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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).
Weapon Wheel v1
Summary
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---see this thread).
How to use
There are two files included: Weapon Wheel.pk3 and Weapon Wheel - Template.pk3. The former is the actual mod and the latter is for other modders who want to adapt this to their own own (see "For modders" below).
Out of the box, there should be compatibility with vanilla (Z)Doom (so hopefully GZDoom and Zandronum, as well), Freedoom, Heretic, Blasphemer, Hexen, Strife, Chex Quest, Chex Quest 3, Action Doom 2: Urban Brawl, Harmony, Hacx, The Adventures of Square, Brutal Doom, the Doom 2016 Weapons Add-on Pack, the Brutal Pack, Project Brutality, Smooth Doom, Complex Doom, the LCA add-on for Complex Doom, Trailblazer, Zion, Russian Overkill, Simple Strife, Death Foretold, Doom 64, Brutal Doom 64, and Strife Uncut. (To clarify, the same file should work for all.) As a rule of thumb, in order to ensure compatibility with other mods, you should load Weapon Wheel.pk3 after other game-play mods.
-There is also compatibility with the pipe-bombs and satchel charges of the UAC Survival Pack, the sledgehammer, the lightning gun, and the Unmaker. You will need to enable these before you begin playing in the "Optional weapons" submenu. If you change this in game, you will need to restart before changes take effect.
The Weapon wheel options menu can be found in OPTIONS->GAMEPLAY OPTIONS->WEAPON WHEEL OPTIONS.
Upon loading up, go into controls and bind a key to the weapon wheel (by default, this is rshoulder, the default in Doom (2016)). You can also bind keys to "Rotate clockwise" and "Rotate counterclockwise" if you plan to use the wheel in rotate mode. You can then customize the wheel to your liking in the options menu. Make sure to set "Invert" to agree with your usual preference (unfortunately, to the best of my knowledge, there is no way to get a user's joystick inversion preference using ACS, so you have to tell the wheel yourself). You should now be good to go.
Features
- Weapon wheel compatible with vanilla (Z)Doom (GZDoom and Zandronum), Freedoom, Heretic, Blasphemer, Hexen, Strife, Chex Quest, Chex Quest 3, Action Doom 2: Urban Brawl, Harmony, Hacx, The Adventures of Square, Brutal Doom, the Doom 2016 Weapons Add-on Pack, the Brutal Pack, Project Brutality, Smooth Doom, Complex Doom, the LCA add-on for Complex Doom, Trailblazer, Zion, Russian Overkill, and Simple Strife.
- Item wheel for selecting/using inventory items.
- For Brutal Doom, the wheel works in any mode (including Classic).
- For Project Brutality, the wheel works in any mode (including Classic v20b and Traditional).
- There are three time modes: stopped time, slowed time, and normal time. The first effectively pauses the game while the wheel is up, the second slows time down, and the last doesn't effect the time flow at all.
- Change between toggle/hold.
- Option to have tapping the weapon wheel button reverts to previous weapon (like in DooM 2016)
- Displays weapon names (with an option to toggle this off).
- Displays ammunition for each weapon on the wheel (with an option to toggle this off).
- Can display a slot for all possible weapons or only those weapons you possess With fewer slots, the wheel can be easier to use, but the positions of the weapons will change as you acquire new ones. Thus, both choices have their pros and cons.
- Can dynamically resize the wheel depending on how many slots are shown (only relevant if you're only displaying a slot for weapons you currently possess).
- Customize the size of the wheel to your liking.
- Cursor mode, similar to Loismustdie555's mod. IMHO, the use of a weapon wheel really shines only with the use of a joystick/controller, but this makes it convenient to use with a mouse as well. (Of course, you can use cursor mode with a joystick or vice-versa, but that's not what it was designed for.)
- Rotation mode, similar in functionality to this mod, but with a wheel. Added due to suggestions from multiple people.
Example game-play
Disclaimer
I have play-tested / bug-tested myself, but there are almost certainly bugs that remain. v1 should certainly be considered a beta release. Please let me know if you find any bugs, or otherwise have suggestions for improvement.
