I decided to try and make another menu patch today to change and fix a few very small things, generally to make the menus prettier. This is what I did:
- In Player Settings, I moved the View Bobbing slider after the Field of View one, as I think it's more suited there rather then after Zooming. The fact it has a checkbox at the beginning also gives the feeling of it being a sub-setting to the FOV which looks good.
- Made Zoom Speed a slider without a checkbox from 0 to 8 rather then a slider with a checkbox from 1 to 8, so all Zoom Something:'s look the same and appear better arranged in line. Looks better like this and there wasn't much of a difference between turning it on or off from a checkbox and sliding it to 0 (separate change from the above).
- Changed some spaces in the Weapon Settings window. The "Use for weapon cycling" setting now looks like a sub-setting of the weapon priority list which I think better describes what it's about.
- In the same file as above, the "1st person weapon model" option should be separated from weapon cycling and switching settings as it's about something totally different and from a different category.
- Fixed a bug in the Effects menu with the Geometry Quality slider. There were two settings for the slider both named Low. I renamed the lowest of the two to Lowest.
- Moved a spacing around Deluxe Mapping which I think looks much better positioned that way (separate change from the above).
SVN patch code:
- Code: Select all
Index: data/qcsrc/menu/nexuiz/dialog_multiplayer_playersetup.c
===================================================================
--- data/qcsrc/menu/nexuiz/dialog_multiplayer_playersetup.c (revision 5386)
+++ data/qcsrc/menu/nexuiz/dialog_multiplayer_playersetup.c (working copy)
@@ -69,19 +69,18 @@
me.TD(me, 1, 1, e = makeNexuizTextLabel(0, "Field of View:"));
me.TD(me, 1, 2, e = makeNexuizSlider(60, 130, 1, "fov"));
me.TR(me);
+ sl = makeNexuizSlider(0.45, 0.75, 0.01, "cl_bobcycle");
+ me.TD(me, 1, 1, e = makeNexuizSliderCheckBox(0, 1, sl, "View bobbing:"));
+ me.TD(me, 1, 2, sl);
+ me.TR(me);
me.TD(me, 1, 1, e = makeNexuizTextLabel(0, "Zoom Factor:"));
me.TD(me, 1, 2, e = makeNexuizSlider(2, 16, 0.5, "cl_zoomfactor"));
me.TR(me);
me.TD(me, 1, 1, e = makeNexuizTextLabel(0, "Zoom Sensitivity:"));
me.TD(me, 1, 2, e = makeNexuizSlider(0, 1, 0.01, "cl_zoomsensitivity"));
me.TR(me);
- sl = makeNexuizSlider(1, 8, 0.5, "cl_zoomspeed");
- me.TD(me, 1, 1, e = makeNexuizSliderCheckBox(-1, 1, sl, "Zoom speed:"));
- me.TD(me, 1, 2, sl);
- me.TR(me);
- sl = makeNexuizSlider(0.45, 0.75, 0.01, "cl_bobcycle");
- me.TD(me, 1, 1, e = makeNexuizSliderCheckBox(0, 1, sl, "View bobbing:"));
- me.TD(me, 1, 2, sl);
+ me.TD(me, 1, 1, e = makeNexuizTextLabel(0, "Zoom Speed:"));
+ me.TD(me, 1, 2, e = makeNexuizSlider(0, 8, 0.5, "cl_zoomspeed"));
me.TR(me);
me.TD(me, 1, 1.5, e = makeNexuizButton("Weapon settings...", '0 0 0'));
Index: data/qcsrc/menu/nexuiz/dialog_multiplayer_playersetup_weapons.c
===================================================================
--- data/qcsrc/menu/nexuiz/dialog_multiplayer_playersetup_weapons.c (revision 5386)
+++ data/qcsrc/menu/nexuiz/dialog_multiplayer_playersetup_weapons.c (working copy)
@@ -6,7 +6,7 @@
ATTRIB(NexuizWeaponsDialog, title, string, "Weapon settings")
ATTRIB(NexuizWeaponsDialog, color, vector, SKINCOLOR_DIALOG_WEAPONS)
ATTRIB(NexuizWeaponsDialog, intendedWidth, float, 0.35)
- ATTRIB(NexuizWeaponsDialog, rows, float, 14)
+ ATTRIB(NexuizWeaponsDialog, rows, float, 14.5)
ATTRIB(NexuizWeaponsDialog, columns, float, 4)
ATTRIB(NexuizWeaponsDialog, weaponsList, entity, NULL)
ENDCLASS(NexuizWeaponsDialog)
@@ -36,11 +36,13 @@
me.TD(me, 1, 1, e = makeNexuizButton("Down", '0 0 0'));
e.onClick = WeaponsList_MoveDown_Click;
e.onClickEntity = me.weaponsList;
- me.gotoRC(me, me.rows - 4, 0);
+ me.gotoRC(me, me.rows - 5, 0);
+ me.TDempty(me, 0.4);
me.TD(me, 1, 3, e = makeNexuizCheckBox(0, "cl_weaponpriority_useforcycling", "Use for weapon cycling"));
me.TR(me);
me.TD(me, 1, 3, e = makeNexuizCheckBox(0, "cl_autoswitch", "Auto switch weapons on pickup"));
me.TR(me);
+ me.TR(me);
me.TD(me, 1, 3, e = makeNexuizCheckBox(0, "r_drawviewmodel", "Draw 1st person weapon model"));
me.TR(me);
me.TD(me, 1, me.columns, e = makeNexuizButton("OK", '0 0 0'));
Index: data/qcsrc/menu/nexuiz/dialog_settings_effects.c
===================================================================
--- data/qcsrc/menu/nexuiz/dialog_settings_effects.c (revision 5386)
+++ data/qcsrc/menu/nexuiz/dialog_settings_effects.c (working copy)
@@ -38,7 +38,7 @@
me.TR(me);
me.TD(me, 1, 1, e = makeNexuizTextLabel(0, "Geometry quality:"));
me.TD(me, 1, 2, e = makeNexuizTextSlider("r_subdivisions_tolerance"));
- e.addValue(e, "Low", "16");
+ e.addValue(e, "Lowest", "16");
e.addValue(e, "Low", "8");
e.addValue(e, "Normal", "4");
e.addValue(e, "Good", "3");
@@ -134,13 +134,13 @@
me.TD(me, 1, 2.8, e = makeNexuizCheckBox(0, "r_shadow_usenormalmap", "Use normal maps"));
setDependentOR(e, "r_shadow_realtime_dlight", 1, 1, "r_shadow_realtime_world", 1, 1);
me.TR(me);
+ me.TR(me);
me.TD(me, 1, 1.5, e = makeNexuizCheckBox(0, "r_glsl_deluxemapping", "Deluxe mapping"));
setDependentAND(e, "r_glsl", 1, 1, "mod_q3bsp_nolightmaps", 0, 0);
me.TD(me, 1, 1.5, e = makeNexuizCheckBox(0, "r_shadow_gloss", "Gloss"));
setDependentAND3(e, "r_glsl", 1, 1, "r_glsl_deluxemapping", 1, 1, "mod_q3bsp_nolightmaps", 0, 0);
me.TR(me);
- me.TR(me);
me.TD(me, 1, 1, e = makeNexuizCheckBox(0, "r_water", "Reflections"));
setDependent(e, "r_glsl", 1, 1);
me.TD(me, 1, 2, e = makeNexuizTextSlider("r_water_resolutionmultiplier"));