[v1.4] gzdoom.ini to defbinds + defcvars + keyconf converter

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Rachael
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[v1.4] gzdoom.ini to defbinds + defcvars + keyconf converter

Post by Rachael »

Source repo: https://github.com/madame-rachelle/gzdo ... -converter

Download: Current Version: v1.4.0
Spoiler: v1.3.0
Spoiler: v1.2.0
Spoiler: v1.1
Spoiler: v1.0
Spoiler: older crap
Last edited by Rachael on Tue Oct 31, 2023 9:46 am, edited 1 time in total.
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Redneckerz
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Re: [v0.0] gzdoom.ini to defbinds + defcvars + keyconf conve

Post by Redneckerz »

This will come in handy. Stuff like this is something you only come up with when the existing methods are not very user-friendly, to say the least.

Thanks for this Rachael, and a happy NY to you aswell :)
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Re: [v0.0] gzdoom.ini to defbinds + defcvars + keyconf conve

Post by Rachael »

Thank you Redneckerz. :)

I plan to rewrite this in C++ (or possibly BASIC, since it's easier) completely, the batch script was mainly to get an idea of the final structure of the program when I do.
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Re: [v0.0] gzdoom.ini to defbinds + defcvars + keyconf conve

Post by Enjay »

I haven't had a chance to try this yet but thank you very much. As soon as I saw the defcvars lump being discussed, I knew that it would be something that I would find useful for stand-alone projects and I knew that it would mean me writing new lumps (and learning their format). If this tool can give me some help in at least making the initial files, then the final polish that I'd need to put in by hand should be so much easier. Thanks again. :)
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Re: [v1.0] gzdoom.ini to defbinds + defcvars + keyconf conve

Post by Rachael »

First stable release!

This is now a full C++ program. Note that you will have to run it from the command line, and likely in its own folder.

Also, for Windows it currently does not check for gzdoom-%username%.ini - so you'll have to rename your gzdoom.ini file. (gzdoom_portable.ini will work though, if you insist on running it inside your gzdoom folder)
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Re: [v0.0] gzdoom.ini to defbinds + defcvars + keyconf conve

Post by Redneckerz »

Rachael wrote:Thank you Redneckerz. :)

I plan to rewrite this in C++ (or possibly BASIC, since it's easier) completely, the batch script was mainly to get an idea of the final structure of the program when I do.
You are welcome, Miss Rachael :) And congratulations on the conversion to C++.

Just to confirm what Enjay postulated - This is, among other things, handy for Standalone games, right? I noticed that a basic ''purpose'' text was missing in the OP.

Ill put this on the work queue for R667.
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Re: [v1.0] gzdoom.ini to defbinds + defcvars + keyconf conve

Post by Rachael »

Yeah it's mostly meant for standalone games.
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Re: [v1.0] gzdoom.ini to defbinds + defcvars + keyconf conve

Post by Redneckerz »

Rachael wrote:Yeah it's mostly meant for standalone games.
Perfect, that's the description needed then.

Again - Thanks for this kind of thing. 8-)
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Re: [v1.0] gzdoom.ini to defbinds + defcvars + keyconf conve

Post by Rachael »

You're welcome.
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Re: [v1.0] gzdoom.ini to defbinds + defcvars + keyconf conve

Post by Rachael »

A long overdue update.

Works with the latest version of GZDoom now, plus many more platforms/architectures available. You can run this thing on your overly heat-tortured potato.
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Re: [v1.1] gzdoom.ini to defbinds + defcvars + keyconf conve

Post by Enjay »

Thank you kindly. I had used the previous version for a couple of projects to good effect. Nice to see you're still giving it love.
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Re: [v1.1] gzdoom.ini to defbinds + defcvars + keyconf conve

Post by Rachael »

Nice to hear that and thank you for the kind words :)
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Re: [v1.1] gzdoom.ini to defbinds + defcvars + keyconf conve

Post by Nash »

Thanks for the update, Rachael. I have been using this tool a lot for packaging my standalones. :)
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Re: [v1.1] gzdoom.ini to defbinds + defcvars + keyconf conve

Post by Rachael »

Thank you, Nash, it's always nice to know how something is being used and that I did create a tool that ended up being useful for other people. :)
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Re: [v1.1] gzdoom.ini to defbinds + defcvars + keyconf conve

Post by Nash »

Will this receive another update to take into account the removal of mouse smoothing?

(though, thinking again, it's probably a better idea to wait for GZDoom 4.8 to ship, before updating this app again...)
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