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Hello.
Time for me to make another contribution to this community.
JMod is a mod inspired by GMod, hence the very creative name, it brings the GMod's spawn menu to GZDoom.
It was designed for keeping it in your autoload to aid with mod testing.
The menu will be automatically populated by actors from any mod you load it with and, if the mod uses abstract actors, it will even create custom categories.
It also features Service support, which allows other mods to create custom categories without using abstract actors.
There are however a few rules to it detecting actors, for instance if the first frame of the Spawn state is empty, the actor will not be included. (Service completely bypasses this need)
Massive thanks once again to Gutawer and phantombeta for making ZForms and additional help provided to make it happen.
//Service will allow you to make your own mod have special compatibility with JMod without directly requiring it
//The service class has to have the name "JModService" included, simply add your own prefix to it
Class SinJModService : Service{
//This is the only function that gets used
Override string GetString(string request, string stringArg, int intArg, double doubleArg, Object objectArg, Name nameArg){
//"JModCategory" request will ask for category names you want to add
If(request=="JModCategory"){
//This is the method I recommend using: Keeping all the strings inside the array, just make sure to end it with an empty one
//JMod will request increasing intArgs starting from 0, which will automatically select strings from the array
string categories[] = {"DSin Weapons","DSin Ammo","DSin Items","DSin Gunpowder",""};
Return categories[intArg];
}
//Next request is "JModActor", which will populate the categories with actors
If(request=="JModActor"){
//stringArg will be the category name to put the actors into
If(stringArg=="DSin Weapons"){
//The rest is the same deal as above
string weapons[] = {
...
//This is the last request, "JModExclude", this one will remove actors from the menu in case you want to hide something
If(request=="JModExclude"){
string exclusions[] = {"SinTest","SinShellBoxSarge",""};
Return exclusions[intArg];
}
//Make sure to return nothing if all else fails
Return "";
}
}
OH MY GOD!!! Did someone really think to implement this?!
Thank you so much! Now you don't have to suffer forever with entering commands in the console! Although in some places it does not always display resources correctly with the mod, but it calls them correctly!
Holy crap. I just happen to be back in the GMod saddle over the past month then this gets release.
Played it...I'm extremely impressed by this! Only thing missing is a Physgun and/or Tool gun counterpart. I think the bfg could be the physgun and the pistol or shotgun could be the tool gun.
Void Warrior wrote: ↑Mon Nov 11, 2024 9:44 am
Although in some places it does not always display resources correctly with the mod, but it calls them correctly!
How does it display them incorrectly? Is it just the icon?
I made the sprite be centered as the icon (except for monsters, which are top-aligned), but depending on the sprite it can not show right, such as with the helper dogs that have a lot of empty space.
Carrotear wrote: ↑Tue Nov 12, 2024 12:49 am
Played it...I'm extremely impressed by this! Only thing missing is a Physgun and/or Tool gun counterpart. I think the bfg could be the physgun and the pistol or shotgun could be the tool gun.
I actually have pretty much everything done for the physgun and was going to initially include it, but decided not to as it would be against the mod's scope as a mod testing aid.
As for the tool gun, way too much functionality to implement.
BigStronk wrote: ↑Tue Nov 12, 2024 1:07 am
This is cinema
Hey thanks for the heads up!
Pushed a fix for it, it should now work.
I also modified the menu a bit to allow it to be closed with the same button press.
As well as added 2 CVars, one will change the keybind to work similarly to GMod where you have to hold it, the other will get rid of actors that have been replaced by mods.
This mod is AWESOME! It has saved me so much time in testing new mods! I now load this as a default on all my mod build presets.
It it especially useful if you want to add new mods halfway through a megawad (it breaks saves), you just go to the map and give yourself all the items you had (with exceptional ease) and you are back on track in no time!
The only thing I can think of so far that would make this mod even more awesome would be a tab to "teleport" to any level (Perhaps with an option to keep current items, health etc if that is possible) - as in auto detect all the levels and make them available to teleport to.
I recently recommended the mod to Matt Eldridge to use in his weapons mods and I am glad to see that he is using it these days (I think he was involved in testing the mod) - his channel is a mind blowing resource for finding awesome weapons mods in the "Weapons Showcase" videos he does.