Spoiler: However, i have some feedback and suggestions to shareAnd that's about it. Very useful addon!!
Spoiler: However, i have some feedback and suggestions to shareAnd that's about it. Very useful addon!!
Welp, I need to fix the display with non-1 scale factors. Captain J's screenshots may show the related problem, the weapons don't fit into the wheel.wildweasel wrote:This was running on a 1080p panel in borderless full screen mode, with the video Scale Factor reduced to 0.5. The Scale setting in the Gearbox options was at 1.
Intentional, I may need to make a note for that option. The wheel needs to keep this size.Captain J wrote:First of all, the scale meter seems does not affect the Wheel mode.
I have to think about different colors for different ammo types. It may be difficult to make it readable on user-specified background color.Captain J wrote:Block mode is quite compact and tidy. But would've been nice if the ammo bars on each weapon were differently colored, or add another icon to indicate which ammo type they are.
You won't believe it, but I'm already working on this issue. No, the weapons won't be shrunk down. There is a certain reason for the reserved space around the wheel, and why it's exactly the radius of the wheel. It's a secret for now, I'm still not sure if I can pull this off.Captain J wrote:It's about wheel mode again. If you have too much weapons like on Russian Overkill and Netronian Chaos(not advertising btw), the entire wheel gets stuffed by them. Is there any way to shrink them all?
There will be possibility for patches for certain mods that would add missing icons.Captain J wrote:Plus, if the weapon doesn't have the pickup or icon sprite at all, the icon will be the first person sprite of it. Thanks to such behavior, it kinda clutters the wheel. Resizing option if the sprite size is big might be extra tidy!
Will do later.Captain J wrote:Py's weapon wheel displayed the name of the selected weapon. How about adding it to this addon as well?
I don't get this VM abort with the most recent devbuild. Either something was fixed along the way, or I don't meet the specific conditions. Can you please describe what did you do: what player class, what weapons did you have, how did you open the wheel, and what weapon did you select?mamaluigisbagel wrote:welp got another crash trying to select a weapon in QCDE. I was at least able to open the menu this time, but closing it by clicking caused this crash. This is with the dev build.
Yep, add these lines to the end of keyconf lump:Voydtt wrote:Would it be possible to have it so number keys bring down the weapon blocks, while still having the menu key bring up the weapon wheel? Could this be done with aliases?
Alias +gb_Voydtt "gb_view_type 1; event gb_toggle_weapon_menu"
Alias -gb_Voydtt "event gb_toggle_weapon_menu_up; wait 5; gb_view_type 0"
AddMenuKey "Open Wheel for Voydtt" +gb_Voydtt
Spoiler:
m8f wrote:Yep, add these lines to the end of keyconf lump:
- Code: Select all • Expand view
SELECT ALL
Alias +gb_Voydtt "gb_view_type 1; event gb_toggle_weapon_menu"
Alias -gb_Voydtt "event gb_toggle_weapon_menu_up; wait 5; gb_view_type 0"
AddMenuKey "Open Wheel for Voydtt" +gb_Voydtt
Then set Gearbox to Blocks view and assign the new key in Customize Controls.
Aha! Found and fixed (in devbuild). There is an option in GZDoom, "Switch on pickup". You had it off, I had it on. In QCDE, the player starts with no weapon selected, indeed, but if this option is on, the player immediately switches to some weapon. Gearbox didn't expect that no weapon is selected, and misbehaved.mamaluigisbagel wrote:in QCDE, at least for me, you start with nothing until you select the gauntlet or your starter weapon.
Planned, will do at some point.Cutmanmike wrote:What are the chances of getting a version of this for INVBAR inventory items? We've been using that horrible Heretic scrolling inventory for far too long!
VM execution aborted: array access out of bounds. Size = 0, current index = 0
Called from gb_BlockyView.display at gearbox-v0.2.pk3:zscript/blocky_view.zs, line 60
Called from gb_EventHandler.RenderOverlay at gearbox-v0.2.pk3:zscript/event_handler.zs, line 184
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