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pillar's Avatar
Posts: 154 | Thanked: 124 times | Joined on Mar 2007
#161
I tried to change the uqm.key keybindings, but I think I finally figured why it doesn't help. The main menu doesn't seem to follow those bindings! They are only used in game. I was able to navigate in the main menu with up and down when using Netherland keyboard setting - even though up and down were mapped for u and i letters (I tested with those). In game up and down would then work from u and i letters, not up and down arrow keys.

So in summary: I don't think any keybinding settings will fix this :/
 

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#162
Originally Posted by pillar View Post
If someone makes working bindings for scandinavic keys, please share them here. I tried to bind the 'ä'-key to up, but it doesn't work.

I think the optimal would be these:

left = .
down = left
right = right
up = ä
I think these would be better no confuse things with left=down kind of changes.

left: J
down: K
rifght: L
up: I

As they do not overlap with arrow keys, you can make both keysets (IJKL and arrows) work by default.

Thus all that is needed is to show the default keys on startup.
 
Flandry's Avatar
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#163
I'm sorry, i had forgotten that the menu controls are independent. They are in /opt/uqm/content/menu.key and can't be changed in-game (that's why it says that control configuration is only partially complete in the menu text). I originally intended to make sure all the important actions mapped in that file were assigned to real keys on the N900 once i got mine to test. Some of the controls mapped there aren't very important and should be left alone (page up and down, fullscreen, special), but others are obviously useful (zoom in and out, select, etc.) and could possibly use new mappings.

Copy /opt/uqm/content/menu.key to ~/.uqm/override.cfg and edit it.

Replace the line
up.2 = STRING:key Keypad-8
with
up.2 = STRING:key (whatever the key code is for your "up" key)

and do the same for the down.2 map.

I think an arbitrary number of keys can be mapped to a single action, and since editing config files is not something i expect users to do, send me the key codes for whatever the "up" and "down" keys have become on your localized keyboards and i'll add them to menu.key in the next release. That will make menus navigable; you'll still be on your own to change the flight control bindings to your taste (from the menu option).

AFAIK joystick works on the main menu, so tilt control is still planned to be a universal solution for giving everyone working controls, regardless of their keyboard.

Thanks for reporting.
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Unofficial PR1.3/Meego 1.1 FAQ

***
Classic example of arbitrary Nokia decision making. Couldn't just fallback to the no brainer of tagging with lat/lon if network isn't accessible, could you Nokia?
MAME: an arcade in your pocket
Accelemymote: make your accelerometer more joy-ful

Last edited by Flandry; 2009-12-11 at 14:16.
 

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#164
Hi,
Any way to know the key code for a key, from the Terminal maybe ?
 
Posts: 54 | Thanked: 8 times | Joined on Nov 2005
#165
Originally Posted by pillar View Post
If someone makes working bindings for scandinavic keys, please share them here. I tried to bind the 'ä'-key to up, but it doesn't work.

I think the optimal would be these:

left = .
down = left
right = right
up = ä
Currently the game doesn't seem to recognize special letters such as "ä". You can try this by changing the menu keys to something that works for you and then navigating to the "Edit controls" menu. Setting UP as "ä" will return an unknown key, and uqm will set "key Unknown" to the users config file. If you now try to play the game, ä as UP will work, but when you quit and try again, the up key will just be listed as "----", and won't work until you set it again.

I feel there should be a default way (in every game) to bind keys for us who don't have the full set of arrows. Following the physical layout of the keyboard with arrows (., left, right, Ä - with a scandinavian model) seems more logical to me than using, for instance the J, K, L, I set. Also the lower right corner is much easier to access, and it will be easier to find the keys while not looking at the keyboard.
 

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Flandry's Avatar
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#166
Originally Posted by zuti View Post
Currently the game doesn't seem to recognize special letters such as "ä". You can try this by changing the menu keys to something that works for you and then navigating to the "Edit controls" menu. Setting UP as "ä" will return an unknown key, and uqm will set "key Unknown" to the users config file. If you now try to play the game, ä as UP will work, but when you quit and try again, the up key will just be listed as "----", and won't work until you set it again.

I feel there should be a default way (in every game) to bind keys for us who don't have the full set of arrows. Following the physical layout of the keyboard with arrows (., left, right, Ä - with a scandinavian model) seems more logical to me than using, for instance the J, K, L, I set. Also the lower right corner is much easier to access, and it will be easier to find the keys while not looking at the keyboard.
As i suspected and warned, vcontrol, the wrapper for the SDL input, doesn't really support very many non-qwerty keys. There's no way to support both user-mappable keys and nonsupported keys within the existing framework of uqm without some degree of hacking it up. It might be as simple as adding the keycodes to the relevant file in /src/libs/input/sdl, but i won't be looking into that at this time.

My reticence to spend time making dirty hacks to an upstream source to work around Nokia's poor design decisions continues unabated. I will try making a modification to the menu control keys to make "left" and "right" arrows move up and down in the menu for the next release, and if there are no significant side effects, leave it in (anyone who wants to try this and report on it gets thanks and brownie points from me--the most likely place for side effects could be in the starmap mode or the menu mode). Otherwise, it will be left to the tilt control as a universal solution. I'm sorry. Please submit a bug report or brainstorm request to get full arrow keys on all Nxxxx devices with any keyboard to avoid this mess in the future. This is not something the Maemo community really has any control over, so i'm not sure what's the proper venue.

On a somewhat related note, my N900 should be delivered by Amazon while i am home for Christmas, so i will finally be able to test things on my own. This will (as you can imagine) make the development cycle immensely faster.
__________________

Unofficial PR1.3/Meego 1.1 FAQ

***
Classic example of arbitrary Nokia decision making. Couldn't just fallback to the no brainer of tagging with lat/lon if network isn't accessible, could you Nokia?
MAME: an arcade in your pocket
Accelemymote: make your accelerometer more joy-ful

Last edited by Flandry; 2009-12-14 at 19:48.
 

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#167
I see the omaemo3 update available in extras-devel, but t refuses to install because I don't have something called joydev. Should I install it, and if so, where?
 

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#168
Folks, I've searched high and low on the nets, and repositories for the missing joydev kernel. (without which i can't install urquan) I read in this thread that it was supposed to be pushed to the repositories, do we know if this kernel has been pushed there yet, and if not when it might be.

ALso is there a way to install urquan in it' scurrent state missing the joydev kernel as a dependency?

Thanks! This game is great. I had it working before (was an earlier version not dependent on joydev yet), but had to reflash the phone and can only get this version. Any help is MUCH appreciated.

2d
 
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#169
The version in Extras is fully functional and complete, as it should be. i recommend you disable the Extras-devel repo by default, as it has incomplete packages and you are going to get yourself into trouble.

Attila ran into some problems with the kernel module package, so the -devel version isn't complete. The module itself is attached to the bugtracker issue if you want to install it and force the install of the -devel version. If you do that, please give me feedback on the accelerometer control.

I finally got my N900 and installed uqm and uqm-3do-data and it really is awesome seeing uqm on the phone. 8)
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Unofficial PR1.3/Meego 1.1 FAQ

***
Classic example of arbitrary Nokia decision making. Couldn't just fallback to the no brainer of tagging with lat/lon if network isn't accessible, could you Nokia?
MAME: an arcade in your pocket
Accelemymote: make your accelerometer more joy-ful
 

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Posts: 1,034 | Thanked: 784 times | Joined on Dec 2007 @ Annapolis, MD
#170
Originally Posted by Juhgu View Post
I see the omaemo3 update available in extras-devel, but t refuses to install because I don't have something called joydev. Should I install it, and if so, where?
"JoyDev" is the agreed upon future named of a yet-to-be published package that includes what is basically a plugin to better access the accelerometer.

Well, not really "better", but a way that UQM can access the accelerometer that doesn't require a major over hall to the UQM program itself.

The joydev package is being authored by someone who is not on the UQM devel team specifically, so the UQM version that calls it was published in anticipation of this other team's package publishing.

The only thing you're missing by not getting this newest UQM build is the ability to steer your ships by tilting the N900.
 

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