Weird but really cool way to play gzdoom
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Weird but really cool way to play gzdoom
I added the engine as a non steam game and set my controllers gyro control to as mouse in the layout editor and i use the right stick for more precise looking, it actually improved my accuracy alot, i think it i turned off freelook i could probably be even more accurate. I also use my touchpad since im using a dualsense for even more precise aiming.
Re: Weird but really cool way to play gzdoom
It's actually good that you bring that up.
Controller support in GZDoom is actually quite, uh ... outdated. As in probably hasn't been updated since it was first implemented. With this in mind, the experience you have with higher accuracy when the controller is emulating the mouse is actually not too surprising.
The problem is there aren't enough developers with controllers that have the time and the interest (or the skill) to work on them. And even with this in mind, long-term the project is likely going to shift strictly to SDL for platform code, so unless it's extremely simple to update the controller code (and that isn't likely), it probably would be more worthwhile to wait until the transition to SDL is complete first before taking on a project to update the controller code.
So this is definitely on the wishlist for improving - but for now we're stuck with what we got because there's so many other things that need attention first.
Controller support in GZDoom is actually quite, uh ... outdated. As in probably hasn't been updated since it was first implemented. With this in mind, the experience you have with higher accuracy when the controller is emulating the mouse is actually not too surprising.
The problem is there aren't enough developers with controllers that have the time and the interest (or the skill) to work on them. And even with this in mind, long-term the project is likely going to shift strictly to SDL for platform code, so unless it's extremely simple to update the controller code (and that isn't likely), it probably would be more worthwhile to wait until the transition to SDL is complete first before taking on a project to update the controller code.
So this is definitely on the wishlist for improving - but for now we're stuck with what we got because there's so many other things that need attention first.
Re: Weird but really cool way to play gzdoom
Cool video! Reminds me of long ago when I set my Wacom tablet to mouse mode to play Quake Live with it for shits and giggles
It can be mildly finicky to set controllers up unless you're using a standard XInput controller on windows, but I personally think they work extremely well if you're playing basic doom or at least only conventional mods. Aiming and moving never feels sluggish. The default dead zone is kind of huge for modern devices though, in my experience.
I wonder how fast Microsoft's new "GameInput" API will catch on? It seems to have some pretty sensible thought put behind it - it's (supposed to be) able to support devices with any number of weird inputs, such as combined gamepad-touchpads or mice with analog sticks or what have you.

It can be mildly finicky to set controllers up unless you're using a standard XInput controller on windows, but I personally think they work extremely well if you're playing basic doom or at least only conventional mods. Aiming and moving never feels sluggish. The default dead zone is kind of huge for modern devices though, in my experience.
I wonder how fast Microsoft's new "GameInput" API will catch on? It seems to have some pretty sensible thought put behind it - it's (supposed to be) able to support devices with any number of weird inputs, such as combined gamepad-touchpads or mice with analog sticks or what have you.