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how about redesign tdm's mainmenu


freyk

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For that they have to include a modified "mainmenu_background.gui" and multiple backgrounds in their fmpack.

In the backbackground gui they have to change in windowdef "MainMenuBackgroundFigureAnimation" the transition to something like this and they are done:

onTime 10000 {
transition "MainMenuBackground::background" "" "mycoolbackground1" BACKGROUND_FIGURE_INTERVAL ;
}
onTime 20000 {
transition "MainMenuBackground::background" "mycoolbackground1" "mycoolbackground2" BACKGROUND_FIGURE_INTERVAL ;
}
If someone need a help with this, they can pm me.

 

 

But a live background would be neat feature.

So if a mapper and scripter would like to help.

For starters add a autoexec.cfg to the fm-pack and the line

map mymission
And then, i dont know yet. Edited by freyk

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Alright I think we're getting somewhere. So this begs the question what happens when we hit escape during a mission load? Would we insert the regular menu, or maybe have the active player preview blurred into the background of the menu elements? The latter totally being an HL2 trait, but having the option would be cool. I think the code/scripting elements would be comprised in the same method. You'd just be targeting the actual player position when a mission is loaded. Whereas when just the main menu is loaded on startup it could run through one or more entity plotted positions in your startup map.

 

I know I most certainly would use this in my own work if I had the option to do so.

Modeler galore & co-authors literally everything

 

 

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So Lets try to create something!

Lets do the HL2 trait.

 

Create a map for the livebackground, for the test only 1 room.

and in this map, configure the playerstart so it is only using the camera-viewmode (like the intro of d3)

And try to open a gui from there, a modified mainmenu_main_ingame.gui (and or mainmenu_main.gui).

(by modifying the gui files. I mean just disable the background option of a window def)

 

Hitting the escape button, during the mission load screen, nothing will happen.

But when you hit that button in the mission, the ingame mainmenu (mainmenu_main_ingame.gui) will appear.

Edited by freyk
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  • 4 weeks later...
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No, that's no good at all. This is a medieval game, not a sci fi game, and that menu you've made is just that; Sci Fi. I also like it how it is. The house on the main menu

always inspires me. lol. Something about it makes me to want to make a map. lol

 

Speaking of this, what is the end mission image name and what file is it stored it? I'd like to change it in my mission to credit those who

helped.

Edited by NeonsStyle

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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credits.txt looks like the place where you'd put names, or darkmod.txt - but that box fills up quick and I've seen a few that spill out of the container.

If you're looking to put something at the end of the mission like that, you can make an outro debriefing as here:

http://wiki.thedarkmod.com/index.php?title=Setting_up_Campaigns

 

It appears that TDM's success screen (the one you are talking about) is the same as every other GUI the game uses... the backgrounds and where and when things are is set in a file that serves as the end of mission GUI.

 

But - mainmenu_success.gui has big words saying "don't fuck with this as it's part of TDM's main menu GUI, don't include or override this file in your mission ever, love TDM" at the top.

The text displayed on the background images is defined by MM_POS_SUCCESS_TITLE and the text is called as a "#str"[ing] which will be hidden someplace else... similar to how the readables are supposed to be written for easy translation, rather than in text - i can't be arsed to find it because:

 

Since it is warned not to mess with the success screen, idk if there would be a way to set the SuccessScreenBackground in any other way.

Maybe it would be possible to write your own windowdef and place it below the statistics list, but idk how you would include it...

It seems that it would be a far easier solution to simply go with a short video debriefing that shows the credits or - even easier - edit darkmod.txt and credits.txt so that the people are credited on the main menu in the mission info box and in the credits.txt...

 

If it is not satisfactory to give credit in the mission info and credits.txt, then you could edit mainmenu_custom_defs.gui to include something like:

#undef MM_MISSION_SUCCESS_SOUND_CMD
#define MM_MISSION_SUCCESS_SOUND_CMD "music suckmyballs.wav;"

For the success GUI, however, the only things we can change are:


// For the success gui
#define MM_POS_SUCCESS_STATISTICS_BUTTON rect 190, 390, 260, MM_BUTTON_HEIGHT+4 textaligny -2
#define MM_POS_SUCCESS_STATISTICS_BUTTON_GLOW rect 191, 390.5, 259, MM_BUTTON_HEIGHT+3 textaligny -2

#define MM_POS_SUCCESS_CONTINUE_BUTTON rect 190, 430, 260, MM_BUTTON_HEIGHT+4 textaligny -2
#define MM_POS_SUCCESS_CONTINUE_BUTTON_GLOW rect 191, 430.5, 259, MM_BUTTON_HEIGHT+3 textaligny -2

#define MM_POS_SUCCESS_TITLE rect 0, 190, 640, 82
#define MM_POS_SUCCESS_TITLE_START "0, 120, 640, 82"
#define MM_POS_SUCCESS_TITLE_END "0, 180, 640, 82"
#define MM_SUCCESS_TITLE_START_COLOR "0.70 0.60 0.4 0"
#define MM_SUCCESS_TITLE_END_COLOR "0.92 0.85 0.6 1"



and since none of that is commented, which is something that both Greebo and Grayman appear to do well, it looks like FM authors aren't meant to play with it that much...


I'd just use credits.txt and darkmod.txt and follow this convention: http://wiki.thedarkmod.com/index.php?title=How_to_pack_your_Mission#Internationalisation_.28I18N.29
(or make a kick-ass video)

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No, that's no good at all. This is a medieval game, not a sci fi game, and that menu you've made is just that; Sci Fi. I also like it how it is.

The house on the main menu

always inspires me. lol. Something about it makes me to want to make a map. lol

The wolfenstein youtuberecording was just for showing example for live background in idtech 4.

(And for others and me, to look for code how they made this).

I would love to see a livebackground in TDM FM.

So please create just a simple room and put an camerascript in it.

 

And for the redesign menu subject, i dont want to redesign the whole menu.

Only want to have livebackground option for a fm. And a option to replacing objects.

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All I'd need for a final screen is an ability to change the image. I just don't know what the end mission screen image is.

