Updating zdoom to 2.3.1 screwed up my Weapon Binds

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bhlaab
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Joined: Sat Jul 11, 2009 7:50 pm

Updating zdoom to 2.3.1 screwed up my Weapon Binds

Post by bhlaab »

I like to have it set so 1 is fists only, Q is chainsaw, and E is (regular) shotgun

But it seems that Slots 8/9/0 no longer have any function, and it is now impossible to change what weapons belong to which slots.

The only thing that seems to work is the console command "setslot 8 chainsaw" etc, but I'd have to put that in every time I wanted to play. Using an autoexec doesn't work, since it doesn't take effect until the game is initialized.
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Project Shadowcat
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Re: Updating zdoom to 2.3.1 screwed up my Weapon Binds

Post by Project Shadowcat »

1. Delete your INI. ZDoom will make a fresh one for you which will put everything back to default. Usually when you run several versions (one after another) and things change, this is not a bad idea.
OR
2. Go to the console and type:
bind 8 "slot 8"
bind 9 "slot 9"
bind 0 "slot 0"
bhlaab
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Joined: Sat Jul 11, 2009 7:50 pm

Re: Updating zdoom to 2.3.1 screwed up my Weapon Binds

Post by bhlaab »

Thanks, but the problem seems to be that the slots are already bound, but not doing anything. And I can't figure out how to change slot 1 from being Chainsaw/Fist to fist only
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Project Shadowcat
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Re: Updating zdoom to 2.3.1 screwed up my Weapon Binds

Post by Project Shadowcat »

I just checked: it may have something to do with the fact that the way the weapons are set up have changed. Likely when weapons were moved to the player-class and not KEYCONF.
Therefore, the SuperShotgun and Chainsaw will not have secondary slots.

You should file a bug-report, however if I were you I wouldn't change anything. Some weapon mods or TCs are going to require that you leave things as-is.
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