Normal ingame (no selection available).Patch: configurable hotkeys – Transport Tycoon Forums
AFAIK perhaps not. There clearly was a file /OpenTTD/ where you can remap some settings, but panning the map is not a hotkey it is possible to configure here. Jun 26, · Perhaps just designate Ctrl+Alt+Shift+normal key in OpenTTD and then cause you to be a hardware macro for that. Nevertheless it would then be world wide for all programs. So if you such as your concept, perhaps help you and do some research. For this working in OpenTTD the keys need to be defined in . k members in the openttd neighborhood. OpenTTD conversation, method, and banter. We additionally run a suite of neighborhood servers!
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Aug 04, · OpenTTD-AutoTram Patch v Town can build tram roads. Tested on. macOS Sierra; Windows10 compiled by MingW; TODO. Make a option menu. Make ownership of tram roadways. OpenTTD-ScrollHotkey Patch v OpenTTD hotkey system doesn’t support scroll keys. This patch include hotkeys of scroll secrets. Use. Sep 26, · This show will need you through how to play OpenTTD. Enjoy! (News, occasions, Schedule, tips, Giveaways, Contact and much more) Seri. k people when you look at the openttd neighborhood. OpenTTD conversation, method, and banter. We additionally run a suite of neighborhood servers!
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Post by St » Mon Jul 07, pm. Post by belugas » Mon Jul 07, pm. Article by Wolf01 » Mon Jul 07, pm. Article by St » Tue Jul 08, pm. Article by planetmaker » Tue Jul 08, pm.
Post by belugas » Tue Jul 08, pm. Article by glx » Wed Jul 09, pm. Article by St » Wed Jul 09, pm. Article by Zuu » Thu Jul 10, am. Post by St » Tue Jul 15, am. Article by Zuu » Tue Jul 15, pm. Article by St » Wed Jul 16, was. Post by Zuu » Thu Jul 17, have always been. Article by Zuu » Fri Jul 18, pm.
Post by St » Sat Jul 19, am. Post by St » Sun Jul 20, pm. Article by St » Wed Aug 06, have always been. Article by St » Thu Aug 28, pm. Article by satosphere » Thu Aug 28, pm. Article by Zuu » Fri Aug 29, are. Hosted by Zernebok Hosting. Privacy Terms. Quick links.
Patch: configurable hotkeys Forum for technical conversations regarding development. For those who have a broad advice, issue or comment, please use one of many various other community forums. Patch: configurable hotkeys Post by St » Mon Jul 07, pm This area permits the customization of hotkeys. As a starting point, the majority of now current hotkeys were made customizable. Some additional functions that could be assigned hotkeys had been included. There exists no GUI right now, and so the customization has got to be performed during the config file.
If a person associated with anticipated parts is not discovered, the defaults tend to be filled and on program exit, they are written to your config file. Invalid hotkeys are deleted through the config file. You are able to designate multiple demand to 1 keycode, therefore it is possible to use sort of macros e. The commands tend to be performed during the order these are typically read from the config file.
If a keycode is handled by a toolbar, it is not handed down to a greater degree. There are additionally StringIDs defined for all instructions. They’re not however used, but tend to be placeholders for a planned GUI. The mod-ignore variation does ignore furthermore pushed modifier tips. This really is just experimental, and you can find difficulties with it. Stick to the main variation, if you don’t really need that behaviour. Changelog: v1. This calls for matching enums for all those areas.
Codechange: Providing an int as parameter to HandleProcNr to have the ability to pass the different enums. Included: Some commands had been added: [game]: ToggleFastForward [editor]: ToggleFastForward No mod-ignore version any longer as you can find too many conceptual problems.
Codechange: since roentgen, trunk merges keycode for “normal” keys and keypad keys FS therefore in [global] section there is certainly a brand-new command: ToggleBoundingBoxes. You don’t have the desired permissions to see the files attached with this post.
Final modified by St on Sat Jun 26, am, edited 24 times as a whole. Re: Patch: configurable hotkeys Post by belugas » Mon Jul 07, pm kind task From a quick view it, it’s very good certainly. I recently wonder if it wold have to have a GUI for that. Might be a very too massive one, in my own humble viewpoint.
If you’re perhaps not ready to work a bit for the tips , it indicates they don’t count much for you. OpenTTD and Realism?
