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Missing mouse icons?

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9 years ago
Tried installing Zero K for the first time, started up the tutorial.

Everything's going well, but my mouse vanishes whenever I try mousing over an enemy unit. Just goes completely invisible until I move the mouse away from the enemy.

I get the feeling there's supposed to be an attack icon there, but nothing shows up. Repairing units has the same problem. The guard and reclaim mo7use icons show up as intended, so I'm not sure what's going on.

While not strictly game-breaking, this is really distracting and I can foresee it leading to lots of difficulty when trying to micro units in combat.

Any suggestions for how to fix this?
+0 / -0

9 years ago
Oh... this is a years old issue.

https://code.google.com/p/zero-k/issues/detail?id=1155

This problem has been plaguing a large subset of players for quite some time...
+0 / -0
Try to switch between hardware cursor and normal cursor and try different mouse design sets (->Settings/Interface/Mouse Cursor).

If I activate hardware cursor, I also don't see the attack and patrol icon of the default design. With non-hardware cursor everything is fine, but the hardware cursor is faster. With hardware cursor and other designs other icons disappear. But there are two cursor designs where everything works: "Masse" and "K_haos_girl". I prefer K_haos_girl.

Normally I use non-hardware cursor with the default design. But when performance becomes bad, I switch to hardware cursor and K_haos_girl by configured hotkeys.
+1 / -0
9 years ago
disappearing mouse-pointers sounds like a variante of https://springrts.com/phpbb/viewtopic.php?f=11&t=29626&p=535481#p535481

Some of the zero-K files in anims\ are 32x32 but some are 24x24, 27x27 etc
(no idea which ones get used)

quote:
Normally I use non-hardware cursor with the default design. But when performance becomes bad, I switch to hardware cursor and K_haos_girl by configured hotkeys.
A hotkey to switch cursours based on performace.
Just spring things.
+2 / -0

9 years ago
OMG DErankBrackman ... this is delicious.

I suppose zkdevs could add this... and maybe even improve it by adding a performance monitor to automatically switch between icon themes.
+0 / -0
9 years ago
It would already be a good start if not working designs couldn't be activated together with hardware cursor..

Btw I use Ctrl+O to switch between hardware and non-hardware cursor, Ctrl+K to activate the default design and Ctrl+N to activate K_haos_girl. So when performance becomes bad, I type "Ctrl+NO" and when performance is ok, I type "Ctrl+OK".
+1 / -0


9 years ago
Switching to nonbroken cursor theme or figuring out what borks the others sounds like a good plan.
+0 / -0

9 years ago
Size >32 seems to bork hardware cursors.

The main theme >32 cursors are animated so can't be trimmed.

The non-animated set also uses >32 but these can be easily cropped.

Pairing each cursor set that contains a >32 with a <=32 version and automatically switching to the small version when using HW cursors sounds sensible.
+1 / -0
9 years ago
It is not about "size > 32" or "size < 32"
It is about size not being power of two. => google it.
Some cards do not like that.

Use: 8x8,16x16,32x32,64x64,128x128,..
Do not use: 7x7, 12x12, 24x24, 27x27,85x85...
That is also the cause of other problems, like metal spots with white background:
http://zero-k.info/Forum/Thread/11915#122040
+0 / -0

9 years ago
quote:
It is not about "size > 32" or "size < 32"
It is about size not being power of two.

quote:
there's supposed to be an attack icon there, but nothing shows up. Repairing units has the same problem. The guard and reclaim mo7use icons show up as intended

Reclaim works but is 24x24 so there are some cards who do don't care about pow2 (and most likely break for >32 because the broken ones are 48).

Perhaps different cards break on different sizes but 32 is the least likely to break so I think making everything 32 (if possible) would be best.
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In Game/UI/HwMouseCursor.cpp it looks like the engine already does some resizing. (not really resizing I think, just put empty pixels around image to make it fit into next-bigger pow2 resolution)
There is also this related looking commit from 2013 (dated a few days after after the forum posts.)
https://github.com/spring/spring/commit/58ae65c740e723ff2ef5493a947a3617f831ab30
I think that would be for 91+?