For modders
The mod was designed to be easy to modify to make work with pretty much any set of weapons. If you would like to change the wheel to work with a custom weapon set, you should modify Weapon Wheel - Template.pk3. You need to do two things (i) add graphics to represent your weapons on the wheel and (ii) modify weapon_list in /SCRIPTS/WEAPONLISTS.acs
For the graphics, simply dump all your icons into the GRAPHICS lump of the .pk3 (of course, you can organize them in subdirectories as you like). Be careful to watch out for (i) name conflicts and (ii) that the file names must be eight characters or less (see the ZDoom wiki). It is probably a good idea to use the Spawn sprite for this purpose (though you may need to resize it first to fit on the wheel---it should probably be smaller than 70x45 pixels). Also, be sure that the offset in SLADE is set to (0,0), or else the sprite won't be centered.
In WEAPONLISTS.acs, you must properly initialize weapon_list. To initialize weapon_list, you can either simply write "weap OF WEAPONS GOES HERE]", or if you need to do something more complicated (e.g., for PB, I needed to check whether the player was playing Project Brutality mode, Classic v20 mode, or Traditional mode), you properly initialize weapon_list in the function initialize_weapon_list().
Either way, the final format of weapon_list should be as follows. It is a doubly-indexed array, which should contain an entry for each weapon, each of these entries in turn consisting of five pieces of data: the class weapon name, the name of the graphic for the weapon you placed in the GRAPHICS lump, the display name of the weapon, the name of the ammo used for the weapon, and the name of the ammo used to represent how much ammunition is currently loaded in the gun. The first entry is required but the latter four can all be set to "NONE" if you don't want to make use of them.
Finally, if you would like to have more mod-specific custom interactions with the wheel, you can put code in update_weapon_list() and update_weapon_list_wheel_on()---these functions are in a whilte(true) loop and so will be called every tic.
In summary, dump your weapon icons in the GRAPHICS lump and properly initialize weapon_list in /SCRIPTS/WEAPONLISTS.acs. With even the most modest amount of modding experience, from the explanation here, code comments, and looking at the examples in Weapon Wheel.pk3 and Weapon Wheel - Template.pk3, it should be pretty obvious what to do.
Don t forget to recompile WEAPONLISTS.acs!
A similar procedure applies if you would like to add support for a custom set of inventory items---see /SCRIPTS/ITEMLISTS.acs.
(I should also mention that it's not that complicated to incorporate your mod into Weapon Wheel.pk3 itself, but you will need to study the code in the 'official' WEAPONLISTS.acs to see how to do this. In contrast, modifying Weapon Wheel - Template.pk3 is easy enough you don't really even need any modding experience to do it.)
Finally, you should feel welcome (and encouraged!) to port this into your own mods.
Credits
- Original idea due to Loismustdie555.
- Graphics due to DoomNukem
- PA1NKI113R for Project Brutality
- Sergeant_Mark_IV for Brutal Doom
- Sergeant_Mark_IV for the Doom 2016 Weapons Add-On Pack
- JTC3 for the Brutal Pack
- Gifty for Smooth Doom
- Daedalus for Complex Doom
- Pillowblaster and DoomNukem for Trailblazer
- SAHZALPABAEL for Zion
- PillowBlaster for Russian Overkill
- TheUnbeholder for Simple Strife
- DBThanatos for Death Foretold
- Sergeant_Mark_IV for Brutal Doom 64
- Zaero for Strife Uncut
- Merser433 for Merser's Sprites and Enhancements
- Barge for the sledgehammer
- Barge for the lightning gun
- Barge for the Unmaker
- saegiru for the UAC Survival Pack
- saegiru for the UDV HUD
- nidorb99 for flashlight sprite
- id Software for Doom
- Mike Swanson, Catoptromancy, Jim McDougald, Simon Howard, Jon Dowland, and Captain Mellow for Freedoom
- Raven Software for Heretic and Hexen
- Egregor and Springy for Blasphemer
- Rogue Entertainment for Strife
- Digital Cafe for Chex Quest
- Charles Jacobi for Chex Quest 3
- Scuba Steve for Action Doom 2: Urban Brawl
- Thomas van der Velden for Harmony
- Banjo Software, Xaser, and Blzut3 for Hacx
- BigBrik Games for The Adventures of Square
- Graf Zahl for GZDoom
- Randy Heit for ZDoom
- The Zombie Killer for ACS-X
- Other original code due to Stan423321, Zhs2, PillowBlaster, The Zombie Killer, and Nash
- Ammo font due to Kinsie / id software
Changelog
- 1.54: Updated compatibility for BD v21 beta.
