Zdoom & USB Light Guns
Zdoom & USB Light Guns
Has anyone tried using a PC USB Light Gun with ZDoom? I'm still researching which one is the most compatible and the most accurate, kinda leaning towards the Act Labs one. Any comments would be appreciated. Thanks.
Re: Zdoom & USB Light Guns
I don't think there's any code present that will handle lightguns or anything of the sort. Unless autoaim is on, the player will always shoot directly at the crosshair, period. Sorry for the bad news.
Though admittedly, this would be a reeeally cool feature, but it's not likely to be considered since any potential use is rather limited.
Though admittedly, this would be a reeeally cool feature, but it's not likely to be considered since any potential use is rather limited.
- XutaWoo
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Re: Zdoom & USB Light Guns
How would you even turn?
Or move even?
Or move even?
- esselfortium
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Re: Zdoom & USB Light Guns
Very, very carefully.
Re: Zdoom & USB Light Guns
That's too bad. Lightgun support would be incredible. As for moving I think most lightguns come with a handheld device like the one for wii. It has a little joystick on it and 3 buttons.
Re: Zdoom & USB Light Guns
Using a light gun on a FPS like doom doesn't work right. Considering you always aim at the center of your screen (+ autoaim), the light gun would be next to useless.
Stuff like using an xbox360 controller's vibration though zdoom (upon damage), however, would be neat (that is if there is any drivers that will handle the controller vibration).
Regardless... I would rather leave light guns to arcade terminals.
Stuff like using an xbox360 controller's vibration though zdoom (upon damage), however, would be neat (that is if there is any drivers that will handle the controller vibration).
Regardless... I would rather leave light guns to arcade terminals.
Re: Zdoom & USB Light Guns
If they don't work in ZDoom would they work in GZDoom where there is 100% free mouse look? Light guns work by capturing the mouse right.
Re: Zdoom & USB Light Guns
Do you even know how light guns work? Its not a matter of will it work, its more of are matter of how. Light guns a screen relative (you see something, you point the light gun at it, you fire, screen stays in same place the whole time), and a quite the bitch if you try to make them manipulate the screen position in any way.jbb666999 wrote:If they don't work in ZDoom would they work in GZDoom where there is 100% free mouse look? Light guns work by capturing the mouse right.
Side note: They don't capture the mouse position at all... In fact, you work by, big surprise, light. The most basic function of the light gun is that upon pressing the fire key, you screen changes for a split second showing a black screen and anything white is its target. If a light sensor (built inside the gun) can see a white box, it will take that as a successful shot. That was the old Nintendo days. These days it works the same way the wiimote would work. You place a sensor at the top/sides of your TV and the light gun gets guided by that. Shots are calculated via trigonometry (finding out the position of something via triangles). Well, thats my understanding of it.
And to quote myself:
edward850 wrote:Regardless... I would rather leave light guns to arcade terminals.
Re: Zdoom & USB Light Guns
A way to get around moving would be to make a level where the marine just followed path nodes. Then you could sit back and blast anything that came onto the screen. Haha that would be pretty cool.
Re: Zdoom & USB Light Guns
I was considering making a rail shooter out of the Doom engine but couldn't figure out how to get the light gun part to work.
I figured one way would be to make the game automatically darken everything on the screen except sprites (somehow) and make the sprites turn into white boxes (somehow) and figure out a way to get the game to recognize which boxes were which (somehow) or somehow do the Wiimote thing.
My other idea was to make it work more like Terminator 2 Arcade, ie it's actually a joystick mounted gun that you move around the screen to shoot enemies but the cross hair moves instead of the player or screen. Something like that would work too.
I figured one way would be to make the game automatically darken everything on the screen except sprites (somehow) and make the sprites turn into white boxes (somehow) and figure out a way to get the game to recognize which boxes were which (somehow) or somehow do the Wiimote thing.
My other idea was to make it work more like Terminator 2 Arcade, ie it's actually a joystick mounted gun that you move around the screen to shoot enemies but the cross hair moves instead of the player or screen. Something like that would work too.
Re: Zdoom & USB Light Guns
You could always pitch that to Scuba for Action Doom 3.Skunk wrote:I was considering making a rail shooter out of the Doom engine but couldn't figure out how to get the light gun part to work.
I figured one way would be to make the game automatically darken everything on the screen except sprites (somehow) and make the sprites turn into white boxes (somehow) and figure out a way to get the game to recognize which boxes were which (somehow) or somehow do the Wiimote thing.
My other idea was to make it work more like Terminator 2 Arcade, ie it's actually a joystick mounted gun that you move around the screen to shoot enemies but the cross hair moves instead of the player or screen. Something like that would work too.

- Project Shadowcat
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Re: Zdoom & USB Light Guns
When Duck Hunt goes horribly, horribly wrong...
(in before Duck Doom)
(in before Duck Doom)
Re: Zdoom & USB Light Guns
Didn't people make thousands of those? ...Oh, you said DUCK Doom, sorry.Project Dark Fox wrote:(in before Duck Doom)

- hnsolo77
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Re: Zdoom & USB Light Guns
if you want lightgun like support the best i can suggest is using a bluetooth adapter and installing a control package to use a wiimote and nun-chuck to play doom with, and im not sure exactly how that would work out as i have not tried that myself