Intriguing developments

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phi108
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Re: Intriguing developments

Post by phi108 »

Nash wrote:Things like being able to totally redesign the entire menu layout, animations, perhaps detaching Strife conversations from the menu system...
Maybe the least abuse-prone way to give modders menu control would be to make the entire current menu unmodifiable (aside from graphics replacement), but give modders the option to tack on their own "Mod options" menu on the main menu or in the options menu. Maybe they could be cumulative. so multiple mods loaded could show multiple menus.

Or to allow a modder to create their own main menu, but force a "ZDoom menu" selection into every mod menu, that leads to the default menu.

Or will modders ever need to do things with menus aside from adding new sections to the controls menu?
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Re: Intriguing developments

Post by wildweasel »

I would like to be able to shift things like wwhc-diaz's auto-reload toggle to a menu option instead of a keyboard control.
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Enjay
 
 
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Re: Intriguing developments

Post by Enjay »

phi108 wrote:Maybe the least abuse-prone...
Given that mod abuse of the menus (or anything or that matter) could only ever be limited to making the mod itself crap, I personally am not concerned about it. I used to be worried about some dick making an annoying mod that would make the game hard to play but:

a) There are dozens of ways to annoy a user already
b) annoying mods of this type haven't really appeared despite a)
c) No changes are permanent
d) such annoyances would only mean the mod itself was rubbish and would therefore be quit from and not played again.

I'm sure that, given that this foray into the menu code seems pretty much like a ground-up re-write anyway, it would presumably be trivial to add a user preference to disable menu modding if that were deemed appropriate.

I would much rather see a modable menu that was as flexible as possible - not so much for simple Doom mods, but for things such as stand alone games that use Zdoom where a great many of the items in the menu can be irrelevant and detract from the otherwise professional appearance of the mod. eg in my own personal mod, I have edited the source to remove the compat options menu because it makes no sense to have it in my game. If such changes could be applied via a proper menu configuration lump, so much the better. (and the menu hasn't actually gone in my mod, you can still call it from the console.)

I'd be happy enough for safeguards to be in place (the user var I suggested, or perhaps restricting the more far reaching modifications to games running using custom IWADs) but I really do feel that flexibility here would be a good thing. Of course, I realise that this may not be a wholly shared viewpoint and, of course, such considerations are probably a long way off anyway. However, it is great to see the menu system being looked at because I think that it is the last major part of the engine that remains "locked in the code" and off limits to modders.
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Re: Intriguing developments

Post by Dasleah »

The whole 'let's not put in features because someone may abuse them one day' arguement is weak. It's a game that allows modding. There's always going to be the capacity, no matter now basic, to offend someone, or ruin someone's day, or one of a million other things. Let's remove the ability to add custom sprites because hey someone may make a nude mod. Oh no, someone make make a gun like a penis! Let's remove all weapons from the game. Someone may make a confusing menu layout! Let's nuke the site from orbit and quarantine the sector just to be sure.

Let the modders have the options, and let the audience judge who used them incorrectly. There's no point sacrificing good features to accommodate for bad possibilities.
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Re: Intriguing developments

Post by Graf Zahl »

I plan to add one check into the menu code so that the main menu must contain links to the quit screen and the options menu. (and blocking any change to those 2, of course.) If those 2 are not provided the game won't start. I think that's good enough here.
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Re: Intriguing developments

Post by Graf Zahl »

Dasleah wrote:The whole 'let's not put in features because someone may abuse them one day' arguement is weak. It's a game that allows modding.

It depends on the feature. There are features where the only frequent use one can see is abuse for cheat prevention and such. And those are the ones where I say no.
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Re: Intriguing developments

Post by edward850 »

Graf Zahl wrote:I plan to add one check into the menu code so that the main menu must contain links to the quit screen and the options menu. (and blocking any change to those 2, of course.) If those 2 are not provided the game won't start. I think that's good enough here.
So your saying I won't be able to force people to play my mods forever? You have foiled my evil schemes yet again :evil:.

On a more serious note, considering that you have just started re-working the menu code, now would be an good time to ask if there could be an ACS function, exclusive to the TITLEMAP (I don't see any practical use outside of it), which could identify which menu the user is currently in. That way you could, for example, move the camera and/or change the music if you go to an options menu.
Last edited by edward850 on Sun Aug 29, 2010 6:12 pm, edited 1 time in total.
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Re: Intriguing developments

Post by Demolisher »

I like the idea in that suggestion, but from what I've seen, that is very improbable/impossible in the current ACS implementation.
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edward850
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Re: Intriguing developments

Post by edward850 »

Not so much. It is possible to return True/False for some things like weapons. So something like:

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if (inmenu("display settings")==true) setmusic ("d_lift");
could work.
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Re: Intriguing developments

Post by Demolisher »

edward850 wrote:Not so much. It is possible to return True/False for some things like weapons. So something like:

Code: Select all

if (inmenu("display settings")==true) setmusic ("d_lift");
could work.
I meant the acs code has absolutely no knowledge that the menu even exists, and exposing the menu code to the acs code would take a lot of work, I think.
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Re: Intriguing developments

Post by Salad Viking »

What type of things could we do with custom menus? What exactly could the menu interact with? I'm not totally certain how useful this feature would be without extentions to the ACS code (though I assume there probably will be).
edward850 wrote:On a more serious note, considering that you have just started re-working the menu code, now would be an good time to ask if there could be an ACS function, exclusive to the TITLEMAP (I don't see any practical use outside of it), which could identify which menu the user is currently in. That way you could, for example, move the camera and/or change the music if you go to an options menu.
This sounds like something that could be benefitted from.
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Re: Intriguing developments

Post by Graf Zahl »

Salad Viking wrote:What type of things could we do with custom menus? What exactly could the menu interact with?

Setting CVARs and executing CCMDs would probably remain the limit. The main motivation for the rewrite is not the ability to create completely new menus but to create a code base that can actually be worked with again.

Right now it's a completely disorganized mess. To add support for the automap key bindings I had to go through the entire dungheap to find all places that need to be changed. Not fun.

I think mod-wise the best that might come out of it is that mappers can create a main menu that matches their project. Beyond that I don't expect to see much come out of it because most of the submenus contain so much on the coding side that they can't simply be replaced.
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Re: Intriguing developments

Post by Graf Zahl »

edward850 wrote: So your saying I won't be able to force people to play my mods forever? You have foiled my evil schemes yet again :evil:.
If you plan such dubious things, yes, certainly. :twisted:
On a more serious note, considering that you have just started re-working the menu code, now would be an good time to ask if there could be an ACS function, exclusive to the TITLEMAP (I don't see any practical use outside of it), which could identify which menu the user is currently in. That way you could, for example, move the camera and/or change the music if you go to an options menu.
Most certainly not. The game simulation cannot access any information regarding the user interface. Besides, the game is paused while the menu is open so ACS doesn't even run.
Last edited by Graf Zahl on Mon Aug 30, 2010 2:32 am, edited 1 time in total.
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edward850
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Re: Intriguing developments

Post by edward850 »

Graf Zahl wrote:Most certainly not. The game simulation cannot access any information regarding the user interface. Besides, the game is paused while the menu is open so ACS doesn't even run.
Drat, then-again I predicted that might still be the case. Although I would like to point out (for the sake of doing so) that the TITLEMAP doesn't pause when you access the menu.
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Re: Intriguing developments

Post by Gez »

Shouldn't pattern1 and pattern2 be externalized as graphic lumps? It's weird to have such data hardcoded in the exe.
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