Intelligent Supplies

Projects that alter game functions but do not include new maps belong here.
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JPC
Posts: 48
Joined: Wed Apr 30, 2025 8:54 pm

Re: Intelligent Supplies

Post by JPC »

I still can't change weapons. Well the HXDD I have had an update that adds the classes of Hexen II and in that version with that mod I can't switch weapons. I was playing a game with the Fighter and when I grab the Gauntlets of the Necromancer in the Heretic E1M1, it won't let me switch them and when I use the keyboard keys to switch back to the Spiked Gauntlets, it won't let me switch back to the Gauntlets of the Necromancer.
User avatar
Zhs2
Posts: 1306
Joined: Fri Nov 07, 2008 3:29 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Maryland, USA, but probably also in someone's mod somewhere

Re: Intelligent Supplies

Post by Zhs2 »

I have reason to believe that is intended. Vanilla HXDD only lets you pick up weapons related to your class and only assigns weapons related to the class into the class' slots. Intelligent Supplies, with no real prejudices against who can pick up what unless the weapons actually specify that they are restricted to or forbidden to certain player classes, allows you to work around this just a bit because the HXDD dev didn't create copies of the weapons that are set to be restricted to a certain class. If he does fix this properly, you're out of luck. Until then, you have a couple options to be able to use those weapons:

- Type "use [weaponname]" into the console. Simplest, but also the least convenient method, especially when you have to do it repeatedly. You can get the classnames by typing "printinv" in the console.
- Edit into the class' weaponsection in the ini file. See https://zdoom.org/wiki/Weapon_slots#In_the_INI_file for instructions.
asdfgsrhtgsr
Posts: 5
Joined: Fri Apr 24, 2026 5:48 am
Operating System Version (Optional): Linux Mint

Re: Intelligent Supplies

Post by asdfgsrhtgsr »

Is there an option somewhere to make it less verbose?

I just want to know how many of the resource I picked up, but the messages are so long and wordy. Great mod, otherwise!

e: ferget it, I did it myself

diff --git a/zscript/isbase.txt b/zscript/isbase.txt
index c563544..3772125 100644
--- a/zscript/isbase.txt
+++ b/zscript/isbase.txt
@@ -1162,7 +1162,7 @@ class Zhs2_IS_BaseItem : Inventory
// Remote toucher shenanigans are handled at the end of this virtual.
if (!bQuiet)
{
- PrintPickupMessage(localview, pickupmessage);
+ PrintPickupMessage(localview, oldpickupmessage);
PlayPickupSound (toucher);
if (!bNoScreenFlash && toucher.player.playerstate != PST_DEAD)
User avatar
Zhs2
Posts: 1306
Joined: Fri Nov 07, 2008 3:29 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Maryland, USA, but probably also in someone's mod somewhere

Re: Intelligent Supplies

Post by Zhs2 »

asdfgsrhtgsr wrote: Fri Apr 24, 2026 7:37 pm Is there an option somewhere to make it less verbose?

I just want to know how many of the resource I picked up, but the messages are so long and wordy. Great mod, otherwise!

e: ferget it, I did it myself
Ask and ye shall receive. See commit 69e377c8. It's a clientside option, Default is the messages you know and love, Simple adds [+x y] type additions onto the end of normal pickup messages instead, and None removes any pickup message additions entirely (like what your quick and dirty edit did - unsure why anyone would use that, but it was easy and there now). Also added some colors to the mix just because in all message type additions.
asdfgsrhtgsr
Posts: 5
Joined: Fri Apr 24, 2026 5:48 am
Operating System Version (Optional): Linux Mint

Re: Intelligent Supplies

Post by asdfgsrhtgsr »

Nice. Thanks

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