System menu makes a bit more sense now (removed irrelevant options, added new presets)

This commit is contained in:
Tomi Isoaho 2012-04-26 19:55:40 +00:00
parent 3acc8ae321
commit ca2348c0ef
4 changed files with 164 additions and 150 deletions

View file

@ -1,3 +1,4 @@
- System menu makes a bit more sense now (removed irrelevant options, added new presets)
- Change imagelist cmd to give more relevant information
- Remove DiffuseRoughness shader param, add SpecularExponent shader param
- Change R_SubdividePatchToGrid() to subdivide patches more evenly

View file

@ -5649,148 +5649,135 @@ static void UI_Update(const char *name)
//TTI: minor changes
switch (val) {
case 0:
trap_Cvar_SetValue("r_subdivisions", 1);
trap_Cvar_SetValue("r_lodCurveError", 10000);
break;
case 1:
trap_Cvar_SetValue("r_subdivisions", 4);
trap_Cvar_SetValue("r_lodCurveError", 250);
break;
case 1:
case 2:
trap_Cvar_SetValue("r_subdivisions", 8);
trap_Cvar_SetValue("r_lodCurveError", 250);
break;
case 2:
trap_Cvar_SetValue("r_subdivisions", 16);
trap_Cvar_SetValue("r_lodCurveError", 125);
break;
}
} else if (Q_stricmp(name, "ui_glCustom") == 0) {
switch (val) {
//TTI: new presets
case 0: // high quality
trap_Cvar_SetValue("r_allowExtensions", 1);
//trap_Cvar_SetValue("r_ext_multisample", 4);
trap_Cvar_SetValue("r_ext_framebuffer_multisample", 4);
trap_Cvar_Set("r_texturemode", "GL_LINEAR_MIPMAP_LINEAR");
trap_Cvar_SetValue("r_ext_texture_filter_anisotropic", 1);
trap_Cvar_SetValue("r_ext_max_anisotropy", 16);
trap_Cvar_SetValue("ui_filteringMode", 5);
trap_Cvar_SetValue("cg_simpleItems", 0);
trap_Cvar_SetValue("cg_marks", 1);
trap_Cvar_SetValue("cg_brassTime", 20000);
trap_Cvar_SetValue("cg_RQ3_glasstime", 20000);
trap_Cvar_SetValue("cg_shadows", 1);
trap_Cvar_SetValue("r_finish", 0);
trap_Cvar_SetValue("r_swapInterval", 0);
trap_Cvar_SetValue("r_picmip", 0);
trap_Cvar_SetValue("r_detailtextures", 1);
trap_Cvar_SetValue("r_lodBias", 0);
trap_Cvar_SetValue("r_subdivisions", 0);
trap_Cvar_SetValue("r_lodCurveError", 10000);
trap_Cvar_SetValue("r_colorbits", 32);
trap_Cvar_SetValue("r_texturebits", 32);
trap_Cvar_SetValue("r_stencilbits", 8);
trap_Cvar_SetValue("r_depthbits", 24);
trap_Cvar_SetValue("r_dynamiclight", 1);
trap_Cvar_SetValue("r_fastsky", 0);
trap_Cvar_SetValue("r_ext_multitexture", 1);
trap_Cvar_SetValue("r_ext_compressed_textures", 0);
break;
case 1: // normal
trap_Cvar_SetValue("r_allowExtensions", 1);
//trap_Cvar_SetValue("r_ext_multisample", 0);
trap_Cvar_SetValue("r_ext_framebuffer_multisample", 0);
trap_Cvar_Set("r_texturemode", "GL_LINEAR_MIPMAP_LINEAR");
trap_Cvar_SetValue("r_ext_texture_filter_anisotropic", 0);
trap_Cvar_SetValue("r_ext_max_anisotropy", 2);
trap_Cvar_SetValue("ui_filteringMode", 1);
trap_Cvar_SetValue("cg_simpleItems", 0);
trap_Cvar_SetValue("cg_marks", 1);
case 1: // normal
trap_Cvar_SetValue("cg_brassTime", 7500);
trap_Cvar_SetValue("cg_RQ3_glasstime", 7500);
trap_Cvar_SetValue("cg_shadows", 1);
trap_Cvar_SetValue("r_finish", 0);
trap_Cvar_SetValue("r_swapInterval", 0);
trap_Cvar_SetValue("r_picmip", 0);
trap_Cvar_SetValue("r_detailtextures", 1);
trap_Cvar_SetValue("r_lodBias", 0);
trap_Cvar_SetValue("r_hdr", 1);
trap_Cvar_SetValue("r_normalMapping", 1);
trap_Cvar_SetValue("r_specularMapping", 1);
trap_Cvar_SetValue("r_imageUpsample", 0);
trap_Cvar_SetValue("r_lodBias", 1);
trap_Cvar_SetValue("r_subdivisions", 4);
