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Re: Testers for new menu code needed

Posted: Thu Sep 09, 2010 12:05 pm
by Xaser
Hmm, a way to specify a custom cursor that's not in CONFONT would be kinda handy, but at the same time, one may as well just edit the CONFONT. Only downside is you can't define the actual animation, but it's not really a big deal.

Re: Testers for new menu code needed

Posted: Thu Sep 09, 2010 12:23 pm
by Graf Zahl
Taking the cursor out of the CONFONT might not be the worst idea.

Re: Testers for new menu code needed

Posted: Thu Sep 09, 2010 12:42 pm
by randi
Gez wrote:Maybe he could also fix the Linux side of controller support, too, since apparently it's broken.
You can't break what never existed in the first place.

Re: Testers for new menu code needed

Posted: Thu Sep 09, 2010 4:50 pm
by zuzma
Awesome! Those updates you made randy fixed the problem I was having! But I noticed another annoying problem. I couldn't bind some of my controls to the controller in the options like a, b, or x. Also for some reason I couldn't exit the game menu in game which is weird because it never did it before. It fixed itself by futzing around with the controls though.

Re: Testers for new menu code needed

Posted: Thu Sep 09, 2010 5:39 pm
by Graf Zahl
With r2735 all menus can be controlled with the mouse now. There's one thing left. At the moment there's no means to go back if you use a simple 3 button mouse.

Any decent ideas how to resolve this?

Re: Testers for new menu code needed

Posted: Thu Sep 09, 2010 7:01 pm
by Shadelight
Left click to go back and right click to access a menu? :P

Re: Testers for new menu code needed

Posted: Thu Sep 09, 2010 7:15 pm
by NeuralStunner
I'd say Mouse2 to go back. What does Mouse2 do currently?

Also, random: Would images for episodes and skill levels (like in Wolf3D/Blake/ROTT) be doable? I imagine it could work similarly to the Hexen class portraits...

Re: Testers for new menu code needed

Posted: Thu Sep 09, 2010 7:47 pm
by Blzut3
NeuralStunner wrote:Also, random: Would images for episodes and skill levels (like in Wolf3D/Blake/ROTT) be doable?
Although it's not as convenient, there has always been an episode "picname" which could be used for this purpose.

Re: Testers for new menu code needed

Posted: Thu Sep 09, 2010 7:50 pm
by NeuralStunner
Blzut3 wrote:Although it's not as convenient, there has always been an episode "picname" which could be used for this purpose.
However, doesn't this require the skill name to be part of the image? :(

Hmm, perhaps another flag for Skill/Episode defs would work? Use a text name, but use the picture name as a separate display picture.

Re: Testers for new menu code needed

Posted: Thu Sep 09, 2010 7:52 pm
by zuzma
Would something like this work for the mouse? Use the mouses x axis to move sliders and the y axis to go up and down on menus. Button one would be to open a menu, button two would clear a key binding in the controller settings and button three would go back. Alternatively you could do double click actions or you could click then hold one button while pressing another.

Re: Testers for new menu code needed

Posted: Thu Sep 09, 2010 9:28 pm
by randi
The most obvious solution would be to put a clickable back button on the menu screen.

Re: Testers for new menu code needed

Posted: Thu Sep 09, 2010 10:01 pm
by zuzma
Oh sorry, this is honest to god mouse navigation. Forget what I said. I think having a back button would ruin the look of the menus. Besides who doesn't have a mouse with a scroll button now a days? If you're playing first person shooters you pretty much need some kind of scroll button.

Edit: Oh I just got a good idea off of what you said randy! Stick an option in the mouse menu called Enable mouse Navigation. If it's not enabled then it'll just hide the back button. It could be useful if it ever gets ported to a touch screen device in the far future too.

Re: Testers for new menu code needed

Posted: Thu Sep 09, 2010 10:49 pm
by randi
zuzma wrote:I couldn't bind some of my controls to the controller in the options like a, b, or x.
Confirmed. In fact, you can't bind anything that isn't a keyboard key, so you can't bind your mouse buttons either.

Re: Testers for new menu code needed

Posted: Fri Sep 10, 2010 12:03 am
by Graf Zahl
zuzma wrote:Oh sorry, this is honest to god mouse navigation. Forget what I said. I think having a back button would ruin the look of the menus. Besides who doesn't have a mouse with a scroll button now a days? If you're playing first person shooters you pretty much need some kind of scroll button.

Ha, ha ha!

That's a pretty ignorant attitude. Yes, I still got a simple 3 button mouse because I can't get any decent one with more that fits my needs for stuff other than gaming.

A clickable Back button is pretty much the only viable thing but I'm concerned about the visuals, too. That's why I was asking. I'll do some tests later.

Re: Testers for new menu code needed

Posted: Fri Sep 10, 2010 12:30 am
by wildweasel
zuzma wrote:Oh sorry, this is honest to god mouse navigation. Forget what I said. I think having a back button would ruin the look of the menus. Besides who doesn't have a mouse with a scroll button now a days? If you're playing first person shooters you pretty much need some kind of scroll button.
Unless you're using a trackball or touchpad. There are people that have those, y'know.

Rule number one when making a computer program: you never make assumptions about the hardware your intended userbase has. Why, I'd bet you a dollar that there's at least one person who has used ZDoom that has run it on a Cyrix processor!