[WIP] PyWeaponWheel v0.3 - Universal weapon wheel!

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[WIP] PyWeaponWheel v0.3 - Universal weapon wheel!

Postby DrPyspy » Sun Jun 24, 2018 3:57 pm



The PyWeaponWheel is an addon that aims to be as compatible as possible with
any mod or IWAD. It grabs all weapon actors, selects the ones that fit a certain criteria, and organizes them into a lovely wheel. This process is detailed in the README located inside the pk3. Despite its efforts, however, sometimes undesirable weapons creep onto the wheel. That is where the PYWHEEL lump comes in.

The PYWHEEL lump contains a series of definitions for mods that don't play nicely with the wheel for any reason. The mod contains its own collection of premade definitions for mods that I play (or mods that were requested to be supported during development.) However, what if a mod is not covered by this existing list? Well, you can include a PYWHEEL definition inside your own pk3! The mod will parse through all available PYWHEEL lumps that it can find. The syntax and parsing are a bit too lenient and wonky at the moment, but the base support is there.

The PyWeaponWheel is great not only for normal play, but its also a great enhancement for gamepad play! No need to fumble with your buttons trying to find the right weapon for the job, as you can now just pluck it out of the wheel and blast away your opposition. The mod is in an early state, but I'm releasing it to gather feedback on how it performs with the base game, mods, and more.

= Known Issues: =

  • Anything other than weapons, monsters, and actors will not freeze when the weapon wheel is open, including ACS scripts and platforms/lifts.

= IWADS Confirmed To Work: =

  • Doom/Doom2
  • Heretic
  • Hexen
  • Chex Quest
  • Strife(?)

= Mods Confirmed To Work: =

  • Doom Delta
  • MetaDoom
  • Juvenile Power Fantasy
  • Argent
  • LegenDoom
  • Doom: The Golden Souls 2
  • Project Babel
  • QC: Doom Edition
  • Death Foretold
  • High Noon Drifter
  • Samsara
  • Weasel Presents: Terrorists!
  • Hunter's Moon
  • NEW! Embers of Armageddon
  • NEW! Combined Arms

= Downloads: =

PyWeaponWheel v0.3 - This is what you will want to grab!

Spoiler: Changelog


PyWeaponWheel example addon - An example addon for potential creators to reference. This example in particular implements support for Brutal Doom by fixing weapon names, icons, and more.

Spoiler: Old Versions
Last edited by DrPyspy on Thu Jun 13, 2019 1:07 pm, edited 3 times in total.
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Re: [WIP] PyWeaponWheel v0.1 - Universal weapon wheel!

Postby m8f » Sun Jun 24, 2018 8:25 pm

It's a very neat concept and beautiful implementation.

I didn't find how to control the wheel with the keyboard. Is it gamepad/joystick-only?

Spoiler: When I press "Open Weapon Wheel" key and don't release it, I get
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Re: [WIP] PyWeaponWheel v0.1 - Universal weapon wheel!

Postby DrPyspy » Sun Jun 24, 2018 9:03 pm

m8f wrote:It's a very neat concept and beautiful implementation.

I didn't find how to control the wheel with the keyboard. Is it gamepad/joystick-only?


Its intended to be controlled by holding down the weapon wheel key and moving the mouse around the wheel. What OS are you using? A bunch of people have been having problems with Linux, but I'm not sure why.
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Re: [WIP] PyWeaponWheel v0.1 - Universal weapon wheel!

Postby m8f » Sun Jun 24, 2018 9:11 pm

Yes, I'm on Linux. I'll try to investigate later.
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Re: [WIP] PyWeaponWheel v0.1 - Universal weapon wheel!

Postby Pixel Eater » Sun Jun 24, 2018 10:27 pm

I'm getting the division by Zero on my iMac as well O-)
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Re: [WIP] PyWeaponWheel v0.2 - Universal weapon wheel!

Postby DrPyspy » Mon Jun 25, 2018 11:33 am

Thanks to m8f, the weapon wheel should work for others now. Try it out!
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Re: [WIP] PyWeaponWheel v0.2 - Universal weapon wheel!

Postby Pixel Eater » Mon Jun 25, 2018 4:13 pm

DrPyspy wrote:Thanks to m8f, the weapon wheel should work for others now. Try it out!

Awwww yeah this is fun! :mrgreen:
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Re: [WIP] PyWeaponWheel v0.2 - Universal weapon wheel!

Postby Juste_ssgunner » Tue Jun 26, 2018 11:16 am

hey this looks fun and tried to look for a similar wad for a long time :D
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Re: [WIP] PyWeaponWheel v0.2 - Universal weapon wheel!

Postby Super Chex » Tue Jun 26, 2018 7:28 pm

Version 0.2 fixed the divide-by-zero glitch for me on Linux. Thanks a ton!
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Re: [WIP] PyWeaponWheel v0.2 - Universal weapon wheel!

Postby MaxRideWizardLord » Tue Jun 26, 2018 9:17 pm

What's that game\mod on bottom left on the screenshot?
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Re: [WIP] PyWeaponWheel v0.2 - Universal weapon wheel!

Postby Kinsie » Tue Jun 26, 2018 10:51 pm

DrPyspy wrote:Thanks to m8f, the weapon wheel should work for others now.
This Mac/Linux-centric engine difference should probably be reported as a bug so that it doesn't bite anyone else in the ass.

MaxRideWizardLord wrote:What's that game\mod on bottom left on the screenshot?
QC: Doom Edition
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Re: [WIP] PyWeaponWheel v0.2 - Universal weapon wheel!

Postby MaxRideWizardLord » Tue Jun 26, 2018 11:05 pm

Kinsie wrote:
DrPyspy wrote:Thanks to m8f, the weapon wheel should work for others now.
This Mac/Linux-centric engine difference should probably be reported as a bug so that it doesn't bite anyone else in the ass.

MaxRideWizardLord wrote:What's that game\mod on bottom left on the screenshot?
QC: Doom Edition


Oh... :c Well, I always was wonder about where that awesome looking BFG originally came from, i.e. gurumaster from russian overkill.
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Re: [WIP] PyWeaponWheel v0.2 - Universal weapon wheel!

Postby jablon1000 » Wed Jun 27, 2018 2:16 am

Good mod, it works quite well with many weapons mod, but i would like to see wheel scaling option i future.
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Re: [WIP] PyWeaponWheel v0.2 - Universal weapon wheel!

Postby Kyotra » Wed Jun 27, 2018 3:46 am

It was inevitable that this type of weapon select mod would show up, and I'm glad for it since this is the menu method I prefer. Now if only it came with a function to stop time when you open the menu....
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Re: [WIP] PyWeaponWheel v0.2 - Universal weapon wheel!

Postby wildweasel » Wed Jun 27, 2018 7:39 am

Kyotra wrote:It was inevitable that this type of weapon select mod would show up, and I'm glad for it since this is the menu method I prefer. Now if only it came with a function to stop time when you open the menu....

It does, it's just slightly limited in what kind of things it can actually stop (GZDoom limitations, sadly).

I've confirmed this to work with Cola 3, and made steps to ensure that it looks good. I suppose later on, I'll look what things I can do with the pywheel lump, so I can see if I can change which ammo numbers are visible.
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