"enable mouse in menus" VS "hard mods" issues

Moderator: Graf Zahl

Locked
User avatar
theleo_ua
Posts: 34
Joined: Sun Mar 04, 2012 17:24
Contact:

"enable mouse in menus" VS "hard mods" issues

Post by theleo_ua »

Short explanation: in fullscreen mode, If you use gzdoom with hard mod (mod which require at least 45 seconds to load a level at first time), you will have annoying "mouse in menus" cursor in your crosshair position even if "enable mouse in menus = no": https://www.youtube.com/watch?v=gCTHbzyQXUM

Detailed explanation:

1) run "gzdoom.exe -file hard__45secs_to_load.pk3 -warp 1 1"
2) wait 45 seconds for level to load
3) observe annoying mouse cursor: 0:00
4) try to restart level from ingame menu: 0:06
5) mouse cursor is still present: 0:15
6) go to mouse options menu: 0:17
7) observe that "enable mouse in menus = no": 0:20
8) try to move the mouse - observe, that mouse cursor is moving: 0:22
9) set "enable mouse in menus" to "yes" and then to "no": 0:23
10) observe, that annoying mouse cursor is removed: 0:25
11) try to restart level from ingame menu: 0:30
12) observe, that annoying mouse cursor is still removed: 0:37

Reproduced in GZDoom 2.1.1 x64 and gzdoom-x64-g2.2pre-2067-g2f893af

So, as you see this is low priority issue, but anyway, if you plan to fix it in future, tell me, so I'll upload a test mod
Nothing smells better than a dead Governor in the morning (c) http://www.rpgcodex.net/phpBB/viewtopic ... 026#808026
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Re: "enable mouse in menus" VS "hard mods" issues

Post by Graf Zahl »

What kind of mod needs 45 seconds to load? And yes, to even have a look at this problem I absolutely need the file.
User avatar
theleo_ua
Posts: 34
Joined: Sun Mar 04, 2012 17:24
Contact:

Re: "enable mouse in menus" VS "hard mods" issues

Post by theleo_ua »

Graf Zahl wrote:What kind of mod needs 45 seconds to load?
Mod with a lot of compressed sounds (for example in ogg format), with 80MB total size of OGG files (GZDoom will consume 1500GB of RAM because of uncompressed WAV data)

Those OGG files should be used in $random definitions in SNDINFO (see example in my attached testmod below)

I use such kind of mod and some people are streaming it (vods can be found on my youtube channel), there are a lot of sounds and $randoms in it

Also my mod contain hires textures and 3d models from doomsday (with "precache gl textures" option it will add some seconds to load time), but I didn't add textures and models to attached testmod below because you can reproduce this issue even without them

My current mod (used for streams) contain 640 ogg sounds with 200MB total size, and testmods attached below contain 100 files with 80MB total size (45secs version) and 289 files with 234MB total size (90secs version)
Graf Zahl wrote:And yes, to even have a look at this problem I absolutely need the file.
https://drive.google.com/file/d/0BygbyP ... sp=sharing

gzdoom.exe -config gzdoom-testmod.ini -iwad heretic.wad -file TESTMOD_45SEC\TESTMOD_45SEC.pk3 -warp 1 1

1) there are 2 folders: just mod (with my config file for any case) and mod with my gzdoom (for any case)
2) there are 2 versions of testmod and 2 bat files in each folder: 45seconds version and 90seconds version (added just for any case, so use 45secs version for the first time)
3) bug should be reproduced in fullscreen mode
4) -warp 1 1 is required (will not be reproduced in other case)
5) I suggest to use x64 build, because 45secs version requires 1500MB of RAM and 90secs version requires 4GB (some unexpected issues may appear with x32 version)
6) try to reproduce with heretic.wad, but as I understand it should work with any iwad (if not, use heretic then)

P.S. Also I found another issue: the limit of "$random"-s in SNDINFO (for example if I use 55 randoms, it works, but when I adding 56th random, GZdoom will fail to load), but as I understand, this is related to ZDoom (anyway, if you (or other ZDoom developers) are interested to fix such kind of low priority issues, I can investigate detailed steps of reproduce and create bugreport with attached testmods). During development of my mod this issue forced me to avoid some $random-s in SNDINFO, so I forced to change related actors in decorate and make random sounds using decorate jumpif functionality (without SNDINFO at all)
Nothing smells better than a dead Governor in the morning (c) http://www.rpgcodex.net/phpBB/viewtopic ... 026#808026
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Re: "enable mouse in menus" VS "hard mods" issues

Post by Graf Zahl »

Please report that sound issue at the ZDoom bugs forums. Piggybacking it here will make it gettng lost with high probability.
User avatar
theleo_ua
Posts: 34
Joined: Sun Mar 04, 2012 17:24
Contact:

Re: "enable mouse in menus" VS "hard mods" issues

Post by theleo_ua »

Graf Zahl wrote:Please report that sound issue at the ZDoom bugs forums. Piggybacking it here will make it gettng lost with high probability.
Done: http://forum.zdoom.org/viewtopic.php?f=2&t=53644
Nothing smells better than a dead Governor in the morning (c) http://www.rpgcodex.net/phpBB/viewtopic ... 026#808026
Locked

Return to “Bugs (Archive)”