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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
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.
Hi, can you help me?
Is thi in good order?
Zdoom-dhtp-20150723
brightmaps
lights
NiceWallBlood
JF
BD_Voxel_Patch_3-2-1
PB 2.03 Jrmyxd and Hellstorm edition
mapsofchaos-ok
PB_Lightning_Gun
PB_Unmaker
Weapon Wheel
Weapon_PBv20_Jawbones
Weapon_UAC_Explosives_PBv20
Inventory_Standalone_Flares
Item_Standalone_SmartScav_Medikit_NanoStim
Weapon_StandAlone_HandGrenade
Weapon_Standalone_HandGrenade_Brownglove_Mutator
F4_Core
F4_Music
F4_Nightmare
F4_Sounds
F4_Sprites
UDV_v1.84_A_BASE
UDV_v1.84_B_MOD_ProjectBrutality
UDV_v1.84_C2_VISOR
UDV_v1.84_D_MISC_Fearrific_Nightmare
UDV_v1.84_D_MISC_Inventory_Goggles
UDV_v1.84_D_MISC_Inventory_HEV_Suit
You should probably load Weapon Wheel.pk3 last. Let me know if you are still having problems once you do so =)
I'm having a problem with joystick mode, i can't select weapons that are directly up or down, only to right and left. Any ideas why?
nvm- it happens when I use give all, in normal play its good.
Btw is it possible to add last used weapon option, just like doom 4?
I tried using this but it doesn't work with your mod.
Forum.zdoom.org
Actually, without looking at any code, I have an idea for a temporary work-around for the mod you linked to. Try changing "Firing closes wheel" in the options, and see if that doesn't temporarily fix things. (To implement this, I secretly give the player a weapon that can't fire, so that firing to close the wheel won't also fire the gun. My guess is that the mod you linked to then goes to switch back to the gun that doesn't fire, which is obviously not the intended behavior.)
Just uploaded a new version with the ability to switch to your previous weapon by tapping the WW button. You will need to go into options to turn this on, however, as it is off by default. Also fixed the RL bug in PB.
Wow thanks! Fast updates I like it!!!
Sorry for double post but I can't seem to find how to edit my previous comment
I found a bug with Project Brutality, If you enable the laser guided missle, you can't use the wheel again.
Hm, I just tried using "give all", and I didn't notice any issues.
Thanks for pointing out the issue with the rocket launcher. This is indeed a bug.
Adding the option to switch to the weapon last used if you tap the button, and actually open the wheel if you hold it for several tics, should not be too difficult. Ideally, however, my mod would just work with the one you linked to. The first thing I'll try is see if I can figure out why our mods are current incompatible, and if it's just not possible to make things work together (or it is possible, but the feature won't be as nice as it could be), then I can just add it directly to my mod.
I'm going to be pretty busy today, but hopefully I can have these fixes/features up by the end of tomorrow?
Thanks again for letting me know. This is how the mod gets better =)
Ah I figured out why. It's because PB changes the player's TID when using the guided rockets. Ugh. I think I know how to fix this though. Shouldn't be too long.
First off, I would like to say that this is an awesome mod, and it works perfectly with Android's D-Touch port and a MOGA Pro controller in tow. However, there are a few bugs and requests that I would like to report...
1. If using the wheel in Slow or Stop Time, hazardous floors will still harm the player at its normal rate, and moving walls and platforms operate as if time was still flowing normally.
2. I can't seem to get the wheel working on any game or mod except Brutal Doom v20b. I still see the transparent background, but you can only select the invisible top slot, and only then will it show the slot selection image. But even then, it is empty and therefore does not work in this case.
3. Any chance on adding support for Simple Strife? That mod basically merges the fire modes of the Crossbow (electric/poison bolts), Grenade Launcher (frag/incendiary grenades), and Mauler (fusion spread/torpedo) into a singular version of said weapons; the second ammo type can be readied by hitting Alt Fire.
