Weapon Menu Plus [v3.5]

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Re: Weapon Menu Plus [v3.2]

Postby m8f » Mon Sep 10, 2018 9:37 am

Updates time. (vv3.1-3.2)

3.2
- reorganized menus;
- added controls that were not in keyconf to keyconf. If after this change you find "Customize Controls" menu bloated and unusable, try Customize Controls V2.

3.1
- added the extended support for Strife, and an icon for Strife Punch Dagger;
- added a key to select next weapon in this slot. Is useful to switch weapon modes in Strife, can be used with other IWADs/mods too;
- added an icon for fists from Codename Veneza;
- fixed Weapon Menu gradient background for high resolution screens;
- fixed Combined Arms support and added icons for Combined Arms Blastmaster (except Ice Beam);
- fixed bug: weapons with multiple ammo types were not marked empty.
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Re: Weapon Menu Plus [v3.2]

Postby ate0ate » Mon Sep 10, 2018 10:20 pm

I apologize if this has been asked or addressed before, and I'm not sure if something like this would even be possible or in the scope of this mod, but I was wondering if there were any way to add item/inventory support? I mean sort of like a quick select menu you open with a key press with maybe like a column on the side or top with little drop down buttons for the weapon groups to select weapons easily by mouse and a main "grid" where you could just mouse over and select an inventory item to use via click or place in the world in the case of mines/grenades and such. Nothing we haven't seen in games a million times before, but would be absolutely amazing for Doom mods with large amounts of added weapons and items that need to be placed in world quickly. I am no coder so I have no idea how difficult, or not, something like this may be. If that is just a ridiculous idea feel free to point and laugh at the suggestion lol.
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Re: Weapon Menu Plus [v3.2]

Postby m8f » Tue Sep 11, 2018 10:24 am

I doubt that any way of manipulating the inventory with the mouse will be faster than the current way (with keys). I'm quite content how Inventory Menu works now. For the fastest access to items, there is a flexible system of quick inventory keys.

This idea is not bad, and I may consider implementing it some day... Probably after Weapon Menu is rewritten in ZScript, and this event won't happen in foreseeable future.

By the way, the thing you described is in progress by krokots.
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Re: Weapon Menu Plus [v3.2]

Postby ate0ate » Tue Sep 11, 2018 3:46 pm

Oh wow, thanks for the link to that. I kinda had the feeling it was a pretty impossible task since it doesn't yet exist and there's no way the idea could've not come up before. I don't dislike the current system myself, in most cases. But there are some mods where you really wanna just chuck out like five different items as fast as possible and there's no way to do it without individual keybinds, which is kinda hard when you have nerve damage lol. Thanks again. Much appreciated.
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Re: Weapon Menu Plus [v3.3]

Postby m8f » Thu Sep 13, 2018 10:35 am

Small update (v3.3).

Changes:
- fixed Doom Incarnate support;
- added Guncaster extended support.
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Re: Weapon Menu Plus [v3.3]

Postby AvzinElkein » Thu Sep 13, 2018 4:44 pm

m8f wrote:Small update (v3.3).

Changes:
- fixed Doom Incarnate support;
- added Guncaster extended support.

For the people that have never used the two together, can you please detail what the "Guncaster extended support" is?
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Re: Weapon Menu Plus [v3.3]

Postby m8f » Thu Sep 13, 2018 8:10 pm

Weapon Menu is universal, it has basic support for almost any weapon mod. Basic support means that WM t tries its best to detect the mod's weapons. The problem with the Guncaster was that weapon variants for Hexen were detected inall other games, and vice versa. So the custom definitions of Guncaster weapon sets were added to this mod. Also I addad an icon for melee.
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Re: Weapon Menu Plus [v3.4]

Postby m8f » Sun Sep 23, 2018 10:23 am

Update. New version 3.4 brings various small fixes:

- SSG is now hidden from menu for Freedoom Episode 1;
- Doom Delta: added an icon for the Bayonet, enabled weapon holstering feature;
- Added Vanilla Doom smooth weapons support (as a DeHackEd mod, it needed special handling);
- Fixed PerK Enhanced support;
- Eliminated code warnings about truncation of float values (ZScript) and missing classes (ACS);
- Fixed "Open Weapon Menu Options" key.
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Re: Weapon Menu Plus [v3.5]

Postby m8f » Sun Oct 14, 2018 1:21 am

Update: v3.5.

Changelog:
- added missing keys to keyconf;
- added Doom 64: Retribution extended support (proper weapon names, fist icon);
- code cleanup (moved ZScript classes to separate files, zscriptified Throw Junk, removed Weapon Menu CVar API, removed unused functions).
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