Tried it on my old laptop (2-core). Is the input lag normal or is it just my slow laptop? Still had like 30-60 fps in the tutorial area and around 20 in the next one.
Also there is some inconsistency to my mouse turning when it sometimes suddenly spins way faster.
Btw Im stuck, after I got the second symbol for the next door I cant find the key for them. Where is it? edit: Nvm, found it, it was behind the rubble.
Thank you for doing so! And thank you very much for the report!
Hmm… There isn’t supposed to be any input-lag. I do think that I’ve seen some issues under Windows, but I’m not sure of with what consistency, or what caused them.
20fps is, however, quite a low frame-rate!
Very odd… I wonder whether it’s not in some way connected to the frame-rate that you’re experiencing…
Played more and I think its just the low framerate, when I had like 50-60fps inside the tomb the input lag was much less and also the mouse movement seemed consistent.
I might look into it nevertheless–I wouldn’t expect to see such lag even at so low a frame-rate, so it’s possible that I’ve made some mistake in my handling of the mouse!
When handling mouselook movement, make sure you are using base.win.getPointer() and not base.mouseWatcherNode. The former behaves better with low frame-rates. See this post.
A question, if I may: the API indicates that “base.win.getPointer()” is deprecated in favour of “get_pointer_device().get_pointer()”–but I don’t seem to be finding any other reference to the latter, even on the forum. Is this an error in the manual (perhaps old information), or should I be using something other than “base.win.getPointer()”…?
[edit]
Also, it seems that, unlike “mouseWatcherNode.getMouse()”, “win.getPointer(0)” returns its values in pixel-coordinates–and thus gives different values for different window-sizes.
Is there any facility for automatically adjusting it to work more similarly to “getMouse”?
Yeah, this is a bit confusing. The correct method name is GraphicsWindow.get_input_device (it takes an index, which is usually zero). The API reference states that this returns an InputDevice, but it’s actually a GraphicsWindowInputDevice, which is derived from InputDevice (which the latter’s API page doesn’t show you). The latter doesn’t have a get_pointer method, but the former does.
mouse cursor is confined in the window area even when it is in background
fullscreen didnt work until I changed the resolution once (not sure if the black borders are intentional, I think it should change resolution to the the size of my screen), when I uncheck it the window size is the size of my screen with black borders and adjusts (removes the black borders) only after I reenter the options menu
there is the chest with the metal bar in it, the rope around the chest recovered (I guess after I loaded the game)
Some needed features imo, would be great if I could quit the game without having to go to the main menu, FPS counter option in the settings.
And this time Im stuck after I got the metal bar, I need something thin and rigid to open one door or open another door where something is jamming the lock. I think, I explored everything twice at least and cant find solution. Help?
Hmm… I thought that this was an issue that was fixed in the engine…
I take it that you’re running under Windows? (If so, which Windows, specifically?)
Ah, interesting. I’ve noted that to look into, thanks!
Oh dear! Likewise noted, thank you!
Noted, thank you.
While not present in the settings, you should be able to bring up an FPS counter by pressing “f”.
There are actually two ways forward here–only one requires that you find that thin object. By the sounds of it, you already have the means to take the other way.
For a slightly more concrete hint:
In the room that holds the locked door that requires the thin object, look around for signs of damage–especially on the floor…
Im on W7.
I think a lot of players will get really stuck on the loose tiles, I noticed them only when you gave me a hint and saw the text on the mouse pointer change while walking around looking at ground. Imo they should look more - loose. Or put a big stone or slab there, it will make more sense why you need a metal rod (leverage).