[minimod][v0.5.1] Gearbox - weapon/inventory handling

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Re: [minimod][v0.4.1] Gearbox - weapon/inventory handling

Postby Enjay » Wed Mar 03, 2021 8:45 am

Thanks once again for the update.

No truncation errors this time ;) but there is something screwy about the blocks positioning option:

When you go into the option menu, there is a slider for blocks X and Y position. Moving either slider has no effect on the blocks position until the slider is all the way across to 1.0. At that point the blocks will snap across to the opposite side of the screen. i.e. at 1.0 the X position snaps across to the right side and the Y position snaps to the bottom. I *think* this worked in the previous version (i.e. the sliders slowly moved the blocks across the screen). Moving the sliders back just one notch from 1.0 snaps the blocks back to their default sides.
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Re: [minimod][v0.4.1] Gearbox - weapon/inventory handling

Postby m8f » Wed Mar 03, 2021 8:59 am

Argh! Fixed in devbuild. Thanks for the heads up!
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Re: [minimod][v0.4] Gearbox - weapon/inventory handling

Postby TheBeardedJedi » Wed Mar 03, 2021 2:45 pm

m8f wrote:
Enjay wrote:BTW, our old friend the truncation warning is back. ;)
Why my developer is 0 again? :D

StraightWhiteMan wrote:Would it be possible to increase the weapon threshold so that when using this with mods like Brutal Doom, or Kriegsland all the weapons would be visible at once?
Yup, will do.

JohnDoe8 wrote:Minor bug report, the previous weapon key does not carry over upon exiting the level.
Thanks for the heads up! Added to to-do list for v0.4.1.

HDV wrote:I just wish Smooth Doom's weapons would be visible.
Fixable, will do. I won't do it for every mod, but Smooth Doom deserves it. This is better be done on mod's side.

TheBeardedJedi wrote:m8f, Sorry if I didn't see this in one of the posts, but is there a plan to create controller compatiblity with this as well?
I'd prefer not to buy a controller to test one mod. Maybe if you describe what works and what doesn't, then I can make it compatible.


Everything works except navigating the Weaponwheel itself using a thumbstick. If using a mouse, one can easily select the weapons on it, but with a controller, the player moves around instead of the cursor while the wheel is activated.

Edit: What I'm trying to say is, everything works perfectly with a mouse/keyboard, because the player controls "freeze" when the weaponwheel is open, changing mouselook controls into controlling the cursor for the weapons selection. However, with a controller, the controls are still set to move the player instead of controlling the cursor for the weaponwheel even while it is projected on the screen. Thus, you can still move the player around with the controller while the wheel is activated, at the expense of not being able to select anything on it with the thumbstick.
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Re: [minimod][v0.4.1] Gearbox - weapon/inventory handling

Postby StraightWhiteMan » Wed Mar 03, 2021 10:28 pm

Damn this mod just keeps getting better and better. Aside from a few tweaks here and there, I'm out of ideas on what else you could add to it. For this being 0.4, wth could you have planned for the next 6 versions until 1.0? Anyway, after this recent update my only suggestions at this point would be:

- The most important (to me), would be to tweak the mouse navigation/selecting in Wheel mode. It depends on what gameplay mod is being used, but sometimes when selecting a weapon, the navigation feels really smooth and not finicky whatsoever, but with some mods, either the horizontal navigation or the vertical and sometimes both, will feel highly unresponsive as if my freelook settings are turned off. I'm not sure what dictates the flow of navigation, but the Py Weapon Wheel mod feels perfect every time. Maybe you could take a peak at the settings/code of that mod and see how it feels on this mod. This mod is superior in every single way now, by far, except for the that one single thing. But it is important imo.

- Possibly add a default Fist icon that has an on/off option to overwrite any other mods fist icon (or lack thereof) since a lot of mods don't have one, or if it does, it's not a pickup style sprite but the actual fist equipped sprite. Maybe not even use an icon and just the phrase "unarmed" or "melee". IDK, but the lack of a fist icon or having a large equipped sprite in the wheel when the rest are pickup sprites is annoying from a visual stand point.

- Seriously, what the heck else can you add lol?
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Re: [minimod][v0.4.1] Gearbox - weapon/inventory handling

Postby m8f » Thu Mar 04, 2021 9:20 am

TheBeardedJedi wrote:Everything works except navigating the Weaponwheel itself using a thumbstick.
StraightWhiteMan wrote:- The most important (to me), would be to tweak the mouse navigation/selecting in Wheel mode.
I've received permission from DrPyspy to reuse input handling code from PyWeaponWheel. So, it may help solve both these issues.

StraightWhiteMan wrote:For this being 0.4, wth could you have planned for the next 6 versions until 1.0?
The plans are in the OP. There probably won't be 6 versions to 1.0, I may jump from, say, 0.6 to 1.0, or make v0.10, 0.11 and so forth :)
StraightWhiteMan wrote:- Possibly add a default Fist icon
I'll think about it. Thanks for the suggestion!
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Re: [minimod][v0.4.1] Gearbox - weapon/inventory handling

Postby StraightWhiteMan » Thu Mar 04, 2021 11:44 pm

m8f wrote:I've received permission from DrPyspy to reuse input handling code from PyWeaponWheel. So, it may help solve both these issues.

That's awesome they gave you permission, that's great news. Definitely looking forward to testing the results.

m8f wrote:The plans are in the OP.

