The definitive gameplay enhancement mod for the GZDoom and Zandronum engines. Adds realistic gore, dismemberments, headshots, executions, lightning effects, particles, makes enemies smarter and harder, makes gun louder and beefier, and adds epic new boss battles.

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 v1.54
Post comment Comments  (100 - 150 of 211)
renkoha28
renkoha28 - - 476 comments

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

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gleasspty Author
gleasspty - - 81 comments

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 =)

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renkoha28
renkoha28 - - 476 comments

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?

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gleasspty Author
gleasspty - - 81 comments

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?

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renkoha28
renkoha28 - - 476 comments

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?

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gleasspty Author
gleasspty - - 81 comments

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

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renkoha28
renkoha28 - - 476 comments

don't worry man, knowing you'll implement this one day is enough, take your time and good luck with school

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gleasspty Author
gleasspty - - 81 comments

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.

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AnKeburu
AnKeburu - - 166 comments

ACS: I don't know what 'det_satchelcharge' is.
ACS: I don't know what 'det_pipebomb' is.

gzdoom-x64-g2.2pre-1752-gaf20f31

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gleasspty Author
gleasspty - - 81 comments

Hm. What mods are you loading, if any, with Weapon Wheel.pk3? Also, what makes this display? Does it display on start-up, or only when you do something?

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gleasspty Author
gleasspty - - 81 comments

Also, does this happen with GZDoom 2.1.1?

P.S.: Sorry about taking so long to respond to this. Didn't get notified for some reason . . .

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DoomKrakken
DoomKrakken - - 140 comments

Wait a sec... isn't this the same kind of wheel and wheel icons used in Guncaster?

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gleasspty Author
gleasspty - - 81 comments

It is. I believe PillowBlaster said that DoomNukem deserves credit for the graphics. This should be in the Credits.txt file.

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sonicteam2k7
sonicteam2k7 - - 103 comments

Thank you for this mod. it works wonders when I'm using a controller to play.

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Guest
Guest - - 694,017 comments

Any possibility you could get this working for D4D?

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gleasspty Author
gleasspty - - 81 comments

I now finally have some free time to add this feature, however, it seems as if the author of D4D has taken the file down. Can you point me to the mod that you are referring to?

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slybo
slybo - - 1 comments

I got a virus warning. I wanted to try this mod but I'm going to pass for now.
Imgur.com

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jckfrbn
jckfrbn - - 22 comments

I had this as well, but if you select the download from a mirror the warning doesn't popup

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sonicteam2k7
sonicteam2k7 - - 103 comments

it's not a virus. I can confirm

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jckfrbn
jckfrbn - - 22 comments

I hope you don't mind me asking for another compatibility update, for it seems this doesn't work for d4d mod. Also a quick observation(could just be me) but does it seems that when rotating to the right or left it seems to then show the weapon in the other direction? ex: Shotgun on right pistol on left, rotates right but then selects pistol?

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gleasspty Author
gleasspty - - 81 comments

I now finally have some free time to add this feature, however, it seems as if the author of D4D has taken the file down. Can you point me to the mod that you are referring to?

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jckfrbn
jckfrbn - - 22 comments

Ya they moved to github,
Forum.zdoom.org

Also the original creator decided to make a new mod I'd love compatability for if you don't mind. Though again don't wanna impose on you.

Its called d4t I'll include a link to it as well,
Moddb.com

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gleasspty Author
gleasspty - - 81 comments

Did you still want compatibility for D4D? I tried downloading it, but ran into some errors. This might be able to be fixed by using different versions of GZDoom (I'm using 3.0.1 64-bit). Any idea how to fix this / do you still want compatibility for D4D?

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jckfrbn
jckfrbn - - 22 comments

Honestly, not really sense the way they are developing it now it usually changes every 3-5 days. Though thanks for doin death foretold :D

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gleasspty Author
gleasspty - - 81 comments

Newest version should work now with Death Foretold. Let me know if you find any bugs =)

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GamingFanX
GamingFanX - - 492 comments

No need for a weapon wheel if I'll use this in normal doom 2.

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Guest
Guest - - 694,017 comments

You should have the game slow down when the wheel is up like in doom 4

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gleasspty Author
gleasspty - - 81 comments

This is an option you can set. In fact, there are three choices: stopped time, slowed time, and normal time. The options menu for the weapon wheel mod should be under "GAMEPLAY OPTIONS".

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LOCKJAWVENOM
LOCKJAWVENOM - - 100 comments

This is truly awesome.