trap_Cvar_SetValue("r_lodCurveError", 250);
trap_Cvar_SetValue("r_colorbits", 0);
trap_Cvar_SetValue("r_texturebits", 0);
trap_Cvar_SetValue("r_stencilbits", 8);
trap_Cvar_SetValue("r_depthbits", 0);
trap_Cvar_SetValue("r_dynamiclight", 1);
trap_Cvar_SetValue("r_fastsky", 0);
trap_Cvar_SetValue("r_ext_multitexture", 1);
trap_Cvar_Set("r_textureMode", "GL_LINEAR_MIPMAP_LINEAR");
trap_Cvar_SetValue("r_ext_compressed_textures", 0);
break;
case 2: // fast
trap_Cvar_SetValue("r_allowExtensions", 1);
//trap_Cvar_SetValue("r_ext_multisample", 0);
trap_Cvar_SetValue("r_ext_framebuffer_multisample", 0);
trap_Cvar_Set("r_texturemode", "GL_LINEAR_MIPMAP_LINEAR");
trap_Cvar_SetValue("r_ext_texture_filter_anisotropic", 0);
trap_Cvar_SetValue("r_ext_max_anisotropy", 2);
trap_Cvar_SetValue("ui_filteringMode", 1);
trap_Cvar_SetValue("cg_simpleItems", 0);
trap_Cvar_SetValue("cg_marks", 1);
trap_Cvar_SetValue("ui_shaderLevel", 1);
break;
case 2: // crappiest
trap_Cvar_SetValue("cg_brassTime", 0);
trap_Cvar_SetValue("cg_RQ3_glasstime", 0);
trap_Cvar_SetValue("r_picmip", 2);
trap_Cvar_SetValue("r_hdr", 0);
trap_Cvar_SetValue("r_normalMapping", 0);
trap_Cvar_SetValue("r_specularMapping", 0);
trap_Cvar_SetValue("r_imageUpsample", 0);
trap_Cvar_SetValue("r_lodBias", 2);
trap_Cvar_SetValue("r_subdivisions", 8);
trap_Cvar_SetValue("r_lodCurveError", 250);
trap_Cvar_Set("r_textureMode", "GL_LINEAR_MIPMAP_NEAREST");
trap_Cvar_SetValue("r_ext_compressed_textures", 1);
trap_Cvar_SetValue("r_ext_framebuffer_multisample", 0);
trap_Cvar_SetValue("r_ext_texture_filter_anisotropic", 0);
trap_Cvar_SetValue("r_ext_max_anisotropy", 2);
trap_Cvar_SetValue("ui_filteringMode", 0);
trap_Cvar_SetValue("ui_shaderLevel", 0);
break;
case 3: // crap
trap_Cvar_SetValue("cg_brassTime", 7500);
trap_Cvar_SetValue("cg_RQ3_glasstime", 7500);
trap_Cvar_SetValue("cg_shadows", 0);
trap_Cvar_SetValue("r_finish", 0);
trap_Cvar_SetValue("r_swapInterval", 0);
trap_Cvar_SetValue("r_picmip", 1);
trap_Cvar_SetValue("r_detailtextures", 1);
trap_Cvar_SetValue("r_hdr", 1);
trap_Cvar_SetValue("r_normalMapping", 0);
trap_Cvar_SetValue("r_specularMapping", 0);
trap_Cvar_SetValue("r_imageUpsample", 0);
trap_Cvar_SetValue("r_lodBias", 1);
trap_Cvar_SetValue("r_subdivisions", 8);
trap_Cvar_SetValue("r_lodCurveError", 250);
trap_Cvar_SetValue("r_colorbits", 32);
trap_Cvar_SetValue("r_texturebits", 32);
trap_Cvar_SetValue("r_stencilbits", 8);
trap_Cvar_SetValue("r_depthbits", 0);
trap_Cvar_SetValue("r_dynamiclight", 1);
trap_Cvar_SetValue("r_fastsky", 0);
trap_Cvar_SetValue("r_ext_multitexture", 1);
trap_Cvar_Set("r_textureMode", "GL_LINEAR_MIPMAP_LINEAR");
trap_Cvar_SetValue("r_ext_compressed_textures", 1);
break;
case 3: // fastest
trap_Cvar_SetValue("r_allowExtensions", 1);
//trap_Cvar_SetValue("r_ext_multisample", 0);
trap_Cvar_SetValue("r_ext_framebuffer_multisample", 0);
trap_Cvar_Set("r_texturemode", "GL_LINEAR_MIPMAP_NEAREST");
trap_Cvar_SetValue("r_ext_texture_filter_anisotropic", 0);
trap_Cvar_SetValue("r_ext_max_anisotropy", 2);
trap_Cvar_SetValue("ui_filteringMode", 0);
trap_Cvar_SetValue("cg_simpleItems", 1);
trap_Cvar_SetValue("cg_marks", 0);
trap_Cvar_SetValue("cg_brassTime", 0);
trap_Cvar_SetValue("cg_RQ3_glasstime", 0);
trap_Cvar_SetValue("cg_shadows", 0);
trap_Cvar_SetValue("r_finish", 0);
trap_Cvar_SetValue("r_swapInterval", 0);
trap_Cvar_SetValue("r_picmip", 2);