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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The end mission screen background, as defined by:


..\darkmod\tdm_gui01.pk4\guis\mainmenu_success.gui

 

is


windowDef SuccessScreenBackground

    {

        rect        0, 0, 640, 480

        visible        1

        background    "guis/assets/mission_success/background_success"

    }
 
// previous to the swirl and then the windowdefs for the timing, buttons, sparkles, statistics interface, etc...

 

 

 

The file starts commented like this:

/* =============================================================================================
*
* End-Of-Mission GUI. This file is part of The Dark Mod's Main Menu GUI
*
* Mission Authors: DO NOT EDIT, INCLUDE OR OVERRIDE THIS FILE IN YOUR MISSION PK4.
*
* ============================================================================================= */

Which, unless I'M NOT READING THOSE CAPS RIGHT means:
"Please mappers, don't mess with this 'cos it's part of TDM's main menu GUI dependency which we all need to play the game".

Is not mapper powah 2 chng img cos brokes game 4 ppls thn dey haf2reinstul cos brokes.

These mainmenu.gui files are not included in an FM, but are part of the base game itself and - as mappers - we can only alter a limited set of definitions for the main menu GUI (the background image being part of this):


#define MM_STATE_NONE 0 // no state defined yet
#define MM_STATE_MAINMENU 1 // main menu (initial screen)
#define MM_STATE_MAINMENU_INGAME 2 // (INTERNAL) main menu (in-game) only for use in mainmenu_utils.gui
#define MM_STATE_MAINMENU_NOTINGAME 3 // (INTERNAL) main menu (not in-game) only for use in mainmenu_utils.gui
#define MM_STATE_CREDITS 4 // credits
#define MM_STATE_SETTINGS 5 // settings
#define MM_STATE_MOD_SELECT 6 // mod selection
#define MM_STATE_BRIEFING 7 // briefing
#define MM_STATE_DIFF_SELECT 8 // pre-game objectives / difficulty
#define MM_STATE_SHOP 9 // shop / purchase menu
#define MM_STATE_OBJECTIVES 10 // in-game objectives
#define MM_STATE_QUITGAME 11 // quit game confirmation
#define MM_STATE_LOAD_SAVE_GAME 12 // loading / saving
#define MM_STATE_SUCCESS 13 // mission success
#define MM_STATE_BRIEFING_VIDEO 14 // briefing video
#define MM_STATE_DOWNLOAD 15 // download page
#define MM_STATE_DEBRIEFING_VIDEO 16 // debriefing video

#define MM_MUSIC_NONE 0 // no music playing
#define MM_MUSIC_MAINMENU 1 // main menu
#define MM_MUSIC_INGAME 2 // in-game
#define MM_MUSIC_BRIEFING 3 // briefing
#define MM_MUSIC_CREDITS 4 // credits
#define MM_MUSIC_MISSION_COMPLETE 5 // mission complete
#define MM_MUSIC_BRIEFING_VIDEO 6 // briefing video
#define MM_MUSIC_DEBRIEFING_VIDEO 7 // debriefing video

// Settings Pages
#define SETTINGS_PAGE_NONE 0
#define SETTINGS_PAGE_AUDIO 1
#define SETTINGS_PAGE_VIDEO 2
#define SETTINGS_PAGE_GAMEPLAY 3
#define SETTINGS_PAGE_CONTROLS 4

// Settings > Video Pages
#define SETTINGS_VIDEO_PAGE_NONE 0
#define SETTINGS_VIDEO_PAGE_GENERAL 1
#define SETTINGS_VIDEO_PAGE_ADVANCED 2
#define SETTINGS_VIDEO_PAGE_LANGUAGE 3

// grayman #3682
// Settings > Gameplay Pages
#define SETTINGS_GAMEPLAY_PAGE_NONE 0
#define SETTINGS_GAMEPLAY_PAGE_GENERAL 1
#define SETTINGS_GAMEPLAY_PAGE_DIFFICULTY 2

// Settings > Controls Pages
#define CONTROLS_PAGE_NONE 0
#define CONTROLS_PAGE_MOVEMENT 1
#define CONTROLS_PAGE_ACTIONS 2
#define CONTROLS_PAGE_WEAPONS 3
#define CONTROLS_PAGE_TOOLS 4
#define CONTROLS_PAGE_GENERAL 5
#define CONTROLS_PAGE_INVENTORY 6

// Default sounds for TDM menus
// When overridden by a mainmenu_custom_defs.gui, these should be #undef'd first

// Played during non-video briefing
#define MM_BRIEFING_SOUND_CMD "music tdm_objectives;"

// Menu music after startup (not in-game)
#define MM_MENU_SOUND_CMD "music tdm_mainmenu_background_music;"

// Played in main menu when in-game (ESCaping out of the game)
#define MM_INGAME_MENU_SOUND_CMD "music tdm_objectives;"

// Played while displaying the credits
#define MM_CREDITS_SOUND_CMD "music deviginti02;"

// Played after completing a mission
#define MM_MISSION_SUCCESS_SOUND_CMD "music mission_complete;"

// The "Quit mission/game" message box
#define MM_MSG_BOX_RECT rect 200, 150, 240, 180 background "guis/assets/mainmenu/oldparchment_backdrop3" matcolor 1, 1, 1, 1

// =============================================================================================
// Common definitions for the (main) menu, like glowing buttons etc.

