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mouse not working. cursor stuck at the bottom of screen

Postby creed » Fri Sep 14, 2012 12:52 pm

My mouse seams to get stuck at the bottom of the screen.

When I start it from the command line the window opens fine, music plays. The focus of the mouse at this point is on the desktop and is the normal cursor.

I can move the window over to where I want it.

Clicking on it sucks the focus of the mouse into the game, but the cursor is stuck at the bottm of the window.

Moving the mouse up does nothing, down does nothing, only left and right moves a blue marker across the bottom of the screen.

I can start the game using the tab keys, but when the game start the mouse is still useless.

When the game first starts the cross hairs and focus is straigh ahead.

With the cursor keys i can move around the building, and from room to room.

As soon as i move the mouse at all the focus looks at the characters feet and it is impossible to get him to look up again.
creed
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Re: mouse not working. cursor stuck at the bottom of screen

Postby TheDoctor » Fri Sep 14, 2012 6:06 pm

creed wrote:My mouse seams to get stuck at the bottom of the screen. When I start it from the command line...

I assume you're using Linux. Try

Code: Select all
cd ~/.smokinguns/smokinguns
mv q3config.cfg q3config-backup.cfg

Smokin' Guns will create a new .cfg file with default settings. If the problem persists, notify us.
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Re: mouse not working. cursor stuck at the bottom of screen

Postby creed » Wed Sep 19, 2012 8:31 am

Awesome deduction. sorry. should have mentioned that.
using Kubuntu 12.04 64bit
with 4 monitors
Nvidia graphics cards and proprietary drivers
3.2.0-29-generic #46-Ubuntu SMP Fri Jul 27 17:03:23 UTC 2012 x86_64 x86_64 x86_64 GNU/Linux

I did as you said, the first time it loaded it reset my first monitor to 800x600 and the window stayed black. Could not click to go into it and the game was not showing.

did ctrl+alt+esc to kill the game.

Started it again from the command line. This time it did show up and asked me if i wanted to start with 'safe' settings. I chose YES and the music played and the first screen came up.

Same issue with the mouse stuck at the bottom of the screen though. Left to right works but not up or down.

Code: Select all
---------------------
2887 files in pk3 files
execing default.cfg
couldn't exec q3config.cfg
couldn't exec autoexec.cfg
Hunk_Clear: reset the hunk ok
----- Client Initialization -----
engine: Smokin' Guns 1.1_SVN649, Jun 29 2012 21:03:37, linux-x86_64
comment: Official release
contact: http://www.smokin-guns.org/viewforum.php?f=22
md5sum: 2FADE7E700754667FD6D65C1409F5EAC
----- Initializing Renderer ----
-------------------------------
Smokin' Guns checks on
QKEY found.
----- Client Initialization Complete -----
----- R_Init -----
SDL using driver "x11"
Initializing OpenGL display
Estimated display aspect: 2.482
...setting mode 3: 640 480
Using 8/8/8 Color bits, 24 depth, 8 stencil display.
Available modes: '5520x2224 960x540 680x384 1360x768 720x450 840x525 960x600 1440x900 1680x1050 320x240 400x300 512x384 640x480 700x525 800x600 832x624 1024x768 1152x864 1280x960 1400x1050 1280x1024'
GL_RENDERER: GeForce GTS 250/PCIe/SSE2
Initializing OpenGL extensions
...ignoring GL_EXT_texture_compression_s3tc
...ignoring GL_S3_s3tc
...using GL_EXT_texture_env_add
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array
...ignoring GL_EXT_texture_filter_anisotropic
...using GL_EXT_framebuffer_object
...using GL_ARB_texture_non_power_of_two
...using GL_EXT_framebuffer_multisample
...using GL_EXT_framebuffer_blit
...using GL_ARB_fragment_program
...using GL_ARB_vertex_program
...using GL_ARB_vertex_shader
...using GL_ARB_fragment_program
...using GL_ARB_shading_language_100

GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce GTS 250/PCIe/SSE2
GL_VERSION: 3.3.0 NVIDIA 295.40
GL_EXTENSIONS: GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GLGL_MAX_TEXTURE_SIZE: 8192
GL_MAX_TEXTURE_UNITS_ARB: 4

