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  1. Wanted to ask here before reporting on the bug tracker. I use Manjaro Linux with KDE / Plasma: Due to numerous bugs I stuck to the X11 session and avoided Wayland, with most finally solved over the past years I decided to try switching to Wayland Plasma session again. TDM seems to be working great, DR starts up well but has one massive issue. On Wayland mouse capture and acceleration no longer seem to be working correctly. If I right-click the 3D viewport to go into mouselook or right-click-drag the 2D view, it will go in the direction of the mouse (or reverse) but greatly accelerated throwing the view to one side immediately. Currently this makes DR unusable as there's no way I can control the view. Looks like a hopefully minor thing to solve, but I'm curious if anyone else can reproduce it. If not what else do you suggest I look at? I tried toggling Discrete Movement in Settings - Camera but it seems to have no effect on the problem.
  2. When I open the entitylist DR freezes a while while loading the entitylist. On very large missions this can be very long. At that moment at first it seemed the whole system freezes, but I found that I can still use the rest of the system with the keyboard, but not with the mouse. System: Manjaro Linux xfce Version DR: 3.8 Flatpack install
  3. EDIT - You can find a working external script with instructions in this post ---------------------------------------------------------------- Hi! First post in this forum. Greetings to all. I am a long time fan of T1 & T2 and I recently stumbled upon The Dark Mod while looking for some T2 Fan Missions and I immediately fell in love with it. Here goes a heartfelt thanks to the developers for having created this masterpiece and my recognition and appreciation to the TDM content creators and artists. Thanks. Back on topic. A couple of weeks ago I started playing Splinter Cell Chaos Theory. The game makes use of the mouse wheel to increase and decrease the speed of the character and while it took a couple of missions to get used to it, it felt natural from that point on. So much so that after beating the game and launching TDM again my first thought was: this game mechanic should be a must in the stealth genre. You can see it in action in the first minute of this video: I understand chances are this new mechanic cannot be implemented in TDM right away: we are currently limited by the 3 existing speeds / levels of sound (correct me if I am wrong) but regardless, if the development Team would allow us to use the mouse wheel to switch between creep, walk & run it would be a step forward in the right direction, in my humble opinion. Cheers!
  4. So I thought this is normal TDM behaviour. But then I found it's not happening on Windows. Also, when I alt-tab to desktop, the mouse is still gone, keyboard navigation is possible. Why is this happening on mission load? What is the purpose?
  5. Is there something wrong with the forums lately, or is it my browser? I've been having trouble formatting posts, and just now I couldn't format anything at all.

    I'm using Vivaldi.

    Usually I have to: select text, click bold, nothing happens, select again, click bold, then it works. 

    Same for other stuff, like creating spoilers, bullet points, links. Nothing works the first time. 

    1. datiswous

      datiswous

      I have no problem. I use Firefox. @Zerg Rush also uses Vivaldi. Have you tried without extensions, or in another browser?

      (btw. bold, italic and underline have shortcut keys: Ctrl B, Ctrl I and Ctrl U, you could try that)

       