// greebo: The BUTTON constant defines the graphics rectangle, the ACTION constant defines the mouse action rectangle

#define MM_POS_X 323 // grayman #3733
#define MM_POS_X_GLOW 324 // grayman #3733
#define MM_POS_Y 220 // grayman #3733
#define MM_POS_Y_GLOW 221
//#define MM_POS_X 330
//#define MM_POS_X_GLOW 331
//#define MM_POS_Y 190
//#define MM_POS_Y_GLOW 191
#define MM_POS_W 250

// Tels: Height of one button rectangle (for showing the text and the action definition)
#define MM_POS_H 23
// Offset to next button
#define MM_POS_Y_STEP 22

// Height of one line in the settings menu
#define MM_LINE_H 18
// Height of a slider
#define MM_SLIDER_H 16

// --------------------------------------------------------------
// grayman #3733 - for the campaign and mission titles,
// for both the starting and in-game main menus

#define MM_TITLE_X 290 // x position of campaign and mission titles
#define MM_TITLE_W 310 // width of campaign and mission titles
#define MM_TITLE_H 17 // height of campaign and mission titles

#define MM_TITLE_CAMPAIGN_Y 170 // y position of campaign title
#define MM_TITLE_CAMPAIGN_MISSION_Y 184 // y position of campaign mission title
#define MM_TITLE_MISSION_Y 170 // y position of non-campaign mission title

#define MM_TITLE_CAMPAIGN MM_TITLE_X, MM_TITLE_CAMPAIGN_Y, MM_TITLE_W, MM_TITLE_H
#define MM_TITLE_CAMPAIGN_MISSION MM_TITLE_X, MM_TITLE_CAMPAIGN_MISSION_Y, MM_TITLE_W, MM_TITLE_H
#define MM_TITLE_MISSION MM_TITLE_X, MM_TITLE_MISSION_Y, MM_TITLE_W, MM_TITLE_H

#define MM_TITLE_FONTSCALE 0.25
#define MM_TITLE_COLOR 0.4,0,0,0.9 // use this for initial definition
#define SMM_TITLE_COLOR "0.4 0 0 0.9" // use this for transitions
#define MM_TITLE_FONT font MM_BOLD_FONT forecolor INVISIBLE textscale MM_TITLE_FONTSCALE visible 1 textalign 1
// --------------------------------------------------------------

// grayman #3733 - for the Load/Save campaign and mission titles
#define LS_TITLE_X MM_TITLE_X // x position of campaign and mission titles
#define LS_TITLE_W MM_TITLE_W // width of campaign and mission titles
#define LS_TITLE_H MM_TITLE_H // height of campaign and mission titles

#define LS_TITLE_CAMPAIGN_Y 99 // y position of campaign title
#define LS_TITLE_CAMPAIGN_MISSION_Y 113 // y position of campaign mission title
#define LS_TITLE_MISSION_Y 104 // y position of non-campaign mission title

#define LS_TITLE_CAMPAIGN MM_TITLE_X, LS_TITLE_CAMPAIGN_Y, MM_TITLE_W, LS_TITLE_H
#define LS_TITLE_CAMPAIGN_MISSION MM_TITLE_X, LS_TITLE_CAMPAIGN_MISSION_Y, MM_TITLE_W, LS_TITLE_H
#define LS_TITLE_MISSION MM_TITLE_X, LS_TITLE_MISSION_Y, MM_TITLE_W, LS_TITLE_H

#define LS_TITLE_FONTSCALE 0.25
#define LS_TITLE_COLOR 0.4,0,0,0.9 // use this for initial definition
#define SLS_TITLE_COLOR "0.4 0 0 0.9" // use this for transitions
#define LS_TITLE_FONT font MM_BOLD_FONT forecolor INVISIBLE textscale LS_TITLE_FONTSCALE visible 1 textalign 1
// --------------------------------------------------------------

#define MM_POS_NEW_MISSION_BUTTON MM_POS_X, MM_POS_Y, MM_POS_W, MM_POS_H
#define MM_POS_NEW_MISSION_BUTTON_GLOW MM_POS_X_GLOW, MM_POS_Y, MM_POS_W, MM_POS_H
#define MM_POS_NEW_MISSION_ACTION MM_POS_NEW_MISSION_BUTTON

#define MM_POS_LOAD_GAME_BUTTON MM_POS_X, MM_POS_Y + MM_POS_Y_STEP, MM_POS_W, MM_POS_H
#define MM_POS_LOAD_GAME_BUTTON_GLOW MM_POS_X_GLOW, MM_POS_Y_GLOW + MM_POS_Y_STEP, MM_POS_W, MM_POS_H
#define MM_POS_LOAD_GAME_ACTION MM_POS_LOAD_GAME_BUTTON

#define MM_POS_SETTINGS_BUTTON MM_POS_X, MM_POS_Y + MM_POS_Y_STEP*2, MM_POS_W, MM_POS_H
#define MM_POS_SETTINGS_BUTTON_GLOW MM_POS_X_GLOW, MM_POS_Y_GLOW + MM_POS_Y_STEP*2, MM_POS_W, MM_POS_H
#define MM_POS_SETTINGS_ACTION MM_POS_SETTINGS_BUTTON

#define MM_POS_CREDITS_BUTTON MM_POS_X, MM_POS_Y + MM_POS_Y_STEP*3, MM_POS_W, MM_POS_H
#define MM_POS_CREDITS_BUTTON_GLOW MM_POS_X_GLOW, MM_POS_Y_GLOW + MM_POS_Y_STEP*3, MM_POS_W, MM_POS_H
#define MM_POS_CREDITS_ACTION MM_POS_CREDITS_BUTTON

#define MM_POS_QUIT_BUTTON MM_POS_X, MM_POS_Y + MM_POS_Y_STEP*4, MM_POS_W, MM_POS_H
#define MM_POS_QUIT_BUTTON_GLOW MM_POS_X_GLOW, MM_POS_Y_GLOW + MM_POS_Y_STEP*4, MM_POS_W, MM_POS_H
#define MM_POS_QUIT_ACTION MM_POS_QUIT_BUTTON

#define MMIG_POS_RESUME_GAME_BUTTON MM_POS_NEW_MISSION_BUTTON
#define MMIG_POS_RESUME_GAME_BUTTON_GLOW MM_POS_NEW_MISSION_BUTTON_GLOW
#define MMIG_POS_RESUME_GAME_ACTION MMIG_POS_RESUME_GAME_BUTTON

#define MMIG_POS_LOAD_GAME_BUTTON MM_POS_LOAD_GAME_BUTTON
#define MMIG_POS_LOAD_GAME_BUTTON_GLOW MM_POS_LOAD_GAME_BUTTON_GLOW
#define MMIG_POS_LOAD_GAME_ACTION MMIG_POS_LOAD_GAME_BUTTON

