#1997 posted by Kinn on 2016/05/09 17:39:16
Why not just make it so the user can specify which key toggles the console?
Am I missing something?
Wait
#1998 posted by Kinn on 2016/05/09 17:46:49
of course you can already do this. just edit the config.
bind "~" "toggleconsole"
replace ~ with your key of choice
So what's the bloomin' problem here?
#1999 posted by ericw on 2016/05/09 19:30:03
Kinn: Looks like ~ is hardcoded, even if you bind another key to toggleconsole. It was like that in winquake too. Not sure it's a bug, there could be some value in having it hardcoded in case a mod rebinds it by accident. Anyway, a cvar to move it completely to another key might be good.
I agree with sock, blocking the toggle when there is text typed annoys me in DP because the QS beahviour is muscle memory for me, I don't even think about it.
#2000 posted by Spirit on 2016/05/09 20:01:06
Shift-escape is nice
I Second Shift-Escape
#2002 posted by mankrip on 2016/05/09 20:25:15
I agree with sock, blocking the toggle when there is text typed annoys me
How often does that really happen? In my case, it's almost never.
Is is okay to effectively punish some users in order to keep a behavior that is not a concrete need?
- Making a command work is a concrete need.
- Avoiding seldom small nuisances is a emotional need.
I give up. I don't debate things when emotion is put above reason. Nevermind the users who must enter commands that the default behavior doesn't allow them to.
#2003 posted by Spike on 2016/05/09 20:59:01
just hit escape if there's already text there.
shift+escape to get to the console, escape to close it. then keymaps make no difference.
ideally you shouldn't be going to the console very frequently anyway.
small note regarding tilde... it should actually be bind ` rather than bind ~, as the actual key is backtick rather than tilde.
note that this clearly leaves the console inaccessible with that keymap because backtick requires shift to get at it, and thus shift+escape to get at the console starts to sound so very much better.
the issue is also present on german keymaps, in a different form.
and wasd key layouts on french azerty keymaps just do not work. :P
and laptops... *shudder*
Habitual
#2004 posted by Preach on 2016/05/09 21:47:14
How often does that really happen? In my case, it's almost never.
I imagine that lots of players are in the habit of toggling the console to cancel a command. Even if you offer a alternative, there's a cost to breaking a habit.
That's not to say that we should leave players with non-US keyboard layouts stranded, but having a fix behind a cvar which defaults to vanilla behaviour is probably the best of a bad bunch of options.
#2005 posted by ericw on 2016/05/09 21:59:46
QS handles WASD on AZERTY (and other non-qwerty layouts) by making in-game keys always use a US layout. The logic is that ingame you're not doing text entry, but using the keyboard like a joystick. Source engine does the same thing, so hopefully it's a sane approach.
IMHO changing the behaviour of the US layout is not acceptable because we are trying to keep the original feel, people got used to the nuances of how the ~ key behaves over the years.
There are various hacks possible, like we could probably disable the key-under-Esc as the toggleconsole key under some conditions (only use it if they key is "`"/"~" on your keyboard layout?) That seems ugly though. Still, having the Alt key suppress the console toggle in case you want to type that character seems most elegant atm.
I'm assuming people on non-US layouts actually like the fact that QS uses your native layout for text entry in the console?
#2006 posted by negke on 2016/05/09 23:24:40
I'm used to toggling the console with "tilde" and certainly wouldn't want to get used to another system. And this is despite the fact that in QS it's already broken on a German keyboard layout where closing the console with the "tilde" key causes it to print a ^ character the next time you open it which then has to be deleted in order to type the command. To avoid it from happening the console has to be closed with ESC which I already consider a hassle.
Just had me thinking whether some sort of alias script could fix it as a workaround. But meh.
Do Whatever You Want
#2007 posted by necros on 2016/05/10 04:19:50
just as long as you provide a way to bring it back to stock. *you* may think your new way is awesome, but not everyone else does.
and yes, i fucking hate the dp console. i also hate any console that doesn't auto complete q+tab to quit. i don't care is there is a command higher up in the alphabetical order.
#2008 posted by metlslime on 2016/05/10 05:17:27
Alias q quit
#2009 posted by necros on 2016/05/10 13:16:19
Already have that for toggle entities. ;)
#2010 posted by Spirit on 2016/05/10 13:57:49
I am so with you on the q<completion> hate. FTEQW does the same iirc.
Different Styles
#2011 posted by sock on 2016/05/11 00:17:42
How often does that really happen? In my case, it's almost never.
There are countless examples of console text being incomplete. Try creating RTLIGHT files for DP and see how often you need to work with the console. Checking for commands, trying to find out options and modifying fog parameters. It can take a while to tweak fog for a map and then there is trigger volume fog for AD!
I think you have to appreciate as a coder you are using the engine different to a level designer. It may not seem obvious, but the console is used a lot during development and testing of a map.
Sock!
#2012 posted by mfx on 2016/05/11 00:23:01
I agree with him, i use it like crazy too, for getting fog right, doing good info_intermissions, checking coords in general with showpos, the various developer messages that get displayed during testing and you don't godmode and need to read them later...
Also, Negke, i feel you...^
#2013 posted by killpixel on 2016/05/11 00:26:59
there is trigger volume fog for AD!
!!!
also, setting up rtlights via console sucks, would be nice to have some sort of editor ui...
LOL
#2014 posted by mfx on 2016/05/11 00:57:32
Killpixel, did you even play it? Just kidding, ad_crucial shows it well, the fog triggers are ace, right?
Perfect for changing the mood when entering a lavacave or an area high up, it really does compliment the lighting and all..
Swampy uses them too, more subtle though.
:P
#2015 posted by killpixel on 2016/05/11 01:16:01
fog triggers in quake is not something I ever thought I would see so it never really registered... another reason to play through again!
^ Bug
#2016 posted by ericw on 2016/05/11 01:25:07
finally tracked down what is going on.. I think it's a bug in SDL2.
We switch SDL2's "text input mode" on when the console is open and off when it closes. What's happening is, accent keys pressed when text input mode is OFF are still having an effect when we go into text input mode.
will look into this further and see if there's any fix possible..
Prediction?
#2017 posted by Sab on 2016/05/21 07:46:45
I'm trying to play co-op with a friend from over the Atlantic, and we can't find any command to enable client side movement and firing prediction. This makes it very difficult for him to play. Darkplaces has it, (cl_movement), and of course ezquake does. Problem is that those clients aren't compatible with a lot of maps.
Is there one? If not, I'm requesting it for future version.
Thanks!
Fteqw
#2018 posted by Spirit on 2016/05/21 10:14:05
Nice!
#2019 posted by Sab on 2016/05/21 11:29:23
Ooh, very nice client, I'm running into issues with it too though. Teleports that should take me to another map are just restarting the map for me. It's working well for my friend on linux though. I guess I'll take this elsewhere though as it's not related to Quakespasm. Thanks.
Samelevel 0
#2020 posted by Spike on 2016/05/21 12:44:32
(cvar is used only by the gamecode - even vanilla, so applies to quakespasm too. you probably have that issue due to some dodgy third-party qw deathmatch-only config.)
Thanks
#2021 posted by Sab on 2016/05/22 02:12:22
Thank you very much. :)
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