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Re: Future of DialogShortcuts.txt

Posted: Wed Mar 31, 2021 4:11 pm
by pango
Talking about the quest debugger, it would be useful to write somewhere that this is a debugger screen, because I've seen in explained to new users as a game feature, with all unwanted consequences (poor readability of building labels interpreted as poor implementation, labels shown in debugger but not on town map, quest not done in expected order,...)
Making the combo to bring the quest debugger more obscure would also somewhat help with that.

Re: Future of DialogShortcuts.txt

Posted: Thu Apr 01, 2021 8:27 pm
by Interkarma
I'm genuinely surprised anyone would confuse this for something other than a developer's overlay.

What if we create a settings.ini option QuestDebugger that's disabled by default? While disabled, it's not possible to open quest debugger. The user must enable quest debugger setting if they need it for development.

Happy to change default keyboard shortcut as well. Any suggestions?

Re: Future of DialogShortcuts.txt

Posted: Fri Apr 02, 2021 1:29 am
by pango
I suggested Ctrl-Alt-D before, but it could be anything else.
The only problem I noticed wth Ctrl-Alt-D is that the game picks up the D key being pressed, so you also move to the right each time you use that combo...

Re: Future of DialogShortcuts.txt

Posted: Fri Apr 02, 2021 6:41 am
by XJDHDR
pango wrote: Fri Apr 02, 2021 1:29 am The only problem I noticed wth Ctrl-Alt-D is that the game picks up the D key being pressed, so you also move to the right each time you use that combo...
This wouldn't be an unheard of thing for me. I know that some of the GTA games (Vice City definitely being one of them) have cheat codes that require pressing movement keys to activate, and those keys get picked up as movement commands.

Re: Future of DialogShortcuts.txt

Posted: Sun Apr 04, 2021 12:34 am
by Interkarma
I don't mind a small amount of movement when player opens debugger. Ctrl+Alt+D possibly isn't the best combo on Windows though, as it's used by one of the built-in Accessibility features (magnifier docking) and possibly elsewhere. This would of course be a rare conflict, but I've been contacted in the past by someone who was legally blind but could still play Daggerfall due to them being able to parse the big chunky graphics - so it's still a possibility someone could have magnifier open in DFU to read text.

Now that I think of it, many Ctrl+Alt combos are used as a system modifier somewhere in Windows. Might be best to avoid that modifier completely. What about Ctrl+Shift+D instead?

For the [ and ] keys, you mentioned these were difficult on AZERTY keyboards. I only selected these keys for marker cycle as classic uses those same keys for that purpose. Can you recommend something that would be easier for you and still work well on QWERTY keyboards?

Cheers!

Re: Future of DialogShortcuts.txt

Posted: Tue Apr 06, 2021 9:14 pm
by jefetienne
Interkarma wrote: Sun Apr 04, 2021 12:34 am Now that I think of it, many Ctrl+Alt combos are used as a system modifier somewhere in Windows. Might be best to avoid that modifier completely. What about Ctrl+Shift+D instead?
Interkarma wrote: Sun Apr 04, 2021 12:34 am I don't mind a small amount of movement when player opens debugger. Ctrl+Alt+D possibly isn't the best combo on Windows though, as it's used by one of the built-in Accessibility features (magnifier docking) and possibly elsewhere. This would of course be a rare conflict, but I've been contacted in the past by someone who was legally blind but could still play Daggerfall due to them being able to parse the big chunky graphics - so it's still a possibility someone could have magnifier open in DFU to read text.

Now that I think of it, many Ctrl+Alt combos are used as a system modifier somewhere in Windows. Might be best to avoid that modifier completely. What about Ctrl+Shift+D instead?

For the [ and ] keys, you mentioned these were difficult on AZERTY keyboards. I only selected these keys for marker cycle as classic uses those same keys for that purpose. Can you recommend something that would be easier for you and still work well on QWERTY keyboards?

Cheers!
I think a Ctrl+Shift would be good. Players are unable to make custom combos for more than two keys so there would never be a conflict for that.

While it isn't classic, Shift+<arrow> and Ctrl+Shift+<arrow> should probably be favorable for all keyboards, right?

Re: Future of DialogShortcuts.txt

Posted: Tue Apr 06, 2021 11:02 pm
by Interkarma
Thanks jefetienne! :) I'll use those combos in next release.

Re: Future of DialogShortcuts.txt

Posted: Wed Apr 07, 2021 1:36 am
by jefetienne
Interkarma wrote: Tue Apr 06, 2021 11:02 pm Thanks jefetienne! :) I'll use those combos in next release.
Awesome :)

Re: Future of DialogShortcuts.txt

Posted: Wed Apr 07, 2021 6:19 am
by pango
You mean just Ctrl and Shift? Isn't that likely to be triggered accidentally while playing (switching from running to sneak, or just big fingers)?

Re: Future of DialogShortcuts.txt

Posted: Wed Apr 07, 2021 11:08 am
by Interkarma
Nah, Ctrl+Shift+D to cycle debugger rather than Ctrl+Alt+D. See my post above jefetienne's. :)

And I'm making quest debugger disabled in settings by default. Nobody will open it accidentally, only people who want/need it will enable.