Author Topic: Zdoom 0.1.2  (Read 6378 times)

ibm5155 (OP)

  • Posts: 14
Zdoom 0.1.2
« on: January 18, 2012, 04:12:48 pm »
Hi, so i?d like to put new controls in doom/hexen/heretic/strife and i?d like some help here.

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

That?s 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 »

johnnyonflame

  • Posts: 219
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.

ibm5155 (OP)

  • Posts: 14
Re: Zdoom 0.1.2
« Reply #2 on: May 10, 2012, 08:00:01 pm »
The problem is zdoom doesn?t suport combo buttons like A+B=jump...
 just one bind or two like A+A = jump =/


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

samir

  • Posts: 344
Re: Zdoom 0.1.2
« Reply #3 on: May 11, 2012, 01:48:14 am »
Not dead the project, i?m learning about c for doing a better mod/game launcher

Good News!

ibm5155 (OP)

  • Posts: 14
Re: Zdoom 0.1.2
« Reply #4 on: May 27, 2012, 03:58:27 pm »
That?s 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 that?s the easiest way to load many archieves =D

Jutleys

  • Posts: 1797
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?

ibm5155 (OP)

  • Posts: 14
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 it?s going to be ready =D
« Last Edit: May 27, 2012, 07:33:37 pm by ibm5155 »

ibm5155 (OP)

  • Posts: 14
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 it?s 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 =/