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There's another one of your mods going into my autoload folder. Will add/warn that in the dev build, they added options to open file explorer to the location of your config/screenshot/save directory, and they appear in the mod menu currently.
m8f wrote: ↑Wed Aug 24, 2022 11:39 am
Update: v1.1.0.
Changelog:
strip redundant words like "options" and "strings" (see the screenshot).
add a hard-coded list for mods that don't reside in Options Menu (only Final Doomer + at the moment).
I noticed with parrymod, it does not show up in mod options, it's just wants to be special and be I'm the main menu. I have the latest master of mod menu.
v1.2.0 detects options that are in the main menu.The things is, if two or more mods replace the main menu, only the last one has effect, and Mod Menu will see only the last one. To work around this, there is a hardcoded list. Anyway, v1.3.0 will be extensible via a JSON file, so I won't need to hardcode the undetected menus.
Hey m8f, very impressive work! It seems, however, that your listener doesn't interact properly with menu items that utilize the before keyword, apparently (i.e. if a mod places their submenu in a specific section, like before "CustomizeControls"). Is there something that can be done about that?
From 1.2.0 to 1.3.0:
- Added Portuguese Translation by generic name guy;
- Implemented extensibility: add undetected menus by more-menus.json (see more-menus.json for an example).
From 1.3.0 to 1.3.1:
- Fixed: handling mods that use `AddListMenu` with `after` and `before` (like Painslayer).