I have ports of Duke 3D and Shadow Warrior that run on an Xbox. Now, to my knowledge, no one here is directly related with whoever made those ports, but I can't find that person. However, the ports were indeed based upon JFDuke, and quite possibly features only some base changes to have it run from a .xbe file and recognize the xbox controller.
So this is ultimately the best place to look for for some help...
Since the game is running off of a controller, weapon changing is done purely through cycling. Normally this is fine, but that means that I cannot access the expander or throw out multiple pipebombs in Duke, and am greatly impeded in Shadow Warrior, as many several weapons enable you to switch between modes. Now for duke I suppose I could assign the expander to a button and live without multiple pipebombs, but there's too much going on in Shadow warrior to solve it so simply.
What I want is a "switch weapon mode" command that can be assigned to a key. The idea is that it would have the same effect as pressing the same weapon key for the current weapon selected. If the pipebomb-trigger is selected it would change to the pipebomb-tosser. If the shrinker is selected it would select the expander. If the riotgun is selected it will swap its firing mode. If the sword is selected it will swap to the fists. If the freezethrower is selected it will do nothing. So on and so forth.
Yes it is a little untrue to the original version, but I think it would be a worthwhile feature; lots of people play games with gamepads these days.
I don't think we need to worry about the xbox verion at this time, but if someone could get the basic function working for the PC I could try to get it going from there.
Thanks for any help offered. (And those of you who just say "You can't do that" can go cram it. :D )
Retodon8 at
Re: xDuke and xShadow
This could (I really have no idea how the source code for weapon selection works, but it could) be as simple as checking your current weapon slot, and then requesting the same slot again, and making that a function or something that can be mapped to a button. You wouldn't even need to check if the slot features >1 weapon, since if it doesn't, the key won't do anything anyway. Again, no idea how the source works, but this shouldn't be impossible at least.