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ajay



Joined: 29 Oct 2004
Posts: 295
Location: Swindon, UK

PostPosted: Fri Nov 05, 2004 6:17 pm    Post subject: full screen menu Reply with quote

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.
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Wazat



Joined: 15 Oct 2004
Posts: 732
Location: Middle 'o the desert, USA

PostPosted: Fri Nov 05, 2004 7:11 pm    Post subject: Reply with quote

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...
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Spike



Joined: 05 Nov 2004
Posts: 944
Location: UK

PostPosted: Fri Nov 05, 2004 7:21 pm    Post subject: Reply with quote

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

PostPosted: Sat Nov 06, 2004 12:23 am    Post subject: Reply with quote

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

PostPosted: Sat Nov 06, 2004 12:45 am    Post subject: Reply with quote

Thanks, Supa!
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Sat Nov 06, 2004 2:24 am    Post subject: Reply with quote

self.weaponmodel

use it Very Happy
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Wazat



Joined: 15 Oct 2004
Posts: 732
Location: Middle 'o the desert, USA

PostPosted: Sat Nov 06, 2004 4:27 pm    Post subject: Reply with quote

But self.weaponmodel can only have one model there. I'm going to need many entities working together to create the graphical menu.
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Sat Nov 06, 2004 4:53 pm    Post subject: Reply with quote

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 Razz
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MauveBib



Joined: 04 Nov 2004
Posts: 602

PostPosted: Sun Nov 07, 2004 10:03 pm    Post subject: Reply with quote

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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