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Topics - liamsa669


how do i fix? this happens when i try to build my map
my graphics card is intel
1144 days ago
So... as some people know, I have been working on an updated version of radient. This will use a browsers and can (it might, if not ill release the files) be hosted on a site. So, I would like to know what you want changed in it. To prevent copyright, Ill only supply custom textures/models. :'( CURSE U COPYRIGHT!

at the moment, im working on the controls for the 2d/3d (which is why 3d screen is in 2d and the camera is shown)

My ideas are:
-add a camera roll to 3D or rotate camera to 2D
-separate preset control types with custom as an option
-save online (if hosted on a site)
more to come

so, tell me what you would like
1270 days ago
as many people know, I am an anime fanatic... AND I NEED MORE! but they must be good... and since theres thousands, i thought I would ask you guys for help. I do not like anime that is over 24 episodes (give or take a few). The anime i have watched are found on this list: http://myanimelist.net/animelist/n123q45

GIV MEH MOR!
1295 days ago
This is in progress, it will probably be finished LATER TODAY, so dont comment till then

Im sorry for those who know the basics, but I am teaching it from a  "noob"'s perspective. Please note I was self taught so everything was confirmed to work, but may not be the simplest or the  "most correct" method. Also I name these based on what they do since there isn't any proper documentation on the names. Within the "All Options for this:" spoilers, yellow is the option, green is what it really represents, and white is the comment. Within the Category spoilers, Orange is the script, Teal is the variable, red is a comment.

Notes:
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Definitions:
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[/color]

#include  "MENUFILE_PATH" - Just like in GSC, this allows you to reference different items from another file. The file's path has to be in a set of quotations.

Example:
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#undef  VARIABLE - This nullifies a variable.

Example:
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#define  VARIABLE - This defines a variable.

Example:
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#ifdef  VARIABLE - Checks if The variable has been defined and is not NULL

Example:
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#endif - Ends the if statement

Example:
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//  COMMENTED_TEXT - This is a comment and anything after it (  but on the same line ) will not be read in the engine.

Example:
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/*  COMMENTED_TEXT - This is the start of a multi[/b] -line comment and anything inside it will not be read.

Example:
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COMMENTED_TEXT  */ - This is the end of a multi[/b] -line comment and anything between it will not be read.

Example:
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[/spoiler]


Event Handlers:
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doubleclick - It is set-up lile a function in which when the item/menu is doubleclicked, it will run what is inside the brackets.

Example:
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onClose - It is set[/b] -up like a function in which when the item/Menu is unloaded (  deleted ), it will run what is inside the brackets.

Example:
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onEsc - It is set[/b] -up like a function in which when the user backed out of the Menu the code will run.

Example:
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onFocus - It is set[/b] -up like a function in which the script will run while hovering over an object (  Only works with specific types of items )

Example:
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leavefocus - It is set[/b] -up like a function in which the script will run after stopping hovering over an object (  Only works with specific types of items )

Example:
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action - It is set[/b] -up like a function in which the script will run after clicking on an object. (  Only works with specific types of items )

Example:
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execKey  "BUTTON_KEY" - It is set[/b] -up like a function in which the script will run after pressing a certain button/key.

Example:
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[/spoiler]

All Event Handlers are set up like this (  I used a comment to be the action but the action can be anything that is on the action list ):
Event_name {
//action here with ; at the end
}

//or

Event_name { //action here with ; at the end }

Actions:
Actions are within Event Handlers. They are what control what it should do in that situation. The following is the most popular actions to be inside an Event Handler.  These are all folowed by a ; at the end.

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open  MENU_NAME - Opens a menu by the parameter  "name".

Example:
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execnow  "DVAR_TO_EXECUTE" - Executes (  runs ) a DVAR.

Example:
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exec  "DVAR_TO_EXECUTE" - Executes (  runs ) a DVAR.

Example:
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play  "SOUNDALLIAS_NAME" - Plays a soundallias.

Example:
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hide  OBJECT_NAME - Hides a menu/object.

Example:
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show  OBJECT_NAME - Shows a menu/object.

Example:
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uiScript  SCRIPT  VALUE1 - These are a series of functions that are called easily and are in the engine. For use, look into the uiScript section.

