Quick update! Added ability to select weapons with number keys - with cycling through weapons in the same slot by pressing slot key again.
Re: Weapon Selection Menu Mod
Posted: Sat Feb 17, 2018 4:42 am
by m8f
Update: added support for weapon sets:
PerK's Smoother Weapon Animations Enhanced
Eriguns1 Standard
Eriguns1 Extended
Eriguns2
Beautiful Doom
More weapon sets can be added easily.
Re: Weapon Selection Menu Mod v0.5
Posted: Sun Feb 18, 2018 3:06 am
by m8f
Update: added support for all 6 Final Doomer 2.4 weapon sets.
Re: Weapon Selection Menu Mod v0.5
Posted: Sun Feb 18, 2018 5:25 am
by StroggVorbis
Is the menu closed with a dedicated button? Because I'd like to select a weapon with the left mouse button (fire action), similar to Half-Life and newer versions of Postal 2.
Re: Weapon Selection Menu Mod v0.5
Posted: Sun Feb 18, 2018 7:00 am
by m8f
Yes. You have to manually close the menu (with the same key that opens it) to select new weapon.
I thought about two ways to close menu by fire action, as you say:
1. Bind fire key to a script that closes menu if menu is open, and fires if menu is closed. This way is impossible because there is no ACS function to make player fire.
2. When menu is opened, watch for player input (with GetPlayerInput), and if input is attack, just close the menu. But when player input is received, player has already fired. So in this case player fires, then menu is closed, then player selects new weapon.
Currently I see no way to implement Half-Life weapon menu behavior exactly. I'll be glad to hear ideas about how to do it, if it is really possible, and if there is a way, I'll try to code it.
Edit: now it is possible to select a weapon with the left mouse button, just assign special fire/close menu key.
Re: Weapon Selection Menu Mod v0.8
Posted: Sun Feb 18, 2018 9:24 pm
by m8f
Update: added support for Faspons and HXRTC Project.
Update: added Complex Doom, Weapons of Saturn, and Hard-Doom.
What weapons should I add next?
Re: Weapon Selection Menu Mod v0.12 (+Hard-Doom)
Posted: Fri Feb 23, 2018 5:48 pm
by StroggVorbis
m8f wrote:Update: added Complex Doom, Weapons of Saturn, and Hard-Doom.
What weapons should I add next?
Hate to be that guy, but how about other IWADs next? Like Heretic, Hexen, Strife, and so on? :P
Re: Weapon Selection Menu Mod v0.14 (+Heretic, autoload safe
Posted: Sat Feb 24, 2018 12:09 am
by m8f
Thanks for the suggestion!
Update:
0.13:
Added options for colors and menu position.
0.14:
Added Heretic IWAD weapons (not tested, as I don't have this game).
Also added resorting to standard weapon selection on unknown weapon sets, so mod doesn't conflict with unknown weapon sets anymore.
And another option that controls slots printing order: ascending or descending.
Hexen: I don't really think that Weapon Selection Menu is needed to help selecting one of 4 weapons.
Strife: did I understand right that Crossbow, Grenade Launcher, and Mauler have two "fire modes", and you select "mode" by pressing slot key again (like SG/SSG switching)?
Re: Weapon Selection Menu Mod v0.14 (+Heretic, autoload safe
Posted: Sat Feb 24, 2018 11:30 am
by ShockwaveS08
That is true, though Simple Strife consolidates those three weapons in such a way that merely pressing [AltFire] will swap firemodes.
Strife Uncut brings other weapons to the table, like the Pistol, Disruptor, Boltcaster, Thrasher, and Throwable Mines.
As for something like Brutal Doom v21 (Public Beta), some extra work would be necessary, due to the revised dual-wield mechanic (when using the Pistol, SMG, Rifle, or Plasma Rifle, hit your designated [Dual-Wield/Weapon Special] key to toggle akimbo firing modes).
Brutal Doom weapon listing is in the spoiler below.
Spoiler:
SLOT 1: Fists, Chainsaw, Fire Axe
SLOT 2: Pistol (Dual), SMG (Dual)
SLOT 3: Shotgun, Super Shotgun, AA-12 Auto Shotgun
SLOT 4: Rifle (Dual), Machinegun (with Grenade Launcher), Minigun, MP40 (secret), MG42 - "Hitler's Buzzsaw" (super-secret)
SLOT 5: Rocket Launcher, Grenade Launcher
SLOT 6: Plasma Rifle (Dual), Railgun
SLOT 7: BFG-9000, BFG-10K, Unmaker (secret weapon, runs off of Zombie Souls)
SLOT 8: Revenant Missile Launchers, Mancubus Flame Cannon
SLOT 9: Hand Grenade
SLOT 0: Ammo Dropper Menu (commented out in latest beta)
Re: Weapon Selection Menu Mod v0.16 (+Strife, +Zandronum)
Posted: Sat Feb 24, 2018 10:33 pm
by m8f
Update:
0.15: added Chex Quest (Single Player) weapons.
0.16: added Strife weapons.
added option to show/hide not acquired weapons.
Working on Brutal Doom support now. As Brutal Doom code is not the easiest to understand, I have some questions:
1. Player classes BDoomer (Rifle Start), Doomer2 (Pistol Start), and TacticalDoomer (Tactical Mode) - do they share the same weapon set, or there are differences?
2. Is SMG available for Purist? There is "ClassicSMG", but I'm not sure if it is really available in game.
It seems that dual wielding won't require extra work. With menu, you will select weapons in non-dual mode (like you do without the menu), and then switch to dual-wielding with designated key. But, slot system in Weapons Menu is independent of slot system in mods, and I can add dual weapons directly to menu, to any slot. Will it be more convenient, and should I do that?
Re: Weapon Selection Menu Mod v0.16 (+Strife, +Zandronum)
Posted: Sun Feb 25, 2018 11:56 am
by ShockwaveS08
m8f wrote:
1. Player classes BDoomer (Rifle Start), Doomer2 (Pistol Start), and TacticalDoomer (Tactical Mode) - do they share the same weapon set, or there are differences?
2. Is SMG available for Purist? There is "ClassicSMG", but I'm not sure if it is really available in game.
It seems that dual wielding won't require extra work. With menu, you will select weapons in non-dual mode (like you do without the menu), and then switch to dual-wielding with designated key. But, slot system in Weapons Menu is independent of slot system in mods, and I can add dual weapons directly to menu, to any slot. Will it be more convenient, and should I do that?
1. Yes, all three of them share the same weapon set.
2. Not sure, never played in Purist Mode.
3. Dual-Wielding selection would be up to you...
Re: Weapon Selection Menu Mod v0.18 (+API for HUD developers
Posted: Mon Feb 26, 2018 9:33 am
by m8f
Brutal Doom support is still in progress.
Meanwhile, an update!
0.17: added option to show slot number on left or right side.
added optional highlighting of currently selected weapon.
0.18: added CVar and ZScript API. See OP for details.