Dinput - Keyb Bug

Jesse Allen uh_ja at gmx.net
Mon Jul 29 16:34:45 CDT 2002


>
> Well, I am investigating the DInput problem... Looks strange. I may well
> ask you to add some more TRACEs in the code to help me understand better
> what happens (ie if it's blocking in Wine code or in application code).

I've should have mentioned this.  The game configures it's key bindings
through their own scripting system by default.  An example is attached.

> But I would be interested on a +opengl trace too.
> And maybe you should
> try to remove all trace of glide2x.dll of your system (maybe once Tribes
> manages to load the glide2x it cancels OpenGL as it supposes that a
> system with Glide2x will work better with it than with OpenGL).

Well, what I referred to about running in Glide was a long time ago.  This
was before I got my new nvidia card, and before I built linux from
scratch.  So this LFS system is pretty clean.  Glide doesn't even show up
--just software mode which I run it in now.

That trace2.log included +opengl.  There are no opengl calls at all
(software mode still) in the game menus or even when its rendering which I
did for that trace.  I tried to force opengl through a script file and it
didn't work.

I can run more traces if necessary.


Jesse

-------------- next part --------------
NewActionMap("actionMap.sae");
bindAction(keyboard0, make, "tab", TO, IDACTION_MENU_PAGE, 1.000000);
bindAction(keyboard0, make, "escape", TO, IDACTION_ESCAPE_PRESSED, 0.000000);
bindAction(keyboard0, make, "k", TO, IDACTION_MENU_PAGE, 2.000000);
bindAction(keyboard0, make, "t", TO, IDACTION_CHAT, 0.000000);
bindAction(keyboard0, make, "y", TO, IDACTION_CHAT, 1.000000);
bindAction(keyboard0, make, "u", TO, IDACTION_CHAT_DISP_SIZE, -1.000000);
bindAction(keyboard0, make, "prior", TO, IDACTION_CHAT_DISP_PAGE, -1.000000);
bindAction(keyboard0, make, "next", TO, IDACTION_CHAT_DISP_PAGE, 1.000000);
bindCommand(keyboard0, make, "f1", TO, "remoteEval(2048, PlayMode);");
bindCommand(keyboard0, make, "o", TO, "remoteEval(2048, ToggleObjectivesMode);");
bindCommand(keyboard0, make, "i", TO, "remoteEval(2048, ToggleInventoryMode);");
bindCommand(keyboard0, make, "c", TO, "remoteEval(2048, ToggleCommandMode);");
bindCommand(keyboard0, make, control, "x", TO, "commandAck();");
bindCommand(keyboard0, make, control, "d", TO, "commandDeclined();");
bindCommand(keyboard0, make, control, "c", TO, "commandCompleted();");
NewActionMap("playMap.sae");
bindAction(mouse0, xaxis0, TO, IDACTION_YAW, Flip, Scale, 0.000989);
bindAction(mouse0, yaxis0, TO, IDACTION_PITCH, Flip, Scale, 0.000989);
bindAction(keyboard0, make, "a", TO, IDACTION_MOVELEFT, 1.000000);
bindAction(keyboard0, break, "a", TO, IDACTION_MOVELEFT, 0.000000);
bindAction(keyboard0, make, "d", TO, IDACTION_MOVERIGHT, 1.000000);
bindAction(keyboard0, break, "d", TO, IDACTION_MOVERIGHT, 0.000000);
bindAction(keyboard0, make, "s", TO, IDACTION_MOVEBACK, 1.000000);
bindAction(keyboard0, break, "s", TO, IDACTION_MOVEBACK, 0.000000);
bindAction(keyboard0, make, "w", TO, IDACTION_MOVEFORWARD, 1.000000);
bindAction(keyboard0, break, "w", TO, IDACTION_MOVEFORWARD, 0.000000);