But 16 days ago zK moved away from 91 for good?
So either it is still bug or it is something different or USrankHeraukra found way to accidently still play old version?
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9 years ago
They did say they were playing the tutorial (presumably the old Isis Delta mission). Has that been updated yet for the new engine?
+0 / -0
9 years ago
The problem exists in 91 and 91+.
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9 years ago
Does it still exist?
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9 years ago
quote:
Does it still exist?


yes, confirmed today that the problem still exists... and still behaves as described by DErankBrackman.

My own strategy to deal with this problem is much less advanced than Brackman's... I just use area commands when I don't have a visible cursors.

The "Software cursors" options is technically working but isn't usable on this machine, for performance reasons. K_haos_girl icon set displays fine with hardware cursors but I didn't bother to use it before getting used to area commands.

The obvious fix is obvious... just make sure that the size of the default icon set is working for all. Either you switch to other icon set, or resize the default set.

Or you can debate whether the user did something wrong... or if the spring devs messed up. What I know is that, a proper fix is possible, without external dependencies. All of it without suspecting the users of any wrongdoings...

Now, bow before my game rig:

quote:

Spring 98.0.1-451-g0804ae1 develop
Build Date & Time: Mar 22 2015 11:54:29
Microsoft Windows Vista Ultimate Edition, 64-bit Service Pack 2 (build 6002)
Intel(R) Core(TM)2 Quad CPU Q9300 @ 2.50GHz; 8189MB RAM, 9138MB pagefile
Word Size: 32-bit (emulated)
CPU Clock: win32::TimeGetTime
Supported Video modes on Display 1 x:0 y:0 1680x1050:
640x480, 720x480, 720x576, 800x600, 1024x768, 1152x720, 1152x864, 1280x720, 1280x768, 1280x800, 1280x960, 1280x1024, 1360x768, 1440x900, 1600x900, 1600x1000, 1600x1024, 1680x1050
SDL version: linked 2.0.3; compiled 2.0.2
GL version: 3.3.0
GL vendor: NVIDIA Corporation
GL renderer: Quadro FX 580/PCIe/SSE2
GLSL version: 3.30 NVIDIA via Cg compiler
GLEW version: 1.5.8
Video RAM: total 512MB, available 37MB
SwapInterval: 1
FBO::maxSamples: 32
GL info:
haveARB: 1, haveGLSL: 1, ATI hacks: 0
FBO support: 1, NPOT-texture support: 1, 24bit Z-buffer support: 1
maximum texture size: 8192, compress MIP-map textures: 0
maximum SmoothPointSize: 190, maximum vec4 varying/attributes: 15/16
maximum drawbuffers: 8, maximum recommended indices/vertices: 1048576/1048576
number of UniformBufferBindings: 36 (64kB)

+0 / -0


9 years ago
I think the cursors fixes were not released yet. Merged, but no stable.
+0 / -0

9 years ago
The cursor fixes most likely didn't do anything. DErank[LCC]jK says engine automatically resizes to pow2, which seems further supported by the OP (for whom reclaim worked, even though it was 24x24).

I believe the problem is >32 (but have no evidence to support that).
+0 / -0

9 years ago
I can confirm that:

lathan/cursornormal_0.png 39x39 is invisible
masse/cursornormal_0.png 21x21 is OK

tested in beta room...
+0 / -0


9 years ago
What is visible out of the default cursor set?
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9 years ago
If you want something complete/systematic... please provide a way to do it, I haven't played for quite some time.

Otherwise, those are visible:

- normal
- defend
- reclaim
- load
- unload

invisible:

- patrol
- attack
- jump
- "areamex" (not sure which icon it is)
+0 / -0
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