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-   -   Graal Controls. (https://forums.graalonline.com/forums/showthread.php?t=81096)

Rufus 08-07-2008 09:15 PM

Graal Controls.
 
2 Attachment(s)
From a player point of view (both new and old) the controls on Graal as a whole are extremely disjointed from the actual gameplay, and when you jump from server to server as much as people do, it becomes even worse. We have the global controls in the F3 options menu, which are very out of date and it only has a few basic options as you can see if you look at the first attachment. The majority of servers make use of these functions, such as movement, using A, S and D, but a lot do not.

On top of the basic functions the majority of servers obviously have their server-specific keys, such as Zodiac which has millions, and Classic that has Wave on W, Hug on H and Camera Change on C. Now on the two servers I've mentioned for example, there is no way of changing the keys that you are using, and you will only find them by exploring. On Classic there is a hidden chat command (terrible, terrible) for changing your keys, but not even the staff seem to know it. Classic is not the only server who falls victim to this, as nearly every single server has chat commands to change keys. Some servers have taken the inituative and added GUI interfaces for changing hotkeys, etc, which really annoys me. There are two pretty obvious reasons why they are a bad way of handling it:
  1. Custom key settings conflict with global and graal-set key settings.
  2. There should only be one area for the control of keys, both for consistency and to avoid huge confusion.

With those two reasons in mind, I've been kind of tampering with the idea of a new controls window; I've attached it below. My main idea was encorporating the global, local and Graal controls all into one control area. The blue keys represent Graal controls, the red keys represent global controls, and the green keys represent the local. I was thinking with all three key 'types' being placed into one area, there will be no conflicts like there currently are. The controls on each server would appear in the settings by default (set by the server) and the player would be able to pick and choose what they wanted on their keyboard; could make the controls different per server if they really wanted to.

I just think both visually and functionally, this might be a better way of handling the controls. I'm not a scripter though, so I don't know what might mess up in that department :p

Crow 08-07-2008 09:21 PM

I really like this idea. Though it would destroy quite some scripts. But I guess this can be avoided by making a new event for keychecks, just for the new configuration. I would love to see this added. Go go go Stefan!

Inverness 08-07-2008 09:25 PM

Inverness approves.

DustyPorViva 08-07-2008 09:53 PM

I'll just say this, another MMO I've played does something very similar... the major problem with it is that you usually can't see the whole keyboard on a resolution of 800x600. 800x600 isn't really a major resolution anymore, but it's a pretty standard one that should still be taken into consideration.

Crono 08-07-2008 10:12 PM

Pluffy approves. :pluffy:

zokemon 08-07-2008 10:24 PM

With this, add a script function:
PHP Code:

bindfunction(idtextmulti);
Adds a function to the list of bind-able keys with the given id.
  
id (string) - The new button will have this unique ID.  If the ID already existsthe old button will be replaced with the new.
  
text (string) - The button's name will be displayed to the user as this.
  multi (bool) - If true, the function can be applied to more then one button.

Example: bindfunction(duck, "Crouch", 0);
This would add a button to the listen of buttons that would be labeled as "Crouch". 

Might want an unbindfunction(id), too.

As well as a function call:
PHP Code:

function onBoundDown(idtextcodekey) {}
Is triggered when a key that is bound with a function created by bindfunction() is pressed.
  
id (string) - The unique ID of the function.
  
text (string) - The text of the button (same text you put for bindfunction()).
  
code (int) - Keycode of the key pressed. (Just like onkeydown)
  
key (string) - The letter of the key pressed. (Just like onkeydown

Would be nice also if you made a similar call for onBoundUp() as well.

With these two added, everyone can use the same key configuration window. The bindfunction() functions will mostly be called when you log onto the server, and then will be unbound when you log off.

New functions would have to show up as unassigned buttons in another windows or part of the gui. Then just drag the unassigned buttons to a key on the keyboard.

Door 08-14-2008 06:59 PM

Consistency is a really important factor to helping people understand things! This is a good idea and I'm.. almost disappointed that it hasn't been done already. What keeps me from feeling disappointed is my distinct lack of surprise.

Crono 08-14-2008 07:03 PM

They're too busy working on their silly little poker games I suppose. :frown:

Tyhm 08-14-2008 10:13 PM

I'm with Crono. Stefan doesn't care about Graal people at the moment. I wish he'd just make everything scripted so we can support the game on our own. As in, delete all the default Coded movement, display, RC, etc., delete Showstats outright, and publish a GScript version of same. He already basically deleted baddies when he went GS2, but never published the Baddy Script - I don't think he even removed the old variables to check how many of the No Clientside Baddies exist.

