Daniel Gibson
Daniel Gibson
> [RobertBeckebans/RBDOOM-3-BFG@72f9860](https://github.com/RobertBeckebans/RBDOOM-3-BFG/commit/72f986077b4abb523b6b3ac6232bbaf62a0bbc8f) > > not sure if anything useful can be gleaned from this. Not really, at least not from that commit itself - as you see USERCMD_HZ is apparently...
I sent the Quake 4 Tweaker author a message on the blog you linked, hopefully they'll tell me how it was done in Q4, maybe the same works for Doom3...
Hey @Methanhydrat, thanks a lot for the insight! :) A pity this won't work for Doom3; I kinda feared this (because patching it in Doom3 would probably have been next...
I'll have to look at cstdoom3 (and probably their source code) and figure out how they're doing this and maybe adept that change to dhewm3. Right now I don't have...
This requires adjusted .gui files that use `cstAnchor`. So far I have avoided shipping custom data files (and they'd only be for the base game and RoE anyway, doesn't help...
Strange, sounds like SDL_TEXTINPUT events don't work, for whatever reason.
That message is harmless, it just means that you can set the `in_grabKeyboard` cvar to `1` to make sure dhewm3 gets *all* keyboard input, and the Win-Key or Alt-Tab doesn't...
The current version is 2.0.22, and there were lots of Wayland fixes in the last few versions. You should try to update it
ok, this sounds non-trivial - not sure when I get around to investigate, *maybe* this weekend.
Can you try the following: In `neo/sound/snd_system.cpp` in `idSoundSystemLocal::Init()` around line 318 add ```C++ if ( s_noSound.GetBool() ) return; ``` seemed to work for me, no spam in the console...