1

Topic: Mouse input problems, non-linear etc

I've talked to some ioquake3 people and they have had problems with the mouse input as well. One of em have built an SDL version with fixes for poor mouse movement input.

You can download the dll from here: http://icculus.org/~tma/SDL.dll

Please report back the results of your tests.

From their README:

Mouse Input On Windows
  ioq3 uses SDL to abstract away as much as possible from platform specific
  implementation details. Unfortunately, SDL 1.2 suffers from a number of bugs
  and limitations with respect to mouse input on the Windows platform. We
  provide a patch against the SDL subversion 1.2 branch which fixes the
  following problems:

    * DirectX (and thus DirectInput) driver not functional when using an
      OpenGL SDL_Surface.

    * DirectX (and thus DirectInput) driver not functional in windowed mode.

    * Mouse buttons 4-7 unusable with the DirectX driver due to DirectInput 5
      not exposing the required functionality. Use DirectInput 7 instead.

    * Low quality mouse input data when using the windib driver due to use of
      WM_MOUSEMOVE events. Use GetCursorPos API call instead.

  The patch can be found in misc/sdl-win32-fixes.diff.

2

Re: Mouse input problems, non-linear etc

Thought the mouse problems (except mouse keys) where problems on linux? Don't have any weird behaviour on Win XP. o_O

bam: WARNING:'src/game/server/gamemodes/mod.cpp' comes from the future

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Re: Mouse input problems, non-linear etc

shmafoozius wrote:

Thought the mouse problems (except mouse keys) where problems on linux? Don't have any weird behaviour on Win XP. o_O

Try this

mymachine$ SDL_VIDEO_X11_DGAMOUSE=0 ./teeworlds

4

Re: Mouse input problems, non-linear etc

mymachine$ SDL_VIDEO_X11_DGAMOUSE=0 ./teeworlds

don't solve this. smile

Play ctf_fall if you dare!

5

Re: Mouse input problems, non-linear etc

And now with 0.5.1 you can try this

inp_grab 1

In your console. This enables another type of input polling.