JMod - Mod Testing Suite (2025)

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Jarewill

JMod - Mod Testing Suite (1)
Posts: 1845
Joined: Sun Jul 21, 2019 8:54 am

JMod - Mod Testing Suite

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Postby Jarewill »

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.

Spoiler: Screenshot

I don't really have much more to say about it.
Here's a download.

Spoiler: How to use Service

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Void Warrior
Posts: 145
Joined: Thu Feb 04, 2021 11:54 am
Location: Russian Federation

Re: JMod - Mod Testing Suite

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Postby Void Warrior »

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!

Keep improving it, Jarewill! JMod - Mod Testing Suite (3)

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Carrotear
Posts: 159
Joined: Thu Sep 03, 2015 10:45 pm
Preferred Pronouns: No Preference
Graphics Processor: Intel (Modern GZDoom)

Re: JMod - Mod Testing Suite

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Postby Carrotear »

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.

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BigStronk
Posts: 18
Joined: Wed Feb 12, 2020 1:23 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: JMod - Mod Testing Suite

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Postby BigStronk »

This is cinema

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Jarewill

JMod - Mod Testing Suite (6)
Posts: 1845
Joined: Sun Jul 21, 2019 8:54 am

Re: JMod - Mod Testing Suite

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Postby Jarewill »

Void Warrior wrote: Mon Nov 11, 2024 9:44 amAlthough 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 amPlayed 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 amThis is cinema

Sorry, but this doesn't include the cinema addon.

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Jarewill

JMod - Mod Testing Suite (7)
Posts: 1845
Joined: Sun Jul 21, 2019 8:54 am

Re: JMod - Mod Testing Suite

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Postby Jarewill »

Apologies for the double post, just found a big issue with saving and loading and had to push a fix.

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BROS_ETT_311
Posts: 220
Joined: Fri Nov 03, 2017 6:05 pm

Re: JMod - Mod Testing Suite

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Postby BROS_ETT_311 »

Hey Jarewill! This is a really nifty tool and super convenient, really awesome stuff. Just a heads-up, this has errors running on GZ 4.14.0

[imgur]https://imgur.com/a/T7M9Ekv[/imgur]

(not sure what's up with the imgur link lol)

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Jarewill

JMod - Mod Testing Suite (9)
Posts: 1845
Joined: Sun Jul 21, 2019 8:54 am

Re: JMod - Mod Testing Suite

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Postby Jarewill »

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.

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Clayman_Colony
Posts: 14
Joined: Fri Aug 16, 2024 11:59 pm

Re: JMod - Mod Testing Suite

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Postby Clayman_Colony »

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.

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