#define MMIG_POS_OBJECTIVES_BUTTON MM_POS_SETTINGS_BUTTON
#define MMIG_POS_OBJECTIVES_BUTTON_GLOW MM_POS_SETTINGS_BUTTON_GLOW
#define MMIG_POS_OBJECTIVES_ACTION MMIG_POS_OBJECTIVES_BUTTON

#define MMIG_POS_SETTINGS_BUTTON MM_POS_CREDITS_BUTTON
#define MMIG_POS_SETTINGS_BUTTON_GLOW MM_POS_CREDITS_BUTTON_GLOW
#define MMIG_POS_SETTINGS_ACTION MMIG_POS_SETTINGS_BUTTON

#define MMIG_POS_CREDITS_BUTTON MM_POS_QUIT_BUTTON
#define MMIG_POS_CREDITS_BUTTON_GLOW MM_POS_QUIT_BUTTON_GLOW
#define MMIG_POS_CREDITS_ACTION MMIG_POS_CREDITS_BUTTON

#define MMIG_POS_RESTART_MISSION_BUTTON MM_POS_X, MM_POS_Y + MM_POS_Y_STEP*5, MM_POS_W, MM_POS_H
#define MMIG_POS_RESTART_MISSION_BUTTON_GLOW MM_POS_X_GLOW, MM_POS_Y_GLOW + MM_POS_Y_STEP*5, MM_POS_W, MM_POS_H
#define MMIG_POS_RESTART_MISSION_ACTION MMIG_POS_RESTART_MISSION_BUTTON

#define MMIG_POS_QUIT_MISSION_BUTTON MM_POS_X, MM_POS_Y + MM_POS_Y_STEP*6, MM_POS_W, MM_POS_H
#define MMIG_POS_QUIT_MISSION_BUTTON_GLOW MM_POS_X_GLOW, MM_POS_Y_GLOW + MM_POS_Y_STEP*6, MM_POS_W, MM_POS_H
#define MMIG_POS_QUIT_MISSION_ACTION MMIG_POS_QUIT_MISSION_BUTTON



#define MM_BUTTON_HEIGHT 18

// back to the "main menu" button:
#define MM_POS_SETTINGS_BACK_BUTTON rect 470, 435, 100, MM_BUTTON_HEIGHT
#define MM_POS_SETTINGS_BACK_BUTTON_GLOW rect 471, 436, 100, MM_BUTTON_HEIGHT-1
#define MM_POS_SETTINGS_BACK_ACTION MM_POS_SETTINGS_BACK_BUTTON

// back to the download menu button:
#define MM_POS_SAMD_BACK_BUTTON rect 470, 415, 100, MM_BUTTON_HEIGHT
#define MM_POS_SAMD_BACK_BUTTON_GLOW rect 471, 416, 100, MM_BUTTON_HEIGHT-1
#define MM_POS_SAMD_BACK_ACTION MM_POS_SAMD_BACK_BUTTON

// Start Download button
#define MM_POS_SAMD_START_BUTTON rect 12, 198, 200, MM_BUTTON_HEIGHT
#define MM_POS_SAMD_START_BUTTON_GLOW rect 13, 199, 200, MM_BUTTON_HEIGHT-1
#define MM_POS_SAMD_START_ACTION MM_POS_SAMD_START_BUTTON

// make sure that MM_POS_SETTINGS_BACK_ACTION and MM_POS_SETTINGS_RESTART_ACTION do not overlap!
#define MM_POS_SETTINGS_RESTART rect 327, 435, 140, MM_BUTTON_HEIGHT

#define MM_POS_SETTINGS_RESTART_BUTTON rect 0, 0, 140, MM_BUTTON_HEIGHT
#define MM_POS_SETTINGS_RESTART_BUTTON_GLOW rect 1, 1, 139, MM_BUTTON_HEIGHT-1
#define MM_POS_SETTINGS_RESTART_ACTION MM_POS_SETTINGS_RESTART

// Left side (but a bit indended right), back to the menu
#define MM_POS_OBJ_BACK_BUTTON rect 40, 445, 160, MM_BUTTON_HEIGHT * 1.3
#define MM_POS_OBJ_BACK_BUTTON_GLOW rect 41, 446, 159, MM_BUTTON_HEIGHT * 1.3 - 1
#define MM_POS_OBJ_BACK_ACTION MM_POS_OBJ_BACK_BUTTON

// Right side, onwards to start mission or resume game
#define MM_POS_OBJ_FORWARD_BUTTON rect 455, 445, 160, MM_BUTTON_HEIGHT * 1.3
#define MM_POS_OBJ_FORWARD_BUTTON_GLOW rect 456, 446, 159, MM_BUTTON_HEIGHT * 1.3 - 1
#define MM_POS_OBJ_FORWARD_ACTION MM_POS_OBJ_FORWARD_BUTTON

#define MM_POS_NEWGAME_REFRESH_BUTTON rect 375, 446, 150, MM_BUTTON_HEIGHT
#define MM_POS_NEWGAME_REFRESH_BUTTON_GLOW rect 376, 447, 149, MM_BUTTON_HEIGHT-1
#define MM_POS_NEWGAME_REFRESH_ACTION MM_POS_NEWGAME_REFRESH_BUTTON

#define MM_POS_NEWGAME_DOWNLOAD_BUTTON rect 327, 429, 150, MM_BUTTON_HEIGHT
#define MM_POS_NEWGAME_DOWNLOAD_BUTTON_GLOW rect 328, 430, 149, MM_BUTTON_HEIGHT-1
#define MM_POS_NEWGAME_DOWNLOAD_ACTION MM_POS_NEWGAME_DOWNLOAD_BUTTON

#define MM_POS_CREDITS_BACK_BUTTON rect 520, 445, 90, MM_BUTTON_HEIGHT
#define MM_POS_CREDITS_BACK_BUTTON_GLOW rect 521, 446, 89, MM_BUTTON_HEIGHT-1
#define MM_POS_CREDITS_BACK_ACTION MM_POS_CREDITS_BACK_BUTTON

