Default Keybindings Presets

Remember, just because you request it, that doesn't mean you'll get it.

Moderator: GZDoom Developers

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:
User avatar
Pixel Eater
I sense evil I fear it here today, Like a bad dream that never goes away -MBerry
 
 
 
Joined: 02 Aug 2017
Location: In between the Moon and you, between the buried and me.

Re: Default Keybindings Presets

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

Nice, edited it
User avatar
HexenMapper
A mapper, of Hexen
 
Joined: 18 Jan 2016

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.
Attachments
weaselsbinds.cfg.txt
(836 Bytes) Downloaded 47 times
User avatar
wildweasel
change o' pace.
Moderator Team Lead
 
Joined: 16 Jul 2003

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.
User avatar
Rachael
Webmaster
 
Joined: 13 Jan 2004
Discord: Rachael#3767
Twitch ID: madamerachelle
Github ID: madame-rachelle
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

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
User avatar
drfrag
Os voy a romper a pedazos!
Vintage GZDoom Developer
 
Joined: 23 Apr 2004
Location: Spain
Discord: drfrag#3555
Github ID: drfrag666

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.
User avatar
Rachael
Webmaster
 
Joined: 13 Jan 2004
Discord: Rachael#3767
Twitch ID: madamerachelle
Github ID: madame-rachelle
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

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.
User avatar
Nash
 
 
 
Joined: 27 Oct 2003
Location: Kuala Lumpur, Malaysia
Github ID: nashmuhandes

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.
User avatar
Rachael
Webmaster
 
Joined: 13 Jan 2004
Discord: Rachael#3767
Twitch ID: madamerachelle
Github ID: madame-rachelle
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

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
User avatar
drfrag
Os voy a romper a pedazos!
Vintage GZDoom Developer
 
Joined: 23 Apr 2004
Location: Spain
Discord: drfrag#3555
Github ID: drfrag666

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. :)
User avatar
Rachael
Webmaster
 
Joined: 13 Jan 2004
Discord: Rachael#3767
Twitch ID: madamerachelle
Github ID: madame-rachelle
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

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
User avatar
drfrag
Os voy a romper a pedazos!
Vintage GZDoom Developer
 
Joined: 23 Apr 2004
Location: Spain
Discord: drfrag#3555
Github ID: drfrag666

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.
Kazudra
 
Joined: 25 May 2015

Re: Default Keybindings Presets

Postby drfrag » Sat Apr 25, 2020 6:21 am

Graf Zahl wrote:The code should go through "engine/commonbinds.txt", then all occurences of 'baseconfig' and last through all lumps named "DEFBINDS". The idea is to do what Raze does and offer multiple preset configurations but it hasn't been defined yet in GZDoom.

In my master branch i've commented out the new code for now as i had a working implementation based on the old one. I'm posting here my config files in case they are helpful to speed up things. I don't know what the equivalence would be with the new names.
defbinds.txt, now the common defaults
Code: Select allExpand view
/* Default keybindings for all games */

` toggleconsole
1 "slot 1"
2 "slot 2"
3 "slot 3"
4 "slot 4"
5 "slot 5"
6 "slot 6"
7 "slot 7"
8 "slot 8"
9 "slot 9"
0 "slot 0"
[ invprev
] invnext
mwheelleft invprev
mwheelright invnext
enter invuse
- sizedown
= sizeup
shift +speed
space +use
mouse1 +attack
capslock "toggle cl_run"
f1 menu_help
f2 menu_save
f3 menu_load
f4 menu_options
f5 menu_display
f6 quicksave
f7 menu_endgame
f8 togglemessages
f9 quickload
f11 bumpgamma
f10 menu_quit
tab togglemap
pause pause
sysrq screenshot
t messagemode
\ +showscores
f12 spynext
mwheeldown weapnext
mwheelup weapprev

// Originally just for Heretic, Hexen, and Strife.
// I can't see why they shouldn't be for Doom or Chex either.
pgup +moveup
ins +movedown
home land
pgdn +lookup
del +lookdown
end centerview

