'Andrew Zhilenko' wrote in messagenews:[email protected]. Hello! Is there a way to do thing in 'good old' style with the mouse, how it was in MI 1, 2, 3? WBR, AndrewObviously you missed the hidden option under the Options menu. You have toselect 'Multiplayer options' about exactly 58 times, and immediately pressUP, RIGHT, DOWN (and have a pointy party hat in your inventory). The screenwill go black. Now tap M,O,U,S,E.
Believe me it works! Away withthe tyranny of gamepads and the keyboard!TJ at night02.12.00 0:00. No kidding - first they take away our mouse. I bet in MI5 we have totype commands into the parsar like the old Sierra Games. pick up sword swing sword at pirateYou know, I'd almost rather type commands into a parser then use theretarded and severely unintuitive interface of MI4.I don't know why they changed.
The scumm interface with nine verbswith which you could construct nearly any logical sentence you couldthink of with the objects in the game world was near-perfection. Igrumblingly accepted the dumbed-down FULL THROTTLE interface, becauseat least you could put away the keyboard, sit with your mouse andfigure out the story.I'm honestly not sure how they arrived at the idea that pilotingGuybrush around like a frictionless remote-control car is fun. Oh.I need to have my left hand near the shift key at all timesbecause he WALKS SO FREAKING SLOWLY!I started with the arrow keys, which I remember being sufficient inGRIM FANDANGO. But I also have to use U, I, L, pageup andpagedown???? This COULD work if they had you move with a, s, d, w, andx, I suppose, but no. Finally I figured that if you turn numlock off,you can use the keypad.
Ah.much simpler, okay it's controllable withone hand plus the shift key. Then I hit an object I can't make doanything. Hey.six options come up for me to choose from.Oh forpetes sake, page up and page down.I have to look down to reorient myhands. I mapped action choice up/down to 7 and 1 so I could doit with the right hand. Aughhhh.SOMETIMES up/down works to scrollthrough dialogue choices, and sometimes only 7 and 1 will work. Why can't I use this object? There's a use key???
Escape from monkey island is reported to work in the appdb, but on my system I can't get the mouse working. There is no cursor at all. I'm not using Compiz when using wine. Wine version: 1.0. I also tried a patched version of wine and the mouse still does not work in MI4. If I'd never picked up a sword, the grog-swilling pirates of the Tri-Island Area might be unthreatened by the forces of gentrification and demonic heckfire. Suddenly, the hairy finger of a familiar monkey tapped me on the shoulder. Time for the biggest battle of my swashbuckling life.
I've beenplaying for an hour and NOW I'm supposed to.u.se objects? If this issupposed to be an invisible interface, WHY is it okay to clutter up thescreen with twelve individual variations of 'use fish with pole' but toactually 'use' something I have to hit 'U'???This interface makes it impossible to combine objects, so obviously Iwon't be doing that. Oh no, wait, the hint guide says I have to mixperfume from the objects I have.
Lessee.is it 'c' for combine?Should I hold an object then go back into my inventory and 'u'se it?No.no.I have to look up in the manual disguised as jewel case artthat it's U on both objects.I love the game. It's giving me that piratey feel that MI1 did inplaces, but lord help me if I can pay attention to the story becauseI'm so busy getting Guybrush caught in blind alleyways and rememberingwhich button under my right hand is supposed to open the inventory.Not only do you have to hit hotspots to cover guybrush with twelvemeaningless option sentences besides the one you need, but you have toturn to the correct ANGLE to access the hotspots.