The only thing I REALLY wish this mod had was the ability to use joystick mode with a mouse in a smooth manner. Joystick mode has everything I like - no on-screen cursor as well as directional prediction - but mouse input is not read accurately by it at all. Perhaps if "cursor sensitivity" could affect the sensitivity of the selection in joystick mode that might help. I want to be able to open up the wheel, slightly move my mouse in any direction, and have the weapon closest in alignment to that direction selected. As of right now, joystick mode is way too inaccurate/jumpy with a mouse and cursor mode forces you to move a separate pointer all the way over to the bubble you want which is a real bummer. I'm stuck with cursor mode right now, but if you could find a way to make joystick mode smooth with a mouse this mod would go from amazing to perfect. I understand that joystick mode isn't meant for mice, but I like joystick mode the best purely in terms of how it functions.

With that one specific complaint aside, nice ******* work dude.

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gleasspty Author
gleasspty - - 81 comments

I changed the behavior of cursor mode if the selection dot is enabled to hopefully behave something like you have in mind. Just make sure you are in cursor mode and enable the selection dot, and hopefully it works as you intended.

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Krosofert
Krosofert - - 7 comments

Hi, when I died during a level and load a savegame, the circle dissapear and I had a message like "Script divided by zero". This occurs when I load UDV and project brutality on gzdoom 2.3

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gleasspty Author
gleasspty - - 81 comments

Can you provide more detail as to how to reproduce this error?

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MaxShadow09
MaxShadow09 - - 58 comments

- snip -

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MaxShadow09
MaxShadow09 - - 58 comments

Hey man I need some help. I'm trying to add a weapon wheel to D4D, but I get a lot of errors when I try to compile:

Line 1 in file "C:\Users\Mario\AppData\Local\Temp\ SLADE3\DEFS.acs" ...
C:\Users\Mario\AppData\Local\Temp\ SLADE3\DEFS.acs:1: #library must come before anything else.
> #library
> ^
C:\Users\Mario\AppData\Local\Temp\ SLADE3\WWFUNCTIONS.acs:3: Invalid directive.
> #pragma
> ^
C:\Users\Mario\AppData\Local\Temp\ SLADE3\WWFUNCTIONS.acs:4: Invalid directive.
> #pragma
> ^
C:\Users\Mario\AppData\Local\Temp\ SLADE3\WWFUNCTIONS.acs:158: Invalid return type.
> function fixed
> ^
C:\Users\Mario\AppData\Local\Temp\ SLADE3\WWFUNCTIONS.acs:158: Invalid variable type.
> function fixed absfixed (fixed
> ^
C:\Users\Mario\AppData\Local\Temp\ SLADE3\WEAPONWHEEL.acs:3: Invalid directive.
> #pragma
> ^
C:\Users\Mario\AppData\Local\Temp\ SLADE3\WEAPONWHEEL.acs:4: Invalid directive.
> #pragma
> ^
C:\Users\Mario\AppData\Local\Temp\ SLADE3\WEAPONWHEEL.acs:38: Invalid declarator.
> fixed
> ^

I'm using the latest ACC version (1.55). This is my list:

{
// {actor name, sprite name, display name, total ammo name, ammo-in-weapon name},
{"D4DFist", "NONE", "Fists", "NONE", "NONE"},
{"D4Chainsaw", "WPPKA0", "Chainsaw", "NONE", "NONE"},
{"D4Pistol", "WPPKB0", "Pistol", "NONE", "NONE"},
{"D4Shotgun", "WPPKC0", "Shotgun", "D4Shells", "NONE"},
{"D4SuperShotgun", "WPPKD0", "Super Shotgun", "D4Shells", "NONE"},
{"D4Repeater", "WPPKL0", "Repeater", "D4Bullets", "NONE"},
{"D4AssaultRifle", "WPPKE0", "Assault Rifle", "D4Bullets", "NONE"},
{"D4Chaingun", "WPPKF0", "Chaingun", "D4Bullets", "NONE"},
{"D4RocketLauncher", "WPPKG0", "Rocket Launcher", "D4Rockets", "NONE"},
{"D4PlasmaRifle", "WPPKH0", "Plasma Rifle", "D4Cells", "NONE"},
{"D4VortexRifle", "WPPKM0", "Vortex Rifle", "D4Cells", "NONE"},
{"D4BFG", "WPPKI0", "BFG", "D4BFGAmmo", "NONE"},
{"D4StaticRifle", "WPPKK0", "Static Rifle", "NONE", "NONE"},
{"D4LightningGun", "WPPKN0", "Lightning Gun", "D4Cells", "NONE"},
{"D4GaussCannon", "WPPKJ0", "Gauss Gun", "D4Cells", "NONE"},
{"D4CarrionCannon", "WPPKO0", "Carrion Cannon", "D4Carrion", "NONE"}
};

Do you know what's the problem?

