Input: Difference between revisions
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==Input Options for UT2004 on Windows == | |||
The majority of these are best configured in the game GUI. | |||
[[File:Inputoptions.jpg]] | |||
Input system priority: | Notes about input settings: | ||
* If the game command line contains <code>safe</code>, <code>UseRawHIDInput</code> and <code>UseDirectInput</code> are turned off | |||
* In UnrealEd, and <code>UseDirectInput</code> is set, it will switch to <code>RawHIDInput</code> for the session - but only if <code>EnableEditorRawHIDInput</code> is set. Otherwise it will drop to legacy input modes as noted below. | |||
=== Input system priority: === | |||
If you edit the UT2004.ini file, '''[WinDrv.WindowsClient]''': | |||
# <code>UseRawHIDInput</code> wins if set. You get Windows Raw Input- unfiltered device input directly from hardware. | # <code>UseRawHIDInput</code> wins if set. You get Windows Raw Input- unfiltered device input directly from hardware. | ||
#*<code> | #*<code>MouseAcceleration</code> - enables (True)/disables (False) mouse acceleration using Windows EPP - see [[EPPCustomCurvePoints]] | ||
# <code>UseDirectInput</code> is next priority. You get Windows DirectInput from DirectX 8 | # <code>UseDirectInput</code> is next priority. You get Windows DirectInput from DirectX 8 | ||
#*<code> | #*<code>MouseAcceleration</code> - enables (True)/disables (False) mouse acceleration using Windows EPP - see [[EPPCustomCurvePoints]] | ||
# If <code>UseLegacyCursorInput</code> is set then drops to a Legacy Win32 Input Handler | # If <code>UseLegacyCursorInput</code> is set then drops to a Legacy Win32 Input Handler | ||
# Otherwise, the game uses a Windows Win32 Input Handler | # Otherwise, the game uses a Windows Win32 Input Handler | ||
Please note that the two EnhancedPointerPrecision flags are set/unset together from the GUI. | |||
===Other settings: === | |||
* StartupBorderless - When <code>WindowedViewportX</code> and <code>WindowedViewportY</code> are set to your current desktop resolution, and <code>StartupFullscreen=False</code> then the game window will be borderless taking up the entire screen size - however it is a window, not a full-screen session. Other windows can pop up in front of it. This probably only has any effect on Windows 7. | |||
Other settings that are not currently functional as at v3374p13.5: | |||
* InhibitWindowsHotkeys - does not appear to do anything. Intended to stop alt-escape. alt-tab, ctrl-escape and ctrl-tab from operating when full screen | * InhibitWindowsHotkeys - does not appear to do anything on Windows 10. Intended to stop alt-escape. alt-tab, ctrl-escape and ctrl-tab from operating when full screen. This probably only has any effect on Windows 7. | ||
* WinPosX and WinPosY - where to open a windowed screen - however this does not appear to work. | * WinPosX and WinPosY - where to open a windowed screen - however this does not appear to work, as at this point in time windows are opened at the top left of the screen and cannot move. (Bug) | ||
Console command "SAVESCREENPOS" sets WinPosX and WinPosY to where the window is - however you do not appear to be able to move a window any longer | Console command "SAVESCREENPOS" sets WinPosX and WinPosY to where the window is - however you do not appear to be able to move a window any longer | ||
Latest revision as of 16:15, 18 March 2026
Input Options for UT2004 on Windows
The majority of these are best configured in the game GUI.
Notes about input settings:
- If the game command line contains
safe,UseRawHIDInputandUseDirectInputare turned off
- In UnrealEd, and
UseDirectInputis set, it will switch toRawHIDInputfor the session - but only ifEnableEditorRawHIDInputis set. Otherwise it will drop to legacy input modes as noted below.
Input system priority:
If you edit the UT2004.ini file, [WinDrv.WindowsClient]:
UseRawHIDInputwins if set. You get Windows Raw Input- unfiltered device input directly from hardware.MouseAcceleration- enables (True)/disables (False) mouse acceleration using Windows EPP - see EPPCustomCurvePoints
UseDirectInputis next priority. You get Windows DirectInput from DirectX 8MouseAcceleration- enables (True)/disables (False) mouse acceleration using Windows EPP - see EPPCustomCurvePoints
- If
UseLegacyCursorInputis set then drops to a Legacy Win32 Input Handler - Otherwise, the game uses a Windows Win32 Input Handler
Please note that the two EnhancedPointerPrecision flags are set/unset together from the GUI.
Other settings:
- StartupBorderless - When
WindowedViewportXandWindowedViewportYare set to your current desktop resolution, andStartupFullscreen=Falsethen the game window will be borderless taking up the entire screen size - however it is a window, not a full-screen session. Other windows can pop up in front of it. This probably only has any effect on Windows 7.
Other settings that are not currently functional as at v3374p13.5:
- InhibitWindowsHotkeys - does not appear to do anything on Windows 10. Intended to stop alt-escape. alt-tab, ctrl-escape and ctrl-tab from operating when full screen. This probably only has any effect on Windows 7.
- WinPosX and WinPosY - where to open a windowed screen - however this does not appear to work, as at this point in time windows are opened at the top left of the screen and cannot move. (Bug)
Console command "SAVESCREENPOS" sets WinPosX and WinPosY to where the window is - however you do not appear to be able to move a window any longer

