Page 12 of 12
Re: Testers for new menu code needed
Posted: Wed Sep 15, 2010 2:18 am
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.

Re: Testers for new menu code needed
Posted: Wed Sep 15, 2010 6:13 am
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...
Re: Testers for new menu code needed
Posted: Wed Sep 15, 2010 3:57 pm
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).
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.
Run this wad.
Re: Testers for new menu code needed
Posted: Wed Sep 15, 2010 4:58 pm
by Graf Zahl
That class selection bug was fixed in r2787.
Re: Testers for new menu code needed
Posted: Wed Sep 15, 2010 5:28 pm
by Jimmy
Oh, smeg.

Here was me thinking I was somewhat up-to-date with these things.

Re: Testers for new menu code needed
Posted: Thu Sep 16, 2010 4:23 pm
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.
Re: Testers for new menu code needed
Posted: Fri Sep 17, 2010 11:06 am
by Gez
"Sync menu branch with trunk"? Are there going to be more experimental changes to the menu code?
Re: Testers for new menu code needed
Posted: Fri Sep 17, 2010 11:13 am
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.
Re: Testers for new menu code needed
Posted: Fri Sep 17, 2010 10:07 pm
by Ceeb
Rock on, Graf.
Re: Testers for new menu code needed
Posted: Sat Sep 18, 2010 11:30 am
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.
Re: Testers for new menu code needed
Posted: Sat Sep 18, 2010 9:42 pm
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.
Re: Testers for new menu code needed
Posted: Sun Sep 19, 2010 12:36 am
by Graf Zahl
fixed. Why didn't you do it yourself when you found this discrepancy?
Re: Testers for new menu code needed
Posted: Sun Sep 19, 2010 7:43 am
by randi
Because I figured you'd have a better idea how to do it. And I was right.