Proposal to improve Minetest’s horrible controls

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benrob0329
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Re: Proposal to improve Minetest’s horrible controls

by benrob0329 » Thu Dec 10, 2015 00:54

as of right now Mesecons uses right click, it changes recently.

A lot of people complain that q is too close to w and that they end up dropping their diamond sword into a pool of lava far too often, so z would be close, but out of reach if your trying to hit w.

TAB is another good option for inventory, but is a bit harder to reach than q.
 

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Re: Proposal to improve Minetest’s horrible controls

by kaadmy » Thu Dec 10, 2015 15:33

sofar wrote:[...]
There's nothing in the game right now that is edible that also doubles as a buildable node.
[...]

Ahem, apples? You can eat them, and you can place them.
Never paint white stripes on roads near Zebra crossings.

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Re: Proposal to improve Minetest’s horrible controls

by davidthecreator » Mon Jan 04, 2016 19:48

If you think pc controlls are horrible try punching someone/something on android device...
 

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Re: Proposal to improve Minetest’s horrible controls

by benrob0329 » Mon Jan 04, 2016 20:06

Yeah, I think that MT touch controlls need to be closer to Survival Craft (Tap and hold = dig, Tap = place/punch entity)
 

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Re: Proposal to improve Minetest’s horrible controls

by Kpenguin » Tue Jan 05, 2016 14:49

davidthecreator wrote:If you think pc controlls are horrible try punching someone/something on android device...

Ya, I still haven't figured out how to craft stuff on Minetest for Android!
supertuxkart.net

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Re: Proposal to improve Minetest’s horrible controls

by kaadmy » Tue Jan 05, 2016 16:42

Same.
Items have to be placed in full stacks, you can't copy 1/10 items at a time.
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Re: Proposal to improve Minetest’s horrible controls

by Dragonop » Tue Jan 05, 2016 21:41

Afaik, yes, you can: Hold the item stack with one finger/tentacle/etc, and then, tap where you want to put only one item from that stack.
 

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Re: Proposal to improve Minetest’s horrible controls

by kaadmy » Wed Jan 06, 2016 16:30

Dragonop wrote:...tentacle...

-_____-
Never paint white stripes on roads near Zebra crossings.

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Re: Proposal to improve Minetest’s horrible controls

by Dragonop » Thu Jan 07, 2016 00:52

kaadmy wrote:
Dragonop wrote:...tentacle...

-_____-

That's racist against squid people
EDIT: stay on topic please, I was just adding some humour
EDIT2: It's a metaphor: you never really know who you are talking to in the Internet
 

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Re: Proposal to improve Minetest’s horrible controls

by Kpenguin » Fri Jan 08, 2016 14:56

kaadmy wrote:
Dragonop wrote:...tentacle...

-_____-

Ever heard of iBallisticSquid? If not, search him on youtube.
supertuxkart.net

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Re: Proposal to improve Minetest’s horrible controls

by hajo » Mon Oct 24, 2016 14:18

Dragonop wrote:vote for more control config options:

I would like to also have an alternate key for each function,
e.g. forward = W or CursorUp, inventory = I or Tab, etc.

BTW, there are no keys for turning the player.
Adding turn-left and turn-right would also improve the controls for the boat.

Sneak would make sense as a toggle (like fly),
so pageup/pagedown could be used for up/down
without interfering with jump or sneak.

Also, it would be nice if commands could be assigned to keys,
e.g. T = "/time; /days" (better yet, a sequence of several commands).
 

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Re: Proposal to improve Minetest’s horrible controls

by hajo » Sun Jan 15, 2017 00:17

Minetest 0.4.15 now has been out for some time,
but there were no changes with regard to keys & controls.

When looking thru the threads 'how to make minetest more popular'
and 'portable minetest', I also noticed that F1 doesn't do 'help',
as almost every new user would expect.

F1 really should be "Help", instead of "HUD on/off".
HUD on/off can use any other key (say, F4).

And as a first step, we don't even need a real help-system,
just make it an alias to the ESC-to-pause-menu,
where the standard-keys are listed.
 

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Re: Proposal to improve Minetest’s horrible controls

by Sergey » Tue Feb 07, 2017 19:30

To drop item with [Q] button is the stupid decision.
[Q] is right in the middle of [W] (forward), [A] (left) and [1] (first item in hotbar).
When you want to press any these buttons without looking, you drop item instead! Damn! It's especially great if you are at the edge of abyss!

At least you can change keybindings. So I changed drop function to [L] — far button from main ones.
 

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Re: Proposal to improve Minetest’s horrible controls

by Wuzzy » Tue Feb 07, 2017 23:14

I think long discussions about default keybindings are pretty much pointless, since there are many keyboard layouts around anyway.
Just pick a more or less sane default and be done with it. It's not worth spending too much time arguing what is the “best” default. It's still OK to discuss defaults, I just don't think we should waste too much time on this.

