I've been working long and hard to bring my menus up to scratch for CTF ed. And here they are... mostly finished.
Going forth with all my past gained knowledge, I bring you the new configuration extensions, done mostly from scratch, while retaining some similarities with sauer.
you might've noticed it extracts into a directory named hirato, this is not a mistake. This is to prevent critical file overwriting.
To launch sauer with the scripts, just run the respective "HK menus.bat" or "hirato_menus_unix" scripts. If you're on OSX, I'm certain the launcher has something that'll add 'package directories'
to uninstall the scripts, just delete the 'hirato' directory
The modification does the following:
Fourth Release 0.04; Changelog
==============================
* Corrected Mastermode Management GUI []'s (I used ()'s instead which meant it tried to execute the returned name)
* Quality sliders trigger other settings (the settings the modify are based on those from the sauer menus)
* Ent find GUI, PVS tab, reorganisation of some entries
* Jukebox Shuffling, looping and sequential playing options
* Workaround for the artefacts appearing when you preview skybox textures and then load them (very visible lines on the edges of the cube). The workaround consists of very low quality preview images.
LICENSE
=======
All content produced by me are released as is without warranty under the terms of the GNU GPL
All Audio was obtaining freely under the CC-BY-NC-SA license from newgrounds.com
The skyboxes are the property of the vegastrike project and are licensed under the GNU GPL
| Attachment | Size |
|---|---|
| hk-menus_musicpack1R2.5.zip | 9.83 MB |
| hk-menus_musicpack2R2.5.2.zip | 6.24 MB |
| hk-skybox1.zip | 5.12 MB |
| hk-skybox2.zip | 9.6 MB |
Good job ! Now you find most of the useful options close together, that will make mapping with Sauerbraten a LOT easier for most ppl (at least for them who don't use the console) ;)
5/5
Dammit, there are still so many options which i even didn't know they existed ;)
I'm not sure abbout that...
can you add a scrennshot please?
i want to see the new menu.
my map "Lee"
Redpowers and my map "Tombrider"
my "new (useful)crosshair"
I Would love to upload a screenshot (in fact I even had one prepared). But quin has made it so configuration content nodes do not accept screnshots. You can always launch the menus using the -k switch if you think it's going to be problematic.
I could probably upload a few to imageshack and link to them from here...
~Hirato Kirata
Okay, I read the readme but I still don't know what I'm supposed to do with the diff file in the "other" folder which is in a subfolder of "src". Does that go in the "src" folder in the sauerbraten install? Also, when I load up SB, the music does not play like it used to with fanatic's music. I'm using Assassin Edition.
The files in other are miscellaneous files, you can pretty much just ignore them. They're pretty much just extras I included for a few people's interest.
diff files just list the differences between an older, and a newer file, if you didn't know that, just ignore it.
In the readme, it gives you two ways to do it, the second method is manually, and the first is much less typing/copying.
for the first method, you merely need to copy the files in /other/data into /data, for the second, you need to remove and add a few lines, the readme is very clear on that.
EDIT 1
I also forgot to mention you'll need to delete config.cfg for the alias to load. or you can set it via the jukebox (I accidentally made a typo in there, so feel free to fix it)
~Hirato Kirata
Certainly has added more functionality and the particle menus from demosthenes makes experimenting with the particles much more meaningful (I have no idea how the hex works for the colours).
The extra space and layout elements also makes viewing the menus easier.
But, I have one question/comment - don't the original menus close when selecting something? I am finding that I have to constantly press escape to exit a meny when changing an entities attribute which can become a little annoying at times.
the normal menus do normally close. I've enclosed a great amount of the guibuttons with guistayopen, a command I requested for use in one of my maps, currently heavily laden with cubescript (29KB of it is scripts so far, not written too efficiently either, but written well none the less).
guistayopen keeps the menu open, and if you look at the script, you'll see it placed in quite a few areas. the biggest reason for it was "convenience", which I realise may also be a royal pain for others. least you'll find you won't need to navigate to some of the menus more than once to create duplicate results. ;)
feel free to remove the guistayopen commands from menus.cfg if it's being to much of a pest. (don't forget the closing ] )
~Hirato Kirata
When editing say a newent, it is much more convenient for the menus to stay open, but when doing say a quicklight it is a pain in the ...
