[minimod][v0.7.2] Gearbox - weapon/inventory handling

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
mamaluigisbagel
Posts: 401
Joined: Wed Jul 09, 2014 7:25 pm
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: [minimod][v0.7.2] Gearbox - weapon/inventory handling

Post by mamaluigisbagel »

I noticed sometimes when a monster is moving when you open gearbox (with "Freeze enemies & player enabled) enemies can get stuck moving in the direction they were going when you opened gearbox until you close it. I can't tell if this is normal or a side effect of me running Corruption Cards, but might be worth mentioning.
ItzMulpinHappy
Posts: 1
Joined: Tue Aug 02, 2022 2:18 pm

Re: [minimod][v0.7.2] Gearbox - weapon/inventory handling

Post by ItzMulpinHappy »

Pretty good mod and it works perfectly with hellrider on my phone!
User avatar
DrFrnknsprtr
Posts: 12
Joined: Mon Aug 08, 2022 8:13 am

Re: [minimod][v0.7.2] Gearbox - weapon/inventory handling

Post by DrFrnknsprtr »

Changing the first line of the keyconf from Alias +gb_toggle_weapon_menu "event gb_toggle_weapon_menu"
to Alias +gb_toggle_weapon_menu "netevent gb_prev_weapon; wait 1; event gb_toggle_weapon_menu" lets you select last weapon on press and open wheel on hold, similar to Doom Eternal's weapon wheel.
User avatar
DrFrnknsprtr
Posts: 12
Joined: Mon Aug 08, 2022 8:13 am

Re: [minimod][v0.7.2] Gearbox - weapon/inventory handling

Post by DrFrnknsprtr »

Is it ok to modify and distribute this with mods? I made a custom version to work like Doom Eternal's weapon wheel to go with EOA/KET, was just wondering how permissions go with that, thanks in advance
User avatar
generic name guy
Posts: 80
Joined: Wed Nov 11, 2020 3:25 pm
Graphics Processor: nVidia with Vulkan support
Location: Brazil

Re: [minimod][v0.7.2] Gearbox - weapon/inventory handling

Post by generic name guy »

DrFrnknsprtr wrote: Tue Aug 09, 2022 1:46 pm Is it ok to modify and distribute this with mods? I made a custom version to work like Doom Eternal's weapon wheel to go with EOA/KET, was just wondering how permissions go with that, thanks in advance
Yeah, at least that's what copying file says in the source code.
User avatar
m8f
 
 
Posts: 1416
Joined: Fri Dec 29, 2017 4:15 am
Location: Siberia (UTC+7)

Re: [minimod][v0.7.2] Gearbox - weapon/inventory handling

Post by m8f »

Yes, it's ok to modify and distribute Gearbox by terms of GPLv3 license.

That said, if the changes are not too invasive, it would be great to incorporate them to the base Gearbox.
User avatar
generic name guy
Posts: 80
Joined: Wed Nov 11, 2020 3:25 pm
Graphics Processor: nVidia with Vulkan support
Location: Brazil

Re: [minimod][v0.7.2] Gearbox - weapon/inventory handling

Post by generic name guy »

m8f wrote: Wed Aug 10, 2022 6:42 amThat said, if the changes are not too invasive, it would be great to incorporate them to the base Gearbox.
I'll try them, hold on

It works, kind of, the weapon does swap like DE but the weapon wheel still pops up on the screen
User avatar
DrFrnknsprtr
Posts: 12
Joined: Mon Aug 08, 2022 8:13 am

Re: [minimod][v0.7.2] Gearbox - weapon/inventory handling

Post by DrFrnknsprtr »

m8f wrote: Wed Aug 10, 2022 6:42 am Yes, it's ok to modify and distribute Gearbox by terms of GPLv3 license.

