolves this issue, whether you are experiencing it or not. That's why modern games don't suffer from this issue, unless they have built-in mouse acceleration, which would have to be disabled in game.
Hope that answers everyone's questions.
Last edited by dukelord3 on Sun Jun 29, 2008 5:28 am, edited 1 time in total.
- Smirftsch
- Administrator
- Posts: 9001
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
- Contact:
Re: Mouse acceleration/Unreal Gold
Indeed I must have had this false in mind, mmh. I built it into 227 that long ago...
Anyway, 227 will support RTNP as soon the final stage is reached, which will not take that long anymore. Then I'll make a separate version for UnrealGold and Anthology user, which will be this time (instead of UGold or Antholgoy) netcompatible with "normal" 227 (execpt that the 227 gold server is running RTNP then, this I was not allowed to implement into "classic Unreal", thus the current situation). Just can't do it all at the same time.
Anyway, 227 will support RTNP as soon the final stage is reached, which will not take that long anymore. Then I'll make a separate version for UnrealGold and Anthology user, which will be this time (instead of UGold or Antholgoy) netcompatible with "normal" 227 (execpt that the 227 gold server is running RTNP then, this I was not allowed to implement into "classic Unreal", thus the current situation). Just can't do it all at the same time.
Last edited by Smirftsch on Sun Jun 29, 2008 5:59 am, edited 1 time in total.
Sometimes you have to lose a fight to win the war.



