bbde4e2a81
If we can't map a SDL_KEYDOWN/KEYUP events SDL_Keycode to a known Quake2 K_* keycode, we try to map the SDL_Scancode to one of the new K_SC_* YQ2 scancodes instead. The scancode name corresponds to the key at that position on US-QWERTY keyboards *not* the one in the local layout, for example the German 'Ö' key is K_SC_SEMICOLON. This way (hopefully!) all keys on common keyboards can be bound, regardless of their layout. The key name won't be immediately obvious to the user, but it's only a fallback and better than nothing. fixes #543 |
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README.md |
Yamagi Quake II
Yamagi Quake II is an enhanced client for id Software's Quake II with focus on offline and coop gameplay. Both the gameplay and the graphics are unchanged, but many bugs in the last official release were fixed and some nice to have features like widescreen support and a modern OpenGL 3.2 renderer were added. Unlike most other Quake II source ports Yamagi Quake II is fully 64-bit clean. It works perfectly on modern processors and operating systems. Yamagi Quake II runs on nearly all common platforms; including FreeBSD, Linux, OpenBSD, Windows and macOS (experimental).
This code is built upon Icculus Quake II, which itself is based on Quake II 3.21. Yamagi Quake II is released under the terms of the GPL version 2. See the LICENSE file for further information.
Documentation
Before asking any question, read through the documentation! The current version can be found here: doc/010_index.md
Releases
The official releases (including Windows binaries) can be found at our
homepage: https://www.yamagi.org/quake2
Unsupported preview builds for Windows can be found at
https://deponie.yamagi.org/quake2/misc/