But that would require coming back and Handling Graal, and he might come back and look at the relative profits and decide the best way to Handle Graal is to shut it down. And even if he wound up selling Graal or publishing the serverengine, that'd just mean we'd have a bunch of codemonkeys all over the world working at cross-purposes and we'd wind up with as many distros as Linux in time...and Nobody would do this...

cbk1994 08-14-2008 10:31 PM

Quote:

Originally Posted by Tyhm (Post 1414355)
RC

Please no.

Chompy 08-14-2008 10:45 PM

To bad all keyboards doesn't look the same.

Mine is like, quite different from the one in the first post.

Crono 08-14-2008 11:01 PM

Quote:

Originally Posted by Chompy (Post 1414373)
To bad all keyboards doesn't look the same.

Mine is like, quite different from the one in the first post.

If you look closely at the keys rufus marked out, they are standard ones that any keyboard has.

Even the ever so popular CS/CSS don't follow the Swedish keyboards.

DustyPorViva 08-14-2008 11:07 PM

Quote:

Originally Posted by Chompy (Post 1414373)
To bad all keyboards doesn't look the same.

Mine is like, quite different from the one in the first post.

If the keyboard layout is scripted(which I imagine it would have to be, since you'd need coordinates of each button), then making different layouts wouldn't be terribly hard. QWERTY is standard though, what would you expect?

Loriel 08-15-2008 12:03 AM

Quote:

Originally Posted by Chompy (Post 1414373)
To bad all keyboards doesn't look the same.

Mine is like, quite different from the one in the first post.

You do not really need a graphical keyboard display, just an extendable list of assignable functions.

Inverness 08-15-2008 09:14 AM

Most games simply use the list of assignable functions which would be easiest in short term.

Tyhm 08-15-2008 09:30 AM

Quote:

Originally Posted by cbk1994 (Post 1414367)
Please no.

Srsly, there's still a camp Against scripted RC?
Isn't it in the past by now?

If there's Scripted RC, and I need something changed in RC, I can script it.
If there's Coded RC, and I need something changed in the code, I can wait for Stefan to reappear...or not.
Advantage scripted...

LoneAngelIbesu 08-16-2008 01:25 AM

Quote:

Originally Posted by Tyhm (Post 1414573)
If there's Scripted RC, and I need something changed in RC, I can script it.

Not really. /derail

cbk1994 08-16-2008 01:33 AM

Quote:

Originally Posted by Tyhm (Post 1414573)
Srsly, there's still a camp Against scripted RC?
Isn't it in the past by now?

If there's Scripted RC, and I need something changed in RC, I can script it.
If there's Coded RC, and I need something changed in the code, I can wait for Stefan to reappear...or not.
Advantage scripted...

No. Client-RC still is nowhere near as functional or reliable as the external RC.

Tyhm 08-16-2008 05:30 AM

See, that sounds like something that should be fixed, not a reason to abandon the Concept of scripted-RC.

xXziroXx 08-16-2008 05:34 AM

Quote:

Originally Posted by Tyhm (Post 1414835)
See, that sounds like something that should be fixed, not a reason to abandon the Concept of scripted-RC.

Scripted RC already exists, and have for a while. Just because it's scripted doesn't mean YOU (as in, anyone without access, ie Skyld, Stefan etc.) can edit the script. Try pressing F6 in-game on a server you have RC on. :)

Inverness 08-16-2008 08:11 AM

Skyld will make plugins possible.

Tyhm 08-16-2008 02:16 PM

Well that's pointless. I could see a failsafe Restore Backup function that people can't muck up, but any process which involves "Ask Stefan" is a bad process. Shouldn't he be putting a priority on Not getting hassled about Graal if he's more interested in new things? Honestly, he's behaving like he's afraid we'll stop needing him and hire someone else...

Admins 08-16-2008 02:34 PM

Scripted RC is mainly disabled from being editable for security reasons but can be re-enabled on request. We could also make it so you can only overwrite it for local staff, not globals connecting to your server.

About keyboard controls: In the next version the options will be scripted, currently trying to match the look of the old options window but it can of course be changed. I'm not sure if displaying the full keyboard is really simplier than displaying the 11 default actions though.

Crow 08-16-2008 02:52 PM

Quote:

Originally Posted by Stefan (Post 1414871)
About keyboard controls: In the next version the options will be scripted, currently trying to match the look of the old options window but it can of course be changed. I'm not sure if displaying the full keyboard is really simplier than displaying the 11 default actions though.

11 default actions isn't good either. Add the possibility to add more "actions" via script, maybe even with an icon. Or get rid of the icons completely, since they dont work with playerworlds like Era.

Inverness 08-16-2008 06:23 PM

Quote:

Originally Posted by Crow (Post 1414875)
11 default actions isn't good either. Add the possibility to add more "actions" via script, maybe even with an icon. Or get rid of the icons completely, since they dont work with playerworlds like Era.