Example:
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setitemcolor  COLOR_CODE - This adjusts the ITEM's color ( Does not work with  onFocus and  leavefocus )

Example:
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VARIABLE - Yes, thats right... You are allowed to define a variable to be a series of Actions.

Example:
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close  MENU_NAME [/b] - Closes a menu by the given name

Example:
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[/spoiler]

Parameters:
Parameters are what allow us to customize menuDef and itemDef. Event Handlers are Parameters.

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text TEXT - This allows you to make a text item. ( Only works for text items. )

Example:
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ownerdraw TEXT - This allows you to use a engine variable as text.


type TYPE_OF_ITEM - This allows you to choose the item text. Here is the full list of types of items.

Example:
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All Options for this:
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textscale SCALE_0-1 - Allows you to change the size of the text using a decimal value between 0 and 1. This also has some preset variables.

Example:
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All Options for this:
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style STYLE_TYPE - Allows you to change the style the object is displayed as.

Example:
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All Options for this:
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textfont FONT_NAME - Allows you to change the font it is displayed as.

Example:
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All Options for this:
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rect COORDINENTS - Allows you to position the item on the screen. The positioning is a set of 4-6 numbers. The numbers go as: Xpos Ypos Xsize Ysize XOrgin YOrgin.

Example:
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textalign POSITION_OF_TEXT - This allows you to choose which side of the text box should the text be displayed on.

Example:
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All Options for this:
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forecolor COLOR_CODE - Changes the color of the item.

Example:
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visible TRUE_/_FALSE - Allows you to hide an item/menu.

Example:
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All Options for this:
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visible when ( CONDITION ) - Allows you to hide an item/menu untill a condition is met.

Example:
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All Options for this:
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group GROUP_NAME - Allows you to group objects to share properties.

Example:
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border TRUE_/_FALSE_/_BORDERSTYLE - Allows a border to be drawn around the item.

Example:
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All Options for this:
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bordersize COLOR_CODE - Allows you to change the thickness of the border. This is a percentage value from 0 to 1. (  You must have a border on for this to be visible. )

Example:
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bordercolor COLOR_CODE - This allows you to change the color of the border. (  You must have a border on for this to be visible. )

Example:
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backcolor COLOR_CODE - This allows you to change the background color.

Example:
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background MATERIAL_NAME - This allows you to choose the material that is displayed. (  The material MUST be a 2D Material and the item must an image type. )

Example:
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focusColor COLOR_CODE - This allows you to change the color when you are hovering over the item. (  This ONLY works with specific item types. )

Example:
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fullscreen TRUE_/_FALSE - This allows you to make the item fill the whole screen. This is only usefull for images.

Example:
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exp VARIES - This allows you to use a variable as an value.

origin COORDINENTS - This allows you to change the origin of the object.

Example:
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setfocus ITEM_NAME - Highlights a certain menu item.

Example:
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blurWorld VALUE_0_/_1 - This allows you to blur the screen in a percentage value between 0 and 10.

Example:
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[/spoiler]

Main Menu Template:
This is the minimum that you need for a main menu to work.
#include "ui/menudef.h"
#include "ui_mp/common_macro.inc"
#include "ui/mission_select/missiondefs.menu"

#include "ui_mp/menustyle.inc"
#include "ui/choices_setup_common.menu"
#include "ui/online_status.inc"

{
    assetGlobalDef
    {
        fadeClamp       1.0                     // sets the fadeup alpha
        fadeCycle       1                       // how often fade happens in milliseconds
        fadeAmount      0.1                     // amount to adjust alpha per cycle
    }
   
    menuDef
    {
        name            main
        visible            0
        fullscreen        0
        soundloop       "BACKGROUND_SOUND_ALLIAS" // default is "music_mainmenu"
        rect            0 0 640 480
        focuscolor        1 1 1 1
        disablecolor        0 0 0 0
         style            WINDOW_STYLE_EMPTY
 
        onOpen
        {
            setDvar cl_bypassMouseInput "1";
        }

        onEsc
        {
            open quit_popmenu;
        }

        onClose
        {
            setDvar cl_bypassMouseInput "0"
        }

        menuDef
        {
            name            main_text
            fullScreen      1
            rect            0 0 640 480
            soundloop       "" // default is music_mainmenu
            focusColor      1 1 0 1
            style           WINDOW_STYLE_EMPTY
            onOpen
            {
                CLEARUIHINT
               
                execnow "ui_cinematic VIDEO_NAME 3"
                setdvar ui_showOnlineOfflineButton "1";

