[minimods] IDCLEVer Starter, Armament Tuning, Laser Sight...

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[minimods] IDCLEVer Starter, Armament Tuning, Laser Sight...

Postby m8f » Mon Jun 25, 2018 8:15 pm

This page contains a list of mods that were parts of Weapon Menu for no reason.

IDCLEVer Starter (v0.5.3)
Universal mod for forced pistol starts.
Git

Features:
* pistol start can be toggled on and off in options;
* an option to control starting ammo amount;
* an option to start with backpack;
* a key to keep current weapon on new level;
* Level Menu.

To adjust starting health and armor, use CustomDoom by Lud.

Armament Tuning (v0.3.1)
This minimod contains some extra options for weapon tweaking. Mostly universal.
Features:
* multipliers for ammo, kickback, and weapon bobbing;
* convenient menu for all GZDoom weapon options;
* toggle to disable gibbing;
* option to light up not acquired weapons;
* commands to give little ammo for current weapon and to clear decals;
* option to make ammo bright;
* option to disable weapon, ammo, and item crushing.

Laser Sight (v0.5.3)
This minimod provides standalone configurable Laser Sight for GZDoom.

Features:
* moves smoothly;
* equally visible on all distances;
* configurable color and size;
* (optional) alternative colors for targets and friendly targets;
* option to hide when weapon in Slot 1 is selected;
* option to hide when weapon is not ready;
* optional particle beam.

Download

Credits
* IDCLEVer Starter code is based on StrongholdEventHandler by Ed the Bat.
* Thanks to namsan and Gorec for bug reports.
* PixelWAD, Someone64 for feature suggestions.

Customize Controls: Divide and Rule
This minimod contains restructured Customize Controls menu. It helps when original Customize Controls list becomes too cluttered.
Edit: Obsolete! This menu is now a part of GZDoom (since v4.0.0).
Spoiler: Features:


These mods are a part of m8f's toolbox.
Last edited by m8f on Thu May 23, 2019 9:53 am, edited 23 times in total.
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Re: [minimod] IDCLEVer Starter (Universal Pistol Start)

Postby RedoLane » Tue Jun 26, 2018 5:03 am

Great work! Does it force pistol start when you start the next map, or only at the very first one?
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Re: [minimod] IDCLEVer Starter (Universal Pistol Start)

Postby Jimmy » Tue Jun 26, 2018 6:40 am

Oh my god you might've just saved at least three of my projects from eternal damnation in development hell. Would it be okay with you if I were to take this and implement it into those projects as a feature? Thank you thank you thank you for this regardless.

There's a typo in menudef, I noticed. "Options take effeft on level start"
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Re: [minimod] IDCLEVer Starter (Universal Pistol Start)

Postby DabbingSquidward » Tue Jun 26, 2018 7:55 am

What do you think about giving the player not only the option to choose starting ammo but also starting weapons? This would make it closer to DUSK's Loadout feature :)

Edit: Just remembered that High Noon Drifter also has CVARs to toggle starting weapons. Would indeed be nice as a global/universal mod. 8-)
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Re: [minimod] IDCLEVer Starter (Universal Pistol Start)

Postby m8f » Tue Jun 26, 2018 9:25 am

RedoLane wrote:Great work! Does it force pistol start when you start the next map, or only at the very first one?
This mod gives you default weapons on each map you start.

Jimmy wrote:Oh my god you might've just saved at least three of my projects from eternal damnation in development hell. Would it be okay with you if I were to take this and implement it into those projects as a feature? Thank you thank you thank you for this regardless.

There's a typo in menudef, I noticed. "Options take effeft on level start"
Of course it's okay! I'm glad if this minimod helps. I added a license for clarification. Typo is fixed, thanks :D

DabbingSquidward wrote:What do you think about giving the player not only the option to choose starting ammo but also starting weapons? This would make it closer to DUSK's Loadout feature :)
Currently I'm not sure about how to add universal starting loadout feature.

