Too Late
#24277 posted by SleepwalkR on 2014/04/20 08:39:15
#24278 posted by Spirit on 2014/04/20 10:15:52
ijed: Wolfgang. :)
#24279 posted by RickyT33 on 2014/04/20 17:20:57
#24280 posted by mfx on 2014/04/20 19:39:10
#24281 posted by necros on 2014/04/20 22:33:25
does anyone here use mechanical keyboards? internets tell me there's just das keyboard, a couple of razers, a couple of steel series and someone is still selling the original ibm keyboards (but with usb i guess).
any other full size (num pad, all function keys, normal placement of arrows + pageup/down ins/del etc...) mechanical keyboards?
my favourite keyboard of all time would probably be the apple extended keyboard oddly enough.
I Use A Das Keyboard Ultimate S.
Best keyboard I have ever bought.
If it wasn't for the keyboards at work I would never use a membrane keyboard ever again.
Light The Jago Signal
#24283 posted by Friction on 2014/04/20 23:36:40
Seriously tho, Filco Majestouch is p.nice.
#24284 posted by Spiney on 2014/04/20 23:40:42
I prefer mechanical laptop style keys myself.
Minimum required force, maximum clicking feel.
I know some people prefer their keys to be 'stiff' and require to be pushed in deeply but I can't stand it personally.
Least fav would probably be the pebble trend.
Sadly, it does look pretty.
If anyone has any recommendations for me...
I'm looking into switching away from my $5 membrane keyboard.
Correction
#24285 posted by Spiney on 2014/04/20 23:50:18
Actually, they're 'scissor' switches, not mechanical...
Necros
#24286 posted by SleepwalkR on 2014/04/21 02:23:38
I have a Filco Majestouch Tenkeyless with Cherry MX brown switches. Das Keyboard is very good also, but I like Tenkeyless.
#24287 posted by necros on 2014/04/21 03:20:00
Interesting, you guys never use the numpad then? I like it for rapid number entry which is much harder with the top row number keys.
#24288 posted by quaketree on 2014/04/21 04:46:17
I use the numpad. Mostly when I do bills nowadays but in the past I've used it a lot more for various projects and jobs. I used to work as an operator in a wastewater treatment plant and there was a lot of math and calculations regarding flows, biological loads and such that had to be done. Some hourly, some every 4 hours, some daily and some weekly. The PC was my calculator.
#24289 posted by quaketree on 2014/04/21 04:46:26
I use the numpad. Mostly when I do bills nowadays but in the past I've used it a lot more for various projects and jobs. I used to work as an operator in a wastewater treatment plant and there was a lot of math and calculations regarding flows, biological loads and such that had to be done. Some hourly, some every 4 hours, some daily and some weekly. The PC was my calculator.
Dope
#24290 posted by Spiney on 2014/04/21 12:54:30
http://i.minus.com/iYiJpPLEqe5yu.png
could be a logo for... fishing wares?
KDH
#24291 posted by Mike Woodham on 2014/04/21 17:17:48
In the 'olden days' I used to employ VDU operators. The average KDH was 8000. Anyone doing less than 6000 KDH was found alternative work, and the fastest operators (always women) would exceed 10000. Try that using the top row of the keyboard :)
Interestingly, their arms didn't move, it was all wrist action (down boy!) and that inevitably resulted in RSI only we didn't know it then.
#24292 posted by necros on 2014/04/22 01:05:37
yeah, don't think i could do without the numpad. i don't do a ton of data entry but when i do, it's much quicker.
There's A Numpad On The Das Keyboard Ultimate.
It's pretty much essential on that keyboard since there's nothing to denote which key you hit. (which is fine for letters but the top row of numbers is not easy for me).
Also, I have got the keyboard with the blue switches for super extra clickiness. I can't overstate enough the sheer satisfaction that typing brings using this keyboard, I actually long to be at my keyboard sometimes (when I'm not at it, like at work when I'm using the crappy membranes).
Quakespasm And Darkplaces Differences
#24295 posted by Not yet registered on 2014/04/23 18:23:58
I've been playing the original Id levels a little bit lately and also trying out different engines, and I think I've noticed some rare disparities in items that appear. Does anybody else see the same results?
Example 1: In Gloom Keep, E1M5, on Hard, there is a health pack in the final room with the rune gate when playing in Quakespasm. On the same skill with Darkplaces, no health pack.
Example 2: In The Crypt of Decay, E2M3, on Hard, there is a box of rockets in the zombie balcony near the Gold door when playing in Quakespasm. Again, same skill and Darkplaces, it's gone.
Darkplaces
#24296 posted by Preach on 2014/04/23 19:12:02
Items seem to be falling out of levels with the most recent build of darkplaces - I've seen it happening in e1m1quoth. You could try going back to an earlier version of the engine, wait for a fix, or just stick with quakespasm.
#24297 posted by necros on 2014/04/24 01:34:10
honestly, the whole 'falling out of the level' default behaviour in qc is pretty stupid. that has caused more hassle than most legitimate problems. :(
#24299 posted by negke on 2014/04/24 09:09:29
Darkplaces has two sv_gameplayfix_droptofloorstartsolid commands to take care of such things. However, from some version onward all the gameplay fixes were disabled by default, because they would sometimes create compatibility issues or something.
Compatibility Flags
#24300 posted by Preach on 2014/04/24 09:33:50
I did encourage LordHavoc to set the defaults on these cvars to zero. At the time, I believed that all of them represented a divergence from standard quake behaviour - like the one that lets findradius pick up SOLID_NOT entities (which can invalidate coding assumptions) or the one that changes player physics to allow climbing stairs while airborne.
It appears that sv_gameplayfix_droptofloorstartsolid does not work like that, as it's fixing an issue which doesn't occur in standard engines. As such, I'd argue that it should be on by default so that the vanilla darkplaces experience is as close to standard as possible (mods can enable features they consider desirable).
Alternatively, the sense of the cvar should be reversed, and it should become sv_gameplayfix_strictdroptofloor, which can then be off by default. Please don't do this without changing the name of the cvar though - if future engines change the meaning of "sv_gameplayfix_droptofloorstartsolid 1" then there's no way to create a safe config for both old and new engines simultaneously.
Postscript
#24301 posted by Preach on 2014/04/24 09:35:13
I didn't state explicitly, but "sv_gameplayfix_droptofloorstartsolid 1" did fix the issues I was encountering, so you may want to give that a go Not Yet Registered.
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