bindAction(mouse0, make, button1, TO, IDACTION_JET, 1.000000);
bindAction(mouse0, break, button1, TO, IDACTION_JET, 0.000000);
bindAction(mouse0, make, button0, TO, IDACTION_FIRE1);
bindAction(mouse0, break, button0, TO, IDACTION_BREAK1);
bindAction(keyboard0, make, "x", TO, IDACTION_CROUCH);
bindAction(keyboard0, break, "x", TO, IDACTION_STAND);
bindAction(keyboard0, make, "r", TO, IDACTION_VIEW);
bindAction(keyboard0, make, "space", TO, IDACTION_MOVEUP);
bindAction(keyboard0, make, "e", TO, IDACTION_SNIPER_FOV, 1.000000);
bindAction(keyboard0, break, "e", TO, IDACTION_SNIPER_FOV, 0.000000);
bindAction(keyboard0, make, "z", TO, IDACTION_INC_SNIPER_FOV, 1.000000);
bindCommand(keyboard0, make, "v", TO, "setCMMode(PlayChatMenu, 2);");
bindCommand(keyboard0, make, "b", TO, "use(\"Beacon\");");
bindCommand(keyboard0, make, "m", TO, "throwStart();");
bindCommand(keyboard0, break, "m", TO, "throwRelease(\"Mine\");");
bindCommand(keyboard0, make, "g", TO, "throwStart();");
bindCommand(keyboard0, break, "g", TO, "throwRelease(\"Grenade\");");
bindCommand(keyboard0, make, "1", TO, "use(\"Blaster\");");
bindCommand(keyboard0, make, "2", TO, "use(\"Plasma Gun\");");
bindCommand(keyboard0, make, "3", TO, "use(\"Chaingun\");");
bindCommand(keyboard0, make, "4", TO, "use(\"Disc Launcher\");");
bindCommand(keyboard0, make, "5", TO, "use(\"Grenade Launcher\");");
bindCommand(keyboard0, make, "6", TO, "use(\"Laser Rifle\");");
bindCommand(keyboard0, make, "7", TO, "use(\"ELF gun\");");
bindCommand(keyboard0, make, "8", TO, "use(\"Mortar\");");
bindCommand(keyboard0, make, "9", TO, "use(\"Targeting Laser\");");
bindAction(keyboard0, make, "numpad8", TO, IDACTION_LOOKUP, 0.100000);
bindAction(keyboard0, break, "numpad8", TO, IDACTION_LOOKUP, 0.000000);
bindAction(keyboard0, make, "numpad2", TO, IDACTION_LOOKDOWN, 0.100000);
bindAction(keyboard0, break, "numpad2", TO, IDACTION_LOOKDOWN, 0.000000);
bindAction(keyboard0, make, "numpad6", TO, IDACTION_TURNRIGHT, 0.100000);
bindAction(keyboard0, break, "numpad6", TO, IDACTION_TURNRIGHT, 0.000000);
bindAction(keyboard0, make, "numpad4", TO, IDACTION_TURNLEFT, 0.100000);
bindAction(keyboard0, break, "numpad4", TO, IDACTION_TURNLEFT, 0.000000);
bindAction(keyboard0, make, "numpad5", TO, IDACTION_CENTERVIEW);
bindCommand(keyboard0, make, "h", TO, "use(\"Repair Kit\");");
bindCommand(keyboard0, make, "p", TO, "use(\"BackPack\");");
bindCommand(keyboard0, make, control, "p", TO, "drop(BackPack);");
bindCommand(keyboard0, make, control, "w", TO, "drop(Weapon);");
bindCommand(keyboard0, make, control, "a", TO, "drop(Ammo);");
bindCommand(keyboard0, make, control, "f", TO, "drop(Flag);");
bindCommand(keyboard0, make, control, "k", TO, "kill();");
bindCommand(keyboard0, make, "q", TO, "nextWeapon();");
bindCommand(keyboard0, make, shift, "q", TO, "prevWeapon();");
bindCommand(keyboard0, make, "f", TO, "setFreeLook(TRUE);");
bindCommand(keyboard0, break, "f", TO, "setFreeLook(FALSE);");
NewActionMap("pdaMap.sae");
bindAction(keyboard0, make, "z", TO, IDACTION_ZOOM_MODE_ON);
bindAction(keyboard0, break, "z", TO, IDACTION_ZOOM_MODE_OFF);


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