Bindable "shift" function button for gamepad support

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Bindable "shift" function button for gamepad support

Postby Legend » Tue Mar 20, 2012 12:44 am

I've taken to playing doom with a gamepad recently. Zdoom has wonderful gamepad support.

Only, it's difficult to play hexen/heretic with a gamepad because there is a lack of buttons on a logitech dual action gamepad.

Hexen for the psx got around this by having one button used as a type of "shift" button. I believe it was one of the shoulder buttons. Anyways, this allowed all of the needed functions to be used with the limited amount of buttons on the gamepad.

A button pressed by it's self would perform one specific function like switching weapons. The same button could then be pressed at the same time the "shift" button is being held down and perform a different function like changing items instead.

Button without shift, fires weapon. Same button with shift, uses item.
Button without shift, jump. Button with shift, crouches.

Those are just more examples to get the point across.

It would be really great if there was a "shift" button that could be mapped to the gamepad as well as a way of mapping "shift + this button = this action" type of thing.

I hope I explained that clearly.

I couldn't find this brought up before, so forgive me if it has and I just missed it.
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Re: Bindable "shift" function button for gamepad support

Postby Gez » Tue Mar 20, 2012 3:34 am

You can kinda do that with aliases.

Something like this:

Code: Select allExpand view
alias +padshift "bind button1 function1; bind button2 function2"
alias -padshift "bind button1 function3; bind button2 function4"


Then bind button3 to padshift. When it's pressed, buttons 1 and 2 perform functions 1 and 2; when it's not, they perform functions 3 and 4.

Replace "buttonX" and "functionX" by what's appropriate of course; these are only placeholders.
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Re: Bindable "shift" function button for gamepad support

Postby Legend » Tue Mar 20, 2012 3:50 am

Don't think I totally understand.

Can this be done with the in game config options? Or would it mean all gamepad buttons would have to be binded manually in the config file.

On a related note, can there be multiple different gamepad profiles that load with specific Iwads?
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Re: Bindable "shift" function button for gamepad support

Postby Gez » Tue Mar 20, 2012 3:57 am

No, it's console commands.

And binding are game-specific; so you can't have different bindings for, say, Ultimate Doom vs. Doom II vs. Plutonia vs. TNT; but you can for Doom vs. Heretic vs. Hexen vs. Strife.
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Re: Bindable "shift" function button for gamepad support

Postby Legend » Tue Mar 20, 2012 11:58 am

I will try it out this weekend to see if I can get it to work.

I still think it would be really nice to have this as a configurable in-game option in the gamepad/control options/config screen.
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Re: Bindable "shift" function button for gamepad support

Postby NeuralStunner » Tue Mar 20, 2012 2:17 pm

Gez, would it be simple to use the Exec command? I don't know if the file access would make it too slow to be worthwhile, but you could handle several rebinds in a cleaner manner that way.
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Re: Bindable "shift" function button for gamepad support

Postby randi » Tue Mar 27, 2012 11:28 pm

While I am interested in this, how would I expose it in the menus?
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Re: Bindable "shift" function button for gamepad support

Postby Nash » Wed Mar 28, 2012 2:16 am

Perhaps you can call it a "modifier button" in the menus.

Based on the behaviour that the OP is describing, you'd have to find a way to make the menu code not unbind an existing control with the same button...
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Re: Bindable "shift" function button for gamepad support

Postby amv2k9 » Sat Mar 31, 2012 3:31 pm

Nash wrote:Perhaps you can call it a "modifier button" in the menus.

Based on the behaviour that the OP is describing, you'd have to find a way to make the menu code not unbind an existing control with the same button...

Doesn't Pogostick do something like this?
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Re: Bindable "shift" function button for gamepad support

Postby NeuralStunner » Sat Mar 31, 2012 5:54 pm

AltBind, UnAltBind? Then have an "alternate" submenu of controls. Or better, two columns of bindings if an associated option is enabled.
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