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Hosted Projects - FS2 Required => Blue Planet => Topic started by: SaltyWaffles on August 05, 2016, 05:12:03 pm

Title: Checkpoint system makes the mouse not work
Post by: SaltyWaffles on August 05, 2016, 05:12:03 pm
After playing Darkest Hour (having an AAA beam instantly take out your sensor system entirely is not fun. Kinda makes it impossible to do anything until a support ship gets to you, and you have no idea how long it will be...), I died right near the end. I go to load the checkpoint...which, by the way, is kind of annoying, since it labels the "yes" and "no" as "1" and "2", but is actually selected with the *mouse*...and when I do, my mouse no longer works for controlling my ship. At all. I works perfectly fine when I open up the menus, but otherwise, my ship will not turn and my camera cannot be moved in such a way, either.

I tried restarting the mission and the game, but it's the same problem. And since there's no crashing or (seemingly) actual errors, I don't really know if a log file will help (correct me if I'm wrong, though).

---

Also, I couldn't help but notice that the flak guns on the GTC Aeolus in Mission 2 (with the Ranvir) fire at the "ALL the Dakka" rate, while the flak guns on the Deimos in Darkest Hour seem to fire at the Heavy Flak rate that I remember. Is that intentional?
Title: Re: Checkpoint system makes the mouse not work
Post by: Phantom Hoover on August 05, 2016, 05:24:37 pm
i blame axem

(would not be at all surprised if that one aeolus has standard flak as a measure to teach the player that in BP the knives are out and flak will **** You Up)
Title: Re: Checkpoint system makes the mouse not work
Post by: X3N0-Life-Form on August 05, 2016, 05:26:31 pm
Not sure about the mouse thing, but
Also, I couldn't help but notice that the flak guns on the GTC Aeolus in Mission 2 (with the Ranvir) fire at the "ALL the Dakka" rate, while the flak guns on the Deimos in Darkest Hour seem to fire at the Heavy Flak rate that I remember. Is that intentional?
This makes sense since, as I remember the Aeolus has its default loadout and the Deimos has had its Standard Flak replaced with Heavy Flak. After all, you are supposed to evade the former and  fight the later.

They actually do the 'Heavy Flak' trick in a couple other places, IIRC.
Title: Re: Checkpoint system makes the mouse not work
Post by: SaltyWaffles on August 05, 2016, 05:31:23 pm
i blame axem

(would not be at all surprised if that one aeolus has standard flak as a measure to teach the player that in BP the knives are out and flak will **** You Up)
They really don't need that; AA beams already **** you up in short order; being bathed in flak just takes it to absurd levels. Like, "Space Superiority Cruiser" levels.
Title: Re: Checkpoint system makes the mouse not work
Post by: AdmiralRalwood on August 05, 2016, 05:40:19 pm
After playing Darkest Hour (having an AAA beam instantly take out your sensor system entirely is not fun. Kinda makes it impossible to do anything until a support ship gets to you, and you have no idea how long it will be...), I died right near the end. I go to load the checkpoint...which, by the way, is kind of annoying, since it labels the "yes" and "no" as "1" and "2", but is actually selected with the *mouse*...and when I do, my mouse no longer works for controlling my ship. At all. I works perfectly fine when I open up the menus, but otherwise, my ship will not turn and my camera cannot be moved in such a way, either.
Are you using a 3.7.5 nightly build? Some things related to the mouse cursor and the Lua interface have changed and there needs to be an update to Axem's prompt box script (which is what is used by BP for selecting checkpoints).
Title: Re: Checkpoint system makes the mouse not work
Post by: Axem on August 05, 2016, 05:44:12 pm
Hi guys, yeah its my bad on this. I thought I had updated the script but I didn't and no one told me it was still broken so...

Yeah, gimme a bit to actually really fix it.

For real.