"1. If using the wheel in Slow or Stop Time, hazardous floors will still harm the player at its normal rate, and moving walls and platforms operate as if time was still flowing normally." ---- Yeah, this I am aware of, and I'm not sure if there is anything I can do about this. I will ask people more knowledgeable than me about Doom modding and see what they have to say though. I think it might be possible to fix the hazardous floor thing (in a hacky way), I think that the ZDoom engine just doesn't give the modder access to things that would allow me to stop platforms from moving.
For 2., what version of the mod are you using? To clarify, you can get it to work with all the IWADS, but not any PWAD except Brutal Doom? If so, that's very weird. It would be hard to troubleshoot because I don't have this bug myself, and it seems as if others aren't as well. The more information you can give me about your setup (e.g. other mods and WW settings), the more likely I'll be able to help. Also, did you try loading using -noautoload with just the weapon wheel and the mod in question? While not likely, it's possible that some other mod that is being autoloaded in the background is causing the problem.
Regarding 3, I can almost certainly add support for Simple Strife. Bug fixes will take priority, but I imagine I could have a version uploaded with support in the next couple of days or so =)
Upon further testing, following your suggestions, it appears to recognize supported PWADs (Trailblazer, Smooth/Brutal Doom), yet it can't even recognize base IWADs by themselves. The versions of GZDoom available to me are 1.8.6 and 2.1pre, due to D-Touch, and the issue is reproducible on both.
And for one other feature request somewhere down the line, perhaps AltFire can be used to switch between Dual and Single Rifles and Plasmaguns in Brutal Doom; or to switch ammo types for the Crossbow, Grenade Launcher, and Mauler in both Vanilla and Simple Strife...
So I figured out what the issue is, and the code in the mod that figures out which IWAD you are using makes use of features of ZDoom that are not present in GZDoom 1.8.6. I can work around some IWADS (that is, there are other ways I could tell which IWAD the person is playing), but without this feature, it's impossible to do it with all of them.
Which IWADs did you want to play in particular? If you let me know, I can try sending you a version that works with those IWADs on 1.8.6. Also, if you have just a little bit of modding experience, it should be quite easy for you to create IWAD-specific versions using the "Template" file.
FYI, support for Simple Strife added.
As for the features, I think alt fire already switches between ammo types in Simple Strife?
As for Brutal Doom, to clarify, your recommendation is to get rid of the slots for the dual-wielding, and instead have it so that if a person selects the button with the alt fire instead of the fire it will dual-wield? The problem with this is that (i) unless the player already knows before hand that this feature is in there, it might talk awhile for them to realize; and (ii) this would mean people can't turn off "Firing closes wheel" if they wanted to.
Seeing as you did complex doom weapon wheel compatibility is there any chance you might be willing to do a weapon list patch for the UDV or know how one may do so?
What do you mean by "weapon list patch"? You're referring to UDV working with Complex Doom like it does with PB?
Yea, like the inventory list on the left and right side of the screen. I just don't know how I could implement it myself.
As this is not my mod, I'm not 100% entirely sure how this works, but I could tell you how I would start. Open up UDV_v1.84_B_MOD_ProjectBrutality.pk3/saeweap.acs. Scroll down a bit and you will see an array called sae_weaponlist. The basic idea would be to replace the array there with the one containing the appropriate data for Complex Doom. You will also need to scroll down and replace anything you see that is PB-specific to the analogous CD counterpart.
If you're seriously interested in doing this, however, you should ask saegiru. I don't actually know how all the code works, and without actually going ahead and trying things, I can't say for sure whether this would actually wind up working. Certainly you will need to do at least this, but things could be more complicated than they appear.
Is it possible that you add this small triangle to the weapon wheel? It would make selecting a gun much easier with a controller.
I.imgur.com
Sorry it took so long to respond to this.
The short answer is that this is difficult to impossible to achieve, simply because there is no way of directly rotating a graphic displayed on screen. Thus, for example, I can't tell the mod to display the arrow pointing up at the top, pointing to the right at the right, etc.. (Though I made a forum post about this. We'll see what people who know much more than I do have to say about it: Forum.zdoom.org)
On the other hand, the functionality is relatively easy to achieve. That is, if you replace the arrow with e.g. a small circle, then this would work no problem. (Another thing is that in Doom 2016, it doesn't reset to center when you let go of the joystick.) Not sure if you'd want either of these features though without the arrow.