- 1.53: Added support for Strife Uncut. Adjusted placement of ammunition count.
- 1.52: Fixed compatibility bug with PB 3.0. Fixed compatibility for GZDoom 1.8.6.
- 1.51: Added compatibility for the PB 3.0 axe.
- 1.50: Added compatibility for BD v21 beta. Fixed PB 3.0 bugs involving weapon upgrades.
- 1.49: Disabled side-stepping in Trailblazer while wheel is up in "stopped time" mode. Fixed potential bug.
- 1.48: Disabled side-stepping in PB 3.0 while wheel is up in "stopped time" mode.
- 1.47: Updated compatibility for Russian Overkill 2.5.
- 1.46: Fixed bug with PB 3.0 compatibility (the demon morph runes). Recalibrated joystick nonrecenter mode.
- 1.45: Added UDV's flashlight, EMS, and radar to inventory wheel (can be disabled).
- 1.44: Added option to disable PB grenades and mines with the inventory wheel.
- 1.43: Weapon sway in PB 3.0 is now disabled when the wheel is up under certain settings.
- 1.42: Fixed small bug with inventory sprites.
- 1.41: Added inventory item wheel. Added compatibility for PB 3.0 test version. Added compatibility for Merser's Sprites and Enhancements. Updated compatibility for LCA v1.5.9.2. Updated compatibility for Trailblazer v1.4a. Updated compatibility for Doom 2016 Weapons Add-on pack (to V2b). Fixed small bug in case there was only one weapon. Fixed revenant launcher sprites. Added "UsingWeaponWheel" for mod detection in other mods.
- 1.40: Updated for compatibility with Brutal Pack V9.
- 1.39: Fixed Zandronum compatibility and cleaned up code (thanks to saegiru for this).
- 1.38: Fixed compatibility with UDV 2.11. Updated compatibility with JP's Mini Mods. When the wheel is up, in stopped time and slowed time modes respectively, damaging floors no longer deal damage and deal damage more slowly.
- 1.37: Added support for (a version of) Doom 64 and Brutal Doom 64
- 1.36: Updated for compatibility for UDV v2.11. Fixed small bug with Death Foretold compatibility.
- 1.35: Fixed bug with rotation animation.
- 1.34: Updated for compatibility with Death Foretold v2.0.
- 1.33: Added support for Death Foretold.
- 1.32: Changed behavior of cursor mode if selection dot is enabled
- 1.31: Enabled Doom 2016 style selection dot in cursor mode
- 1.30: Updated sound effect. Added option to disable open/close animation. Fixed lag on wheel close.
- 1.29: Made compatible with JP's Mini Mods. Fixed satchel sprites.
- 1.28: Fixed bug where wheel couldn't select all weapons if there were sufficiently many
- 1.27: Added support for Russian Overkill
- 1.26: Bug fix for D-Touch
- 1.25: Added the ability to rotate the wheel in any mode. Added support for the Doom 2016 Weapons Add-on Pack. Added support for the Brutal Pack. Upgrading weapons in PB now changes the names/sprites/ammo on the wheel. Fixed the optional weapon support for Brutal Doom. Fixed small bug where +nextweap +prevweap would not work correctly with the wheel up. Tried to smooth joystick movement a bit.
- 1.24: Added support for D-Touch. Added option to not have joystick automatically recenter (like in Doom 2016). Added optional selection dot for use in joystick mode. 'Smoothed' cursor/joystick movement at outer radius of wheel.
- 1.23: Fixed bug with revenant transformation. Fixed bug where ammo close to zero, but not actually zero, displayed as black.
- 1.22: Fixed bug where the wheel was not reenabled after respawning.
- 1,21: Added Zion support. Added Simple Strife support. Added option to have tapping the weapon wheel button revert to previous weapon. Fixed bug where the revenant rune in PB would not close the wheel. Fixed bug that made the laser sight on the rocket launcher in PB break the game. Fixed bug where changing the "Firing closes wheel" option with the wheel up would not take immediate effect. Redid slowed time effect. Added wheel animation.
