Rawbots Club Forum

Rawbots General => Troubleshooting & Getting Started => Topic started by: PressureLine on March 09, 2016, 01:14:36 am

Title: Key Reference Sheet
Post by: PressureLine on March 09, 2016, 01:14:36 am
Key Reference Sheet (also viewable ingame by pressing 'F1')

(http://media.indiedb.com/images/articles/1/120/119346/auto/HelpCard.png)

Not mentioned on this sheet is that the arrow ( ← ↑ → ↓ ) keys control the camera rotation, and use shift+↑ and shift+↓ to zoom in/out.
Title: Re: Key Reference Sheet
Post by: MarvinMan on March 10, 2016, 10:38:48 pm
IIRC, holding 4 and clicking a bot opens the save blueprint menu, and some combination of shift+ctrl brings up the load blueprint menu.

Shift+up/down zooms in/out, arrow keys pan around.

Tab changes toggles first/third person perspective, shift+tab cycles through all cameras.

8 brings up the place hook/bridge menu.

6 brings up the place terrain menu, and 7 deletes terrain.

Scroll wheel to zoom on the code screen, middle click and drag to pan.

Right shift clicking code hexes pins them so they stay visible when the code screen is closed.

Alt clicking a hex opens up the permissions menu. Ctrl+shift click deletes code hexes.

Entering 'settings' into the code screen brings up a settings hex that can be used to control the in-game time. Connect this to a hook to make it easier to find again.

That's everything I can remember for now, I expect more will come back as I get back into the game.
Title: Re: Key Reference Sheet
Post by: z26 on March 11, 2016, 01:11:14 am
To be overly precise, left click when holding ctrl + left shift brings the load blueprint menu.

Those controls are quite an handful.  I wonder if and how they could be improved?
Title: Re: Key Reference Sheet
Post by: MarvinMan on March 11, 2016, 10:24:02 am
The camera controls would be the main thing I'd change. I often find it takes three hands to build/control a bot while changing the camera target/rotation/zoom. Using the scroll wheel or RMB to zoom/pan (like on the code screen) would make things much easier for the typical two-handed human.

Perhaps the ability to select single/multiple parts or code hexes would allow more familiar move/delete commands to be used.

Selecting the desired tool from a menu would make the game easier to get into, but the current shortcuts are probably quicker to use once you're used to them.
Title: Re: Key Reference Sheet
Post by: z26 on March 11, 2016, 10:34:08 pm
Making going the same road most apps go (ie both menus and keyboard shortcuts available) should be the way to go.

I do like the clean uncluttered (as in absent) menus we have currently, but I do think menus would improve usability.  Maybee having them appear when holding a key, the same way the spawning function works, for instance...

1.hold a key to open a general menu.  (maybe one around your mouse, or more traditionally on the side, up to taste)

2.click (or just hover!) on a button to open whatever submenu you want.

3.pick an option OR dismiss said submenu by releasing the key.

With that said, most camera controls would be better menu-less in the style you suggested (Maybe some like camera switching and seeing through bot camera could be done on a menu, but thats it)

At least that's what I think.
If anyone else has an opinion on this feel free to share.
____________________________________

EDIT: something strange I noticed in the wiki:

"LeftAlt + LMB on a hex, to enter the passcode"

IDK if this is just a hoax or if there is really a passcode feature for the permissions.  If this really does exists, how do you set the passcode?  By editing the map files?
Title: Re: Key Reference Sheet
Post by: PressureLine on March 18, 2016, 06:03:33 am
"LeftAlt + LMB on a hex, to enter the passcode"

IDK if this is just a hoax or if there is really a passcode feature for the permissions.  If this really does exists, how do you set the passcode?  By editing the map files?

Yeah to add a passcode it looks like you need to do it in the map files
Title: Re: Key Reference Sheet
Post by: z26 on March 18, 2016, 07:10:17 am
This is pretty useless of a feature anyway since you can just look up the password.  Well, unless you stock it encrypted and put an encryption key in the rawbots program itself, even then someone like you might be able to dig it out.

