Author Topic: crazy thought, ingame menus  (Read 3450 times)

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Offline Shivan Hunter

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crazy thought, ingame menus
I think the ability to bring up an ingame menu would be really helpful for certain kinds of situations. I originally came up with the idea when I was deciding how to handle opening containers and possibly taking their contents, but I think there could be a variety of uses.

It would look something like this (rough mockup):



It could be drawn just using colored boxes and text, or defined with images (possibly some weird kind of HUD gauge)?

For dialogue trees, the top part could be done away with, since the other ship would simply send a message.

The SEXP would look like:
draw-menu
 - variable to store choice in
 - number of choice/response buttons
 - button 1 text
 - button 2 text
 - etc
 - [optional] top area text (top area not shown if this is not used)

I have no idea if this would be moderately difficult or nigh-impossible due to some aspect of the engine, so just tell me if it is and I'll forget about it.

 

Offline The E

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Re: crazy thought, ingame menus
This can be done with hud gauges.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

  

Offline Shivan Hunter

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Re: crazy thought, ingame menus
I sort of see how I can do that... how would I define the different text though? Going by the Wiki it seems I can only set one string, not several with different locations, which I need here.

 

Offline mjn.mixael

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Re: crazy thought, ingame menus
Multiple gauges.
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Offline Shivan Hunter

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Re: crazy thought, ingame menus
Ah, I see how it'd be done now. Thanks.

 

Offline Nuke

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Re: crazy thought, ingame menus
i think id use scripting for this kinda thing.
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Offline mjn.mixael

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Re: crazy thought, ingame menus
Not all of us can script.. and with hud gauges.. it's really easy.
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Offline Nuke

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Re: crazy thought, ingame menus
yea but how much can you do with the gauge based menus? scripted menus are much more versatile.
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

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Offline Black Wolf

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Re: crazy thought, ingame menus
I'd expect the 31 charachter limit would be a pain in the arse here, no matter how it was done, if you wanted to make menu's a regular part of your campaign (as might be needed in many non-military based campigns, or any character based campaigns even.

While a table based system might be workable, I'd love to see something like this available through the sexp system, though only if it worked with messages (much like the way training messages do) rather that 31 character strings. It'd be much more flexible I suspect.
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Re: crazy thought, ingame menus
I'd like the idea of a "comm like" menu called by another key where you could fill it up in fred to interact with the mission via sexp
A default free and common key so the players does know they can call 'interact menu' to call specificitie of the campaign/mods
Something like
When
menu selection done
xxxx
false (your action intended)
$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1

 

Offline The E

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Re: crazy thought, ingame menus

While a table based system might be workable, I'd love to see something like this available through the sexp system, though only if it worked with messages (much like the way training messages do) rather that 31 character strings. It'd be much more flexible I suspect.


hud-set-message and hud-set-directive say hello.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 
Re: crazy thought, ingame menus
interesting
$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1

 

Offline Nuke

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Re: crazy thought, ingame menus
you could also just use this.
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 

Offline m!m

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Re: crazy thought, ingame menus
:wtf: How would you use wxWidgets inside FreeSpace?

 
Re: crazy thought, ingame menus
I wonder if we could not make some king of circular menu like in iwar2 via lua (guess yes anyway, i'd really love to learn lua ^^ )
$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1

 

Offline Nuke

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Re: crazy thought, ingame menus
:wtf: How would you use wxWidgets inside FreeSpace?

apparently you can load it as a lua module witout any changes in c. im not sure if it would be useful or not to make ingame menus, or if it would even work, but it is an idea.

i think id just use my own home grown gui, even though it aint done yet. buttons and sliders work (i had intended to make a config ui for my megascripts), i figure if i implement frames, labels, text boxes it should be sufficient for most menus. it just takes a function call to create an interface object and once defined you just read the output values of the object. making it easy to do this through a script-eval sexp would be mostly trivial.
« Last Edit: August 29, 2011, 08:04:15 pm by Nuke »
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 

Offline m!m

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Re: crazy thought, ingame menus
:wtf: How would you use wxWidgets inside FreeSpace?

apparently you can load it as a lua module witout any changes in c. im not sure if it would be useful or not to make ingame menus, or if it would even work, but it is an idea.

i think id just use my own home grown gui, even though it aint done yet. buttons and sliders work (i had intended to make a config ui for my megascripts), i figure if i implement frames, labels, text boxes it should be sufficient for most menus. it just takes a function call to create an interface object and once defined you just read the output values of the object. making it easy to do this through a script-eval sexp would be mostly trivial.
You'd still need to get it to draw to the FreeSpace screen somehow and I don't think that's possible :(.

I wonder if we could not make some king of circular menu like in iwar2 via lua (guess yes anyway, i'd really love to learn lua ^^ )
Definitely possible. Would surely be fun to play with :D

 
Re: crazy thought, ingame menus


That would be awesome to have some menu like dock/stealth or  whatever you want to do in mods and campaign ^^
maintaining middle mouse for it to pop up (deactivate mouse ship control when middle mouse is maintained and just move the mouse in the direction you want to select in the menu)
$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1