#define MM_POS_NEWGAME_INSTALL_BUTTON rect 105, 5, 140, MM_BUTTON_HEIGHT+4
#define MM_POS_NEWGAME_INSTALL_BUTTON_GLOW rect 106, 6, 139, MM_BUTTON_HEIGHT+3
#define MM_POS_NEWGAME_INSTALL_ACTION MM_POS_NEWGAME_INSTALL_BUTTON

#define MM_POS_NEWGAME_NOTES_BUTTON rect 0, 5, 120, MM_BUTTON_HEIGHT+4
#define MM_POS_NEWGAME_NOTES_BUTTON_GLOW rect 0, 6, 119, MM_BUTTON_HEIGHT+3
#define MM_POS_NEWGAME_NOTES_ACTION MM_POS_NEWGAME_INSTALL_BUTTON

#define MM_POS_NEWGAME_START_BUTTON rect 20, 92, 240, MM_BUTTON_HEIGHT+4
#define MM_POS_NEWGAME_START_BUTTON_GLOW rect 21, 93, 239, MM_BUTTON_HEIGHT+3

#define MM_POS_NEWGAME_UNINSTALL_BUTTON rect 20, 115, 240, MM_BUTTON_HEIGHT+4
#define MM_POS_NEWGAME_UNINSTALL_BUTTON_GLOW rect 21, 116, 239, MM_BUTTON_HEIGHT+3

// for the restart.gui
#define MM_POS_FAILURE_RESTART_BUTTON rect 40, 430, 180, MM_BUTTON_HEIGHT+4 textaligny -2
#define MM_POS_FAILURE_RESTART_BUTTON_GLOW rect 41, 431, 179, MM_BUTTON_HEIGHT+3 textaligny -2

#define MM_POS_FAILURE_OBJECTIVES_BUTTON rect 230, 430, 180, MM_BUTTON_HEIGHT+4 textaligny -2
#define MM_POS_FAILURE_OBJECTIVES_BUTTON_GLOW rect 231, 431, 179, MM_BUTTON_HEIGHT+3 textaligny -2

// x-3 to avoid cut-off text
#define MM_POS_FAILURE_MAINMENU_BUTTON rect 420, 430, 180, MM_BUTTON_HEIGHT+4 textaligny -2 textalignx -3
#define MM_POS_FAILURE_MAINMENU_BUTTON_GLOW rect 421, 431, 179, MM_BUTTON_HEIGHT+3 textaligny -2 textalignx -3

// For the success gui
#define MM_POS_SUCCESS_STATISTICS_BUTTON rect 190, 390, 260, MM_BUTTON_HEIGHT+4 textaligny -2
#define MM_POS_SUCCESS_STATISTICS_BUTTON_GLOW rect 191, 390.5, 259, MM_BUTTON_HEIGHT+3 textaligny -2

#define MM_POS_SUCCESS_CONTINUE_BUTTON rect 190, 430, 260, MM_BUTTON_HEIGHT+4 textaligny -2
#define MM_POS_SUCCESS_CONTINUE_BUTTON_GLOW rect 191, 430.5, 259, MM_BUTTON_HEIGHT+3 textaligny -2

#define MM_POS_SUCCESS_TITLE rect 0, 190, 640, 82
#define MM_POS_SUCCESS_TITLE_START "0, 120, 640, 82"
#define MM_POS_SUCCESS_TITLE_END "0, 180, 640, 82"
#define MM_SUCCESS_TITLE_START_COLOR "0.70 0.60 0.4 0"
#define MM_SUCCESS_TITLE_END_COLOR "0.92 0.85 0.6 1"

// Settings menu
#define SETTINGS_VIDEO_FIRST_ROW_Y 130
#define SETTINGS_GAMEPLAY_FIRST_ROW_Y 132

// General, Advanced, Language
#define MM_POS_SETTINGS_LEFT rect "gui::video_general_pos", SETTINGS_VIDEO_FIRST_ROW_Y-8, "gui::video_general_width", MM_BUTTON_HEIGHT+2
#define MM_POS_SETTINGS_LEFT_GLOW rect "gui::video_general_pos"+1, SETTINGS_VIDEO_FIRST_ROW_Y-7, "gui::video_general_width"-1, MM_BUTTON_HEIGHT+2

#define MM_POS_SETTINGS_RIGHT rect "gui::video_advanced_pos", SETTINGS_VIDEO_FIRST_ROW_Y-8, "gui::video_advanced_width", MM_BUTTON_HEIGHT+2
#define MM_POS_SETTINGS_RIGHT_GLOW rect "gui::video_advanced_pos"+1, SETTINGS_VIDEO_FIRST_ROW_Y-7, "gui::video_advanced_width"-1, MM_BUTTON_HEIGHT+2

#define MM_POS_SETTINGS_CENTER rect "gui::video_language_pos", SETTINGS_VIDEO_FIRST_ROW_Y-8, "gui::video_language_width", MM_BUTTON_HEIGHT+2
#define MM_POS_SETTINGS_CENTER_GLOW rect "gui::video_language_pos"+1, SETTINGS_VIDEO_FIRST_ROW_Y-7, "gui::video_language_width"-1, MM_BUTTON_HEIGHT+2

#define MM_POS_SETTINGS_AUDIO rect "gui::audio_pos", 100, "gui::audio_width", 21
#define MM_POS_SETTINGS_AUDIO_GLOW rect "gui::audio_pos"+1, 101, "gui::audio_width"-1, 20

#define MM_POS_SETTINGS_VIDEO rect "gui::video_pos", 100, "gui::video_width", 21
#define MM_POS_SETTINGS_VIDEO_GLOW rect "gui::video_pos"+1, 101, "gui::video_width"-1, 20

#define MM_POS_SETTINGS_GAMEPLAY rect "gui::gameplay_pos", 100, "gui::gameplay_width", 21
#define MM_POS_SETTINGS_GAMEPLAY_GLOW rect "gui::gameplay_pos"+1, 101, "gui::gameplay_width"-1, 20

