LarryG on 9/6/2013 at 21:57
Quote Posted by AntiMatter_16
I can't seem to find a version of the menus with the "Open Template" command. Could you tell me about how it's implemented?
This is the File section of my menus:
Code:
menu_file &New:new_world | Open T&emplate:load_file fms\Template.mis
menu_file_1 &Open...:load_file | Save &Cow...:run DoSaveCow.cmd
menu_file_2 |Save &Gamesys...:run DoSaveGam.cmd|Save &Mission...:run DoSaveMis.cmd|mru_files:&Recent Files|sep
menu_file_3 |sep|Add &Texture Family:edit_command add_family
menu_file_4 Reload Schemas:reload_schemas|sep|Run Command...:run @@|sep
menu_file_5 Recover P_Portal:load_file p_portal.cow
menu_file_6 sep|E&xit:quit_game (Alt+F4)
; Toggle &AI:ai|sep|
load_file is a DromEd command which loads the specified file. In my case, Template.mis in my fms subdirectory from my root.
AntiMatter_16 on 9/6/2013 at 22:11
Yeah, I already found it. It was there in front of me the whole time. Unfortunately, I'm running into some odd hitches.
The File menu is so full at this point that the open template command isn't fitting...
R Soul on 9/6/2013 at 22:47
I notice you've put the original difficulty commands in the Game menu, which makes sense, but you've remove all references to the NVScript equivalents. These should be put back because they are much less likely to cause authors to accidentally delete objects when playtesting.
I also think you should reinstate the menu items for loading custom scripts.
File > Set Gamesys: I think you should remove the default suggestion of dark.gam. I don't mean any offense, but that's the worst possible thing to put in there because people could end up losing their original gamesys. Not a big problem if you've just added things, but it will cause problems if an author wants to change existing archetypes.
Load Script: @@convict should actually be blank becuase you have Load Convict right underneath it. This would be a good place to include references to custom script modules (except for NVDebug which is best off with the Difficulty items).
Textures:
You've put back the load_family commands that were in the Toolkit but removed by the authors of NewDark. They were removed because the texture palette has been updated, and I think the new system (right click menu) works much better.
In fact, I can't see anything in the textures menu that the new texture palette doesn't have. Maybe the menu should have just one line in the cfg file:
menu_textures Fancy New Texture Palette (Alt+T):texture_pal
I would also like to suggest removing play_schema dinner_bell from the .cmd files. The Mono window shows when the longer processes have finished, but if you're doing a lot of building, that frequent ding a ling a ling sound becomes detrimental to the state of resolve and inner peace that is required when constructing a mission.
ZylonBane on 9/6/2013 at 23:29
Haven't had a chance to try this yet... has uvmap_cylinder been added anywhere?
LarryG on 9/6/2013 at 23:47
I added it to Extras on my menus along with the two background image commands. I haven't looked to see what AntiMatter_16 did.
R Soul on 9/6/2013 at 23:51
It's in the Shapes menu, although I've already become used to typing the command.
Ricebug on 10/6/2013 at 00:15
(
http://jasonotto.net/) Jason Otto also has some menu additions, which can be copied from his site:
1. wr_export_obj exports a .obj file of the world rep. I’m using this to convert brushes to models. Complicated brush work can be reduced to a simple model with texture UV data in place. This command will even export brushes that have been stripped. Added to File Menu
2. load_group_ex loads multibrushes with texture information. Brush must have been saved in 1.19 Added to Multibrush Menu
3. uvmap_cylinder a variation on the new alignext mode of texturing that allows a texture to smoothly map over a cylinder. Added to Texture Menu
AntiMatter_16 on 10/6/2013 at 00:21
@Ricebug
All those options have already been included. ;)
@ZB
Yes! It's under the "Shapes" menu, right under the stair tool.
@R Soul
Thanks for you feedback you have some good suggestions.
The original Menus included VK/Gaylesaver's "script", Telliamed's "tnhscript", and Nameless Voice's "NVscript". I've been reluctant to put in commands that reference scripts that are not included. I didn't include custom scripts because I didn't want to distribute outdated or incorrect versions, or a deprecated version after an update. Additionally, the Newdark menus are unified. Thief1, Gold, and Thief2 newdark scripts all use the same file. I unified them because it became an absolute nightmare to edit 8 different versions of the same file. The OldDark Thief1/Gold menus are the same as well, but OldDark Thief2 is a special kind of monster because of the special indicators that can't be move.
I'll consider re-adding them, or at least NV-Script, because There are versions for Thief1 (though untested) Thief2, and SShock2. which will allow me to still use a (mostly) unified menu.
NV's difficulty menu uses NVDebug, which is Thief2 only, which would add more complications to the menus. It would probably be workable to include it in the menus, but disabled.
I'll remove the suggestion "dark.gam" from the "Set Custom GameSys..." command, but I don't believe it overwrites anything. As far as I know, it only sets the mission file to use the stated gamesys. The "Save Gamesys" command on the other hand would overwrite one's dark.gam.
As mentioned in a previous post, the reason "Convict" appears in the default "Load script" dialog is because leaving the dialog empty, even if you press cancel, can corrupt a mission in older versions of dromed. It's there in all versions for menu unification purposes. It starts hilighted, so just pretend its not there and start typing. ;)
You might guess by now that the textures menus are there for unification purposes. Actually, there's another reason, I just prefer to use the regular menus. =P
The dinner_bell schema will remain in the .cmds because they're also used for the OldDark menus, and because I prefer an auditory notice when longer processes are done, because I usually switch to doing something else for a while when doing a complete processing on a mission.
LarryG on 10/6/2013 at 00:34
It's easy enough to customize anything you don't like. Personally, I'll wait a week or more to make sure it has had a solid shakedown before I replace my current set of menus. Among other things, I added special menus for my personal texture families and will have to re-implement them in any case. Meanwhile what I have works fine for my needs.
R Soul on 10/6/2013 at 00:40
Quote Posted by AntiMatter_16
I'll remove the suggestion "dark.gam" from the "Set Custom GameSys..." command, but I don't believe it overwrites anything. As far as I know, it only sets the mission file to use the stated gamesys. The "Save Gamesys" command on the other hand would overwrite one's dark.gam.
You're right, my mistake.
I can see your reasons for keeping the dinner bell schema and the old-style texture menu, but I don't think you should complicate things by making concessions
just for OldDark. I think it's best to assume everyone is using NewDark.
eidt: I know the T2 multiplayer mod is based on 1.18, but people using Dromed for that version can use the menus from NV's Dromed Toolkit instead.