It's not this hardto walk around a fountain in real life. BRING BACK THE VERBS! BRINGBACK DOUBLE CLICK TO EASILY WALK TO A HOTSPOT. SCUMM barely needed amanual, because it was.intuitive. Can we repeat this everyone ingame desgin? There can be a learning curve, but it.should.
get easier and make sense the more you do it. SYSTEM SHOCKhad the worlds most complicated interface, but once you realized howyou could do.everything. with a mouse, you barely even thought aboutmoving because it became automatic. This is IMMERSIVE and lets youlive in the gameworld.The only possible reason I can think of for abandoning the mouse isthat they wanted the game easily portable to Playstation. Wrong wrongwrong.Sent via Deja.comBefore you buy.Kasper05.12.00 0:00. On Mon, 04 Dec 2000 05:17:15 GMT, Jason T. (Jason T.) wrote:I started with the arrow keys, which I remember being sufficient inGRIM FANDANGO.
But I also have to use U, I, L, pageup andpagedown???? This COULD work if they had you move with a, s, d, w, andx, I suppose, but no.
Finally I figured that if you turn numlock off,you can use the keypad. Ah.much simpler, okay it's controllable withone hand plus the shift key. Then I hit an object I can't make doanything. Hey.six options come up for me to choose from.Oh forpetes sake, page up and page down.I have to look down to reorient myhands. I mapped action choice up/down to 7 and 1 so I could doit with the right hand. Aughhhh.SOMETIMES up/down works to scrollthrough dialogue choices, and sometimes only 7 and 1 will work. Why can't I use this object?
There's a use key??? I've beenplaying for an hour and NOW I'm supposed to.u.se objects? If this issupposed to be an invisible interface, WHY is it okay to clutter up thescreen with twelve individual variations of 'use fish with pole' but toactually 'use' something I have to hit 'U'???You do realize you can redefine the controls, right?Kasper-E-mail: rbb atJason T.10.12.00 11:39. You do realize you can redefine the controls, right?Yes I do, and that's a good thing. However, I do also think that thedefault control scheme should be playtested and should be nearly thebest possible configuration for the game. I have no problemreassigning some keys if there are more logical, comfortable ways ofgetting things done, but it's obvious they didn't choose keys thatwould be intuitive nor easy to remember without taking your eyes offthe screen (and ruining the immersion that is so important in adventuregames.)This isn't so much of a problem in an action game such as HALF LIFEwhere accomplishing physical tasks and 'learning' how to use yourweapons and survive is more a part of the game. But even HALF LIFErealizes that the mouse is much more intuitive than keyboard alone.
Ina good action game, I'll spend time practicing and honing my movementability, and even tweaking the keys because movement is so much a partof the experience in a shooter. There's even a training course ingames like this to get you used to the controls and give you a chanceto change them without pressure of plot and game world. With MI4 I wasjust starting to appreciate the atmosphere of the newly-realized MeleeIsland when the experience kept getting interrupted because.I.
knewwhat I wanted to do, but I didn't actually know how to accomplish itwithout looking at the keyboard, going into configuration and seeingwhat key does what, or (even more deadly in an adventure) having todrop everything and pull out the manual in the case of combiningitems. Yes, I know there are firm believers in 'RTFM', but I expectmore from LucasArts, who in the past have designed the most intuitiveinterfaces which are part of the game world and never gave me this typeof problem before.I like this game. I like this game better than MI3, in fact. But thefact that the movement and control scheme is so horribly implementedthat I'd rather check the walk-thru than waste time and energy figuringout the puzzles on my own because I'd have to walk all the way acrossan island to talk to the person who has the clues is a big big minus inmy book.One more gripe is having to steer Guybrush.
In the old system, you'dclick where you wanted to go, and he'd find his way there. Now that you have to hold down the 'move forward' key thewhole time AND keep him from getting turned around if he gets snaggedon a boundary, I (and undoubtedly others) always hold down the 'run'key. There is no combat in this game which should necessitate a runkey! The only reason it's there is to avoid tedium, but when you run,Guybrush moves like a frictionless electron particle in a maze coveredwith grease. Obviously they saw the need for a run key, so whycouldn't they replay the old games to figure out why run wasn'tnecessary?If I could redesign the controls, here's what it'd be. Click anywhereto make Guybrush walk to a location. Double click to make him run.Cursor on a hotspot brings up the name of the object.