PIXELFORMAT: color(24-bits) Z(24-bit) stencil(8-bits)
MODE: 3, 640 x 480 windowed hz:N/A
GAMMA: hardware w/ 0 overbright bits
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 1
texture bits: 0
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: disabled
Initializing Shaders
----- finished R_Init -----
------ Initializing Sound ------
Loading "libopenal.so.1"...
Allocated 96 sources.
OpenAL default capture device is 'PulseAudio Default'
OpenAL capture device opened.
OpenAL info:
  Vendor:         OpenAL Community
  Version:        1.1 ALSOFT 1.13
  Renderer:       OpenAL Soft
  AL Extensions:  AL_EXT_DOUBLE AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_MULAW AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_LOKI_quadriphonic AL_SOFT_buffer_sub_data AL_SOFT_loop_points
  ALC Extensions: ALC_ENUMERATE_ALL_EXT ALC_ENUMERATION_EXT ALC_EXT_CAPTURE ALC_EXT_disconnect ALC_EXT_EFX ALC_EXT_thread_local_context
  Device:         PulseAudio Default
  Available Devices:
PulseAudio Default
PCM2902 Audio Codec Analog Stereo via PulseAudio
ALSA Default
HDA ATI SB [VT1708S Analog] (hw:0,0) via ALSA
HDA ATI SB [VT1708S Digital] (hw:0,1) via ALSA
HDA ATI SB [VT1708S HP] (hw:0,2) via ALSA
USB Audio CODEC [USB Audio] (hw:2,0) via ALSA
No Output
  Input Device:   PulseAudio Default
  Available Input Devices:
PulseAudio Default
Monitor of PCM2902 Audio Codec Analog Stereo via PulseAudio
PCM2902 Audio Codec Analog Stereo via PulseAudio
ALSA Default
HDA ATI SB [VT1708S Analog] (hw:0,0) via ALSA
USB Device 0x46d:0x807 [USB Audio] (hw:1,0) via ALSA
USB Audio CODEC [USB Audio] (hw:2,0) via ALSA
Sound initialization successful.
--------------------------------
Loading vm file vm/ui.qvm...
File "vm/ui.qvm" found in "./smokinguns/sg_pak0.pk3"
...which has vmMagic VM_MAGIC_VER2
Loading 1124 jump table targets
total 0, hsize 1021, zero 1021, min 0, max 0
total 4423, hsize 1021, zero 41, min 0, max 19
VM file ui compiled to 1398215 bytes of code (0x7f2eaeea8000 - 0x7f2eaeffd5c7)
compilation took 0.632528 seconds
ui loaded in 2455872 bytes on the hunk
UI version: Smokin' Guns 1.1_SVN642, 20120528, 23:41:21
Parsing menu file:ui/main.menu
Parsing menu file:ui/joinserver.menu
Parsing menu file:ui/skirmish.menu
Parsing menu file:ui/createserver.menu
Parsing menu file:ui/demo.menu
Parsing menu file:ui/connect.menu
Parsing menu file:ui/quitcredit.menu
Parsing menu file:ui/settings.menu
Parsing menu file:ui/settings_controls.menu
Parsing menu file:ui/settings_system.menu
Parsing menu file:ui/settings_options.menu
Parsing menu file:ui/settings_player.menu
Parsing menu file:ui/settings_default.menu
Parsing menu file:ui/pop_password.menu
Parsing menu file:ui/pop_findplayer.menu
Parsing menu file:ui/pop_serverinfo.menu
Parsing menu file:ui/pop_createfavorite.menu
Parsing menu file:ui/pop_specify.menu
Parsing menu file:ui/pop_multiplayer.menu
Parsing menu file:ui/pop_quit.menu
Parsing menu file:ui/pop_error.menu
Parsing menu file:ui/pop_vid_restart.menu
Parsing menu file:ui/pop_sound_restart.menu
UI menu load time = 227 milli seconds
Parsing menu file:ui/ingame.menu
Parsing menu file:ui/ingame_vote.menu
Parsing menu file:ui/ingame_about.menu
Parsing menu file:ui/ingame_controls.menu
Parsing menu file:ui/ingame_join.menu
Parsing menu file:ui/ingame_joinred.menu
Parsing menu file:ui/ingame_joinblue.menu
Parsing menu file:ui/ingame_options.menu
Parsing menu file:ui/ingame_system.menu
Parsing menu file:ui/ingame_leave.menu
Parsing menu file:ui/ingame_player.menu
Parsing menu file:ui/ingame_bots.menu
Parsing menu file:ui/ingame_callvote.menu
UI menu load time = 61 milli seconds
Registering SG model: models/wq3_players/wq_female1/icon_blue
Registering SG model: models/wq3_players/wq_female1/icon_red
Registering SG model: models/wq3_players/wq_male1/icon_blue
Registering SG model: models/wq3_players/wq_male1/icon_red
Registering SG model: models/wq3_players/wq_male2/icon_blue
Registering SG model: models/wq3_players/wq_male2/icon_red
Registering SG model: models/wq3_players/wq_male3/icon_blue
Registering SG model: models/wq3_players/wq_male3/icon_red
8 bots parsed
--- Common Initialization Complete ---
IP: 127.0.0.1
IP: 192.168.0.2
IP6: ::1
IP6: 240f:11:ac3d:1:c468:1758:6315:b1f0
IP6: 240f:11:ac3d:1:4a5b:39ff:feac:14f4
IP6: fe80::4a5b:39ff:feac:14f4%eth0
Opening IP6 socket: [::]:27960
Opening IP socket: 0.0.0.0:27960
]\quit
----- Client Shutdown (Client quit) -----
OpenAL capture device closed.
RE_Shutdown( 1 )
-----------------------
creed
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Joined: Fri Sep 14, 2012 12:46 pm



Re: mouse not working. cursor stuck at the bottom of screen

Postby TheDoctor » Wed Sep 19, 2012 8:00 pm

creed wrote:the first time it loaded it reset my first monitor to 800x600 and the window stayed black.

Please disconnect your secondary monitor, reconfigure X11 (either dynamically via xrandr or even via xorg.conf and test it again. If it works, the problem depends on your two monitor setup.
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Re: mouse not working. cursor stuck at the bottom of screen

Postby /dev/random » Sat Sep 22, 2012 2:21 pm

You may also try startin the game in windowed mode
Code: Select all
smokinguns +set r_fullScreen 0

If this works, then I'd also assume there is a problem with your multi monitor setup (or maybe a bug in the engine).

I vaguely remember having a similar problem where mouse input would not work properly with a certain version of evdev. I don't remember my temporary solution, but you might try the following
Code: Select all
SDL_VIDEO_X11_DGAMOUSE=0 smokinguns
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