[minimod][v0.7.3] Gearbox - weapon/inventory handling
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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.
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Re: [minimod][v0.4.1] Gearbox - weapon/inventory handling
Its nice to use but i got a little bug
[imgur]https://imgur.com/a/xbJihlU[/imgur]
[imgur]https://imgur.com/a/xbJihlU[/imgur]
- m8f
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Re: [minimod][v0.4.1] Gearbox - weapon/inventory handling
How do you do that?Lippeth wrote:I keep the pixel ratio set to 1.2 in the config file
I'll see if I can add an option for that.Lippeth wrote: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?
This is not a little bug, the wheel is completely messed up. What mod is that? How did you do that?TheWeaponCollector wrote:Its nice to use but i got a little bug
Re: [minimod][v0.4.1] Gearbox - weapon/inventory handling
I type "vid_setscale 1920 900 0 1.2" into the console and it vertically stretches all the text fonts, menus, and huds/statbars to look how it originally did in DOS. It basically does the same thing as "HUD preserves aspect ratio" but for all UI elements. I take my monitor's screen height, divide it by 1.2 and set that number as the height. The 0 is for nearest scaling (1 would be linear), and 1.2 stretches the UI vertically. Rachael showed me how, and it's now the first and most important thing I do when downloading a new daily build of GZDoom. I can't go back. It can also be done by finding each parameter in the config file("vid_scale_custompixelaspect = 1.2", and "vid_scale_linear = false"), but the console is just faster.m8f wrote:How do you do that?Lippeth wrote:I keep the pixel ratio set to 1.2 in the config file
Also, I've found that this mod works wonderfully with Hexen's existing inventory menu: I press the button to go into your menu, and while it's paused, I load an item that I want with the regular inventory, then select one from your menu, and while it's being used/consumed I've got another item ready to use on the fly. Very handy!
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Re: [minimod][v0.4.1] Gearbox - weapon/inventory handling
[/quote]This is not a little bug, the wheel is completely messed up. What mod is that? How did you do that?[/quote]
well tbh i just installed 11 weapon packs like DOOMRL ARSENAl,RO3.0,Kriegsland and alot more.
well tbh i just installed 11 weapon packs like DOOMRL ARSENAl,RO3.0,Kriegsland and alot more.

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Re: [minimod][v0.4.1] Gearbox - weapon/inventory handling
I don't think those are all supposed to be loaded at once...?TheWeaponCollector wrote:well tbh i just installed 11 weapon packs like DOOMRL ARSENAl,RO3.0,Kriegsland and alot more.This is not a little bug, the wheel is completely messed up. What mod is that? How did you do that?
Re: [minimod][v0.4.1] Gearbox - weapon/inventory handling
I did notice one strange issue: Enabling Freeze Time and selecting the menu while standing in water seems to increase player height while paused, but only in Hexen and Heretic.
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Re: [minimod][v0.4.1] Gearbox - weapon/inventory handling
Gameplay mods merged with a dozen of weapons like this is totally guaranteed to make one or few glitch and i don't consider it as the actual problematic glitch unless if there are no mods that conflicts each other.TheWeaponCollector wrote:well tbh i just installed 11 weapon packs like DOOMRL ARSENAl,RO3.0,Kriegsland and alot more.
Anyways i'd like to talk about the wheel gearbox. I get the idea of not having scale option because it gets harder to select and all, but the vertical mouse movement is slightly slower on my hand. Both default movement options are set to 1.0, but the vertical one is somewhat slow. GZDoom cursor one is moves vertically with normal speed, though.
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Re: [minimod][v0.4.1] Gearbox - weapon/inventory handling
As wildweasel said, these things are not supposed to be loaded together. However, if you post your complete load order, I may try to make Gearbox cooperate, just for the heck of it.TheWeaponCollector wrote:well tbh i just installed 11 weapon packs like DOOMRL ARSENAl,RO3.0,Kriegsland and alot more.
Thanks for reporting! Will look into it.Lippeth wrote:I did notice one strange issue: Enabling Freeze Time and selecting the menu while standing in water seems to increase player height while paused, but only in Hexen and Heretic.