// grayman #3682 - Gameplay -> General
#define MM_POS_SETTINGS_GAMEPLAY_GENERAL rect "gui::gameplay_general_pos", SETTINGS_GAMEPLAY_FIRST_ROW_Y, "gui::gameplay_general_width", MM_BUTTON_HEIGHT+2
#define MM_POS_SETTINGS_GAMEPLAY_GENERAL_GLOW rect "gui::gameplay_general_pos"+1, SETTINGS_GAMEPLAY_FIRST_ROW_Y-1, "gui::gameplay_general_width"-1, MM_BUTTON_HEIGHT+2

// grayman #3682 - Gameplay -> Difficulty
#define MM_POS_SETTINGS_GAMEPLAY_DIFFICULTY rect "gui::gameplay_difficulty_pos", SETTINGS_GAMEPLAY_FIRST_ROW_Y, "gui::gameplay_difficulty_width", MM_BUTTON_HEIGHT+2
#define MM_POS_SETTINGS_GAMEPLAY_DIFFICULTY_GLOW rect "gui::gameplay_difficulty_pos"+1, SETTINGS_GAMEPLAY_FIRST_ROW_Y-1, "gui::gameplay_difficulty_width"-1, MM_BUTTON_HEIGHT+2

#define MM_POS_SETTINGS_CONTROLS rect "gui::controls_pos", 100, "gui::controls_width", 21
#define MM_POS_SETTINGS_CONTROLS_GLOW rect "gui::controls_pos"+1, 101, "gui::controls_width"-1, 20

// For the Controls section in the Settings menu
#define MM_POS_SETTINGS_CONTROLS_FR SETTINGS_CONTROLS_FIRST_ROW_Y - 5
#define MM_POS_SETTINGS_CONTROLS_SR MM_POS_SETTINGS_CONTROLS_FR - 16

#define MM_POS_SETTINGS_CONTROLS_MOVEMENT rect "gui::movement_pos", MM_POS_SETTINGS_CONTROLS_FR, "gui::movement_width", MM_BUTTON_HEIGHT
#define MM_POS_SETTINGS_CONTROLS_MOVEMENT_GLOW rect "gui::movement_pos"+1, MM_POS_SETTINGS_CONTROLS_FR, "gui::movement_width"-1, MM_BUTTON_HEIGHT-1

#define MM_POS_SETTINGS_CONTROLS_ACTIONS rect "gui::actions_pos", MM_POS_SETTINGS_CONTROLS_FR, "gui::actions_width", MM_BUTTON_HEIGHT
#define MM_POS_SETTINGS_CONTROLS_ACTIONS_GLOW rect "gui::actions_pos"+1, MM_POS_SETTINGS_CONTROLS_FR, "gui::actions_width"-1, MM_BUTTON_HEIGHT-1

#define MM_POS_SETTINGS_CONTROLS_INVENTORY rect "gui::inventory_pos", MM_POS_SETTINGS_CONTROLS_FR, "gui::inventory_width", MM_BUTTON_HEIGHT
#define MM_POS_SETTINGS_CONTROLS_INVENTORY_GLOW rect "gui::inventory_pos"+1, MM_POS_SETTINGS_CONTROLS_FR, "gui::inventory_width"-1, MM_BUTTON_HEIGHT-1

#define MM_POS_SETTINGS_CONTROLS_WEAPONS rect "gui::weapons_pos", MM_POS_SETTINGS_CONTROLS_SR, "gui::weapons_width", MM_BUTTON_HEIGHT
#define MM_POS_SETTINGS_CONTROLS_WEAPONS_GLOW rect "gui::weapons_pos"+1, MM_POS_SETTINGS_CONTROLS_SR+1, "gui::weapons_width"-1, MM_BUTTON_HEIGHT-1

#define MM_POS_SETTINGS_CONTROLS_TOOLS rect "gui::tools_pos", MM_POS_SETTINGS_CONTROLS_SR, "gui::tools_width", MM_BUTTON_HEIGHT
#define MM_POS_SETTINGS_CONTROLS_TOOLS_GLOW rect "gui::tools_pos"+1, MM_POS_SETTINGS_CONTROLS_SR+1, "gui::tools_width"-1, MM_BUTTON_HEIGHT-1

#define MM_POS_SETTINGS_CONTROLS_GENERAL rect "gui::general_pos", MM_POS_SETTINGS_CONTROLS_SR, "gui::general_width", MM_BUTTON_HEIGHT
#define MM_POS_SETTINGS_CONTROLS_GENERAL_GLOW rect "gui::general_pos"+1, MM_POS_SETTINGS_CONTROLS_SR+1, "gui::general_width"-1, MM_BUTTON_HEIGHT-1

#define VERSION_TEXT_FONT "fonts/carleton"

#define GLOW_WHITE_COLOR 0.98,0.93,0.82,1
#define SGLOW_WHITE_COLOR "0.98 0.93 0.82 1"

// For briefings
#define SBRIEFING_WHITE "0.98 0.93 0.82 1"
#define SBRIEFING_WHITE_GLOW "0.90 0.90 0.80 0.5"

#define SBRIEFING_WHITE_INVISIBLE "0.98 0.93 0.82 0"
#define SBRIEFING_WHITE_GLOW_INVISIBLE "0.90 0.90 0.80 0"

#define GLOW_RED_COLOR 0.6,0.1,0.1,0.5
#define SGLOW_RED_COLOR "0.6 0.1 0.1 0.5"

// for the restart GUI f.i.
#define GLOW_YELLOW_COLOR 1.0,0.9,0.1,0.4
#define SGLOW_YELLOW_COLOR "1.0 0.9 0.1 0.4"

// Used f.i. on dark backgrounds like in the credits or objectives screen
#define BUTTON_WHITE_COLOR 0.98,0.93,0.82,0.9
#define SBUTTON_WHITE_COLOR "0.98 0.93 0.82 0.9"

// For the settings menu
#define SGLOW_DARKRED_COLOR "0.6 0 0 0.6"

