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Tutorial: CSQC GUI Menus
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avirox



Joined: 16 Aug 2006
Posts: 109

PostPosted: Thu May 21, 2009 1:57 pm    Post subject: Reply with quote

qbism wrote:
You mean http://avirox.amnesiagames.com/FTE/csqc_gui_10.zip ?


DOH! Yes, thank you Smile
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qbism



Joined: 04 Nov 2004
Posts: 82

PostPosted: Fri May 22, 2009 3:36 am    Post subject: Reply with quote

Wink Thanks for the tute, it inspired me to try csqc! I'm a big cut-and-paster from way back.

Source compiled w/o error. Looks like #DEFINE CSQC 1 should be uncommented in first line of system.qc

I bound "testmenu" to a key and the menu popped up, but was not able to mouse-over. I'll reread that part of your tute. Do I need to change anything in main qc for mouse?
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avirox



Joined: 16 Aug 2006
Posts: 109

PostPosted: Fri May 22, 2009 3:46 am    Post subject: Reply with quote

Do you see the mouse cursor appear in the center of the screen when the menu pops up? At any rate, mouse movement is handled in CSQC_InputEvent

Also on that note, I've added keyboard support to the GUI menus recently for my other projects. I will post a tutorial on adding it to this one shortly Smile
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qbism



Joined: 04 Nov 2004
Posts: 82

PostPosted: Fri May 22, 2009 4:07 am    Post subject: Reply with quote

"X" in center of screen, menu off-center-
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avirox



Joined: 16 Aug 2006
Posts: 109

PostPosted: Fri May 22, 2009 12:24 pm    Post subject: Reply with quote

If everything in CSQC_InputEvent is the same as the previous page and you see the cursor, then the only thing that can probably be wrong is that mouse look is disabled.

Failing that, have you tried using the CSQC in the above zip?

Thanks for the input Smile
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goldenboy



Joined: 05 Sep 2008
Posts: 310
Location: Kiel

PostPosted: Mon Jun 01, 2009 8:58 pm    Post subject: Reply with quote

Nice tutorial and example mod.

This was added to RemakeQuake as a start, to experiment with csqc in our mod. I intend to eventually have a graphic inventory (we're using a centerprint right now) and similar stuff. Also rockets emitting sound (like in Quake 2) and more stuff like that.

I can also confirm that the whole thing works in software mode in FTE, and on Linux to boot.

If you get a problem with disappearing text in software, PM me for a conchars.lmp or hope that it'll get fixed in FTE.

The final bug I'm encountering is the same as qbism, I see the X cursor and an off-center menu, and can't click the buttons.

At smaller resolutions than 640x480, the whole text is even more off-center and scaled to really tiny size. O_o

(so what, I have a slow machine!)

Anyway, kudos to Spike for csqc and to avirox for the tutorial that finally made me try it.
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avirox



Joined: 16 Aug 2006
Posts: 109

PostPosted: Tue Jun 02, 2009 1:48 pm    Post subject: Reply with quote

Okay I uploaded a new clean CSQC GUI. In this version, the menu should now be centered. Also there are some new features like keyboard support and dragging. Check out the readme for more info.

If you want to add these features to your mod, use winmerge or a similar program to merge the diffs from csqc_gui_10.zip (there aren't too many, don't worry).

http://avirox.amnesiagames.com/FTE/csqc_gui_11.zip

Enjoy Smile
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goldenboy



Joined: 05 Sep 2008
Posts: 310
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PostPosted: Tue Jun 02, 2009 4:58 pm    Post subject: Reply with quote

Nice.

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qbism



Joined: 04 Nov 2004
Posts: 82

PostPosted: Sun Jun 07, 2009 3:54 am    Post subject: Reply with quote

Got it working on current FTEQW dev binaries w/ Vista. Yay! Running with vanilla clean qc progs.dat.

Mouse would still not work on Linux-Ubuntu distro running identical progs. So the issue is not the csqc menu source.

Thanks again avirox for the tute.
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goldenboy



Joined: 05 Sep 2008
Posts: 310
Location: Kiel

PostPosted: Sun Jun 07, 2009 7:40 pm    Post subject: Reply with quote

Then the mouse problem (menu doesn't get mouse focus) is possibly Linux/FTE related?
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avirox



Joined: 16 Aug 2006
Posts: 109

PostPosted: Mon Jun 08, 2009 12:46 am    Post subject: Reply with quote

Sounds like an FTE+Linux thing. I'll tell Spike about it. At any rate, I've made some cool new progress with things such as..



multi-slotted inventories!
and other cool things!

Maybe I'll add an update soon, but I just want to make sure it all works *stable*
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ceriux



Joined: 06 Sep 2008
Posts: 969
Location: Florida, USA

PostPosted: Sun Aug 16, 2009 4:29 pm    Post subject: Reply with quote

how hard would it be to implement the text menu csqc part of the tutorial over for prydon? (im not talking about the drag and drop atm)
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avirox



Joined: 16 Aug 2006
Posts: 109

PostPosted: Mon Aug 17, 2009 3:10 pm    Post subject: Reply with quote

Only as hard as following the tutorial on page 1 ^^

Actually, I don't think prydon (at least not the released form of it) has any CSQC, in which case all you'd really need to do is use the source code that I posted on the previous page. If you need to run it on DP, I can post an updated source with DP support in it as well.
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ceriux



Joined: 06 Sep 2008
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PostPosted: Mon Aug 17, 2009 4:56 pm    Post subject: Reply with quote

yeah, running dp (so id just have to run the source for this ? and it would be that easy?)
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xaGe



Joined: 01 Mar 2006
Posts: 329
Location: Upstate, New York

PostPosted: Mon Aug 17, 2009 8:26 pm    Post subject: Reply with quote

..DP support plEASE... Very Happy
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