0.22.0 Keybinds block each other and errors are incorrect with combo binds (3 Bugs in 1!)

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WildElf
Posts: 2
Joined: Tue Apr 19, 2022 9:47 pm

0.22.0 Keybinds block each other and errors are incorrect with combo binds (3 Bugs in 1!)

The new keybind system is broken in confusing ways, especially for combo binds. By "combo binds" I refer to the multi-key binds, as used for Look Around and Movement.

1. Try to rebind WASD movement to ESDF.
2. You will get an error stating "F is already bound." (Actually all keys are already bound.)

Expected result: Keys will report if they are bound as they are entered, not waiting until the last key.
Desired result: Keys will alert and get replaced by the thing I'm currently binding. I can clean up after. You could alert me when trying to exit if anything was left unbound.
Actual result: it's super confusing to rebind movement, especially when the last key is not bound to anything, it will still report that's the problem. The user is stuck being told to fix the final key and have to Esc or Delete to get out. Delete would be okay maybe if it deleted the whole thing rather than just the last key.

Bug 1: Conflicts block keybinds instead of allowing them to replace existing keys, which for Combo Binds puts users into a state where they're only told to pick the final key, when it's likely more parts of the combo are also wrong. They must Esc out or enter a bad key for now, then find the other problem keys on their own.

3. Assume F is the problem, Rebind Look Around keys to the arrow keys to make it available.
4. Now try to rebind ESDF. It will say "F is already bound" again, even though its not.

Expected result: Keys will report the actual conflict, not just the last key entered.
Actual result: The last key entered is reported as a conflict, even when it is not.

Bug 2: Errors are not reported while binding Combo Binds until the last key. If there is any conflict in Combo Binds, the error will report a conflict with the final key even when it is not the problem.

5. Clearly, Player Interactions (E) is a problem. Del(ete) that for now.
6. Now try to rebind ESDF. It will say "F is already bound" (again). But we just cleared the only two keys, right?

Expected result: Keys part of combo binds should let themselves get easily reshuffled. Pretend they've been deleted until the combo entry is complete, if there's a conflict outside those keys, report that and return the combo to how it was. Otherwise, take the new combo.
Actual result: D is already in use for the old "Right" when we want it for the new "Down" and blocks the operation. S likewise is already in use for "Down" when we want it for "Left." Del becomes a required first step for most combo rebinds.

Bug 3: Keys within combo binds block rebinding combo binds, making Del the only path forward if your new combo includes any keys from the existing combo.

7. Now we hit upon the only method that works. Enter Movement and Del all 4 keys!
8. Now try to rebind ESDF. It actually works! Now you can play with good movement keys. Rebind Player Interaction to W to finish up.

Actual result: It works.
Expected result: It should not be this hard.

Patrick sees no problems with this image. He prefers WASD anyway.
Claims "F is already bound to an action" when it is not.
Claims "F is already bound to an action" when it is not.
20220419200738_1.jpg (230.28 KiB) Viewed 2413 times
eekdon
Posts: 1546
Joined: Tue Feb 13, 2018 4:29 pm

Re: 0.22.0 Keybinds block each other and errors are incorrect with combo binds (3 Bugs in 1!)

Hey there, sorry for the late check-in. We've read through this and are taking the feedback into account. We may not be able to address every single issue listed, but some of our more recent changes (which will be publicly available in a near-future update) should at least incidentally negate some of the major keybinding inconveniences you ran into. We'll keep working on the input management/config over time. Thanks for the feedback!
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