a mouse scrolling problem
#41
Posted 09 April 2009 - 06:02 AM
The problem is that after installation of Ghostdog's mod I can't scroll screen with mouse in right and down direction.
There is no animated cursor on right and bottom edge of screen. To move my screen I have to use keyboard keys.
Any advise ?
#42
Posted 09 April 2009 - 04:33 PM
maybe he actually means "can be forced" and "can't work".BG1 and PST cannot be forced to be windowed, but can work at all X by Y, with X >= 640 and Y >= 480.
#43
Posted 10 April 2009 - 02:52 AM
I really can't say something about this, I am unable to play the game windowed, it crashes every time. I don't think that my UI has anything to do with it your problem, it's probably coming from the Widescreen mod. Bigg mentions in the readme that there are problems with windowed mod for PST (although I can't exactly decipher what he means) :
maybe he actually means "can be forced" and "can't work".BG1 and PST cannot be forced to be windowed, but can work at all X by Y, with X >= 640 and Y >= 480.
I've checked game in full screen mode and problem still exists. While using only big's mod I can scroll screen in all direction but animated arrow it's "trapped" in small (640x480) box in upper left corner. In the same box game displays all information windows (inventory, character page etc). But "trapped" I mean that I can actually move cursor pointer all over screen (1280x768) but when cursor reach edge of the screen animated arrow is displayed in that small (640x480) box instead of edges of screen.
When you move mouse pointer to edge of the screen game change it to animated arrow and allow to scroll screen. I don't why but after installing your mod I can't get animated arrow (scrolling one) to appears on left and bottom edges of screen.
If you look at above picture (I've take 4 screnshoots and merged them into one picture).
Figure 1 - shows animated arrow which allow me scroll screen
Figure 2,3,4 - shows mouse pointer while moving it to right edge of the screen. As you can see on figure 4 mouse pointer is behind edge of the screen, but it should change to animated arrow and start screen scrolling.
I'm not sure but I think that game have two sets of coordinates one for displaying area (this one is fine) and second for scrolling screen. There is something wrong with those coordinates in my exe file, so could you tell me where to look (what offsets) for coordinates of left and bottom edge of the screen used in screen scrolling.
#44
Posted 10 April 2009 - 03:52 AM
#45
Posted 10 April 2009 - 12:23 PM
If I understand correctly the problem that danch has, is not the one already mentioned in this thread. He says that he the scrolling arrow does not show at all at the right and bottom side of the screen and thus he can't scroll the screen at all.I guess the problem is that the fix is not included in the mod yet. If that's the case this shoul help out: http://www.speedysha.../213748241.html
danch, have you installed the fix I posted on the second page of this thread? If yes, try uninstalling it and see if that helps. Without this fix my mod does not change any offsets for the scrolling arrow so, if scrolling is possible with the widescreen mod , it should also be possible with my mod. Have you changed anything else in the torment.ini that might be responsible for this problem? Have you used the widescreen mod from the beginning? Is 1280x768 a supported resolution for your monitor and have you tried any of the other resolutions (1280x800 or 1280x1024)? Since I can't reproduce this bug and nobody else has reported this problem, I don't know how to help you further. As a last resort you could try uninstalling everything and then re-install the game and then the mods.
#46
Posted 07 May 2014 - 06:22 AM
Hi,
Sorry to resurrect this thread but I am having this exact same problem when playing BG1 with the Biggs' Widescreen Mod. I have reproduced the issue in both the GOG.com TOS version and my own, old CD version (original 5CD BG box + original 1CD TotSC box) and have attached a screenshot for reference.
The screenshot shows the game with both the WSM and the TWM GUI mod installed, but the issue occurs even without the TWM UI mod so it is definitely something native to the WSM.
I would very much appreciate a fix for this issue. And since you guys found out how to fix it for PS:T, I figured I would ask here... I would have made one myself if I had the skill but I have no experience with HEX editing. I can supply the relevant .exe (not sure whether it's baldur.exe, bgmain.exe or bgmain2.exe) if needed.
#47
Posted 07 May 2014 - 06:52 AM
but the issue occurs even without the TWM UI mod so it is definitely something native to the WSM.
Actually it's native to the resolution, which is larger than the original 640x480... in the parts that are extensions of the original GUI, AKA, the red arrows are good(going where you intent), while the blues not so much:
The Widescreen mod doesn't do anything to this implementation, except in BG2, and it's very hard to actually do it. As you also have to adjust the movement places as you make the window larger. But figuring them to the set values in the TWM_GUI's native resolutions might be really good start point. aka: (800x480,) 800x600, 1024x600, 1024x768, 1280x768 and 1280x800.
The only way today to go around this is to use the BG2 as the game engine via BGT-weidu or EasyTutu(, or older BG1Tutu), as in those the Widescreen mod actually moves the movement zones to their correct places in the BGMain.exe .
The Widescreen mod adjust the bgmain2.exe in the BG:TotSC game.
Edited by The Imp, 07 May 2014 - 07:14 AM.
Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit).
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.
#48
Posted 07 May 2014 - 07:06 AM
Thanks, yes that's exactly how it is.
[Edited out the rest of this post because of incorrect conclusions / sloppy reading]
Edited by Lorfean, 07 May 2014 - 11:25 PM.
#49
Posted 07 May 2014 - 11:23 PM
I think my previous post may have been a bit premature and probably contained some wrong assumptions / conclusions. Sorry about that. I have spent quite a bit of time now re-reading parts of this thread and looking at the .tp2 file of the fix ghostdog posted for PS:T to try and understand what I would have to do to fix this problem.
