Log in

View Full Version : Cursor Q for menu gurus


Moog
12-03-07, 03:57 PM
I asked this briefly on the OLC GUI thread but my post is getting buried without a response so I'm wondering if anyone else here can help...?

I run the game in 1680x1050 widescreen using the custom d3d9.dll thing and haven't encountered a problem until now. I'm using GWX 1.3/OLC GUI and LRT with the necessary patches but whenever I click out of a view that can be captured (periscope, bridge view/binocs, free look, etc.) in order to free up the mouse cursor, the cursor itself always reappears in the same position.

This isn't a problem in itself but when I move the periscope and then click again to get the cursor back, the cursor reappears in that same spot which unfortunately coincides with the TDC depth setting control on-screen, changing it to 1m every time.

Is it possible to edit some sort of 'default cursor recapture' coordinate in the menu_1024_768.ini so that the cursor is offset to return to a neutral position on-screen that won't interfere with any interactive control?

Any help would be much appreciated! I like having my torpedo depth settings ready to go in advance. Once I get this sorted out all I'll have left to do is actually hit a target for once ;)

Mush Martin
12-04-07, 09:44 AM
I think nobodies tried this because its such a short distance to
walk to the bottom of the screen and most have other fish to fry
so to speak when they take up modding.

imo anyway

M

Moog
12-04-07, 02:11 PM
What do you mean by walk to the bottom of the screen? This TDC thing may only be a minor gripe in the grand scheme of things but believe me if it was affecting you too then you'd want to get it working.

I realise I'm in the minority by running the game in widescreen so I appreciate that the modders wouldn't have something like this high on their agenda but I merely reckoned that a one-shot cure could be achieved easily by tweaking some coordinate values or something similar, hence my appeal to anybody with the necessary expertese. I guess it can't, and I've since found a workaround.

The SH3 modding community is probably the most talented and dedicated bunch of folks I've ever seen get behind any game, and it's a travesty that their influence doesn't hold more sway with Ubisoft.