Opened 6 years ago
Closed 6 years ago
Last modified 6 years ago
#9827 closed defect (wontfix)
VOYEUR: mouse behaviour different to the original mouse behaviour
|Reported by:||Bakhtosh||Owned by:||dreammaster|
Win32 developer: 1.10.0git3377-g9583083c73 (June 3 2017 10:42:34)
Win32 stable: 1.9.02 (Oct 18 2016 23:58:50)
Language of game: english / Version of game: DOS-CD
Test system: Windows 10 64 bit
If you play Voyeur using DOS (or DOSBox on modern systems) and are in the view of the manor front (the view where you select the windows) the mouse cursor stucks in the middle of the screen. If you move the mouse the view immediately scrolls into the direction of the movement. Only if you reach the border of the view in a certain direction the view doesn't scroll anymore if you move the mouse further into that direction. In other views the cursor moves over the screen.
If you play Voyeur using ScummVM and are in the view of the manor front (the view where you select the windows) the mouse cursor doesn't stuck in the middle of the screen. Instead you move the mouse cursor over the screen if you move the mouse. The view only scrolls if the cursor reaches nears the GUI area that surrounds the part of the view that is shown at the moment. In other views the cursor moves over the screen.
If possible the behaviour should be like in the original DOS version since if fits the feeling that you're looking through a spy camera with a crosshair.
You can see the different behaviour in the following videos (captured for a different bug though):
Sidenote: I chose component 'Engine: Gob' because that was the case for all previous Voyeur bugs.
Change History (2)
comment:1 by , 6 years ago
|Status:||new → closed|
comment:2 by , 6 years ago
|Component:||Engine: Gob → Engine: Voyeur|
I actually wrestled with this behaviour when I first implemented the game under ScummVM. The trouble is, the original behaviour is very unfriendly to anyone playing the game in a window. Since to replciate the original behaviour, I'd need to keep forcing the mouse to be in the center of the game window and scroll in response to the mouse movement; it would mean that once the cursor was in the game window, they wouldn't be able to easily leave it. Maybe it would have been fine to replicate the original behaviour if the game was in full screen mode, but there's no way for the engines to tell when the screen is windowed vs full screen.
In the end, I had to compromise on having the mouse movable, to better accommodate users