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Output from keyboard debugging:

2025-08-24 00:18:08 + Scancode: 0x54(Keypad /) Sym: 0x40000054(Keypad /) Q:0x2f(/)
2025-08-24 00:18:08 Scancode: 0x54(Keypad /) Sym: 0x40000054(Keypad /) Q:0x2f(/)
2025-08-24 00:18:17 + Scancode: 0x55(Keypad *) Sym: 0x40000055(Keypad ) Q:0x2a()
2025-08-24 00:18:17 Scancode: 0x55(Keypad *) Sym: 0x40000055(Keypad ) Q:0x2a()
2025-08-24 00:18:18 + Scancode: 0x56(Keypad -) Sym: 0x40000056(Keypad -) Q:0x0c(KP_MINUS)
2025-08-24 00:18:18 Scancode: 0x56(Keypad -) Sym: 0x40000056(Keypad -) Q:0x0c(KP_MINUS)
2025-08-24 00:18:24 + Scancode: 0x57(Keypad +) Sym: 0x40000057(Keypad +) Q:0x0b(KP_PLUS)
2025-08-24 00:18:24 Scancode: 0x57(Keypad +) Sym: 0x40000057(Keypad +) Q:0x0b(KP_PLUS)

All other keypad keys worked correctly.

@thedisbo1125 thedisbo1125 requested a review from a team as a code owner August 24, 2025 15:17
@ensiform
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Original behavior of q3 engine games is that kp star doesn't actually function, only binding '*'

@thedisbo1125
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Original behavior of q3 engine games is that kp star doesn't actually function, only binding '*'

Both keys work on the Windows version of Jedi Academy (installed from CD). I have them bound (have actual "/" bound to a different command) and all three work fine. Maybe they changed the functionality at some point as my Windows game is from 2003 (at least those the dates on CD itself). I found this as finally making the switch to OpenJK on Linux.

A couple other differences I have noticed:

  • SHIFT key makes no difference on the original game. "8" bound to "weapon 8" and still selects weapon with either shift key down.
  • if NUM LOCK is on, still did KP_xxxx keys.

@ensiform
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There aren't keys for the @#$ etc on ascii keyboards so shift isn't supposed to make any difference.

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2 participants