You are over dramatising, probably quite deliberately.
Mods are a very common reason to use GZDoom, yes, but not the only one. How about simply being able to play these old games in a modern environment, with modern controls and features?
However, that's irrelevant because of course GZDoom can still use mods. Saying otherwise is, frankly, disingenuous nonsense. This forum is full of people discussing mods that currently work with the latest GZDoom: Maps, TCs, gameplay mods, graphics patches and so on all still work, and are still being produced. But you know that, don't you?
Like I said, you have already been given a link to a mod that does something very similar to the Py Weapon Wheel (in fact, it provides far more options), and it works just fine with the current GZDoom. You seem to have ignored that.
The VAST majority of mods still work absolutely fine. A small handful do not. People are being asked to provide feedback on which mods have broken. So far (and remember that 4.14.0 has been out for some time now), the number is really small. Any mods that are currently supported by their authors have either been fixed, or will be fixed, to work with the current GZDoom. Others have received patches from third parties. A tiny number remain unfixed. For example, this one - probably because DrPyspy hasn't been around for a couple of years.
The mods that have broken are ones that used specific code structures in ZScript, and possibly always should have been a bit tighter in what they did. i.e. it is something relatively unusual, and specific to a small number of advanced and relatively recent GZDoom-only mods. It is by no means all mods. It's a tiny number of the 100s of 1000s of mods that exist. Again, the vast majority still work as they always did.
If you think that a small number of very specific GZDoom mods breaking, for a very good reason, means there is no reason to use or update GZDoom, then that's up to you. Have fun not playing all the new mods that come out and which use the new features of GZDoom I guess.
"Many of us on YouTube/reddit" is a wonderfully non-specific term, and a classic empty attempt to make something seem more significant and important than it is. How many? A few comments compared to the 1000s of downloads GZDoom has? Internet noise and social media comments are usually given far too much credence when they are often really only worth the paper they are written on. They usually come from people who already have an axe to grind, and, if they are saying the kind of things that you are, they are as wrong as you are. If they do exist, such comments should be tackled and countered with the facts of the matter, and not have their misinformation spread and amplified.
If any of these "many people" actually want to help, they should come here and report any mods that they have found to be broken (even better, provide/suggest a fix if they are able), not sit and whine about it somewhere that the devs are not going to see it. How does that help get things resolved?
Would you rather GZDoom left a security vulnerability in its code? The chances of it being exploited are small, but not zero. It would be irresponsible to not address it. If your computer became compromised because of a known about, but unfixed, vulnerability in GZDoom, then you would have something to complain about. It's not so much the creators "fault" that the vulnerability is there, it happens, but it is more that it is their responsibility to fix it. And fix it they have, accepting that a tiny number of mods will break as a result. It was the correct and responsible thing to do, and a decision that was not taken lightly. It's a shame that you don't seem to appreciate that.
But, chances are you know all that.
Again:
Reason for the changes that broke a small number of mods: viewtopic.php?t=79997
An alternative to the Py Weapon Wheel that works just fine on current GZDoom: viewtopic.php?t=71086
You've said your bit. You're not happy. I've countered your misinformation and answered your questions. If you wish to persist with posts along the lines of the ones that you have posted so far, I will lock the thread. If that happens and DrPyspy wants it unlocked, or some other kind soul has a fix that they wish to submit, they will be able to message me and I will unlock the thread for them.
[WIP] PyWeaponWheel v0.3 - Universal weapon wheel!
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.
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!
This is actually really easy to fix for gzdoom 4.14, basically just go to the zscript/pyw/ev_core.zsc archive inside the pk3 and look for line 9 and change:
array<bool > wheelShow;
to
array<int> wheelShow;
(since the bool array no longer saves other values than 0 and 1, thats the reason it only displays two weapons in newer gzdoom versions)
array<bool > wheelShow;
to
array<int> wheelShow;
(since the bool array no longer saves other values than 0 and 1, thats the reason it only displays two weapons in newer gzdoom versions)
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Re: [WIP] PyWeaponWheel v0.3 - Universal weapon wheel!
Fantastic! Thank you for posting. 
[edit: confirmed as working]
[edit2: I have quoted your fix on DrPyspy's original post to make it easy to find for anyone who wants to apply the fix themself. If DrPyspy wants to come back and provide an official fixed version, they can remove the instructions from their post.]

[edit: confirmed as working]
[edit2: I have quoted your fix on DrPyspy's original post to make it easy to find for anyone who wants to apply the fix themself. If DrPyspy wants to come back and provide an official fixed version, they can remove the instructions from their post.]