The first GUI mod EVER for nexuiz: PsychMod

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The first GUI mod EVER for nexuiz: PsychMod

Postby Psychcf » Thu Feb 01, 2007 12:15 am

This project has been abandoned. Maybe it will come back later on...

Files:
psychmod_alpha_v1.pk3 - Barely got anything working, just demonstrates that I added in the new menu.
psychmod_alpha_v2.pk3 - Found a way to run commands, demonstrated by the new "sandbox" button.
psychmod_alpha_v3.pk3 - Got an in-game settings menu working. Press F8 to see it, although there are no options on it yet...

Instructions:

Place ONE of these pk3s in your /nexuiz/data folder. Delete old PK3 when upgrading. Enjoy.

------------------------------------------------------------------

I was getting a bit bored, and decided to do a mod for nexuiz that actually has a GUI, and isn't just a config file. It will be in PK3 format, and it will provide a frontend to execute the config file (don't know if I will even include a config file). I will also be adding in some other things.


Full Feature list:
    GUI Frontend (working, mostly)
    a new nex gun "ray" (working)
    new HUD containing kills and deaths (not started yet, might not be able to)
    Replacement of some of the boring music with better music of the same theme (not started yet)
    keybinds for the server browser, create server, and campaign (not started yet, might not be able to)
    an in-game menu for quick and common console commands, similar to a voice chat panel (not started yet)

The in-game quick menu will have:

    Turn chat on/off
    disconnect
    stop/start music
    and some other stuff


I might add more features in if you do some suggestions, and I know how I can do them.
Last edited by Psychcf on Mon Jul 09, 2007 2:25 am, edited 12 times in total.
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Postby morfar » Thu Feb 01, 2007 12:23 am

Thats a lot of things in that list. But I'm not sure it's possible to make all that. If it was possible than Nexuiz would already have it :P
Looks like some things needs working CSQC. An Alientrap programmer should clarify.
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Postby Psychcf » Thu Feb 01, 2007 12:38 am

yeah I know what you're saying. The kills/death hud might not work, and anything else I said I might not be able to do also, I really just wanted to do something different...

and the easy stuff on the list will not take me that long to do, so I'll be left with 4 things that are actually hard to do.

and for some reason I got a non-functional psychmod menu working (it was just the create menu copied and given a different name), but for some reason it does not work when I include the menu file in the pk3. I still have not figured out why yet.

Nexuiz should have a mod SDK, or at least consider things like this being done, just adding in some extra commands and such, but I would see why some people might say it's pointless to do that in an open source game.
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Postby ihsan » Thu Feb 01, 2007 12:45 am

psychiccyberfreak wrote:Nexuiz should have a mod SDK, or at least consider things like this being done, just adding in some extra commands and such,


I couldn't agree more. A SDK would at least centralise the learning material and standardize the tools. My gtkradiant 1.5 still don't work right.
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Postby Psychcf » Thu Feb 01, 2007 1:03 am

errrrr I don't know how gtkradiant is relevant to this... but I mean like if you wanted to play a sound when someone gets killed with a specific weapon, like in no quarter (ET) when you get stabbed. Situations like that are when you have to edit the source code, and then of course if you don't want the mod, just delete the pk3 instead of re-installing nexuiz. Plus it's easier to compile.

I have seen people change their model colors on the fly, how do they do that? I may put it in if possible.
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Postby divVerent » Thu Feb 01, 2007 10:19 am

psychiccyberfreak wrote:Nexuiz should have a mod SDK, or at least consider things like this being done, just adding in some extra commands and such, but I would see why some people might say it's pointless to do that in an open source game.


Well, I have no idea what such a SDK should contain - the SDKs of other games are also just a bunch of sources and compile tools. So basically, if we'd bundle Nexuiz sources and the compiler fteqcc, we would have a complete SDK that is comparable to what others provide (like Quake games or W*rs*w have).
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby esteel » Thu Feb 01, 2007 11:44 am

divVerent wrote:
psychiccyberfreak wrote:Nexuiz should have a mod SDK, or at least consider things like this being done, just adding in some extra commands and such, but I would see why some people might say it's pointless to do that in an open source game.


Well, I have no idea what such a SDK should contain - the SDKs of other games are also just a bunch of sources and compile tools. So basically, if we'd bundle Nexuiz sources and the compiler fteqcc, we would have a complete SDK that is comparable to what others provide (like Quake games or W*rs*w have).

Right and lets see.. sources bundled with game? Check
Nexuiz/Docs/FAQ.html telling how to get fteqcc? Check
Thousands of websites explaining QuakeC? Check
Some Nexiuz specifiy stuff remains but i doubt other games come with docs explaining their source either.

And regarding radiant, the svn repositories (and i think the latest RC release also) have support for nexuiz..

The ideas for the GUI changes are nice but hud changes are all done in the engine and we wanted to wait for ClientSide QuakeC to NOT change the engine :) Similar to the online menu..
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Postby Psychcf » Thu Feb 01, 2007 9:04 pm

oh. I didn't realize that you are getting a DLL file to execute when you compile. I thought you would get a nexuiz executable if you were to do that. Stupid me.
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Postby esteel » Fri Feb 02, 2007 12:43 am

Huh? No there is no dll involved. You get a .exe file when compiling the engine and you get progs.dat / menu.dat when compiling the menu and game code stuff with fteqcc. Both files are interpreted by the engine when playing or using the menu.
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Postby Psychcf » Fri Feb 02, 2007 12:50 am

ahhh confusing the hell out of me??!!!!?!
yeah I saw somewhere else mods come from DLLs. (stupid me)

I got the menu working (yes!) but it dosn't do anything yet. Anyone know how I can run a command using a button? or do I have to code that in? or can I use the progs.dat/menu.dat to do that stuff? I want to avoid re-creating the binary for cross platform purposes and it can't be overwritten with a pk3 (duh.).
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