Changelog .9
- Added support for action modifiers. Users may bind a mouse button to a secondary action that will fire when the specified input is combined with a modifier key. If a modifier key is specified, be sure to unbind said key in-game.
- Various fixes.
This is intended to be used with DSfix. After installing DSfix...
In DSfix.ini, find this line:
dinput8dllWrapper none
Make it look like this line:
dinput8dllWrapper dsmfix.dll
Then, unzip dsmfix09.zip; place all dsmfix* files in the DATA directory (~Program Files\Steam\steamapps\common\Dark Souls Prepare to Die Edition\DATA).
Finally, open dsmfixgui.exe (requires .NET 4) and make the desired adjustments (mouse over an option for relevant tooltips); or, edit dsmfix.ini by hand.
I'm glad you didn't frame that in the form of a question! What you're observing isn't actually "mouse acceleration" -- the transform function is strictly linear. Rather, this is the result of mapping one input abstraction onto a fundamentally different input abstraction. With a mouse, the angle of the turn is a function of the distance the mouse is moved. With an analog stick, the angle of the turn is a function of both time and stick displacement (with a relatively small maximum displacement value) . The problem when mapping a mouse to an analog stick should be be immediately apparent, then: when the mouse is moved very quickly, the maximum displacement value is immediately achieved but the duration of the input is much shorter, resulting, counterintuitively, in a shallower turn angle.
That's not to say that this couldn't be fixed, but it would require modifications below the API level, which is something I'm not interested in doing at this time.
Any device that generates XInput data will (likely) interfere with this mod. This includes physical/virtual controllers, certain gaming keyboards (specifically, try disabling the associated HID-compliant game controller) -- even some Bluetooth receivers. Try disabling these devices to determine whether a conflict exists.
Yes. Press Numpad Plus/Numpad Minus to adjust sensitivity while in-game.
Yes. With the transform fix introduced in version .5, it is no longer necessary that the in-game Camera Speed be set to 0. Experiment with higher values to better approximate "classic" PC mouselook.
Yes. Also, no. This specific implementation is limited by what is possible with a controller; a transformed delta may never exceed the maximum permissible magnitude of an Xbox 360 analog stick. Thus, increasing the senstivity past a certain point offers negative returns (in the form of lost granularity).
In DSfix.ini, find this line:
captureCursor 0
Make it look like this line:
captureCursor 1
I would like to say that the representation of the game state has been established through exhaustive empirical inference and in a very real sense, I just did. If you're quite certain you've configured everything correctly and you're still experiencing unexpected behavior, shoot me an email with your relevant system specs (Windows version, 32/64 bit, etc).
If someone feels like sending me a 40fbc4ad (key mapping texture) with blank keys, I can see about programatically generating a user's current key config.