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full screen menu

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full screen menu

Postby ajay » Fri Nov 05, 2004 6:17 pm

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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Postby Wazat » Fri Nov 05, 2004 7:11 pm

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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Postby Spike » Fri Nov 05, 2004 7:21 pm

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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Postby Supa » Sat Nov 06, 2004 12:23 am

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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Postby Wazat » Sat Nov 06, 2004 12:45 am

Thanks, Supa!
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Postby leileilol » Sat Nov 06, 2004 2:24 am

self.weaponmodel

use it :D
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Postby Wazat » Sat Nov 06, 2004 4:27 pm

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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Postby leileilol » Sat Nov 06, 2004 4:53 pm

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 :P
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Postby MauveBib » Sun Nov 07, 2004 10:03 pm

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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