hello ports@,

these aren't entirely 'important' ports, but between my port of
chocolate-doom and the existing port of prboom (AND the update
to prboom 2.5.0 i have) have been seeing some weird mouse input
issues. Unfortunately during the past 8+ months I spent much time
away from watching changes in obsd for awhile, and at a certain
point mouse input in chocolate-doom became almost unusable.

basically, run chocolate-doom in fullscreen using a mouse, and
notice how when you go to turn the player as you're moving around,
the mouse is -extremely- choppy. standing in one spot and turning
shows the problem a bit, as soon as you start to move and turn
the player model almost doesn't turn at all.

I tested this with prboom as well as they share sdl for input
functions and at first i thought it wasn't affected. However
after I enabled the framelimit cap in prboom to match what doom
used to run at, the mouse input for it too started to show, to
a lesser extent, these signs.

Before even investigating PrBoom I had run back through all my
previous version of chocolate-doom ports to see if anything in it
had changed causing the issue, but no all my previous ports back
to 1.2.1 exhibit this same issue.

I spoke with Simon Howard (author of chocolate-doom) to see if he
had any suggestions of where to look, knowing the issue probably
had nothing to do with his program at this point, and he did bring
one test-case to the table that made a difference: running
chocolate-doom as follows;

$ chocolate-doom -window -nomousegrab

this of course disables the game from capturing mouse input.
moving the mouse over the window while the player is moving/turning
seems to actually work fine outside of the fact that it doesn't seem
to take long to leave the window and lose focus/mouse movement
again.

As said in the first paragraph I hadn't been paying enough attention
to changes and i am unable to figure out at which time a change
occurred...be it in xenocara or sdl...thinking xenocara since we still
run a much older version of sdl... that caused erratic mouse behavior
in fullscreen applications that expect full mouse control. OpenGL
apps don't do this, ioquake3 etc all seem to be fine at this time.

I noticed while i used to use SDL_VIDEO_X11_DGAMOUSE to fix a choppy
mouse issue a long time ago, setting that environment var either on
or off seems to make no difference anymore. 

I am not sure what other ports may be affected by this but I figured
late is better than never, and hours and hours i've spent changing
this/that trying to rectify chocolate-doom mouse behavior have left
me empty handed.

I'm hoping any resident x11/sdl gurus may be able to recall some changes
that may have resulted in this behavior. If it helps at all, I at least
know all year this year this behavior has been happening (i know, bad
ryan for not reporting sooner :/) Also I would love any replies saying
that your install works fine and its just me ;) Cheers,

-ryan

PS. after reading back over my descriptions, the fact that prboom seems
mostly fine as long as it is set for no framelimit cap makes me curious
as to what would actually happen in something like ioquake3 if i were to
set the cap low like the original doom was. could this mean timers in
the game to manage framerate are clashing with input updates from mouse?
keyboard turning naturally works just fine.

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