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).
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 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! :)
Edit: I failed to notice the big red "Read more..." on the description, so nevermind the first issue in my post.
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.
The weapon wheel is a bit buggy with "Project Brutality 3.0 Test 6-20-17" And the Ultimate Doom Visor, I am not sure which is to blame but in the inventory it will show the grenade count in 2 areas, also switching through "items" will show a big picture of the swarmer and the grenade.
Painkiller did move some files around in PB so that could be the issue. I am not sure of this is a weapon wheel issue or UDV issue but I let the creator of UDV know as well...
Hm. So in the DECORATE code of the WW mod, there are two versions of the grenades and mines, one for with UDV and one for without. The reason there are two versions is because the inventory sprites are different: with UDV, it's a green digital text that looks like the other inventory items do with UDV, and without UDV it's just a picture of the item (I think what you said is the swarmer is probably the mine icon, as they look quite similar).
In all the testing I've done, through *normal gameplay*, if you pick up grenades/mines, it gives you the right version. However, if instead you do something like "give all" in the command prompt, it will give you *both versions*. Thus, if you do this and then scroll through inventory, you will see the UDV versions as well as the non-UDV versions, the latter of which would give you the big pictures that you speak of.
I think it's alright if things don't work exactly correct if the user screws around with the command prompt---I'm really only worried that the player gets the right version during 'normal' game-play. Would you say that this happened to you with "normal" game-play, that is, not with using the command prompt?
The reason it displays the grenade count in 2 areas is because the UDV displays it always, but it also displays it when "GRENADE" is the selected inventory item---it shouldn't display the count in this second place if you switch your inventory item. If I were the author of both mods, I probably would not have designed it like this, but to obtain behavior that made the most sense, I would likely have to seriously overwrite the default behavior of the UDV. Furthermore, this makes a little bit of sense in the sense that there are two ways to throw grenades: select them and press the "use inventory" button, or press the button that is specifically bound to "throw grenade".
(FWIW, the motivation for doing this was to free up some keys---with the mod designed the way it is, you only need to bind a single key to "use inventory", instead of three to "use inventory", "throw grenade", and "lay mine".)
I did use the weapon wheel in a previous version of PB and did not have the issues I described with UDV.
So something has changed with PB for sure. I contacted the creator of UDV about it.
In the previous version of PB I did not see the grenade/mine in two places or the big pictures of them.
Also...with a standard hud with doomface picture, it will show a grenade there first. Once you use all grandes it will show doomface...
It seems as if almost everything you mention is supposed to happen. The grenade and mine ammo is supposed to show up in two places with UDV because UDV displays it separately, but it also displays the item count from the inventory (I suppose I will add an option in the future to disable this, as I now realize that this is not something everyone might want). Furthermore, this is supposed to happen with the standard hud---in general, whenever you have an inventory item selected, it is displayed where Doomguy's face would be by default.
As for the big pictures, can you describe exactly what you do to see them? Alternatively, you could try using screen recording software to just show me (send me a message in that case so you can use an attachment).
I see you changed it so people can disable those items in the inventory or enable them.
Thanks! just in case someone else wants to know...it's optional now.
Sorry yes I did have the same issue with previous build of PB, but UDV has a new version..2.12
If this is still alive, support for Russian Overkill is borked after the new 2.5 release. Shame because this wheel is the best way to navigate the mod's vast armory.
Just uploaded a new version that should work with RO 2.5. Let me know if it's not working =)
Hi. Love your mod. Using PB 3.0 test. No other weapon mods added. With your latest version, the regular shotgun and rifle don't show up if you have all the weapons. The give weapons cheat only gives 26 weapons slots. Should be 28. This not a problem with version 44.
Hm. So the thing is PB 3.0 (or at least the version I'm using, which to the best of my knowledge is the most recent) actually takes away your rifle when you get a carbine and your shotgun when you get an automatic shotgun. I thus removed the corresponding slots from the wheel when you obtain the upgrades.
