mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-10 15:22:04 +00:00
put my email about the key binding system up
This commit is contained in:
parent
6a5bbf6f0a
commit
22a5182efb
2 changed files with 77 additions and 0 deletions
76
doc/bind.txt
Normal file
76
doc/bind.txt
Normal file
|
@ -0,0 +1,76 @@
|
|||
To: Colin Thompson
|
||||
Subject: Re: toggle console problem
|
||||
From: Bill Currie
|
||||
Date: Sat, 19 Jan 2002 01:15:16 -0700
|
||||
|
||||
On Fri, Jan 18, 2002 at 07:33:38AM -0000, Colin Thompson wrote:
|
||||
> Hi all,
|
||||
>
|
||||
> I noticed a problem with binding a key to toggle the console. the
|
||||
> 'traditional' key is usually tilde but it only brings the console down -
|
||||
> after that the keypress is is captured by the console code and won't send it
|
||||
> back up again....
|
||||
|
||||
This is actually by design.
|
||||
|
||||
> I'm not sure if this is classed as a bug or not, but I noticed that Taniwha
|
||||
> is working with the console code so I thought this list would be more
|
||||
> appropriate...
|
||||
|
||||
Yeah, I've been busy of late (finally got back into the swing of things:).
|
||||
|
||||
> Should the console only be capturing certain keys? or everything?
|
||||
|
||||
Well, the console /is/ capturing the keys. They're just not bound to any
|
||||
action. qf 0.5 has a rather powerful key binding system (thanks to Mercury)
|
||||
that can drasticly simplify config scripts. Rather than the one key binding
|
||||
table you're used to, qf has eighteen: one for the console (IMT_CONSOLE) and
|
||||
17 for in-game (IMT_0 to IMT_16). There is also IMT_DEFAULT, but that just
|
||||
maps to IMT_0. The way to bind keys in this system is (eg): in_bind
|
||||
imt_console k_backquote toggleconsole (there, even answered your main
|
||||
question:). IMT -> input mapping table. Here's another, longer example:
|
||||
|
||||
-----8<-----
|
||||
|
||||
exec configs/common/alias/zoom.cfg
|
||||
bind mwheeldown z_out
|
||||
bind mwheelup z_in
|
||||
init__zoom.cfg
|
||||
|
||||
in_bind imt_1 m_wheel_down "impulse 12"
|
||||
in_bind imt_1 m_wheel_up "impulse 10"
|
||||
in_bind imt_0 k_capslock +goto_imt_1
|
||||
// unbound keys in imt_[1-16] fall through to imt_0
|
||||
alias +goto_imt_1 "imt imt_1"
|
||||
alias -goto_imt_1 "imt imt_0"
|
||||
|
||||
-----8<-----
|
||||
|
||||
Now, bind acts as a compatability layer taking the old bind syntax (and key
|
||||
names), converting them to the new using the imt specified in the in_bind_imt
|
||||
cvar (which defaults to imt_default (which points to imt_0: the main game
|
||||
imt)). The imt command selects the current imt that the input engine is to
|
||||
check for a binding.
|
||||
|
||||
What this setup does is give me variable zoom using my mouse wheel by default.
|
||||
When I hold down the capslock key, the wheel cycles though my weapons.
|
||||
|
||||
As stated in the comment in the config, if the input engine doesn't find a
|
||||
binding for a key in tables 1-16, it will look in table 0. If it still doesn't
|
||||
find a binding, it drops the key.
|
||||
|
||||
imt_console is /totally/ independent of imt 0-16. /any/ time you leave the
|
||||
game, imt_console is made the `default' and imt_0 to imt_16 are ignored. In
|
||||
game, imt_0 is default with imt_1 to imt_16 being available.
|
||||
|
||||
Ways to leave the game: bring down the console (or have it forced down via
|
||||
disconnect); go to the menu (they're not functional yet, but I'm making
|
||||
progress); messagemode1 and messagemode2.
|
||||
|
||||
HTH
|
||||
Bill
|
||||
|
||||
PS: incase nobodie's noticed: chat now has input history. just use the up/down
|
||||
arrow keys.
|
||||
--
|
||||
Leave others their otherness. -- Aratak
|
|
@ -15,5 +15,6 @@ Once you have determined which plugin you wish to use, you can put <code>set snd
|
|||
<li>In UNIX, QuakeForge defaults to looking for the game directories in <code>$prefix/share/games/quakeforge</code> (<code>fs_sharepath</code>) and <code>~/.quakeforge</code> (<code>fs_userpath</code>).</li>
|
||||
<li>In MS-Windows, QuakeForge defaults to looking for the game directories in the traditional location (the current directory). <code>fs_sharepath</code> and <code>fs_userpath</code> <em>are</em> available to MS-Windows users, they both default to "<code>.</code>"</li>
|
||||
<li>QuakeForge only ever writes files to <code>fs_userpath</code>, <strong>never</strong> to <code>fs_sharepath</code> and QuakeForge will search for files within <code>fs_userpath</code> before looking in <code>fs_sharepath</code></li>
|
||||
<li>QuakeForge 0.5 has a powerful new key binding system that isn't compatable with the old system, though most configs <em>usually</em> work just fine thanks to a compatability layer. Information about this system can be found <a href="/doc/bind.txt">here</a>.</li>
|
||||
<li>Um, I'm tired. You're lucky you got these docs :P. More will follow</li>
|
||||
</ol>
|
||||
|
|
Loading…
Reference in a new issue