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Author Topic: Keybindings and text coloring  (Read 3274 times)

Blade

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Keybindings and text coloring
« on: January 20, 2008, 14:05 »

I think that most of you here have their own bindings and do not use the default ones. Because default bindings are terrible. I want to post my own bindings to hear you thoughts about them and if they will be accepted, then maybe make them official? Maybe they're not the best, but anyway better than default.) They are for standart 101/102 keys keyboard, not for laptops keyboard, for laptops you need to change ALL bindings anyway.

Code: [Select]
[Keybindings]
Quit      = "Q";
WalkWest  = "LEFT";
WalkEast  = "RIGHT";
WalkNorth = "UP";
WalkSouth = "DOWN";
WalkNE    = "PAGEUP";
WalkSE    = "PAGEDOWN";
WalkNW    = "HOME";
WalkSW    = "END";
Wait      = "INSERT";
Escape    = "ESCAPE";
OK        = "ENTER";
MoreInfo  = "m";
Enter     = ">";
Unload    = "t";
Pickup    = "g";
Drop      = "d";
Inventory = "i";
Equipment = "e";
Open      = "o";
Close     = "c";
Look      = "l";
Fire      = "f";
Reload    = "r";
ReloadSpec= "R";
Use       = "u";
Help      = "?";
Playerinfo= "@";
Save      = "S";
Tactic    = "TAB";
RunMode   = "a";
SwapWeapon = "z";
Screenshot = "F10";
ScreenshotBB ="F9";

// Commands for blind mode:
ExamineNPC   = "x";
ExamineItem  = "X";

QK_Chainsaw  = "0";
QK_Knife     = "1";
QK_Pistol    = "2";
QK_Shotgun   = "3";
QK_AssaultSG = "4";
QK_DoubleSG  = "5";
QK_Chaingun  = "6";
QK_Rocket    = "7";
QK_Plasma    = "8";
QK_BFG9000   = "9";

SoundToggle = "(";
MusicToggle = ")";

Messages     = "M";

Also i added several more message colorings:

"You see*" and "There are no monsters in sight." are usefull when using "x".
"There are no items in sight." is usefull when using "X".
"Fire -- Choose target*" and "Find a more constructive*" are usefull to know, do you need to press fire once more, or not.))
"You feel there is*" and "*something really valuable*" serves to attract more attention to the fact that there is unique(are uniques ;) on the level.
"* uses *" - i think that you often miss moment when enemy uses medpack. But sometimes it's nice to know such things. So i colored it too.

Code: [Select]
// Message coloring system. Works only if MessageColoring
// variable is set to true. Must start with a color name
// followed by anything (ini entries need to be different!).
// As for the string, it's case sensitive, but you may use
// the wildcard characters * and ?.
[Messages]
RED_1        = "Warning!*";
RED_2        = "Your * destroyed!";
RED_3        = "You die*";
RED_4        = "You see*";
BROWN_1      = "Your * damaged!";
BLUE_1       = "You feel relatively safe now.";
BLUE_2       = "There are no monsters in sight.";
BLUE_3       = "There are no items in sight.";
GREEN_1      = "Fire -- Choose target*";
GREEN_2      = "Find a more constructive*";
GREEN_3      = "You feel there is*";
GREEN_3      = "*something really valuable*";
YELLOW_1     = "* uses *";
« Last Edit: January 20, 2008, 14:09 by Blade »
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DaEezT

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Re: Keybindings and text coloring
« Reply #1 on: January 20, 2008, 14:59 »

I think that most of you here have their own bindings and do not use the default ones. Because default bindings are terrible. [...]
I use the default bindings.... Maybe that's why I can't win anymore. D:
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Malek Deneith

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Re: Keybindings and text coloring
« Reply #2 on: January 20, 2008, 15:26 »

Terrible? Why? The're fairly standard roguelike keybindings, never had problems with them, even on laptop... not to mention you actually change only wait, unload, run and messages bindings, hardly a huge change.
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Blade

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Re: Keybindings and text coloring
« Reply #3 on: January 20, 2008, 17:19 »

Standart roguelikes are games for far more than 1.5-3 hours as DooMRL. You often think a lot there on every your move, check your inventory and stats often. It's ok to use keys from all over the keyboard, to spend more than 5 secs on every move. DooMRL is more like original DooM in this question(at least for me), it's possible to play it fast(or at least faster than other roguelikes).

not to mention you actually change only wait, unload, run and messages bindings

It's very uncomfortable if you have room filled with pistols, and you need to unload them, to get to the one of them, press "shift" with your left had, draw right hand from numpad to "U" letter, type it, then draw right hand back to numpad, go to the next pistol, then again draw it back, and so on. I wasn't using "run" untill i changed it from "," to "a" because "a" is near fire, so you always can tap it quickly. Same with wait. And messages - they are "M"essages, there isn't any "P" at all.))

... hardly a huge change.

Let's change fire from "f" to "&", it's hardly a huge change too, but it becomes VERY uncomfortable to play.
« Last Edit: January 20, 2008, 17:22 by Blade »
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