// For the objectives screen
#define SGLOW_BRIGHTRED_COLOR "0.8 0.1 0.1 0.5"
#define NORMAL_COLOR 0,0,0,0.90
#define SNORMAL_COLOR "0 0 0 0.90"
#define INVISIBLE 0, 0, 0, 0
#define SINVISIBLE "0 0 0 0"

#define INACTIVE_COLOR 0,0,0,0.50
#define SINACTIVE_COLOR "0 0 0 0.50"

// For failure/success buttons
#define WHITE_COLOR 0.9,0.9,0.9,0.9
#define SWHITE_COLOR "0.9 0.9 0.9 0.9"

// For the settings buttons

// for bold buttons
#define BOLDGLOW_WHITE_COLOR 1,1,1,1
#define SBOLDGLOW_WHITE_COLOR "1 1 1 1"

#define MM_FONTSCALE 0.33
#define MM_SUCCESS_TITLE_FONTSCALE font "fonts/carleton" textscale 0.40
#define MM_SUCCESS_TITLE_START_SCALE "0.40"
// While 1.0 would come close to the original bitmap, it might overflow the screen for
// some languages, also the text appears a bit pixelated, so reduce the size a bit:
#define MM_SUCCESS_TITLE_END_SCALE "0.9"

#define MM_BUTTON_FONTSCALE 0.32
#define MM_BUTTON_LARGE textscale 0.27
#define MM_BUTTON_BIG textscale 0.30
#define MM_BUTTON_HUGE textscale 0.32
// f.i. for the Objectives title
#define MM_HEADLINE textscale 0.40

#define MM_NORMAL_FONT "fonts/carleton"
#define MM_GLOW_FONT "fonts/carleton_glow"
#define MM_BOLD_FONT "fonts/carleton_bold"

// These definitions cut down on repeated text below:

// right-aligned button text
#define MM_FONT_RIGHT font MM_NORMAL_FONT forecolor INVISIBLE textscale 0.24 visible 1 textalign 2
#define MM_FONT_RIGHT_BOLD font MM_BOLD_FONT forecolor NORMAL_COLOR textscale 0.24 visible 1 textalign 2
#define MM_FONT_RIGHT_GLOW font MM_GLOW_FONT forecolor INVISIBLE textscale 0.24 visible 1 textalign 2

// left-aligned button text
#define MM_FONT_LEFT MM_FONT_RIGHT textalign 0
#define MM_FONT_LEFT_BOLD MM_FONT_RIGHT_BOLD textalign 0
#define MM_FONT_LEFT_GLOW MM_FONT_RIGHT_GLOW textalign 0

// centered button text
#define MM_FONT_CENTER MM_FONT_RIGHT textalign 1
#define MM_FONT_CENTER_BOLD MM_FONT_RIGHT_BOLD textalign 1
#define MM_FONT_CENTER_GLOW MM_FONT_RIGHT_GLOW textalign 1

// centered text (invisible by default for the main menu)
#define MM_FONT font MM_NORMAL_FONT forecolor INVISIBLE textscale MM_FONTSCALE visible 1 textalign 1
#define MM_FONT_GLOW font MM_GLOW_FONT forecolor INVISIBLE textscale MM_FONTSCALE visible 1 textalign 1

// centered text for headlines on parchments
#define MM_FONT_HEADLINE font MM_BOLD_FONT forecolor NORMAL_COLOR textscale MM_FONTSCALE*0.85 visible 1 textalign 1

// a shortcut for the often-used buttons
#define MM_BUTTON visible 1 forecolor NORMAL_COLOR textscale MM_BUTTON_FONTSCALE textalign 1 font MM_NORMAL_FONT
#define MM_BUTTON_RIGHT visible 1 forecolor NORMAL_COLOR textscale MM_BUTTON_FONTSCALE textalign 2 font MM_NORMAL_FONT
#define MM_BUTTON_LEFT visible 1 forecolor NORMAL_COLOR textscale MM_BUTTON_FONTSCALE textalign 0 font MM_NORMAL_FONT

#define MM_BUTTON_OK MM_BUTTON text "#str_07188"

// for building custom choice defs (that behave better than the D3 defaults)
// carleton or carleton condensed, depending on language, set in the settings init
// Dynamically changing the font is not yet implemented
//#define SETTINGS_FONT '#str_02350'
//#define CHOICES_FONT '#str_02351'
//#define BINDINGS_FONT '#str_02352'
//#define DETAILS_FONT '#str_02353'
#define SETTINGS_FONT 'fonts/carleton_condensed'
#define CHOICES_FONT 'fonts/carleton_condensed'
#define BINDINGS_FONT 'fonts/carleton_condensed'
#define DETAILS_FONT 'fonts/carleton_condensed'
#define SETTINGS_FONT_SCALE 0.24
#define SETTINGS_FONT_COLOUR 0, 0, 0, .85
#define SETTINGS_FONT_COLOUR_STR "0 0 0 0.85"
#define SETTINGS_FONT_COLOUR_DISABLED_STR "0 0 0 0.5"

// The text on the left side in the settings menu
#define SETTINGS_TEXT font SETTINGS_FONT textscale SETTINGS_FONT_SCALE forecolor SETTINGS_FONT_COLOUR visible 1
// for choices in the settings menu like Yes/No, Disabled/Enabled
#define CHOICES_TEXT font CHOICES_FONT textscale SETTINGS_FONT_SCALE forecolor SETTINGS_FONT_COLOUR visible 1
// for keybindings
#define BINDINGS_TEXT font BINDINGS_FONT textscale SETTINGS_FONT_SCALE forecolor SETTINGS_FONT_COLOUR visible 1 textalign 2 textalignx -3
// used in showing mission details like "Last Completed:" etc.
#define DETAILS_TEXT font DETAILS_FONT textscale 0.20 forecolor 0,0,0,1 visible 1 textalign 0

#define HEADLINE_HEIGHT 70

// Used for the huge headlines on the menu parchments
#define HEADLINE_TEXT textscale 0.81 visible 1 textalign 1 forecolor 0,0,0,1.0 font "fonts/mason"
#define HEADLINE_GLOW textscale 0.81 visible 1 textalign 1 forecolor 1,1,0.80,0.8 font "fonts/mason_glow" textaligny -1

