Serious Sam Fusion 2017 (beta)

Serious Sam Fusion 2017 (beta)

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[VR] Additional weapon selection slots
   
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Content: Weapons
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31 May, 2018 @ 1:54am
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[VR] Additional weapon selection slots

Description
FOR MODDERS: if you are a modder and making/has made a weapon resource for Fusion with proper VR support, change the value of "Selection wheel slot" field in weapon's params to any number between 20 and 59 (choose randomly, but better consult with the table[docs.google.com]) if you want your weapon to appear in an additional slot! Also, in that case, please add your weapon to this table[docs.google.com] so that others can see which slots already have taken which weapon.

With the recent CWM update, VR users can now more easily obtain all the custom weapons (at least those which have a proper VR version) right in the game.
However, there still remains a problem of selecting those weapons from the weapon selection wheel.

If a custom weapon occupies same selection slot as any of the default weapons, this will make one of these weapons unselectable when both are in the inventory.
Coupled with the fact that by default weapon selection wheel has only 14 slots, each of which is occupied by some base game weapon, this makes custom weapons hardly usable in VR.

This mod modifies weapon selection wheel parameters, moving 14 base selection slots closer together and adding 36 more slots, in which weapon creators can put their custom weapons.
Note that this does not remove the issue of overlapping weapons - if 2 weapons for some reason go into same slot, one of them will be unselectable.

With this mod installed, it is up to the weapon creator to assign his weapon to some additional slot, so that it doesn't overlap with any of the base weapons and has low chance of overlapping with some other custom weapons.
Of course, overlaps are unavoidable - that's how the system is coded - but chances of a user encountering an overlap can be made low if a modder chooses a slot for his weapon randomly and uniformly among all additional ones.

Slots 0-19 are occupied by base weapons.
Despite there are only 14 slots, the system internally works in such a way that that every "ring" contains 10 slots, just some of them will be the same if there are less than 10 slots in a ring.

Slots 20-59 are new slots which can be occupied by custom weapons.
Note some of the additional slots are coinciding too - that's a drawback of the workaround I had to make to make more than 10 weapons appear on one visible ring. This makes the actual amount of new slots 36 instead of 40.

For more detailed enumeration scheme, refer to the diagram on a screenshot.
10 Comments
NSKuber  [author] 8 May, 2022 @ 11:51am 
In weapon params (.ep file) there's a field "Weapon wheel selection slot" or something.
YUNGBEATH 8 May, 2022 @ 11:11am 
how do you change the selection wheel slot parameters of the weapons?
Saviour 14 Jun, 2018 @ 3:10pm 
ok
NSKuber  [author] 13 Jun, 2018 @ 6:40pm 
No, it's not possible at the moment in Fusion.
Saviour 13 Jun, 2018 @ 3:29pm 
@NSKuber

do you think you can port your serious secondary weapons and Alt Fir mod from SSBFE?
NSKuber  [author] 31 May, 2018 @ 5:24am 
All right, thanks for the answer. I didn't hope for any kind of solution anytime soon, knowing how hard it is for Fusion (and VR) with CT full-on SS4 development, but I hope we could eventually get a fix when the team will be less stressed with SS4 (maybe even after its release).

Doesn't seem like a pressing issue, considering there are probably just a few dozens of people who play modded Fusion in VR, and very few custom weapons which have actual adapted VR version. We can probably survive on this mod (and modders responsibility) until then.
Eagleshadow  [developer] 31 May, 2018 @ 5:19am 
In development, it's almost never a question of is something possible, but rather how long it would take to implement it. We are currently very busy with Sam 4, so even if this was a quick and simple fix, it's questionable if we could allocate resources to do it. Either way, it's not something I can answer as allocating programming resources falls upon our leads, AlenL and DavorH. So your best bet is asking Alen, but you'll have more luck if you can somehow show this is demonstrably a huge problem for a community, rather than merely an inconvenience. Also I suggest asking this a week after E3 has passed, as this is when things should calm down a bit compared to how they are now.
NSKuber  [author] 31 May, 2018 @ 5:14am 
Added a Google Docs table, where you can add your VR versions of weapons using up additional slots and see which are taken by which weapons already. Link in the top of description.
NSKuber  [author] 31 May, 2018 @ 4:54am 
That has been planned - make some doc to see which weapons are where. Slots will be used up quickly anyways with some big packs, but it could help a bit.

I have a question though, since you are here: wouldn't it be great if CT would code some internal shift-system for when some weapons are in same slot? Like, on "flat", if you put two weapons in same slot (say, 7.1) one weapon will be under another.

Isn't it possible to make so that if a newly picked weapon has some slot specified which is already taken, it is just pushed to the "end" instead of overlapping or something like that? This whole issue, while nonexistent for vanilla game, looks pretty solvable and it would be great if users wouldn't have to encounter overlapping at all.
Eagleshadow  [developer] 31 May, 2018 @ 4:40am 
You're a hero! May I suggest that it could be a good idea to have a public (or request based) editable document (maybe a wiki page or a google doc?), linked in the description, where everyone who wants can "register" their custom weapon to a specific slot, this way overlaps could be avoided until all the slots have been used up.