Comments (3)
Thanks for report - can confirm that this affects systems where the console toggle key is also a dead key. Windows is doing the translation, not Quake - we see the o key pressed, and then get sent ô, which replaces it. SDL2 doesn't currently detect deadkeys correctly, so we actually have two bugs - if you set con_tilde_mode 1, you can replicate this on any keyboard by pressing the ^ key and then o, you'll see the deadkey produce a letter and then the ô (which in Quake is the brown t character). The reason "now press exactly once "W" or a movementkey of your choice" is required is because otherwise you've double-tapped ^, windows produces ^^ which is ignored as you're still in the game, and then Windows is out of its deadkey-mode and the next letter appears correctly.
Working around this is going to be a headache, we get one event for the key pressed (which is always in American layout) and another with the translation to the locale. So I can't just ignore the second event, because then when you press z on a german layout you'll get the letter y appearing on your screen. I'll need to think about it some more.
Workarounds at the moment would be:
- Creating a layout in windows where ^ is not a dead key (Keyboard Layout Creator for Windows)
- Binding a different key to toggleconsole
My preferred solution at the moment is to ignore the translation on first keypress after toggling console, if it produces a character code >= 128. And that's using 'preferred' loosely - everything else I have thought of is even worse.
All other suggestions welome...
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meag, Thank you for the answer and very good explanation of what´s happening!!
maybe i have a super lame mega cheap way of getting rid of this 💃
What if you auto-send an "backspace" the moment a player requests console? That would clear the special character that would be coming up on next keypress i believe, wouldn´t it? :)
I couldn´t think of any negative sideaffects at the moment, f.e. if a player would use backspace as a "say hi" or even "+attack", that wouldn´t be triggered when console is down.
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Thanks @onethree7, I had considered faking input from the operating system level but then ezquake would have received another copy, so I'd have to ignore it - didn't know backspace cancels the deadkey state, so that might work well. I'll give it a test this weekend.
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