| Anonymous | Login | Signup for a new account | 2025-11-10 09:35 UTC |
| My View | View Issues | Change Log | Roadmap | Zandronum Issue Support Ranking | Rules | My Account |
| View Issue Details [ Jump to Notes ] | [ Issue History ] [ Print ] | ||||||||||||
| ID | Project | Category | View Status | Date Submitted | Last Update | ||||||||
| 0001922 | Zandronum | [All Projects] Suggestion | public | 2014-08-13 16:28 | 2014-08-13 16:28 | ||||||||
| Reporter | Tsukiyomaru0 | ||||||||||||
| Assigned To | |||||||||||||
| Priority | low | Severity | tweak | Reproducibility | N/A | ||||||||
| Status | new | Resolution | open | ||||||||||
| Platform | PC | OS | Windows | OS Version | XP SP3 | ||||||||
| Product Version | 2.0-beta | ||||||||||||
| Target Version | Fixed in Version | ||||||||||||
| Summary | 0001922: Weapon Bar could be an useful implementation | ||||||||||||
| Description | It's not native to any Source Port, but an weapon bar displayed on switch/pickup, similar to that in Quake 3, would help the players have an idea of what is the previous/next weapon. I'm not sure how hard it owuld be to code, but I assume it would be as hard as the already-coded Item Bar. Personally, I have no concern about this myself, but I speak on behalf of the minority that really doesn't want to break Mod + Mod compatibility and also think it would make use of the Weapon Inventory Icon in a more creative way. | ||||||||||||
| Attached Files | |||||||||||||
| Only registered users can voice their support. Click here to register, or here to log in. | |
| Supporters: | No one explicitly supports this issue yet. |
| Opponents: | No one explicitly opposes this issue yet. |
Issue History |
|||
| Date Modified | Username | Field | Change |
| 2014-08-13 16:28 | Tsukiyomaru0 | New Issue | |
| Copyright © 2000 - 2025 MantisBT Team |