Zandronum PWO

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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ZZYZX
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RE: Zandronum PWO

#21

Post by ZZYZX » Sun Dec 30, 2012 7:41 pm

Torr Samaho wrote: Why did you move the weapon setup from the player settings menu to main options menu? I'd say everybody is used to find the weapon setup menu under the player settings since it's been there for at least half a decade.
People are used to PWO settings being in main options menu as it was there both in ZDaemon and Odamex all the time, so I thought menu item that contains only two actually working options and is used very seldom (often only on first setup) can be safely moved to place where it will be easier to find both for newbies and people who just don't play much Zandronum. You know, I remember someone from ZD asked me where to look for player setup menu :) Above is made to prevent such situations at least with PWO.

Though that just requires more opinions.
If people will explicitly say that weapon setup should be in player setup, then OK, it's like 5 seconds to move it; but I personally always found it a bad idea to have weapon setup nested somewhere.
Last edited by ZZYZX on Sun Dec 30, 2012 8:50 pm, edited 1 time in total.

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RE: Zandronum PWO

#22

Post by Torr Samaho » Sun Dec 30, 2012 9:41 pm

Circunei Z wrote: If people will explicitly say that weapon setup should be in player setup, then OK, it's like 5 seconds to move it; but I personally always found it a bad idea to have weapon setup nested somewhere.
A compromise could be to link the menu from both places.

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RE: Zandronum PWO

#23

Post by ZZYZX » Sun Dec 30, 2012 10:01 pm

Torr Samaho wrote:A compromise could be to link the menu from both places.
Does any existing ZDoom or Zandronum menu have two links to it simultaneously? That would be confusing for the user.

P.S. Just received some feedback on map about weapon preferences location. Currently it's 2 to 1 votes for putting it back into Player setup. Most likely it will be done that way.
Update: returned "Weapon setup" to it's original location. Updated the build.
Last edited by ZZYZX on Sun Dec 30, 2012 10:40 pm, edited 1 time in total.

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RE: Zandronum PWO

#24

Post by ZZYZX » Mon Dec 31, 2012 10:25 pm

Updated build so it now also works in Skulltag campaign. Happy NY to anyone, by the way.

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RE: Zandronum PWO

#25

Post by Torr Samaho » Fri Jan 04, 2013 5:33 pm

I started to integrate Circunei Z's PWO code into Zandronum 1.1. This 1.1 alpha version should support the ORDERDEF lump and "switchonpickup == 3". Please test if it works as intended. If so, the next official beta build will support PWO. Note, this build does not support weapnext_pwo, weapprev_pwo or cl_noswitchwhilefiring.

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RE: Zandronum PWO

#26

Post by ZZYZX » Sat Jan 05, 2013 2:25 am

Tested it in singleplayer and local multiplayer (this version can't connect to existing servers). Works as intended.

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RE: Zandronum PWO

#27

Post by Catastrophe » Sat Jan 05, 2013 7:02 am

Got any documentation on ORDERDEF? Lets add it to the wiki.

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RE: Zandronum PWO

#28

Post by ZZYZX » Sat Jan 05, 2013 7:25 am

Code: Select all

// Weapon  <classname> <menuname> <defaultorder> <menuorder> [replaces <replaceclassname>]
// Section <menuname> <count> <menuorder>

// e.g. if we replace SuperShotgun with WBSuperShotgun and specify it's replaceclassname,
// then CVar called PWO.Doom.SuperShotgun will be used, not PWO.Doom.WBSuperShotgun.
Weapon command adds a weapon to PWO table:
classname — DECORATE class name of a weapon. Also used in CVar name.
menuname — PWO menu description (ex.: "Super Shotgun").
defaultorder — default PWO setting.
menuorder — PWO menu weight (to add weapons between existing ones).
Any weapon directive may end with 'replaces "X"'. X should be class name of already defined weapon. Weapon that replaces it will appear on same menu position and will use same CVar (name can still be different though).

Section command adds a weapon section to PWO table (to be not confused with config sections, these are used just for readability):
menuname — section name (ex.: "Skulltag weapons").
count — count of subsequent Weapon definitions.
menuorder — PWO menu weight.
Works same way as weapons' weight, but controls entire section.
Weapons inside a section will still be ordered exactly as defined; for such weapons, menu weight is ignored.
You may not add weapons to existing section (todo: fix?)

Also there is Clear command that doesn't define anything but erases all weapon definitions previously loaded. This is for mods that completely replace existing weaponry.
Note that it is only command that's valid in config root (i.e. before first config section begins).

[spoiler]Example from generic definitions:

Code: Select all

[VanillaDoom]
Game Doom
Weapon	"Fist"			"Fist"			0.1 0
Weapon	"Chainsaw"		"Chainsaw"		0.2 10
Weapon	"Pistol"		"Pistol"		0.3 20
Weapon	"Shotgun"		"Shotgun"		0.8 30
...
Example of replaced weapons:

Code: Select all

[DeathBall]
Game Doom
Weapon	"Fist~"			"Fist"			0.1 0	replaces "Fist"
Weapon	"Chainsaw~"		"Chainsaw"		0.2 10	replaces "Chainsaw"
Weapon	"Pistol~"		"Pistol"		0.3 20	replaces "Pistol"
Weapon	"Shotgun~"		"Shotgun"		0.8 30	replaces "Shotgun"
...
Also for weapons that have Power Level 2 (like Heretic ones): they should be defined with 'replaces "Level1ClassName"':

Code: Select all

Weapon	"GauntletsPowered"	"Necromancer Gauntlets"	0.2 10	replaces "Gauntlets"
Example of section definition:

Code: Select all

[Skulltag]
Game Doom
Section	"Skulltag weapons" 4 90
Weapon	"Railgun"		"Railgun"		0.55 0
Weapon	"BFG10K"		"BFG-10000"		0.75 0
Weapon	"Minigun"		"Minigun"		0.85 0
Weapon	"GrenadeLauncher"	"Grenade Launcher"	0.45 0
[/spoiler]
Last edited by ZZYZX on Sat Jan 05, 2013 7:26 am, edited 1 time in total.

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