[Harkonnen] Mouse cursor problem deconstructing on deconstruct bar
Posted: Mon May 08, 2017 11:30 pm
by sparr
If you right-click-and-hold to deconstruct an entity that is located just north of your quickbar, and the deconstruct progress bar pops up under your mouse cursor, then the deconstruct pauses until you move the mouse somewhere else.
Re: [Harkonnen] Mouse cursor problem deconstructing on deconstruct bar
Posted: Thu May 25, 2017 6:36 pm
by kovarex
This is not a bug, this is how the game is supposed to work. Whenever you mouse is over gui, the game selection cancels. It is mainly for cases when you deconstruct, and windows opens etc.
Re: [Harkonnen] Mouse cursor problem deconstructing on deconstruct bar
Posted: Thu May 25, 2017 6:59 pm
by sparr
There should be an exception for a gui that appears under the cursor mid-operation.
Re: [Harkonnen] Mouse cursor problem deconstructing on deconstruct bar
Posted: Thu May 25, 2017 11:09 pm
by daniel34
kovarex wrote:This is not a bug, this is how the game is supposed to work. Whenever you mouse is over gui, the game selection cancels. It is mainly for cases when you deconstruct, and windows opens etc.
This is not a bug? (the video changes the framerate, it actually flickers faster)
Re: [Harkonnen] Mouse cursor problem deconstructing on deconstruct bar
Posted: Fri May 26, 2017 12:09 am
by sparr
Interesting. I get no visible flicker when I do this in-game. The progress bar appears solid to me.
Re: [Harkonnen] Mouse cursor problem deconstructing on deconstruct bar
Posted: Fri May 26, 2017 10:01 am
by kovarex
daniel34 wrote:
kovarex wrote:This is not a bug, this is how the game is supposed to work. Whenever you mouse is over gui, the game selection cancels. It is mainly for cases when you deconstruct, and windows opens etc.
This is not a bug? (the video changes the framerate, it actually flickers faster)
But this is different kind of problem, we can fix it.
Re: [Harkonnen] Mouse cursor problem deconstructing on deconstruct bar
Posted: Mon May 29, 2017 6:12 am
by Harkonnen
This is actually same kind of problem. Flickering comes from character rapidly switching between deconstruction mode (and facing entity) and whatever he was facing before.