[minimod][v3.10.1] Weapon Menu +

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[minimod][v3.10.1] Weapon Menu +

Post by m8f »

This mod is no longer developed! The new mod for weapon selection can be found here.

Warning!
has such an absurd number of keybindings
add a ton of lines [to config file], mostly the weapon menu mod

(HXRTC Project)

More screenshots here, and video demonstration here.

Download Image
GitHub Image

What is Weapon Menu+?
  • It is an extension for GZDoom weapon and inventory handling capabilities;
  • It is universal addon for any mod.
Features
  • Fast and reliable weapon selection: you see what you are about to select.
  • Works with any HUD.
  • Can show ammo counts.
  • Menu for inventory items too!
  • Means to customize weapon order and names.
  • Lots of options to tune looks and behavior.
Don't forget to set up controls.

Mod support
Weapon menu supports almost every possible weapon set. If you find a mod that doesn't work with Weapon Menu, please report.
Spoiler: Known mods that don't work with (and don't need, to be honest) Weapon Menu:
Spoiler: You may also like other mods in the same vein made by other authors:
This mod is a part of m8f's toolbox.
Last edited by m8f on Sun Jan 03, 2021 6:30 am, edited 184 times in total.
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Re: [CODE] Weapon Selection Menu Mod

Post by m8f »

Quick update! Added ability to select weapons with number keys - with cycling through weapons in the same slot by pressing slot key again.
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Re: Weapon Selection Menu Mod

Post by m8f »

Update: added support for weapon sets:
PerK's Smoother Weapon Animations Enhanced
Eriguns1 Standard
Eriguns1 Extended
Eriguns2
Beautiful Doom

More weapon sets can be added easily.
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Re: Weapon Selection Menu Mod v0.5

Post by m8f »

Update: added support for all 6 Final Doomer 2.4 weapon sets.
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Re: Weapon Selection Menu Mod v0.5

Post by StroggVorbis »

Is the menu closed with a dedicated button? Because I'd like to select a weapon with the left mouse button (fire action), similar to Half-Life and newer versions of Postal 2.
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Re: Weapon Selection Menu Mod v0.5

Post by m8f »

Yes. You have to manually close the menu (with the same key that opens it) to select new weapon.
I thought about two ways to close menu by fire action, as you say:
1. Bind fire key to a script that closes menu if menu is open, and fires if menu is closed. This way is impossible because there is no ACS function to make player fire.
2. When menu is opened, watch for player input (with GetPlayerInput), and if input is attack, just close the menu. But when player input is received, player has already fired. So in this case player fires, then menu is closed, then player selects new weapon.

Currently I see no way to implement Half-Life weapon menu behavior exactly. I'll be glad to hear ideas about how to do it, if it is really possible, and if there is a way, I'll try to code it.

Edit: now it is possible to select a weapon with the left mouse button, just assign special fire/close menu key.
Last edited by m8f on Sat Mar 24, 2018 5:01 am, edited 1 time in total.
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Re: Weapon Selection Menu Mod v0.8

Post by m8f »

Update: added support for Faspons and HXRTC Project.
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Re: Weapon Selection Menu Mod v0.9 (+Kriegsland)

Post by m8f »

Update: added Kriegsland: Blutordnung support.
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Re: Weapon Selection Menu Mod v0.12 (+Hard-Doom)

Post by m8f »

Update: added Complex Doom, Weapons of Saturn, and Hard-Doom.

What weapons should I add next?
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Re: Weapon Selection Menu Mod v0.12 (+Hard-Doom)

Post by StroggVorbis »

m8f wrote:Update: added Complex Doom, Weapons of Saturn, and Hard-Doom.

What weapons should I add next?
Hate to be that guy, but how about other IWADs next? Like Heretic, Hexen, Strife, and so on? :P
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Re: Weapon Selection Menu Mod v0.14 (+Heretic, autoload safe

Post by m8f »

Thanks for the suggestion!

Update:
0.13:
Added options for colors and menu position.
0.14:
Added Heretic IWAD weapons (not tested, as I don't have this game).
Also added resorting to standard weapon selection on unknown weapon sets, so mod doesn't conflict with unknown weapon sets anymore.
And another option that controls slots printing order: ascending or descending.

Hexen: I don't really think that Weapon Selection Menu is needed to help selecting one of 4 weapons.
Strife: did I understand right that Crossbow, Grenade Launcher, and Mauler have two "fire modes", and you select "mode" by pressing slot key again (like SG/SSG switching)?
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Re: Weapon Selection Menu Mod v0.14 (+Heretic, autoload safe

Post by ShockwaveS08 »

That is true, though Simple Strife consolidates those three weapons in such a way that merely pressing [AltFire] will swap firemodes.
Strife Uncut brings other weapons to the table, like the Pistol, Disruptor, Boltcaster, Thrasher, and Throwable Mines.

As for something like Brutal Doom v21 (Public Beta), some extra work would be necessary, due to the revised dual-wield mechanic (when using the Pistol, SMG, Rifle, or Plasma Rifle, hit your designated [Dual-Wield/Weapon Special] key to toggle akimbo firing modes).

Brutal Doom weapon listing is in the spoiler below.
Spoiler:
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Re: Weapon Selection Menu Mod v0.16 (+Strife, +Zandronum)

Post by m8f »

Update:
0.15: added Chex Quest (Single Player) weapons.
0.16: added Strife weapons.
added option to show/hide not acquired weapons.

Working on Brutal Doom support now. As Brutal Doom code is not the easiest to understand, I have some questions:
1. Player classes BDoomer (Rifle Start), Doomer2 (Pistol Start), and TacticalDoomer (Tactical Mode) - do they share the same weapon set, or there are differences?
2. Is SMG available for Purist? There is "ClassicSMG", but I'm not sure if it is really available in game.

It seems that dual wielding won't require extra work. With menu, you will select weapons in non-dual mode (like you do without the menu), and then switch to dual-wielding with designated key. But, slot system in Weapons Menu is independent of slot system in mods, and I can add dual weapons directly to menu, to any slot. Will it be more convenient, and should I do that?
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Re: Weapon Selection Menu Mod v0.16 (+Strife, +Zandronum)

Post by ShockwaveS08 »

m8f wrote: 1. Player classes BDoomer (Rifle Start), Doomer2 (Pistol Start), and TacticalDoomer (Tactical Mode) - do they share the same weapon set, or there are differences?
2. Is SMG available for Purist? There is "ClassicSMG", but I'm not sure if it is really available in game.

It seems that dual wielding won't require extra work. With menu, you will select weapons in non-dual mode (like you do without the menu), and then switch to dual-wielding with designated key. But, slot system in Weapons Menu is independent of slot system in mods, and I can add dual weapons directly to menu, to any slot. Will it be more convenient, and should I do that?
1. Yes, all three of them share the same weapon set.
2. Not sure, never played in Purist Mode.
3. Dual-Wielding selection would be up to you...
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Re: Weapon Selection Menu Mod v0.18 (+API for HUD developers

Post by m8f »

Brutal Doom support is still in progress.

Meanwhile, an update!
0.17: added option to show slot number on left or right side.
added optional highlighting of currently selected weapon.

0.18: added CVar and ZScript API. See OP for details.

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