Exactly, it's a question of expected behavior versus actual behavior. People will often write "regression tests" after fixing bugs--if the bug crops up again the regression test will catch this, and report a regression.
Prefs and savefiles
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I think the premise is that preferences (macros, inscriptions, squelch) are possibly class dependent, and should support a multi-tier loading process (player.prf > class.prf > name.prf). Settings (visual prefs, options) probably don't change based on the class or the character, and so there's no need to complicate them with a tiered loading/saving process which could lead to confusion about why your settings aren't getting applied properly in all situations.
Although I guess you could just always save them in only the "player.prf" or equivalent tier of the pref file system.Comment
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What exactly is the difference between macros and keymaps? Up to now I've used macros only. Putting aside the differences PeteMack pointed out, is there anything else you can do with keymaps what you cannot do with macros and vice versa?Comment
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As derakon says. In more detail:
keymap is a single character mapped to a pattern (usually, but not always, another single character.) when executing a command only.
macro maps a set of characters entered 'at the same time' (actually, within 50msec) to another set of characters. It is applied in all cases, not just when entering a command.
This should only be used for mapping function keys, arrow keys, etc, that don't correspond to any ascii character.
If you use a macro to map (say) t to f, you will lose the use of the 't' symbol.
EDIT:
This is what i meant when I said macros should always be OS dependent, while keymaps shouldn't be.👍 1Comment
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