[minimod][v3.10.1] Weapon Menu +

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m8f
 
 
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Re: Weapon Menu Plus [v2.16]

Post by m8f »

Update (v2.16)
- integration with Target Spy;
- add (configurable) color for weapons with insufficient ammo.
Someone64
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Re: Weapon Menu Plus [v2.16]

Post by Someone64 »

May I request the option to activate slo-mo upon opening inventory menu, too? Would go quite well with the existing weapon menu to slo-mo.
Also, there seems to be an issue with the slo-mo toggle as it's not exactly reliable. Sometimes it will fail to toggle slo-mo, causing it to be inverted. This is especially evident if you select a weapon immediately after opening the menu, which you usually do in normal play. Is there an option I'm missing for toggling slo-mo without cooldown instantly? I set the cooldown to be 0 for sure.
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Re: Weapon Menu Plus [v2.17]

Post by m8f »

Update (v2.17):
- added an option to toggle Slomo BulletTime on inventory menu open/close;
- if zoom factor is set to 1.0, it doesn't reset internal weapon zoom factor (FOV);
- fixed bug with unselectable weapons in Complex Doom (and other mods that have weapon classes ending with space).

About an issue with slomo toggle, check out Slomo BulletTime update.
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namsan
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Re: Weapon Menu Plus [v2.17]

Post by namsan »

I can't use marked inventory items from quick access item key.
I tried several weapon mods, but I couldn't use this function at all.
I'm using the latest version of your mod and GZDOOM.
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Re: Weapon Menu Plus [v2.17]

Post by Someone64 »

It works great now! Thanks!
It still happens very rarely but it's quite workable if you bind the hotkey to fix it now. It's happened once so far in 30 minutes of play. You can still cause it consistently by selecting a weapon by clicking REALLY fast after but since it's in slow motion it's not much of a necessity for optimal play.
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Re: Weapon Menu Plus [v2.17.1]

Post by m8f »

namsan wrote:I can't use marked inventory items from quick access item key.
I tried several weapon mods, but I couldn't use this function at all.
I'm using the latest version of your mod and GZDOOM.
There was a bug, indeed. The fix is uploaded as version 2.17.1. Thanks for the report!
Someone64 wrote:It works great now! Thanks!
It still happens very rarely but it's quite workable if you bind the hotkey to fix it now. It's happened once so far in 30 minutes of play. You can still cause it consistently by selecting a weapon by clicking REALLY fast after but since it's in slow motion it's not much of a necessity for optimal play.
Wow, you are fast! I could not reproduce that. But I think it isn't possible to optimize/fix it more, anyway.
Last edited by m8f on Sat Jun 30, 2018 5:37 am, edited 1 time in total.
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Re: Weapon Menu Plus [v2.18 - 2.19]

Post by m8f »

Updates (v2.18 - 2.19):
  • improved Heretic support (added icon for staff, removed characters that are missing in font, fixed "No ammo" message when using Tome of Power).
  • improved Inventory Menu (horizontal position presets, optional background, can now be printed from bottom using negative step multiplier, optional closing after use).
  • overhauled Inventory quick access keys. Now 10 keys are available, and one key to toggle if an item is in quick access. Note: while this mod offers universal solution, Hotkeys Galore! mod by Tesculpture offers fine-tuned keys for inventory items for a selection of mods.
  • added menu sounds to sound options.
  • Pistol Start option and some Extras are moved to separate mods: IDCLEVer Starter, Armament Tuning so these features are usable with other weapon selection mods like PyWeaponWheel by DrPyspy. Features like Zoom, Laser Sight, Quick Access Fire, and other things will remain inside this mod because they rely on Weapon Menu very much.
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Re: Weapon Menu Plus [v2.20.2]

Post by m8f »

Mini-update (v2.20.2)
- Laser Sight now works correctly with autoaim;
- removed stray backup files from pk3;
- fixed unselectable pistol in Dead Marine. Thanks to Someone64 for reporting the bug and for the help.
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Mere_Duke
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Re: Weapon Menu Plus [v2.20]

Post by Mere_Duke »

Keyconf.txt line 27,28 - change "#" to "//" at the beginning of the lines (a mere gzdoom warning, but anyway).
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Re: Weapon Menu Plus [v2.22]

Post by m8f »

Update (v2.21):
New features in core mod:
- added an option to skip weapons with no ammo while scrolling through;
- added keys to open/close Weapon and Inventory menus by holding/releasing these keys;
- restored a feature: when you hold down a slot key, weapons are scrolled only up to the last weapon in this slot (instead of endlessly cycling through);
- removed GZDoom warnings at startup.

New feature in extras:
- added optional FOV change when weapons are holstered (works nicely with speed change).
Last edited by m8f on Tue Aug 07, 2018 6:37 am, edited 1 time in total.
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Re: Weapon Menu Plus [v2.23.1]

Post by m8f »

Bumping because of updates (2.22 - 2.23.1):
- added REKKR support;
- moved Laser Sight to a separate mod;
- prevented potential ZScript files conflict.
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Re: Weapon Menu Plus [v3.0]

Post by m8f »

Update (v3.0). No really big changes, new major version just to drop big minor version number.
- fixed a bug when weapon tags were cut off after changing weapon order;
- revised weapon ordering: instead of binding keys to operations, now this is done via options menu;
- added weapon renaming.

I think, at this point Weapon Menu can be finally considered complete. :D
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Trusty McLegit
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Re: Weapon Menu Plus [v3.0]

Post by Trusty McLegit »

It seems like the official Combined Arms support doesn't work with the new 1.1 or 1.2 update
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Re: Weapon Menu Plus [v3.0]

Post by Someone64 »

In the weapon menu options, set force universal mode to on and it will fix the issue.
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Trusty McLegit
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Re: Weapon Menu Plus [v3.0]

Post by Trusty McLegit »

Oh, I never noticed that option before! Thanks!

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