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Re: On small ships, provide keys for rotate right and left

Posted: Mon Apr 29, 2013 8:28 am
by merwinspawn
Siretu wrote:I'm still not sure if this is a good thing. I have some concerns:

* It will confuse new players more. More buttons on the command card is not good unless it fills a need. Unfortunately, I'm not sure if your needs is big enough for me to consider confusing new players.

* It will mess up camera settings in replays. Replays are already messed up due to camera settings. If I change it in more ways, it'll look even weirder and they'll be harder to watch.
If it's that much of a issue then, ok, let it lay. I certainly don't want to distract you from other changes that add more value. I had dreams of joystick play, but some dreams are only that...

What about binding the <> keys without listing them, that way newbs are not confused and the command card isn't as cluttered.

How are replays affected by new key bindings? Curious about that.

Re: On small ships, provide keys for rotate right and left

Posted: Mon Apr 29, 2013 10:54 am
by Siretu
Some camera settings are not reset in replays if I dont specifically reset them. This means that switching between player views will not fix it unless I reset the camera for that player at that exact time. This means that if someone watches your view and you rotate it, it might get stuck in a rotated mode for the player watching the replay until you rotate back.

The problem with putting them on <> and hiding the buttons is that the hotkeys wont work unless they're visible on the command card.

Re: On small ships, provide keys for rotate right and left

Posted: Mon Apr 29, 2013 12:07 pm
by merwinspawn
Siretu wrote:Some camera settings are not reset in replays if I dont specifically reset them. This means that switching between player views will not fix it unless I reset the camera for that player at that exact time. This means that if someone watches your view and you rotate it, it might get stuck in a rotated mode for the player watching the replay until you rotate back.
The only thing I might understand here is that if I rotate, then in a replay my ship might get stuck rotating when it should not and the fix requires too much "code vigilance". Darn. Such a simple thing causes such a big problem. Well, one thing I know as a programmer myself is that core code has its quirks, for whatever reasons, and you work with them as best you can. Shame this quirk presents such a formidable roadblock.
Siretu wrote:The problem with putting them on <> and hiding the buttons is that the hotkeys wont work unless they're visible on the command card.
Thought that might be the case.

:(

Hmm, maybe I'll look into reprogramming my fancy mouse to send keys so I can make it a totally mouse-driven rather than gamepad-driven experience. I know one thing: for me, using both the mouse and keyboard at the same time is always harder than using only the keyboard, or only the gamepad, or only the mouse; hence my interest here.