[WIP] PyWeaponWheel v0.3 - Universal weapon wheel!
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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: [WIP] PyWeaponWheel v0.3 - Universal weapon wheel!
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
Best regards
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Re: [WIP] PyWeaponWheel v0.3 - Universal weapon wheel!
As in, you can just press it once instead of holding it?
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Re: [WIP] PyWeaponWheel v0.3 - Universal weapon wheel!
It just appears for a moment and immediately disappears if I do soXASSASSINX wrote:As in, you can just press it once instead of holding it?

I have to keep the button pressed in order to keep it on the screen
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Re: [WIP] PyWeaponWheel v0.3 - Universal weapon wheel!
i cant find the weapon wheel bind in the customize controls menu (im using gzdoom by the way)
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Re: [WIP] PyWeaponWheel v0.3 - Universal weapon wheel!
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!!
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!!
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Re: [WIP] PyWeaponWheel v0.3 - Universal weapon wheel!
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"
The bug is in the file zscript/pyw/ev_drawer.zsc, line 24 and it is an "array access out of bounds"
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Re: [WIP] PyWeaponWheel v0.3 - Universal weapon wheel!
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.
Adding this in the MENUDEF.txt, line 30
Adding this in the CVARINFO.txt, line 1
And changing line 845 for this in the zscript/pyw/eve_core.zsc
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!!
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."
Code: Select all
user bool py_weaponwheel_sound = true;
Code: Select all
if(CVar.GetCVar("py_weaponwheel_sound", players[0]).GetInt()==true)
{
S_Sound("menu/choose",5);
}
Code: Select all
if(CVar.GetCVar("py_weaponwheel_sound", players[0]).GetInt()==true)
{
S_Sound("menu/change",5);
}
I think it's a nice enhancement for the next release if there is any
Thanks!!
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Re: [WIP] PyWeaponWheel v0.3 - Universal weapon wheel!
How do you bind the weapon key? I am very perplexed as I cannot figure it out whatsoever. 

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Re: [WIP] PyWeaponWheel v0.3 - Universal weapon wheel!
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.
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Re: [WIP] PyWeaponWheel v0.3 - Universal weapon wheel!
Dunno if it would actually help anybody but if the dual wield upgrade makes a weapon unusable (no sprite, can't fire it) with combination of Immerse + Gearbox + Gun Bonsai mods then upgrading Gearbox to the dev version does the trick.
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Re: [WIP] PyWeaponWheel v0.3 - Universal weapon wheel!
Completely broken in v4.14.0
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Re: [WIP] PyWeaponWheel v0.3 - Universal weapon wheel!
A few mods have broken, but there is a good reason. viewtopic.php?t=79997
If you can't get this one working, this might be a suitable alternative: viewtopic.php?t=71086
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Re: [WIP] PyWeaponWheel v0.3 - Universal weapon wheel!
It's broken in v4.14.0.
I guess I'll go back to an older version of gz doom
I guess I'll go back to an older version of gz doom
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Re: [WIP] PyWeaponWheel v0.3 - Universal weapon wheel!
The posts directly above yours already say as much. I posted an explanation and a link to an alternative, similar mod. I would not suggest going back to an older GZDoom as it has a security vulnerability that 4.14.0 patches (and the patch is the reason for the mod failing).
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Re: [WIP] PyWeaponWheel v0.3 - Universal weapon wheel!
Enjay wrote:
> [quote="I AM 616DEVIL" post_id=1258637 time=1740212658
> user_id=39801]
> It's broken in v4.14.0.[/quote]
> The posts directly above yours already say as much. I posted an
> explanation and a link to an alternative, similar mod. I would not suggest
> going back to an older GZDoom as it has a security vulnerability that
> 4.14.0 patches (and the patch is the reason for the mod failing).
The only reason why GZDOOM is used is because of the mods.
If the new version of GZ Doom breaks mods (not just this one) then there is no reason to use GZ Doom
If the new version of GZ Doom can't use mods then I'm not going to update, plain and simple.
Many of us are already downloading older versions of GZ Doom as many say on reddit and youtube.
If the creators of GZ Doom can't guarantee that mods are used on their Source-Port because of vulnerabilities it's their fault not mine.
> [quote="I AM 616DEVIL" post_id=1258637 time=1740212658
> user_id=39801]
> It's broken in v4.14.0.[/quote]
> The posts directly above yours already say as much. I posted an
> explanation and a link to an alternative, similar mod. I would not suggest
> going back to an older GZDoom as it has a security vulnerability that
> 4.14.0 patches (and the patch is the reason for the mod failing).
The only reason why GZDOOM is used is because of the mods.
If the new version of GZ Doom breaks mods (not just this one) then there is no reason to use GZ Doom
If the new version of GZ Doom can't use mods then I'm not going to update, plain and simple.
Many of us are already downloading older versions of GZ Doom as many say on reddit and youtube.
If the creators of GZ Doom can't guarantee that mods are used on their Source-Port because of vulnerabilities it's their fault not mine.