Comments (9)
Progress Update:
- Audio logs and vmails are playing back now.
- Simple cutscenes are playing, still need full movie playback
- XMI music playback still is borked, has and will continue to be a pain
- Hid debug controls behind Ctrl+1 - Ctrl+5 for now
from systemshock.
That's pretty much what my 1.0 wishlist looks like.
I'd say leave in the debug inputs but move them someplace where an unsuspecting user won't trigger them accidentally.
from systemshock.
I used '7' as my example as it's a digit in the armory keypad code on level 1, and I for one punch in the numbers on the keyboard instead of clicking on the MFD. So yeah, that's definitely something an unsuspecting player might stumble upon 🤦♂️ Maybe add the Ctrl flag to them or something?
from systemshock.
DOSBox has its debug controls for things like take screenshot and capture audio as Ctrl-function keys, eg Ctrl-F5, Ctrl-Shift-F5, etc, and that rarely stomps anything you'd want to do in a game. It's simpler here because all the keys Shock can use are known. I don't have a strong preference on specific binds.
from systemshock.
Even if we go down @JPLeBreton's route of binding them to Ctrl-function keys, should we move those debug inputs behind a command line var to turn them on?
from systemshock.
Given that Shock doesn't rely on the control key or the function keys, I think it's very unlikely users would trigger a ctrl-f* accidentally.
A broader question is, would you like Shockolate to, by default, behave identically to the DOS/Mac originals as far as the input it accepts, and only offer extended functionality like debug commands (or, down the road, maybe a dev console?) with a specific user config setting (like a command line switch), or is it not worth a conceptual fork in the game's input handling?
from systemshock.
A dev console is way up high on my wishlist! I've been thinking of ways to shoehorn one into the game both for debug output and also as a way to get the debug commands off of the keyboard. SS has all of the canvas switching and text drawing functionality to make this work, so it should be very doable.
from systemshock.
Would it be possible to hide the keyboard shortcuts for 7,8 and u behind a command parameter like --debug? It doesnt make any sense to me to expose them for normal gameplay.
from systemshock.
Things are looking really close for a 1.0 release soon.
- XMI playback works now
- Full cutscene playback works
- Game breaking bugs around finishing / restarting the game are fixed
from systemshock.
Related Issues (20)
- Problems with MIDI music
- Digital speech is broken on Raspberry Pi 4 / retropie build HOT 1
- Mouse speed + double click annoyance in Linux HOT 1
- How compile ? HOT 2
- Game controller support
- The hacker's jump is feeble
- install_sdl.sh unexpected behavior (deleted dependency from Doom64)
- [Question] source port clarification
- Won't use LibSDL2 Mixer
- Errors with make systemshock HOT 4
- Game does not build whatsoever? Running on Linux Mint HOT 1
- Being able to fast doubleclick while SHIFT quicklooting containers causes the quickloot to fail sometimes
- Shift quickpick an item will force equip it/force show its infoscreen
- Double use clicking a junk item in the inventory will grab the item
- Feature request: SS2-like UI interactions
- Ability to change sprint key + Bind shift key to other binds
- Mouse not locked to window (Linux) HOT 1
- Feature request: FOV modifier
- trying to build on windows 10 HOT 1
- Cmake error
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from systemshock.