Many thanks for an excellent port! I've been getting back into Hexen II lately, and I took the opportunity to get the latest HoT version and obsessively tweak my settings.
I notice that, like the original engine, it treats keypad keys as identical to their equvalent keys elsewhere. (Such as Keypad 2 behaving like the down arrow.) In other games and engines I'm used to the keypad keys being treated separately, and I often bind actions such as weapon cycling to them. (The naming scheme is usually something like KP1, KP2, KP., KP/, and so on. I'd also request that the NumLock key be bindable.) Would the current input system be capable of such a separation?
I could see a client setting for this behavior as helpful also. Anyone used to these keys behaving identically could have that choice, while others like I could bind the keypad keys to their own controls.
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Many thanks for an excellent port! I've been getting back into Hexen II lately, and I took the opportunity to get the latest HoT version and obsessively tweak my settings.
I notice that, like the original engine, it treats keypad keys as identical to their equvalent keys elsewhere. (Such as Keypad 2 behaving like the down arrow.) In other games and engines I'm used to the keypad keys being treated separately, and I often bind actions such as weapon cycling to them. (The naming scheme is usually something like KP1, KP2, KP., KP/, and so on. I'd also request that the NumLock key be bindable.) Would the current input system be capable of such a separation?
I could see a client setting for this behavior as helpful also. Anyone used to these keys behaving identically could have that choice, while others like I could bind the keypad keys to their own controls.
This is a good suggestion, thanks. I'll try and code it in the next few days and hopefully make it integrated in the next releases.
Thank you as well, I'm looking forward to it.