Helixhorned, on 08 November 2013 - 10:59 AM, said:
Attached is a patch against EDuke32 r3635, containing the Yume Nikki changes, for reference and further discussion. (With the goal of eventually making that functionality available in stock EDuke32 via scripting.)
First impressions:
- Removal of F* keys: could be controlled with a translation-time flag similar to LOGO_FLAGS
- gameexit: OK, could be added I guess...
- cineov2 -> game_intro: not critical, as the intro animation could simply be called 'cineov2.anm' in the mod distro
- menus.c: "case 9944", userdefs "enter_key" and "esc_key": what are they good for? They never seem to be referenced.
- removal of hardcoded animwall[]: hm, maybe a flag too
- E1L10 hacks / menu hacks: this I'd rather not merge; after all it's like adding more hard-codedness. Need to think about how it could be made useful in a more general setting.
First impressions:
- Removal of F* keys: could be controlled with a translation-time flag similar to LOGO_FLAGS
- gameexit: OK, could be added I guess...
- cineov2 -> game_intro: not critical, as the intro animation could simply be called 'cineov2.anm' in the mod distro
- menus.c: "case 9944", userdefs "enter_key" and "esc_key": what are they good for? They never seem to be referenced.
- removal of hardcoded animwall[]: hm, maybe a flag too
- E1L10 hacks / menu hacks: this I'd rather not merge; after all it's like adding more hard-codedness. Need to think about how it could be made useful in a more general setting.
The game_intro it was for the the tenebris.. I think I forgot to remove the code for eddy!! the enter_key and esc_key they return if the enter key or esc key have been pressed or not!!
Do you my menu code to see how everything works?
EDIT: Helix is it possible to make all settings for the game ( video mode, resolution, sound volume,etc) available for editing in CON code? because of this menu code! I'm not asking you to add just if it's possible and not very hard! and what about the mouse coordinates on screen?