Prepare to see the most disturbing, sadistic and morbid manifestation of violence that you ever seen in your life. This is the definitive gameplay enhancement mod for the GZDoom and Zandronum engines. Warning: After you see it, it cannot be unseen!

Add addon Report Weapon Wheel v1.53
Location
Games : Doom : Mods : Brutal Doom : Addons
Filename
Weapon_Wheel.53.7z
Category
GUIs
Licence
MIT
Uploader
gleasspty
Credits
See below
Added
Updated
Size
1.31mb (1,375,073 bytes)
Downloads
2,722 (1 today)
MD5 Hash
349babf1f3eebe792c6425ca9c3f8832
Embed Button
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Description

NOTE If you want to report a bug or otherwise need to make sure I am aware or something, send me a message (instead of leaving a comment). I don't get notified of comments, so otherwise I may not see your message for awhile. This mod was inspired by Loismustdie555's weapon wheel mod for Project Brutality. The original intention was to modify the wheel to be more 'joystick-friendly', but as I didn't have access to the original source, I wound up rewriting the entire wheel from scratch (though I certainly stole some graphics from this mod, for which it seems that DoomNukem deserves credit).

Preview
Weapon Wheel v1.53
Comments  (0 - 50 of 172)
Mr.Nuke
Mr.Nuke

Really handy, makes gameplay a lot more fluid. Thanks for this.

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renkoha28
renkoha28

looks very promising, but i can't use it, it says decorate script error lots of times 36 to be precise, is it compatible with udv only? cause i use hrxtc hud

and here is a question/request

when you activate the wheel is it possible to make it highligh the equipped weapon and then use mouse wheel to navigate through icons?

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gleasspty Author
gleasspty

If you open up the "DECORATE" file and comment out the line that says "#include "DECORATE/flashlightmod.dec"", it should work. Hopefully that works as a temporary fix. I'll try to figure out to see if I can have it conditionally load this file or not. (I never designed it for UDV specifically, but when play-testing, I found that the UDV flashlight could cause the wheel to crash, and so I modified things to get this to be compatible. In the process, it seems, I've wound up making UDV a requirement. Going to try to undo this . . .)

"when you activate the wheel is it possible to make it highlight the equipped weapon and then use mouse wheel to navigate through icons?" ---- This is not in there yet, but totally possible and shouldn't be too difficult. If I have the time, I will get to work on this as soon as I fix the other bug.

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gleasspty Author
gleasspty

Okay I just uploaded a new version with this bug fixed. Let me know if it doesn't work for you =)

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renkoha28
renkoha28

hi man thanks for the quick respond, i can use it now but it seems this thing demands resources since my fps dropped a little when i use this.

now about functionality i have a doubt about stop/slow time i mean, when i use this with hrxct hud time sphere power up icon activates and then a small bar is show and when bar runs out is refilled over and over, so shouldn't it deactivate once the bar runs out?

besides that wheel cursor is too sensitive, could you add an option to regulate that?

another thing about cursor is the fact that in slow time mode when you click on any icon you shoot instead of selecting the weapon, i think that should be changed

also is it possible to include doom4 fade effect when wheel is ative?

anyway the project has a lot of potential so keep up the good work man

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gleasspty Author
gleasspty

I'm not sure about the FPS drop. There were a couple of times coding when I opted to write slightly-less efficient code for the purpose of making it more readable/maintainable, but I don't recall any of these instances to be significant enough to actually drop the FPS. Out of curiosity, how much did it make the FPS drop?

The stop/slow time feature is implemented by actually giving the player a time freeze power-up, which explains why your HUD would indicate that. I don't think there is a another way to do this even for stopped time, and almost certainly not slowed time. The only way to fix this would be to rewrite some of the HRXCT code and include it in the wheel mod to 'overwrite' the default HRXCT behavior. That would be quite a lot of effort I think, and I'm not sure I could make it work. Is this just a cosmetic thing, or is it a serious issue?

I added an option to adjust the cursor sensitivity. Will be in the next upload =)

"another thing about cursor is the fact that in slow time mode when you click on any icon you shoot instead of selecting the weapon, i think that should be changed" ---- I tried working on this this morning, and I was able to get it to select the weapon upon clicking easily enough, but unfortunately I wasn't able to figure out how to get it to stop firing. Or more accurately, I couldn't find a way to stop it from firing without breaking other features. I'm not sure how you would feel about a 'half-feature'---would you even want it to be so that you could select with the fire button, but it would still fire? Also keep in mind that slowed and normal time modes were designed so that you could do everything as normal, except free look (because that controls the wheel). In particular, you were supposed to be able to fire with the wheel up (with normal time I think this is a must, but on the other hand I think one could make the argument that things like firing should be disabled in slowed time). With this feature, you would lose that ability (at least if your cursor were over a button).

What is the DooM fade effect you're referring to?

