From tjw at webteam.net Fri Feb 2 10:59:11 2007 From: tjw at webteam.net (Tony J. White) Date: Fri, 2 Feb 2007 09:59:11 -0600 Subject: internationally accepted toggleconsole bind Message-ID: <20070202155911.GB25152@morbo.webteam.net> https://bugzilla.icculus.org/show_bug.cgi?id=2741 Typing a '`' or '~' for the hardcoded toggleconsole bind is difficult on many keyboards. Sure you can bind toggleconsole to a key, but it won't work when ui has the keycatcher (and shouldn't). All users currently need to be able to type '`' or '~' to effectively use the console. There have been a lot of proposals to fix this issue, such as: 1) find the keycode for the upper leftmost key and use that 2) analyze toggleconsole binds to detect the proper key (Frederick's patch) Unfortunately these solutions turn out to be too complex when you look at the details. IMO anyway. I propose the addition of a new hardcoded bind that I hope would be more universally accepted: the key combination Shift-ESC (a.k.a. upper case Escape). I picked this key combo because of the comminality and special use of the keys. The Esc key is already a requirement of the game (e.g. closing menus). The common modifier/meta keys on modern keyboards are Alt(option on mac), Ctrl and Shift. Alt and Ctrl are not available since the key combinations Alt-Esc and Ctrl-Esc seem to have special window management functionality on Windows platforms. Shift-Esc seems to be generally accepted as an available key combo for applications to use on all of our supported platforms. Is anyone opposed to adding this? Patch follows. -Tony Index: code/client/cl_keys.c =================================================================== --- code/client/cl_keys.c (revision 1038) +++ code/client/cl_keys.c (working copy) @@ -1066,7 +1066,8 @@ #endif // console key is hardcoded, so the user can never unbind it - if (key == '`' || key == '~') { + if (key == '`' || key == '~' || + ( key == K_ESCAPE && keys[K_SHIFT].down ) ) { if (!down) { return; } From ntoronto at cs.byu.edu Fri Feb 2 11:58:13 2007 From: ntoronto at cs.byu.edu (Neil Toronto) Date: Fri, 02 Feb 2007 09:58:13 -0700 Subject: [quake3] internationally accepted toggleconsole bind In-Reply-To: <20070202155911.GB25152@morbo.webteam.net> References: <20070202155911.GB25152@morbo.webteam.net> Message-ID: <45C36DA5.6070509@cs.byu.edu> Tony J. White wrote: > I propose the addition of a new hardcoded bind that I hope would be more > universally accepted: the key combination Shift-ESC (a.k.a. upper case > Escape). > > I picked this key combo because of the comminality and special use of > the keys. The Esc key is already a requirement of the game > (e.g. closing menus). The common modifier/meta keys on modern keyboards > are Alt(option on mac), Ctrl and Shift. Alt and Ctrl are not available > since the key combinations Alt-Esc and Ctrl-Esc seem to have special > window management functionality on Windows platforms. Shift-Esc seems > to be generally accepted as an available key combo for applications to use > on all of our supported platforms. > > Is anyone opposed to adding this? Patch follows. > Since it's *in addition* and ESC can't get used as a bind, I think it's great - but it's not my baby. :) I always thought '~' was a little weird anyway... Neil From daniel at brightfire.com Fri Feb 2 12:01:43 2007 From: daniel at brightfire.com (Daniel Lord) Date: Fri, 2 Feb 2007 09:01:43 -0800 Subject: [quake3] internationally accepted toggleconsole bind In-Reply-To: <45C36DA5.6070509@cs.byu.edu> References: <20070202155911.GB25152@morbo.webteam.net> <45C36DA5.6070509@cs.byu.edu> Message-ID: <2ad40b840702020901r3570f06fldc5fc4ee8065e725@mail.gmail.com> Sounds like a very reasonable approach to solving a thorny problem with keyboard variations. But as Neil said, I am not the owner either. On 2/2/07, Neil Toronto wrote: > Tony J. White wrote: > > I propose the addition of a new hardcoded bind that I hope would be more > > universally accepted: the key combination Shift-ESC (a.k.a. upper case > > Escape). > > > > I picked this key combo because of the comminality and special use of > > the keys. The Esc key is already a requirement of the game > > (e.g. closing menus). The common modifier/meta keys on modern keyboards > > are Alt(option on mac), Ctrl and Shift. Alt and Ctrl are not available > > since the key combinations Alt-Esc and Ctrl-Esc seem to have special > > window management functionality on Windows platforms. Shift-Esc seems > > to be generally accepted as an available key combo for applications to use > > on all of our supported platforms. > > > > Is anyone opposed to adding this? Patch follows. > > > > Since it's *in addition* and ESC can't get used as a bind, I think it's > great - but it's not my baby. :) I always thought '~' was a little weird > anyway... > > Neil > > From rainer.klaffenboeck at inode.at Fri Feb 2 12:05:14 2007 From: rainer.klaffenboeck at inode.at (Rainer Klaffenboeck) Date: Fri, 02 Feb 2007 18:05:14 +0100 Subject: [quake3] internationally accepted toggleconsole bind In-Reply-To: <20070202155911.GB25152@morbo.webteam.net> References: <20070202155911.GB25152@morbo.webteam.net> Message-ID: <45C36F4A.2050104@inode.at> I as well think that Shift-ESC should be pretty neutral. It also has the advantage over ~ and ` that it doesn't involve dead keys. Lately I would have to hit ~ (already a combination on German keyboards) twice for it to toggle the console. I dunno though when that was introduced. Tony J. White wrote: > https://bugzilla.icculus.org/show_bug.cgi?id=2741 > > I propose the addition of a new hardcoded bind that I hope would be more > universally accepted: the key combination Shift-ESC (a.k.a. upper case > Escape). > > -------------- next part -------------- A non-text attachment was scrubbed... Name: signature.asc Type: application/pgp-signature Size: 189 bytes Desc: OpenPGP digital signature URL: From baztheallmighty at hotmail.com Fri Feb 2 20:11:00 2007 From: baztheallmighty at hotmail.com (Myles Treadwell) Date: Sat, 03 Feb 2007 01:11:00 +0000 Subject: [quake3] internationally accepted toggleconsole bind In-Reply-To: <20070202155911.GB25152@morbo.webteam.net> Message-ID: Is there any reason it has to be a hard code value? setup->controls->misc-> show scores:tab use item:e console: >From: "Tony J. White" >Reply-To: quake3 at icculus.org >To: quake3 at icculus.org >Subject: [quake3] internationally accepted toggleconsole bind >Date: Fri, 2 Feb 2007 09:59:11 -0600 >MIME-Version: 1.0 >Received: from icculus.org ([67.106.77.212]) by >bay0-mc6-f13.bay0.hotmail.com with Microsoft SMTPSVC(6.0.3790.2444); Fri, 2 >Feb 2007 07:59:40 -0800 >Received: (qmail 14670 invoked by alias); 2 Feb 2007 10:58:29 -0500 >Received: (qmail 14661 invoked by uid 305); 2 Feb 2007 10:58:29 -0500 >X-Message-Info: txF49lGdW43oQSijsF9P5WecrVsdIghCBKzaGVZsUmc= >Mailing-List: contact quake3-help at icculus.org; run by ezmlm >Precedence: bulk >X-No-Archive: yes >List-Post: >List-Help: >List-Unsubscribe: >List-Subscribe: >Delivered-To: mailing list quake3 at icculus.org >User-Agent: mutt-ng/devel-r535 (Linux) >Return-Path: quake3-return-1594-baztheallmighty=hotmail.com at icculus.org >X-OriginalArrivalTime: 02 Feb 2007 15:59:41.0190 (UTC) >FILETIME=[25F85260:01C746E3] > > > >https://bugzilla.icculus.org/show_bug.cgi?id=2741 > >Typing a '`' or '~' for the hardcoded toggleconsole bind is difficult on >many keyboards. Sure you can bind toggleconsole to a key, but it won't >work when ui has the keycatcher (and shouldn't). All users currently >need to be able to type '`' or '~' to effectively use the console. > >There have been a lot of proposals to fix this issue, such as: > 1) find the keycode for the upper leftmost key and use that > 2) analyze toggleconsole binds to detect the proper key (Frederick's >patch) > >Unfortunately these solutions turn out to be too complex when you look >at the details. IMO anyway. > >I propose the addition of a new hardcoded bind that I hope would be more >universally accepted: the key combination Shift-ESC (a.k.a. upper case >Escape). > >I picked this key combo because of the comminality and special use of >the keys. The Esc key is already a requirement of the game >(e.g. closing menus). The common modifier/meta keys on modern keyboards >are Alt(option on mac), Ctrl and Shift. Alt and Ctrl are not available >since the key combinations Alt-Esc and Ctrl-Esc seem to have special >window management functionality on Windows platforms. Shift-Esc seems >to be generally accepted as an available key combo for applications to use >on all of our supported platforms. > >Is anyone opposed to adding this? Patch follows. > >-Tony > >Index: code/client/cl_keys.c >=================================================================== >--- code/client/cl_keys.c (revision 1038) >+++ code/client/cl_keys.c (working copy) >@@ -1066,7 +1066,8 @@ > #endif > > // console key is hardcoded, so the user can never unbind it >- if (key == '`' || key == '~') { >+ if (key == '`' || key == '~' || >+ ( key == K_ESCAPE && keys[K_SHIFT].down ) ) { > if (!down) { > return; > } _________________________________________________________________ Advertisement: Meet Sexy Singles Today @ Lavalife - Click here http://a.ninemsn.com.au/b.aspx?URL=http%3A%2F%2Flavalife9%2Eninemsn%2Ecom%2Eau%2Fclickthru%2Fclickthru%2Eact%3Fid%3Dninemsn%26context%3Dan99%26locale%3Den%5FAU%26a%3D23769&_t=754951090&_r=endtext_lavalife_dec_meet&_m=EXT From tjw at webteam.net Fri Feb 2 20:47:46 2007 From: tjw at webteam.net (Tony J. White) Date: Fri, 2 Feb 2007 19:47:46 -0600 Subject: [quake3] internationally accepted toggleconsole bind In-Reply-To: References: <20070202155911.GB25152@morbo.webteam.net> Message-ID: <20070203014746.GH25152@morbo.webteam.net> On Sat, Feb 03, 2007 at 01:11:00AM +0000, Myles Treadwell wrote: > Is there any reason it has to be a hard code value? > setup->controls->misc-> > show scores:tab > use item:e > console: 1) hardcoding is to prevent the user from unbinding all toggleconsole binds This would probably not be a huge issue if the user could reset it through a menu like you suggest, but breaking q3a qvm compatability is against ioq3 goals. 2) The only desirable keys for a toggleconsole bind are those that nobody should ever want to type in the console 3) In your example, imagine you bound 'e' to toggleconsole in the menu, how could you ever bind e to something else in the menus if every time you typed 'e' the console came up instead? This is a reason why user-defined toggleconsole binds do not work when the ui or console keycathers are active. 4) hardcoding a key bind for a key that could already be used by someone as a user-defined bind will get you lynched. This is why the F[1-12] keys can't be hardcoded for this (for example). I guess this brings up an problem with using Shift-Esc in that users may have Shift bound to something that makes using Shift-Esc problematic. For example, if they have Shift bound to +attack they would have to fire their weapon to use the Shift-Esc combo. On the other hand, this is not actually intrusive to this user since he doesn't have to use Shift-ESC, and this won't effect his normal use of the Shift bind. -Tony > > > >From: "Tony J. White" > >Reply-To: quake3 at icculus.org > >To: quake3 at icculus.org > >Subject: [quake3] internationally accepted toggleconsole bind > >Date: Fri, 2 Feb 2007 09:59:11 -0600 > >MIME-Version: 1.0 > >Received: from icculus.org ([67.106.77.212]) by bay0-mc6-f13.bay0.hotmail.com > >with Microsoft SMTPSVC(6.0.3790.2444); Fri, 2 Feb 2007 07:59:40 -0800 > >Received: (qmail 14670 invoked by alias); 2 Feb 2007 10:58:29 -0500 > >Received: (qmail 14661 invoked by uid 305); 2 Feb 2007 10:58:29 -0500 > >X-Message-Info: txF49lGdW43oQSijsF9P5WecrVsdIghCBKzaGVZsUmc= > >Mailing-List: contact quake3-help at icculus.org; run by ezmlm > >Precedence: bulk > >X-No-Archive: yes > >List-Post: > >List-Help: > >List-Unsubscribe: > >List-Subscribe: > >Delivered-To: mailing list quake3 at icculus.org > >User-Agent: mutt-ng/devel-r535 (Linux) > >Return-Path: quake3-return-1594-baztheallmighty=hotmail.com at icculus.org > >X-OriginalArrivalTime: 02 Feb 2007 15:59:41.0190 (UTC) > >FILETIME=[25F85260:01C746E3] > > > > > > > >https://bugzilla.icculus.org/show_bug.cgi?id=2741 > > > >Typing a '`' or '~' for the hardcoded toggleconsole bind is difficult on > >many keyboards. Sure you can bind toggleconsole to a key, but it won't > >work when ui has the keycatcher (and shouldn't). All users currently > >need to be able to type '`' or '~' to effectively use the console. > > > >There have been a lot of proposals to fix this issue, such as: > > 1) find the keycode for the upper leftmost key and use that > > 2) analyze toggleconsole binds to detect the proper key (Frederick's patch) > > > >Unfortunately these solutions turn out to be too complex when you look > >at the details. IMO anyway. > > > >I propose the addition of a new hardcoded bind that I hope would be more > >universally accepted: the key combination Shift-ESC (a.k.a. upper case > >Escape). > > > >I picked this key combo because of the comminality and special use of > >the keys. The Esc key is already a requirement of the game > >(e.g. closing menus). The common modifier/meta keys on modern keyboards > >are Alt(option on mac), Ctrl and Shift. Alt and Ctrl are not available > >since the key combinations Alt-Esc and Ctrl-Esc seem to have special > >window management functionality on Windows platforms. Shift-Esc seems > >to be generally accepted as an available key combo for applications to use > >on all of our supported platforms. > > > >Is anyone opposed to adding this? Patch follows. > > > >-Tony > > > >Index: code/client/cl_keys.c > >=================================================================== > >--- code/client/cl_keys.c (revision 1038) > >+++ code/client/cl_keys.c (working copy) > >@@ -1066,7 +1066,8 @@ > > #endif > > > > // console key is hardcoded, so the user can never unbind it > >- if (key == '`' || key == '~') { > >+ if (key == '`' || key == '~' || > >+ ( key == K_ESCAPE && keys[K_SHIFT].down ) ) { > > if (!down) { > > return; > > } > > _________________________________________________________________ > Advertisement: Meet Sexy Singles Today @ Lavalife - Click here > http://a.ninemsn.com.au/b.aspx?URL=http%3A%2F%2Flavalife9%2Eninemsn%2Ecom%2Eau%2Fclickthru%2Fclickthru%2Eact%3Fid%3Dninemsn%26context%3Dan99%26locale%3Den%5FAU%26a%3D23769&_t=754951090&_r=endtext_lavalife_dec_meet&_m=EXT > -- From tim at ngus.net Sat Feb 3 06:22:46 2007 From: tim at ngus.net (Tim Angus) Date: Sat, 3 Feb 2007 11:22:46 +0000 Subject: internationally accepted toggleconsole bind In-Reply-To: <20070203014746.GH25152@morbo.webteam.net> References: <20070202155911.GB25152@morbo.webteam.net> <20070203014746.GH25152@morbo.webteam.net> Message-ID: <20070203112246.3130e1b8.tim@ngus.net> On Fri, 2 Feb 2007 19:47:46 -0600 Tony wrote: > I guess this brings up an problem with using Shift-Esc in that users > may have Shift bound to something that makes using Shift-Esc > problematic. For example, if they have Shift bound to +attack they > would have to fire their weapon to use the Shift-Esc combo. On the > other hand, this is not actually intrusive to this user since he > doesn't have to use Shift-ESC, and this won't effect his normal use > of the Shift bind. Random ill-considered thought: what about "double clicking" ESC? From rainer.klaffenboeck at inode.at Sat Feb 3 06:27:58 2007 From: rainer.klaffenboeck at inode.at (Rainer Klaffenboeck) Date: Sat, 03 Feb 2007 12:27:58 +0100 Subject: [quake3] Re: internationally accepted toggleconsole bind In-Reply-To: <20070203112246.3130e1b8.tim@ngus.net> References: <20070202155911.GB25152@morbo.webteam.net> <20070203014746.GH25152@morbo.webteam.net> <20070203112246.3130e1b8.tim@ngus.net> Message-ID: <45C471BE.50508@inode.at> open menu - close menu? Tim Angus wrote: > Random ill-considered thought: what about "double clicking" ESC? > > -------------- next part -------------- A non-text attachment was scrubbed... Name: signature.asc Type: application/pgp-signature Size: 189 bytes Desc: OpenPGP digital signature URL: From tim at ngus.net Sat Feb 3 06:40:49 2007 From: tim at ngus.net (Tim Angus) Date: Sat, 3 Feb 2007 11:40:49 +0000 Subject: internationally accepted toggleconsole bind In-Reply-To: <45C471BE.50508@inode.at> References: <20070202155911.GB25152@morbo.webteam.net> <20070203014746.GH25152@morbo.webteam.net> <20070203112246.3130e1b8.tim@ngus.net> <45C471BE.50508@inode.at> Message-ID: <20070203114049.087247fa.tim@ngus.net> On Sat, 03 Feb 2007 12:27:58 +0100 Rainer wrote: > open menu - close menu? I told you it was ill-considered. The principle is worth thinking about though. From kloppenburg at snt.utwente.nl Sat Feb 3 07:14:16 2007 From: kloppenburg at snt.utwente.nl (kloppenburg at snt.utwente.nl) Date: Sat, 3 Feb 2007 13:14:16 +0100 Subject: [quake3] Re: internationally accepted toggleconsole bind In-Reply-To: <20070203114049.087247fa.tim@ngus.net> References: <20070202155911.GB25152@morbo.webteam.net> <20070203014746.GH25152@morbo.webteam.net> <20070203112246.3130e1b8.tim@ngus.net> <45C471BE.50508@inode.at> <20070203114049.087247fa.tim@ngus.net> Message-ID: <1170504856.45c47c9823a82@webmail.utwente.nl> Let's say I want to look at the console while looking at a ingame-menu. Wouldn't shift+escape close down ingame-menu? From baztheallmighty at hotmail.com Sat Feb 3 08:07:23 2007 From: baztheallmighty at hotmail.com (Myles Treadwell) Date: Sat, 03 Feb 2007 13:07:23 +0000 Subject: [quake3] Re: internationally accepted toggleconsole bind In-Reply-To: <20070203114049.087247fa.tim@ngus.net> Message-ID: Another ill-considered idea. Insert or caps lock? >From: Tim Angus >Reply-To: quake3 at icculus.org >To: quake3 at icculus.org >Subject: [quake3] Re: internationally accepted toggleconsole bind >Date: Sat, 3 Feb 2007 11:40:49 +0000 >MIME-Version: 1.0 >Received: from icculus.org ([67.106.77.212]) by >bay0-mc11-f21.bay0.hotmail.com with Microsoft SMTPSVC(6.0.3790.2444); Sat, >3 Feb 2007 03:41:00 -0800 >Received: (qmail 31212 invoked by alias); 3 Feb 2007 06:40:05 -0500 >Received: (qmail 31201 invoked by uid 305); 3 Feb 2007 06:40:04 -0500 >X-Message-Info: LsUYwwHHNt0HTjjZCgoZKRmzRACmq3P1z/NaWLLD3wI= >Mailing-List: contact quake3-help at icculus.org; run by ezmlm >Precedence: bulk >X-No-Archive: yes >List-Post: >List-Help: >List-Unsubscribe: >List-Subscribe: >Delivered-To: mailing list quake3 at icculus.org >References: ><20070202155911.GB25152 at morbo.webteam.net><20070203014746.GH25152 at morbo.webteam.net><20070203112246.3130e1b8.tim at ngus.net><45C471BE.50508 at inode.at> >X-Mailer: Sylpheed version 2.3.0beta5 (GTK+ 2.8.20; i486-pc-linux-gnu) >X-Face: >AK:$"\4"XB!81!m.}q=rqjTwW+}B)}"F{vpJWz65qLwzvE<%~@n8:#APU'c\rja%aiX{6# >r05V{Jjv5YY`]#n~T".j^.=:8?ksOj+5(=?pD,tzQEh_X{UtY>s0}l >QVu-hnd,k6XBp/Km^i)SY)NXG-0vC-Wk2KInLIg(_^<{zitS`uqdTfN!Ya:Rp >Return-Path: quake3-return-1602-baztheallmighty=hotmail.com at icculus.org >X-OriginalArrivalTime: 03 Feb 2007 11:41:00.0816 (UTC) >FILETIME=[2D84F100:01C74788] > >On Sat, 03 Feb 2007 12:27:58 +0100 Rainer wrote: > > open menu - close menu? > >I told you it was ill-considered. The principle is worth thinking about >though. > _________________________________________________________________ Advertisement: Amazing holiday rentals? http://a.ninemsn.com.au/b.aspx?URL=http%3A%2F%2Fwww%2Eninemsn%2Erealestate%2Ecom%2Eau%2Fcgi%2Dbin%2Frsearch%3Fa%3Dbhp%26t%3Dhol%26cu%3DMSN&_t=758874163&_r=HM_Txt_Link_Holiday_Oct06&_m=EXT From tjw at webteam.net Mon Feb 5 11:25:24 2007 From: tjw at webteam.net (Tony J. White) Date: Mon, 5 Feb 2007 10:25:24 -0600 Subject: [quake3] Re: internationally accepted toggleconsole bind In-Reply-To: <1170504856.45c47c9823a82@webmail.utwente.nl> References: <20070202155911.GB25152@morbo.webteam.net> <20070203014746.GH25152@morbo.webteam.net> <20070203112246.3130e1b8.tim@ngus.net> <45C471BE.50508@inode.at> <20070203114049.087247fa.tim@ngus.net> <1170504856.45c47c9823a82@webmail.utwente.nl> Message-ID: <20070205162524.GI25152@morbo.webteam.net> On Sat, Feb 03, 2007 at 01:14:16PM +0100, kloppenburg at snt.utwente.nl wrote: > Let's say I want to look at the console while looking at a ingame-menu. > > Wouldn't shift+escape close down ingame-menu? No, the Escape is not passed to the ui keycather if Shift-Escape is used. -Tony From tjw at webteam.net Mon Feb 5 11:33:02 2007 From: tjw at webteam.net (Tony J. White) Date: Mon, 5 Feb 2007 10:33:02 -0600 Subject: [quake3] Re: internationally accepted toggleconsole bind In-Reply-To: References: <20070203114049.087247fa.tim@ngus.net> Message-ID: <20070205163302.GJ25152@morbo.webteam.net> On Sat, Feb 03, 2007 at 01:07:23PM +0000, Myles Treadwell wrote: > Another ill-considered idea. Insert or caps lock? I'm not so sure about the availability of "Insert" on all keybaords. I know it is missing on certain Macintosh keybaords, but I'm not sure if that includes any that we would support. Using "Caps Lock" is bad because IT LEADS TO ACCIDENTAL CAPS LOCKING. Also I've noticed problems using "Caps Lock" as a user-defined bind because holding it seems to cause some (hardware?) conflicts that can cause certain other key presses to be ignored until it is released. At least on my PS/2 IBM Model M. -Tony