  6. I realized a fun change we could consider for the lightgem, which should also be fairly easy to implement if agreed upon. We know how aside from the amount of light shining on the player, some FM's increase the lightgem based on movement and crouching, you become more visible while walking and especially when running. I'd like to ask if anyone thinks we should additionally support a slight increase to the lightgem based on mouse movement. Explaining how the idea came to mind is the best way to illustrate why I feel it would make the experience more fun. The player often hides in a dark corner waiting for a hostile AI to pass right by as they patrol: In any real scenario you'd be holding your breath as to not make any sound or the slightest movement, even breathing would stand out slightly and could get you spotted. Thus from a perspective of realism, it feels out of place that I can zoom the mouse all over without any consequence... merely turning your head would draw a bit of attention, let alone looking behind which implies the player turning their whole body around. Meanwhile from a gameplay perspective, it could be a welcome challenge having to not move the mouse when a guard is right next to you, keeping your mouse steady similar to how you'd hold your breath as you wait till the danger passes to look away... this would feel more exciting and add a new form of tension, especially as many players complained the AI feels too easy even on the highest difficulty settings. Obviously the increase should be minuscule, possibly just 1 lightgem point: We don't want players feeling they can't look around while hiding, just not doing it too much when an enemy is right in your face. The best way seems like making it based on the movement speed: Moving the mouse very slowly could have no penalty, whereas jerking it suddenly could increase the lightgem by a few points so even in total darkness the AI sees something and may even catch you if you keep looking around rapidly while next to them. Another debate is whether this should be a spawnarg new missions have to configure, similar to some existing visibility properties and lightgem offsets. Personally I'm in favor of defaulting it to a low value, just 1 lightgem point increase if it's fixed or something like 3 if it's speed based. Alternatively we could tie it to the difficulty setting... if it's controversial maybe just implement it as a hidden cvar we can try out? Very curious what you think so let me know your thoughts, I'd definitely like to at least see the concept tested!
  7. I have this issue since 3.0, still present in 3.2 . When I am in free camera mode (right mouse button in Camera view), I can't zoom in and out with mouse wheel scroll, keyboard arrows do still work. Somebody else (Nort) mentioned he/she couldn't reproduce the issue under Windows, so maybe it's just my (Linux) system and therefore I decided I don't add it to the bugtracker yet.
  8. There seems to be a limitation regarding controllers (2.09 release, Linux / X11). The engine appears to not detect special mouse keys: In the Settings - Controls menu, I cannot map actions to some mouse buttons, they aren't being sensed at all. Tilting the mouse wheel sideways seems to register (as "mouse4" and "mouse5") but the forward and backward navigation keys do not. I noticed this a while ago but I don't need those buttons. However I'm trying to introduce the game to someone close: He needs to use a mouse with special buttons for gaming due to medical reasons. If non-standard mouse keys can't be mapped, I'm afraid this is a game we won't be able to enjoy. For this reason I'd like to ask if others can confirm this limitation, and if so can the engine be patched to solve it please? Thank you.
  9. Greetings. First I would like to say a huge thanks for the continued support of this game and for TDM 2.10, it loads much MUCh faster now. However on Debian Linux I have an issue where the mouse occasionally just warps. It happens both in the game and in the menus, though obviously when it happens in the game it is quite disorienting. Anyone else experience this? I never saw it in 2.09... EDIT: Seems to have gone away when I switched window managers.
  10. Since Aluminum directed me here ( https://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/437/#comment-475263 ) can we have unlimited renderer effects? Well, maybe not unlimited, by maybe 3-5? Thanks.

     

    1. Show previous comments  1 more
    2. Nort

      Nort

      Since I wasn't the one mainly asking, I'll just cite you in the original thread instead.

    3. AluminumHaste

      AluminumHaste

      There already is a kind of sorting, sort nearest, sort decal, sort <n>. For things like windows and such, sort nearest should probably have the desirable affect, though looking through multiple translucent shaders might kill performance.