Mouse movement will be reworked in the next version. Also I'm toying with wheel scaling.Captain J wrote:Anyways i'd like to talk about the wheel gearbox. I get the idea of not having scale option because it gets harder to select and all, but the vertical mouse movement is slightly slower on my hand. Both default movement options are set to 1.0, but the vertical one is somewhat slow. GZDoom cursor one is moves vertically with normal speed, though.
Re: [minimod][v0.4.1] Gearbox - weapon/inventory handling
Small bug report:
1. I play with DoomRL Arsenal 1.1.5. The maximum amount of ammunition in the weapon store is displayed incorrectly. See the picture:
https://ibb.co/pXgx9zs
Where does he even get it from? A very strange number. The same situation with other types of weapons.
2. Changing the position of the blocks does not work. They only accept extreme positions. There are no reactions to the intermediate ones.
1. I play with DoomRL Arsenal 1.1.5. The maximum amount of ammunition in the weapon store is displayed incorrectly. See the picture:
https://ibb.co/pXgx9zs
Where does he even get it from? A very strange number. The same situation with other types of weapons.
2. Changing the position of the blocks does not work. They only accept extreme positions. There are no reactions to the intermediate ones.
Re: [minimod][v0.4.1] Gearbox - weapon/inventory handling
That has been fixed if you grab a dev build. It hasn't made it to an official release yet.lucker42 wrote:2. Changing the position of the blocks does not work. They only accept extreme positions. There are no reactions to the intermediate ones.
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Re: [minimod][v0.4.1] Gearbox - weapon/inventory handling
1. I'm not very familar with DoomRL Arsenal. I suppose 88 here is the magazine size? Then, 40 / 88 = 45%, rounding up to tens of % this is ~= 50%. Hence 5 / 10 pips in outer row. Gearbox takes ammo/maxAmmo and alt.ammo/maxAltAmmo, and it's up to the mod what to put there.
2. This is fixed in dev build, but thanks for reporting nonetheless!
2. This is fixed in dev build, but thanks for reporting nonetheless!
Re: [minimod][v0.4.1] Gearbox - weapon/inventory handling
The fact is that in fact the maximum number of ammo in the clip is 40, but the wheel reflects-88. Not critical bug, but maybe there is an opportunity to fix it?m8f wrote:1. I'm not very familar with DoomRL Arsenal. I suppose 88 here is the magazine size? Then, 40 / 88 = 45%, rounding up to tens of % this is ~= 50%. Hence 5 / 10 pips in outer row. Gearbox takes ammo/maxAmmo and alt.ammo/maxAltAmmo, and it's up to the mod what to put there.
One more thing. The mod has a feature to turn on the weapon wheel when you click the next / previous weapon button. Can you do the same for inventory?
Update: I edited the message. Apologies for Google Translate.
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Re: [minimod][v0.4.1] Gearbox - weapon/inventory handling
Then, most probably DoomRL Arsenal stores magazine capacity in some other place than max[Alt]Ammo. I'm afraid I won't be able to read it. I could hardcode the value for that particular weapon, but it's a slippery slope. I want to avoid it unless completely necessary.
Inventory handling in Gearbox is intentionally not connected to native inventory bar. You can, however, hook Gearbox to inventory keys by binding keys to ""+gb_toggle_inventory_menu; invnext" and "+gb_toggle_inventory_menu; invprev" commands. I doubt if it's more convenient than a single key to open inventory menu. How do you intend to use such feature?
Inventory handling in Gearbox is intentionally not connected to native inventory bar. You can, however, hook Gearbox to inventory keys by binding keys to ""+gb_toggle_inventory_menu; invnext" and "+gb_toggle_inventory_menu; invprev" commands. I doubt if it's more convenient than a single key to open inventory menu. How do you intend to use such feature?
Re: [minimod][v0.4.1] Gearbox - weapon/inventory handling
I play on the gamepad. Due to the limitations of the buttons, mods like yours are very useful in this case. I would like to exclude the "Call the inventory menu" button and call this menu immediately with the "next/previous item" buttons, analogy to Weapons Wheel.
For some reason, I think it would be convenient. Maybe I'm wrong
For some reason, I think it would be convenient. Maybe I'm wrong
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Re: [minimod][v0.4.1] Gearbox - weapon/inventory handling
Ah. Gamepad support is on the way. With it, you will be able to navigate in inventory wheel with analog stick, and not use next/previous item buttons at all. In fact, dev build already has gamepad analog stick support.