// Define the white overlay stripes as rectangles
#define WHITE_STRIPE( y ) \
windowDef stripe { rect 50, y, 240, 15 backcolor 1, 0.95, 0.80, 0.16 }

// Define a macro with one parameter, that can setup the entire background for one settings pagea.
#define MENU_BACKGROUND( watermark, headline, stop, headline2 ) \
windowDef SettingsVideoPageBackground { rect 18, 0, 304, 482 background "guis/assets/mainmenu/oldparchment_backdrop7" } \
windowDef SettingsVideoPageWatermark { rect 20, 0, 302, 480 background watermark } \
windowDef SettingsVideoPageSwirlTop { rect 42, stop, 258, 32 background "guis/assets/mainmenu/black_swirl_top" } \
windowDef SettingsVideoPageSwirlBottom { rect 42, 402, 258, 32 background "guis/assets/mainmenu/black_swirl_bottom" } \
windowDef SettingsVideoPageHeadlineGlow { rect 3, 23.5 + "gui::headline_offset", 322, HEADLINE_HEIGHT text headline HEADLINE_GLOW } \
windowDef SettingsVideoPageHeadline { rect 3, 23.5 + "gui::headline_offset", 322, HEADLINE_HEIGHT text headline HEADLINE_TEXT } \
windowDef SettingsVideoPageHeadlineGlow2{ rect 3, 33, 322, HEADLINE_HEIGHT text headline2 HEADLINE_GLOW } \
windowDef SettingsVideoPageHeadline2 { rect 3, 33, 322, HEADLINE_HEIGHT text headline2 HEADLINE_TEXT }

// "Settings"
#define SETTINGS_BACKGROUND( watermark) MENU_BACKGROUND( watermark, "#str_02104", 160, "" )
// "New Mission" (gui::new_game_offset wil be set to #str_02279 during init)
#define NEWGAME_BACKGROUND( watermark) MENU_BACKGROUND( watermark, "#str_02312", 135, "#str_02313" ) \
WHITE_STRIPE ( 168 ) \
WHITE_STRIPE ( 200 ) \
WHITE_STRIPE ( 232 ) \
WHITE_STRIPE ( 264 ) \
WHITE_STRIPE ( 296 ) \
WHITE_STRIPE ( 328 ) \
WHITE_STRIPE ( 360 ) \
WHITE_STRIPE ( 392 )

#define SETTINGS_FONT_SCALE_CHOICE 0.23
#define SETTINGS_FONT_SCALE_SLIDER 0.18

// the common settings
#define CHOICE_DEF font CHOICES_FONT textscale SETTINGS_FONT_SCALE_CHOICE textalign 2 textalignx -10 forecolor SETTINGS_FONT_COLOUR choiceType 1

// This make the text glow white on mouse-hover
#define GLOW_ON_ENTER onMouseEnter { transition "forecolor" SNORMAL_COLOR SBOLDGLOW_WHITE_COLOR "50"; set "cmd" "play sound/meta/menu/mnu_hover"; }
#define NORMAL_ON_EXIT onMouseExit { transition "forecolor" SBOLDGLOW_WHITE_COLOR SNORMAL_COLOR "50"; }

#define WHITE_GLOW GLOW_ON_ENTER NORMAL_ON_EXIT



 

There does not appear to be any way to substitute the background image for mission success/fail.

There is a way to insert something between the end of mission and the mission success screen, following the link for debriefing video that I provided.

There are no definitions for anything other than debriefing video or debriefing music included in mainmenu_defs.gui (incl. in base game - no touchy), which would be #undef #def in the mainmenu_custom_defs.gui (included in your FM - yes touchy).

 

If there's a way to set the image to be something else - not yet discovered how to do so (but I like videos, so, idk if I'll bother looking that deep).

 

 

YW 4 dis & .ogg breefin ishu.

 

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Srs man - just use moviemaker to make a video that contains the stills you want to display and set up a video debrief, encoding it using the tools I linked in my reply to your question regarding why you couldn't get the .ogg file to play, insert it by following the simple instructions that were also linked in the same reply.

// oh but don't forget - the video is only the image - any sound, you need to set the music and stuff.

// unless you want to write your own gui file and all the windowdefs and stuff, for inclusion in the main game, that would allow an FM's mainmenu custom to set this background.

But what do I know..?
Maybe these guys can help if no-one here can (id tech4 area): http://idtechforums.fuzzylogicinc.com/

(just don't expect a warm welcome and a likely signpost back here).

Edited by teh_saccade
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Which, unless I'M NOT READING THOSE CAPS RIGHT means:
"Please mappers, don't mess with this 'cos it's part of TDM's main menu GUI dependency which we all need to play the game".

It actually means that you should only mess with it if you know what you are doing, that there is no warranty if you break anything and that you should be testing it very carefully before release. I've modified a lot of such files containing that warning and hey, I'm still here. :)

  • Like 1

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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ROFL

 

Nope. Just play around with it and if it should break your installment, you can always delete it. But I fairly doubt this will happen. Those files are not nearly as sensitive as the warning implies.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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Let me finish a basic campaign before getting me to start messing with stuff like this, Obsttorte! I've only spent a short time on DR and stuff, really, compared to the rest of the people here :P

(also - I already messed with them and had to rename the backups a few times so far...)

// Also, your name always reminds me of chocolinastorta, which is one of the best cakes in the world.

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  • 2 weeks later...

It does look as if it might be possible to simply change the success screen background without having to write the whole gui again..:

Make a file/folder "darkmod/guis/map/yourlevelname.gui" (which you might already have for custom loading screen) and insert:

onNamedEvent SuccessScreenBackground

{
    set "background" "pathto/yourbackground.tga"
}

Maybe it will work, tga format, same size and stuff as the loading screen, else it's a case of copy-pasta the whole mission_success.gui windowdefs (the whole lot) into the file to change that value.

Maybe it won't work - idk. (idc).

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