Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

[Feature] All the keybinds in menu #958

Open
2mg opened this issue Jan 10, 2023 · 6 comments
Open

[Feature] All the keybinds in menu #958

2mg opened this issue Jan 10, 2023 · 6 comments
Labels

Comments

@2mg
Copy link

2mg commented Jan 10, 2023

A simple request to make all the available keybinds (weapons and such) be presented in a menu.

@lafoxxx92
Copy link

"all the available" is too broad. You can bind any button to any command. It means the list will be infinite.
Which actions would you like to add?

@maraakate
Copy link
Contributor

Also, some key binds that some mods have, such as +hook are not known by the client. They are commands that are redirected to the game DLL and executed if the command matches so there is no way to know.

@2mg
Copy link
Author

2mg commented Jan 13, 2023

"all the available" is too broad. You can bind any button to any command. It means the list will be infinite. Which actions would you like to add?

Movement, Weapons, Inventory management and single button per specific item, F1-F12 utility (Save/Load, Quicksave/Quickload and similar). Pretty much what some other ports that I won't mention here offer, they usually have the exact same offerings.

@Yamagi Yamagi added the feature label Jan 21, 2023
@protocultor
Copy link
Contributor

Pretty much what some other ports that I won't mention here offer, they usually have the exact same offerings.

Which ones?
FTEQW and Q2XP don't add anything to classic keybinds, Q2Pro and derivatives (like Q2RTX) only add a weapons submenu.
Only KMQuake2 shows every possible keybind, even when it is not available (like CTF grapple), but shows them on an endless list extending downwards that is awful to navigate. I'd rather use manual binds, and I'm a controller player.
If anything, whoever implements this needs to make it using multiple submenus.

@2mg
Copy link
Author

2mg commented Jan 29, 2023

Pretty much what some other ports that I won't mention here offer, they usually have the exact same offerings.

Which ones? FTEQW and Q2XP don't add anything to classic keybinds, Q2Pro and derivatives (like Q2RTX) only add a weapons submenu. Only KMQuake2 shows every possible keybind, even when it is not available (like CTF grapple), but shows them on an endless list extending downwards that is awful to navigate. I'd rather use manual binds, and I'm a controller player. If anything, whoever implements this needs to make it using multiple submenus.

Q2RTX does have Function/Weapon/Action and Legacy, each in it's own menu, just saying how they did it.
Frankly I don't mind whichever implementation is used (tho KMQ2 is a bit clunky), as long as I don't have to edit CFG or bind in Console (it's not user friendly 25 years later honestly anymore, plus you can always do that if you need something specific).

@apartfromtime
Copy link
Contributor

The options menu is at the limit on what can be fit on a 320x240 window if support for the resolution is insisted upon. Perhaps emulating the new remaster options would be the way to go, keeping options, but having sub-menus that separate input, gameplay, sound etc. or keep options->customize controls and implement page support for the extra key-binds? Thoughts?

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Projects
None yet
Development

No branches or pull requests

6 participants