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HaydenBarca

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Posts: 127
Reply with quote  #31 
I'm not sure which is the intended behavior, but the keystrokes for weapons are problematic:

As I recall in earlier versions 

CYCLE_TORP_TUBE_0 = UI_INPUT_KEY_7

would unload torpedoes and

FIRE_TORP_TUBE_0 = UI_INPUT_KEY_1
SHIFT = YES

would both load and fire torpedoes.  This worked fine. 

In the new controls.ini setup we have both these selecting torpedo type:

SELECT_TORP_TYPE_6 = UI_INPUT_KEY_7
SHIFT = NO
SELECT_TORP_TYPE_7 = UI_INPUT_KEY_8
SHIFT = NO
SELECT_TORP_TYPE_8 = UI_INPUT_KEY_9
SHIFT = NO
SELECT_TORP_TYPE_9 = UI_INPUT_KEY_10
SHIFT = NO

and these for both loading and unloading tubes.

CYCLE_TORP_TUBE_0 = UI_INPUT_KEY_7
CYCLE_TORP_TUBE_1 = UI_INPUT_KEY_8
CYCLE_TORP_TUBE_2 = UI_INPUT_KEY_9
CYCLE_TORP_TUBE_3 = UI_INPUT_KEY_0

Fortunately, we don't have TORP_TYPE_9 and _0, but if a press of 7 both loads Tube 1 (AKA TUBE_0) and changes the torpedo type to a Probe and loads/unloads Tube 1.  Pressing 8 does the same for Tags and Tube 2.  This does not work fine.

I think these are supposed to be SHIFT=YES keys

I know enough to change it around (though it makes my custom weapons keypad less functional), but for folks not comfortable with monkeying with the controls.ini file it should work correctly "out of the box".

BTW, keys already assigned for weapons (other than Function keys) include: Q, K, L, T, Y, B, Left, Right, Shift-U, Shift-I, keys 1-0, Shift-keys 1-0

To improve the user interface (rather than just fix the bug), I'd shift the torpedo type selection to the middle row (ASDFGHJ) and keep the number keys for Cycle and Fire (so that Tube 1 is controlled by key_1, for instance).



ryleyra

Registered:
Posts: 2,960
Reply with quote  #32 
I'm not sure when this bug was introduced into the game, but I just found it in 2.7.5, so I'm reporting it here. 

The F1 help text for Comms is split in two, with half of it displaying on Comms, and the other half on the Fighter console. The second half of the help text on Comms is taken from the Fighter help text. Only part of that text is on Comms, but the whole thing is on the Fighter console, (after the second half of the Comms help text) even though it is formatted a bit strangely. (Some line endings are skipped) 

As I've noted before, I'd like the ability to turn the Fighter help text off on the bottom of the Fighter HUD, since it is available via F1. I can understand why it would be there for new players, who may need to quickly learn to fly their fighters, but it just takes up space for experienced pilots. The bugs in the Fighter and Comms help text could be fixed at the same time. 

I will also note that the Captain's Map has no help text (except for a single period) and neither does the Game Master, even though both display the "F1 for help" message. The Data and Observer consoles, even though they do not display "F1 for help", do bring up the help text if you press F1, and it displays random parts of the Fighter text. This is obviously a bug. I know the F1 key can be turned off on Data and Observer, as it doesn't work on the Mainscreen console. 

Since the server and Mainscreen don't display help text, the Captain's Map could be a good place to provide hints for the Captain. The console could even note that it is optional for the Captain, and he does not need it to do his job. 

I'll also note that I'm surprised the help text isn't read from a file like helptext.xml. (Which is displayed on the attract screen) It needs some minor updates, although Thom has obviously edited it for Comms since it refers to the buttons on the right, instead of across the top. Since I've been working a lot in Android lately, I've gotten into the habit of putting everything I can into strings.xml. 

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