That said, if the changes are not too invasive, it would be great to incorporate them to the base Gearbox.
The only changes I really made were removing the graphic for the pointer and adding this "+gb_toggle_weapon_menu "netevent gb_prev_weapon; wait 1; event gb_toggle_weapon_menu"" to combine the binds to one key, it's a bit weird so idk if you want to add it, it also isn't super compatible with older versions of gzdoom
User avatar
ShockwaveS08
Posts: 185
Joined: Thu Jul 07, 2016 7:29 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Android 10
Location: Manhattan, IL

Re: [minimod][v0.7.2] Gearbox - weapon/inventory handling

Post by ShockwaveS08 »

One thing I would like to see from Gearbox is the following input method:

1) Quick-tap of inventory wheel button: use currently-selected item
2) If held for longer than a specified (configurable) duration, bring up the wheel without using an item

This sort of thing would greatly benefit not just gamepad users on desktops, but also gamepad users on Delta Touch.
User avatar
mamaluigisbagel
Posts: 401
Joined: Wed Jul 09, 2014 7:25 pm
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: [minimod][v0.7.2] Gearbox - weapon/inventory handling

Post by mamaluigisbagel »

Just had this crash when going from Episode 1 to Episode 2 using WadSmoosh. I don't know if this is actually the fault of gearbox, but figured I'd post it here since it shows its name in the error.

Mods loaded:
  • autoautosave v1.6.2
  • flashlight++ v8.5
  • gearbox v0.7.2
  • inventory keeper v2
  • mXhairs
  • nash cursors
  • togglefreecamera
  • Codename: DEMOLITIONIST v1.2.31
  • SmoothDoomLITE
  • Champions
  • Corruption Cards v3.8
User avatar
m8f
 
 
Posts: 1416
Joined: Fri Dec 29, 2017 4:15 am
Location: Siberia (UTC+7)

Re: [minimod][v0.7.2] Gearbox - weapon/inventory handling

Post by m8f »

Thanks for reporting! Added a null check. Please check this build: https://github.com/mmaulwurff/gearbox/a ... master.zip
User avatar
mamaluigisbagel
Posts: 401
Joined: Wed Jul 09, 2014 7:25 pm
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: [minimod][v0.7.2] Gearbox - weapon/inventory handling

Post by mamaluigisbagel »

Seems to work now, thanks! If I find anything else, I'll make sure to edit this post.
User avatar
mamaluigisbagel
Posts: 401
Joined: Wed Jul 09, 2014 7:25 pm
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: [minimod][v0.7.2] Gearbox - weapon/inventory handling

Post by mamaluigisbagel »

Sorry for double post, but was curious about something. I've noticed if you're using a weapon on a slot by itself (ie anything but the shotguns and melee in Doom 2) and then hit the same button for the weapon you are holding, it will bring up gearbox. Is there a way to disable this, is it a bug, or something else?
User avatar
m8f
 
 
Posts: 1416
Joined: Fri Dec 29, 2017 4:15 am
Location: Siberia (UTC+7)

Re: [minimod][v0.7.2] Gearbox - weapon/inventory handling

Post by m8f »

Bug. Thanks for reporting! Fixed in this build.
User avatar
mamaluigisbagel
Posts: 401
Joined: Wed Jul 09, 2014 7:25 pm
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: [minimod][v0.7.2] Gearbox - weapon/inventory handling

Post by mamaluigisbagel »

Thanks for the quick fix, however this seemed to introduce a new and similar bug. If I remember right, with "Slot keys select if weapon is only one in slot" is on, and you have, again, two shotguns, holding one would switch to the next instantly as long as there's only two in that slot. Now as long as you have another weapon in the slot, even if its only one other weapon, it will ALWAYS bring up gearbox. I can't tell if I'm just remembering wrong or if this is a new bug.

Reproduce:
  • In vanilla Doom 2, make sure you have both the Shotgun and Super Shotgun.
  • Switch to one of the Shotguns using the slot 3 key.
  • Press the same slot 3 key again, it should bring up gearbox instead of switching to the other shotgun instantly.

Return to “Gameplay Mods”