// Xbox 360 / PS2 controllers
pad_a +use
pad_y +jump
rtrigger +attack
ltrigger +altattack
lshoulder weapprev
rshoulder weapnext
dpadleft invprev
dpadright invnext
dpaddown invuse
dpadup togglemap
pad_start pause
pad_back menu_main
lthumb crouch


/* Default automap bindings */
mapbind f am_togglefollow
mapbind g am_togglegrid
mapbind p am_toggletexture
mapbind m am_setmark
mapbind c am_clearmarks
mapbind 0 am_gobig
mapbind rightarrow +am_panright
mapbind leftarrow +am_panleft
mapbind uparrow +am_panup
mapbind downarrow +am_pandown
mapbind - +am_zoomout
mapbind = +am_zoomin
mapbind kp- +am_zoomout
mapbind kp+ +am_zoomin
mapbind mwheelup "am_zoom 1.2"
mapbind mwheeldown "am_zoom -1

defbind0.txt, classic config
Code: Select allExpand view
/* Default keybindings for all games */

ctrl +attack
alt +strafe
rightarrow +right
leftarrow +left
uparrow +forward
downarrow +back
, +moveleft
. +moveright
mouse2 +strafe
mouse3 +forward
mouse4 +speed

// Generic joystick buttons
joy1 +attack
joy2 +strafe
joy3 +speed
joy4 +use

defbind1.txt, wsad config
Code: Select allExpand view
/* Default keybindings for all games */

w +forward
s +back
a +moveleft
d +moveright
e +jump
x crouch
mouse2 +altattack
mouse3 +speed

defbind2.txt, esdf config
Code: Select allExpand view
/* Default keybindings for all games */

e +forward
d +back
s +moveleft
f +moveright
w +jump
c crouch
mouse2 +altattack
mouse3 +speed

defbind3.txt, ijkl config
Code: Select allExpand view
/* Default keybindings for all games */

i +forward
k +back
j +moveleft
l +moveright
o +jump
m crouch
mouse2 +altattack
mouse3 +speed


For Heretic and Hexen, no modifications to defbinds.txt
These are needed for strife:
defbinds.txt
Code: Select allExpand view
/* Default keybindings for Strife */

backspace invdrop
z "showpop 3"
q invquery

; not done
; h - use health

defbind0.txt
Code: Select allExpand view
* Default keybindings for Strife */

a +jump
w "showpop 1"
k "showpop 2"

defbind1.txt
Code: Select allExpand view
/* Default keybindings for Strife */

c "showpop 1"
k "showpop 2"

defbind2.txt
Code: Select allExpand view
/* Default keybindings for Strife */

x "showpop 1"
k "showpop 2"

defbind3.txt
Code: Select allExpand view
/* Default keybindings for Strife */

w "showpop 1"
u "showpop 2"
User avatar
drfrag
Os voy a romper a pedazos!
Vintage GZDoom Developer
 
Joined: 23 Apr 2004
Location: Spain
Discord: drfrag#3555
Github ID: drfrag666

Re: Default Keybindings Presets

Postby Graf Zahl » Sat Apr 25, 2020 6:27 am

That may indeed be useful. Of course the entire logic needs to be improved a bit to allow autodetecting presets.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
 
Joined: 19 Jul 2003
Location: Germany

Re: Default Keybindings Presets

Postby Enjay » Sat Apr 25, 2020 7:46 am

Probably late to the party but I don't see anything too close to what I use, so I might as well post it:

Up Arrow: forward
Left Arrow: Strafe left
Down Arrow: backward
Right Arrow: Strafe right
Right Ctrl: crouch toggle
Backspace: turn 180
mouse 1: fire
mouse 2: use
mouse 3: jump
mouse 4: alt-fire
mouse 5: zoom
wheel up: next weapon
wheel down: previous weapon

I don't have anything bound to turn left/right because I turn with the mouse.

I think everything else is as per the GZDoom defaults.
User avatar
Enjay
Everyone is a moon, and has a dark side which he never shows to anybody. Twain
 
 
 
Joined: 15 Jul 2003
Location: Scotland

PreviousNext

Return to Feature Suggestions

Who is online

Users browsing this forum: No registered users and 1 guest