I plan to refactor VAF’s entire code base to bring it up to date with the updates to Vasara 1.1, but before I do, I want a clearer picture of how I want the interface to work. I have some extremely tentative plans regarding hotkeys to this extent, which I am documenting here for the purpose of having a roadmap going forward:
- Hotkey 1: Toggle “apply light”
- Hotkey 2: Toggle “apply texture”
- Hotkey 3: Toggle “align adjacent”
- Hotkey 4: Move left, even if frozen¹
- Hotkey 5: Move forward, even if frozen¹
- Hotkey 10 (default is T): Move backward, even if frozen¹
- Hotkey 11 (default is G): Toggle “align height mode” (once this exists)
- Hotkey 12 (default is B): ???
- Hotkey 6: Move right, even if frozen¹
- Hotkey 7: Toggle “apply transparent”, possibly including a cycle with “decoupled from reverse” on/off
- Hotkey 8: Grid cycle (on/off/X only/Y only)
- Hotkey 9: Grid alignment mode cycle²
(Items in bold are replications of Forge functionality.)
¹only if the hack Solra suggested using idle/postidle position overrides doesn’t actually fix player movement when frozen, or if it has other consequences that interfere with VAF’s functionality in some way
²i will also add at least one new mode, namely “relative to existing alignment”, which will only move existing alignments by ± the amount on the grid * some integer value, rather than adjusting them to a preset grid
In addition, instead of requiring what hypersleep terms the “crab-fingered key combos” required by all current visual mode editors, I’m planning to make Aux Trigger a toggle modifying several in-game behaviors – perhaps including all hotkeys, depending on how many I end up deciding to add.
Furthermore, I’m also planning to implement more extensive “copy and paste” functionality – including the existing alignment of a sampled wall (possible use cases include “Aleph One messed up primary/secondary side definitions after a polygon height change” and “a particular alignment needs to be copied in several parts of a map”). a “side swap” functionality might also be called for.
I may also decide to have a Simple/Advanced interface this time around, since VAF 1.0b is extremely intimidating-looking for new mappers.
I plan to refactor VAF’s entire code base to bring it up to date with the updates to Vasara 1.1, but before I do, I want a clearer picture of how I want the interface to work. I have some extremely tentative plans regarding hotkeys to this extent, which I am documenting here for the purpose of having a roadmap going forward:
(Items in bold are replications of Forge functionality.)
¹only if the hack Solra suggested using idle/postidle position overrides doesn’t actually fix player movement when frozen, or if it has other consequences that interfere with VAF’s functionality in some way
²i will also add at least one new mode, namely “relative to existing alignment”, which will only move existing alignments by ± the amount on the grid * some integer value, rather than adjusting them to a preset grid
In addition, instead of requiring what hypersleep terms the “crab-fingered key combos” required by all current visual mode editors, I’m planning to make Aux Trigger a toggle modifying several in-game behaviors – perhaps including all hotkeys, depending on how many I end up deciding to add.
Furthermore, I’m also planning to implement more extensive “copy and paste” functionality – including the existing alignment of a sampled wall (possible use cases include “Aleph One messed up primary/secondary side definitions after a polygon height change” and “a particular alignment needs to be copied in several parts of a map”). a “side swap” functionality might also be called for.
I may also decide to have a Simple/Advanced interface this time around, since VAF 1.0b is extremely intimidating-looking for new mappers.