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Re: Key binder program (javascript)

Posted: Mon May 30, 2011 1:17 pm
by Benison
except for the excel sheet none of the downloads seem to work...

Re: Key binder program (javascript)

Posted: Tue May 31, 2011 3:59 am
by Gungnir
Benison wrote:except for the excel sheet none of the downloads seem to work...
Most likely because this thread is almost three years old...

Re: Key binder program (javascript)

Posted: Tue May 31, 2011 8:01 pm
by Benison
wich raises the question why it isnt allready included in the svn since a long time... ;o

Re: Key binder program (javascript)

Posted: Tue May 31, 2011 8:29 pm
by loki1950
Because it's really just a trivial java script app and I do have a copy of it on my HD give me some time to setup my main box and I will be posting it. everything can't be done RFN.

Enjoy the Choice :)

Re: Key binder program (javascript)

Posted: Tue Jun 28, 2011 11:17 am
by PhaethonH
The original host I had the files on basically died and was never restored to its former glory (loss of personal pages and e-mail service). I've restored the javascript pages on another host which is more game-oriented anyway.

Google already picked up my restored pages, but through a torturously convoluted chain of symlinks. So I'm posting with the new url, and embedded the new canonical url in the program page itself. First post was also edited to reflect the new url.

New url: http://www.icculus.org/~phaethon/vegast ... ebind.html

Also, I'm working on a python+wxWidgets version which is showing better promise than javascript+html4.

Re: Key binder program (javascript)

Posted: Tue Jun 28, 2011 4:19 pm
by loki1950
Thx for the updated link PhaethonH.

Enjoy the Choice :)

Re: Key binder program (javascript)

Posted: Tue Jun 28, 2011 9:14 pm
by travists
PhaethonH, do you happen to have the ability to compile this so that it can be used outside of the browser? Also, I think in the feature requests an in-game key binder has been proposed, if the python version works well it just might be worth including as part of the game...

Re: Key binder program (javascript)

Posted: Tue Jun 28, 2011 10:35 pm
by loki1950
This particular version is browser tied travists but the python version will not be so bound all that is needed really is a XML aware editor I have used Notepad ++ windows side and most editors Linux side have syntax highlighting built in but XML is not that user friendly :shock: so a stand alone or built into the game option would indeed be preferred.As is though you would need to restart the game for any edit to take effect because of the way console apps initialize and certain decisions made at the beginning of the project so we are kinda stuck with this legacy code :roll: till some genius rewrites it :mrgreen:

Enjoy the Choice :)

Re: Key binder program (javascript)

Posted: Tue Jun 28, 2011 10:52 pm
by travists
Launch the key-mapper from the main menu, quit and restart is not that bad. If the code could restart automatically would be better. Ideally one would be able to do this on the fly, but it would still be a great feature without that ability.

Re: Key binder program (javascript)

Posted: Thu Jun 30, 2011 11:41 pm
by PhaethonH
Python version packaged. It's still a little rough around the edges, but usable for my purposes (e.g. setting all number keys to SuicideKey :D). Backup your vegastrike.config first!

http://www.icculus.org/~phaethon/vegast ... .20.tar.gz

Dependencies are python-2.6 and wxPython-2.8.

Developed on Python 2.6.5 using wxPython 2.8.10.1 (in turn using gtk 2.20.1), although I tried sticking to python 2.5 dialect.
Optional is pygame 1.9.1 (using SDL 1.2.14), for joystick-related operations. The app should still run without pygame, using a "dummy" joystick setting. Regardless, still only utilizes one joystick for now.

I don't know if I should make another thread for this version.