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Lazorne 2024-03-19 07:28:11 +01:00
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@ -87,13 +87,15 @@ Read more here: [Get your WADS](../../wiki_engine_guides/gzdoom/extract-doom-wad
Read more here: [RetroDECK GZDOOM Controls](../../wiki_engine_guides/gzdoom/gzdoom-controls.md) Read more here: [RetroDECK GZDOOM Controls](../../wiki_engine_guides/gzdoom/gzdoom-controls.md)
Instead of using the GZDOOM inputs for a controller that is based on the traditional DOOM inputs, we instead opted to design it after with mods in mind and those normally have more inputs than normal DOOM ever had. Instead of using the standard GZDOOM controller input layout, we instead opted to redesign them to be played with with mods in mind (mods normally have more inputs than normal DOOM ever had).
The control scheme is based both on a mix of modern FPS games and the game `TimeSplitter: Future Perfect` for the PlayStation 2. The control scheme is based both on a mix of modern FPS games and the game `TimeSplitter: Future Perfect` for the PlayStation 2.
The main feature is that `L1` and `L2` are already pre-bound for various mod actions like throwing grenades or activate special abilities for Brutal Doom, Project Brutality based mods and Doom Infinite. The main feature is that `L1` and `L2` are already pre-bound for various mod actions like throwing grenades or activate special abilities for Brutal Doom, Project Brutality based mods and Doom Infinite.
But the buttons `L1` and `L2` are also free to be used in any other mods you might want to play. All you need to know is that those two buttons are always available for you to bind whatever new actions the mods throw at you. But the buttons `L1` and `L2` are also free to be used in any other mods you might want to play.
All you need to know is that those two buttons are always available for you to bind whatever new actions the mods throw at you.
### NOTE: External Controller Issues - GZDOOM ### NOTE: External Controller Issues - GZDOOM