From kloppenburg at snt.utwente.nl Mon Feb 5 11:57:59 2007 From: kloppenburg at snt.utwente.nl (Erik Kloppenburg) Date: Mon, 05 Feb 2007 17:57:59 +0100 Subject: [quake3] Re: internationally accepted toggleconsole bind In-Reply-To: <20070205163302.GJ25152@morbo.webteam.net> References: <20070203114049.087247fa.tim@ngus.net> <20070205163302.GJ25152@morbo.webteam.net> Message-ID: <45C76217.5090606@snt.utwente.nl> Tony J. White wrote: > Using "Caps Lock" is bad because IT LEADS TO ACCIDENTAL CAPS LOCKING. Also > I've noticed problems using "Caps Lock" as a user-defined bind because > holding it seems to cause some (hardware?) conflicts that can cause certain > other key presses to be ignored until it is released. At least on my PS/2 > IBM Model M. Capslock cannot be bound by the way in ioq3. It can in idq3. The deadkey-problem for ~ doesnt excist in idq3, but does in ioq3. Just for your information, don't mean anything by it :) From tjw at webteam.net Mon Feb 5 14:45:04 2007 From: tjw at webteam.net (Tony J. White) Date: Mon, 5 Feb 2007 13:45:04 -0600 Subject: [quake3] Re: internationally accepted toggleconsole bind In-Reply-To: <45C76217.5090606@snt.utwente.nl> References: <20070203114049.087247fa.tim@ngus.net> <20070205163302.GJ25152@morbo.webteam.net> <45C76217.5090606@snt.utwente.nl> Message-ID: <20070205194504.GK25152@morbo.webteam.net> On Mon, Feb 05, 2007 at 05:57:59PM +0100, Erik Kloppenburg wrote: > Tony J. White wrote: > >Using "Caps Lock" is bad because IT LEADS TO ACCIDENTAL CAPS LOCKING. Also > >I've noticed problems using "Caps Lock" as a user-defined bind because > >holding it seems to cause some (hardware?) conflicts that can cause certain > >other key presses to be ignored until it is released. At least on my PS/2 > >IBM Model M. > > Capslock cannot be bound by the way in ioq3. It can in idq3. The > deadkey-problem for ~ doesnt excist in idq3, but does in ioq3. I added a new patch to https://bugzilla.icculus.org/show_bug.cgi?id=2741 It is mostly Christophe Cavalaria's patch for supporting the SDLK_WORLDX keys (plus quite a few others). I've added "Caps Lock" as well, but beware there are annoying issues with "Caps Lock" and "Num Lock" with SDL (see Caveat in bug report). The patch also contains my proposed Shift-Esc toggleconsole bind. Would those of you with SDL "deadkey" problems mind testing out this patch? -Tony From echon at echon.org Mon Feb 5 21:01:00 2007 From: echon at echon.org (echon at echon.org) Date: Mon, 05 Feb 2007 18:01:00 -0800 Subject: [quake3] Re: internationally accepted toggleconsole bind In-Reply-To: <20070205194504.GK25152@morbo.webteam.net> References: <45C76217.5090606@snt.utwente.nl> <20070203114049.087247fa.tim@ngus.net> <20070205163302.GJ25152@morbo.webteam.net> <45C76217.5090606@snt.utwente.nl> Message-ID: <5.2.1.1.0.20070205175800.03909e88@zeus.r1hosting.com> IMHO Doom3 and Quake4 did it best. It's ctrl+alt+tilde unless you have com_allowConsole set to 1. This allows you to use tilde as a bind key, say it in chat, and preserve the console's availability. Though I have no idea how this would do on other keyboard types. The console is more a developer thing anyways, you're doing something wrong if your players have to regularly use it. :) At 01:45 PM 2/5/2007 -0600, you wrote: >On Mon, Feb 05, 2007 at 05:57:59PM +0100, Erik Kloppenburg wrote: > > Tony J. White wrote: > > >Using "Caps Lock" is bad because IT LEADS TO ACCIDENTAL CAPS > LOCKING. Also > > >I've noticed problems using "Caps Lock" as a user-defined bind because > > >holding it seems to cause some (hardware?) conflicts that can cause > certain > > >other key presses to be ignored until it is released. At least on my PS/2 > > >IBM Model M. > > > > Capslock cannot be bound by the way in ioq3. It can in idq3. The > > deadkey-problem for ~ doesnt excist in idq3, but does in ioq3. > >I added a new patch to https://bugzilla.icculus.org/show_bug.cgi?id=2741 > >It is mostly Christophe Cavalaria's patch for supporting the >SDLK_WORLDX keys (plus quite a few others). > >I've added "Caps Lock" as well, but beware there are annoying issues with >"Caps Lock" and "Num Lock" with SDL (see Caveat in bug report). > >The patch also contains my proposed Shift-Esc toggleconsole bind. > >Would those of you with SDL "deadkey" problems mind testing out this patch? > >-Tony From daniel at brightfire.com Tue Feb 6 07:28:44 2007 From: daniel at brightfire.com (Daniel Lord) Date: Tue, 6 Feb 2007 04:28:44 -0800 Subject: [quake3] Re: internationally accepted toggleconsole bind In-Reply-To: <5.2.1.1.0.20070205175800.03909e88@zeus.r1hosting.com> References: <20070203114049.087247fa.tim@ngus.net> <20070205163302.GJ25152@morbo.webteam.net> <45C76217.5090606@snt.utwente.nl> <20070205194504.GK25152@morbo.webteam.net> <5.2.1.1.0.20070205175800.03909e88@zeus.r1hosting.com> Message-ID: <2ad40b840702060428v487ca9c9gb49de80b1034b41b@mail.gmail.com> "The console is more a developer thing anyways, you're doing something wrong if your players have to regularly use it. :)" Not so at all. It has many uses not restricted to developers. For instance here are a few: 1. I regularly use rcon to administer my ioquake server on a remote Linux system: kick, add, vstr dn to change maps or add a new one whil 'in game'. 2. often in the past, I've seen people bind to the 'hook' starting a game with that mod. 3. I hae severa configuration scripts for FOV zooming, fast weapon switch, team orders, and chat/taunt I use sometimes. Testing them is easy if I can load them from the console. 4. one can dump all ones variables whcih is very helpfl in tweaking the params for optimal graphics/sound/controls/etc Daniel From pomac at vapor.com Tue Feb 6 13:53:07 2007 From: pomac at vapor.com (Ian Kumlien) Date: Tue, 06 Feb 2007 19:53:07 +0100 Subject: [quake3] Re: internationally accepted toggleconsole bind In-Reply-To: <5.2.1.1.0.20070205175800.03909e88@zeus.r1hosting.com> References: <45C76217.5090606@snt.utwente.nl> <20070203114049.087247fa.tim@ngus.net> <20070205163302.GJ25152@morbo.webteam.net> <45C76217.5090606@snt.utwente.nl> <5.2.1.1.0.20070205175800.03909e88@zeus.r1hosting.com> Message-ID: <1170787990.11567.3.camel@pi.pomac.com> On m?n, 2007-02-05 at 18:01 -0800, echon at echon.org wrote: > IMHO Doom3 and Quake4 did it best. It's ctrl+alt+tilde unless you have > com_allowConsole set to 1. This allows you to use tilde as a bind key, say > it in chat, and preserve the console's availability. Though I have no idea > how this would do on other keyboard types. The console is more a developer > thing anyways, you're doing something wrong if your players have to > regularly use it. :) Tilde is a bad choice, tile is a character modifier on most if not all latin keyboards. Ie, to write a tilde i have to do 'altgr' + and then space. Which would make that keyboard combination ctrl alt altgr diaeresis... Keyboard layout and tilde use in languages: http://en.wikipedia.org/wiki/Keyboard_layout http://en.wikipedia.org/wiki/Tilde#Diacritical_use -- Ian Kumlien -- http://pomac.netswarm.net -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 197 bytes Desc: This is a digitally signed message part URL: From echon at echon.org Wed Feb 7 00:23:02 2007 From: echon at echon.org (echon at echon.org) Date: Tue, 06 Feb 2007 21:23:02 -0800 Subject: [quake3] Re: internationally accepted toggleconsole bind In-Reply-To: <2ad40b840702060428v487ca9c9gb49de80b1034b41b@mail.gmail.co m> References: <5.2.1.1.0.20070205175800.03909e88@zeus.r1hosting.com> <20070203114049.087247fa.tim@ngus.net> <20070205163302.GJ25152@morbo.webteam.net> <45C76217.5090606@snt.utwente.nl> <20070205194504.GK25152@morbo.webteam.net> <5.2.1.1.0.20070205175800.03909e88@zeus.r1hosting.com> Message-ID: <5.2.1.1.0.20070206212115.025b50d8@zeus.r1hosting.com> I suppose that rcon is a good example, but the other ones were problems with the mods, or things for advanced users. Making regular users learn console commands will just annoy them. At 04:28 AM 2/6/2007 -0800, you wrote: >"The console is more a developer >thing anyways, you're doing something wrong if your players have to >regularly use it. :)" > >Not so at all. It has many uses not restricted to developers. For >instance here are a few: >1. I regularly use rcon to administer my ioquake server on a remote >Linux system: kick, add, vstr dn to change maps or add a new one whil >'in game'. >2. often in the past, I've seen people bind to the 'hook' starting a >game with that mod. >3. I hae severa configuration scripts for FOV zooming, fast weapon >switch, team orders, and chat/taunt I use sometimes. Testing them is >easy if I can load them from the console. >4. one can dump all ones variables whcih is very helpfl in tweaking >the params for optimal graphics/sound/controls/etc > >Daniel Yeah, that could be a problem. At 07:53 PM 2/6/2007 +0100, you wrote: >On m??n, 2007-02-05 at 18:01 -0800, echon at echon.org wrote: > > IMHO Doom3 and Quake4 did it best. It's ctrl+alt+tilde unless you have > > com_allowConsole set to 1. This allows you to use tilde as a bind key, say > > it in chat, and preserve the console's availability. Though I have no idea > > how this would do on other keyboard types. The console is more a developer > > thing anyways, you're doing something wrong if your players have to > > regularly use it. :) > >Tilde is a bad choice, tile is a character modifier on most if not all >latin keyboards. Ie, to write a tilde i have to do 'altgr' + key> and then space. Which would make that keyboard combination ctrl alt >altgr diaeresis... > >Keyboard layout and tilde use in languages: >http://en.wikipedia.org/wiki/Keyboard_layout >http://en.wikipedia.org/wiki/Tilde#Diacritical_use > >-- >Ian Kumlien -- http://pomac.netswarm.net From zakk at timedoctor.org Tue Feb 6 23:51:24 2007 From: zakk at timedoctor.org (Zachary Slater) Date: Tue, 06 Feb 2007 20:51:24 -0800 Subject: [quake3] Re: internationally accepted toggleconsole bind In-Reply-To: <5.2.1.1.0.20070206212115.025b50d8@zeus.r1hosting.com> References: <5.2.1.1.0.20070205175800.03909e88@zeus.r1hosting.com> <20070203114049.087247fa.tim@ngus.net> <20070205163302.GJ25152@morbo.webteam.net> <45C76217.5090606@snt.utwente.nl> <20070205194504.GK25152@morbo.webteam.net> <5.2.1.1.0.20070205175800.03909e88@zeus.r1hosting.com> <5.2.1.1.0.20070206212115.025b50d8@zeus.r1hosting.com> Message-ID: <45C95ACC.40703@timedoctor.org> As another example, iirc I can't actually enable the ability to get different resolutions without handing out a new pk3, so for now you have to switch to new resolutions with r_customwidth/height/r_mode -1. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From daniellord at mac.com Wed Feb 7 10:33:30 2007 From: daniellord at mac.com (Daniel Lord) Date: Wed, 7 Feb 2007 07:33:30 -0800 Subject: [quake3] Re: internationally accepted toggleconsole bind In-Reply-To: <5.2.1.1.0.20070206212115.025b50d8@zeus.r1hosting.com> References: <5.2.1.1.0.20070205175800.03909e88@zeus.r1hosting.com> <20070203114049.087247fa.tim@ngus.net> <20070205163302.GJ25152@morbo.webteam.net> <45C76217.5090606@snt.utwente.nl> <20070205194504.GK25152@morbo.webteam.net> <5.2.1.1.0.20070205175800.03909e88@zeus.r1hosting.com> <5.2.1.1.0.20070206212115.025b50d8@zeus.r1hosting.com> Message-ID: <27C9CD7E-65EB-4738-9E11-949D234E4F52@mac.com> On Feb 6, 2007, at 21:23, echon at echon.org wrote: > I suppose that rcon is a good example, but the other ones were > problems with the mods, or things for advanced users. Making > regular users learn console commands will just annoy them. I agree users shouldn't be forced to do it. Ideally the widest audience is reached with simplicity and the least intrusion of the underlying technology on the game experience--which is why game console sales are booming and resulting in overall increased revenues in gaming. But this game is not going to find its way to a game console and part of its attraction is its flexibility and 'hackability'. I often saw in game advice telling someone new to a map with the hook mod how to install it. I am writing a Python remote server controller so I can check status and administer my server via a GUI without the game being invoked. When I am happy with it (too many other things competing for my time) I'll wrap it in PyObjC with a nice GUI and not use the console nearly as often. From tjw at webteam.net Fri Feb 9 11:55:16 2007 From: tjw at webteam.net (Tony J. White) Date: Fri, 9 Feb 2007 10:55:16 -0600 Subject: international keyboard support (revisited) Message-ID: <20070209165516.GT25152@morbo.webteam.net> https://bugzilla.icculus.org/show_bug.cgi?id=2741 Discussion of this hasn't brought up any compelling reason not to add the Shift-Esc toggleConsole bind (that I noticed). It seems that most of the confusion about using the '~' character on many international keyboards stems from SDL's recent change in "Dead Key" handling. For example, I think keying Shift-Esc on a .de keyboard will be preferred over typing "AltGr-'+' SpaceBar" for those who know about it. Also, it gives an easy way to explain how to open the console in-game. Shift-Esc is much easier to communicate than trying to tell someone to type a key that you can't type in the game and then explaining to them that they may or may not need to type a space after it. My latest patch also adds a new section to the README called "SDL Keyboard Differences" which explains this and other SDL-specific differences. On another note, I've added Christophe's additional key support code to my latest patch. This supports all the SDLK_WORLD keys as well as a several other keys not otherwise supported like "SCROLLLOCK", "SYSREQ", "WINDOWS", "F13", "F14", "F15", and a few others. This may be controversial since it will allow people to set up binds with the SDL client that will not be compatible with the win32 ioquake3 client or id Quake3. Thoughts? -Tony From daniel at brightfire.com Fri Feb 9 13:02:38 2007 From: daniel at brightfire.com (Daniel Lord) Date: Fri, 9 Feb 2007 10:02:38 -0800 Subject: [quake3] international keyboard support (revisited) In-Reply-To: <20070209165516.GT25152@morbo.webteam.net> References: <20070209165516.GT25152@morbo.webteam.net> Message-ID: <2ad40b840702091002q5f10324eu357e817c1062cf35@mail.gmail.com> Tony, Since the application and operating system are different, the binds will be in separate places so you are just extending a feature in a compatible way. As long as it doesn't create incompatibilities in the code anywhere. If people feel strongly about that, they should buy a Mac (just kidding--no flames please!) On 2/9/07, Tony J. White wrote: > > https://bugzilla.icculus.org/show_bug.cgi?id=2741 > > Discussion of this hasn't brought up any compelling reason not to add the > Shift-Esc toggleConsole bind (that I noticed). > > It seems that most of the confusion about using the '~' character on > many international keyboards stems from SDL's recent change in "Dead Key" > handling. For example, I think keying Shift-Esc on a .de keyboard will > be preferred over typing "AltGr-'+' SpaceBar" for those who know about it. > Also, it gives an easy way to explain how to open the console in-game. > Shift-Esc is much easier to communicate than trying to tell someone to > type a key that you can't type in the game and then explaining to them > that they may or may not need to type a space after it. > > My latest patch also adds a new section to the README called > "SDL Keyboard Differences" which explains this and other SDL-specific > differences. > > On another note, I've added Christophe's additional key support code > to my latest patch. This supports all the SDLK_WORLD keys as well as > a several other keys not otherwise supported like "SCROLLLOCK", "SYSREQ", > "WINDOWS", "F13", "F14", "F15", and a few others. This may be > controversial since it will allow people to set up binds with the > SDL client that will not be compatible with the win32 ioquake3 client or > id Quake3. Thoughts? > > -Tony > > From kloppenburg at snt.utwente.nl Fri Feb 9 14:50:50 2007 From: kloppenburg at snt.utwente.nl (Erik Kloppenburg) Date: Fri, 09 Feb 2007 20:50:50 +0100 Subject: [quake3] international keyboard support (revisited) In-Reply-To: <2ad40b840702091002q5f10324eu357e817c1062cf35@mail.gmail.com> References: <20070209165516.GT25152@morbo.webteam.net> <2ad40b840702091002q5f10324eu357e817c1062cf35@mail.gmail.com> Message-ID: <45CCD09A.7080206@snt.utwente.nl> I would like a patch that only adds shift + escape and leaves the rest alone :) (so ~ would still work and the possible incompatible things not in it). But I guess I would be able to change that in your patch myself. Daniel Lord wrote: > Tony, > Since the application and operating system are different, the binds > will be in separate places so you are just extending a feature in a > compatible way. As long as it doesn't create incompatibilities in the > code anywhere. If people feel strongly about that, they should buy a > Mac (just kidding--no flames please!) > > On 2/9/07, Tony J. White wrote: >> >> https://bugzilla.icculus.org/show_bug.cgi?id=2741 >> >> Discussion of this hasn't brought up any compelling reason not to add the >> Shift-Esc toggleConsole bind (that I noticed). >> >> It seems that most of the confusion about using the '~' character on >> many international keyboards stems from SDL's recent change in "Dead Key" >> handling. For example, I think keying Shift-Esc on a .de keyboard will >> be preferred over typing "AltGr-'+' SpaceBar" for those who know about >> it. >> Also, it gives an easy way to explain how to open the console in-game. >> Shift-Esc is much easier to communicate than trying to tell someone to >> type a key that you can't type in the game and then explaining to them >> that they may or may not need to type a space after it. >> >> My latest patch also adds a new section to the README called >> "SDL Keyboard Differences" which explains this and other SDL-specific >> differences. >> >> On another note, I've added Christophe's additional key support code >> to my latest patch. This supports all the SDLK_WORLD keys as well as >> a several other keys not otherwise supported like "SCROLLLOCK", "SYSREQ", >> "WINDOWS", "F13", "F14", "F15", and a few others. This may be >> controversial since it will allow people to set up binds with the >> SDL client that will not be compatible with the win32 ioquake3 client or >> id Quake3. Thoughts? >> >> -Tony >> >> > From tjw at webteam.net Fri Feb 9 15:49:05 2007 From: tjw at webteam.net (Tony J. White) Date: Fri, 9 Feb 2007 14:49:05 -0600 Subject: [quake3] international keyboard support (revisited) In-Reply-To: <45CCD09A.7080206@snt.utwente.nl> References: <20070209165516.GT25152@morbo.webteam.net> <2ad40b840702091002q5f10324eu357e817c1062cf35@mail.gmail.com> <45CCD09A.7080206@snt.utwente.nl> Message-ID: <20070209204905.GV25152@morbo.webteam.net> On Fri, Feb 09, 2007 at 08:50:50PM +0100, Erik Kloppenburg wrote: > I would like a patch that only adds shift + escape and leaves the rest alone :) > (so ~ would still work and the possible incompatible things not in it). But I > guess I would be able to change that in your patch myself. The behaviour of ~ is not changed by this patch, only an additional bind is added for Shift-Esc. The only difference with ~ is that SDL handles it differently as of 1.2.10 for keyboard layouts that recognize it as a "Dead Key": http://en.wikipedia.org/wiki/Dead_key -Tony > > Daniel Lord wrote: > >Tony, > >Since the application and operating system are different, the binds > >will be in separate places so you are just extending a feature in a > >compatible way. As long as it doesn't create incompatibilities in the > >code anywhere. If people feel strongly about that, they should buy a > >Mac (just kidding--no flames please!) > >On 2/9/07, Tony J. White wrote: > >> > >>https://bugzilla.icculus.org/show_bug.cgi?id=2741 > >> > >>Discussion of this hasn't brought up any compelling reason not to add the > >>Shift-Esc toggleConsole bind (that I noticed). > >> > >>It seems that most of the confusion about using the '~' character on > >>many international keyboards stems from SDL's recent change in "Dead Key" > >>handling. For example, I think keying Shift-Esc on a .de keyboard will > >>be preferred over typing "AltGr-'+' SpaceBar" for those who know about it. > >>Also, it gives an easy way to explain how to open the console in-game. > >>Shift-Esc is much easier to communicate than trying to tell someone to > >>type a key that you can't type in the game and then explaining to them > >>that they may or may not need to type a space after it. > >> > >>My latest patch also adds a new section to the README called > >>"SDL Keyboard Differences" which explains this and other SDL-specific > >>differences. > >> > >>On another note, I've added Christophe's additional key support code > >>to my latest patch. This supports all the SDLK_WORLD keys as well as > >>a several other keys not otherwise supported like "SCROLLLOCK", "SYSREQ", > >>"WINDOWS", "F13", "F14", "F15", and a few others. This may be > >>controversial since it will allow people to set up binds with the > >>SDL client that will not be compatible with the win32 ioquake3 client or > >>id Quake3. Thoughts? > >> > >>-Tony > >> > >> -- From arny at ats.s.bawue.de Fri Feb 9 17:11:19 2007 From: arny