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.menu file builder/visual aid program?


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Posted

Would be kinda nice to have a program that helps you design .menu files.

 

If anything I'd just settle for something that lets me see the visual look of them in real time if nothing more.  :D

Tempust85 likes this
Posted

Just use /ui_load and use the game as your visualiser. Doesn't get any better than that.

 

Are you for real?!?!

 

Can you do that in SP?

 

 

EDIT:

IIRC you can't edit .pk3 files in use by the game while it's running can you? Or is there a way around that?

Posted

You don't have to have things in PK3s, especially when developing. Just run with sv_pure 0

Not sure if the command exists in SP. It probably does, or could be added fairly easily.

Posted

You don't have to have things in PK3s, especially when developing. Just run with sv_pure 0

Not sure if the command exists in SP. It probably does, or could be added fairly easily.

 

??? I know nothing of this. So if I'm in the main menu but sv_pure is 0 the game will read loose files in the folder?

Posted

??? I know nothing of this. So if I'm in the main menu but sv_pure is 0 the game will read loose files in the folder?

The game can always read files in folders. They don't have to be in PK3 files.

 

Posted

Do files in .pk3s take priority though? I know the game can read .cfgs and stuff but it never seems to pay any attention to things like .menu files.... unless they need to be in the proper folder structure I guess...

Posted

^Yes what? The game will read loose files in the game base/ folder if they're in the proper file structure, as long as that value isn't in the launcher?

 

Also, I just checked, there's no ui_load command or sv_pure cvar in either the main menu or ingame that I can find while running OpenJK, unless there's an equivalent command Raven has that is maybe named differently in SP?

 

EDIT: WAIT Wait! I just tried the command anyway, even though it's not listed under cmdlist, and it WORKED, ui_load that is! The sv_pure command is whatevs as we may be able to get around that.

Posted

Okay, so the game doesn't seem to be reading loose files and the fs_dirbeforepak seems to be unrecognized in SP. What to do?

Posted

They should work. They can't be in their own folder. The directory has to look like this:
 

GameData/base/ext_data/npcs

not

GameData/base/customfolder/exta_data/npcs

 

Posted

Okay, so the game doesn't seem to be reading loose files and the fs_dirbeforepak seems to be unrecognized in SP. What to do?

My bad. Didn't realise it's not in SP :( In this case, as long you're not replacing an existing menu (one which exists in a PK3), then you can put the menu files in the directory and the game should load them from there.

Posted

I am editing existing .menu files though.

 

I don't need this technically, it'd just be useful. Perhaps OpenJK could add an SP-special cvar for this sort of thing, that tells the game to read loose files with priority or allows you to modify in-use pk3s?

Posted

Tip: hit F11 while in a menu, developer 1 and using any debug build of OpenJK. The game will draw lines around every element onscreen and display the exact position of your cursor onscreen.

 

I've known that for a year, when you posted it somewhere else.

Posted

No it was on here. It might've been as a comment under the tutorial ui coding basics by the dude with the santa hat guy icon (forget his name).

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