[minimod][v3.10.1] Weapon Menu +

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Re: [minimod][v3.9] Weapon Menu +

Postby m8f » Wed Apr 22, 2020 10:10 am

Thanks for reporting! Added an issue: https://github.com/mmaulwurff/weapons-menu/issues/11

Does Trailblazer work with Forced Universal mode?
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Re: [minimod][v3.9] Weapon Menu +

Postby namsan » Wed Apr 22, 2020 2:23 pm

m8f wrote:Does Trailblazer work with Forced Universal mode?

Yes.
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Re: [minimod][v3.10] Weapon Menu +

Postby m8f » Mon May 04, 2020 3:51 am

Version 3.10 is released!

Changelog:
  • removed the option to show not acquired weapons. Reason: this feature required prior knowledge, which is not always available;
  • enhanced compatibility (Trailblazer, Guncaster, several mods based on Per Kristian's animations, REKKR, Freedoom, among others);
  • added missing files to GitHub repository, so repository, downloaded as a zip, should now load correctly;
  • some internal changes. Code is even uglier in the current state.
Reminder: some features of Weapon Menu are moved to separate mods: IDCLEVer Starter, Laser Sight, Armament Tuning, and m_Gizmos.
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Re: [minimod][v3.10] Weapon Menu +

Postby m8f » Fri May 22, 2020 8:10 pm

Quick note: Weapon Menu had a hiccup with Treasure Tech, now it works properly. To play Treasure Tech with Weapon menu, get the dev version.
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Re: [minimod][v3.10.1] Weapon Menu +

Postby m8f » Thu Aug 13, 2020 7:43 am

Bugfix update: version 3.10.1.

Changelog:
  • added Treasure Tech compatibility
  • added Reelism 2 compatibility

In other news, Weapon Menu is currently undergoing major rewrite (master branch). I'm porting this thing to ZScript, untangling the horrible mess of code along the way. The aim is to add actual graphical interface (a weapon wheel?), maybe multiplayer compatibility. No new features yet, and some features are temporarily cut. So, it's the right time to share any bugs and feature requests!
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Re: [minimod][v3.10.1] Weapon Menu +

Postby albinobigfoot » Fri Aug 14, 2020 6:32 pm

If you're considering feature requests then I would like, if possible, an option to freeze time whenever the menu is open (all actors, including the player himself, ala pyWeaponWheel) independent of the thirdparty slomo mod. That's just about the only thing I can think of for now - the mod is great.
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Re: [minimod][v3.10.1] Weapon Menu +

Postby lucker42 » Fri Aug 28, 2020 2:51 am

Good afternoon! I really like your mod.

Before inserting a few kopecks, I will note that I play DRLA + DoomRPG on the gamepad.

1) Considering that I play on the gamepad, I agree with the previous post that Slo-mo it would be cool (without using an extraneous mod, since it has a lot of settings, and I think it is aimed at something else, since it can be used as a cheat-moving while the menu is open And slo-mo is enabled).

However, I will add that a weapon wheel would be excellent.

2) Maybe a little off topic, but still I will say:

Given that I play on the gamepad in DRLA + DoomRPG, which means that you need to use a lot of hot keys that are responsible for a particular useful function. Of course, the gamepad is not enough. Is it possible to make a menu of hot keys? I mean, to be able to activate a particular key through the menu: for example, "F, G, H or J", which at one time are responsible for "enabling/disabling the shield, focus mode, and so on".

Thanks!

PS(bug report): unfortunately the Inventory Menu doesn't see items from the Doom RPG.
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Re: [minimod][v3.10.1] Weapon Menu +

Postby JohnDoe8 » Fri Aug 28, 2020 6:09 pm

For the zscript version, I'd like the return of the "last used weapon" key, it makes tougher scenarios much more manageable.
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Re: [minimod][v3.10.1] Weapon Menu +

Postby m8f » Fri Aug 28, 2020 10:21 pm

albinobigfoot wrote:an option to freeze time whenever the menu is open
Thanks for the suggestion!

lucker42 wrote:Given that I play on the gamepad in DRLA + DoomRPG, which means that you need to use a lot of hot keys that are responsible for a particular useful function. Of course, the gamepad is not enough. Is it possible to make a menu of hot keys? I mean, to be able to activate a particular key through the menu: for example, "F, G, H or J", which at one time are responsible for "enabling/disabling the shield, focus mode, and so on".
It's possible to create a small patch that would add a menu with a list of commands. It's out of scope of Weapon Menu and would be specific for DRLA/DoomRPG, so I won't do it. However, it shouldn't be difficult. The MENUDEF definition would look something like this:
Spoiler:


lucker42 wrote:PS(bug report): unfortunately the Inventory Menu doesn't see items from the Doom RPG.
Thanks for reporting! There is an open issue about that, I'll look into it later.

JohnDoe8 wrote:For the zscript version, I'd like the return of the "last used weapon" key, it makes tougher scenarios much more manageable.
"Last used weapon" key is moved to m_Gizmos minimod, which can be downloaded here.
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Re: [minimod][v3.10.1] Weapon Menu +

Postby lucker42 » Sat Aug 29, 2020 2:41 am

m8f wrote:It's possible to create a small patch that would add a menu with a list of commands. It's out of scope of Weapon Menu and would be specific for DRLA/DoomRPG, so I won't do it. However, it shouldn't be difficult. The MENUDEF definition would look something like this:


Thanks for the tip, it wasn't difficult. Only there is one more problem, how do I make a bind of calling the "MyCommands" menu on a hotkey? (For example " F3=menu_load").

Thanks!
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Re: [minimod][v3.10.1] Weapon Menu +

Postby m8f » Sat Aug 29, 2020 2:58 am

Type in console:
Code: Select allExpand view
bind f3 "openmenu MyCommands"
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