Testers for new menu code needed

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Enjay
 
 
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Re: Testers for new menu code needed

Post by Enjay »

Nash wrote:Well that's too bad. The cursor is very small in 1920 x 1200 which not only makes it hard to see but also looks odd because the fullscreen menu graphics are very large.
I also run in that resolution, but I liked the small cursor. ;)
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Re: Testers for new menu code needed

Post by PlayerLin »

Enjay wrote:
Nash wrote:Well that's too bad. The cursor is very small in 1920 x 1200 which not only makes it hard to see but also looks odd because the fullscreen menu graphics are very large.
I also run in that resolution, but I liked the small cursor. ;)
Isn't Windows have option to using 'bigger/biggest' cursor?(At least on 2000/XP)
But maybe even using the biggest one, it may still small on 1920x1200...
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Re: Testers for new menu code needed

Post by Jimmy »

What's the point of the MouseWindow function, exactly? How does it work? I've mirrored the position of the player display and menu in the PlayerClassMenu, and problems seem to be occurring whether I include it or not, when I'm using build r2785.

Here's a crash report I get when hovering the mouse cursor near the player display (or above the player class menu).
OMG_MenuCrash1.zip
(17.03 KiB) Downloaded 20 times
And here's a crash I get when pressing 'Back' on the skill select screen (to take me back to the player class menu). I suspect these two reports are very much the same.
OMG_MenuCrash2.zip
(16.93 KiB) Downloaded 19 times
Run this wad.
omg_menucrash.wad
(3.89 KiB) Downloaded 22 times
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Graf Zahl
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Re: Testers for new menu code needed

Post by Graf Zahl »

That class selection bug was fixed in r2787.
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Re: Testers for new menu code needed

Post by Jimmy »

Oh, smeg. :P Here was me thinking I was somewhat up-to-date with these things. :lol:
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Salad Viking
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Re: Testers for new menu code needed

Post by Salad Viking »

Now that the menu code has been implemented, who can update the wiki with info on menudefs? I'm eager to see what I can do with the new additions.
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Re: Testers for new menu code needed

Post by Gez »

"Sync menu branch with trunk"? Are there going to be more experimental changes to the menu code?
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Re: Testers for new menu code needed

Post by Graf Zahl »

Yes, I'm getting rid of the awful list implementation of the savegame data. If I ever want to implement PgUp and PgDn in that menu I'll need something that's easier to count.
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Re: Testers for new menu code needed

Post by Ceeb »

Rock on, Graf.
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Enjay
 
 
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Re: Testers for new menu code needed

Post by Enjay »

Just been messing with menudef.txt and it is far more flexible than I expected it to be. It makes it very easy to make a nice, customised menu suitable for a game where Doom references and so on are not particularly applicable. Thank you.
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Re: Testers for new menu code needed

Post by randi »

I found a difference: In the Module Replayer Options menu, the DUMB settings are no longer darkened to indicate they will have no effect when FMOD is selected as the replayer engine.
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Re: Testers for new menu code needed

Post by Graf Zahl »

fixed. Why didn't you do it yourself when you found this discrepancy?
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Re: Testers for new menu code needed

Post by randi »

Because I figured you'd have a better idea how to do it. And I was right.
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