I guess it would be a case of turning off the guistayopen command where one felt it was appropriate - and that may not necessarily be to everyone's agreement, so a hard thing to judge no doubt. Cheers.
dont know why i didnt comment on it yet or vote=P i've had it since you posted it.i only had to fix two things.the green armor was spelled greem armor.lol.and the skyboxes didn't work but i fixed that to.of course you probably already fixed those things in an update.great job !!!! i give it 5/5
eventually, but I've been rather busy recently with school, sandbox and IRC. I can assure you it won't be for at least a few weeks. Also has been doing some crazy stuff, like guibitfield and guieditor, and I've yet to learn how to use them to their fullest.
~Hirato Kirata
For those that're still waiting for a new release, I've updated the test package, with the newest of the menus I'm currently doing from scratch. Just download the hk_test.zip attachment and follow the instructions in the readme.
you should notice a lot of the goodies aren't currently at a functional level yet, but what is there (from my testing) works completely. so say something if you find any problems :)
~Hirato Kirata
nice menues, thank you very much :)
there is a problem with the multiplayer gui, it doesnt display the image for 'name:' because you just wrote 'player' - try '(at "mrfixit ironsnout ogro" $playermodel) instead ;)
edit: omg where did the ingame autoexec.cfg und cfg editor go?
I simply extended it to (at "mrfixit ironsnout ogro mrfixit_blue ironsnout_blue ogro" (+ $playermodel (* 3 $teamskins))), so it'll display the appropriate team icon if you happen to have /teamskins toggled on
so if there's a problem, you'll have to be more specific :)
I'm not sure what you mean with the ingame editor stuff too, as they're present in the version I uploaded
and sorry for the stuff that really are missing or incomplete, I'm still working on finishing it up, the release version is below 1.00 at the moment y'know :)
~Hirato Kirata
next bug: you made the same mistake as the other one who tried to make a ctf version of your menues^^
ctf version has some new mapmodels, and your default_map_models.cfg replaces them with some monster-mapmodels - you should use the new default_map_models.cfg file ;)
because modifing this file doesnt help anyone. if some one who has these monster models makes a map with them, others who play the map wont see them if there isnt a mapname.cfg with mmodel-commands ^^
and the default_map_settings.cfg is outdated too...
-> players with your menue wont have some new textures
The default model list used to previously be different, and contain MORE models than the default settings, eihrul of course asked me for that list, and now both this one, and sauer's is equal, so there should be no difference... suppose I can remove that
and I find it a bit difficult to believe the default_map_settings are outdated, but I'll look into it, (I need it for the jukebox)
EDIT
I quickly ran a diff on the default configuration file, and mine, this was the only difference between mine and the release sauerbraten one
-playasong = [ music (concatword "fanatic/" (+ 1 (rnd 41)) ".ogg") playasong ]
+playasong1 = [ music (format "fanatic/%1.ogg" (+ 1 (rnd 31))) playasong ]
+playasong2 = [ music (format "ng/%1.ogg" (+ (rnd 17) 1)) playasong ]
+playasong = [if (= (getalias allowng) 1) [ (concatword "playasong" (+ (rnd 2) 1)) ] [playasong1]]
~Hirato Kirata
I'm testing your menu at the moment and the first thing I noticed is the new concept for the menu entries. I think that this concept is very usefull and much better than the old one! :)
But maybe you could add the color stuff to the quickedit menu (just an idea of mine i tried to get workin, but wasn't able to get it to work!)
And what about this color code for the display settings?
p.s.: I removed my post with my version of your menus
Thanks for the feedback
I use pretty much the same method for the menu entries as I did before. I was thinking of doing a main menu like that in the last endeavour, but I decided against it and restarted. I think it was a bit too difficult to do with then :D
Just I started MOSTLY from scratch, so I had a lot of room to customise everything for my liking. not to mention all I learned in my previous endeavour.
I'll keep the colour stuff in mind (red clip entries in the menu anyone?)... I'll see if there's a few PRACTICAL places to do so.
now... was getting everything working, and loading up the menus in any way difficult or painful, as that's what I really need to know... you have to admit though, it's a LOT easier than the last one ;)
~Hirato Kirata
I'm aware of the first one, and has been fixed a good while ago, The problem was I never finished the GUI :D
I'm not too sure what you mean by exec autoexec.cfg, but I'll take a look in the options menu in case there is a mistake
and ascii control chars (whatever they are), isn't something I can actually do anything about
In other news, I'm currently reworking a bit of art (icons) before I do the V0.1 release, with the fixed savemap/loadmap menu
~Hirato Kirata