[minimod][v1.3.1] Mod Menu: puts mod options to a menu

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m8f
 
 
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[minimod][v1.3.1] Mod Menu: puts mod options to a menu

Post by m8f »



This GZDoom add-on puts every mod options menu into the special Mod Menu instead of cluttering Options Menu.

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Source

Features
  • Moves all extra submenus from Options Menu to Mod Menu.
  • Adds Mod Menu to simplified Options Menu.
  • Has a chance to put Zandronum-style keybind-only-accessible menus to Mod Menu.
  • A key to open Mod Menu.
  • Removes redundant words like "options" and "strings".
Mods From the Screenshot

Autoautosave, Corruption Cards, Floor Mod, Gearbox, Immerse, Laser Sight, Champions, Rampancy, Target Spy, Universal Entropy, Universal Rain and Snow, Universal Weapon Sway, Gun Bonsai, MariFX Shader Suite, War Trophies, Final Doomer +.



This mod is a part of m8f's toolbox.
Last edited by m8f on Wed Nov 29, 2023 10:22 am, edited 6 times in total.
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mamaluigisbagel
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Re: [minimod][v0.2.0] Mod Menu: puts mod options to a menu

Post by mamaluigisbagel »

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.
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Re: [minimod][v1.0.0] Mod Menu: puts mod options to a menu

Post by m8f »

Thanks for the heads up!

Mod Menu updated to v1.0.0.
Changelog:
  • more robust way to distinguish between standard and mod menus;
  • do not show Mod Menu if there is no mods loaded;
  • key bind to open Mod Menu;
  • code cleanup and documentation.
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Re: [minimod][v1.1.0] Mod Menu: puts mod options to a menu

Post by m8f »

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).
cosmos10040
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Re: [minimod][v1.1.0] Mod Menu: puts mod options to a menu

Post by cosmos10040 »

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.
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Re: [minimod][v1.1.0] Mod Menu: puts mod options to a menu

Post by m8f »

Thanks for the heads up!

Update: v1.2.0.
Changelog:
  • Added ParryMod to the list of hardcoded menus;
  • Added Main Menu options detection (only the last mod that occupies the main menu is added to Mod Menu);
  • Code cleanup.
cosmos10040
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Re: [minimod][v1.1.0] Mod Menu: puts mod options to a menu

Post by cosmos10040 »

Ah I found two more mods that will not go into .ods menu, Lit DOOM viewtopic.php?t=68573

And brutal doom weapons only https://www.moddb.com/mods/brutal-doom/ ... in-sectors

Also while the latest minimod update definitely moved parry mod to mods menu, its still in the main menu! Hope that helps!
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Re: [minimod][v1.2.0] Mod Menu: puts mod options to a menu

Post by m8f »

But Mod Menu already catches those.

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.
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Re: [minimod][v1.2.0] Mod Menu: puts mod options to a menu

Post by Jekyll Grim Payne »

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?
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Re: [minimod][v1.3.1] Mod Menu: puts mod options to a menu

Post by m8f »

Mod Menu updated to v1.3.1!

Changelog

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).

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