[minimod][v3.10.1] Weapon Menu +

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m8f
 
 
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Re: Weapon Selection Menu Mod v0.21 (+API for HUD developers

Post by m8f »

Update: v0.19 - 0.21
New weapon set support:
Argent
Doom 64 'weapons only' by Nevander (X version)
Responsive Weapons + Faster Weapon Switching
Dead Marine weapons

New features:
Optional menu weapon select sound.
"Last Used Weapon" key.
Font options.
And some bug fixes.
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Re: Weapon Selection Menu Mod v0.21 (+API for HUD developers

Post by m8f »

For those who may be interested, there is the Weapon Wheel mod by GleasSpty (also this topic). I didn't know about it when I was starting Weapon Selection Menu.
Its functionality somewhat overlaps with Weapon Selection Menu. It supports many weapon mods too. In many aspects Weapon Wheel is superior: it actually has an option to close menu (wheel) by firing, it has graphical interface, can show ammo, has an option to stop/slow time, and can be configured to select inventory items too.

Weapon Wheel source code is enlightening. Right now I'm thinking about porting some of Weapon Wheel functions in Weapon Menu.

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Re: Weapon Selection Menu Mod v0.21 (+API for HUD developers

Post by Trusty McLegit »

I always thought that weapon wheel mod was cool, but never reached it's full potential. Hopefully if you port over aspects of it we can get the best of both worlds!

Also, I'd like to request Combined Arms support :D
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Re: Weapon Selection Menu Mod v0.22 (+all possible weapons*)

Post by m8f »

Big update (v0.22):
added Parkour, Combined Arms, and Brutal Doom.
added secret weapon feature (Parkour, Combined Arms and Brutal Doom have secret weapons).
added menu step multiplier option
added Autodetection System (see OP)

About features from the Weapon Wheel:
  1. Fire to close. This is both a blessing and a curse, because this behavior is achieved by giving the player a special weapon that doesn't shoot (to prevent shooting from actual weapon). So opening/closing menu will cause a current weapon to be deselected and then selected again, and therefore this causes a delay in gameplay.
  2. Ammo info. To add this, very big amount of data has to be added to Menu. This will make providing new official support for weapons a lot harder. Ammo info is often present in HUD, so this information will be redundant most of the time.
  3. Graphical interface. I'm not a graphical designer, and not a designer at all. I will never make it look good. (See, I made a full page of options just for text menu, because I don't know what looks better!). Any graphics for the menu will not fit in most of the HUDs.
I think both 2 and 3 can be somehow addressed with ZScript HUD, and that is why I added the API. With ZScript it should be possible to get ammo info from weapon classes provided by API. And if support for the menu is added to the HUD, it is possible to make it visually consistent.

That is what I think. Please tell me about features that you need and why you need them. I can be easily convinced with strong arguments.
Last edited by m8f on Mon Apr 02, 2018 9:09 pm, edited 1 time in total.
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Re: Universal Weapon Menu (v1.1)

Post by m8f »

Update:
1.0: added show/hide weapon names option.
1.1: added Freedoom and Smooth Doom official support.
optimized code.
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Re: Universal Weapon Menu (v1.3 +fire to close)

Post by m8f »

Update:
1.2: bug fixes
1.3: added fire or close key to controls.

I finally learned how to be able to close Weapon Menu by fire key! No time penalty. Now Weapon Menu can be used without special open/close key: you can open menu with slot number keys and close with fire key.
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Re: Universal Weapon Menu (v1.3 +fire to close)

Post by Trusty McLegit »

This mod is awesome! I don't know if it's possible to fix this, but the last weapon used button doesn't remember your last weapon once you load the next map. Also, if you're looking to add more compatible weapon mods, I'd like to suggest trailblazer. :D
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Re: Universal Weapon Menu (v1.4 +Trailblazer)

Post by m8f »

Thanks!

Update 1.4:
- menu now remembers last used weapon between levels
- added Trailblazer official support. It worked fine with Autodetection system, but out of the box is always more convenient.
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Re: Universal Weapon Menu (v1.4 +Trailblazer)

Post by Trusty McLegit »

Really? It didn't work at all for me with 1.3. Anyways, works perfectly now, thanks!
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Re: Universal Weapon Menu (v1.4 +Trailblazer)

Post by m8f »

Oh. Can you please describe how Autodetection didn't work? Were the weapons not selectable? Or were their names broken? Or were there some errors while 'wmauto' command running? I remind that you have to initiate Autodetection manually (it may sound strange, but then it is really auto!)

It is important for me because there are lots of weapon mods (and maps with custom weapons), so I won't be able to support them all, so I want to make Autodetection more robust if I can.
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Re: Universal Weapon Menu (v1.4 +Trailblazer)

Post by Trusty McLegit »

My bad, I didn't read the part about wmauto. I thought it was just supposed to work automatically
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Re: Universal Weapon Menu (v1.4 +Trailblazer)

Post by m8f »

That's good. Thanks for the feedback, I appreciate it!
I could not make it work automatically, as Autodetection script is console script and must be executed by player.
I'll make that when weapon set isn't recognized, suggestion to run Autodetection will appear instead of menu.
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Re: [v1.6.2] Universal Weapon Menu

Post by m8f »

Bump! Recent updates:

1.5: added Netronian Chaos
added WW-Cola3
added option for open menu on Next/Prev weapon scroll
added altfire/close menu key
radical performance optimization
various minor improvements

1.6: minor fixes
added set favorite weapon and select favorite weapon keys

1.6.2: fix bug with loading game with opened menu.
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Re: [v1.7] Universal Weapon Menu (+custom weapon order in sl

Post by m8f »

Update v1.7: added customization of weapon order inside slot.
Now if slot contains multiple weapons, you can reorganize it so your favorite weapons need less key presses to be selected.

Edit: update v1.8: added that holding down slot key will highlight last weapon in this slot.
Important note: if you are upgrading from previous versions, you'll have to assign Weapon Menu slot keys again. Sorry for inconvenience.
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Re: [v1.10] Weapon Menu

Post by m8f »

Updates:
1.9: added The Adventures of Square (Ep. 1-2) support.
1.10: autodetection is now done in 15 seconds instead of 2 minutes.
Doom Incarnate out of the box support.
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