It got unbound for me too. I think the likely culprit is the way gzdoom is set up. It either uses a shared config file or a dedicated config file per mod (which pretty much has to be set up on the user end). Doom Infinite requires a dedicated config file to keep its autosaves separate from other mods (I set save_dir in the config file to a save folder in my Doom Infinite folder).
Basically, first time users of gzdoom are likely getting the bound keys no problem. Veteran or common sense users are going to expect keys to get unbound. Then we get users who have used gzdoom a lot but don't know a lot about how it works, and so they blame the modders. The only way around this problem would be to have a premade config file and batch file to launch gzdoom for that config, and while that comes with it's own problems, it may be a good fit for this mod.
Also, one has to take into account all the pains of getting Doom mods to work at all on Win10/11 with all the security blocks in place. You have to unlock this, give yourself permissions for that. It keeps config files from saving with new settings if you haven't set proper user permissions, and there is absolutely NOTHING that can be done on the modder end other than advice in readmes, forums, and discords. Meanwhile, all of these mods work fine out of the box on a Win7 system! lol
Anyways, I'm writing all of this to let you know some of us completely understand. You've made a great mod. Keep up the good work!
Hraktuus
Stephen joined
I'm an eccentric Irish-American with several interests, not limited to but inluding gaming, modding, languages, and history.