> would make "throw away stuff to collect something else" needlessly difficult.
Why is that? You just need a free slot to collect something, it doesn't have to be selected.
A better strategy would be to only switch to a collected item if the current item was automatically switched to after throwing something away. However, this is way too complex and not intuitive at all.
This way you could still quickly use several weapons after another.
>Thinking about CR, it had definitely a good and simple way of handling multiple items
What. Wasn't the CR solution basically the worst solution possible in any game? Oh god, I remember all the times I had seven things as a knight and wanted to select my bow and accidentally scrolled just past my bow and had to hit V 6 times again.
For example, basically every shooter in existance.
Minecraft has another big difference though: you have a fully modal dialog for your huge inventory (which is seperate from your "slots"). items in the inventory can be dragged (or flipped via keyboard) into the number-key-slots and vice versa, but you cant move or interact while the inventory screen is open. So you usually pack your inventory full of the stuff you need (weapons and healing items or building materials or whatever) and assign the things you want to use in the next few minutes into your slots for quick access. left-clicking is hitting (in the form of damaging enemies or removing blocks), right-clicking sometimes has a use, sometimes not. So basically its what we have, but buttons switched (we always throw on RMB and some items activate on LMB.)
Anyways, I don't think we'd have this discussion if you could just carry 64 stones in one inventory slot in OC ;)
>E.g. for futuristic weapons with 2 different firemodes.
Ok, so then we should talk about that again when futuristic weapons with 2 firemodes make it into the OC main package, I'd say.
>I don't know if it already exists, but a way to reorder the stuff in the inventory slots would be nice.
Drag & Drop is planned for the interaction menu. You could reorder them there, I guess. I am not yet 100% sure how that will look like, though.
>Also I don't understand why you can select empty slots while scrolling with the mouse wheel instead of only switching to slots with stuff und don't allow scrolling while you only have one item.
That sounds like a valid point.
Is there currently any advantage of selecting empty slots? (In old versions, you would need to do that to collect stuff.)
>Other things I miss at the moment is an intuitive and effective fast switch between 2-3 selectable items (not necssarily between the last two items you selected)
You can still hit the number keys. I guess we can't do the selection much quicker than that. I am using the number keys a lot to select stuff.
>and the nice look of showing e.g. the shield together with the sword. (Like the knight back in CR)
I guess it's not impossible to just show the last selected one. It is just some work.
>Therefore I propose Q to do the following: with Q + # key you can select your quick switch slot quickly (set it to the shield on a respawn for example). Then pressing Q switches to the selected slot and uses that item directly. So after the switch Q acts as the left mouse button effectively. This way I imagine you can switch and use much more quickly and reliably.
I'd like that. Graphically some minor "Q"-Icon or something could make it clear which slot is hotkeyed in case you switched to another Clonk for some time and forgot.
> This makes a very fundamental change with quick switch: The switching action is now performed on the key release instead of the key press. Let's see if this performs badly for players.
Why did you change this? Couldn't the quickswitch just happen on Q-down anyway, but then both the selected and the quickswitch item change as you press a number?
Also, I do think these are two distinct inputs and players want to keep do them separately: changing the quick switch slot and actually quick switching.
In addition, I didn't change the old bevahiour for now. The last selected slot becomes the quick switch slot (so with your way, the slot would immediately reset!). Of course, that is something we might want to change anyway and even now it could be bad.
That poses a major problem with this control style.
> Q + number is now the same as number, then Q, isn't it?
Yeah.
> Are you planning to remove the "last inventory slot" behavior?
Probably, but I wanted some feedback first!
>> Are you planning to remove the "last inventory slot" behavior?
>Probably, but I wanted some feedback first!
Veto!
I am truly amazed that people actually do this. Therefore, the slot selection is now back on key down. It is still possible to change the Q slot with number key + q but it is useless because number key (release) and then q works just as fine. It is also still possible to sort one's inventory by holding number keys but the first slot will get selected thereby.
Having a non-mouse button (Q) replace a mouse-button would mean that the non-mouse button (Q) would need to also send the current cursor position.
However, the flag for that (SendCursorPos=1) sends the position in GUI coordinates(!) and is thus not usable. In Knüppeln I hacked around it by just transferring the mouse position every frame so Q can just use the last-known position.
I believe having this fixed/changed would be a prerequisite to allowing Q as an alternative to the "use" button.
Correct me if I am getting it wrong, maybe it works somehow and I just tried the wrong thing?
>Though I agree we could change it to just have the key send a position directly instead.
If that's possible, please! When I was using the control stuff as a scripter, I found it quite weird that SendCursorPos would not just set the x, y parameters of the PlayerControl callback, but instead issue another control. But I guess there is a reason it is like that, too?
I agree the whole method is not very clean and just passing the coordinates with the control should be better.
Powered by mwForum 2.29.7 © 1999-2015 Markus Wichitill