Author Topic: Hot Keys?  (Read 11150 times)

modman

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Re: Hot Keys?
« Reply #25 on: 10 August 2009, 20:38:04 »
To the best of my knowledge:

It only allows you to change hotkeys for the commands programmed to be linked to hotkeys.  So, for example, if you have a very specific command, you will not be able to set a hotkey for that command unless it is already linked to another key.

HANAX

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Re: Hot Keys?
« Reply #26 on: 11 August 2009, 16:21:32 »
It only allows you to change hotkeys for the commands programmed to be linked to hotkeys. 

And tha't what I am talking about all the time - for me and some other RTS game players it is not sufficient. We miss full keyboard-driven control about actions we do.
So is there somebody intrested in "let's make advanced hotkey support"? I proposed simple solution in some previous post... But how to implement THAT?

Omega

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Re: Hot Keys?
« Reply #27 on: 12 August 2009, 09:43:53 »
The only problem is glest's modability. The magitech faction is not hardcoded into glest or anything, so it's not easy to say ctrl+shift+w produces a worker, since what about a different faction? What does it do there? And if we specify it in the XMLs, that would have to be in a separate GAE only version, and factions wouldn't use the same hot keys, so it would be confusing to learn all the hot keys for say, magitech, then go play the megapack and go 'what? But isn't that the worker's hot key? Why on glest did I produce a pig?!? Hell, no!'
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gameboy

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Re: Hot Keys?
« Reply #28 on: 12 August 2009, 10:31:46 »
if we had tooltips it would help a lot. just hover ur pointer over the icon and the 'hotkey' would show.

Omega

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Re: Hot Keys?
« Reply #29 on: 12 August 2009, 11:29:46 »
Yes, that'd be great. They could be specified in the XMLs.
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silnarm

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Re: Hot Keys?
« Reply #30 on: 12 August 2009, 11:59:47 »
Glest Advanced Engine - Code Monkey

Timeline | Downloads

HANAX

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Re: Hot Keys?
« Reply #31 on: 12 August 2009, 15:59:06 »
Yes, that'd be great. They could be specified in the XMLs.
Yes, a tooltip with key from xml or "automatically" assigned if not specified. And hardcoded keys for menu interface ;)

glest master

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Re: Hot Keys?
« Reply #32 on: 3 September 2009, 19:25:28 »
I have to agree with original poster. I am a Warcrafter/Starcrafter, as well as having dabbled in Age of Empires, and all those games have hot keys up the wazoo. (Glest actually feels a lot like Age of Empires in gameplay, but is a lot more sophisticated in faction balance, like Starcraft/Warcraft)
No, b c doesn't work to Build a Castle. As it stands, b selects next building, which is quite useful, and in fact one that Warcraft III lacks. Also, i for select next idle worker is brilliant, and lacking in SC/WC.
As this is a thread about hot keys, why don't we make a wish list of key commands?
Much needed hot keys include:

-worker build basic (b would work, but is taken)
-worker build advanced (it's v in SC, which is nice 'cause it's next to b, for build)
-each building, ritual (e.g., c for castle, e for wicker behemoth)
-each summon (e.g., g for ghost armor)
-each technician build (e.g., b would work nicely for ballista, but it's taken)
-each unit build, upgrade (e.g., l for shield)
-initiate->battlemage->archmage upgrades
-set rally point from building (SC/WC use r, I think I recall AoE uses y)

This is an open source game, no? Optimally, hot keys could be 100% use-mappable, in a text file just like code. That would be sweet, and, again, lacking in those *cough, ahem* commercial games.
   

so u are saying no hotkeys for glest2.1.1.????

Omega

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Re: Hot Keys?
« Reply #33 on: 4 September 2009, 18:43:37 »
2.1.1 is WAY to old.

However, I've been following the GAE mailing list and there's a lot of talk about implimenting hotkeys for every command.

Daniel seems to have a good idea how to do it. Not sure when it would be implimented, though probebly after fixing the refactoring.
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