Weapon Selection Menu Mod v1.4 (fixed)

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m8f
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Weapon Selection Menu Mod v1.4 (fixed)

#1

Post by m8f » Sat Feb 24, 2018 3:38 pm

Image
Image

Download

Also on GitHub. The latest build.

Features:
- allows fast and reliable weapon selection.
- with menu, you see what you are about to select. No more blind weapon choices!
- new: last used weapon quick access (by assigned key).
- configurable colors, fonts, and position.
- configurable controls. Just don't assign keys for features you don't want.
- will work with any HUD.
- autoload safe! If weapon set isn't recognized, standard weapon selection is used.
- API: CVar (cvarinfo) and ZScript (WeaponMenuInterface.txt) for HUD developers.

Usage:
  1. Assign controls in Options -> Customize controls -> "Weapon Menu Keys".
  2. Open Weapons Menu by pressing assigned Smart Selection Keys or Open/Close Menu key.
  3. Cycle through the Weapons Menu with Smart Selection Keys or Next/Previous weapon keys.
  4. Smart Selection Keys cycle through all the weapons in one slot.
  5. If Menu is closed, Next/Previous weapon keys act as standard Next/Previous weapon Keys.
  6. Close Weapons Menu, and highlighted weapon is selected.
  7. Weapons Menu does not affect gameplay. When it is opened, you can run, shoot, do whatever you want to do. New weapon will be selected only when Menu is closed.
  8. Be sure you adjust menu position, font and text scale in Options to fit your screen and weapon set size.
    Some options take effect only after Options are closed.
Weapon Menu has official support for:
  1. Original weapons
  2. PerK's Smoother Weapon Animations Enhanced
  3. Eriguns: Eriguns1 Standard, Eriguns1 Extended, Eriguns2 (limited)
  4. Beautiful Doom v6.3.0
  5. Final Doomer v2.4
  6. Faspons (REL: FEB 11)
  7. HXRTC Project (Revised 17 feb 2018)
  8. Kriegsland: Blutordnung (2.3 04/02/18)
  9. Complex Doom V27a3
  10. Weapons of Saturn (October 31, 2017)
  11. Hard-Doom v8.1.1
  12. Heretic IWAD weapons (not tested)
  13. Chex Quest (Single Player)
  14. Strife weapons (not tested)
  15. Argent (v0.5.3)
  16. Doom 64 'weapons only' wad by Nevander (updated 5-29-2016) X version
  17. Responsive Weapons + Faster Weapon Switching
  18. Dead Marine (v0.9.3)
  19. Parkour v1.1
  20. Brutal Doom v21 (test feb24)
  21. Combined Arms v1.0
  22. Freedoom v0.11.3
  23. Smooth Doom (2018-01-13)
  24. Trailblazer v1.4b
Has unofficial support for:
- almost every possible weapon set. Probably not in multiplayer.
This is achieved by using Weapon Menu Autodetection System. When you load weapon set that is not officially supported by Weapon Menu, a message will appear with a suggestion to try Autodetection.
Spoiler: To autodetect weapons: (Open)
  1. Enter 'wm_auto' in console.
  2. Relax for 2 minutes and watch while the script cycles over all of the weapons in your weapon set. Do not do anything while script works, even if you think script does nothing. Doing something will mess up the results.
  3. When script is finished, it reloads the level, taking away all weapons except starting weapons, so it is wise to run it at the start of a new game.
  4. Then autodetected weapon set will be remembered until the new autodetection will be run, so you can play a megawad or a bunch of maps with the same weapon mod. Remembered weapon set will be also stored in a save. But if you autodetect one weapon set, save the game with it, then autodetect another weapon set and load first save with first weapon set, autodetection data will only last until new level is started. Then you will have to autodetect again and lose acquired weapons or play without the Menu.
  5. Autodetection system has the following limits:
    - no more than 50 weapons in a weapon set.
    - no more than 6 weapons in one slot.
    - weapon names are made of weapon class names, so they may be rough.
    - autodetection will detect all the weapons that are in a mod (within limits), even if they are unobtainable in a game. So it is recommended to use an option to hide not acquired weapons.
    - autodetection script needs cheats to be enabled (freeze and give everything). So if your mod or difficulty setting forbids cheats, set sv_cheats to true and restart the level. After autodetection you can safely set sv_cheats back to false.
Changelog:
Spoiler: Changelog (Open)
0.1: initial version.
0.2: added automatic selected weapon detecting on level start;
added getPrintableWeaponName function for external weapon names.
added weapon set checking, disable menu if weapons are unknown.
added smart slot selection.
0.3: added player class detection; added some weapon sets support.
0.4: added support for dropping weapons and pistol starter scripts.
0.5: added all 6 Final Doomer weapon sets.
0.6: added handling situation when a weapon can not be selected because it has no ammo.
0.7: added weapon name to 'no ammo' message.
0.8: added Faspons and HXRTC Project support.
0.9: added Kriegsland: Blutordnung support.
0.10: added Complex Doom V27a3 support.
0.11: added Weapons of Saturn support.
0.12: added Hard-Doom support.
0.13: added menu colors and position options.
0.14: added menu slot order option.
added Heretic support.
added resorting to standard weapon selection on unknown weapon sets.
0.15: added Chex Quest (Single Player) weapons.
0.16: added Strife weapons.
added option to show/hide not acquired weapons.
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.
0.19: added optional sound on selecting new weapon in menu.
Sound can be set or disabled via ZScript API too.
added Argent 0.5.3 support.
0.20: added Doom 64 'weapons only' by Nevander X version.
added Responsive Weapons + Faster Weapon Switching
added "Last Used Weapon" key.
0.21: added Dead Marine weapons.
added font options.
bugfixes.
0.22:
added Parkour, Combined Arms, and Brutal Doom.
added secret weapon feature (Parkour, Combined Arms and Brutal Doom have them).
added Autodetection System.
added menu step multiplier option.
1.0: add show/hide weapon names option.
minor fixes.
1.1: add Freedoom and Smooth Doom official support.
optimized code.
1.2: bug fixes
1.3: added a possibility to close menu by fire key (assigned in controls).
1.4: menu now remembers last used weapon between levels
added Trailblazer official support
fixed Zandronum version
Last edited by m8f on Thu Mar 15, 2018 8:50 am, edited 7 times in total.

