Author Topic: Zdoom 0.1.2  (Read 1277 times)

Offline ibm5155

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Zdoom 0.1.2
« on: January 18, 2012, 04:12:48 PM »
Hi, so iīd like to put new controls in doom/hexen/heretic/strife and iīd like some help here.

I can put two actions in one button ex:one click select weapon, double click select item)

Thatīs how i put.

Doom/Doom II/Hacx/Harmony/Action Doom 2
Y (fire)
X (second fire)
A (open/close/use, double click jump)
B (Next weapon, double click Active item)
L (turn left, double click previus item)
R (turn right, double click  next item)
Select (show map)
Start (menu)

Heretic/Hexen/Strife
Y (fire)
X (look, double click center view)
A (open/close/use, double click jump)
B (Next weapon, double click Active item)
L (turn left, double click previus item)
R (turn right, double click  next item)
Select (show map)
Start (menu)

So, do you think this controls are good?

EDIT:i can put a optional comand that open a resource that have new effects for doom and the other games
« Last Edit: January 18, 2012, 04:15:30 PM by ibm5155 »

Offline johnnyonflame

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Re: Zdoom 0.1.2
« Reply #1 on: February 01, 2012, 12:36:30 AM »
I prefer the following control scheme:

"Movements:       D-PAD
Strafing:       B+D-PAD or L/R
Inventory Cycling:    SELECT+X/B
Weapon Cycling:    SELECT+Y/A
Use Artifact:       START
Fire Weapon:      A
Run/Walk:      Y
Action (door/switch):   X"

I used it on HHeretic/HHexen.

Offline ibm5155

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Re: Zdoom 0.1.2
« Reply #2 on: May 10, 2012, 08:00:01 PM »
The problem is zdoom doesnīt suport combo buttons like A+B=jump...
 just one bind or two like A+A = jump =/


Not dead the project, iīm learning about c for doing a better mod/game launcher

Online samir

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Re: Zdoom 0.1.2
« Reply #3 on: May 11, 2012, 01:48:14 AM »
Not dead the project, iīm learning about c for doing a better mod/game launcher

Good News!

Offline ibm5155

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Re: Zdoom 0.1.2
« Reply #4 on: May 27, 2012, 03:58:27 PM »
Thatīs not envolving something about programming, but i find a way in zdoom.ini for you loading many wads in separated folders, so if you want to play some map pack with a weapons pack, just drop into doom2.autorun and start zdoom...
 For now thatīs the easiest way to load many archieves =D

Offline jutley

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Re: Zdoom 0.1.2
« Reply #5 on: May 27, 2012, 05:23:29 PM »
Whenever I load zoom it just resets back to home screen ami missing something?
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Offline ibm5155

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Re: Zdoom 0.1.2
« Reply #6 on: May 27, 2012, 07:30:25 PM »
Whenever I load zoom it just resets back to home screen ami missing something?

 Well, what i got from booboo, you start the zdoom, it go to the dingux menu for select the wad then when you select the wad file it go back to zdoom and open the game with the mod
in zdoom_selector have this code:#active gmenu2x's selector// what i get is it open the gmenu2x for select a mod

but i think it would only open one mod =/

for creating a new dge launcher do this
Code: [Select]
LD_LIBRARY_PATH=libs/ ./zdoom -nosound -iwad wad_name -file mod1.wad -file mod2.wad -file mod3.pk3

ex: LD_LIBRARY_PATH=libs/ ./zdoom -nosound -iwad doom2.wad -file wolfenstein3D.pk3

edit:
http://img713.imageshack.us/img713/7537/doomlauncher.png
http://img403.imageshack.us/img403/7469/doomlauncher2.png
yeah, it just need some more work and itīs going to be ready =D
« Last Edit: May 27, 2012, 07:33:37 PM by ibm5155 »

Offline ibm5155

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Re: Zdoom 0.1.2
« Reply #7 on: June 03, 2012, 01:54:36 AM »
Great news, i "learned" the SDL language in two days lol, and i can tell itīs almost done the wad_selector, just need a graphical select wad .-. (like the wad_selector from shin-nil or some other generic launcher).
 Well the wad_selector is done, just need a way to select the files =/

 

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