[WIP] PyWeaponWheel v0.3 - Universal weapon wheel!

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
Captain J
 
 
Posts: 16822
Joined: Tue Oct 02, 2012 2:20 am
Location: A Year old Pizza Box

Re: [WIP] PyWeaponWheel v0.3 - Universal weapon wheel!

Post by Captain J »

Eyup. It works like a charm on each games and mods you mentioned. Even Netronian Chaos! Not a Shameless advertisement here. But just saying that my mod even works with this addon. It's absolutely convenient!

However, the one gripe i've got is that the rotating sound effect gets me all the time. It can be quite loud. Hope i can turn it of manually in the future.
User avatar
Bodhisattva
Posts: 50
Joined: Wed Mar 02, 2016 10:28 am
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: [WIP] PyWeaponWheel v0.3 - Universal weapon wheel!

Post by Bodhisattva »

Just a little observation: in DRLA, if you press the Drop Item key once and then change weapons using the wheel, the key becomes inactive and you can't drop any of your weapons until the beginning of the next level.

UPD: Hmm... Looks like it sometimes happens even without pressing the key. Just open the wheel, and voila — you can't drop weapons anymore. Weird.
User avatar
PeaceKeep0r
Posts: 2
Joined: Sat Feb 22, 2020 5:52 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: [WIP] PyWeaponWheel v0.3 - Universal weapon wheel!

Post by PeaceKeep0r »

This is by far my favorite weapon selector mod, works well with almost all of the mods I've tried except for Doom Incarnate, apparently crashes when attempting to open the weapon wheel.
PatCatz2004
Posts: 70
Joined: Fri Feb 07, 2020 10:05 pm

Re: [WIP] PyWeaponWheel v0.3 - Universal weapon wheel!

Post by PatCatz2004 »

Can I play Brutal Doom and Project Brutality with this?
iamcarrotmaster
Posts: 15
Joined: Sun Apr 15, 2018 4:20 pm

Re: [WIP] PyWeaponWheel v0.3 - Universal weapon wheel!

Post by iamcarrotmaster »

wonder how this could be for clusterplex lol
Starman the Blaziken
Posts: 242
Joined: Thu Mar 07, 2019 9:40 pm
Graphics Processor: ATI/AMD (Modern GZDoom)
Location: United States, MI

Re: [WIP] PyWeaponWheel v0.3 - Universal weapon wheel!

Post by Starman the Blaziken »

I looked at the list of mods that confirm to work and I question, what is the Project Babel mod?
User avatar
TheRailgunner
Posts: 1553
Joined: Mon Jul 08, 2013 10:08 pm

Re: [WIP] PyWeaponWheel v0.3 - Universal weapon wheel!

Post by TheRailgunner »

So, I thought I made The Trooper compatible with PyWeaponWheel, but running them together gave me this error message the moment the wheel is called up:

"VM execution aborted: array access out of bounds. Max.Index = 1, current index = 1
Called from Py_WeaponWheelEventHandler.RenderOverlay at PyWeaponWheel_v0.3.pk3:zscript/pyw/ev_drawer.zsc, line 24"

What causes this error, and what can I do to fix it on my end? I tried making a PYWHEEL lump, to no avail, and don't understand how this happened.
ToxicMasculinity
Posts: 34
Joined: Tue Sep 03, 2019 6:56 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: [WIP] PyWeaponWheel v0.3 - Universal weapon wheel!

Post by ToxicMasculinity »

I know the above questions weren't directed at me at all, but

@PatCatz2004: I can confirm that this mod works great with both BD and PB. I use this mod with literally everything, including BD and PB.

@iamcarrotmaster: It works pretty flawlessly with Russian Overkill, so I'd imagine it'd work good with Clusterplex, although I can't confirm this.

@TheRailgunner: Thank you for asking that, as I've run into that a few times as well and would love to know what causes that error, and if there's a fix.
User avatar
NantoCodd
Posts: 230
Joined: Thu Jul 18, 2013 12:58 am
Location: The Ultimate DOOUMB

Re: [WIP] PyWeaponWheel v0.3 - Universal weapon wheel!

