[Duplicate] Sprite Smoothing and Bindings

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Re: Sprite Smoothing and Bindings

Postby Graf Zahl » Thu Mar 29, 2018 4:01 am

Bikeshedding something that is easily configurable... :?

I suggest that people just submit their INIs for consideration as a preset and let's just add these to gzdoom.pk3 and make a 'Presets' menu from them.
But the ultimate point is: We cannot second guess other people's preferences, so without having some data there won't be any presets!
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Re: Sprite Smoothing and Bindings

Postby Kinsie » Thu Mar 29, 2018 4:52 am

I did a quick and dirty test and put together a basic concept for a controller presets menu.
Image
Image
This is just a MENUDEF menu that uses SafeCommand (so there's a prompt) to exec a suitable config file (ex. controls_wasd.cfg) that runs unbindall then rebinds everything (I used a default INI to get the binds, just be sure!). Somewhat of a call back to how old FPS games like Quake would include the dev team and their friend's CFG files in the base install... While this isn't pretty, it also means that it won't take away programmer time from other, more pressing issues.
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Re: Sprite Smoothing and Bindings

Postby HexenMapper » Thu Mar 29, 2018 5:12 am

Looks awesome kinsie!

Seems the bindings are somewhat contested, but so far everyone bar one seems in favor of removing default sprite smoothing.
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Re: Sprite Smoothing and Bindings

Postby Cacodemon345 » Thu Mar 29, 2018 9:10 am

Will the sprite smoothing remain through?
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Re: Sprite Smoothing and Bindings

Postby Matt » Thu Mar 29, 2018 10:03 am

Kinsie: The point is that what is suggested is an imposition of a suggested default. In doing so it reduces freedom by creating social pressure about an arbitrary "right" way to do things. The OP's suggestion is closer to your sarcastic comment than it is to anything I'm suggesting here.


Unbindall sounds like a bad idea if we want to switch after we've bound a bunch of other things.

If it only unbound the affected keys that would be a different thing - which I think should be doable, just look for anything bound to +forward, clear those, bind +forward to what's in the preset.

Ideally this could be extended to customized presets (and an opportunity to delete the WASD preset so that one never need to even accidentally see it again)


Graf Zahl wrote:Bikeshedding something that is easily configurable... :?
tbh I have no idea why you guys are even spending this time considering this instead of a summary close and [DIY]. I mean, most people will only need to set this up once per computer per OS install (if even that)...
Last edited by Matt on Thu Mar 29, 2018 10:12 am, edited 2 times in total.
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Re: Sprite Smoothing and Bindings

Postby Matt » Thu Mar 29, 2018 10:07 am

Cacodemon345 wrote:Will the sprite smoothing remain through?
Have the posts on this thread been divided enough that a mod can easily split this off into a separate feature suggestion?
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Re: Sprite Smoothing and Bindings

Postby Chris » Thu Mar 29, 2018 10:41 am

Matt wrote:tbh I have no idea why you guys are even spending this time considering this instead of a summary close and [DIY]. I mean, most people will only need to set this up once per computer per OS install (if even that)...

Keybinds are per-game, and it can get annoying to reset them whenever you have to wipe your ini and then play the subsequent games, or if you want to check out different bindings (such as trying ESDF if you normally use WASD, or whatever). So having selectable keybind presets that act as a base for tweaking would be really helpful. Being able to define custom presets would be nice too.
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Re: Sprite Smoothing and Bindings

Postby Matt » Thu Mar 29, 2018 10:42 am

Oh, right, forgot about those. (and the fact that most people don't rely on an autoexec)

I'll second the suggestion only if this is fully customizable since otherwise it'll just be a compromise that no one really likes (since you can't predict everything and almost everyone will still have to manually set a bunch of stuff anyway if all you have are minimal generic presets)
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Re: Sprite Smoothing and Bindings

Postby wildweasel » Thu Mar 29, 2018 10:54 am

Perhaps this is a secondary suggestion that needs its own thread, but how about a "Save bindings to file" function? Get your keys to where you like them, then export a .cfg file that contains _only_ the key binding commands that can then be exec'd from the console or loaded otherwise.
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Re: Sprite Smoothing and Bindings

Postby Caligari87 » Thu Mar 29, 2018 10:58 am

I just want per-mod/game bindings. Hideous Destructor and D4D don't have compatible bind actions, but i also don't want to have to change my other settings across 3-4 different INI files.

8-)
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Re: Sprite Smoothing and Bindings

Postby GFD » Thu Mar 29, 2018 11:21 am

wildweasel wrote:Perhaps this is a secondary suggestion that needs its own thread, but how about a "Save bindings to file" function? Get your keys to where you like them, then export a .cfg file that contains _only_ the key binding commands that can then be exec'd from the console or loaded otherwise.
This seems like the best solution: a save/load system for binds, which would include load-only access to a couple templates included with GZDoom. Mods could also include their own templates, which would be especially useful for radically transformative mods (eg. 2D platformers). And users could leverage command-line arguments to load a specific binds cfg with specific mods.

Autosaving bind changes to the last loaded bind cfg is something I'm unclear as to what the best course of action would be. Perhaps users should just be able to turn it on and off.
Something else I've been struggling to think of a solution for is that not all games / mods use all available keys, but this is not clear to the user. For example, it's not clear to someone playing modded Doom if they need to bind these "Strife popup keys", or what they even do. The game and mod probably don't ever use these binds, but they're cluttering up the menu anyway, and causing confusion. If the ability for mods to include bind templates is added, it makes sense to also incorporate a solution to this problem in this system.
Last edited by GFD on Thu Mar 29, 2018 11:28 am, edited 2 times in total.
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Re: Sprite Smoothing and Bindings

Postby zrrion the insect » Thu Mar 29, 2018 11:24 am

I'm 100% in favor of having a few presets available. For data on what presets to use we could always use more telemetry to see what actually gets used. Xaser's proposed list would work if nothing else. Saving your current settings/binds as a preset as well as allowing mods to include presets would be fantastic.

As for where to put the bind stuff in the menu, adding a preset select menu to the IWAD selection box would be nice and would ensure that new players were aware of the options at hand.
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Re: Sprite Smoothing and Bindings

Postby Matt » Thu Mar 29, 2018 2:01 pm

what GFD said.

I can't help thinking all this feels a bit bloaty, though now that I think back on what my ini looks like after a few years of use that's probably just a matter of making some of the existing bloat a bit more visible to and controllable by the user.
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Re: Sprite Smoothing and Bindings

Postby Zenon » Thu Mar 29, 2018 5:12 pm

zrrion the insect wrote:For data on what presets to use we could always use more telemetry to see what actually gets used.


I hear a lot of people are already up in arms over GZStats, thinking it's a slippery slope leading to datamining and other supervillainous deeds
I don't think adding what I suppose is essentially a keylogger to the mix is going to make the right impression
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Re: Sprite Smoothing and Bindings

Postby nazakomu » Thu Mar 29, 2018 5:17 pm

Zenon wrote:
zrrion the insect wrote:For data on what presets to use we could always use more telemetry to see what actually gets used.


I hear a lot of people are already up in arms over GZStats, thinking it's a slippery slope leading to datamining and other supervillainous deeds
I don't think adding what I suppose is essentially a keylogger to the mix is going to make the right impression

I agree. I think that would be going too far.
Proposing any kind of keystroke logging in my book would immediately be considered an absurd and unacceptable proposition. Even if it's only logging what is done in GZDoom, it is still undeniably, an invasive action.
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