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Nick |
Message |
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09:20 |
* cheapie |
hmms at the keybinding discussion |
09:21 |
cheapie |
Mostly pretty much the expected stuff, but every so often someone suggests shift for fast and I have to wonder what their hands are shaped like to make *that* work |
11:26 |
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12:55 |
rubenwardy |
cheapie: pinky finger on shift |
12:55 |
rubenwardy |
Thumb on space, other fingers on wasd |
13:09 |
sfan5 |
thats not the most comfortable finger position if done for longer |
13:11 |
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13:26 |
cheapie |
rubenwardy: That requires me to contort my hand... strangely |
13:27 |
cheapie |
But since the discussion is mostly just about the *default* bindings and there is an option to change them, I guess I don't really care too much |
13:28 |
cheapie |
Just so long as we don't randomly get another commit a few months from now removing the ability to change keybindings since it "shouldn't be player choice" |
13:28 |
rubenwardy |
It is quite common to have left shift for sprint. But yeah, rebinding is very important for accessibility |
13:29 |
rubenwardy |
The Witcher 3 has left shift for sprint and ctrl for toggling walk/run |
13:29 |
rubenwardy |
Aux isn't just sprint though |
13:29 |
rubenwardy |
In a lot of games, aux is E and is used to interact |
13:32 |
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13:34 |
rubenwardy |
The Witcher 3 also has I for inventory 😅 |
13:35 |
whosit |
using shift is not new: https://www.bungie.net/en/Forums/Post/38134035?sort=0&page=0&path=1 |
13:36 |
cheapie |
FWIW if I was asked to pick the default binding for inventory I'd probably come up with ` or something, although at home I'm on a Dvorak keyboard so I is convenient enough that I just leave it on that |
13:39 |
MTDiscord |
<csperson> minecraft, the game that "inspired" a lot of luanti's stuff, has shift to walk/crouch and ctrl to sprint. And considering the visual/gameplay parellels, people who've played minecraft first are probably going to have that muscle memory. Also, might be worth noting not all keyboards are the same shape. Another thing: lots of games have different buttons in general. And tbh, i feel like if luanti's going to work more towards trying to make |
13:39 |
MTDiscord |
itself an engine, it needs to let games/mods register a lot more inputs than just a single "aux" key. |
13:41 |
whosit |
arbitrary keys + actual key up / key down events :p |
13:43 |
cheapie |
whosit: I was joking with someone else elsewhere about the worst possible keybindings - make sure you include the power button in there so I can press *that* for inventory :P |
13:43 |
MTDiscord |
<csperson> i like tab for inventory. |
13:44 |
cheapie |
Another one I came up with is E for run, except it's actually the E key on a different keyboard across town |
13:46 |
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13:53 |
whosit |
hold the key and select an emote: https://www.aadhu.com/2025/03/emotecraft-mod-1-21-4-1-20-1-emotions-for-servers/ |
13:54 |
whosit |
there also was a "ping" mod: hold the key, bring up a wheel menu, select different actions like placing a waypoint visible to other people - to bring their attention, etc |
13:55 |
whosit |
basic stuff, but clunky and won't work with just one aux key... |
13:56 |
MTDiscord |
<csperson> Also consider things like backpacks, or otherwise some form of seperate inventory. |
13:57 |
MTDiscord |
<csperson> or: what if you want the player to be able to roll somehow, like flying in a zero gravity/space environment where there is no specific up or down |
13:57 |
[MatrxMT] |
<y5nw> csperson: There is a feature request for allowing mods to define their own keybindings, but that is out of scope for the discussion about default keybindings |
13:59 |
MTDiscord |
<csperson> sure, but since luanti is working towards being more of an engine why have default keybinds in the first place? leave that stuff completely up to developers. |
14:02 |
[MatrxMT] |
<y5nw> IMO there are higher priorities in terms of refactoring the input handler so mod-defined keybindings are quite unlikely to be implemented in the short term (at least the next two releases) |
14:02 |
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14:03 |
[MatrxMT] |
<y5nw> Not to mention that removing built-in keybindings entirely is not a short-term option anyway because of compatibility issues |
14:29 |
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15:05 |
sfan5 |
I think the most relevant short-term improvement we could make is to add aux2 |
15:05 |
sfan5 |
and bind it to tab |
15:05 |
sfan5 |
(i noticed that E brings up the player menu on AES, which is strange, but the only option they have) |
15:08 |
whosit |
I one-liner that causes a weird crash... can I post it here? :p |
15:08 |
whosit |
*I've found a |
15:09 |
whosit |
(//lua snippet) |
15:09 |
sfan5 |
//lua error() |
15:09 |
sfan5 |
but sure |
15:09 |
whosit |
.//lua coroutine.resume(coroutine.create(loadstring("return core.get_connected_players()[1]:setpos()"))) |
15:10 |
whosit |
this crashes because setpos() is deprecated |
15:10 |
whosit |
but with set_pos() it does not :p |
15:10 |
whosit |
(as it should) |
15:11 |
whosit |
also doesn't crash if you remove "return" |
15:11 |
sfan5 |
src/script/lua_api/l_base.cpp:128: static int ModApiBase::l_deprecated_function(lua_State *, const char *, const char *, lua_CFunction): A fatal error occurred: lua_getstack() failed |
15:11 |
sfan5 |
fatal erroring on lua_getstack always seemed suspicious to me |
15:12 |
sfan5 |
mind filing a bug? |
15:12 |
whosit |
what to I call it? X) |
15:13 |
sfan5 |
Lua code triggers fatal error |
15:13 |
sfan5 |
+unexpectedly |
15:14 |
whosit |
ok |
15:26 |
whosit |
https://github.com/luanti-org/luanti/issues/16068 |
15:27 |
whosit |
loadsring is not needed, just a function also works... |
15:54 |
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16:18 |
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17:39 |
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17:41 |
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17:54 |
pgimeno |
what is the per-world minetest.conf called these days? |
17:55 |
Krock |
nil |
17:56 |
Krock |
perhaps 'world.mt' is the most important conf file, but I wouldn't personally store mod data there |
17:57 |
Krock |
correction: *'map_meta.txt'. The naming couldn't be less confusing. |
18:07 |
pgimeno |
ahh never mind, I think that I stored minetest.conf in the world and pointed the server to it |
18:09 |
pgimeno |
I mistakenly thought that it was supported as such, as a per-world configuration |
18:17 |
MTDiscord |
<warr1024> per-world configuration isn't hard to do if you have per-world servers, I guess 🤔 |
18:32 |
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