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JasonX
Joined: 21 Apr 2009 Posts: 89
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Posted: Thu Jul 22, 2010 8:48 pm Post subject: Quake menu alternatives |
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I'm curious about how flexible and easy to work is the Quake main menu code. Is there any engine or mod that made significant modifications to it? Also, any vanilla WinQuake with mouse cursor support? |
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Baker

Joined: 14 Mar 2006 Posts: 1538
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Posted: Thu Jul 22, 2010 8:51 pm Post subject: Re: Quake menu alternatives |
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JasonX wrote: | I'm curious about how flexible and easy to work is the Quake main menu code. Is there any engine or mod that made significant modifications to it? Also, any vanilla WinQuake with mouse cursor support? |
Working with the menus is about as easy as it gets.
FTEQW has mouse cursor support. For instance, you can select all the menus with the mouse. FTEQW has a software renderer version, of course. _________________ Tomorrow Never Dies. I feel this Tomorrow knocking on the door ... |
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reckless
Joined: 24 Jan 2008 Posts: 390 Location: inside tha debugger
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Posted: Thu Jul 22, 2010 10:16 pm Post subject: |
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most advanced i seen was probably the tenenbrae2 menu (resembles the one in half-life2) the menu code used xml2 but suffered from a few buggers and the engine newer reached beta status before it died.
the code is still on there sourceforge page. the engine itself was a hybrid (nope does not play quake) it used quake 3 bsp and shaders.
besides the quake 3 parts the engine was still very much quake 1 with some new stuff tugged on, so should be doable with a minor effort to grab the menu code for use in other quake engines.
downsides with it.
it relies on libxml2.dll and libiconv.dll which are ports from linux.
menu suffers a bit of issues on some cards it flickers and scales wrong.
also theres no example code for the menu besides an alpha test of industry so one would have to write there own.
all that aside it looks quite ok and should be fixable if used to libxml2 syntax. (might also need some code fixes). |
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Spike
Joined: 05 Nov 2004 Posts: 944 Location: UK
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Posted: Fri Jul 23, 2010 12:04 am Post subject: |
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FTEQW's menus are essentually completely rewritten.
You can create menus from the console. :P
Its object oriented rather than index based, though the server browser cheats.
in a more simplistic form, newselecteditem = (mousey - menutop) / menuelementheight; if ((unsigned)newselecteditem >= currentitemsinmenu) dontchangeselected(); else selecteditem = newselecteditem; simple really.
but you do need to change the input code to update mouse coords instead of view angles when key_dest == key_menu
mneh _________________ What's a signature? |
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leileilol

Joined: 15 Oct 2004 Posts: 1321
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Posted: Fri Jul 23, 2010 3:12 am Post subject: |
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QMB had a top-of-the-screen one, i forgot if it was mouse driven, but it was highly RTCW inspired. _________________
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reckless
Joined: 24 Jan 2008 Posts: 390 Location: inside tha debugger
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Posted: Fri Jul 23, 2010 10:58 am Post subject: |
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no mouse support but a pretty nice menu in qmb  |
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