Here are a few thoughs regarding the matter. He he he he Music from the Bloody Time Zones. So that as it is no difficult process in order to make some alterations in the config file, maybe you are appropriate that no GUI will become necessary. Especially those, that are interested in changing the hotkeys tend to be probably advanced players and might have even altered other stuff when you look at the config file.
As a GUI design would need much additional time and result in a large patch, I will for the time being launch a variation without the StringID definitions, that is ideal today and possibly later on an area considering this variation which can be then only accountable for the GUI if a GUI is even required lets observe how the responses tend to be.
Wolf the signal isn’t that bad, could it be? Re: Patch: configurable hotkeys Post by planetmaker » Tue Jul 08, pm St published: Wolf the rule is not that bad, could it be? Re: Patch: configurable hotkeys Post by belugas » Tue Jul 08, pm There are quite a couple of problems, in all honesty.
IT’s far much better then almost all of the regular stuff been posted, provided, but still.. One thing that bugs me is the multiple repetitions in some places. Re: Patch: configurable hotkeys Post by St » Wed Jul 09, pm Hey, there are lots of advices from developers – appears there is certainly curiosity about this patch. Re: Patch: configurable hotkeys Post by Zuu » Thu Jul 10, have always been to be an individual who formerly made an effort on hotkeys I’ve read through your area and let me reveal my remarks on variation 1.
But I noticed just what approaches you have taken and it’s nice too note that you’ve got up to now you’ve taken the time to determine all actions and change window event processing for the most part or even all locations. Good job I would like to say! Presently exactly the right modifier condition is required, so if any additional modifier is employed to accomplish a key-stroke that was maybe not though of you won’t work for the consumer.
In my viewpoint it should be sufficient that you have actually at least the required modifiers down for an action to take place. But that is I think worth the gain of only demanding that at the least the defined modifiers should be down in place of exactly as defined. Re: Patch: configurable hotkeys Post by St » Tue Jul 15, was I guess maybe not using extra modifier keys into account is conceptually never as easy as it seems.
There is no way to determine what type an individual actually wished to push. You might perform both of them, but they might have assigned actions which cancel each other or do other odd things – so additionally no good concept. The hotkeys have sorted by modifier when they are filled, therefore the purchase of definition in config file doesn’t matter. Simply an approach and far from ideal. Last edited by St on Wed Jul 16, am, edited 1 amount of time in total. Re: Patch: configurable hotkeys Post by Zuu » Tue Jul 15, pm you are appropriate, you mentioned some conflicts which I failed to though of.
But obtaining the program choose one of those using a defined schema and never by arbitrary might be adequate St blogged: I hope that made clear the things I had been attempting to explain.
Re: Patch: configurable hotkeys Post by St » Wed Jul 16, was Zuu blogged: For this to operate I think it is crucial that if there are two meanings and one is a subset of the other then your one with most mod-keys should always be checked for match first.
Zuu wrote: on the web in trunk it makes a look for automobile owner that I aren’t able to find a countertop part within your code. Unless that is done just before call the HandleHotkeyProc. Rubidium composed: and so i believe top case would be to iterate within the dining table with hotkeys and when you’ve found the best “index”, you choose to do a switch on that index.
I do believe that there need to be a number of these tables, one for every single GUI that uses hotkeys. Re: Patch: configurable hotkeys Post by Zuu » Thu Jul 17, am St wrote: Rubidium penned: and so i think the greatest case is to iterate throughout the dining table with hotkeys as soon as you have found the correct “index”, you will do a switch on that list.
Because of this i have taken your spot 1. Re: Patch: configurable hotkeys Post by St » Sat Jul 19, am Zuu penned: I think it’s tactical clever to go out of it down so that your first plot only implements configurable hotkeys and then you make an additional that ignores extra mod-keys.
Re: Patch: configurable hotkeys Post by St » Sun Jul 20, pm Simplified code by using different enums for almost any hotkey part. See very first post for updated spot. Only codechanges to conform to the changes which were made in trunk area. Re: Patch: configurable hotkeys Post by St » Thu Aug 28, pm once again an update to the current trunk revision. No practical changes. Re: Patch: configurable hotkeys Post by satosphere » Thu Aug 28, pm i possibly could not find any facts about this, but does it support hotkeys aside from the normal tips?
There are numerous keyboards that include additional secrets to program macros. One specific example could be the Logitech G15, which includes 18 automated keys. Can they be applied for project as well? Re: Patch: configurable hotkeys Post by Zuu » Fri Aug 29, have always been St Nice to see you’ve taken up the job again or at least updated the plot to present trunk.
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