at ats.s.bawue.de (Thilo Schulz) Date: Fri, 9 Feb 2007 23:11:19 +0100 Subject: [quake3] international keyboard support (revisited) In-Reply-To: <20070209165516.GT25152@morbo.webteam.net> References: <20070209165516.GT25152@morbo.webteam.net> Message-ID: <200702092311.22306.arny@ats.s.bawue.de> On Friday 09 February 2007 17:55, Tony J. White wrote: > For example, I think keying Shift-Esc on a .de keyboard will > be preferred over typing "AltGr-'+' SpaceBar" for those who know about it. Actually I just hit AltGr and two times the + buttons and it does the trick. The only thing really pissing me off there is that as soon as I hit the first time +, demos get cancelled instead of just opening the console. -- Thilo Schulz -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 189 bytes Desc: not available URL: From tjw at webteam.net Mon Feb 12 14:19:01 2007 From: tjw at webteam.net (Tony J. White) Date: Mon, 12 Feb 2007 13:19:01 -0600 Subject: [quake3] international keyboard support (revisited) In-Reply-To: <200702092311.22306.arny@ats.s.bawue.de> References: <20070209165516.GT25152@morbo.webteam.net> <200702092311.22306.arny@ats.s.bawue.de> Message-ID: <20070212191901.GB8955@morbo.webteam.net> On Fri, Feb 09, 2007 at 11:11:19PM +0100, Thilo Schulz wrote: > On Friday 09 February 2007 17:55, Tony J. White wrote: > > For example, I think keying Shift-Esc on a .de keyboard will > > be preferred over typing "AltGr-'+' SpaceBar" for those who know about it. > > Actually I just hit AltGr and two times the + buttons and it does the trick. > The only thing really pissing me off there is that as soon as I hit the first > time +, demos get cancelled instead of just opening the console. What's the point of nearly any key stopping demo playback anyway? It seems like valid behaviour for cinematics, but wouldn't it be OK to require Escape to be pressed to end a demo playback? Anyway, even if this stays, the Shift-Esc console bind should work while a demo is playing. -Tony From evoluter at gmail.com Tue Feb 13 13:07:43 2007 From: evoluter at gmail.com (EVOLUTER) Date: Tue, 13 Feb 2007 16:07:43 -0200 Subject: Problems with linux DEMO Message-ID: Hullow, I've compiled the ioquake3 source code on Fedora Core 4 using GCC4 and I'm using the Quake III Arena Demo pack files. I'm using the most recent patch grabbed on http://www.ioquake3.org/?page=getdata too. However when I enter the DEMOS option on the game menu, there's a four.dm_68file (instead the demo001 and demo002 found in Windows version of the game) and it doesn't works. I only receive the message "coulnd't load MAPS/Q3DM6.BSP" May any one help me? Thank you. -------------- next part -------------- An HTML attachment was scrubbed... URL: From defsyn at gmail.com Tue Feb 13 13:21:40 2007 From: defsyn at gmail.com (Henry Garcia) Date: Tue, 13 Feb 2007 13:21:40 -0500 Subject: [quake3] Problems with linux DEMO In-Reply-To: References: Message-ID: Don't use the demo option. Just hit Single Player. Also read the README.txtfile for setting other settings so the Demo Pak files will run: e.g. sv_pure , etc. It's in the README file. Henry On 2/13/07, EVOLUTER wrote: > > Hullow, > > I've compiled the ioquake3 source code on Fedora Core 4 using GCC4 and I'm > using the Quake III Arena Demo pack files. I'm using the most recent patch > grabbed on http://www.ioquake3.org/?page=getdata too. > However when I enter the DEMOS option on the game menu, there's a > four.dm_68 file (instead the demo001 and demo002 found in Windows version > of the game) and it doesn't works. I only receive the message "coulnd't load > MAPS/Q3DM6.BSP" > > May any one help me? > Thank you. > > -------------- next part -------------- An HTML attachment was scrubbed... URL: From jorgepblank at gmail.com Fri Feb 16 21:50:06 2007 From: jorgepblank at gmail.com (Jorge Pena) Date: Fri, 16 Feb 2007 18:50:06 -0800 Subject: Tab Completion Message-ID: <28406b400702161850x2fee3736m19941f537c40ec67@mail.gmail.com> Hey do any of you guys know where the tab completion for the /map command is handled? I've been searching on and off and haven't found anything. Basically I want to take a look at it to incorporate it into another command I want to make. I found Field_CompleteCommand, and I added my command to that and it seems to correctly 'tab complete' but it doesn't do what I want. Basically, I want it to output a list of files I have in a directory called /ogg (Or anywhere), like the /map command does when you type /map space , it lists all the maps, pretty much like that, I've been searching and searching but can't find anything, I'd really appreciate any help! -------------- next part -------------- An HTML attachment was scrubbed... URL: From rainer.klaffenboeck at inode.at Sat Feb 17 05:59:06 2007 From: rainer.klaffenboeck at inode.at (Rainer Klaffenboeck) Date: Sat, 17 Feb 2007 11:59:06 +0100 Subject: [quake3] Tab Completion In-Reply-To: <28406b400702161850x2fee3736m19941f537c40ec67@mail.gmail.com> References: <28406b400702161850x2fee3736m19941f537c40ec67@mail.gmail.com> Message-ID: <45D6DFFA.9060508@inode.at> qcommon/common.c/Field_CompleteCommand() Have fun, Hobbes Jorge Pena wrote: > Hey do any of you guys know where the tab completion for the /map > command is handled? I've been searching on and off and haven't found > anything. Basically I want to take a look at it to incorporate it into > another command I want to make. I found Field_CompleteCommand, and I > added my command to that and it seems to correctly 'tab complete' but > it doesn't do what I want. Basically, I want it to output a list of > files I have in a directory called /ogg (Or anywhere), like the /map > command does when you type /map space , it lists all the maps, > pretty much like that, I've been searching and searching but can't > find anything, I'd really appreciate any help! -------------- next part -------------- A non-text attachment was scrubbed... Name: signature.asc Type: application/pgp-signature Size: 189 bytes Desc: OpenPGP digital signature URL: From jorgepblank at gmail.com Sat Feb 17 15:21:37 2007 From: jorgepblank at gmail.com (Jorge Pena) Date: Sat, 17 Feb 2007 12:21:37 -0800 Subject: [quake3] Tab Completion In-Reply-To: <45D6DFFA.9060508@inode.at> References: <28406b400702161850x2fee3736m19941f537c40ec67@mail.gmail.com> <45D6DFFA.9060508@inode.at> Message-ID: <28406b400702171221h62aa89fdj3619d2fab2d93050@mail.gmail.com> Thanks, but that's what I said. I added my command in there just as the map command is there and the tab completion works, but it only does just that, complete the filename, I want it to list all the files like /map does, where it lists all the maps it can find. I think the function we both found is only for tab completion when you do something like /map my (Completes it to /map mymap). Also, do you know where the map command is handled? I've been looking but can't find anything. Nevermind I just found it, sv_ccmds.c, SV_Map_f. Doesn't seem like it does what I'm saying though. Thanks for the help so far but I think you misunderstood me, that or you thought what I thought haha (That that function