It is much more important to make ALL actions at least bindable. Currently, one of Minetest's biggest problems is that many actions have hardcoded key bindings which can't be changed (not even in minetest.conf), as many people already pointed out. Fixing this would be an important improvement.

Another annoyance is that the controls menu is very, very incomplete, forcing you to go to minetest.conf for some keys. I think it needs a major rework to show *all* possible key bindings.

Yes, it's sad that Minetest 0.4.15 has not seen any improvements in controls whatsover. Even I have 2 open PRs:
https://github.com/minetest/minetest/pull/4929
https://github.com/minetest/minetest/pull/4537
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Re: Proposal to improve Minetest’s horrible controls

by Sergey » Wed Feb 08, 2017 14:04

I totally agree with you. Every action player can make must be bindable. What is bindable now + what is hardcoded.
For example, sometimes I think it would be better to build not with right mouse button, but with plain keyboard button. Same for dig/punch.

Also it would be great to bind keys to any action player can make or is allowed to do.
For example, imagine my home at (5, 2, 10). And when I press [H], /teleport 5 2 10 command executes and now I am home. Of course, that will work if I have corresponding privilege to execute teleport command. I press [U] and now I am underground in place I define ( [U] => /teleport 10, -200, 20). And so on...
 

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Re: Proposal to improve Minetest’s horrible controls

by ABJ » Wed Feb 08, 2017 16:05

Building and digging with keyboard would be prohibitively hard - at least for me. I suggest keeping the most essential functions as these to the mouse.

By the way, I really like Sergey's idea, but I feel that the smooth way to do it, and the way that fits the theme of this whole idea is to allow each command a hotkey, but then hotkeys would be prohibitively long and confusing trying not to be the same.

But of course we could have a teleport function as part of the game separate from commands.
 

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Re: Proposal to improve Minetest’s horrible controls

by Sergey » Wed Feb 08, 2017 16:29

ABJ wrote:Building and digging with keyboard would be prohibitively hard - at least for me. I suggest keeping the most essential functions as these to the mouse.

By the way, I really like Sergey's idea, but I feel that the smooth way to do it, and the way that fits the theme of this whole idea is to allow each command a hotkey, but then hotkeys would be prohibitively long and confusing trying not to be the same.

But of course we could have a teleport function as part of the game separate from commands.

I don't suggest to dig and build with keyboard for everyone. I suggest the ability to bind any player's action with any mouse/keyboard button. After that, anyone can adjust keybindings for himself or leave them as is.
 

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Re: Proposal to improve Minetest’s horrible controls

by Laser0073 » Mon Feb 13, 2017 20:07

benrob0329 wrote:Yeah, I think that MT touch controlls need to be closer to Survival Craft (Tap and hold = dig, Tap = place/punch entity)


My thoughts exactly. The controls are great, and very playable on Survivalcraft. IDK how difficult it would be to implement something like this...
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Re: Proposal to improve Minetest’s horrible controls

by Sergey » Tue Mar 07, 2017 14:28

Besides left and right mouse buttons, I would like to dig/punch and place/use with keyboard as well.

So I want to say that it would be great to bind different mouse/keyboard buttons with the same action.
 

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Re: Proposal to improve Minetest’s horrible controls

by michael314 » Sat Jan 13, 2018 02:59

ABJ wrote:Hardcoding something seems to almost always end in disaster.


Found this thread because I was trying to figure out how to swap the meaning of the left and right mouse button. On my laptop, the right mouse button clicks weird, it kinda gets stuck and makes a loud clack when it finally clicks. When doing a lot of building, it's also a *lot* less convenient than the right button because my hands don't fall as naturally on it.

Fortunately as a work-around I was swap them at the OS level, but that's a bit of a pain...
 

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Re: Proposal to improve Minetest’s horrible controls

by ThomasMonroe » Sat Jan 13, 2018 13:46

sounds like you need to clean your keyboard michael314
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Re: Proposal to improve Minetest’s horrible controls

by rubenwardy » Sat Jan 13, 2018 17:06

I'm hoping to work on this situation soon. I'd like to make all inputs first class, meaning you'd be able to use keyboard, mouse, or controller for any action. The exception is touchscreen, that would be a later goal.
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Re: Proposal to improve Minetest’s horrible controls

by jas » Sun Jan 14, 2018 01:26

There's a PR that I've been using since October 23rd, allowing me to bind jump to the right mouse button.

https://github.com/minetest/minetest/pull/6537

I look forward to that day, rubenwardy, when you make all inputs first class and allow me to use my keyboard and mouse for any action. I won't hold my breath, obviously.
 

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