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InsideQC Forums • View topic - Removing old quake UI and replacing with custom lib

Removing old quake UI and replacing with custom lib

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Removing old quake UI and replacing with custom lib

Postby JasonX » Tue Mar 17, 2015 2:57 am

So, i've been thinking about removing the old quake ui code entirely and replacing it with something like . I'm planning to do this on top of Darkplaces, since it seems to be a more modern base for experimenting with such stuff. However, does anyone have any idea of how the UI code communicates with the game code? Is it just executing commands in the console, like, "map blah"?
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Re: Removing old quake UI and replacing with custom lib

Postby Baker » Tue Mar 17, 2015 3:59 am

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Re: Removing old quake UI and replacing with custom lib

Postby qbism » Tue Mar 17, 2015 5:03 pm

It would be nice, a central function that calls the UI and then executes a returned command or changes a cvar within a defined range. Instead, the UI is spread over several code modules and calls functions directly. Each menu even has it's own distinct yet redundant drawing and input functions. From that standpoint it is hard to imagine how Darkplaces (or any particular engine) could be worse than vanilla :D . But DP already can produce beautiful GUI, see Xonotic.
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Re: Removing old quake UI and replacing with custom lib

Postby revelator » Sun Mar 22, 2015 8:04 am

A lua based one could be nice :) like crazy eddies.
Was one once for quake2 though i forgot the name, it also worked for quake1 with a few modifications.
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