Minor update (v0.3):
- added "Keep this weapon" feature. Select a weapon, press "Keep this weapon" key (binded in controls), and this weapon will not be taken away on next level start. If you don't have it, it won't be added, though. Note that ammo for kept weapons is not kept.
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Re: [minimod] IDCLEVer Starter (Universal Pistol Start)

Postby DabbingSquidward » Tue Jun 26, 2018 9:46 am

Forgot to ask, does the "control starting ammo amount" feature work with mods that have modified or additional ammo types?
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Re: [minimods] IDCLEVer Starter, Armament Tuning

Postby m8f » Fri Jun 29, 2018 11:10 am

Yep, should work for everything listed as .StartItem and inherited from Ammo class.

Update: added Armament Tuning minimod, see OP for details.
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Re: [minimods] IDCLEVer Starter, Armament Tuning

Postby DabbingSquidward » Thu Jul 12, 2018 10:16 am

I found a bug regarding Armament Tuning. Because the least amount of ammo given from a pickup by the multiplier is 1, this also applies to weapons that explicitly define a Weapon.AmmoGive of 0. Examples include mods with weapons that feature reloading, such as Weapons of Saturn, so each picked up weapon fills up the magazine as well as the reserve.

Edit: would be nice to extend the "Don't crush weapons" option to dropped ammo and other items as well.

Don't know if this could be added too or deserves to be its own thing, but I'd wish for (if possible) a universal mod to change/double/speed up weapon switch speeds.

You're awesome, keep up the good work :)
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Re: [minimods] IDCLEVer Starter, Armament Tuning

Postby m8f » Thu Jul 12, 2018 10:37 am

Oh, indeed. Thanks for noticing and reporting!

Edit: Armament Tuning update (v0.2):
- fixed giving ammo when original ammo amount is 0;
- added "Disable ammo crushing" option.
Last edited by m8f on Thu Jul 12, 2018 10:47 am, edited 1 time in total.
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Re: [minimods] IDCLEVer Starter, Armament Tuning

Postby DabbingSquidward » Thu Jul 12, 2018 10:43 am

Sorry, I edited my post and added to it while you were replying ´:-)

Oh, and thanks for the quick response :D
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Re: [minimods] IDCLEVer Starter, Armament Tuning, Laser Sigh

Postby m8f » Mon Aug 06, 2018 11:28 am

Update: added standalone Laser Sight.
The only difference between this version and version in Weapon Menu is Scale option.
Laser Sight will be removed from Weapon Menu in next update. Integration with Weapon Menu and Target Spy will be preserved.

Laser Sight update 2018-08-07 (v0.2): made color fully customizable.
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Re: [minimods] IDCLEVer Starter, Armament Tuning, Laser Sigh

Postby elCreyo » Mon Sep 10, 2018 6:29 am

IDCLEVer Starter is such a good addon. Thanks.
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Re:[minimods] IDCLEVer Starter, Armament Tuning, Laser Sight

Postby m8f » Fri Sep 28, 2018 12:28 pm

Laser Sight is updated. It is rewritten in pure ZScript. Side effect of this rewrite is complete smoothness, Laser Sight looks much better now. All features are preserved.
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Re: [minimods] IDCLEVer Starter, Armament Tuning, Laser Sigh

Postby m8f » Mon Oct 15, 2018 11:32 am

Laser Sight bugfix update (v0.3.1). Fixes:
- fixed crash when looking at the sky. This was very stupid of me.
- fixed disappearing laser pointer after respawning;
- decreased minimal laser pointer size.

Also it seems that I haven't announced adding Customize Controls V2 to minimods list.
Customize Controls V2 is just a list of standard GZDoom controls, organized into categories. Also it includes "Extra" page that contains controls that are defined, but are missing in original Customize Controls menu.
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Re: [minimods] IDCLEVer Starter, Armament Tuning, Laser Sigh

Postby Tesculpture » Wed Oct 17, 2018 7:55 am

With regards to the Laser Sight:
-Could there be an option, when using this with target spy, for a unique laser colour when aiming at a friendly target?

-Would it be possible to implement an actual visible beam, as opposed to just a dot at where you're aiming?
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