Grench
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How NWN 1 uses the F1-F12 keys:Please don't think I'm berating you here. All I could find on Neverwinter Nights control scheme is this pdf:Yes - it happens. Neverwinter Nights is a prime example. And yes, it has a native X86 Linux version that I hope to try to play on the Pyra using the Exagear driver. I don't care if it's a slide show.Does that ever actually happen with any regularity though where you need F1-F12 locked in-game all the time? With all the other buttons under default and shift, when has it ever come to it for most persuasions, and what about while playing you want to press a keyboard key in default and shift modes while suspended in Fn? In your layout how does someone decrease or increase brightness there? Is it much easier than Dpad Up or Down + Fn?A concern with mapping system controls to game controls... What if the Fn needs to be locked (for access to F1-F12) during game play? Wouldn't that eliminate the game pad function in that scenario?Natsu, if you're speaking about my layout(s) please understand that Fn + action buttons to produce System Request, Print Screen, and such are only in suggestive status. I agree with you that the A, B, X, Y, and two smaller buttons don't necessarily have to have Fn values if they don't need to. The Dpad though I would like to use with Fn for brightness levels for keyboard and display. It's too good and simple a combo to waste(press Fn and push UP on the directional to increase screen brightness).Roman is fine. +- is fine too. Also, the action buttons show only have action symbols/labels. Too much clutter otherwise.
Reminder to everyone, this thread is for layouts only. If you have a working layout then post an image or a link to it.
Mods, feel free to move this post and Natsu's to the discussion thread.
In my layout with the chording and locking capabilities, if the keyboard is Fn-locked you can press either Fn key to 'UnFn' just like you can press a shift key to un-shift a caps locked standard keyboard. So, if you had the keyboard in Fn locked shift unlocked mode and needed to type the capital letter D, chord the right Fn and Shift keys with the right thumb and press D with the left.
In my layout, regardless of the keyboard 'locked' mode, nearly every key or Fn, Alt, Shift Ctrl + nearly any key is a chord-press away.
http://www.keyboard-layout-editor.com/#/layouts/6c9d72c0045002506e532daaa5f2f7b4
Using my layout...
Keyboard brightness up is controlled using the Fn+Esc key. Keyboard brightness down is Fn+shift+Esc key.
LCD brightness up is controlled using the LCD key. LCD brightness down is shift+LCD key. (one left of power button).
You'll notice that the 5 buttons at the top and the 3 down the center are all 'system functions' and calls. I have provisions for individually turning on/off the major power consuming ports and all 3 radios as well as back lighting, power, sleep, pause, break, SysRQ (rare to use but on a std keyboard), print screen and the Pandora gaming legacy Start and Select.
When evaluating usage of my layout - remember that it was designed from the ground up for use with two thumbs at the same time.
Neverwinter Nights Introductory Instructions
I don't see where it's required you need to have sequential F1-F12 keys during active button mash gameplay. I'm not saying you don't have it mapped this way in NN, only that I don't see it in the documentation that the user will have exhausted the entire supply of default and shifted key assignments, and all buttons/triggers, before they've fully mapped the game's controls. Even Elite isn't this needy.
I'd rather keep Fn + Dpad for brightness controls but I think if I absolutely have to, I'd replace Bluetooth and USB keys in my fantasy layouts with an LCD up and LCD down, and key backlighting to Fn + LCD up for brighter keypad and Fn + LCD down for darker or off keypad backlighting. As I said previously, Dpad and Fn to me seem such a good pairing for a frequent activity to sacrifice for a paltry few games. :mellow:
On the bottom of the screen there will be 12 boxes. Each one can be filled with an action, item to switch to, item function, spell or macro sequence. Press the shift key or Ctrl key and 12 new boxes appear. This yields 36 user assignable boxes. They cannot be reassigned to letters.
At an advanced level of game play 12 or more of these 36 can end up being used in just the pre-battle buffing.
During game play spell casters will have each button be a different spell. Warriors will have each button as a different weapon (or combination) or attack style.
NWN2 and WoW work similarly only they use the number keys instead of the F keys. Unless someone manages to make Wine work really well, they're not an issue as they do not have a Linux version.
I highly recommend the game. The single player mode is good. The multiplayer capability is fantastic. The game shipped with a world builder - including a robust scripting engine. People did what comes natural to that and set up thousands of multiplayer servers. Hundreds of them are still in existence. The community created expansion packs (Community Expansion Pack or CEP) of additional tiles, items, clothing, weapons, monsters, etc... The volume of content is such that a single install of the game + CEP + content can get into the 15+GB range. Many individual servers have their own additional expansion packs too.
The most efficient way to acquire the game these days seems to be to buy the Deluxe DVD Windows version on Ebay. With some research you will find the downloadable Linux binary (official from Bioware). Linux on X86 native versions exist for both the player side of the game AND the server/host platform. I estimate that 50% or more of the NWN servers are on Linux.
The game is 14 years old and 'out of support'. So there are some peculiarities. It was originally designed so that finding a multiplayer server was done through Gamespy. Gamespy stopped getting paid by Bioware/Atari and ceased support. So, the community built their own support structure for finding multiplayer servers.
Hope that helps.