Ok, I understand.
Using a small circle works, is just so you can fine tune the movement of the joystick so a small circle would do.
And If it's possible to not reset to center, that can make quick switching more viable but not really important.
this is super handy!! considering PB has so many weapons it takes a minute to scroll through them all, i just wish u could use your mouse and point to which weapon want instead of having the wheel turn all the way around.
You can do this. Go into options and change to "Cursor mode". Is that not what you had in mind?
lol nevermind. i didnt look into the options when i first tried it out. feel kinda dumb now. but i noticed a couple things. for some reason when i choose to have the mouse wheel bring up the weapon wheel, it changes the cursor setting to revolve. i have to go back into options and change it. i can only use the cursor if i set the weapon wheel to a specific button, then i get a cursor. another thing i noticed is if i use the resurrect cheat the weapon wheel fails to work unless i restart the level. anyway to fix these things?
The first thing is by design. In the controls, you should be binding two keys to "Rotate clockwise" and "Rotate counterclockwise". These are only to be used in Rotate mode, and so if you use them, it assumes you want to be using in rotate mode. If you want to be using cursor mode, you should probably unbind or rebind those keys (say to Next weapon and Prev weapon).
The second one is a bug. Basically, the wheel is disabled upon death, and I haven't written code to turn it back on if someone uses the "resurrect" cheat. I will fix this in the next update =)
i really like it, i think it just needs some tweaking. maybe an option to have a cursor on or off even when set to rotate? im having an issue if i set my mouse wheel to display the weapon wheel. ill scroll and nothing happens. i dont mean if i set them to scroll through the weapons, i mean just have the mouse wheel binded as the trigger for the weapon wheel to display. something else i noticed, the cursor feels twitchy. i adjusted the sensitivity the best i could to match my normal mouse settings, but it doesnt feel smooth for some reason.
Okay, so I may not quite understand what you're saying.
I'm assuming you want to use the mouse wheel to open up the wheel.
To do this with Rotate mode, simply bind +mwheelup to Rotate Clockwise and +mwheeldown to Rotate Counterclockwise (or vice versa).
To do this with Cursor mode, simply bind both +mwheelup and +mwheeldown to Weapon Wheel Button.
I take it neither of these is what you had in mind? If so, what is it that you wanted? You want to rotate the wheel with the mouse wheel and also click on the icons with the mouse?
the 2nd thing u said is what i meant. it doesn't work for me if i bind the mouse wheel to the weapon wheel button. nothing at all happens, but binding it to rotate works but rotating isn't what i want. and yes i think it'd be a nice option to have the choice to rotate, have the cursor, or both. im gonna try binding it on my laptop and with different doom engines, maybe its just an issue on my pc?
i just tried it out in gzdoom and zandronum, it doesnt seem to work for either :( i believe they're both the latest builds. sorry if i'm coming off as a nuisance, just trying to help u narrow down the issue.
Try the latest version.
I added the ability to rotate the wheel in any mode. Thus, now you should be able to use cursor mode or joystick mode and, if you bind the mouse wheel to the rotate buttons, then the mouse wheel will now bring up the wheel (and if you keep scrolling the mouse wheel, the weapon wheel will rotate).
(FWIW, it was not just an issue with you. I have the same problem, and indeed, it still won't work to bind the mouse wheel to the weapon wheel button (but that's okay because it now suffices to bind the mouse wheel to the rotate buttons). Basically the problem is that the weapon wheel button expects the button to have 'Pressed' and 'Not pressed' states, and the mouse wheel does not work like that, hence the incompatibility.)
And don't worry. You aren't a nuisance at all. Your input is how I make the wheel better =)
i was just checking around today to see if i can find any new map packs or something and saw u updated the weapons wheel. holy hell its much better lol. thanks a ton!! i see it still doesn't bind but yea it doesn't matter since rotate will let u use a cursor too. i love it. is it possible to make custom designs for the look of the weapon wheel? i think that would be pretty awesome.