I just checked and it seems like it's working as intended for me (the slots only go away after picking up the upgrades). Are you sure it's not displaying the slot even though you have the weapon?
I have all weapon upgrades turned off under weapon progression. The weapons are there and you can use them. Just not showing in the wheel.
I see. I'm guessing the problem is that I never bothered testing it without weapon upgrades (too many possible option combinations to test everything myself). Let me try that out now to see if I can reproduce the error. If I can, it shouldn't take too long to fix =)
Okay give it a try now and let me know if it isn't work. (Sorry took a little while---wanted to add BD v21 support before another update.)
I tested it with v20b (im using GZDoom) and it couldnt start the game.
It only starts with weapon wheel template.pk3 (ik its the template and not the main work) only shows the weapon wheel circles but no weapons in them.
Idk what im doing wrong, im even using the ZDL Launcher.
Even after removing the HXRTC HUD 8 from the loading order no success with the main file.
It only worked (successful Game start and proper function of the weapon wheel .) with: vanilla doom + weapon wheel template.pk3
Is there something i didnt get right or sth else?
Hm. I just tested this to make sure I hadn't broken something in recent versions, and it's working okay for me.
What version of GZDoom are you using? If >=3.0.0, make sure you're using v20b_R (https://www.moddb.com/mods/brutal-doom/downloads/brutal-doom-v20b-r-gzdoom-300-ver). If <3.0.0, try updating to the most recent version of GZDoom.
If you still can't get it to work, elaborate on what you mean when you say "it couldnt start the game". What exactly happens? Does it give you an error message? Etc..
Great looking mod, having trouble selecting a weapon once i activate the wheel. If i move my mouse even in the slightest i see 1-20 weapons selected and deselected all at the same time.
Hm. I'm not sure what you're referring to. Is it possible you could use screen recording software and send me a video of what's happening by sending me a message through moddb?
Hey can you add the axe for pb 3.0 :) it's the same axe as bdv21. The axe was included in the latest pb update.
Done =)
Make this compatible with Brutal Doom V21 please.
Just updated. There are a lot of new features in v21 so it's possible I missed something and still need to update for compatibility. Just let me know =)
BD21beta and UAC survival pack. is weapon list.
I get this error:
Script error, "Weapon Wheel - Template.pk3:cvarinfo" line 1:
cvar 'ww_slowtime' already exists
Wad list:
PB 3.0 10-1-17
DoomMetalVol4
Weapon Wheel
Weapon Wheel template
Don't load both "Weapon Wheel" and "Weapon Wheel template"---just load "Weapon Wheel".
thanks.
Will there be a version which can show custom/aditional weapons/items too?
I really like and enjoy this mod; I mostly use the wheel to look up the whole ammo situation. It works perfectly with Brutal doom and some roadflares from the UAC survivalpack but my problem is that
I´m playing with Tomtefars extension 1,5 on BD v20b
and Tomtefars extension 1,7 on BD v21.
Those mods add/replace weapons with enhanced versions of the vanilla BD but they arent show on the wheel.
Is there a way to make the weapon wheel "universal" so that all kinds of addon weapons can be shown like , for example, the ones of classic brutal doom?
Hey man, thank you sooooo much for making this awesome mod!I'm using a Linx vision 8 tablet that has this Xbox 360 controller doc (it looks kind of like a Nintendo switch fyi lol) and this made gameplay so much more fun. Very well done, I love the design, it looks really cool and professional like it just belongs... Good work :)
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I'm using this mod on project brutality 3.0 even with stop time selected once I open the weapon wheel in mid combat enemies can still attack me
Awesome mod! I wanted to introduce my weapons to the Mod but I find it difficult because I know little programming. I would like you to give me a detailed example of how to add a weapon or a wad with some new weapon added where I can simply copy and add new ones. It would be great because there are too many weapons in my wad.
My wad does not have vanilla weapons, they are all customized and replace the vanilla.
Sorry for my english i'm spanish.
Thanks!!
