Fixed the default keys to match the old default keys.
Also provided some interim pointers in the manual for how to edit the configuration to taste. git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@979 8092fc87-c524-0410-9efc-e669fe64eaf9
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@@ -517,9 +517,9 @@ RIGHT SHIFT: Fire Primary Weapon
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CTRL: Fire Secondary Weapon
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These controls are configurable by editing the key.cfg file which will be
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copied to your personal directory for uqm data the first time you start the
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game.
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These controls are configurable by editing the key.cfg file which will
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be automatically generated in your personal directory for uqm data the
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first time you start the game.
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The location of this directory varies per system.
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On Microsoft Windows systems this is a folder named 'uqm' in the
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application data folder for the current user.
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@@ -531,5 +531,8 @@ This is usually in one of the following locations:
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- "C:\Documents and Settings\YourName\Application Data\"
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(Windows NT/XP)
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On Unix systems this personal uqm data is stored in "~/.uqm".
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Later versions of The Ur-Quan Masters will include a key configuration tool.
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Later versions of The Ur-Quan Masters will include a key configuration
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tool. In the meantime, the "starcon.key" file in the root fo the
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content directory has information about how to add support for
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joysticks or remap keys.
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@@ -227,11 +227,11 @@ TFB_CreateDefaultConfig (void)
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VControl_AddKeyBinding (SDLK_RCTRL, (int *)&ImmediateInputState.p1_special);
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VControl_AddKeyBinding (SDLK_ESCAPE, (int *)&ImmediateInputState.p1_escape);
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VControl_AddKeyBinding (SDLK_w, (int *)&ImmediateInputState.p2_thrust);
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VControl_AddKeyBinding (SDLK_a, (int *)&ImmediateInputState.p2_left);
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VControl_AddKeyBinding (SDLK_d, (int *)&ImmediateInputState.p2_right);
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VControl_AddKeyBinding (SDLK_t, (int *)&ImmediateInputState.p2_weapon);
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VControl_AddKeyBinding (SDLK_y, (int *)&ImmediateInputState.p2_special);
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VControl_AddKeyBinding (SDLK_e, (int *)&ImmediateInputState.p2_thrust);
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VControl_AddKeyBinding (SDLK_s, (int *)&ImmediateInputState.p2_left);
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VControl_AddKeyBinding (SDLK_f, (int *)&ImmediateInputState.p2_right);
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VControl_AddKeyBinding (SDLK_q, (int *)&ImmediateInputState.p2_weapon);
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VControl_AddKeyBinding (SDLK_a, (int *)&ImmediateInputState.p2_special);
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VControl_AddKeyBinding (SDLK_KP8, (int *)&ImmediateInputState.lander_thrust);
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VControl_AddKeyBinding (SDLK_UP, (int *)&ImmediateInputState.lander_thrust);
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