Yeah it's definitely possible to do this in principle, but I'm afraid I myself am artistically lacking, so you would have to design/create them yourself. If you did though, I would be happy to incorporate it into the mod. If you're interested in doing this, just make sure the graphic which contains the weapon is 125x125 pixels =)
any chance of this becoming compatible with sarge's new Doom 4 2016 weapons addon?
Done =)
I second the request for Doom 4 2016 weapons addon.
Done =)
Can you make this useable with brutal pack v8 please.
Done =)
Awesome, thank you.
Only problem I have is it being bound to weaponstate1, which conficts with older p3k's. I would change it personally but I can't compile the weaponwheel.acs script with my acc for some reason. Would you mind releasing a version with it bound to state2 or something?
I'm not exactly sure what you mean. What is "weaponstate1"?
You will need GDCC-ACC to complie weaponwheel.acs. You can find that here: Forum.zdoom.org
Download it, put it in a subdirectory of your SLADE folder, and then set up your directories something like as shown here: Imgur.com
I had to fiddle with things a bit to get it to find the right includes etc., but if you know enough to be able to compile ACS at all, then you should be able to figure it out if it doesn't work immediately.
It hates me, or Im missing something obvious. Thanks for the starting point I'll figure it out, oh to explain
"weaponstate1" = "USER1" which for my usage Im trying to set to "USER2"
Ok, sense I have no idea how to edit my reply. I figured out which acc he compiled his mod with was able to change the weapon state to 2 so the buttons didnt conflict, Load them up with your above..... and found out it seems to counter the effects of the other mod. Welp that was a waste, here for warning Jp's grappling hook is not compatible with weapon wheel Forum.zdoom.org
Ohh okay now I know what you mean. I actually changed this to +user4 (I saw that JP used +user3 in some place, and so assumed he very may well have used +user2 in some place as well). I didn't do any extensive testing at all, but right now the wheel and JP's mods load together without any errors. (Before, they wouldn't even load together without crashing---turns out this is because we were both using libraries called "function.o" that conflicted with each other.)
Let me know if there is still some compatibility that isn't working =)
Dood, your awesome so far nothing else but thanks!
hi man i was thinking could you redesing weapon icons for pb so they are arranged in more than one circle? i mean one big circle with a smaller one within, that would help with size a bit, also the icon for satchel charges is incorrect the one displayed is pipebomb detonator
How would this work in joystick or rotate mode? I don't understand how you could have two circles on the screen simultaneously and still make weapon selection unambiguous.
Thanks for letting me know about the satchel sprite btw. I fixed it and it will be in the next update =)
well how about if you change layers with double up/down tap for joystick?
and for rotating mode you could make it so it spins one position in big circle and next in small one and again back in big one
but if is too much trouble how about making it an option for cursor mode only or a separate file?
What do you think about this. I was considering having an option which has it so that first a wheel is brought up with an entry for each slot (so 0, 1, 2, etc.), and then upon selecting one of those entries, a new wheel is brought up that only contains the weapons in that slot.
This will have the effect that significantly fewer icons are on the screen at the same time, but it also has the property that there is only one wheel up at a time (so there would be no selection ambiguity).
Would this effectively accomplish something like you had in mind?
yes it would, but here is how i would picture what you say, when your are over a slot icon another circle with possible options for that circle are displayed in the background so you can see what's inside without gettin in there, if you get inside the slot then there should be an effect that brings up weapons icons while putting slot icons in the background and in order to return to slot icon you could set an icon at upper left/right like the one in game option to go back, what you think?
Yup, that sounds good. To return to the slot icon, I would probably have it just set up so that any "close wheel" action that doesn't actually select a weapon would instead just return to the slots.
Just so you know though, this will take *a long time* to implement, and as school starts next week, I may not actually be able to do this for several m
don't worry man, knowing you'll implement this one day is enough, take your time and good luck with school
For the first time in awhile, I have some extra free time. Are you still interested in such a feature? It could well take a lot of work and I don't think it'd be worth it to add if you don't have a need anymore.