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ajay

Joined: 29 Oct 2004 Posts: 295 Location: Swindon, UK
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Posted: Fri Nov 05, 2004 6:17 pm Post subject: full screen menu |
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Is there a non-engine way of displaying a full-screen menu, so that one you pause the game you get a full screen still image.??
It's not important, but would be nice. _________________ my site |
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Wazat
Joined: 15 Oct 2004 Posts: 732 Location: Middle 'o the desert, USA
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Posted: Fri Nov 05, 2004 7:11 pm Post subject: |
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Yes, I'm considering doing that with the Conquest menus, eventually...
I'm going to use entities that are .drawonlytoclient (an engine value to cut on network traffic) for the graphics. Unfortunately that still creates lots of entities, and you need some way to know what the player's screen size is... _________________ When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work. |
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Spike
Joined: 05 Nov 2004 Posts: 944 Location: UK
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Posted: Fri Nov 05, 2004 7:21 pm Post subject: |
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Wazat wrote: | and you need some way to know what the player's screen size is... |
erm... why?
Ajay, have you tried playing with the scr_centertime cvar? Okay, it's not conveinient, but should work with any engine, and if given a large enough value will be effectivly permanent over pauses. |
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Supa

Joined: 26 Oct 2004 Posts: 122
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Posted: Sat Nov 06, 2004 12:23 am Post subject: |
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Wazat wrote: | Yes, I'm considering doing that with the Conquest menus, eventually...
I'm going to use entities that are .drawonlytoclient (an engine value to cut on network traffic) for the graphics. Unfortunately that still creates lots of entities, and you need some way to know what the player's screen size is... |
Err, you should be using .viewmodeltoclient instead. You'll have to play with the origin a bit to get it to look right, but it'll work far better overall. .drawonlytoclient would result in your menu not angling properly when the player looks up and down, and wouldn't scale with the player's resolution like .viewmodeltoclient does. |
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Wazat
Joined: 15 Oct 2004 Posts: 732 Location: Middle 'o the desert, USA
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Posted: Sat Nov 06, 2004 12:45 am Post subject: |
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Thanks, Supa! _________________ When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work. |
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leileilol

Joined: 15 Oct 2004 Posts: 1321
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Posted: Sat Nov 06, 2004 2:24 am Post subject: |
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self.weaponmodel
use it  _________________
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Wazat
Joined: 15 Oct 2004 Posts: 732 Location: Middle 'o the desert, USA
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Posted: Sat Nov 06, 2004 4:27 pm Post subject: |
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But self.weaponmodel can only have one model there. I'm going to need many entities working together to create the graphical menu. _________________ When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work. |
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leileilol

Joined: 15 Oct 2004 Posts: 1321
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Posted: Sat Nov 06, 2004 4:53 pm Post subject: |
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Why not have cursor movement frames and such? i.e. weaponframe 4 points to choice 4 on the weaponmodel menu model, etc.....
I know it's a bit hacky but it's visual at least, and if lighting's a problem, you could use _luma.tga's  _________________
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MauveBib

Joined: 04 Nov 2004 Posts: 602
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Posted: Sun Nov 07, 2004 10:03 pm Post subject: |
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I have a graphical menu for did2, with an entity for each button using sprite TGAs, but as its an overhead view I dont have to worry about aligning them when you more your view. |
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