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KEYBIND.CFG
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1998-09-23
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8KB
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238 lines
; $Header: r:/prj/cam/src/RCS/keybind.cfg 1.90 1998/09/23 21:16:53 dc Exp $
; main network default keybinding of zaniness
; this system is so cool we have decided not to write the game
; just the keybinding
; so i hope you all like them
; TABLE OF CONTENTS:
;
; sections:
;
; unshifted
; SHIFT-
; ALT-
; CTRL-
; ALT-SHIFT-
; CTRL-SHIFT-
; ALT-CTRL-
; ALT-CTRL-SHIFT
;
; each section appears in this order:
;
; F1-F12 function keys
; a-z alphabetic keys
; end,home keypad keys
; 0-9 numeric keys
; !@#$% symbolic keys
;
; symbolic keys which require a "shift" to type
; normally appear unshifted, because that's how
; the key system names them. For example, # is
; #, not shift-3
;
; unshifted
bind_all_F1 help ; print all commands
bind_edit_F2 cycle_mode ; cycle through rendering modes for cur camera
bind_edit_F3 toggle_3d ; current camera is 2d/3d
bind_all_F9 screen_dump
bind_edit_a cam_rotate 2 ; Terra Nova movement
bind_edit_c cam_slew 4 ; Terra Nova movement
bind_edit_d cam_rotate 5 ; Terra Nova movement
bind_edit_e cam_slew 5 ; up = e
bind_edit_f cam_level ; Terra Nova movement
bind_edit_h set_medium 0 ; make brush solid
bind_edit_j set_medium 1 ; make brush air
bind_edit_k set_medium 2 ; make brush water
bind_edit_l set_medium 3 ; make brush flood (air->water,solid->solid)
bind_edit_m cycle_media 1 ; cycle media forward
bind_edit_q cam_slew 2 ; down = q
bind_edit_r cam_rotate 4 ; Terra Nova movement
bind_edit_s cam_slew 0 ; forward = s as well
bind_edit_t cycle_tex 1 ; cycle texture forward
bind_edit_v cam_rotate 1 ; Terra Nova movement
bind_edit_w cam_slew 0 ; forward = w
bind_edit_x cam_slew 3 ; backward = x
bind_edit_z cam_slew 1 ; sidestep = z,c
bind_edit_o solo_toggle ; toggle this window to/from full screen
bind_edit_tab cycle_brush 1
;bind_edit_BS delete_brush
bind_edit_DELETE delete_brush
bind_edit_END vBrush_EOT ; make this brush last in time
bind_edit_INSERT insert_brush ; clone current brush
bind_edit_pad1 num_scroll 1
bind_edit_pad2 num_scroll 2
bind_edit_pad3 num_scroll 3
bind_edit_pad4 num_scroll 4
bind_edit_pad6 num_scroll 6
bind_edit_pad7 num_scroll 7
bind_edit_pad8 num_scroll 8
bind_edit_pad9 num_scroll 9
bind_all_HOME move_game_camera 0.0,0.0,0.0 ; return camera to default pos
bind_all_prtscr screen_dump
bind_all_: edit_command
bind_edit_1 cam_rotate 3
bind_edit_2 cam_unroll
bind_edit_3 cam_rotate 0
bind_edit_+ zoom_all 0.5 ; zoom in
bind_edit_, cycle_face -1 ; reverse through above
bind_edit_- zoom_all 2.0 ; zoom out
bind_edit_. cycle_face 1 ; select a different brush face
bind_edit_/ cam_spotlight ; toggles spotlight in solid 3d mode
bind_edit_< global_scale 0 ; zoom in & move cameras more slowly
bind_edit_= zoom_all 0.5 ; zoom in
bind_edit_> global_scale 1 ; zoom out & move cameras more rapidly
bind_edit_[ cycle_view 0 ; make previous camera current
bind_edit_] cycle_view 1 ; make next camera current
bind_game_\ halt_player
bind_game_` player_cam_control 0
bind_game_! player_cam_control 1
bind_game_; player_cam_control 2
bind_game_| player_cam_control 3
; SHIFT-
bind_edit_shift-d store_group
bind_edit_shift-m cycle_media -1 ; cycle media backward
bind_edit_shift-t cycle_tex -1 ; cycle texture backward
bind_edit_shift-s set_grid ; grid snap current brush
bind_edit_shift-INSERT brush_to_room 5 ; clones brush as a room brush, 5% bigger
bind_edit_shift-tab cycle_brush -1
bind_edit_shift-pad+ brush_translate 5
bind_edit_shift-pad- brush_translate 2
bind_edit_shift-pad2 brush_translate 0
bind_edit_shift-pad4 brush_translate 4
bind_edit_shift-pad6 brush_translate 1
bind_edit_shift-pad8 brush_translate 3
; ALT-
bind_all_alt-F1 mono_debug