But I still like digging out these undocumented rawbots feature.  like the osc thing in the settings, in some update log of a old rawbots version there's this:

https://vk.com/topic-48646982_28693546 (https://vk.com/topic-48646982_28693546)
v 0.0.7
added osc support
to use type the osc address in the positive and/or negative inputs of the input sampler, ie
digital: just type the address in the positive or negative inputs => /1/push1
analog/axis: type the same address in positive and negative inputs => /1/rotary1
multivalue: type within square brackets "[]" the value you want the input sampler to read => /1/xy1[0] or /1/xy1[1]

Apparently osc is some kind of midi like protocol.  This info was found on the russian community forum, another thing that interests me since we never communicated much with said community, but I don't speak russian.
Title: Re: Key Reference Sheet
Post by: PressureLine on March 18, 2016, 07:12:55 am
There was an OSC controller tutorial on the old forums. It's old enough that it might be reachable on archive.org

As a feature permissions and passcodes only make sense if people aren't willing/able to look into the save files.

Back on topic: Hold right-shift and click on a VP tile to toggle making it always* stay up on the screen, even when the VP grid is closed.

*The 'pinned' tile must be visible on the VP grid when you close the grid for it to be visible in the main 'game camera' view.
Title: Re: Key Reference Sheet
Post by: z26 on March 18, 2016, 07:19:03 am
 ;D the old forum really does seem to have been archived?  Didn't know these sites archived that much stuff!  Seeing the forums again is quite strange.

I actually managed to find an osc related question but the topic itself isnt archived.
Also, i just archived this very topic just in case the cycle repeats itself, which would be quite amusing.

Found something https://web.archive.org/web/20130330090706/http://www.rawbots.net/topic/114-rawbots-101-osc-tutorial/ (https://web.archive.org/web/20130330090706/http://www.rawbots.net/topic/114-rawbots-101-osc-tutorial/)
Title: Re: Key Reference Sheet
Post by: PressureLine on March 18, 2016, 07:21:05 am
There's a lot of stuff on the old forums that was never archived though, but some of the topics can be reached and read.
Title: Re: Key Reference Sheet
Post by: z26 on March 18, 2016, 10:53:43 am
While I've managed to set a 2 way osc link between my phone and some program, I haven't managed to actually make it work for rawbots.  I do think rawbots is at least trying to listen, since when you open rawbots first you cannot listen to the signals sent, leading me to hypothesize rawbots is already taking a listening slot.  Maybe I' m doing something wrong, or maybe it just wasnt ported when updating to a new version.  Makes me wish I had acces to earlier rawbots builds to test (I know some bot parts got removed for instance, your avatar in particular)
Title: Re: Key Reference Sheet
Post by: PressureLine on March 18, 2016, 11:07:42 am
There was something hinky in the way you had to set it up. I know you have to set up the osc_incoming_port on the settings tile, and I'm sure there was a special "keybind" for the osc to use as the positive/negative input on an input sampler.
Title: Re: Key Reference Sheet
Post by: z26 on March 18, 2016, 11:10:35 pm
The page says you can use square brackets for detecting several values, but i can't even write these in rawbots because  I can't copy and paste in rawbots, it doesn't detect the autohotkey thing I have set up for it and I cannot find a way to make square brackets with my keyboard given how its currently configured.
Title: Re: Key Reference Sheet
Post by: Schicko on March 26, 2016, 10:48:41 am
Since I don't have a scroll wheel/mmb to zoom in with and move around in the console respectively, is there any other way for me to navigate it?
Title: Re: Key Reference Sheet
Post by: PressureLine on March 26, 2016, 10:10:06 pm
Just had a look in the code, and it doesn't look like it at this point. You might be able to use something like FreePIE (http://andersmalmgren.github.io/FreePIE/) to emulate a MMB press with a keyboard key/key-combo (my keyboard for example has a 'RMB' button, it would likely be trivial to intercept that input and make it = MMB instead.
Title: Re: Key Reference Sheet
Post by: Schicko on March 26, 2016, 10:51:05 pm
Ah thanks for the advice PressureLine. Since I am on Linux, I installed the gpointing-device-settings package instead to emulate middle mouse button presses. Apparently it can emulate scrolling as well, but I've yet to figure out how to get that to work. For now I guess I'll have to do with the current console screen size and be content that I can now actually drag the screen :D. Hopefully this inconvenience gets fixed soon so other users can have a better experience.

On another note, I got TrookLue to join the forums. Yay! I've also told Tajin and Xyceres about it so hopefully they should be back in the community soon too (unless they already are and I just haven't seen).

Edit: My client seems to crash and exit randomly without any errors/warnings.

Edit2: I tried deleting my config files but that didn't help. It seems to happen more frequently when I try to load blueprints.
Title: Re: Key Reference Sheet
Post by: z26 on March 26, 2016, 11:37:52 pm
autohotkey doesnt work with rawbots for whatever reason, maybe that does however.