- 1.20: Added option to have firing close the wheel. No longer display slot for SSG in Doom I (this also applies to Smooth Doom and Brutal Doom Classic). Now hides 'cheat' weapons (i.e. those marked with the flag +WEAPON.CHEATNOTWEAPON), unless the player 'happened' to pick them up. No longer display slot for rifle in Smooth Doom unless the player has this turned on. Disabled wheel when 'revenant-cursed' in Project Brutality. Updated credits Cleaned up code Slowed player down in slowed time mode. Using the rotate wheel buttons now automatically puts you into rotate mode Added default binds for the rotate wheel keys No longer have to restart level to change optional weapons settings.
- 1.19: Added Freedoom, Blasphemer, and Harmony support.
- 1.18: Added Action Doom 2, Hacx, and The Adventures of Square support.
- 1.17: Added Chex Quest (3) support. Added support for Trailblazer. Updated Credits. Cleaned up code.
- 1.16: Forced normal time in multiplayer. Updated credits. Added Heretic, Hexen, and Strife support. Added Brutal Doom support. Changed default settings. 'Dims' weapons that are out of ammo. Fixed Zandronum compatibility. Fixed Complex Doom weapon_list. Added support for LCA add-on to Complex Doom.
- 1.15: Fixed weapon order for PB Classic v20. Added support for the sledgehammer and the Unmaker.
- 1.14: Minor bug fix. Slight menu changes.
- 1.13: Consolidated all versions into one. Fixed PB Traditional sprites. Converted to GDCC. Cleaned up code. Updated credits. Reorganized menu. Calibrated dynamically resizing of HUD. Added support for pipe bombs and satchel charges. Added support for the lightning gun. Added option to display weapon names.
- 1.12: Added version for Complex Doom. Calibrated dynamically resizing of HUD.
- 1.11: Actually slows player speed in slowed time mode. Actually slowed down firing rate in slowed time mode. Added additional sound effect for when selection changes. Added 'heartbeat' sound effect in slowed and stopped time modes. Calibrated cursor slightly. Added (optional) green filter in slowed and stopped time modes. Cleaned up code. Fixed warnings. Added default bind for weapon wheel key.
- 1.10: Added option to change sound effect volume.
- 1.09: Added ability to click (+attack) to select weapon in stopped time or cursor mode. Cleaned up code.
- 1.08: Added support for Doom 64 sprites in Smooth Doom
- 1.07: Bug fix.
- 1.06: Bug fix.
- 1.05: Added sound effects. Minor bug fix.
- 1.04: Added "rotate" mode (for mouse wheel). Cleaned up code.
- 1.03: Test upload
- 1.02: Updated credits
- 1.01: Fixed bug that required UDV
- 1.00: Initial release
Really handy, makes gameplay a lot more fluid. Thanks for this.
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?
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.
Okay I just uploaded a new version with this bug fixed. Let me know if it doesn't work for you =)
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
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?
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
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.
Did you ever find a fix for the FPS drop? As I am too experiencing this.
Did you ever find a fix for the FPS drop? As I am too experiencing this.
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 =(
didn't they release one like this already
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.
I think this clearly DEMONstrates that PB doesn't need any more weapons :)
You can never have enough weapons. Variety is the spice of death.
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.
I added this in. Let me know what you think!
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.
This is great!
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
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 =(
Can you add a way to turn off the sound effect, or at least make it quieter?
Done =)
BTW, did binding those keys work before?
You mean for the rotate version? yeah it did.
Ohhh whoops. I did mean that, but for some reason I thought the same person asked about both things =P My bad
i was the one who aked about the rotate keys, and yes they did, thanks for the info
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?
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.
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.
Happy to help =)
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!
What is the "LCA mod"? I can't seem to find a download link.
I suggest also a light green effect when time freezed :)
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
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.
Sure. If you can't send it to me on here for some reason my e-mail is gleasspty@gmail.com =)
sended now :)
Hm. Still haven't received it. Did you send via e-mail or via moddb?
Now on moddb as private message
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
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?
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?
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.
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! :) )
Added compatibility for your sledge and the Unmaker =) I don't think there's anything else?
i dont think so! :)
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 =)
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
I can't select the unmaker in this latest version on the list.
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.
Oh didn't know it was in the options. thanks.