Forums » Bugs
Keyboard mappings to international characters
They work, but the settings aren't saved properly between sessions.
In this case, I'm mapping to the characters åäö (uppercase ÅÄÖ).
Since I'm using the svorak layout, the actual physical keys I'm pressing are Q, W and E.
The character displayed ingame after mapping is a square in all 3 cases.
The changes I've made to other keyboard bindings are saved properly.
I'm using the Linux AMD64 version.
In this case, I'm mapping to the characters åäö (uppercase ÅÄÖ).
Since I'm using the svorak layout, the actual physical keys I'm pressing are Q, W and E.
The character displayed ingame after mapping is a square in all 3 cases.
The changes I've made to other keyboard bindings are saved properly.
I'm using the Linux AMD64 version.
Hi,
I use a brazilian keyboard, on two linux distros, and it saves properly if I exit the game cleanly.
Then I immediatly save a copy of wgaf.ini, since sometimes VO erases all mappings, defaults back. Then I simply exit game and restore my wgaf.ok over wgaf.ini.
Also, without game running, you can manually edit wgaf.ini and it works fine. Direct reading, just try.
I use a brazilian keyboard, on two linux distros, and it saves properly if I exit the game cleanly.
Then I immediatly save a copy of wgaf.ini, since sometimes VO erases all mappings, defaults back. Then I simply exit game and restore my wgaf.ok over wgaf.ini.
Also, without game running, you can manually edit wgaf.ini and it works fine. Direct reading, just try.
All other changes are saved properly, so an unclean exit isn't the issue.
I'll have a look at the file, perhaps I'll get it to work by changing it manually :-)
Edit : Changing the file (.vendetta/wgaf.cfg) didn't work. When I looked at the file afterwards, the lines with the language-specific characters were gone. Could be a character encoding issue?
I'll have a look at the file, perhaps I'll get it to work by changing it manually :-)
Edit : Changing the file (.vendetta/wgaf.cfg) didn't work. When I looked at the file afterwards, the lines with the language-specific characters were gone. Could be a character encoding issue?
mr_spuck wrote a plugin that was supposed to allow binding to the umlaut keys on German keyboards to in-game commands. This could potentially be extended to allow for mapping of other commands, but it's only a work around, and not really the best solution.
http://www.vendetta-online.com/x/msgboard/16/17115?page=6#285347
http://www.vendetta-online.com/x/msgboard/16/17115?page=6#285347
Yeah .. I think the game won't save any key bindings outside the US range.
The umlautbind thing just sets the bindings defined in it again every startup. I guess it could be improved ..like to make it automagically fetch the bindings from the binds list or something.
Anyway ..this is probably what the umlauts table should look like for you:
local umlauts = {
["ae"] = 0xe4,
["AE"] = 0xc4,
["oe"] = 0xf6,
["OE"] = 0xd6,
["a"] = 0xe5,
["A"] = 0xc5
}
The umlautbind thing just sets the bindings defined in it again every startup. I guess it could be improved ..like to make it automagically fetch the bindings from the binds list or something.
Anyway ..this is probably what the umlauts table should look like for you:
local umlauts = {
["ae"] = 0xe4,
["AE"] = 0xc4,
["oe"] = 0xf6,
["OE"] = 0xd6,
["a"] = 0xe5,
["A"] = 0xc5
}
Thanks for your suggestions, I'll try them when they've fixed the issue with my internet connection (been down for a few days now, must be a severe error... or a lack of repairmen...).
It's a shame that this hasn't been fixed yet tbh, I'm fairly certain that this was one reason why I didn't subscribe the first time I tried the game.
It's a shame that this hasn't been fixed yet tbh, I'm fairly certain that this was one reason why I didn't subscribe the first time I tried the game.
The umlautbind workaround works, thanks :-)
This is my config :
local umlauts = {
["aa"] = 0xe5,
["AA"] = 0xc5,
["ae"] = 0xe4,
["AE"] = 0xc4,
["oe"] = 0xf6,
["OE"] = 0xd6,
}
(I only use ae and oe atm, the rest is currently not tested).
As a bonus, I no longer see this error in the console after closing the game :
(update.rlb:2267): Gtk-CRITICAL **: gtk_text_buffer_emit_insert: assertion `g_utf8_validate (text, len, NULL)' failed
This is my config :
local umlauts = {
["aa"] = 0xe5,
["AA"] = 0xc5,
["ae"] = 0xe4,
["AE"] = 0xc4,
["oe"] = 0xf6,
["OE"] = 0xd6,
}
(I only use ae and oe atm, the rest is currently not tested).
As a bonus, I no longer see this error in the console after closing the game :
(update.rlb:2267): Gtk-CRITICAL **: gtk_text_buffer_emit_insert: assertion `g_utf8_validate (text, len, NULL)' failed
I think on most western keyboards the special characters are a bit out of the way.. so it's usually not a big issue if they can't be bound.
Does this even affect windows and macs? Not sure if I ever checked that.
I get that gtk error too.. it's coming from the updater. The game itself doesn't use gtk.. so the workaround can't have had any effect on it.
Does this even affect windows and macs? Not sure if I ever checked that.
I get that gtk error too.. it's coming from the updater. The game itself doesn't use gtk.. so the workaround can't have had any effect on it.
Hmm... the error didn't show up after I installed umlautbind, but I suppose it isn't necessarily related.
Perhaps the latest update fixed it, but otoh I don't see any mention of it in the patch notes...
Perhaps the latest update fixed it, but otoh I don't see any mention of it in the patch notes...