bind_edit_alt-b edit_command save_group
bind_edit_alt-c edit_command clear_world
bind_game_alt-e edit_mode
bind_all_alt-g game_mode ; go into proto game mode
bind_edit_alt-l edit_command load_file
bind_edit_alt-o edit_command edit_obj; ; Object editor
bind_edit_alt-p auto_portalize ; toggle portalizing after every edit
bind_all_alt-q foot_sounds
bind_edit_alt-r reset_brush ; 0 all brush rotation
bind_edit_alt-s eval world_file edit_command save_mission %s
bind_edit_alt-t texture_pal ; texture palette
bind_edit_alt-v edit_command load_group
bind_edit_alt-SPACE quick_resynch ; synch all windows, rerender, desynch them
bind_edit_alt-pad+ brush_rotate 2
bind_edit_alt-pad- brush_rotate 5
bind_edit_alt-pad2 brush_rotate 0
bind_edit_alt-pad4 brush_rotate 4
bind_edit_alt-pad6 brush_rotate 1
bind_edit_alt-pad8 brush_rotate 3
bind_all_alt-1 game_mode 320,240 ; go into 320x240 game mode
bind_all_alt-2 game_mode 400,300 ; go into 400x300 game mode
bind_all_alt-3 game_mode 512,384 ; go into 512x384 game mode
bind_all_alt-4 game_mode 640,480 ; go into 640x480 game mode
bind_all_alt-5 game_mode 800,600 ; go into 800x600 game mode
bind_all_alt-6 show_poly_edges
bind_all_alt-7 show_all_edges
bind_all_alt-8 show_cell
bind_all_alt-9 show_mip
bind_all_alt-0 show_poly
bind_all_alt-? render_info 30 ; more info about current rendered scene
bind_edit_alt-+ grid_scale 0.5
bind_edit_alt-- grid_scale 2.0
bind_all_alt-/ render_info 10 ; info about current rendered scene
bind_edit_alt-= grid_scale 0.5
bind_all_alt-~ screen_dump
; CTRL-
bind_edit_ctrl-d dissolve_group ; break cur group into individual brushes
bind_edit_ctrl-g grid_toggle ; Should place operation grid snap or not
bind_edit_ctrl-l raycast_light ; toggle on shadow casting
bind_all_ctrl-o lit_obj_toggle
bind_all_ctrl-p history_cmd -1 ; bring up cmdterm on last command
bind_edit_ctrl-q brush_relative
bind_game_ctrl-q new_sound
bind_edit_ctrl-r relight_level 0 ; relight the level
bind_edit_ctrl-u undo
bind_edit_ctrl-w cycle_group 0 ; go to last group
bind_edit_ctrl-x xmouse ; toggle auto-camera selection
bind_edit_ctrl-z undo ; windows compaitible, eh?
bind_edit_ctrl-SPACE redraw_all ; refresh all views
bind_edit_ctrl-INSERT new_brush 1 ; make a cube
bind_edit_ctrl-pad+ brush_stretch 5
bind_edit_ctrl-pad- brush_stretch 2
bind_edit_ctrl-pad2 brush_stretch 3
bind_edit_ctrl-pad4 brush_stretch 4
bind_edit_ctrl-pad6 brush_stretch 1
bind_edit_ctrl-pad8 brush_stretch 0
bind_edit_ctrl-tab cycle_context 1
bind_edit_ctrl-7 brush_color 1
bind_edit_ctrl-8 brush_color 2
bind_edit_ctrl-9 brush_color 3
; ALT-SHIFT-
bind_edit_alt-shift-d hello_debugger
bind_edit_alt-shift-e draw_paths
bind_edit_alt-shift-f follow_test
bind_edit_alt-shift-l draw_links
bind_edit_alt-shift-m merge_node ; force "perfect" levels with coplanar polys
bind_all_alt-shift-n patrol_test 2
bind_edit_alt-shift-o edit_command obj_tree ; edit hierarchy
bind_edit_alt-shift-p ai_build_path_database
bind_edit_alt-shift-q draw_ais
bind_all_alt-shift-r draw_path_cells
bind_all_alt-shift-s show_stats
bind_all_alt-shift-t draw_path_cell_links
bind_all_alt-shift-u path_test
bind_all_alt-shift-w draw_move_suggestions
bind_all_alt-shift-x quit_game ; quit
bind_edit_alt-shift-y create_ai
; CTRL-SHIFT-
bind_edit_ctrl-shift-p portalize ; portalize the level so you can see it in solid 3d
bind_edit_ctrl-shift-u redo
bind_edit_ctrl-shift-w cycle_group 1
bind_edit_ctrl-shift-tab cycle_context -1
; ALT-CTRL-
bind_all_alt-ctrl-f1 edit_mode 640,480
bind_all_alt-ctrl-f2 edit_mode 800,600
bind_all_alt-ctrl-f3 edit_mode 1024,768
bind_all_alt-ctrl-d dump_cmds cmd.txt ; produce list of all commands
bind_all_alt-ctrl-o rend_name_toggle 23
bind_edit_alt-ctrl-w cycle_group -1
; ALT-CTRL-SHIFT - what does fake physics do, anyway?
bind_all_alt-ctrl-shift-p fake_physics
bind_all_alt-ctrl-shift-s stats_full
bind_all_alt-ctrl-shift-t time_stats