Sorry about that, I'm dumb. I read the OP when you first released it, but since then I've just been reading your new posts that have the link and changelog in them. I haven't gone back to check the OP since but should've, and if the "Plans" section was initially in the first post, again I'm dumb and didn't see it or just forgot it was there. Thanks for pointing out where that info was located though btw.

m8f wrote:I'll think about it. Thanks for the suggestion!

Nice, sounds good and no problem at all.
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Re: [minimod][v0.4.1] Gearbox - weapon/inventory handling

Postby mamaluigisbagel » Tue Mar 09, 2021 4:05 am

I'm noticing some crashes when playing some mods with this. (Embers of Armageddon, Lambda, etc) I'll try to either post again or edit this one to show the crash log in the console.
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Re: [minimod][v0.4.1] Gearbox - weapon/inventory handling

Postby mamaluigisbagel » Sat Mar 13, 2021 6:09 am

sorry for repost, but I think I found the VM Abort I was having. (man VM Aborts seem to never end) I'm not sure if this is due to corruption cards or gearbox or some other mod I'm using, but I do see a lot of commands that start with "gb"

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Re: [minimod][v0.4.1] Gearbox - weapon/inventory handling

Postby m8f » Sat Mar 13, 2021 7:21 am

It looks like both Corruption Cards and Gearbox can't handle if the player object suddenly becomes NULL. Normally this doesn't happen, but something removed the player object. I can plug this in Gearbox so it doesn't case a VM abort, but it's not the cause of the issue. Does this happen randomly, or as a reaction to some game event, like player dying? Does it happen only in combat?
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Re: [minimod][v0.4.1] Gearbox - weapon/inventory handling

Postby mamaluigisbagel » Sat Mar 13, 2021 12:19 pm

It may be because I have inventory keeper in my autoload folder. I'll try to play with those two without the inventory keeper and see if I get the error again. It seems to be mostly random, but I do remember getting that error when exiting a level. (and to note, I think the inventory keeper removes the player's inventory temporarily at level exits, so it makes me wonder if that has to do with the player being null)
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Re: [minimod][v0.4.1] Gearbox - weapon/inventory handling

Postby Lippeth » Tue Mar 16, 2021 2:02 am

Wow, I was just talking about wanting something like this for Hexen in another thread. While the ui look clashes (at least with Hexen), the inventory items are automatically used instead of selected, and isn't quite friendly with using a 1.2 pixel ratio, the fact that it can pause the game while still playing music is about the best thing that could ever happen. I look forward to messing around with it more, and future updates! This is a game changer for certain.
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Re: [minimod][v0.4.1] Gearbox - weapon/inventory handling

Postby m8f » Tue Mar 16, 2021 7:30 am

mamaluigisbagel wrote:I'll try to play with those two without the inventory keeper and see if I get the error again.
You can try playing with this thing (more info here) and see if it reveals anything interesting.


Lippeth wrote:While the ui look clashes (at least with Hexen)
Do you mean weapon icons or overall style?
Lippeth wrote:the inventory items are automatically used instead of selected
Only if you have the option "Select on Toggle Menu key release" option on. And even if you have it on, you can prevent using the item by pressing altfire key. This isn't the first time when this is brought up, so I'll think about adding yet another option for this behavior.
Lippeth wrote:isn't quite friendly with using a 1.2 pixel ratio
Do you have "HUD preserves aspect ratio" option set on? Sadly, currently it works only for inventory items.
Lippeth wrote:the fact that it can pause the game while still playing music is about the best thing that could ever happen. I look forward to messing around with it more, and future updates! This is a game changer for certain.
Thanks!
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Re: [minimod][v0.4.1] Gearbox - weapon/inventory handling

Postby ABalen » Tue Mar 16, 2021 8:10 am

Hi! I noticed that your mod doesnt work with Delta Touch, and the PyWeaponWheel mod works.
While writing this I just saw that you already have plans to incorporate the code!
Haha keep up the good work and have a great day!
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Re: [minimod][v0.4.1] Gearbox - weapon/inventory handling

Postby Lippeth » Tue Mar 16, 2021 8:38 am

I'm still playing around with it, and so my initial comments may have been a bit premature, thanks for the tip on canceling the use of items, I think I'm getting a feel for how that works while messing with options, it feels very well thought out and intuitive overall! So far I've only used it with Hexen and the ui style doesn't quite match for me personally, only because I'm so used to Hexen's inventory look. I can imagine that it looks more appropriate for Doom, but by no means does it look bad.

Setting "HUD preserves aspect ratio" to on would only stretch items and certain graphics further because I keep the pixel ratio set to 1.2 in the config file, and because the wheel ui is a perfect circle it naturally stretches vertically. It's really no one's fault but my own, that setting is just my personal preference for how fonts are displayed. Plus I'm starting to really like the box style.

Again, I'm still messing with it (you gave a lot of fun options to tweak) but is there a way to not have it replace the text graphics for item and weapon nametags?

Either way, keep up the awesome work, this is the cleanest and most advanced mod like this I've ever seen!
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Re: [minimod][v0.4.1] Gearbox - weapon/inventory handling

Postby mamaluigisbagel » Tue Mar 16, 2021 12:02 pm

I'll add the mod compatibility addon to my load order and see if I can get anything. Will post if I find something!
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