Using a gamepad, player won't stop running?

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Doom_user
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Using a gamepad, player won't stop running?

Post by Doom_user »

Regardless of whether-or-not "autorun" is on. Ironically, if I press the designated "run" button, the player stops running. Is there any way to turn this off?
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Siggi
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Post by Siggi »

Are you using a joystick of any kind?
My gamepad has analog joysticks, and as far as I know neither 'run' or 'autorun' effect them.
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wildweasel
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Post by wildweasel »

Your best bet is to go download and use JoyToKey rather than letting ZDoom handle things. From the sound of it, you're probably using a digital pad rather than one with an analog stick on it. So it'd be preferable to just bind things to the keyboard as normal, and then use JoyToKey to create gamepad equivalents to those keys.
Doom_user
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Post by Doom_user »

My gamepad is pretty much a clone of the pre dual shock PSX controller, no analog sticks, only a d-pad.

I tried JoyToKey a few days ago, it worked perfectly outside of ZDoom and in the ZDoom menu screens, but once I actually tried to play a level I was unable to move backwards, the run button would no longer allow me to walk, and the player would still run whenever I tried to move forward, so this actually made things worse.

I was able to make the player walk, by default, by adjusting the joystick sensitivity settings, unfortunately this would cause the run button to move the player at a crawling pace, half that of walking speed. I think the problem was that my adjustments simply caused both walk and run to move at half of their normal speed, so I was still technically running whenever i attempted to move forward...
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Siggi
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Post by Siggi »

I know that ZDoom ignores running when you use an analog control instead of buttons. Maybe it does the same for a D-pad.

My gamepad is pretty much a PS2 controller, and ZDoom is one of the few programs to support the 2 analog joysticks without a fuss on my part. Pitty there is no force feedback fun, and I doubt that's worth a feature suggestion.

You should upgrade :P
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randi
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Post by randi »

Psycho Siggi wrote:I doubt that's worth a feature suggestion.
Agreed.

To the matter at hand, ZDoom assumes you are using analog controls and can vary your movement speed by changing how far you move the stick. If you are stuck with digital controls instead, you should be able to use these aliases to create your own run button:

Code: Select all

alias +joyrun "joy_speedmultiplier 1"
alias -joyrun "joy_speedmultiplier 0.5"
Then use the console to bind it to any button from joy1 to joy32. If 0.5 is too fast or slow, you can fiddle with the value until you find one you like.
Doom_user
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Post by Doom_user »

I couldn't seem to get this to work, this is what I entered into the console...

Code: Select all

alias +joyrun "joy_speedmultiplier 1" alias -joyrun "joy_speedmultiplier 0.5" bind joy1 "+joyrun"
Is this incorrect?
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Krillancello
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Post by Krillancello »

You have to separate commands by a semicolon ( ; ) or input them separately.

Code: Select all

alias +joyrun "joy_speedmultiplier 1"
alias -joyrun "joy_speedmultiplier 0.5"
bind joy1 "+joyrun"
or

Code: Select all

alias +joyrun "joy_speedmultiplier 1" ; alias -joyrun "joy_speedmultiplier 0.5" ; bind joy1 "+joyrun"
Doom_user
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Post by Doom_user »

It works perfectly, thanks.

ZDoom is now, definitely, my preferred port.
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