Making the icons customizable is a simple job assuming its scripted. I was thinking the new key setter would be a GuiTextListCtrl with 3 columns, one for name and icon, and two for the primary and secondary key.

Tyhm 08-17-2008 05:30 PM

Well said, yes.
The next logical step for Graal is a game without ANY hard-wired defaults, only scripted starting points.
A game where you can delete the Baddy script and make an online puzzle game; or delete the movement script and make a 2d flight sim, whatever.
11 keys might be a good Starting point, and 11 icons would be a good way to do it, but ultimately it would have to be open-ended. Some server someday's gonna want 0 keyboard keys, because everything's gonna be a direct neural implant or whatever.

Crono1508 08-17-2008 09:41 PM

I tend to drawback on ANY server that uses 'W' as a key, such as Classic.
'W' is my up key instead of up arrow. I cannot play Classic because of the stupid whistle.
Same goes for N-Pulse with their new Ping: checker over players heads.

Other than that, everything else is pretty much Graal basic. Don't ask me why
'W' is up, I just decided to do it one day and I've been using it for many years now.

Crono 08-17-2008 09:45 PM

Quote:

Originally Posted by Crono1508 (Post 1415231)
Other than that, everything else is pretty much Graal basic. Don't ask me why
'W' is up, I just decided to do it one day and I've been using it for many years now.

I don't know, WASD is great for FPS but I can't see it useful for games like Graal, Maple Story, or Gunbound (the latter two being the only popular 2D games I know of).

Crono1508 08-17-2008 09:50 PM

When did I say I use WASD as my movement keys?!
I clearly just said 'W'!

http://i38.tinypic.com/2czzjhj.png

Loriel 08-17-2008 09:58 PM

Quote:

Originally Posted by Crono (Post 1415233)
I don't know, WASD is great for FPS but I can't see it useful for games like Graal, Maple Story, or Gunbound (the latter two being the only popular 2D games I know of).

I have been using WASD for graal since a bunch of years ago. Sword on the spacebar, grabbing on shift and weapons on z or something.

Inverness 08-17-2008 10:28 PM

Quote:

Originally Posted by Loriel (Post 1415240)
I have been using WASD for graal since a bunch of years ago. Sword on the spacebar, grabbing on shift and weapons on z or something.

Weirdo.

Tyhm 08-18-2008 04:26 PM

W Left Right Down?
You're trying to kill me.

Crono1508 08-18-2008 09:17 PM

Quote:

Originally Posted by Tyhm (Post 1415500)
W Left Right Down?
You're trying to kill me.

No, I'm serious.
'W' - Middle Finger
'A' - Ring Finger
'S' 'D' - Pointer Finger

Then you use your right hand for the arrows like so. :p

Tigairius 08-18-2008 09:30 PM

Quote:

Originally Posted by Crono1508 (Post 1415597)
No, I'm serious.
'W' - Middle Finger
'A' - Ring Finger
'S' 'D' - Pointer Finger

Then you use your right hand for the arrows like so. :p

If/When I use WASD I use my middle finger for both W and S, not my pointer for S.

Crow 08-18-2008 10:09 PM

Quote:

Originally Posted by Tigairius (Post 1415608)
If/When I use WASD I use my middle finger for both W and S, not my pointer for S.

He's not using WASD to navigate his player though...

Tigairius 08-18-2008 10:21 PM

Quote:

Originally Posted by Crow (Post 1415627)
He's not using WASD to navigate his player though...

Oh, good point.

Frankie 08-18-2008 11:03 PM

I have a friend that uses his thumb for S instead of his pointer for both S and W. It's really weird using your thumb like that.

zokemon 08-18-2008 11:40 PM

Read my post (3rd post in topic) about how having an image displayed like Rufus suggested would be much more helpful then just the 11 default actions.

The point of this isn't to make assigning the default actions easier, it's to make it so that each server doesn't have their own custom (and usually non modifiable) key assignments for non-standard controls (like Zodiac has fifty million buttons for the various menus).

Be nice if you could then also re-assign the F keys as well (maybe to ctrl or alt keys?)

Tyhm 08-19-2008 06:57 PM

Sure, but what if the player doesn't have a standard keyboard? It wouldn't help them any to have 101 keys displayed where We think they are; why not break it up and have it go "Up: ↑"?

Crono 08-19-2008 07:04 PM

Quote:

Originally Posted by Frankie (Post 1415659)
I have a friend that uses his thumb for S instead of his pointer for both S and W. It's really weird using your thumb like that.

I use my thumb for the down arrow on the normal arrow pad. I think I spar better without doing it but its just an old habit.


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