Closed SeongGino closed 1 month ago
Tricky one but nice catch !
When running PBX with the Unity patches provided by DemulShooter, if DemulShooter is run with
-noinput
, inputs are not received and the crosshair stays perpetually in the bottom-lefthand corner (even with-nocrosshair
).Yes,
-noinput
disable the input system in DemulShooter. Butterfly effect is, for Unity games, that data are passed from/to the added plugin (either by mapped memory in older plugins, or local TCP socket in newer ones - including Point Blank) and disabling inputs just sends nothing to the plugin....including the-nocrosshair
flag which is part of the message. That's why the crosshair stays on with the-noinput
flagTo clarify, inputs are technically being received somewhat in the frontend (i.e. games selection menus), but with no gun feedback (sound & shot graphic); all mouse input is completely ignored in actual microgames.
Yes the game has some mouse inputs implemented here and there, on top of the one I blocked with the pugin (used in mini games) I did notice that in the menus.
Why is this important (to me)?
Because I use Linux, and have used DS through Wine for a while, I'm well familiar with its incompatibility with multi mice at the moment, and thus input is usually broken to varying degrees on the platform. The current workaround I rely on is to use
-useSingleMouse
, which I assume(?) is using the system cursor for input rather than mice coords directly
Correct ! Precious thing do develop and test with a mouse rather than a lightgun attached on a laptop ;)
In this case, I'd rather use
-noinput
and simply fallback to the native game's internal emulated gun mechanisms; yes, this won't have multiplayer compatibility, but _until Wine bug 55547 gets addressed or even acknowledged, it's not like I would even be able to access it currently anyways._
I do understand perfectly. This should also affect every other Unity-based demulshooter games, as the mechanic is the same.
I did not notice that side effect with the -noinput
because all other had no native controls so no one may have tested it back then.
I'll need to tweak the plugin AND demulshooter a little bit to make sure that problem is fixed.
As of today, just adding the plugin to the game will block inputs, I'll add the -noinput
flag to the message between DS and the plugin
Thank you so much for going through the whole reply like that! Can't really say I expected the thoroughness.
Not really much else to say, other than looking forward to seeing the fix. Though really, I would just like if Wine's rawinput implem was better. Guess it's one of those things that doesn't get noticed until someone has just the right combination of particular circumstances - which seems to be the position I've constantly found myself in for the past nine months, aha.
On a tangent FWIW, it seems to be hit or miss whether Wine handles a game's DS provided input better or not. Gundam: Spirits of Zeon for example is borderline unplayable with -useSingleMouse
because of the cursor jumping to the bottom-leftmost corner so often, so that I use -noinput
; but most Model 2 games, Friction, VCop 3 thru CXBX, Operation Ghost and other Ring system titles, and etc. are just fine. But again, I don't pin that on DS so much as it's a Wine issue.
Should be fixed in v12.8 update
Do not forget to also replace the plugin files
Works great now, big thanks :tada:
When running PBX with the Unity patches provided by DemulShooter, if DemulShooter is run with
-noinput
, inputs are not received and the crosshair stays perpetually in the bottom-lefthand corner (even with-nocrosshair
).Why is this important (to me)?
Because I use Linux, and have used DS through Wine for a while, I'm well familiar with its incompatibility with multi mice at the moment, and thus input is usually broken to varying degrees on the platform. The current workaround I rely on is to use
-useSingleMouse
, which I assume(?) is using the system cursor for input rather than mice coords directly, which is fine--but there are some games, PBX included, where some shots incorrectly register as being off-screen.In this case, I'd rather use
-noinput
and simply fallback to the native game's internal emulated gun mechanisms; yes, this won't have multiplayer compatibility, but until Wine bug 55547 gets addressed or even acknowledged, it's not like I would even be able to access it currently anyways.