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Old 12-15-2011, 06:55 PM   #101
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Quote:
Originally Posted by Zas_ View Post
This issue is a long-standing one with french/czech/... keyboards layout, due to the fact 1-90 keys are mapped to accuented characters by default, on Linux systems.

NGD has to look into that seriously.
Though with my custom keyboard layout shift+1 sends '!' (i wrote it wrong in previous comment, but it is right in that key table i made), that should be same as with US layout, so no idea why it doesn't work with it at least.
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Old 12-15-2011, 07:00 PM   #102
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Originally Posted by Shining-Scias View Post
Erm I don't know what you're talking about.
Me neither nvm ignore me XD
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Old 12-15-2011, 07:02 PM   #103
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Those quickslots respond to shift + 1, not to !. For a good reason. Shift + 2 is @ with US layouts and " pretty much everywhere else. Etc.

By the way, how do you remove spells from the spell bars?

Oh and add an option to lock them. Please.
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Old 12-15-2011, 07:12 PM   #104
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Quote:
Originally Posted by Jaroslav View Post
Though with my custom keyboard layout shift+1 sends '!' (i wrote it wrong in previous comment, but it is right in that key table i made), that should be same as with US layout, so no idea why it doesn't work with it at least.
Because RO (wrongly) binds characters not keys, at least under Linux.
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Old 12-15-2011, 07:21 PM   #105
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Originally Posted by Seher View Post
Those quickslots respond to shift + 1, not to !. For a good reason. Shift + 2 is @ with US layouts and " pretty much everywhere else. Etc.
Now I don't get what you mean. You wanna cast first spell from 'main' spell barb, you press '1' either on numpad, or you press '1' located above the (how to call it) character keys. Now you wanna cast first spell from the secondary spell bar, you press shift+ 1 on numpad, or shift+1 above character keys (which makes '!' character), or this second case is not supposed to work even with US layout? As it is now, it looks like somewhere in ro, it reads pressed character scancode, translate it into character and test of key == '1', instead of just reading the scancode and test that without translating to character. But not sure how x input really works.
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Old 12-15-2011, 07:25 PM   #106
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Originally Posted by Zas_ View Post
Because RO (wrongly) binds characters not keys, at least under Linux.
Seems so, when I played RO on windows few months ago, everything worked without making custom keyboard layout or switching to US one.
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Old 12-15-2011, 07:50 PM   #107
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Played today a little on Amun.

Moving buffs/spells icons near minimap is very bad. I'm used to look on my HP/Mana and buffs, so i can react properly. Now i have to look on left for Mana/HP and on right for buffs. I really can not do this. I usually keep main attention on battle and throw a look a while to hp/mana and buffs.

Old one all information was grouped and easy to look at. Splitting info in two places is very very weird move.


Spell log / chat split window was another nice feature too. I usually keep a look what is on me on log and look on chat, because someone can write me to ress or heal or dunno what. In the heat of the battle i will not have time to constantly switch between tabs.

Please guys keep some backwards comparability with old interface. I like new one, but this changes are pretty unfunctional for a fast placed war game like RO is. Esp for conju class.
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Last edited by ieti; 12-15-2011 at 08:01 PM.
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Old 12-15-2011, 08:12 PM   #108
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Right clicking in any window(including the chat tabs) makes left clicking, out of those windows, move the character.
I think this is the reason why sometimes left clicking starts movement even though that should only happen if both left and right mouse buttons are pressed.

Resizing the chat window freezes the whole game except the mouse cursor.
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Old 12-15-2011, 08:29 PM   #109
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Quote:
Originally Posted by Zas_ View Post
Because RO (wrongly) binds characters not keys, at least under Linux.
Think they bind keysym, because they detect KP_0 ... KP_9, but not 1 2 ... 0 if you down them by Shift + & :/

Please ngd, bind keycode, or better, let us binds our own keys for hotkeys !
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Old 12-15-2011, 08:30 PM   #110
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Quote:
Originally Posted by ieti View Post
Moving buffs/spells icons near minimap is very bad. I'm used to look on my HP/Mana and buffs, so i can react properly. Now i have to look on left for Mana/HP and on right for buffs. I really can not do this. I usually keep main attention on battle and throw a look a while to hp/mana and buffs.
I totally agree, this is a very bad move, in the heat of the battle we need to have all needed infos in the same part of the screen.

It was bad before, spellbar with GCD at the bottom, health/mana/spell icons on the upper left, combat log/chat on the bottom right .

Now it is even worse, 4 locations to look at to get all infos.

- remove the useless xp bar at the bottom (just fill the level indicator with color if displayed).
- instead place a health/mana bar, with low height but very wide, centered, health on left, mana on right, when full, half width of the screen for each, decreasing from left/right borders.
- combat log window and chat window, moveable, resizeable, with memory
- character face, useless, make it optionnal, with level indicator
- spells effects, on the left (or right border), filling from bottom to top, then the top to bottom (if needed...), on one column or more if needed.
- minimap, moveable, with memory
- spellbars, allow to resize buttons, and bind any key

Think about it, HUD have to be clear and fast to read during fast action moments.

And i dislike this "Item Mall" icon, make it a real "image" icon as others.
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