    4. Nort

      Nort

      Is having multiple render effects really killing performance that badly? I don't understand. You're saying that if I have two transparent objects side-by-side, then they'll just count as two render effects, but when combined, they somehow become something much more difficult to render?

      Never-the-less, unless we're talking some kind of infinite portal problem, why not let the mapper choose how much he wants to kill performance? Just warn him against putting too many effects close together.

  11. Overnight my mouse has stopped working - ie moving my viewpoint - when I'm inside a TDM mission. It previously worked fine in my current mission. I tried running a different mission, but same problem. The mouse works fine when I'm in the Main Menu, but not in the game itself. I'm running TDM 2.09, and I just ran 'tdm_update' just in case. Any advice please? That would be much appreciated.
  12. I read the FAQ. Nothing in there. I read the wiki. Nothing in there. This forum software does not permit searching (until logged in). Before [creating an account, verifying it, and] logging it, I had to go to each page in this forum using the search in the web browser to see if anyone had previously discussed how to swap the mouse buttons. Nope, nothing there. So I created an account so I could get the ever so precious search function, searched on "mouse", but none of those articles discussed how to swap the mouse buttons. Just used the updater to retrieve all the files (had to do twice since the updater did not retrieve thedarkmod.exe file during the first session) so I have the latest version available. I am right-handed but prefer the mouse on the left side of the keyboard. Why? Because keyboards are lopsided. Both the numpad and arrowpad are on the right side of the keyboard. That means the keyboard to be in front of the user (as expected for proper touch typing without having to look at the keyboard) has the mouse way over to the right. That also means the right arm is not extended straight forward but at an outward angle to the right. That creates more fatigue. So despite being a rightie, I use the mouse on the left side of the keyboard so my arm extends straight forward to use the mouse. I do have the mouse buttons swapped in the OS; i.e., the right button is the primary button and the left button is the alternate button. However, TMD does *not* honor that orientation. This is not the only game that ignores the user's preference in the OS and instead defaults to an ancient de facto standard that the mouse is on the right side of the keyboard. The game developers totally ignore righties that use the mouse on the left or lefties. Do a simple test. Place your knuckles on a desk and extend out all fingers except the middle finger. With the middle finger folded under and its knuckle kept on the desk, you can raise all fingers except the ring finger. Well, with a 3-button wheeled mouse, the index finger will be on the primary button, the middle finger on the middle button, and the ring finger on the alternate button. So the lack of a mouse button swap function means a leftie player will have to use their ring finger because the game makes the left button the primary button rather than honor the orientation configured in the OS. The ring finger should NOT be used for the far more exercised primary mouse button. So the Mouse applet in the OS lets me swap the mouse buttons. The game totally ignores that orientation. There is no swap mouse button function in the GUI config screens when I load TMD. There are games that initially ignore the orientation defined in the OS for the mouse buttons but they do have a means of swapping the mouse buttons. Either they have a "swap buttons" function or the user can reconfigure the bindings to reverse the default of primary and alternative mouse buttons. The latter looks possible in TMD; however, that means there is one orientation of mouse buttons during gameplay (that matches the button orientation defined in the OS) and a different orientation in the menus (which make them clumsier to use). While possible to get gameplay to use the same orientation as defined in the OS, the workaround is definitely not elegant. Is there a valid reason the developers did not include a built-in function to swap the mouse buttons? Redefining bindings for use only during gameplay does not obviate that a swap function got totally missed in the GUI design for the menus. I have games that are ignorant of the OS orientation of the mouse buttons and it is always clumsy when orientation changes depending on which part of the game you are using.
  13. Woo!! 2.10 Beta "Release Candidate" ( 210-07 ) is out:

    https://forums.thedarkmod.com/index.php?/topic/21198-beta-testing-210/

    It wont be long now :) ...

  14. I don't think there's a link to thedarkmod.com on forums.thedarkmod.com ...

    1. datiswous

      datiswous

      Yeah and the wiki and moddb. It should have those links in the footer I think. Probably easy to add by an admin.

      Edit: And a link to the bugtracker. I'm always searching for a post in the forum that links to that because I can't remember the url.

    2. Petike the Taffer

      Petike the Taffer

      I drew attention to this several times in the last few years. No one payed it any attention, so I just gave up.

    3. duzenko

      duzenko

      Reluctance to improve the forums is matched by reluctance to allow more people to work on it. Talk about trust and power.

  15. I find that the mouse-wheel in TDM does the opposite of what I want it to with: (1) the spyglass zoom, (2) pushing and pulling an object you're holding out in front of you, and (3) flipping pages in texts. I don't see a way to invert the mouse-wheel in the menus for these things. Is there a way? If not, can a way be added someday, perhaps? My instincts tell me to: Roll the mouse-wheel forward to zoom in with the spyglass; backward (i.e., toward me) to zoom out. Roll the mouse-wheel forward to push an object away from me; backward (i.e., toward me) to bring the object closer. Roll the mouse-wheel forward to go to last page; backward (i.e., toward me) to go to next page. But TDM is the reverse of these, and it becomes a conscious effort every time I try do do these actions when it should be purely intuitive/instinctual. Note: Using mouse-wheel to scroll through inventory items seems fine to me. I don't want that reversed. PS: I know everyone has their own preference... similar to how some people like to have Y-inverted for flight sims and some don't. So, I'm not asking to change it for everyone as a default. I just think an invert/reverse mouse-wheel option should exist in the menus, if it's not already there somewhere. Pretty sure other games have done the reverse of TDM for these types of mouse-wheel things, where it's been a lot more intuitive for me. I think it'd be safe to invert for all three of these things, but if you wish to instead separate them out so each action can be individually inverted by the player, that'd probably be safer -- to allow for maximum customization.
  16. TL;DR use evrouter I recently decided to try to get some of the extra buttons on my mouse to do various darkmod actions in linux (Fedora 28). Darkmod does not notice them when you try to make a shortcut within the game. I initially tried xbindkeys and xautomation (xte). This worked in the terminal but not in fullscreen (presumadly, xbindkeys needs a window focus), so I tried evrouter which does work. 1. add your userid to the "input" group to read the appropriate event device files in /dev/input/by-id/* # gpasswd -a userid input In my case I needed these two device files to notice all buttons: /dev/input/by-id/usb-Logitech_G300s_Optical_Gaming_Mouse-event-mouse /dev/input/by-id/usb-Logitech_G300s_Optical_Gaming_Mouse-if01-event-kbd 2. use evrouter to show you the button press/event it sees when you press your mouse button: $ evrouter --dump /dev/input/by-id/* there will be a line that says "fill this in". place this line in ~/.evrouterrc and replace the "fill this in" with the appropriate key syntax... I have "g" mapped to zoom scope so that is "XKey/g". e.g. "Logitech G300s Optical Gaming Mouse" "/dev/input/by-id/usb-Logitech_G300s_Optical_Gaming_Mouse-event-mouse" none key/275 "XKey/g" add any other buttons/events as wanted to .evrouterrc 3. run evrouter on the appropriate dev files. e.g. $ evrouter /dev/input/by-id/usb-Logitech_G300s_Optical_Gaming_Mouse-event-mouse /dev/input/by-id/usb-Logitech_G300s_Optical_Gaming_Mouse-if01-event-kbd 4. play darkmod with extra button support 5. profit
  17. After a long hiatus, I decided to try Dark Mod again to check out any new missions, and installed the latest Linux 64-bit version into my home directory. Upon running the game, the menu shows up, but whenever I try to move the mouse, it moves into the upper left corner and stays there. Since I can't access any menu entries, I have to tab out and kill the process after I've managed to sort my display again (it defaults to 800x600 and makes that my desktop resolution as well). Any ideas what's causing this? It's a fresh install, so any old config files shouldn't affect it, unless something's buried deep in .local or .config...
  18. Not so long ago I found what could make a pretty good profile picture and decided to try it out on these new forums. But I couldn't find a button anywhere that would let me change it. I asked on Discord and it seems Spooks also couldn't find anything anywhere. So I logged into an old alternative account and, lo and behold, that account has a button. This is on the first screen I get when I: 1) click on my account name in the top-right of the browser -> 2) click on 'profile'. Compared to my actual account: Are you also missing this button on your account? It'd be very much appreciated if that functionality could be restored to any of the affected accounts.
  19. I'm finding the right mouse button to be very unpredictable at the moment. Sometimes nothing frobs, sometimes I have to hold to open doors, etc. However, there is one symptom which is very clear: lock picking doesn't work at all, instead I have to hold down Enter. I *think* this is new since updating to 2.07 (and the hot patch for lighting issues). Has anyone else seen anything like this?
  20. Hi, I need to know what the code is to use Spoiler Tags. I am using my tablet and I don't have the options to use anything, like spoiler tags, quote tags, text changes etc. Thanks
  21. Hello everyone. So I bought myself a new trackball mouse, the Elecom Huge M-HT1URBK. So far I am pretty happy with it, but I've run into an issue using the mouse software that comes with it. Although the installer has selected english as standard installation language (and I have kept it like that) and the whole install process is performed in english, the software is using japanese language instead. The program itself does not allow a change of language. I've already contacted their support and although they are eager to help me, they are of no big help thus far, so I thought I may ask here. Some information: I am using Windows 7 Professional 64bit, german version. I've already tried setting the language for non-unicode programs to english. Installing additional language packs is not possible under Professional, at least not in an easy way, and I don't want to change my system language just to use a mouse program. I've also searched the regestry (searchword "elecom") and found one entry 'language', but that was set to english. Maybe one of you folks have an idea what might cause the issue and how to probably solve it. Thanks in advance.
  22. Hi, If I change the setting "Edit" -> "Mouse Settings" -> "Camera View" -> "Paste Shader Natural" to SHIFT + AUX1, I cannot use the Paste Shader Natural functionality. AUX1 is the button used for 'go back' in browsers. It works in other programs. It seems to be the same issue for AUX2 ('go forward'). I also tried changing other MMB bindings to AUX1 (Pick Shader, Paste Shader Projected) with the result that they did not work. Also tried with another mouse, with same result. If I set it to something else, e.g. shift + right mouse button, it works as expected. On Windows 10, 64 bit. DarkRadiant 2.6.0 x64
  23. Still spreading the word about TDM on forums to new peops... Funny to see people say "Awesome, I loved playing Thief back in the day!"

    1. Show previous comments  2 more
    2. kano

      kano

      Yes it was in a discussion where someone was saying how unhappy they are with the way game companies grant themselves permission to do whatever they like to your PC and personal info today. I pointed out that giving up games completely is an unnecessarily overkill solution when there are free games like TDM to play.

    3. Epifire

      Epifire

      Honestly the mod/Indie genre is still really booming right now. And they aint got no reason to do shady invasive privacy bs.

    4. Petike the Taffer

      Petike the Taffer

      What Epifire said. :-)

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