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new menu via .menu files

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motorsep Joined: 02 Aug 2006 Posts: 17 Location: Del Rio, TX |

Posted: Thu Jan 17, 2008 4:41 pm Post subject: new menu via .menu files |

How can I create simple menu (some what like Quake menu, but with ability to use mouse at the same time as keys) using menu.dat and .menu files? I looked into Nexuiz .menu files, but to me it looks like a mess :/ I don't even know what .menu file I have to create first and so on
Is anyone familiar with .menu files ?

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Sajt Joined: 16 Oct 2004 Posts: 1026 |

Posted: Thu Jan 17, 2008 7:29 pm Post subject: |

Nexuiz's menu QC contains the .menu parser. A simple menu QC implementation would not include the .menu files, it would all be done in the QC. But I'm not the one to do it... _________________ F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.

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jim Joined: 05 Aug 2005 Posts: 400 Location: In The Sun |

Posted: Thu Jan 17, 2008 7:42 pm Post subject: |

How complicated is doing a new menu with just QC? Does it go to that same category as making new huds with CSQC? _________________ zbang!

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Spike Joined: 05 Nov 2004 Posts: 944 Location: UK |

Posted: Fri Jan 18, 2008 1:50 am Post subject: |

Supposedly you could do a fairly simple menu like quake has. Seperate draw/keyboard functions, respond to just up/down/enter. Simple, and easy. But then you don't have any mouse support. Certainly the menu.dat nexuiz has is overkill, but it does actually do quite a lot of stuff. Of course, its utterly unreadable. :)
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Urre Joined: 05 Nov 2004 Posts: 1073 Location: Sweden |

Posted: Mon Jan 21, 2008 8:11 am Post subject: |

A new one will be released soon though. Dunno about the readability, but it's nicer to navigate anyway _________________ Look out for Twigboy

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Error Inside3D Staff Joined: 05 Nov 2004 Posts: 558 Location: VA, USA

Posted: Tue Jan 22, 2008 5:48 am Post subject: |

darkplaces has the cl_prydoncursor cvar that I use to make ingame menus. _________________ Inside3D : Knowledge Is Power Darkplaces Documentation Wiki

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daemon Joined: 07 Nov 2007 Posts: 62 |

Posted: Sat Feb 02, 2008 4:41 pm Post subject: |

i don't recommend using cl_prydoncursor in csqc menus. it's only purpose would be to show where the mouse is located, and it's movement is different than what csqc's getmousepos() returns. just drawpic a cursor image where it should be in csqc.
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mh Joined: 12 Jan 2008 Posts: 910 |

Posted: Sat Feb 02, 2008 11:50 pm Post subject: |

I'd personally vote against mouse support in menus. GLQuake (and presumably WinQuake also) release the mouse back to the OS when the menus or console are activated, and this is a Good Thing to have, IMO. Mouse support on the other hand is nice to have alright, but is it really necessary?
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Urre Joined: 05 Nov 2004 Posts: 1073 Location: Sweden |

Posted: Sun Feb 03, 2008 6:49 pm Post subject: |

mh: if you're making a game, rather than a mod, using a based-on Quake engine, which has little to do with Quake, you might want to. Keyboard only menus are rather '97 _________________ Look out for Twigboy

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kable Joined: 09 Jan 2007 Posts: 3 |

Posted: Sun Feb 03, 2008 8:07 pm Post subject: |

mh: Releasing/Ungrabbing mouse doen't disable mouse events. Ad the only change needed in the menu is using absolute mouse position instead of relatives.

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