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Zoidberg: There's no way of doing that, those idiots packaged everything into a couple files.
According to the PCGamingWiki entry, the config files are located in:-

%LOCALAPPDATA%\FinchGame\Saved\Config\WindowsNoEditor\

If you paste the above location into Explorer address bar (then press Enter), then maybe see if you can add those lines to the input.ini (or even create such a file in that location)?
Post edited June 06, 2018 by AB2012
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Darvond: Rebinding keys is impossible. It's not like games from the dawn of computing haven't been able to do so.
And even if it wasn;t allowed, we'd fire up the hex editor and hack the files to do it anyway.

And get off my lawn!
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drmike: And even if it wasn;t allowed, we'd fire up the hex editor and hack the files to do it anyway.

And get off my lawn!
Your lawn is a 40 pound "luggable" computer and you crushed my legs with it!
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Zoidberg: What Remains of Edith Finch is the game.

That is really a silly oversight to forbid key rebinding on a walking sim. :/
Looks like the issue was raised and ignored by the developer:

https://steamcommunity.com/app/501300/discussions/0/1471966894882340679/

I point it out as they've included an email address in their post suggesting that if you have problems to contact them.

Wouldn;t hurt.....

Skimming another half dozen threads over at the Website That Shall Not Be Named, folks are asking how to do it without any response.
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Darvond: Rebinding keys is impossible. It's not like games from the dawn of computing haven't been able to do so.
You seem to suggest that games from the dawn of computing allowed key rebinding.

So, here's a task: Find a way to rebind keys on the Apple ][ version of Wizardry 1. Furthermore, this must be a period solution, meaning:
* It must have been possible to do this back in the day.
* The solution must have been within reach of a typical user; no solutions that require expensive or obscure hardware will count.
* It must not rely on emulator features; there was a time before such emulation became feasible when the only way to play the games was to play them on the hardware they were designed for.
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Darvond: Rebinding keys is impossible. It's not like games from the dawn of computing haven't been able to do so.
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dtgreene: You seem to suggest that games from the dawn of computing allowed key rebinding.

So, here's a task: Find a way to rebind keys on the Apple ][ version of Wizardry 1. Furthermore, this must be a period solution, meaning:
* It must have been possible to do this back in the day.
* The solution must have been within reach of a typical user; no solutions that require expensive or obscure hardware will count.
* It must not rely on emulator features; there was a time before such emulation became feasible when the only way to play the games was to play them on the hardware they were designed for.
Duke Nukem 3D. 22 years ago.

Not that I recognize your post as a valid argument either way.
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Zoidberg: OK, I've opened a ticket with gog for this, if they cannot fix this issue (and also the fact that there are Steam files in the install folder) I'm just going to demand a refund.

I should really go and pirate games before buying them, I hate those surprises... :(((
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Maighstir: Please complain to the developer, they're the ones who decided to make it that way and not recognise that Azerty is a fairly common keyboard layout in French-speaking countries and that ZQSD is more logical for movement there than WASD is (besides, even people using Qwerty may actually prefer other keys than WASD for movement for whatever reason, say ESDF (shifting WASD one key to the right), arrow-keys, numpad keys, or something entirely different).
Exactly.
Post edited June 07, 2018 by Zoidberg
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dtgreene: If you're using Linux, there's qjoypad for using gamepads. Also, there's xmodmap for changing xorg's keymap. (I used it to cheat in Cookie Clicker by remapping the scroll wheel to click, allowing me to easily get one particular achievement.) Just be aware that these changes affect *all* programs when in effect.

Also, I could mention disabled gamers, some of whom are physically unable to play the game with the default control scheme, but might be able to with some creative key rebinding. I would say that that's enough of a reason for developers to implement key rebinding.

(By the way, does anyone know of an alternative to qjoypad that does not require xorg or any other GUI to be running?)
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Zoidberg: There is nothing wrong with my keyboard configuration (I'm on Windows 10), I see no point in having several keyboard configs as I use only one, it will just annoy me when I inadvertantly switch in other applications.

