[minimod][v3.10.1] Weapon Menu +

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Re: Weapon Menu [v1.15] (+ DoomRL Arsenal)

Postby m8f » Sun Apr 22, 2018 11:06 am

RikohZX wrote:I'm using a 3.0 test, actually, so that probably might have something to do with it.

I could not find a link to it. Maybe it is only on Facebook page, and I don't have an account there.

Small update (v1.15):
- added an option to show menu always. Off by default.
- added a command to reset autodetected weapons (in Weapon Menu Options).
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Re: Weapon Menu [v1.15] (+ DoomRL Arsenal)

Postby Someone64 » Sun Apr 22, 2018 12:08 pm

PB 3.0 can be found in the Project Brutality Discord server which is public. Can't put the actual download as they want the download to be found in the server instead of people sharing it outside.
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Re: Weapon Menu [v1.15] (+ DoomRL Arsenal)

Postby m8f » Sun Apr 22, 2018 7:43 pm

I checked it out ... and I still have no problems. Using GZDoom 3.3.2, Project Brutality 3.0 1-21-18, and Weapon Menu v1.15. Player class is BrutalDoomer (default). All weapons are present in the list and are selectable even if they are upgraded or in alternative mode (like silenced pistol).
Spoiler:
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Re: Weapon Menu [v1.15] (+ DoomRL Arsenal)

Postby RikohZX » Sun Apr 22, 2018 9:32 pm

I guess it was just weirdness on my part then, sorry.
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Re: Weapon Menu [v1.17]

Postby m8f » Mon Apr 23, 2018 11:22 am

Update v1.16:
- add Miniplicity fonts by Jimmy (thanks!). Options -> Weapon Menu Options -> Font. Now menu can be readable if the defaults fonts are replaced.
- tune wmauto so it properly recognizes weapon names for mods that use PowerWeaponLevel2 (like gz-duke3dtc.wad).

Edit: update v1.17:
- fixed wmauto to support Russian Overkill
- added an option to display menu horizontally
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Re: Weapon Menu [v1.17]

Postby ShockwaveS08 » Wed Apr 25, 2018 11:52 pm

Any chance on support for D4T: Death Foretold v2.1 and DoomZone v1.8.1?
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Re: Weapon Menu [v1.18]

Postby m8f » Fri Apr 27, 2018 10:50 am

ShockwaveS08 wrote:Any chance on support for D4T: Death Foretold v2.1 and DoomZone v1.8.1?


They should work after wmauto. I haven't noticed any problems, but, unfortunately, I cannot test thoroughly now. If there are any issues, please report.

Big Update: v1.18:
- added ammo display. Optional: no ammo, only primary (default), primary and secondary. Should work for everything, even wmauto'ed weapons.
- added Mementwo font.
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Re: Weapon Menu [v1.18 + ammo counts]

Postby Gideon020 » Sat Apr 28, 2018 6:13 am

Just so you know, this doesn't work with Railgunner's X-Weapon mod. I think it has too many guns for the wmauto system.
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Re: Weapon Menu [v1.18 + ammo counts]

Postby m8f » Sat Apr 28, 2018 6:34 am

Gideon020 wrote:Just so you know, this doesn't work with Railgunner's X-Weapon mod. I think it has too many guns for the wmauto system.

The number of guns isn't the case. wmauto can handle DoomRL Arsenal with 217 weapons without problems :) It skips some weapons in X-Weapon because of the upgrade system. I'll look into it. Thanks for reporting!

Edit: now I'm figuring out how to rewrite wmauto in ZScript. It is possible:
1. 'give everything'
In ZScript:
2. Loop over player's inventory,
3. Find all the weapons classes there, get class names as an array of string,
4. Sort all the weapons by slot,
5. Sort all the weapons inside slots by SelectionOrder,
6. Report sorted weapon information back to ACS backend.
It seems that I have to implement sorting by key (4-5) myself, and I'm not sure about 3.
So, sorry, wmauto support for X-Weapon and mods with similar upgrade system won't happen soon. Out-of-the box support too, because now I want to concentrate on other things.
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Re: Weapon Menu [v1.19 + ammo counts]

Postby m8f » Sat Apr 28, 2018 8:39 am

Update v1.19:
* remove redundant highlight selected weapon option
* altfire now closes menu without selecting
* remove prefix for Doomzone
* add more sounds for switching weapons, enable sound by default
* mark HXRTC Project Omicron Raygun as secret weapon
* do not print secondary ammo if it is the same as primary
* speed up wmauto a bit
Last edited by m8f on Mon Apr 30, 2018 7:20 pm, edited 1 time in total.
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Re: Weapon Menu [v1.21]

Postby m8f » Mon Apr 30, 2018 7:20 pm

Update v1.20 and v1.21:
- added High Noon Drifter support
- added Tactical Chainsaw support

Apparently, I can support upgradeable weapons that replace non-upgraded version in inventory, and pretty easily (tested on High Noon Drifter's M-12 Grasa). Also I can support addons that only replace some weapons (tested on Tactical Chainsaw).
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Re: Weapon Menu [v1.21]

Postby Dr_Cosmobyte » Mon Apr 30, 2018 8:31 pm

Hey, just realized Factotum isn't compatible due to the player class. Is this the only obstacle? Because i can upload a small update regarding that.
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Re: Weapon Menu [v1.21]

Postby m8f » Mon Apr 30, 2018 8:40 pm

Yes, it's the only problem. By the way, Flakes Doom has this too. :)
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Re: Weapon Menu [v1.21]

Postby Dr_Cosmobyte » Mon Apr 30, 2018 8:46 pm

Got it. If by any means, i change the Kriegsland Class name, will it break your actual compatibility? It's because i don't have anything else to upgrade on Flakes, but Kriegsland has some stuff i want to add in.

If positive, i'll upload new builds as soon as i have some new content to show.
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Re: Weapon Menu [v1.21]

Postby m8f » Mon Apr 30, 2018 8:49 pm

I'll just update Kriegsland player class name in menu data, and it will work again.
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