(Maybe)
Title: Re: Checkpoint system makes the mouse not work
Post by: SaltyWaffles on August 05, 2016, 06:15:41 pm
After playing Darkest Hour (having an AAA beam instantly take out your sensor system entirely is not fun. Kinda makes it impossible to do anything until a support ship gets to you, and you have no idea how long it will be...), I died right near the end. I go to load the checkpoint...which, by the way, is kind of annoying, since it labels the "yes" and "no" as "1" and "2", but is actually selected with the *mouse*...and when I do, my mouse no longer works for controlling my ship. At all. I works perfectly fine when I open up the menus, but otherwise, my ship will not turn and my camera cannot be moved in such a way, either.
Are you using a 3.7.5 nightly build? Some things related to the mouse cursor and the Lua interface have changed and there needs to be an update to Axem's prompt box script (which is what is used by BP for selecting checkpoints).
No, I'm not using a nightly build. Should I be? Would that fix it?
Title: Re: Checkpoint system makes the mouse not work
Post by: AdmiralRalwood on August 05, 2016, 06:36:42 pm
No. If you're not using a nightly build, that means there's a bug present even in 3.7.4 related to this (but don't expect a hotfix for it).
Title: Re: Checkpoint system makes the mouse not work
Post by: SaltyWaffles on August 05, 2016, 07:12:44 pm
Okay, an update: the problem remains even when playing an individual mission (and a different one) in the tech room; also, it carried over to other campaigns; WiH2 has the same problem now. Age of Aquarius does not have the issue, however. Neither does FS2 Blue.

I found that I AM able to maneuver my ship by using the number pad. Also, when I go to rebind my mouse in the controls, it doesn't register--I move the mouse when binding the control, and nothing happens (whereas before, moving the mouse in one axis would bind the control).

A question: I note that changes I've made to my control bindings do not carry/have not carried over between campaigns. Is that normal?
Title: Re: Checkpoint system makes the mouse not work
Post by: Axem on August 05, 2016, 07:27:51 pm
Can you put this file in your BP Complete/data/tables and tell me if it changes any odd behavior?

[attachment deleted by admin]
Title: Re: Checkpoint system makes the mouse not work
Post by: AdmiralRalwood on August 06, 2016, 12:37:22 am
A question: I note that changes I've made to my control bindings do not carry/have not carried over between campaigns. Is that normal?
Only if you're using different pilots for each campaign; if you use the same pilot, it should have the same controls (because they're saved in the .PLR file).
Title: Re: Checkpoint system makes the mouse not work
Post by: SaltyWaffles on August 06, 2016, 12:46:44 am
Can you put this file in your BP Complete/data/tables and tell me if it changes any odd behavior?
As far as I can tell, it didn't change anything. Still the same mouse problem, as well as the binding problem.

A question: I note that changes I've made to my control bindings do not carry/have not carried over between campaigns. Is that normal?
Only if you're using different pilots for each campaign; if you use the same pilot, it should have the same controls (because they're saved in the .PLR file).
Okay, so the fact that I had/have this problem despite using the same profile means...?
Title: Re: Checkpoint system makes the mouse not work
Post by: AdmiralRalwood on August 06, 2016, 04:38:50 am
A question: I note that changes I've made to my control bindings do not carry/have not carried over between campaigns. Is that normal?
Only if you're using different pilots for each campaign; if you use the same pilot, it should have the same controls (because they're saved in the .PLR file).
Okay, so the fact that I had/have this problem despite using the same profile means...?
Oh right, I forgot; for reasons unknown, controls are also stored in every .CSG file. Which (I think) means your keybinds are shared if you set them all before playing any campaigns. :P
Title: Re: Checkpoint system makes the mouse not work
Post by: Axem on August 06, 2016, 05:09:06 am
Oh, the other thing that comes to mind is check the options/F2 screen to see if the mouse got turned off. The prompt box attempts to turn off the mouse control temporarily while the screen is active. It should be switching it back on when its done, but there may be an instance where it forgets to do that due to some unforeseen circumstance.
Title: Re: Checkpoint system makes the mouse not work
Post by: SaltyWaffles on August 06, 2016, 10:41:35 pm
Oh, the other thing that comes to mind is check the options/F2 screen to see if the mouse got turned off. The prompt box attempts to turn off the mouse control temporarily while the screen is active. It should be switching it back on when its done, but there may be an instance where it forgets to do that due to some unforeseen circumstance.
Huh, that actually worked. Thanks!