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Keybindings General

PostPosted: Thu Sep 27, 2018 04:08
by Insurrection
This is a thread for the general discussion of keybindings - both as a feature, and lack thereof.

One thing that sticks out to me is how "hardcoded" a lot of keybindings are in Minetest. Obviously, it'd be nice to completely customize all of one's keys, but that doesn't really work in practice. One problem often brought up is that if a server uses a mod that has extra allowable keybindings, it might mess with players who play on different servers. A solution might be to just have per-server keybinds - so a player may have to re-bind their keys each time they enter a new server (with applicable mods), but not each time they enter any server. Also, obviously, "default" keybinds by "minetest game" would be treated as universal where applicable.

Another solution is to have a few pre-defined "extra" keys that don't have a function by default, but can be assigned one if the player so decides. This would be nice for splitting certain keys/mouse buttons - especially for common mod/game features like "sprint". Even better would be the ability to assign command macros to certain keys.

Lastly, it'd be great if mouse buttons in general could be (re)mapped - especially for those of us who have more than 3 buttons on our mice. Being able to toggle, say, noclip with a mouse button rather than a key press would be handy. Or just for general mod/game use.

Re: Keybindings General

PostPosted: Thu Sep 27, 2018 05:19
by jas
It's funny because I just posted this comment: https://github.com/minetest/minetest/pu ... -424960934

Ideally we'll be able to bind any action to any key. Such is not the case, actually we're unable even to rebind the mouse keys.

Re: Keybindings General

PostPosted: Thu Sep 27, 2018 09:12
by Pyrollo
jas wrote:It's funny because I just posted this comment: https://github.com/minetest/minetest/pu ... -424960934

Ideally we'll be able to bind any action to any key. Such is not the case, actually we're unable even to rebind the mouse keys.


I guess the main concern is about Android versions and how to have similar controls on keyboardless devices.

Re: Keybindings General

PostPosted: Mon Oct 01, 2018 08:26
by Insurrection
Hmm, good point - maybe a solution could just be to allow for game creators to specify whether a game should be playable on keyboardless devices/etc. Might not be very nice for those playing on android, but I think it'd be a worthwhile sacrifice for those who want some good content for a PC game made in MT.