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This repository has been archived by the owner on Oct 16, 2021. It is now read-only.
Having Key_GetCatcher separate for each local client would be useful if each
local client could open menu in game separately. Though this would mean the
menu could only use the players control binds, so not useful for chat or
setting their name. Might be useful for team and player model select.
Original issue reported on code.google.com by ZTurtleMan on 22 Mar 2012 at 5:55
The text was updated successfully, but these errors were encountered:
Having Key_GetCatcher separate for each player doesn't really make sense, no
good way to even tell who the key "belongs" to. Need to think of another way.
Maybe add a new trap call to allow cgame to read bind commands and choose
whether client execute them. So cgame could see key bound to "+2forward" was
pressed and choose to move menu selection up, then tell client not to execute
command.
Original comment by ZTurtleMan on 6 Nov 2012 at 2:50
Changed title: Allow each player to open a menu separately ingame
This doesn't seem to really be feasible or fair to the players because P2 could be off at the controls menu, & P1, a bot, etc. could've already fragged him by the time he unpauses. @zturtleman, go ahead and close this.
The ideal situation for separate menus is using game controllers. Spearmint has joystick mappings (based on SDL2) so in menu we know exactly what was pressed. There are absolutely no issues for game controllers.
Keyboard is probably kind of messy and confusing from a user point of view. But it is feasible at a technical level. Spearmint CGame does all of the bind parsing and executing. It's possible to make it so that when a player has a menu open the bound commands will navigate the menu instead of being executed. So WASD +forward/+moveleft/+back/+moveright, Jump +moveup, Crouch +movedown could be used to navigate menu.
"It's not fair". Neither is vanilla Q3 multiplayer.
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Original issue reported on code.google.com by
ZTurtleMan
on 22 Mar 2012 at 5:55The text was updated successfully, but these errors were encountered: