Weapon Roulette Spinner Version 2: Smooth Doom Compatability

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What should I do?

Force compact mode
5
42%
Keep it the way it is
7
58%
 
Total votes: 12

PWAD Pete
Posts: 464
Joined: Wed Oct 09, 2013 11:11 pm

Re: Weapon Roulette Spinner Version 2: Smooth Doom Compatabi

Post by PWAD Pete »

Hello guys. I have a question that you have the answer to. Should I eliminate the need for two seperate pk3 files, but force the user to have compact mode, or should I just do what I am doing and keep seperate files for both IWads?

Note: Option 1 doesn't make it completely compatible with every mod ever, it merely will allow the super shotgun to not appear in doom 1 while it exists in the code.
User avatar
Devianteist
Posts: 945
Joined: Wed Sep 24, 2014 4:07 pm
Location: Creating a SPACE HULK conversion!

Re: Weapon Roulette Spinner Version 2: Smooth Doom Compatabi

Post by Devianteist »

Would it be at all possible to make this function with another HUD mod? This is extremely nifty.
PWAD Pete
Posts: 464
Joined: Wed Oct 09, 2013 11:11 pm

Re: Weapon Roulette Spinner Version 2: Smooth Doom Compatabi

Post by PWAD Pete »

I want to get this feature into as many mods as possible, so yeah, I will try making it compatible with other mods. The problem however, is the fact that I need to replace weapons in order to do this, since weapons execute the script upon entering the Deselect state.
User avatar
SenteyHunter
Posts: 14
Joined: Fri Apr 04, 2014 4:58 pm
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: Space

Re: Weapon Roulette Spinner Version 2: Smooth Doom Compatabi

Post by SenteyHunter »

This is pretty good. Nice work man! :D

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