Wow, blimey! That was quite fast!m8f wrote:Edit: minor update (v2.7.1)
- updated support for HXRTC Project Golden Edition.
Thanks a lot for your support my friend!
Wow, blimey! That was quite fast!m8f wrote:Edit: minor update (v2.7.1)
- updated support for HXRTC Project Golden Edition.
Thanks!WallyTheBoogieBug wrote:Love what you're doing here, and the rapid iteration is really cool to see. The customizability of this is superb too!
Thanks for noticing. It happened only in mods where there are more inventory items than weapons, that's why I missed it. Fixed in 2.9.1.WallyTheBoogieBug wrote: On the topic of bugs: In the current version (2.9), opening the Weapon Menu inventory and closing it leaves a few menu items on the screen, permanently. They don't wipe away until a new level is loaded. I've used the inventory in previous iterations and this didn't occur, so I assume its a bug. You can test this yourself very easily in Hexen by using Give All and opening the inventory then closing it. I can provide screenshots if it's not reproducible on your end.
I already tried that. These images are much harder to work with: they are too big and they don't have suitable offsets. This feature has to wait until I find a way to manipulate image size and offset in runtime.WallyTheBoogieBug wrote:On a different topic, here's an idea for the experimental weapon icon feature: perhaps weapons which don't have an identifiable ground sprite for whatever reason (Final Doomer's comes to mind, since the weapon drops are just dummy items which change depending on the class, and are naturally invisible according to the conditions Weapon Menu is looking for), a first person sprite from the Ready state could be used instead? That could possibly deal with a lot of edge cases, but I don't think it'd work for every mod out there. Worth a try, I think.
In fact, having an optional mode where the icon is always the first person sprite may prove useful. Players stare at it far more than they do the ground sprites, so it may be more immediately identifiable when players are in the middle of a fire fight and are looking at the menu through the corner of their eye.
This bothers me too. But some of these features share common "framework" with Weapon Menu, and moving them to a separate mod will result in duplicating the code. Some features work together: for example, laser sight must know about currently selected weapon slot to be hidden for fist and chainsaw, so it cannot be separated from menu. Zoom can work with laser sight, so it cannot be separated too, and so on.WallyTheBoogieBug wrote:And on a completely different topic, I don't mean to chastise you or criticize this nice QOL mod, but having things like the zoom, gib toggles, holstering, junk throw, force pistol start, laser sight, and other options in this mod seems a little weird for a mod titling itself simply "Weapon Menu". Perhaps it would be wise to split those options off into a separate mod, something called "Universal Gameplay Tweaks" or something to that effect? Just a thought and its really up to you, but I feel like those options are getting further and further away from the mod's title and may confuse users looking for a simple solution. Alternatively, you could move all those options to a submenu called "Extras", which may communicate the same thing.
Thanks for reporting! Version 2.13.1 is uploaded with a fix for Cyan-Doom. The problem was that Cyan-Doom doesn't define its own player class, and vanilla weapon set was used instead. The fix also contains proper weapon tags for minigun and railgun. An option to force fallback mode is removed because if something doesn't work out of the box, it's a bug and should be reported and fixed.RikohZX wrote:I've encountered an oddity again, this time with Cyan-Doom. It loads the default Doom weapons in the mod fine, but the extra weapons don't show on the weapon menu. Before the latest update to Weapon Menu, I could Force Universal Mode and then it would work just fine, but it seems something about the mod isn't letting yours catch these normally perhaps. That and I can't seem to find the Force Universal in 2.13 now.
Forgot to update the description. Thanks for noticing.TheNightATK300 wrote:Ummm... Shouldn't it be something else than Project MSX?
Thanks for reporting! It's fixed now. Please try with version 2.14.namsan wrote:Pistol start option is not working well with Ultra-Crispy.
This option does remove my ammunition, but it can't remove my weapons.