You do not ask a console player to get a keyboard or another type of gamepad because you were too friggin lazy a dev to implement such a basic feature.
It's pretty simple - on console they know what you will be using because everyone uses the same thing. On PC, everyone configures things differently. As a dev, you have to remember what popular configs exist out there in the world. So it's more ignorance than laziness. Every dev is going to forget somebody, it's inevitable.

Being able to easily rebind keys though should ALWAYS be included for this reason :P You just don't know what layout someone may need to comfortably play. That's pretty lazy especially when you use an engine like unreal that has convenient support to enabling that feature.
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Darvond: Rebinding keys is impossible. It's not like games from the dawn of computing haven't been able to do so.
Yeah, also like playing your game in one voiceover language but another language for texts... DVD have been doing it for dozens of years, but not videogames... :P
Just curious, what keys do you usually use to go right and forward?
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Point_Man: Just curious, what keys do you usually use to go right and forward?
Well if you're using an AZERTY keyboard then the equivalent to WASD is ZQSD. Actually I have no idea why Zoidberg is complaining about D for right as that key is in the same place on an AZERTY keyboard. It's up and left that are messed up if devs don't account for AZERTY keyboards.

Of course even people with QWERTY(/Z) keyboards might not like WASD, so it seems silly not to allow rebinding.
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Zoidberg: d for going right and w for forward is darn unplayable! There seems to be no options for key rebinding in game!

How can devs still do this shit today?
Not to make an excuse for the devs, but have you tried simply adding QWERTY as a secondary layout in Windows and switching to it to play this game? Doing that should put the walking keys on ZQSD on your AZERTY keyboard. Of course you'll have to switch it back as soon as you quit. Might be possible to automate it with a batch file.
Post edited June 07, 2018 by SirPrimalform
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Zoidberg: Duke Nukem 3D. 22 years ago.
Doom 25 years ago... (through setup.exe - I was using SZXC like in UU and SS).

In Wolf3D you could rebind some key, but not "strafe" IIRC.
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Zoidberg: Duke Nukem 3D. 22 years ago.
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toxicTom: Doom 25 years ago... (through setup.exe - I was using SZXC like in UU and SS). In Wolf3D you could rebind some key, but not "strafe" IIRC.
Games have had rebindable keys going back to the 1980's. From 64-kilobyte Commodore 64 / ZX Spectrum titles through to 1980's MS-DOS titles like "Dangerous Dave" (1988) it's a serious embarrassment that modern games given 250,000x the memory to play with still can't figure out something so utterly trivial after 30 years...
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AB2012: Games have had rebindable keys going back to the 1980's. From 64-kilobyte Commodore 64 / ZX Spectrum titles through to 1980's MS-DOS titles like "Dangerous Dave" (1988) it's a serious embarrassment that modern games given 250,000x the memory to play with still can't figure out something so utterly trivial after 30 years...
Wow, didn't know that it goes back that far. And yes, it's embarrassing - and also pretty rude because there are folk who need to change keys - for instance left-handed people.
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drmike: And even if it wasn;t allowed, we'd fire up the hex editor and hack the files to do it anyway.

And get off my lawn!
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Darvond: Your lawn is a 40 pound "luggable" computer and you crushed my legs with it!
Hey, my portable 386 is awesome! It even lasts 5 minutes on battery if I'm lucky, so I can move between power sockets without much worry.
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AB2012: Games have had rebindable keys going back to the 1980's. From 64-kilobyte Commodore 64 / ZX Spectrum titles through to 1980's MS-DOS titles like "Dangerous Dave" (1988) it's a serious embarrassment that modern games given 250,000x the memory to play with still can't figure out something so utterly trivial after 30 years...
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toxicTom: Wow, didn't know that it goes back that far. And yes, it's embarrassing - and also pretty rude because there are folk who need to change keys - for instance left-handed people.
Oi, shut up and buy a gamepad! ;P

That's another nice argument too...


Glad to not be the only one flabbergasted by this...
Post edited June 07, 2018 by Zoidberg