Right clicklooks at the object. When Guybrush is close enough to manipulate anobject, text action options come up which are clickable with a mouse,and change depending on what G is holding in his hands. Clicking onguybrush brings up inventory, which isn't a TOMB RAIDER wheel ofannoyance, rather a grid overlayed onto the screen.
To combineobjects, you drag and drop. Right click inventory objects fordescription, double click to put into Guybrush's hands.Or, just bring back the SCUMM verbs.
That'd do it for me also.PS. I'm just getting to the Monkey Kombat section. I have no problemwith this puzzle, but it's an example of anti-previous LucasArts designphilosophy.
Writing stuff down and making diagrams and maps is cool ina CRPG, but in the previous games they did.so. much better at not(once again) taking you out of the story. Nothing will beat theoriginal insult swordfighting combat system in the first game that theyhave refused to exploit fully in these later games. I would.really.like if you had to do that more.But I digress.
This is Lucasarts. Jojo should have given me a magicmonkey idol that records the stances and winning combinations, but notalerted me to the fact that it does so and let me discover it. Or theyshould have thought up another way of fighting that was more fun anddoesn't require so much away-from-the screen thinking.I guess it sounds like I'm whining, but if I had my way, the gameswouldn't have voice support so the conversations could go on foreverlike they did in the first game. I guess this is why I'm slowlychanging my gaming preferences to CRPG and strategy titles. And I lovea well-done adventure like FPS like SYSTEM SHOCK and HALF LIFE. That'stoo bad, because Sierra has gone under, Lucas is eating their own tail,and even Looking Glass (who made the best adventure-like action games)has bitten it.
Soon there will be no good titles.Sent via Deja.comBefore you buy.Rikard Peterson11.12.00 2:23. Skrev i meddelandetnews:[email protected]. You do realize you can redefine the controls, right? Yes I do, and that's a good thing. However, I do also think that the default control scheme should be playtested and should be nearly the best possible configuration for the game. I have no problem reassigning some keys if there are more logical, comfortable ways of getting things done, but it's obvious they didn't choose keys that would be intuitive nor easy to remember without taking your eyes off the screen (and ruining the immersion that is so important inadventure games.)What can be more logical and intuitive than L for look, U for use, P forPick up, I for inventory?I also like O for Out.
I like this game. I like this game better than MI3, in fact.I have only played a bit into the second act, but so far I agree. I'deven say it's the best MI. (Better than the first two!) Hopefully Iwon't change my mind later. One more gripe is having to steer Guybrush.I have no problem with that, but I'm not going to argue for it, sincemost posters dislike it strongly./RikardJason T.11.12.00 17:16. What can be more logical and intuitive than L for look, U for use, Pfor Pick up, I for inventory?Keys that fit under the left hand since I need the right to controlGuybrush with the arrows or numpad. Now with the experience of playingthe game, I should have configured a,s,d,w like HALF LIFE to move andhit the u,p,i,l keys like a touch-typist.
But I still have to haveaccess to a shift key.which I guess I can do with the right hand inthis case, but it's still less than optimal. I have only played a bit into the second act, but so far I agree. I'd even say it's the best MI.
(Better than the first two!) Hopefully I won't change my mind later.Puzzles are a little less elegant and involved, but so far it's nice.I've had a couple of puzzles that I solved without knowing why, andsome that I never would have figured out without the walkthrough. Ivery much like the movements for the 3d characters, which are quitecool and gave them a range of expression not available with 2d hand-drawn animation.My favorite still is MI2, for the complexity of the game world andconversations. Plus the fact that there were two difficulty levelswhich were both worth playing through for very different puzzles anddialogue.novel because your original approach to a puzzle would havenew twists thrown in. I never noticed enough difference between thehard and easy games in to play very much further into it.
One more gripe is having to steer Guybrush. I have no problem with that, but I'm not going to argue for it, since most posters dislike it strongly. /RikardSent via Deja.comBefore you buy.
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