myk
webbed digits

Posts: 14316
Registered: 04-02 |
The arguments given for rebinding keys have a flaw, in my opinion. Unlike with mouse binds, hardly anyone using the original engine bound or binds those keys that way. Perhaps I'm missing something, but the tools I've found to do that required system changes, that would force changing the keys in general, or would require you to change them back and forth before and after playing. This is annoying and heavily discourages their use. I do have a rebound Q, personally, but it was the result of entryway hacking the binary, not some TSR or the like. If reverse engineering is the standard by which Chocolate Doom will imitate the original, you might as well allow many, many more things in Chocolate Doom, like some sort of extended DeHackEd that gives you the ability to change almost anything we can come up with :p
Will such rebindings get supported yet not a Doom-plus option, which is something that, at least here at Doomworld, is commonly applied to the engine?
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