I am really quite set on fixing it, but have insufficient understanding of Infinity Engine .exe editing to figure out how exactly to go about it and could really use some help. If I understand things correctly (and please correct me if I'm wrong) I need to somehow figure out which offset in the bgmain.exe controls resolution and which offset calls the arrows' .bam file, and then I could edit the latter so the mouse movement zone is set to the correct dimensions for my desired resolution? And I could use the formula on page 1 to calculate the right values to use by putting my desired resolution in for X1 and X2 (1280) and Y1 and Y2 (800)? But this would only fix the problem for that particular solution, right? So if I wanted to do it "properly" I'd actually have to write a fix similar to ghostdog's that uses the formula to adjust the movement zone values depending on whichever resolution is set by the player.
Am I wrong in saying that, seeing how the problem was fixed for PS:T and Bigg's mod already adjusts the mouse movement zone correctly for BG2, IWD and IWD2, that how to do this is known but it just hasn't been done yet for BG1? I couldn't possibly demand anything from any of you, but I would really appreciate help in fixing this.
#50 -Acra-
Posted 25 July 2014 - 05:24 PM
Offsets for Baldur's Gate
X1: 8B 45 08 83 38 28
00088AA1 00088CA5
X2: 8B 4D 08 81 39 57 02
00088B45 00088D64
Y1: 8B 45 08 83 78 04 28
0008864A 00088850
Y2: 8B 4D 08 81 79 04 B7 01
000886EF 0008890F
#51 -Acra-
Posted 25 July 2014 - 05:48 PM
Offsets for Baldur's Gate (few corrections, sorry)
X1: 8B 45 08 83 38 28
00088AA1 00088CA5
X2: 8B 4D 08 81 39 57 02
00088B44 00088D63
Y1: 8B 45 08 83 78 04 28
0008864A 00088850
Y2: 8B 4D 08 81 79 04 B7 01
000886EE 0008890E
#52 -Acra-
#53
Posted 31 July 2014 - 02:48 PM
... fix for BG1
A very nice try... but at least I failed to install this into my game, probably because we do not have the same version of the BGMAIN2.exe, or something, so I would ask you to reveal yours, mine is the (v1.3.)5512, which is the 5512 official patched game, this is due to the v3.06 Widescreen mod needing that.
The widescreen resolution that I use is 1280x800, the reason is the GUI mod.
Part of the debug:
[BGMain2.exe] loaded, 5042223 bytes ERROR: [BGMain2.exe] -> [BGMain2.exe] Patching Failed (COPY) (Invalid_argument("Char.chr")) Stopping installation because of error.
The reason is similar to this, namely the WRITE_BYTE's number exceeds the 255 limit given to it, and if I change them to WRITE_SHORT's, the fix won't get applied, and the game crashes as soon as the character moves(well, I tested for kicks and sure enough got kicked, but that's why there's backups. ).
Edited by The Imp, 31 July 2014 - 02:56 PM.
Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit).
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.
#54
Posted 01 August 2014 - 12:07 AM
The Widescreen mod supports two versions of TotSC
BGTalesUK5512.exe ( 1.3.5512 )
BGTalesDX8Intl.exe ( 1.3.5521)
A player can easily switch between the two versions because the only difference is the bgmain2.exe file.
#55
Posted 01 August 2014 - 02:32 AM
Edited by The Imp, 02 August 2014 - 08:37 AM.
Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit).
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.
#56
Posted 01 August 2014 - 07:34 AM
vanilla Original Saga - 22ED9995ED8B5D83001638388F163F2A6D311BDA
BGTalesDX8Intl.exe - 9B45A890BFADCEB241436C31789CD7AA24C2CE1B // supported
BGTalesDX8English.exe - 5DFCCCEB4C96BBD35CF2917207D5449BF7333F2B
BGTalesUS5512.exe - C3A723C260E410A3A548712E4BF3945EA29E7570
BGTalesUK5512.exe - 76B9DE97A45DFC31AF229DB0A95755EA5EB9E4C2 // supported
BGTalesIntl5512.exe - 76B9DE97A45DFC31AF229DB0A95755EA5EB9E4C2 // supported ( same exe as UK )
Overwrite the vanilla Original Saga BGMain2.exe with the one from BGTalesDX8Intl.exe
When the game asks for CD6 just pop-in the Original Saga CD3, etc.
the gog.com version is probably rolling BGTalesDX8Intl.exe but I imagine the checksum is different because it has a No-CD crack applied.
Sure yeah, but you don't mind if I don't take your word for itdon't I?
Edited by aqrit, 01 August 2014 - 08:21 AM.
#57 -Felipe-
Posted 02 August 2014 - 07:13 AM
Several nice fixes came by in the subforum of ghostdog, does anyone (including ghostdog of course) have any idea when a new release of ghostdog's UI with those fixes is coming? Any idea if it will come with support for the 4K monitors and fonts that will scale to that size?
#58
Posted 04 August 2014 - 12:06 AM
Here is a upgraded version of Acra's tp2 with support for UK 5512
Setup-Cursor-fix.tp2 1.33K
424 downloads
Here is a potential patch for The Widescreen Mod
Note: there is no scaling of the "hot" corners. The WSM does not scale those for PST either.
https://github.com/a...1a4ec0258e8aef6
---
@Felipe
I stopped working on the stuff that I was working on...
and I believe widescreen mod at 4K resolution will not be a popular choice.
Edited by aqrit, 04 August 2014 - 12:18 AM.