Author Topic: idspispopd in Chocolate Doom?  (Read 4984 times)

glimmer (OP)

  • Posts: 119
idspispopd in Chocolate Doom?
« on: December 10, 2013, 11:00:13 pm »
Is there a way to activate the good ol' idspispopd / idkfa and other well-known secrets in Doom, Doom 2, and other other supported games?

If so, which Doom source port do I need?

johnnyonflame

  • Posts: 218
Re: idspispopd in Chocolate Doom?
« Reply #1 on: December 14, 2013, 11:57:22 am »
No, there's none on it. I'd need to implement a cheat menu and I'm not going to mess too much with chocolate doom's code in order to keep consistency.
Odamex is being slowly polished and will be released sometime, it allows users to type into console so you'll be able to cheat through.

glimmer (OP)

  • Posts: 119
Re: idspispopd in Chocolate Doom?
« Reply #2 on: December 15, 2013, 07:00:38 pm »
No, there's none on it. I'd need to implement a cheat menu and I'm not going to mess too much with chocolate doom's code in order to keep consistency.
Odamex is being slowly polished and will be released sometime, it allows users to type into console so you'll be able to cheat through.
Ah. That's kind of a problem. With the Zero not having twin sticks (much less a keyboard or mouse), I'm lumbering around and getting dead quite easily unless I play on the easiest possible difficulty.

Unfortunately, the ability to type on a console isn't going to fix the problem, either: still no keyboard.

I guess I'll stick to GZDoom on a real computer.

johnnyonflame

  • Posts: 218
Re: idspispopd in Chocolate Doom?
« Reply #3 on: December 16, 2013, 01:37:20 am »
No, there's none on it. I'd need to implement a cheat menu and I'm not going to mess too much with chocolate doom's code in order to keep consistency.
Odamex is being slowly polished and will be released sometime, it allows users to type into console so you'll be able to cheat through.
Ah. That's kind of a problem. With the Zero not having twin sticks (much less a keyboard or mouse), I'm lumbering around and getting dead quite easily unless I play on the easiest possible difficulty.

Unfortunately, the ability to type on a console isn't going to fix the problem, either: still no keyboard.

I guess I'll stick to GZDoom on a real computer.

I've implemented an "arcade style" console typing scheme which allows you to type on the console w/o a keyboard, gotcha covered there. Also loads of FPSes are making use of the analog stick to aim, and dpad for walking, after some getting used to its actually playable.

glimmer (OP)

  • Posts: 119
Re: idspispopd in Chocolate Doom?
« Reply #4 on: December 16, 2013, 01:45:16 am »
I've implemented an "arcade style" console typing scheme which allows you to type on the console w/o a keyboard, gotcha covered there. Also loads of FPSes are making use of the analog stick to aim, and dpad for walking, after some getting used to its actually playable.
I'll look forward to your port, then. The two-pointers-on-the-left layout just doesn't work for me, so I'll be leaning on the ability to use the console. :)

zear

  • * Moderator
  • Posts: 2381
Re: idspispopd in Chocolate Doom?
« Reply #5 on: December 16, 2013, 12:27:22 pm »
Ah. That's kind of a problem. With the Zero not having twin sticks (much less a keyboard or mouse), I'm lumbering around and getting dead quite easily unless I play on the easiest possible difficulty.
Doom was never designed to be played with a mouse, let alone twin joysticks. Of course Odamex supports looking up/down with analog, which wasn't present in the original Doom, however D-PAD + strafe button and auto-aim is precisely how the original game was meant to be played. I find it more difficult to use any other control methods, unless we're talking about mods that were designed with that in mind.

Quote
I'll look forward to your port, then. The two-pointers-on-the-left layout just doesn't work for me, so I'll be leaning on the ability to use the console. :)
What Johnny meant was probably: analog to aim/turn, A/B/X/Y to move. Because that's how all the other FPS games on GCW Zero work. Analog + D-PAD would be indeed a horrible button mapping scheme :)

hi-ban

  • Posts: 886
Re: idspispopd in Chocolate Doom?
« Reply #6 on: December 17, 2013, 01:13:50 am »
yeah, for Doom i use d-pad for fwd/rev/strafe, X/A buttons for turning, Y for jump, B for open, R for fire, L for switching weapon, and select for minimap. no need for analogs...

lemmywinks

  • Posts: 2866
Re: idspispopd in Chocolate Doom?
« Reply #7 on: December 17, 2013, 09:13:13 am »
I've always used L & R for turning as I used to play the GBA version a lot and it feels more natural to me. Can see how no right analog would be a PITA for other games though.
Handhelds:
GPD Win, GPD XD 64gb, PlayGo, RS-90, 3DS XL, DSi XL, GBA SP, GBBC Clone, Gameboy Pocket c/w screen mod, PSP Go
PC:
Medion Erazer, Toshiba Z20t, Dell Mini 9, Psion 5MX
Tons of other old laptops and tablets.....

zear

  • * Moderator
  • Posts: 2381
Re: idspispopd in Chocolate Doom?
« Reply #8 on: December 17, 2013, 12:18:17 pm »
Can see how no right analog would be a PITA for other games though.
I don't. This isn't the kind of game that needs twin analogs. You never need to aim through the entire game, as the levels weren't designed for looking up/down. This is like saying you need a driving wheel to play pacman because you're used to play racing games.

lemmywinks

  • Posts: 2866
Re: idspispopd in Chocolate Doom?
« Reply #9 on: December 17, 2013, 02:12:54 pm »
I don't. This isn't the kind of game that needs twin analogs. You never need to aim through the entire game, as the levels weren't designed for looking up/down. This is like saying you need a driving wheel to play pacman because you're used to play racing games.

Can see how no right analog would be a PITA for other games though.
Handhelds:
GPD Win, GPD XD 64gb, PlayGo, RS-90, 3DS XL, DSi XL, GBA SP, GBBC Clone, Gameboy Pocket c/w screen mod, PSP Go
PC:
Medion Erazer, Toshiba Z20t, Dell Mini 9, Psion 5MX
Tons of other old laptops and tablets.....

zear

  • * Moderator
  • Posts: 2381
Re: idspispopd in Chocolate Doom?
« Reply #10 on: December 17, 2013, 03:35:50 pm »
I don't. This isn't the kind of game that needs twin analogs. You never need to aim through the entire game, as the levels weren't designed for looking up/down. This is like saying you need a driving wheel to play pacman because you're used to play racing games.

Can see how no right analog would be a PITA for other games though.
Ah, sorry :)

lemmywinks

  • Posts: 2866
Re: idspispopd in Chocolate Doom?
« Reply #11 on: December 17, 2013, 04:05:48 pm »
No worries!
Handhelds:
GPD Win, GPD XD 64gb, PlayGo, RS-90, 3DS XL, DSi XL, GBA SP, GBBC Clone, Gameboy Pocket c/w screen mod, PSP Go
PC:
Medion Erazer, Toshiba Z20t, Dell Mini 9, Psion 5MX
Tons of other old laptops and tablets.....

johnnyonflame

  • Posts: 218
Re: idspispopd in Chocolate Doom?
« Reply #12 on: December 19, 2013, 04:09:12 am »
http://boards.dingoonity.org/gcw-releases/%28beta%29-odamex-%28doom-port-for-online-gaming%29/

Try using this one, search for the odamex wiki for console commands.

 

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