[minimod][v0.7.3] Gearbox - weapon/inventory handling

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DoomMaykr
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Gearbox Error

Post by DoomMaykr »

when i launch the mod it shows 3 errors here

GScript error, "gearbox-v0.7.2.pk3:zscript/gearbox/weapon_menu.zs" line 292:
GCannot convert SInt4 to TextureID
GScript error, "gearbox-v0.7.2.pk3:zscript/gearbox/weapon_menu.zs" line 314:
GCannot convert SInt4 to TextureID
GScript error, "gearbox-v0.7.2.pk3:zscript/gearbox/inventory_menu.zs" line 107:
GCannot convert SInt4 to TextureID

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

Post by Enjay »

Yes, this is a known issue. It affects my projects too. However, it is the result of a deliberate change for very good reasons:

Explained:
viewtopic.php?t=79997

My own issues thread:
viewtopic.php?t=79987
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Delfino Furioso
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Re: [minimod][v0.7.2] Gearbox - weapon/inventory handling

Post by Delfino Furioso »

and a fix has been proposed here
https://github.com/mmaulwurff/gearbox/pull/47
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m8f
 
 
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Re: [minimod][v0.7.3] Gearbox - weapon/inventory handling

Post by m8f »

Thanks! Gearbox v0.7.3 released.

Fixes include:
- TextureID type fixes for GZD 4.14 (thanks to jekyllgrim).
- Fix VM Abort when externalSelectedIndexInModel is not set (thanks to UndeadZeratul).
Last edited by m8f on Sat Dec 28, 2024 8:52 am, edited 2 times in total.
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Enjay
 
 
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Re: [minimod][v0.7.3] Gearbox - weapon/inventory handling

Post by Enjay »

Awesome! Thank you very much. It seems to be working nicely in 4.14.0. :thumb:
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Major Cooke
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Re: [minimod][v0.7.3] Gearbox - weapon/inventory handling

Post by Major Cooke »

If this mod doesn't have it already, it might be worth adding an actual menu to select the weapon from in order to prevent scripts from running. This is a problem I had with D4D, where the holographic menu I tried making couldn't stop scripts or lifts from moving. Toggleable option though. Maybe ZForms might be able to help.
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ToxicFrog
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Re: [minimod][v0.7.3] Gearbox - weapon/inventory handling

Post by ToxicFrog »

As far as I can tell it doesn't, but you're right, that would be nice. A basic menu wouldn't be very aesthetic but would completely stop the playsim in a way that FreezePlayer()/FreezeLevel() can't, and a ZForms menu could be quite stylish.
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Re: [minimod][v0.7.3] Gearbox - weapon/inventory handling

Post by anthraxthanasimos »

Very cool! Thank you for the update! Is there any way to move the blocks across the screen in horizontal or vertical?
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hestan667
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Re: [minimod][v0.7.3] Gearbox - weapon/inventory handling

Post by hestan667 »

found the bug, i cant move when playing with trailblazer upgraded nutcracker (it can stop the time) and using freeze command when playing original doom without mods
it always happen when you choose behaviour option freeze to 1 i use gzdoom-4-14-1
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