                // setdvar main_logo "0";

                //savegameshow resume;
                //savegamehide newgame;
            }
            onFocus
            {
                execnow "ui_cinematic VIDEO_NAME 3"; // default is bink_front_end_screen_home
            }
            onEsc
            {
                play "CLOSE_SOUND_ALLIAS"; // default is "mouse_click" 
            }

            // items go here



            // end of items 
        }   
    }
}

HUD Template:
This is the minimum that you need for a HUD menu to work.
// Soon to come

Button ITEM Template:
itemDef
{
      name            NAME_GOES_HERE
      text            "TEXT_GOES_HERE"
      type            ITEM_TYPE_BUTTON
      textscale       TEXTSIZE_DEFAULT
      style           WINDOW_STYLE_FILLED
      textfont        UI_FONT_NORMAL
      rect            30 70 50 5
      textalign       ITEM_ALIGN_MIDDLE_CENTER
      forecolor       1 1 1 1
      visible         1
      onFocus
      {
          play "mouse_over";
      }
      leavefocus
      {
         
      }
      action
      {
          play "mouse_click";
      }
}

Text ITEM Template:
itemDef
{
     name            NAME_GOES_HERE
     text            "TEXT_GOES_HERE"
     style           WINDOW_STYLE_EMPTY
     textscale       TEXTSIZE_TITLE
     rect            30 50 50 5
     textalign       ITEM_ALIGN_MIDDLE_CENTER
     forecolor       1 1 1 1
     visible         1
     decoration
}

Image ITEM Template:
itemDef 
{
      name               NAME_GOES_HERE
      rect                  35 130 200 100
      style                 WINDOW_STYLE_SHADER
      background      "MATERIAL_NAME"
      decoration
      visible              1
}

Fullscreen Image ITEM Template:
itemDef 
{
       name                 "NAME_GOES_HERE"
       rect                    FULLSCREEN
       FullScreen 1
       forecolor            1 1 1 1
       style                 WINDOW_STYLE_SHADER
       background      "MATERIAL_NAME"
       decoration
       visible               1
}

Here is a text document that may help you if you are in need: https://www.dropbox.com/sh/gh971chhydjie6r/AADJb6wGk2I318xdZS8M7oPka/1A%20-%20OVERVIEW%20OF%20THE%20Q3A%20ENGINE%20AND%20UI.pdf?dl=0
1443 days ago
POLL: https://docs.google.com/forms/d/1gAI1z2h4JmJupakDciyIIvBKnujxigLgchfUAYaWAvA/viewform?usp=send_form

As some of you guys may know, I have been working on many projects, and that is one of them. Im curious if I should release it to the public or just keep it between the few people who wanted it.

what is in it:
  • 2 Materials
  • 1 video (i have to use videos due to unable to figure out how to use the 3d menufile stuff)
  • A friends list that will change to an invite list if you have an invite, a request list if u have a request, and friends list if you dont have either (i might have to change how this works so you dont switch when you are inviting someone)
  • Supports a party of 4 in the main menu (inprogress)
  • Remade from scratch settings menu (in progress)

early pic (taken months bak):


PLEASE ANSWER THE POLL IF YOU WANT IT, i will not be looking at the replies.
1480 days ago
As the title states, i'm curious what do you think makes a map not look or feel like a custom zombies one? There are a few maps in which they feel like they belong in either BO1 or BO2, maybe even BO3, but that's pushing it.

I feel lighting and textures are what make the maps look like it isn't in waw. As for game-play, I feel like any unique features make it feel differently than waw ( I'm talking about features that are more complex than a simple shoot dis or hold &&1 that )
1492 days ago
I have to come out and say this.... the dub is 10x better than the sub was... this isn't quality-wise, but their jokes made it more enjoyable than the sub was. This could be due to having read the light novel and watching the Japanese version before seeing this, but in the end I couldn't stop laughing. The colors are bright and playful, which fits the game genre swell as well as the fluent animations. If you listen to the intro and extro songs in English, they kick but. The voice actors may sound weird since most Anime go towards seriousness, but this one goes towards having fun and making it a fun experience. What did you guys think about it, and if you haven't seen it, I strongly recommend it!

1585 days ago

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