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MaxShadow09
MaxShadow09 - - 58 comments

Also, I have another problem. I can't select anything that is directly up or down. The rest of weapons work fine. I saw someone else reporting the same thing, and he said it happens when you use give all, but I'm not using any commands and the problem still exists. This happens with joystick, I haven't tried mouse or wheel. Do you know what's the problem?

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MaxShadow09
MaxShadow09 - - 58 comments

Oh nevermind, I had to use GDCC. Now it compiles BUT it's not working anyway. I mounted D4D with the new weaponwheel file but the wheel doesn't show any weapons. It's empty :/ I don't know what I'm doing wrong.

EDIT: Nevermind x2, I had to put the weapons in weapon_list_custom. Anyway, the problem with up and down selection still exists. The selection dot dissapears when I move the joystick to the up and down quadrants. Any idea of why that happens?

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gleasspty Author
gleasspty - - 81 comments

Ctrl+F "ww_displaydot" in WEAPONWHEEL.acs to find the unique line that references this CVAR. There, you will see that it is almost certainly a problem with "outside_deadzone". Ctrl+F "outside_deadzone" and you will see that this is changed on only one line of code, which references, among other things, "magntiude" and "DEADZONE". I would recommending printing the values of "magnitude" and "DEADZONE" while playing to help see what the problem is.

Look just a couple lines above to see the definition of DEADZONE. You will find that there are several factors that I found experimentally (the "3/5", the "4/3", and I believe the "2" in the definition of DEADZONE itself). (I believe I recall I had this exact same problem once, and I fixed it by playing with these values.) Of course, the values there should ideally work for everyone, so you should let me know what you find if you can fix this.

If you'd like me to try to debug this myself, you'd have to let me know exactly what to do to reproduce this (so at the very least what mod you're running and number of weapons you have).

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geop0p3
geop0p3 - - 27 comments

Hey dude! I want to add two weapons to the wheel, The excavator from pb 3.0 and the m50 sniper rifles from a mod.

Sadly I can't get Slade to work on my pc. Would you kindly make this for me?
{"Excavator", "NONE", "Excavator", "HighExplosiveGrenadeRounds", "ExcavatorRounds"},

{"M50", "NONE", "M50 Sniper Rifle", "SniperRound", "M50Ammo"},

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geop0p3
geop0p3 - - 27 comments

I can't compile this... I've never modded doom and I don't know what I'm doing wrong.

Line 3 in file "C:\Users\Popeye\AppData\Local\Temp\SLADE3\WEAPONLISTS.acs" ...
C:\Users\Popeye\AppData\Local\Temp\SLADE3\WEAPONLISTS.acs:3: Invalid directive.
> #pragma
> ^
C:\Users\Popeye\AppData\Local\Temp\SLADE3\WEAPONLISTS.acs:4: Invalid directive.
> #pragma
> ^
C:\Nueva/acsx.h:6: Invalid directive.
> #pragma
> ^
C:\Nueva/acsx.h:7: Invalid directive.
> #pragma
> ^
C:\Nueva/acsx_import.h:8: Syntax error in constant expression.
> #libdefine ptr int
> ^
C:\Nueva/acsx_import.h:9: Invalid declarator.
> #libdefine ptr_cast(t)
> ^

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gleasspty Author
gleasspty - - 81 comments

Hey man,

I will be able to add this myself in the future, but am quite busy with real life at the moment. If you'd like to add this yourself, however, it seems like the problem is that you need to be using GDCC-ACC (https://forum.zdoom.org/viewtopic.php?f=44&t=32078&sid=9a06f212d53aa29c0034ed40e2a65394). This is another ACS compiler that incorporates other features that I make use of.

Let me know if you have any questions!

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Guest
Guest - - 694,017 comments

Good day, the author! Fashion super, but I can not add to your weapon wheel. edited even file for modding, compile impossible! in general, I can not add to the list of their weapons, since it does not appear in your modifications. please tell us what should be changed and added.

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gleasspty Author
gleasspty - - 81 comments

Have you tried compiling with gdcc-acc? (https://forum.zdoom.org/viewtopic.php?f=44&t=32078&sid=989b5d6a7758b2a1692905b99decc062)

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Guest
Guest - - 694,017 comments

D4T2 came out the other day, the timing on your update lol. you think you could upgrade the wheel to include the new weapons?

