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0.7.3 RC1 on OS X 10.7: keyboard issue

PostPosted: 04 Nov 2011, 05:32
by III
Greetings, all. STK is a terrific game that I enjoy immensely; thank you. Great work all around.

In 0.7.3 RC1 on OS X 10.7, I'm having an issue with the wired, extended Apple keyboard that's optional with current iMacs.

My key mappings translate fine from 0.7.2, but not all work. On the numeric keypad, 4 and 6 ("left" and "right") work fine. The 8 key does nothing (should be "accelerate"), 5 pauses the game (it's supposed to be "brake"), and 0 (should be "sharp turn") does nothing. The numeric keys above the alphabetic keys work as mapped (8 will accelerate, for example).

Also, I see an issue with the bowling ball. If only one bowling ball is on screen, it's the new purple style. But if more than one ball is on screen, the others look like the old 0.7.2-style blue ones. Example, if pick up multiple balls at once, all are blue. If throw a purple one and pick up a single one immediately thereafter, it's blue.

Re: 0.7.3 RC1 on OS X 10.7: keyboard issue

PostPosted: 04 Nov 2011, 12:16
by hiker
III {l Wrote}:Greetings, all. STK is a terrific game that I enjoy immensely; thank you. Great work all around.

Thanks!

In 0.7.3 RC1 on OS X 10.7, I'm having an issue with the wired, extended Apple keyboard that's optional with current iMacs.

My key mappings translate fine from 0.7.2, but not all work. On the numeric keypad, 4 and 6 ("left" and "right") work fine. The 8 key does nothing (should be "accelerate"), 5 pauses the game (it's supposed to be "brake"), and 0 (should be "sharp turn") does nothing. The numeric keys above the alphabetic keys work as mapped (8 will accelerate, for example).

That's strange, since afaik nothing was changed in the input handling routines. What happens if you reassign the keys (in options->controls->keyboard) - using the keys from the numeric keypad? I don't have the extended keyboard, so I can't check, but perhaps they deliver different key codes? Do you have more than one keyboard configuration defined?

Also, I see an issue with the bowling ball. If only one bowling ball is on screen, it's the new purple style. But if more than one ball is on screen, the others look like the old 0.7.2-style blue ones. Example, if pick up multiple balls at once, all are blue. If throw a purple one and pick up a single one immediately thereafter, it's blue.

The blue and purple ball are two different items (see help), so if I understand you correctly you are just sometimes getting the bowling ball, and sometimes the rubber ball. The behaviour should be quite different ;)

Cheers,
Joerg

Re: 0.7.3 RC1 on OS X 10.7: keyboard issue

PostPosted: 04 Nov 2011, 15:46
by III
Joerg, thanks for the quick reply.

I checked Help on the bowling ball and rubber ball after I posted my comment; so embarrassing. I thought I'd read somewhere that the bowling ball was being replaced by another weapon. Serves me right for posting late at night.

I added a second keyboard layout as a workaround, using other than the numeric keypad, and that works fine. In RC1, all of the regular numeric keys can be assigned and work as expected.

This issue is limited to RC1; numeric keypad works as usual in the other games I have.

I went through the numeric keypad keys one by one and this is how they register on the configuration screen:

7 = alt/menu
8 = shift (gives a warning about not using shift)
9 = 9
4 = 4
5 = does not even register as a keypress; drops back to an empty cell
6 = 6
1 = space
2 = 2
3 = backspace
0 = tab
period/dot = M
clear = does not register anything
= is =
/ = help
* = print (same as 0.7.2)
- (munis key) = N (it's insert in 0.7.2)
+ = exec (same as 0.7.2)
enter = F (it's return in 0.7.2)

Also, of much lesser importance, can the option and command keys be made assignable? The left-hand control key can be assigned, but option and command do not register. (This is the same in 0.7.2.)

Re: 0.7.3 RC1 on OS X 10.7: keyboard issue

PostPosted: 05 Nov 2011, 00:27
by Auria
Hi,

actually input handling did actually change a lot on OSX, since I rewrote much of irrlicht's input handling on OSX to fix other problems ;) I will check numpad keys, maybe I forgot some of them

Re: 0.7.3 RC1 on OS X 10.7: keyboard issue

PostPosted: 05 Nov 2011, 00:51
by Auria
OK I corrected the issue and submitted it to irrlicht devs : https://sourceforge.net/tracker/?func=d ... tid=540678

but in any case the STK on our website uses my own build of irrlicht, not an official one, so I will make sure that my build includes this fix. Thanks for the report!

Re: 0.7.3 RC1 on OS X 10.7: keyboard issue

PostPosted: 05 Nov 2011, 04:36
by III
Auria, thanks. Looking forward to the fix.

In trying to work out a better interim keyboard arrangement I found another mismapped key on the alphanumeric section of the keyboard, so went ahead and tried them all. Those not delivering the expected response are as follows:

[ = left logo
] = apps
\ = right logo
; = control
' (single quote) = right
, = print screen
. = M
/ = help
Tab key = does not register
` (key just below esc) does not register
- (minus key) = N

I did not bother testing the Fkeys, figuring no one would probably try to use those to control a game.

Re: 0.7.3 RC1 on OS X 10.7: keyboard issue

PostPosted: 05 Nov 2011, 10:53
by Kinsu
I had a similar keyboard little issue on OS X 10.5 : the old config did not work until I reassigned the keys. I noted that STK 0.7.3 RC1 does not take in account the custom keyboard remapping, whereas older versions do (i.e. if on my custom keyboard config the A key gives a B, on STK it is still recognized as the A original key).

It is not a problem in STK since we don't have to type a lot ^^ However, if this is an Irrlicht change, it might be worth signaling it... (though I don't think a lot of people use custom keyboard configurations).

Re: 0.7.3 RC1 on OS X 10.7: keyboard issue

PostPosted: 05 Nov 2011, 22:07
by Auria
Irrlicht has no key definition for [ ] ; \ ' ` so there is no way we can support these keys, sorry

However I added support for / , . page up and page down