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renkoha28
renkoha28

hi man, well the issue was more realistic related than cosmetic but don't worry too much about it, now about selecting weapons, how about if click still shoots equipped weapon but if you set cursor above any icon, weapon is changed according that but if you shoot while inside weapon icon slow/stop is deactivated and doom4 effect was to blur the screen while stop/slow

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gleasspty Author
gleasspty

I made it so that if you press the fire button in *stopped time* mode, it will select the weapon (though it will fire if you happen to select the weapon you already have selected). I don't think I'm going to add this in the other modes because I want to leave the player the ability to fire as long as there is action going on.

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Guest
Guest

Did you ever find a fix for the FPS drop? As I am too experiencing this.

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SirAlonne
SirAlonne

Did you ever find a fix for the FPS drop? As I am too experiencing this.

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gleasspty Author
gleasspty

Also, with regards to the mouse wheel scrolling through the wheel, the problem is that ZDoom cannot detect if a player has pressed the "weapnext" or "weapprev" keys. Perhaps there is a way to get around this, but I have not thought of one. The only thing I could do is to implement the feature for other keys that ZDoom can detect. See Zdoom.org for a list of the possibilities.

Sorry for saying this was going to be easy =/ In principle, it should be, but if I can't tell when a player is pressing change weapon keys, I can't write code that acts on that input =(

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DoomCATO
DoomCATO

didn't they release one like this already

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gleasspty Author
gleasspty

You're probably thinking of 555loismustdie's mod. This mod was influenced by theirs. In fact, the entire motivation for making this mod was just to add joystick support (or, more accurately, just make it more joystick 'friendly'). It's evolved quite a bit from there, however, and now includes many features I never originally had any intention of including as well as support for games/mods I didn't even know existed when I started the project.

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Serathis
Serathis

I think this clearly DEMONstrates that PB doesn't need any more weapons :)

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MisterJolly
MisterJolly

You can never have enough weapons. Variety is the spice of death.

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Guest
Guest

I kinda wish the weapon wheel was like an extension of the mouse wheel, meaning when you open up the wheel it highlights the top weapon and you can just move the mouse wheel to rotate around the selection.

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gleasspty Author
gleasspty

I added this in. Let me know what you think!

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Screwdriver1977
Screwdriver1977

alias +keymodifierdown "set x_keyboard_keymod 1"
alias -keymodifierdown "set x_keyboard_keymod 0"
alias keymodifier "test $x_keyboard_keymod %2 %1"

bind rshoulder +keymodifierdown

alias slot1 "slot 1"
alias slot2 "slot 2"
alias slot3 "slot 3"
alias slot4 "slot 4"
alias slot5 "slot 5"
alias slot6 "slot 6"
alias slot7 "slot 7"
alias slot8 "slot 8"
bind dpadup "keymodifier slot1 slot5"
bind dpadright "keymodifier slot2 slot6"
bind dpaddown "keymodifier slot3 slot7"
bind dpadleft "keymodifier slot4 slot8"

Now, if i press dpadup, it will be a slot1. If i press rsholder+dpadup it will be a slot5.
Have a nice day.

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Higgins24
Higgins24

This is great!

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renkoha28
renkoha28

hi man i have a question how do i use the rotate mode? becuase if is about using mouse wheel i can use that in all three modes, when i use the rotate mode one icon is highlighted but i can't make it move to another icon

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gleasspty Author
gleasspty

You have to bind keys to rotate the wheel in "Customize Controls". Have you done this? I would have liked to just bind it to "Next weapon" and "Previous weapon", but I don't think there is a way to make this work =(

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Mr.Nuke
Mr.Nuke

Can you add a way to turn off the sound effect, or at least make it quieter?

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gleasspty Author
gleasspty

Done =)

BTW, did binding those keys work before?

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Mr.Nuke
Mr.Nuke

You mean for the rotate version? yeah it did.

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gleasspty Author
gleasspty

Ohhh whoops. I did mean that, but for some reason I thought the same person asked about both things =P My bad

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renkoha28
renkoha28

i was the one who aked about the rotate keys, and yes they did, thanks for the info

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azeis
azeis

For some reason it is not working. The game loads up completely fine and all, but it lacks the mod even as the file is present and it is set in the load order.

I think it lacks the mod, the problem is that I search the options, but find no mention of "weapon wheel" in either the gameplay options, or the controls.

I am installing by the use of the starter pack and GZdoom, through GZDoom-max.ini as I do with PB(using the PB version, double checked to make sure.) Is this the correct method of installation?

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gleasspty Author
gleasspty

Do you mean you enter "Weapon Wheel - PB.pk3" in the [Autoload] section of the .ini? Unless you're mistyping the name of the file, that should work. That said, I don't do this. Instead, I use ZDL (http://zdoom.org/wiki/ZDL). I would recommend trying that, not only to troubleshoot, but also because it's incredibly useful in general. Using that, just make sure that "Project Brutality 2.03.pk3" and "Weapon Wheel - PB.pk3" are in the "External Files" section, and in that order.

