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Deadweight

Windows mouse visible in windowed mode

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I run OFP (GOTY edition, v1.96) in a window, and both the windows cursor and the game cursor are visible (and have their own hotspots too, so if I'm not careful I end up clicking outside the game window and switching to another window), having the latest graphics drivers doesn't seem to help, and I can't switch resolutions because the resolution and refresh rate boxes are blank when the game is run in a window.

Running the game fullscreen isn't an option, as I have other stuff I do besides playing games, and it's much quicker to task-switch out of a windowed application than a fullscreen one.

Is there a way of getting OFP to capture the mouse properly, as most other games that can be run in a window do?

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There's a thread on this somewhere on this forum i think. It turns out by switching your OFP hertz to something other than that of your monitors you dont get the double mouse. (e.g. monitor is 75Hz, switch OFP's settings to 70Hz)

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Running in a window is a different situation than full screen. When running in a window, OFP has to fit in with the Windows's UI control, so the Windows cursor will still be visible. Only when you switch into full-screen DirectXcan the app 'steal' the cursor completely. The dirift is rather bad on my machine since having two monitors, the purportional shift is even greater.

The X Windows Linux port of Quake 2 had a function where it could 'lock' the cursor, but that was an independent code hack id did for that platform.

The other issue I've been having in window-mode (GeFX 5600, dr 53.03) is that I don't get the full directx range in a window. In full screen, I get full AA/AS, but in window'd I only get about 1x AA tops. This may also be an indication of the restricted scope of DirectX on the desktop.

The workaround I've found for the mouse cursor issue is to use the left-control key to fire and tab to target. That way I don't get any 'windows' mouse clicks.

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I run OFP (GOTY edition, v1.96) in a window, and both the windows cursor and the game cursor are visible

Unfortunatelly I am afraid there is no way so solve this. OFP was not designed to be run in windowed mode, and that is also why there is no UI for selecting this mode, we used this only as a debugging aid.

We will try to make our future products better in this aspect, but with OFP I am afraid you can either live with the windowed mode as broken as it is, or use it fullscreen.

Quote[/b] ]I can't switch resolutions because the resolution and refresh rate boxes are blank when the game is run in a window.

Changing such properties makes no sense when running in window mode - you can resize your window, but the desktop resolution is given by your system settings.

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But on that note, thank you BIS for leaving that 'debugging' feature in. It makes many aspects of content development and testing much easier, such as script, map, and mission development.

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