Author Topic: left-hander elements for trem 1.2  (Read 5402 times)

jackForward

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left-hander elements for trem 1.2
« on: February 11, 2009, 01:16:56 pm »
I did a search here and could not find a topic about this. If there is allready a topic about it, plz let me know.

Will trem 1.2 come with support for left-handers? I thought about the following elements:
- left-hander binds (like using the arrow keys for moving _and_ some common keys around the arrow keys for some extras like jump, reload, toggle wallwalk etc). The current default binds are not very useful for left-handers.
- gun on the left side for human (at least in the HUD)

Three month ago i decided to switch completely to left-handed working on my computer and it was worth it. But it took me a lot of work (which is still in progress) to find suitable settings for mouse and keyboard for playing Tremulous. As a casual left-hander you might give up on this and play with some work-arounds that will give you certain disadvantages concerning speed and accuracy.
Btw: about 10-15% of all humans are left-handers.

Urcscumug

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Re: left-hander elements for trem 1.2
« Reply #1 on: February 11, 2009, 02:19:26 pm »
You can customize your key binds almost completely so you can probably achieve what you need already.

Ask a HUD developer about mirroring the guns. It can probably be done but I don't know what it involves.

FWIW, I feel you pain. :) I think it would feel weird to play with the gun on the "wrong" side.
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Amanieu

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Re: left-hander elements for trem 1.2
« Reply #2 on: February 11, 2009, 03:28:34 pm »
Yes, you can customize your binds by going in the options menu.
No, it's impossible to get a mirror image of the gun.
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Archangel

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Re: left-hander elements for trem 1.2
« Reply #3 on: February 11, 2009, 09:14:27 pm »
I'm righthanded but I use the arrowkeys and associated binds.

Paradox

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Re: left-hander elements for trem 1.2
« Reply #4 on: February 12, 2009, 05:56:08 pm »
Amanieu, really? Isnt that just a model? Doesnt it have an other side?

I know Unreal did this back in the day, and it really looked cool.

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ACKMAN

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Re: left-hander elements for trem 1.2
« Reply #5 on: February 12, 2009, 10:49:26 pm »
cg_gunX
cg_gunY
cg_gunZ

Uh?

kevlarman

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Re: left-hander elements for trem 1.2
« Reply #6 on: February 12, 2009, 11:24:58 pm »
Amanieu, really? Isnt that just a model? Doesnt it have an other side?

I know Unreal did this back in the day, and it really looked cool.
reflection and translation are different things, currently a translation will have the desired effect, but it doesn't work once you add stannum's weapon animations.
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Urcscumug

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Re: left-hander elements for trem 1.2
« Reply #7 on: February 13, 2009, 07:34:13 am »
Ugh, yeah, I forgot that the guns are actually 3D models, seen from a particular perspective (first person). This would imply placing them in the other hand of the human etc. Which would probably need mirroring the entire model and have several complications.

I guess that for a moment I was back in the day when the gun was simply a drawing on the hud. :)
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{A}saxon

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Re: left-hander elements for trem 1.2
« Reply #8 on: February 13, 2009, 10:14:53 pm »
Hi. I'm left handed and use arrow keys to move. As for the gun /seta cg_drawgun 0 0=off 1=on.
Helped me get a little bit better.
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Nux

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Re: left-hander elements for trem 1.2
« Reply #9 on: February 14, 2009, 02:18:53 am »
I doubt the devs are going to make a separate default bindset for lefties since there technically can only be one true 'default'. I would suggest making a .cfg file specially made for lefters which said leftians can be directed to (perhaps from the manual or this site).

Jalaco

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Re: left-hander elements for trem 1.2
« Reply #10 on: February 18, 2009, 06:34:16 am »
As others have said you can just skrew around with your binds till you get something you like. The only reason I posted was this... "Btw: about 10-15% of all humans are left-handers." theres a left hander in all of us, 10 percent of us is left handed. Sorry no offence the the grammer, I just lawled really hard... >.>

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Urcscumug

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Re: left-hander elements for trem 1.2
« Reply #11 on: February 18, 2009, 10:25:59 am »
I for one have tried cg_drawgun 0 and I can't play like that. It hides all kind of useful feedback: flamer flames and mara zaps, timeouts caused by reload; plus I discovered I rely on the weapon model for aiming too, not just on the crosshair.

Regarding this last point, I can't treat a FPS like an exercise of clicking the mouse pointer at certain places on the desktop (ie. placing the crosshair on certain things). That's a pure 2D exercise, whereas a FPS is 3D and I tend to consider the weapon model an extension of the mouse hand. It's how I develop the particular muscle memory involved.

All the more reason why lefties would want a left-handed weapon model.
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