Let me know if you still can't get things to work.

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azeis
azeis

Ok, thank you so much for the help. Your prompt to reexamine the lines has lead me to discover that I had had a typo in the Path=$progdir for a few mods, though I had not noticed. Again, thank you so much.

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gleasspty Author
gleasspty

Happy to help =)

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RG.ITA
RG.ITA

Hi Gleasspty! Can you develop this mod for Complex Doom & LCA mod?
I can support you if you want because this is really awesome to expand Doom experience. Thanks!

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gleasspty Author
gleasspty

What is the "LCA mod"? I can't seem to find a download link.

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RG.ITA
RG.ITA

I suggest also a light green effect when time freezed :)

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gleasspty Author
gleasspty

I added the light green effect (as well as a couple of other improvements ;-)).
I will try to get to work on a Complex Doom version t

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RG.ITA
RG.ITA

However, yesterday night i worked on code on Wheel Complex LCA, but i made some errors. Can I send you today this, so you could fix?
Thanks a lot! You're great.

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gleasspty Author
gleasspty

Sure. If you can't send it to me on here for some reason my e-mail is gleasspty@gmail.com =)

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RG.ITA
RG.ITA

sended now :)

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gleasspty Author
gleasspty

Hm. Still haven't received it. Did you send via e-mail or via moddb?

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RG.ITA
RG.ITA

Now on moddb as private message

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RG.ITA
RG.ITA

I'll wait friend future fix on code because i made some errors, and I can't load weapons on HUD. There are many weapons. However i sended on your moddb as private message

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renkoha28
renkoha28

hi man a couple of questions, could you add support to saegirus pipebombs and satchel charges? they are a must have on pb, also the barge made an addon called lightning gun recently could you add support for that as well?

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⋆Ƅarge™
⋆Ƅarge™

The main question should be, is there a way to support any weapon addon you choose with a weapon seek type of code so any weapon you want to add in through an addon can automatically have support without separate code pieces and all work through one?

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gleasspty Author
gleasspty

If ZDoom ACS were just slightly more powerful, this would be pretty easy to do. If you check out WEAPONLISTS.acs in Weapon Wheel - Template.pk3, you will see that the mod only needs to know (i) the actor name, (ii) the sprite name, (iii) the display name, and (iv) and (v) the ammo types. All of these are specified by the weapon class, so if there were a way to (a) get access to all the weapons (that is, a list of the weapons that the player would be given with the "give weapons" console command) and (b) access the relevant properties of the weapon class, you would be good to go.

Okay, so I was stretching the truth in a couple of places here. Because the weapon sprite isn't specified in the same way "Tag", "Weapon.AmmoType", and "Weapon.AmmoType2" are, I imagine it would be pretty difficult to automate getting the 'Spawn sprite', and even if you could, there's no guaranteeing that the mod author would have sized it appropriately for the wheel (there may be some way to automate the resizing, but I can't imagine a way that would work 100% of the time).

There's also the fact that mod authors just aren't 100% consistent. For example, for some reason in Complex Doom the mod author reversed the expected roles of AmmoType and AmmoType2, so any way of automating this to work for all mods would have gotten it wrong either here or somewhere else.

If you know how to either get this weapon list or access these actor properties, do let me know. If I could get access to both of those, I would be close enough to achieving this that I would work quite hard to automate the sprite sizing.

As it stands however, the best I know how to do is to just require a mod author to edit weapon_list in WEAPONLISTS.acs to work with their own mod.

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⋆Ƅarge™
⋆Ƅarge™

wow you know your stuff im impressed *mind implodes* XD but i totally see your point, i wish it were all that easy, but as you said with pic sizes, ammo types, and seeking everything would be hard too. I hope theres a breakthrough in the future! (by the way you can add compatability for any of my weapons go have at it! :) )

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gleasspty Author
gleasspty

Added compatibility for your sledge and the Unmaker =) I don't think there's anything else?

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⋆Ƅarge™
⋆Ƅarge™

i dont think so! :)

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gleasspty Author
gleasspty

Hey renkhoa28,

I just uploaded a version with compatibility for both of these mods. As they are optional, you will need to turn them on first---just navigate to the "OPTIONAL WEAPONS" submenu and you will see what to do =)

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renkoha28
renkoha28

thanks a lot man, i'll check it out right now, this project is very promising, i can't imagine what you'll trun it to in the future

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wpninja
wpninja

I can't select the unmaker in this latest version on the list.

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gleasspty Author
gleasspty

Hm, I am still able to select it (as well as all the other optional weapons).

Two things to check: (i) are you loading the Unmaker mod *before* the weapon wheel mod (I'm not actually sure that this should matter, but just in case), and (ii) did you turn the Unmaker on in the options menu (Options->Gameplay Options->Weapon Wheel Options->Option Weapons). Make sure to turn it on before starting a game or else you will have to reload.

Let me know if this still doesn't work.

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wpninja
wpninja

Oh didn't know it was in the options. thanks.

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