Amineri Posted February 26, 2014 Share Posted February 26, 2014 I'd guess that the change in how keybinds work is a side-effect of the significant input reworking done to port the touch functionality in from the iOS version of EU. Link to comment Share on other sites More sharing options...
grenademagnet Posted March 1, 2014 Author Share Posted March 1, 2014 Amineri, your guess was correct: As an update, I think this is also mentioned in the KeyBinds thread, but a user on the somethingawful forums discovered his keybind commands would work again if applied in the DefaultGame,ini file, instead of DefaultInput.ini file. I tried this and it worked, to re-enable the SimCombat command I had bound, in order to help skip the first mandatory mission. Here is his copied post, from user TheCosmicMuffet Keybinding updatefound this while screwing around in the defaultgame.ini: ; This is an exact duplicate of the bindings found in DefaultInput.ini; This is necessary because XComTacticalInput now extends MobilePlayerInput,; which loads its configs from DefaultGame.ini.When I edit the set of duplicate commands under there, my bindings work again. (be they slomo or whatever else).Per the text, this is just for stuff that broke in tactical, though it leads me to believe that it's not broken in strategic view, then.(yay!) Link to comment Share on other sites More sharing options...
dubiousintent Posted March 2, 2014 Share Posted March 2, 2014 (edited) Amineri, your guess was correct: As an update, I think this is also mentioned in the KeyBinds thread, but a user on the somethingawful forums discovered his keybind commands would work again if applied in the DefaultGame,ini file, instead of DefaultInput.ini file....Wait ... "Instead of"? Can you confirm you only made the key binds to the DefaultGame.ini file and not to the DefaultInput.ini file at all, and it worked? (Trying to determine if both need to be identical or not. Or if the same binding needs to be in both.) NVM. Found it confirmed in the Keybind Commands thread that only the DefaultGame.ini needs to be changed. Apparently DefaultInput.ini is now being ignored. WTF were they thinking? -Dubious- Edited March 2, 2014 by dubiousintent Link to comment Share on other sites More sharing options...
wghost81 Posted March 2, 2014 Share Posted March 2, 2014 Seems, it's not totally ignored: http://forums.nexusmods.com/index.php?/topic/1454050-xcom-interface-tweaks/?p=12445490 Link to comment Share on other sites More sharing options...
dubiousintent Posted March 2, 2014 Share Posted March 2, 2014 Seems, it's not totally ignored: http://forums.nexusmods.com/index.php?/topic/1454050-xcom-interface-tweaks/?p=12445490Hmm. I'm not seeing anything about DefaultInput.ini still being active in that discussion. What am I missing? -Dubious- Link to comment Share on other sites More sharing options...
grenademagnet Posted March 2, 2014 Author Share Posted March 2, 2014 (edited) Seems, it's not totally ignored: http://forums.nexusmods.com/index.php?/topic/1454050-xcom-interface-tweaks/?p=12445490Hmm. I'm not seeing anything about DefaultInput.ini still being active in that discussion. What am I missing? -Dubious- Sorry, I was just focusing on solving my particular problem, which was getting the SimCombat feature to work again from a keyboard command. After trying the command in the DefaultInput.ini failed, and then trying DefaultGame.ini after reading the suggestion to do so, I found the command worked again in the DefaultGame.ini. I cannot speak to any functionality in the DefaultInput.ini file, except that I could not get my keybind to work in that file. Edited March 2, 2014 by grenademagnet Link to comment Share on other sites More sharing options...
wghost81 Posted March 2, 2014 Share Posted March 2, 2014 dubiousintent, here it is: I've been editing the XComInput.ini file for EW, and i've confirmed that that my changes are taking, because i can change the "slomo" value in the [Engine.PlayerInput] section, and it definitely changes the speed in the base view.Haven't tried it myself yet, though. Link to comment Share on other sites More sharing options...
Amineri Posted March 2, 2014 Share Posted March 2, 2014 It could be that they are being drawn from different places under different conditions. For example it could be as simple as "strategy game from one file and tactical game from another", or it could be something more complex. Link to comment Share on other sites More sharing options...
dubiousintent Posted March 3, 2014 Share Posted March 3, 2014 dubiousintent, here it is:I've been editing the XComInput.ini file for EW, and i've confirmed that that my changes are taking, because i can change the "slomo" value in the [Engine.PlayerInput] section, and it definitely changes the speed in the base view.Haven't tried it myself yet, though. Aha. :pinch: [so many trees ... where is that forest?] Thanks. Corrected the wiki article to reflect "sometimes" and both are needed. Can someone confirm if "Xcom" versions of "Default" INI files (the ones in the ''My Games'' tree) get automatically updated if the "Default" versions are, or do they need to be manually updated? -Dubious- Link to comment Share on other sites More sharing options...
Drakous79 Posted March 3, 2014 Share Posted March 3, 2014 If I add strategic bind to the end of DefaultInput.ini, it works as I am used to. Link to comment Share on other sites More sharing options...
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