Max Payne

Max Payne

Mouse Jump Issue [SOLVED]
So I just reinstalled the game on a fresh Windows 10 Home install and I get this strange mouse jump issue. Like, it doesn't happen if I move the mouse very slowly, but with any sort of quickness, the mouse will jump quite a few pixels to the left/right. This only happens at certain angles as well. Specs:

-Intel i7 7700K 4.2Ghz
-EVGA GeForce GTX 1080
-16GB 2400Mhz RAM
-Windows 10 Home 64-bit

Some notes:

-I have Darkje's original sound patch installed, I prefer it to the new one from the "FixItAll"
-I have ThirteenAGs widescreen fix installed, the problem happens regardless
-This issue occurs both when using the DX8 to DX9 wrapper from "FixItAll" as well as when using Nvidia Inspector to cap the framerate at 60
-Currently I'm using Nvidia Inspector, because using the DX8DX9 wrapper causes the game to crash when I ALT+TAB
-When I don't cap the framerate (and it gets to the hundreds) this problem GOES AWAY, but I can't play the game this way for obvious reasons.

TEMPORARY WORKAROUND: ALT+TABing out of the game and then back in seems to fix it, but I was wondering if anyone knew of a more permanent solution?

SOLUTION: Just use Darkje's "FixItAll" patch, found here:

http://steamcommunity.com/sharedfiles/filedetails/?id=1184013727
Last edited by Lethal Placebo; Jan 7, 2018 @ 1:08am
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Showing 1-9 of 9 comments
darkje Jan 5, 2018 @ 1:41am 
Maybe you can get it working with dgVoodoo, as described in the FixItAll guide (you can set vsync on the last tab of the dgVoodoo control panel).

I know Crosire's wrapper doesn't like alt-tabbing, but I have to inform you the game has always been sensitive to alt-tabbing in and out, even back in the day it was. So even if it does work with dgVoodoo the game might still crash or hang on occasion.
Lethal Placebo Jan 5, 2018 @ 12:31pm 
Hey Darkje, good to hear from you! It's worth noting that I've never had an issue with ALT+TAB with Max Payne, it never caused a crash until I tried using Crosire's wrapper. With the others, it's not an issue. Anyway, I tried using the dgVoodoo fix on your FixItAll guide, but when I tried to start the game, it just gave me an error that said "Max Payne requires a DirectX 8 compatible graphics card." I couldn't even see the launcher, it just gave me this error.
darkje Jan 6, 2018 @ 3:35am 
might be a settings issue, just rename temporary d3d8.dll to d3d8.bak and run, make sure in settings it is on double buffering, not triple, then rename back and try again.
Lethal Placebo Jan 6, 2018 @ 12:51pm 
Originally posted by darkje:
might be a settings issue, just rename temporary d3d8.dll to d3d8.bak and run, make sure in settings it is on double buffering, not triple, then rename back and try again.

My buffering settings were already set to "double" in the Max Payne launcher.
Lethal Placebo Jan 6, 2018 @ 2:31pm 
Update:

Simply installing Darkje's "FixItAll" patch on a clean install of Max Payne fixed the issue. I was even able to revert back to Darkje's original sound patch and the jump issue was still gone. Some notes:

-A workaround for the ALT+TAB crash issue when using Crosire's wrapper: simply make sure to press ESCAPE first, that way you're at the menu. ALT+TABing while in-game, or using the PAUSE function in the game will cause it to crash, but as long as you're looking at the menu, you can tab out as much as you like

-The reason I preferred Darkje's original patch was because the new patch sounds like it has too many audio channels (I'll explain that in a sec), but upon closer inspection, I realized that the directsound patch sounds far less compressed than Darkje's patch (sorry Darkje! It's still very much appreciated!)

-What I mean by the audio channels thing: It feels like the sounds are divided into too many channels. This wasn't the case with Darkje's original fix. For example: when Max is walking forward, his left and right footsteps can be heard in each separate audio channel. I hear his left footstep in my left headphone, and his right footstep in my right headphone. Is this how it's supposed to be? It feels jarring. It's even more jarring when firing the Colt Commando. Because Max holds it to the right hand side, I really only hear the sound of the gun in my right headphone. Again, jarring. Don't suppose there's any way to "condense" the audio?
Last edited by Lethal Placebo; Jan 6, 2018 @ 2:35pm
darkje Jan 6, 2018 @ 4:21pm 
Yeah it was supposed to be positional audio on the original, but maybe dsound.dll splits it out too much for you? Is it multichannel headphones or audio settings (like 5.1)? You can try play around with dsound.ini to set the number of channels, if it should be more than 2 for your headphones. I know the old soundpatch reduced quality a bit (8bit 22khz sounds, but even when 16bit was used it sounded like that), so no offense taken there.

if you feel experimental you can edit the maxbatch batchfile and change it yourself to try16b sounds.
find the line:

if %var_Debug%==0 SoX -q %1 -u -b "%~dp1outfile.wav" 2>nul
and change it to
if %var_Debug%==0 SoX -q %1 -u -w "%~dp1outfile.wav" 2>nul

remark: -b for byte, -w for word
Last edited by darkje; Jan 6, 2018 @ 4:24pm
Lethal Placebo Jan 6, 2018 @ 10:40pm 
Originally posted by darkje:
Yeah it was supposed to be positional audio on the original, but maybe dsound.dll splits it out too much for you? Is it multichannel headphones or audio settings (like 5.1)? You can try play around with dsound.ini to set the number of channels, if it should be more than 2 for your headphones. I know the old soundpatch reduced quality a bit (8bit 22khz sounds, but even when 16bit was used it sounded like that), so no offense taken there.

if you feel experimental you can edit the maxbatch batchfile and change it yourself to try16b sounds.
find the line:

if %var_Debug%==0 SoX -q %1 -u -b "%~dp1outfile.wav" 2>nul
and change it to
if %var_Debug%==0 SoX -q %1 -u -w "%~dp1outfile.wav" 2>nul

remark: -b for byte, -w for word

Yeah, the thing was was that your original patch still kept the positional audio. Like, it almost feels like the sound is being emulated as though I'm in Max's head, rather than right behind him when using dsound lol. I've messed around with the settings in dsound.ini, including hardwareBufferCount and disabled3dBehavior. Neither one really seemed to change anything.
darkje Jan 7, 2018 @ 12:59am 
Yea you are right, neither sounds exactly as it originally did. Dsound is an emulation and the old one a transformation it's up to you to pick the one you like best. Or who knows even come up with something better...

For myself i liked dsound a bit more, but the patch is not far behind. Then again I'm no audiophile so to the trained ear both are horrible i guess.
Lethal Placebo Jan 7, 2018 @ 1:08am 
Originally posted by darkje:
Yea you are right, neither sounds exactly as it originally did. Dsound is an emulation and the old one a transformation it's up to you to pick the one you like best. Or who knows even come up with something better...

For myself i liked dsound a bit more, but the patch is not far behind. Then again I'm no audiophile so to the trained ear both are horrible i guess.

Nah, not horrible in the least! Thanks for all your help Darkje, and thanks again for all the help keeping this soon-to-be 17 year old gem alive!
Last edited by Lethal Placebo; Jan 7, 2018 @ 1:08am
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Date Posted: Jan 4, 2018 @ 7:16pm
Posts: 9