ZylonBane on 30/5/2007 at 15:42
Quote Posted by sparhawk
There is a seperate USE key to use inventory items. So when, for example, you want to use the lockpicks on a lock, you have to select the appropriate lockpick, highlight the door and then use the USE key. Don't remember if we have a seperate DROP key as well, but I think so.
Hopefully the interface will support a classic style Use-or-Frob binding for those of us who enjoy taffing without a five-button mouse.
Schwaa2 on 30/5/2007 at 16:41
Right now my set-up is just to use the G key to lockpick. While different than T2 it's not bad at all. I got used to it within a few tries.
throw is attack button and drop is the frob button. zoom and examin (rotate obj) is mouse wheel to zoom. rotate by holding frob and moving mouse.
(yes, you could put a clue on the bottom of an obj :ebil: )
sparhawk on 30/5/2007 at 22:12
Quote Posted by ZylonBane
Hopefully the interface will support a classic style Use-or-Frob binding for those of us who enjoy taffing without a five-button mouse.
Don't worry. The mouse is included when you order your copy of TDM. :p
cacka on 30/5/2007 at 23:27
In Thief I always use the alt button with other keys to change their function, so I don't have to spread the binds out all over the keyboard. Like having t as move forward and then alt + t as lean forward. Just curious as to whether that is possible in the dark mod?
sparhawk on 4/6/2007 at 14:09
I don't think so, because ALT is just another key in Doom 3. IMO you can not assign multiple keys to one binding. Never tried it, so I'm not 100% sure.
Of course it could be modified this way, but so fa we haven't done this. So far I have not seen any feedback from any developer or mapper who said that he can't get to terms with our keyboard, so I guess it is ok for gaming purposes. :)
Jeshibu on 4/6/2007 at 14:19
How does the shift key for running/walking work then? Isn't it possible to use the alt key as a modifier like the shift is by default, or is that one hard-coded?
CD Set on 4/6/2007 at 19:15
Hey everyone! I was just stopping by to see if anyone could enlighten me about when the project is estimated to be finished? I remember reading last year on the Dark Mod's website that it would probably be finished in 2007 (which seemed fairly distant at the time) and seeing as how it is now the current year I thought I would ask. I know it's hard to say but what's the latest news?
Springheel on 4/6/2007 at 19:25
We're currently aiming to have all the major systems done and be ready for serious beta-testing at the end of 2008. But these things are always in flux....
sparhawk on 5/6/2007 at 07:39
Quote Posted by Jeshibu
How does the shift key for running/walking work then? Isn't it possible to use the alt key as a modifier like the shift is by default, or is that one hard-coded?
Well, you can do that, but that is not particular to the shift or alt key. It's just a convention. Theoretically you can bind any key to such functions. I think we have a walk key, but I don't remember the exact control keys that we need, as this is not really an important issue at the moment.
Well, it's important as in "Do we have the scheme setup in such a way that it is actually usable" but not as in "Do we have all kind of combinations that all possible players might want to have".
Doom doesn't think in terms of a key, rather it thinks in terms of the function. So it doesn't really make sense to talk about a shift or an ALT key because that has no meaning. It's more meaningfull to talk about a USE key, FROB key, MOVE FORWARD, etc. because the player can bind these functions to any key that he likes. So if one player binds FROB to ALT (as I usually do), then there is no point in asking "can I press the ALT key to toggle between run and walk". I think we have a toggle for that, as well as for crouching (as an example) but where you assign it to is up to you.