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gleasspty Author
gleasspty - - 81 comments

Really? I just checked the moddb page and it still says version 1.0.1.1. Where did they release v2?

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gleasspty Author
gleasspty - - 81 comments

Nevermind. I see that they just made a new moddb page. Yeah I'll try to add them ASAP.

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gleasspty Author
gleasspty - - 81 comments

Done =) Let me know if it's not working.

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saegiru
saegiru - - 734 comments

Love this addon. Your code ended up allowing me to make some major changes to Ultimate DoomVisor. Thanks for making this - you should look into Zscript and see if you can make this potentially universal without weapon arrays. From my limited understanding of ZScript so far, it seems like it might be possible to dynamically create the wheel based on your current weapons, instead of having to check a preconfigured array, which would be great for new mods and currently unsupported mods. I'm trying to wrangle a way to do it for UDV's weapon lists and reserve ammo right now myself.

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saegiru
saegiru - - 734 comments

Oh, and I did fix UDV's flashlight with the timefreeze issue... so you can remove that from your stuff. :)

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gleasspty Author
gleasspty - - 81 comments

Thanks! I noticed the flashlight change, though I didn't realize it was just to make compatible with the weapon wheel. Much appreciated!

It's coincidental that you just posted now, as I just spent the past couple of hours trying to update the wheel for v2.11 (I thought I did it a couple versions ago, but there were still a couple of kinks to work out).

For what it's worth, I did run into a compatibility issue. It took me awhile to figure out what the issue was, but once I eventually did find it, it wasn't too hard to fix. I'm not sure if you could change your mod to circumvent this 'hack' or not. It might just be easier for me to fix things on my end (especially as I've already done so).

The offending line was line 220 in EnemyHB.acs:
"SpawnForced("UDV_Giver", 0.0, 0.0, 0.0); // Gives all actors inventory item that triggers TID Script."

On very large maps (I tested on nochance.wad), in stopped time mode, this would cause the game to lag, sometimes even crash, upon closing the wheel. Unfortunately I only have a vague idea of how this works, as I'm not sure exactly how the "TimeFreezer" power-up works internally (it's what is used to achieve the stopped time effect), but basically I think the idea is that for every tic the wheel is up and every monster in the map, it tries to execute the script "RadarChanger" when the wheel closes, and executing that many scripts all at ones causes the game to hang.

You can test this out yourself on v1.37 or earlier. You can see how I worked around this in v1.38 (basically I "replaces"ed your "UDV_Giver" with one that effectively does the same thing, but only if the wheel is *not* up in stopped time mode).

In any case, I wouldn't worry too much about it unless you know of a quick fix.

And do let me know if you figure out how to do that with ZScript. The truth is I don't know too much about it. I basically thought it was supposed to replace DECORATE, and so didn't look too much into it as for the vast majority of my mod I use ACS.

Thanks again!

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saegiru
saegiru - - 734 comments

Huh, good catch. I had noticed a bit of lag when closing the wheel... and I have noticed that if you are patient, it usually doesn't fully crash out for me, but it can take 30-45 seconds before it starts playing again. I'll see what I can do on my end to stop that regardless - because I would guess that time freezer powerups themselves will cause the same issue, not just weapon wheel's implementation of it. I'll let you know what I come up with.

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VortexRikers
VortexRikers - - 33 comments

I just encountered a bug in the middle of a session where the stop-time function decided to stop working out of nowhere. Slow-time still works, but stop-time now functions like normal flow on just this one save file and every game I save from then on out. However, it still works on older saves and new games, including the autosave from the beginning of the level I was on.

I using Weapon Wheel v1.31 and Project Brutality.

Also sending a message now that I read the top of the description.

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VermilionRua
VermilionRua - - 33 comments

I feel like I'm missing a step somewhere in making a weapon wheel that works with a mod I'm working on using your template. So far, I've:

1. Added the sprites to the graphics folder.
2. Added the weapon information to the list, replacing the vanilla weapons.
3. Reset HOW_MANY_WEAPONS to the appropriate value (43 in this case).

Aside from compiling the updated .acs files, is there anything I'm missing? I'm also unsure about the process of compiling these ACS files, so some guidance would be much appreciated.

Thanks! :)

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VermilionRua
VermilionRua - - 33 comments

Edit: I failed to notice the big red "Read more..." on the description, so nevermind the first issue in my post.

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gleasspty Author
gleasspty - - 81 comments

Could you send me your .pk3, as well as the mod (or link to the mod) you want to run it with? (Send it as an attachment to a message here on moddb.) I will try to compile/run it myself and let you know what's wrong.

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