[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
ClessxAlghazanth
Posts: 159
Joined: Sun Feb 17, 2019 9:29 am

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

Post by ClessxAlghazanth »

Would it be possible to make it (or add a option to) freeze time with one button/mouse click so you wouldn't have to keep pressing the assigned button while browsing the weapons ? (As in gearbox)

Best regards
XASSASSINX
Posts: 362
Joined: Tue Dec 20, 2016 4:53 pm
Location: MURICAA BROTHER! Just kidding, Brazil.

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

Post by XASSASSINX »

As in, you can just press it once instead of holding it?
User avatar
ClessxAlghazanth
Posts: 159
Joined: Sun Feb 17, 2019 9:29 am

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

Post by ClessxAlghazanth »

XASSASSINX wrote:As in, you can just press it once instead of holding it?
It just appears for a moment and immediately disappears if I do so :roll:

I have to keep the button pressed in order to keep it on the screen
zeboz
Posts: 2
Joined: Sun Dec 05, 2021 10:29 am

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

Post by zeboz »

i cant find the weapon wheel bind in the customize controls menu (im using gzdoom by the way)
demonskiller
Posts: 6
Joined: Fri Dec 17, 2021 5:17 pm

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

Post by demonskiller »

Hi really like this mod, feels great, and Looks outstanding.

There is only one thing that bother me. Each time I select a weapon I hear a gun shot. And it's annoying because you don't know if you shot your gun accidentally or there is some zombie near that is trying to kill you

The sound I am hearing is the menu/choose, with brutal doom it's the rifle sound

I think when you choose a weapon you don't have to hear any sound, it should work like keyboard keybinds for you arsenal, each time you select a gun with your keyboard you don't hear anything

Can you remove that sound?, or at least add an option to silent it

Thanks!!
demonskiller
Posts: 6
Joined: Fri Dec 17, 2021 5:17 pm

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

Post by demonskiller »

I found another issue, looks like the weapons disappear from the wheel, except for the grenades and when you try to use the wheel the game crashes. That happens after load a game. And I was using this mod with Brutal Doom platinum and Deathless WAD, I don't know, but maybe that is related

The bug is in the file zscript/pyw/ev_drawer.zsc, line 24 and it is an "array access out of bounds"
demonskiller
Posts: 6
Joined: Fri Dec 17, 2021 5:17 pm

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

Post by demonskiller »

Hi,
At the end, in the last comment I was wrong, it wasn't really an issue, it was me messing around, sorry. The addon works great for me.
Just, in the direction of the changes I suggested, the wheel could be even greater without the sound we listen moving the cursor or choosing a weapon.

Code: Select all

	StaticText ""
	Option "Mute wheal", "py_weaponwheel_sound", "OnOff"
	PWWStaticText "Silent wheel when the pointer is moving or"
	PWWStaticText "choosing a weapon."
Adding this in the MENUDEF.txt, line 30

Code: Select all

user bool py_weaponwheel_sound = true;
Adding this in the CVARINFO.txt, line 1

Code: Select all

	if(CVar.GetCVar("py_weaponwheel_sound", players[0]).GetInt()==true)
	{
		S_Sound("menu/choose",5);
	}
And changing line 845 for this in the zscript/pyw/eve_core.zsc

Code: Select all

	if(CVar.GetCVar("py_weaponwheel_sound", players[0]).GetInt()==true)
	{
		S_Sound("menu/change",5);
	}
And then, changing line 659 for this in the zscript/pyw/eve_core.zsc

I think it's a nice enhancement for the next release if there is any

Thanks!!
Artzo
Posts: 6
Joined: Sat Apr 16, 2022 10:51 pm

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

Post by Artzo »

How do you bind the weapon key? I am very perplexed as I cannot figure it out whatsoever. :(
Prem0
Posts: 6
Joined: Wed Sep 19, 2018 12:23 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): 20H2
Graphics Processor: ATI/AMD (Modern GZDoom)

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

Post by Prem0 »

Something that nobody has asked yet, would it be possible to include a Inventory Wheel as well? For mods like Brutal Doom Platinum which adds inventory items. It would be really neat if it had it's own separate key.

Return to “Gameplay Mods”