Default Keybindings Presets

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Re: Default Keybindings Presets

Postby Pixel Eater » Sun Apr 08, 2018 1:14 am

mouse2/l/;/' : 1

I hate to nitpick but I will :wink:
I only use "mouse2" as a backup for walking forward, I mainly use "p" :3:
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Re: Default Keybindings Presets

Postby HexenMapper » Sun Apr 08, 2018 2:53 am

Nice, edited it
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Re: Default Keybindings Presets

Postby wildweasel » Mon May 28, 2018 5:17 pm

Because a discussion on the Discord prompted me, here is this CFG file that can be loaded with the exec command in the console. Zanieon tells me that exec works on .cfg files contained inside gzdoom.pk3, so perhaps that (along with the INIs submitted) could be included in the PK3 itself, in the same way that Quake 3 Arena has the various "developer" presets included. This way, users need not download anything.
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weaselsbinds.cfg.txt
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Re: Default Keybindings Presets

Postby Rachael » Mon May 28, 2018 5:36 pm

I wonder if GZDoom can actually exec configs contained inside the pk3 file though. If not, that could probably be added, and possibly even menu options to exec various included binding setups.
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Re: Default Keybindings Presets

Postby drfrag » Fri Feb 28, 2020 6:46 am

I went ahead and implemented this and it was pretty easy (unless i missed something :) ). I backported it from NeoZDoom (joke name :P ) and it's in the latest LZDoom devbuild. It's a last minute addition before the next release so i hope nothing goes wrong, i didn't use any of the presets here sorry but "thanks for your cooperation". :mrgreen:
https://github.com/drfrag666/gzdoom/com ... ac1cf8b1e1
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Re: Default Keybindings Presets

Postby Rachael » Fri Feb 28, 2020 8:11 am

I've gotta be honest, this does not take into account the possibility that a wad might redefine keybinds and this would break said wads, particularly with standalone games.
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Re: Default Keybindings Presets

Postby Nash » Fri Feb 28, 2020 8:35 am

Control presets - a la Raze - is something that I think GZDoom could really use.
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Re: Default Keybindings Presets

Postby Rachael » Fri Feb 28, 2020 8:47 am

Agreed, but this isn't the way to do it. There needs to be a slightly more robust solution. It has the right idea though - using alternate bind files - but it needs to look up DEFBINDS by itself as well.

What I would do is I would use DEFBINDS still as a master config file and use the DEFBIND1/2/3 files as just providing the additional movement keybindings, only accounting for the differences, and then ensure that both files get executed.

drfrag is going to introduce problems into LZDoom by releasing this as-is without addressing this.
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Re: Default Keybindings Presets

Postby drfrag » Fri Feb 28, 2020 12:19 pm

Ouch! Definitely i missed somewhing, that was an obvious and stupid mistake. :oops:
But don't panic should be fixed. Is it okay now?
https://github.com/drfrag666/gzdoom/com ... 7aa92b0860
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Re: Default Keybindings Presets

Postby Rachael » Fri Feb 28, 2020 12:50 pm

Well I can't test it right now - but just from a glance, yes, that is a looooot better. :)
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Re: Default Keybindings Presets

Postby drfrag » Fri Feb 28, 2020 1:02 pm

Thanks, what a mess. I've uploaded a test build here:
https://devbuilds.drdteam.org/lzdoom/lz ... 037fcd.zip
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Re: Default Keybindings Presets

Postby Kazudra » Thu Mar 19, 2020 10:23 pm

I personally used IJKL, It's basically the lefty version of ESDF.

This allows for U to use, ; to crouch, and space stays on the thumb.
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