Compilable MenuQC from DPMOD
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Compilable MenuQC from DPMOD
Hi everyone, I spent some time going through the 4-year-old MenuQC code from DPMOD and cleaning it up so that it would compile with the latest version of FTEQCC.
You can get it from http://nash.wanzafran.com/quakestuff/dpmod-menuqc.zip
I'm not sure how useful this would be for anyone here but I did this so that I have something workable to learn from and I thought I'd share it with everyone here.
You can get it from http://nash.wanzafran.com/quakestuff/dpmod-menuqc.zip
I'm not sure how useful this would be for anyone here but I did this so that I have something workable to learn from and I thought I'd share it with everyone here.
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Nash - Posts: 95
- Joined: Fri Oct 19, 2007 5:56 pm
- Location: Kuala Lumpur, Malaysia
It's mouse-driven (excuse the crappily-drawn mousepointer.tga - I had to create it because dpmod didn't provide it, the MenuQC will crash if the file doesn't exist) and the only functions you can click is "Options" and "Quit". The other functions don't work.
It looks like you define the menu using the *.menu files inside the /menu/ folder.
It looks like you define the menu using the *.menu files inside the /menu/ folder.
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Nash - Posts: 95
- Joined: Fri Oct 19, 2007 5:56 pm
- Location: Kuala Lumpur, Malaysia
Thank you Nash...
..J u s t t o p o i n t o u t f o r f u t u r e r e f e r e n c e t h e r e a d m e i n t h e r e i s a b i t s c r e w e d u p & n o t v e r y r e a d a b l e w i t h a l l t h e s p a c e s , b u t t h e Q C l o o k s f i n e . . .
Its something bare bones to go by anyway for people like me who wouldn't know where to start trying to sift through Nexuiz menu code to make a Quake menu...
Its something bare bones to go by anyway for people like me who wouldn't know where to start trying to sift through Nexuiz menu code to make a Quake menu...
Last edited by xaGe on Tue Oct 30, 2007 3:13 am, edited 1 time in total.
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xaGe - Posts: 461
- Joined: Wed Mar 01, 2006 8:29 am
- Location: Upstate, New York
Oh. Nice. But why? Why?
It's so old and so ugly and it's a pain to create menu files for it because you have to manually specify the parent item. And it's deprecated and obsolete and both!
I think Nexuiz contains a better version of it, too. I'm not exactly sure where to find it in the revision list but it's been in the CVS, so it probably has survived the port.
DPMod's menu was a spin-off from Nexuiz that I've never finished, just started and that was already old when the menu was mostly finished in Nexuiz.
I'm pretty sure that the builtin file is incomplete, too, because I've used Nexuiz's mbuiltin.qc as main reference file for everything.
I'd strongly advice you to at least update that file (if you haven't already done so) or switch to div0's menu (he's currently writing it) which should be a lot easier to understand and work with than Nexuiz's current menu.
Cheers,
Black
It's so old and so ugly and it's a pain to create menu files for it because you have to manually specify the parent item. And it's deprecated and obsolete and both!
I think Nexuiz contains a better version of it, too. I'm not exactly sure where to find it in the revision list but it's been in the CVS, so it probably has survived the port.
DPMod's menu was a spin-off from Nexuiz that I've never finished, just started and that was already old when the menu was mostly finished in Nexuiz.
I'm pretty sure that the builtin file is incomplete, too, because I've used Nexuiz's mbuiltin.qc as main reference file for everything.
I'd strongly advice you to at least update that file (if you haven't already done so) or switch to div0's menu (he's currently writing it) which should be a lot easier to understand and work with than Nexuiz's current menu.
Cheers,
Black
- BlackHC
- Posts: 1
- Joined: Mon Oct 29, 2007 11:03 pm
Black: yeah, the point was to have something simpler to get ideas from, I would never *base* anything on the old dpmod menuqc. But I would also rather not learn menuqc based on Nexuiz menuqc, since it's way insane. div0's menuqc seems to be coming along nicely, but I have no idea what the code in it is like.
What we'd really need, is some really straightforward and simple documentation, about how it works, and a simple example. div0 said it's only about 5 builtins, so how hard can it be to make a tutorial/documentation about it, if you know how it works?
What we'd really need, is some really straightforward and simple documentation, about how it works, and a simple example. div0 said it's only about 5 builtins, so how hard can it be to make a tutorial/documentation about it, if you know how it works?
I was once a Quake modder
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Urre - Posts: 1109
- Joined: Fri Nov 05, 2004 2:36 am
- Location: Moon
..Exactly, well put...
Urre wrote:What we'd really need, is some really straightforward and simple documentation, about how it works, and a simple example. div0 said it's only about 5 builtins, so how hard can it be to make a tutorial/documentation about it, if you know how it works?
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xaGe - Posts: 461
- Joined: Wed Mar 01, 2006 8:29 am
- Location: Upstate, New York
Hi Black, good to see that you registered to post here. :P
The reason why I'm doing this is because... as everyone has pointed out, there's no documentation on MQC at all and it's hard for n00bs like me to learn anything about it.
Nexuiz's MQC is simply too large scale to learn anything from.
What this community needs is a simple tutorial on setting up a basic menu. A simple start would be to duplicate Quake's default menu into MenuQC.
The reason why I'm doing this is because... as everyone has pointed out, there's no documentation on MQC at all and it's hard for n00bs like me to learn anything about it.
Nexuiz's MQC is simply too large scale to learn anything from.
What this community needs is a simple tutorial on setting up a basic menu. A simple start would be to duplicate Quake's default menu into MenuQC.
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Nash - Posts: 95
- Joined: Fri Oct 19, 2007 5:56 pm
- Location: Kuala Lumpur, Malaysia
Nash wrote:A simple start would be to duplicate Quake's default menu into MenuQC.
FrikaC requested that a while back, which would actually be great. Even if it's totally hardcoded. But I wouldn't call it all that simple, even if it may seem so.
I was once a Quake modder
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Urre - Posts: 1109
- Joined: Fri Nov 05, 2004 2:36 am
- Location: Moon
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