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Today I merged the Controls branch into the default branch. That means new controls for everybody!
Short Summary:
- New Inventory with shiny clickable stuff
- Shift = Item-Key (for Dropping)
- Space = Interaction Key (using structures, grabbing vehicles,..)
- 1-0 = Hotkey for inventory, can be combined with Shift, Space and mouse buttons
- Split menus up in base-menu + implementations (only relevant for scripters)
Most keys can be combined with other keys/mouseclicks to achieve (hopefully) expected behaviour. Most stuff should be click or drag'n'drop-able. The inventory is hide-able, but this will probably be removed.
If you want to do something specific, but don't know how, try the first approach that comes to your mind. If it doesn't work, please tell me what you wanted to do and how! (For example: to drop something from your inventory, you can drag'n'drop it onto the landscape)
Please report all bugs, inconsistencies and everything that's weird to use.

Also: Extra-slot display still working?

No, Extra-Slot display shouldn't work for inventory.
Also, a blog-post would be nice, yes.

>to drop something from your inventory, you can drag'n'drop it onto the landscape
was possible already with the old classes.


A big todo is to get the health and breath tube combined with the actionbar into a smaller design at the bottom, should be high priority imo.
Also the buttons for the new backpack can be a bit bigger, maybe 64 pixels.
Also the buttons for the new backpack can be a bit bigger, maybe 64 pixels.
If you want to enter a building with space + 1, but release space before you are in, you won't enter the building.


Alt+# now assigns right hand. (So you can use 1-0 for left, alt+1-0 for right hand)
The row below the home row (<, y, x, c, v....) is now used for Interaction-Shortcuts. (So < is the same as Space+1, Y is the same as Space+2 etc)
Need some feedback on those changes. Especially if they're usable and if you actually use them.
There are some strange bugs with space, you can all find them in the little village in Crash.ocs:
*Space closes NPC menu
*Space does nothing for entering buildings
*Space changes editor mode, which is annoying
Also I did not manage to use any of the new interaction keys, be aware that there are also US laptop keyboards without the ;: and |\ keys at that position, mine for example.
I pretty much pressed all keys on my keyboard, hm okay, xcvb and work, but this are only number 3-6, pretty annoying, actually.
Then I got the following runtime error: not being able to reproduce that, and didn't know what key I pressed
ERROR: '->': invalid target type nil, expected proplist.
by: SetHandItemPos(0,3) (obj #5214) (planet\Objects.ocd\Libraries.ocd\ClonkControl.ocd\Script.c:104)
by: ObjectControl(0,28,-161,-861,0,0,true) (obj #5214) (planet\Objects.ocd\Libraries.ocd\ClonkControl.ocd\Script.c:738)
by: PlayerControl(0,28,0,0,0,0,0,true) (def ) (planet\System.ocg\PlayerControl.c:85)
Also my hand is uncapable of pressing Alt+# on this keyboard.
P.S. CERN blocks IRC, so that pretty much means no decent communication for the next week or so....
*Space closes NPC menu
*Space does nothing for entering buildings
*Space changes editor mode, which is annoying
Also I did not manage to use any of the new interaction keys, be aware that there are also US laptop keyboards without the ;: and |\ keys at that position, mine for example.
I pretty much pressed all keys on my keyboard, hm okay, xcvb and work, but this are only number 3-6, pretty annoying, actually.
Then I got the following runtime error: not being able to reproduce that, and didn't know what key I pressed
ERROR: '->': invalid target type nil, expected proplist.
by: SetHandItemPos(0,3) (obj #5214) (planet\Objects.ocd\Libraries.ocd\ClonkControl.ocd\Script.c:104)
by: ObjectControl(0,28,-161,-861,0,0,true) (obj #5214) (planet\Objects.ocd\Libraries.ocd\ClonkControl.ocd\Script.c:738)
by: PlayerControl(0,28,0,0,0,0,0,true) (def ) (planet\System.ocg\PlayerControl.c:85)
Also my hand is uncapable of pressing Alt+# on this keyboard.
P.S. CERN blocks IRC, so that pretty much means no decent communication for the next week or so....
> P.S. CERN blocks IRC, so that pretty much means no decent communication for the next week or so....
You are lucky that you didn't go there ~a year ago or skype would be blocked as well. I normally use screen+irssi for IRC when I'm at CERN.
On this note i'd like to mention that the #key as well as the below home row keys on an English keyboard are different to the keys on a german Keyboard. I think almost everyone made experiences with bad key settings in games which require 'z' to be next to 'x' and 'shift'. The Idea of using 'z' , 'x', 'c' and 'v' (the 'below home row' keys on an English keyboard) as Interaction-Shortcuts gets a positive feedback from me. However i think players should be able to customize every key, as they were in CR.

I'm well aware of the problems with different keyboard-layouts (especially z/y and \|/<>), and that's the reason why we've avoided those keys so far, but we kinda need a better key-management in the engine first before fixing that. If everything goes wrong, we can still offer a keyboard option for US-Keyboards like we do for Dvorak-Keyboards.
You will be able to define your own keys, it's just deactivated for now.
I found space very useful for interaction, I also enjoyed throwing swords at my opponents with Shift + Item-key! I was quite glad to find these new controls, thanks :)

Be sure to give me some feedback on what doesn't work well or seems missing!
Just a general comment regarding controls.
Since we do not have tutorials explaining all of them any more and some tutorial comments don't make sense on tip anymore, I think it's good to have a wiki page where all controls are described/explained.
Both for us as developers to keep the overview, but more importantly for players that want to test the development snapshots.
Since we do not have tutorials explaining all of them any more and some tutorial comments don't make sense on tip anymore, I think it's good to have a wiki page where all controls are described/explained.
Both for us as developers to keep the overview, but more importantly for players that want to test the development snapshots.

It also isn't directly in the game, which allows people to try out the controls without knowledge first.. which should give us some nice feedback on what works intuitively. :3
Just an idea about the Q button...
I would like it to be the pick-up butten, i really dont like it to press the up or down key to pick up stuff.
Also someone ( i think clonkonaut) mentioned that its annoyin that earth appears whenever you are shoveling
and that it would be nice if you would have to hold a certain key while shoveling to obtain earth, just like in rage.
That could too be solved with the Q-key.
But besides of that, you really did a great job, love the seatlement so far :)
(sorry for bad english)
I would like it to be the pick-up butten, i really dont like it to press the up or down key to pick up stuff.
Also someone ( i think clonkonaut) mentioned that its annoyin that earth appears whenever you are shoveling
and that it would be nice if you would have to hold a certain key while shoveling to obtain earth, just like in rage.
That could too be solved with the Q-key.
But besides of that, you really did a great job, love the seatlement so far :)
(sorry for bad english)

I really like the pickup on direction at the moment. Takes some time to get used to, but then it's pretty nice being able to pick up without moving fingers away from the movement keys.

Hm btw, the redefining controls in the GUI is still invisible isnt it?

The dialogue is visible btw.
I'd actually like some kind of mouse lock. My mouse is usually on a high tracking speed so i tend to hit the edges with it. If q would be a a Key that focuses the camera on the selected clonk and prevents the screen from moving it'd make aiming on the different zoom levels easier. Also you can use it to get back to your clonk after you took a look at the rest of the map, without pressing an action key.


Mouse lock on/off as an option would make sense though.
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