open the menu by assigned key, or by next/previous weapon keys, if enabled in options
select the weapon with next/previous weapon keys, or with mouse (wheel only)
Features
Different representations: blocks, wheel, plain text
Press Fire key to select and Alt Fire key to cancel
Color and scale options
Customizable behavior
Multiplayer compatible
Reaction to number keys
extras.wad icon support for vanilla weapons
Inventory item selection
Moving weapon between slots and changing order
Compatibility
For mod authors: if you want Gearbox to support your mod out of the box, assign Inventory.AltHUDIcon for your weapons! Tag property is also nice to have.
PyWeaponWheel v0.3 overrides time freezing. If you are using both mods and want to freeze time with Gearbox, set PyWeaponWheel's option "Freeze when wheel is open" (py_weaponwheel_freeze CVar) to Off. Note that PyWeaponWheel may be built in some mods, for example in Project Brutality. The solution is the same: disable time PyWeaponWheel's time freezing (Main Menu -> Project Brutality -> Gameplay Settings -> Weapon Special Wheel Freezes Time, set it to Off).
Thanks to Talon1024 for help with time freezing option.
Thanks to Player701 for help with key event processing code.
Thanks to KeksDose for a concept of VM abort handler.
Thanks to DrPyspy for allowing to use mouse input code from PyWeaponWheel.
Thanks to Carrascado for bug fixes and new features.
Thanks to jekyllgrim for bug fixes.
Thanks to UndeadZeratul for bug fixes.
Thanks to Accensus, Proydoha, mamaluigisbagel, TheRailgunner, Captain J, Enjay, StroggVorbis, krutomisi, Cutmanmike, StraightWhiteMan, JohnDoe8, HDV, Zhs2 and Apollucas for feature suggestions.
Thanks to Accensus, Proydoha, mamaluigisbagel, Ac!d, wildweasel, Dark-Assassin, rparhkdtp, Samarai1000, Mr. Blazkowicz, lucker42, spectrefps, Someone64, Lippeth, JMartinez9820, generic name guy and sebastianpanetta for bug reports.
Script error, "gearbox-v0.1.pk3:zscript/wheel/view.zs" line 119:
Unknown identifier 'DTA_Rotate'
Script error, "gearbox-v0.1.pk3:zscript/wheel/view.zs" line 128:
Unknown identifier 'DTA_Rotate'
Script error, "gearbox-v0.1.pk3:zscript/wheel/view.zs" line 165:
Unknown identifier 'DTA_Rotate'
Script error, "gearbox-v0.1.pk3:zscript/wheel/view.zs" line 179:
Unknown identifier 'DTA_Rotate'
Re: [minimod][v0.1] Gearbox - weapon selection mod
Posted: Sun Jan 03, 2021 8:20 am
by m8f
I forgot to specify the requirements in the topic and in the mod itself. GZDoom 4.5 is required to run this properly.
If someone really wants to run this with prior GZDoom version or with LZDoom, open the mod with Slade, go to the lines with errors, and just comment them out. The weapon wheel will look off (weapon items are not rotated and highlight stays on the same place), but it should be functional.
Re: [minimod][v0.1] Gearbox - weapon selection mod
Posted: Mon Jan 04, 2021 1:47 am
by StroggVorbis
Hey, great work as always!
I'm gonna use this the instant it supports number keys as well, as what bugs me with two or more weapons per slot is that I can't double-tap to skip over the SSG for example.
Say, this is probably not quite the right place to ask this, but I thought it's the most immediate way to reach you and since most forum members don't have a GitHub account, I thought this'd be the best place to get some more opinions.
I have an idea for another thing that might fit in your toolbox, a metronome which displays whenever a damaging floor hurts you. For most this is 32 tics, same as and in sync with weapon bobbing. What do you think?
Re: [minimod][v0.1] Gearbox - weapon selection mod
Posted: Mon Jan 04, 2021 2:00 am
by m8f
Reaction to number keys is on the way. Edit: added to devbuild.
Regarding damaging floor metronome - it would be very impolite of me to hog all the good ideas If someone makes such a mod, I'll be glad to notify my social media channels that it exists.
Re: [minimod][v0.1] Gearbox - weapon selection mod
Posted: Mon Jan 04, 2021 6:55 am
by mamaluigisbagel
Hoping to see this develop more. Weapon Menu was one of my favorite minimods from you, so glad to see this. However I have one crash and an issue.
I noticed when using the wheel menu, you cannot move the mouse to select a weapon while moving at the same time. Each time a movement key is pressed, the cursor the mouse controls goes back to the middle, meaning you have to stand still to select weapons, which without the SloMo cross-mod support this time, is a bit difficult in combat.
As for the crash, I got this when starting a new game with Quake Champions: Doom Edition.
EDIT: I also noticed some mods, like Nobody Told Me About Id, use the same sprite for multiple weapons. (The SMG and Dual SMG both use the chaingun sprite) so maybe it would also help to display the name of the highlighted weapon?
Re: [minimod][v0.1] Gearbox - weapon selection mod
Posted: Mon Jan 04, 2021 7:52 am
by m8f
Thanks for reporting! Fixed in devbuild.
Re: [minimod][v0.1] Gearbox - weapon selection mod
Posted: Mon Jan 04, 2021 10:01 am
by Ac!d
When I use the block representation and when I select the only weapon I have in my inventory, I have a crash. (Test made with "Weasel Presents: Terrorists!")
Screenshot_Doom_20210104_154916.png (11.23 KiB) Viewed 73912 times
Re: [minimod][v0.1] Gearbox - weapon selection mod
Posted: Mon Jan 04, 2021 10:14 am
by m8f
Good catch, thanks for reporting! Fixed in devbuild.
Re: [minimod][v0.1] Gearbox - weapon selection mod
Posted: Mon Jan 04, 2021 10:32 am
by wildweasel
Just gave this a shot with LegenDoom 2.8 (with the Rifles addon, which probably doesn't matter) - I don't think that mod specifies inventory icons, due to its unusual circumstances of determining how a weapon looks. As a result, the wheel looks rather barren:
This with the latest dev build as of January 4, 8:30 AM PST.
Re: [minimod][v0.1] Gearbox - weapon selection mod
Posted: Mon Jan 04, 2021 10:45 am
by m8f
The absence of icons for certain mods is a known problem - I plan to mitigate this by allowing creating patches that would define icons.
The real question, however, is why placeholder black circles are not in the center of their sectors, and why the wheel is so big. Can you please tell your screen resolution and Video Mode settings, like resolution and scaling?
Re: [minimod][v0.1] Gearbox - weapon selection mod
Posted: Mon Jan 04, 2021 11:12 am
by TheRailgunner
I'm quite happy it works with Malice, but is it normal for it to be on one side of the screen? Also, is a time-freeze and/or time-slow option a possibility?
Re: [minimod][v0.1] Gearbox - weapon selection mod
Posted: Mon Jan 04, 2021 11:18 am
by m8f
It's the intended position and size. I may add options to move it to the left or to the center later. Time-freeze - probably yes. Time-slow - probably no.
Re: [minimod][v0.1] Gearbox - weapon selection mod
Posted: Mon Jan 04, 2021 1:14 pm
by wildweasel
m8f wrote:The absence of icons for certain mods is a known problem - I plan to mitigate this by allowing creating patches that would define icons.
The real question, however, is why placeholder black circles are not in the center of their sectors, and why the wheel is so big. Can you please tell your screen resolution and Video Mode settings, like resolution and scaling?
This was running on a 1080p panel in borderless full screen mode, with the video Scale Factor reduced to 0.5. The Scale setting in the Gearbox options was at 1.