is what I wanted), if you still don't understand please let me know and I'll try to clarify! :) Thanks again! On 2/17/07, Rainer Klaffenboeck wrote: > > qcommon/common.c/Field_CompleteCommand() > > Have fun, > Hobbes > > Jorge Pena wrote: > > Hey do any of you guys know where the tab completion for the /map > > command is handled? I've been searching on and off and haven't found > > anything. Basically I want to take a look at it to incorporate it into > > another command I want to make. I found Field_CompleteCommand, and I > > added my command to that and it seems to correctly 'tab complete' but > > it doesn't do what I want. Basically, I want it to output a list of > > files I have in a directory called /ogg (Or anywhere), like the /map > > command does when you type /map space , it lists all the maps, > > pretty much like that, I've been searching and searching but can't > > find anything, I'd really appreciate any help! > > > > -------------- next part -------------- An HTML attachment was scrubbed... URL: From rainer.klaffenboeck at inode.at Sat Feb 17 15:45:21 2007 From: rainer.klaffenboeck at inode.at (Rainer Klaffenboeck) Date: Sat, 17 Feb 2007 21:45:21 +0100 Subject: [quake3] Tab Completion In-Reply-To: <28406b400702171221h62aa89fdj3619d2fab2d93050@mail.gmail.com> References: <28406b400702161850x2fee3736m19941f537c40ec67@mail.gmail.com> <45D6DFFA.9060508@inode.at> <28406b400702171221h62aa89fdj3619d2fab2d93050@mail.gmail.com> Message-ID: <45D76961.2000205@inode.at> add to Field_CompleteCommand() else if( !Q_stricmp(baseCmd, "ogg" ) && completionArgument == 2 ) { Field_CompleteFilename( "ogg", "ogg", qtrue ); } worked fine when i just tried it...listed all .ogg file starting in ogg/ Jorge Pena wrote: > Thanks, but that's what I said. I added my command in there just as > the map command is there and the tab completion works, but it only > does just that, complete the filename, I want it to list all the files > like /map does, where it lists all the maps it can find. I think > the function we both found is only for tab completion when you do > something like /map my (Completes it to /map mymap). > > Also, do you know where the map command is handled? I've been looking > but can't find anything. Nevermind I just found it, sv_ccmds.c, > SV_Map_f. Doesn't seem like it does what I'm saying though. > > Thanks for the help so far but I think you misunderstood me, that or > you thought what I thought haha (That that function is what I wanted), > if you still don't understand please let me know and I'll try to > clarify! :) > > Thanks again! > > On 2/17/07, *Rainer Klaffenboeck* > wrote: > > qcommon/common.c/Field_CompleteCommand() > > Have fun, > Hobbes > > Jorge Pena wrote: > > Hey do any of you guys know where the tab completion for the /map > > command is handled? I've been searching on and off and haven't found > > anything. Basically I want to take a look at it to incorporate > it into > > another command I want to make. I found Field_CompleteCommand, and I > > added my command to that and it seems to correctly 'tab > complete' but > > it doesn't do what I want. Basically, I want it to output a list of > > files I have in a directory called /ogg (Or anywhere), like the /map > > command does when you type /map space , it lists all the maps, > > pretty much like that, I've been searching and searching but can't > > find anything, I'd really appreciate any help! > > > > -------------- next part -------------- A non-text attachment was scrubbed... Name: signature.asc Type: application/pgp-signature Size: 189 bytes Desc: OpenPGP digital signature URL: From jorgepblank at gmail.com Sat Feb 17 16:32:28 2007 From: jorgepblank at gmail.com (Jorge Pena) Date: Sat, 17 Feb 2007 13:32:28 -0800 Subject: [quake3] Tab Completion In-Reply-To: <45D76961.2000205@inode.at> References: <28406b400702161850x2fee3736m19941f537c40ec67@mail.gmail.com> <45D6DFFA.9060508@inode.at> <28406b400702171221h62aa89fdj3619d2fab2d93050@mail.gmail.com> <45D76961.2000205@inode.at> Message-ID: <28406b400702171332l24f90aeek5285f0b5c45793c2@mail.gmail.com> Oh, duh, I only had one ogg file in there, it works now thanks man. Works perfectly now :D On 2/17/07, Rainer Klaffenboeck wrote: > > add to Field_CompleteCommand() > > else if( !Q_stricmp(baseCmd, "ogg" ) && > completionArgument == 2 ) > { > Field_CompleteFilename( "ogg", "ogg", qtrue ); > } > > worked fine when i just tried it...listed all .ogg file starting in ogg/ > > Jorge Pena wrote: > > Thanks, but that's what I said. I added my command in there just as > > the map command is there and the tab completion works, but it only > > does just that, complete the filename, I want it to list all the files > > like /map does, where it lists all the maps it can find. I think > > the function we both found is only for tab completion when you do > > something like /map my (Completes it to /map mymap). > > > > Also, do you know where the map command is handled? I've been looking > > but can't find anything. Nevermind I just found it, sv_ccmds.c, > > SV_Map_f. Doesn't seem like it does what I'm saying though. > > > > Thanks for the help so far but I think you misunderstood me, that or > > you thought what I thought haha (That that function is what I wanted), > > if you still don't understand please let me know and I'll try to > > clarify! :) > > > > Thanks again! > > > > On 2/17/07, *Rainer Klaffenboeck* > > wrote: > > > > qcommon/common.c/Field_CompleteCommand() > > > > Have fun, > > Hobbes > > > > Jorge Pena wrote: > > > Hey do any of you guys know where the tab completion for the /map > > > command is handled? I've been searching on and off and haven't > found > > > anything. Basically I want to take a look at it to incorporate > > it into > > > another command I want to make. I found Field_CompleteCommand, and > I > > > added my command to that and it seems to correctly 'tab > > complete' but > > > it doesn't do what I want. Basically, I want it to output a list > of > > > files I have in a directory called /ogg (Or anywhere), like the > /map > > > command does when you type /map space , it lists all the > maps, > > > pretty much like that, I've been searching and searching but can't > > > find anything, I'd really appreciate any help! > > > > > > > > > > > > -------------- next part -------------- An HTML attachment was scrubbed... URL: From evoluter at gmail.com Mon Feb 26 15:51:06 2007 From: evoluter at gmail.com (EVOLUTER) Date: Mon, 26 Feb 2007 17:51:06 -0300 Subject: Measuring Frame Rate Message-ID: How is it possible to measure the frame rate of the four.dm_68 demo file? -------------- next part -------------- An HTML attachment was scrubbed... URL: From kloppenburg at snt.utwente.nl Mon Feb 26 16:27:09 2007 From: kloppenburg at snt.utwente.nl (Erik Kloppenburg) Date: Mon, 26 Feb 2007 22:27:09 +0100 Subject: [quake3] Measuring Frame Rate In-Reply-To: References: Message-ID: <45E350AD.10807@snt.utwente.nl> /timedemo 1 then run the demo and look in the console afterwards. EVOLUTER wrote: > How is it possible to measure the frame rate of the four.dm_68 demo file? >