Post by NantoCodd »

Changing weapon in DRLA with the mod made weapons no longer droppable
User avatar
Lagi
Posts: 668
Joined: Sat Jun 23, 2018 12:51 pm
Location: Thou shalt alter thy beliefs with new evidence

Re: [WIP] PyWeaponWheel v0.3 - Universal weapon wheel!

Post by Lagi »

Excellent addon. I would try to make my mod compatible with it. It work now flawless with BitterHeretic.

Graphically look a little too modern (perfectly round, "raw", circle), and remind me of console gaming. The center whiter dot is not necessary[?], could you add option to disable center white "dot-controler"?

Would be good if it could display secondary ammo as well.

Spoiler:
edit:
Could you add option to remove highlight of weapons not in your possession?
They unnecessary crowd the space. And spoil the fun if you play some mod first time.
Also some weapons could be exclude each other Or be an upgrade of existing weapon (like in below picture, you can have only 1 weapon in purple rings at once). F.ex. you either have only [axe] or [axe with shield]
lucker42
Posts: 106
Joined: Thu Apr 04, 2019 9:25 pm

Re: [WIP] PyWeaponWheel v0.3 - Universal weapon wheel!

Post by lucker42 »

Good afternoon!

I really like this mod. But this doesn't work with DoomRLA. As we wrote above, after using the wheel, the weapon no longer droppable. I really ask you to make it compatible with Doomrl, please.

Thanks!
User avatar
HAL9000
Posts: 266
Joined: Fri Mar 16, 2018 7:44 am

Re: [WIP] PyWeaponWheel v0.3 - Universal weapon wheel!

Post by HAL9000 »

Great addon, working like a charm with multiple classes and animations.
I have integrated this into my mod and gave it a full eyecandy facelift :)

Image

Also can confirm that this addon work great with gamepad support.
Tested on multiple Android devices. This is a Must have addon if you play with Gamepads.
User avatar
Lagi
Posts: 668
Joined: Sat Jun 23, 2018 12:51 pm
Location: Thou shalt alter thy beliefs with new evidence

Re: [WIP] PyWeaponWheel v0.3 - Universal weapon wheel!

Post by Lagi »

:shock:
Hey you can do that?

AWESOME facelift!

edit:
why did you left ZChasm?! I just play it the models are awesome! the mosnters melee attack animation :wub:
User avatar
HAL9000
Posts: 266
Joined: Fri Mar 16, 2018 7:44 am

Re: [WIP] PyWeaponWheel v0.3 - Universal weapon wheel!

Post by HAL9000 »

Lagi wrote::shock:
Hey you can do that?

AWESOME facelift!

edit:
why did you left ZChasm?! I just play it the models are awesome! the mosnters melee attack animation :wub:
Yes its working like a charm. :D
I did not left ZRift, I'm still working on it. (In my free time)
Latest updates and download : viewtopic.php?f=19&t=68156
Weapon wheel is included and its class based.
User avatar
Lagi
Posts: 668
Joined: Sat Jun 23, 2018 12:51 pm
Location: Thou shalt alter thy beliefs with new evidence

Re: [WIP] PyWeaponWheel v0.3 - Universal weapon wheel!

Post by Lagi »

HAL9000 or someone

how do you adjust PYwheel.core to hide weapons?

In ZCHasm you type this

Code: Select all

/////EXCLUDE DOOM AND QUAKE ITEMS
exclude "ChasmPistol", "WEP0L0";
hide "ChasmPistol", "WEP0L0";
exclude "ChasmDoomChainFist", "WEP0M0";
hide "ChasmDoomChainFist", "WEP0M0";
exclude "ChasmBoomstick", "WEP0N0";
hide "ChasmBoomstick", "WEP0N0";
}
but this doesnt seem to work for me. Weapon is still visible. In my mod I put icon from spawn state.
EDIT:
AA OK hide doesnt need icon : hide "sword3";

also is it possible to merge 3 step weapons? weapon1 > weapon2 > weapon 3 ?
[you could use hide, to solve it to some degree]

edit:

I allow myself to adjust PYwheel mod and include in my modification. All files credits are inside .pk3.

Return to “Gameplay Mods”