//Line 4 in file "C:\Users\Fachu\AppData\Local\Temp\SLADE3\WEAPONLISTS.acs" ...
C:\Users\Fachu\AppData\Local\Temp\SLADE3\WEAPONLISTS.acs:4: Couldn't find include file "DEFS.acs".
It doesn't show the new brutal doom v21 beta weapons in the wheel, like the axe and the SMG and what not.
As a man that only plays games with a controller, this add-on is a blessing for me. But I would love if you could add support for a few more mods like:
-Project MSX
-Demonsteele
-Metroid: Dreadnought
Anyway, great work!
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any chance of updating this for the newest brutal doom?
Hi, I was using this with Doom 4 Doom v3.0 alpha 8.1 and had a few bugs. The heavy assault rifle and the gauss cannon didn't show up on the wheel at all, while the gauss and vortex guns didn't show any available ammo. I thought I could try to fix it myself but I don't know enough about ACS script. Oh, one other thing, the new version of the unmaker in project brutality with the mutators 1.4.5 doesn't show up. I don't know if you have the time or concern to fix this but I know I would be grateful. I love this mod.
This is still the best weapon wheel by far, but I noticed a bit of an issue. At least in cursor mode, the horizontal sensitivity is half of the vertical sensitivity. This is an issue with the engine rather than the mod itself, where mouse turning speed needs to be set twice as high as the overall sensitivity in order to compensate for the halved horizontal sensitivity.
I suggest either automatically doubling the turning speed while the wheel is open, or adding a separate option in the menu under the wheel sensitivity slider that lets you adjust the wheel turning speed as well so players can fix it themselves if need be. Additionally, if it's not too much trouble, Beautiful Doom compatibility would be immensely appreciated by my friend and I.
Again, this is (at least from what I've seen) the best weapon wheel for Doom hands down, so I really hope you're still able to make some tweaks to it.
I think it needs and update fro Brutal Doom v21 RC7, since dual wield on rifles and SMGs is not allowed in tactical class, but the dual weild option appears in the wheel. This shouldn't be a problem, but it gets pretty annoying when switching to the rifle and accidentally select the dual rifle and firing it, which not only breaks the whole challenge, but can get buggy from time to time.
Also there's a new weapon recently added to the mod that should be selectable in the wheel.
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This is a great mod, most of my deaths in PB are the result of me fumbling with the number keys and mouse wheel to get the right weapon for the situation, so this is a must have for me. Sadly with the 3.0 build I've been using it has a nasty habit of removing my ability to use Melee attacks, either the kick or the slash with the bayonet/sword thing.
Aside from that it works perfectly for me.
Hi. I know you haven't updated this mod in a long time. Was working ok with PB 3.0 beta from Github but not with the most recent update. A weird blue grid appears when I try to use it. Any chance for a fix?
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It is having a conflict with the PDA. Go int the file PBPDA.zc and change user1 to user4 and it will work.
Doesn't work. Crashes on start up with or without the mod:
Script error, "Project_Brutality-master.pk3:zscript/pbpda.zc" line 1:
Unexpected '{'
Expecting end of file or 'include' or 'extend' or 'class' or 'mixin' or 'struct' or 'const' or 'enum'
Never mind. Its working now. Must have screwed up something when I edited the file. Thanks.
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Doesn't work for me sadly :( and sorry for my English, I'm not native.
My game doesn't stop, and can't select anything (if I move the mouse, selects a weapon and unselect it instantly). And the screen looks weird (and then keeps that look).
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Maybe it's the load order, or a HUD conflict.
I.imgur.com
Hate to necro on an old mod but I'm having the same issue, I'm on the latest version of PB and whenever I use the weapon wheel it brings up a blue grid screen with weapon info, rendering this mod completely unusable. There's no way to turn it off in any settings.
I highly recommend using a similar mod called Gearbox instead. It's way better than this Weapon Wheel and is universally compatible with any mod. It can be found on ZDoom Forums.