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Ænima
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Re: Weapon Selection Menu Mod v0.15

#2

Post by Ænima » Sun Feb 25, 2018 11:09 pm

:bobpage:

Been waiting for something like this. Nice work, my dude. 👍
­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­
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Ivan
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Re: Weapon Selection Menu Mod v0.15

#3

Post by Ivan » Mon Feb 26, 2018 12:04 am

It doesn't seem to highlight weapons selected while menu is active but that may be intended. Other than that, seems nice. The only problem is the amount of keybinds it requires really.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

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m8f
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Re: Weapon Selection Menu Mod v0.15

#4

Post by m8f » Mon Feb 26, 2018 1:49 am

Ænima wrote:
Sun Feb 25, 2018 11:09 pm
Been waiting for something like this. Nice work, my dude. 👍
Thanks!
Ivan wrote:
Mon Feb 26, 2018 12:04 am
It doesn't seem to highlight weapons selected while menu is active but that may be intended. Other than that, seems nice. The only problem is the amount of keybinds it requires really.
You mean highlighting currently selected weapon in addition to highlighting weapon that will be selected? It's a good idea, I will do it.
About keybinds - yes, it is not very convenient, but it needs to be done only once. And it is safe to rebind standard weapon keys with ones from Weapons Menu. So the only one additional key that is really needed is "Open/Close menu".
Thanks for the feedback!

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Ivan
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Re: Weapon Selection Menu Mod v0.15

#5

Post by Ivan » Mon Feb 26, 2018 3:40 am

m8f wrote:
Mon Feb 26, 2018 1:49 am
You mean highlighting currently selected weapon in addition to highlighting weapon that will be selected? It's a good idea, I will do it.
About keybinds - yes, it is not very convenient, but it needs to be done only once. And it is safe to rebind standard weapon keys with ones from Weapons Menu. So the only one additional key that is really needed is "Open/Close menu".
Thanks for the feedback!
Hmm yea, you're right actually. Rebinding slot numbers for this is more useful. I was thinking on keypad but that's definitely more convenient.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

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m8f
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Re: Weapon Selection Menu Mod v0.15

#6

Post by m8f » Mon Feb 26, 2018 3:47 am

Ivan wrote:
Mon Feb 26, 2018 12:04 am
It doesn't seem to highlight weapons selected while menu is active...
Done! Special color for currently selected weapon. Can be disabled in options.

Update: 0.16: added Strife weapons.
added option to show/hide not acquired weapons.
0.17: added option to show slot number on left or right side.
added optional highlighting of currently selected weapon.

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m8f
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Re: Weapon Selection Menu Mod v0.20

#7

Post by m8f » Wed Feb 28, 2018 1:13 pm

Update:
0.18: added CVar and ZScript API for HUD developers.
0.19: added optional sound on selecting new weapon in menu.
Sound can be set or disabled via ZScript API too.
added Argent 0.5.3 support.
0.20: added Doom 64 'weapons only' by Nevander X version.
added Responsive Weapons + Faster Weapon Switching
added "Last Used Weapon" key.

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m8f
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Re: Weapon Selection Menu Mod v1.2

#8

Post by m8f » Sat Mar 10, 2018 5:13 am

Update: 0.21 - 1.2:
new supported weapons: Dead Marine, Parkour, Combined Arms, Brutal Doom, Freedoom, Smooth Doom.
new options: font, menu step multiplier option, show/hide weapon names.
Significant code optimization and bug fixes.

Also added Autodetection System that brings support for almost any weapon mod that doesn't (yet) have official support. Probably it is not usable in multiplayer.

Edit: v1.3: now Weapon Menu can be used without special open/close key: you can open menu with slot number keys and close with assigned fire key.

eviltechno
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Re: Weapon Selection Menu Mod v1.4 (fixed)

#9

Post by eviltechno » Sun Nov 18, 2018 10:55 pm

Nice addon. I would like to modify it so the weaponlist doesn't close every time on mapchange. Anyone?

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m8f
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Re: Weapon Selection Menu Mod v1.4 (fixed)

#10

Post by m8f » Tue Nov 20, 2018 4:19 pm

Thanks for the suggestion. This feature is added to the main mod (not supported by Zandronum, unfortunately).

Probably here I have to say that Zandronum support is dropped in favor of new handy features provided by GZDoom's ZScript (for example, true universality). But if someone has enough interest in backporting recent Weapon Menu to Zandronum (with some features cut, of course), I am willing to help. Sorry that I have not much interest in doing it myself.

eviltechno
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Re: Weapon Selection Menu Mod v1.4 (fixed)

#11

Post by eviltechno » Fri Nov 23, 2018 6:45 pm

"Thanks for the suggestion. This feature is added to the main mod (not supported by Zandronum, unfortunately)."

Zandronum here, but glad i could help.

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