trap_Cvar_SetValue("r_detailtextures", 0);
trap_Cvar_SetValue("r_lodBias", 2);
trap_Cvar_SetValue("r_subdivisions", 16);
trap_Cvar_SetValue("r_lodCurveError", 125);
trap_Cvar_SetValue("r_colorbits", 16);
trap_Cvar_SetValue("r_texturebits", 16);
trap_Cvar_SetValue("r_stencilbits", 0);
trap_Cvar_SetValue("r_depthbits", 0);
trap_Cvar_SetValue("r_dynamiclight", 0);
trap_Cvar_SetValue("r_fastsky", 1);
trap_Cvar_SetValue("r_ext_multitexture", 0);
trap_Cvar_SetValue("r_ext_compressed_textures", 1);
trap_Cvar_SetValue("ui_filteringMode", 1);
trap_Cvar_SetValue("ui_shaderLevel", 0);
break;
case 4: // high quality
trap_Cvar_SetValue("cg_brassTime", 20000);
trap_Cvar_SetValue("cg_RQ3_glasstime", 20000);
trap_Cvar_SetValue("r_picmip", 0);
trap_Cvar_SetValue("r_hdr", 1);
trap_Cvar_SetValue("r_normalMapping", 1);
trap_Cvar_SetValue("r_specularMapping", 1);
trap_Cvar_SetValue("r_imageUpsample", 1);
trap_Cvar_SetValue("r_lodBias", 0);
trap_Cvar_SetValue("r_subdivisions", 1);
trap_Cvar_SetValue("r_lodCurveError", 10000);
trap_Cvar_Set("r_textureMode", "GL_LINEAR_MIPMAP_LINEAR");
trap_Cvar_SetValue("r_ext_compressed_textures", 0);
trap_Cvar_SetValue("r_ext_framebuffer_multisample", 2);
trap_Cvar_SetValue("r_ext_texture_filter_anisotropic", 1);
trap_Cvar_SetValue("r_ext_max_anisotropy", 8);
trap_Cvar_SetValue("ui_filteringMode", 4);
trap_Cvar_SetValue("ui_shaderLevel", 1);
break;
case 5: // highest quality
trap_Cvar_SetValue("cg_brassTime", 20000);
trap_Cvar_SetValue("cg_RQ3_glasstime", 20000);
trap_Cvar_SetValue("r_picmip", 0);
trap_Cvar_SetValue("r_hdr", 1);
trap_Cvar_SetValue("r_normalMapping", 1);
trap_Cvar_SetValue("r_specularMapping", 1);
trap_Cvar_SetValue("r_imageUpsample", 1);
trap_Cvar_SetValue("r_lodBias", 0);
trap_Cvar_SetValue("r_subdivisions", 1);
trap_Cvar_SetValue("r_lodCurveError", 10000);
trap_Cvar_Set("r_textureMode", "GL_LINEAR_MIPMAP_LINEAR");
trap_Cvar_SetValue("r_ext_compressed_textures", 0);
trap_Cvar_SetValue("r_ext_framebuffer_multisample", 4);
trap_Cvar_SetValue("r_ext_texture_filter_anisotropic", 1);
trap_Cvar_SetValue("r_ext_max_anisotropy", 16);
trap_Cvar_SetValue("ui_filteringMode", 5);
trap_Cvar_SetValue("ui_shaderLevel", 1);
break;
}
} else if (Q_stricmp(name, "ui_filteringMode") == 0) {
@ -5827,6 +5814,18 @@ static void UI_Update(const char *name)
trap_Cvar_SetValue("r_ext_max_anisotropy", 16);
break;
}
} else if (Q_stricmp(name, "ui_shaderLevel") == 0) {
switch (val) {
// per-pixel lighting
case 0: // flat (disabled)
trap_Cvar_SetValue("r_normalMapping", 0);
trap_Cvar_SetValue("r_specularMapping", 0);
break;
case 1: // bumpy (enabled)
trap_Cvar_SetValue("r_normalMapping", 1);
trap_Cvar_SetValue("r_specularMapping", 1);
break;
}
} else if (Q_stricmp(name, "ui_mousePitch") == 0) {
if (val == 0) {
trap_Cvar_SetValue("m_pitch", 0.022f);
@ -6669,7 +6668,7 @@ static void UI_RunMenuScript(char **args)
Menus_CloseAll();
}
} else if (Q_stricmp(name, "glCustom") == 0) {
trap_Cvar_Set("ui_glCustom", "4");
trap_Cvar_Set("ui_glCustom", "0");
//Makro - save/load the music volume
} else if (Q_stricmp(name, "backupMusicVolume") == 0) {
uiInfo.oldMusicVol = trap_Cvar_VariableValue("s_musicvolume");

View file

@ -185,6 +185,7 @@ Group # 1 - Gameplay
"Off" 0
}
OPTION_BELOW("gr1_ctrl2")
action { uiScript glCustom }
ASSIGN_HINT("hint_brasstime")
END_OPTION
ADD_HINT("hint_brasstime", "Change the amount of ejecting brass", "group1")
@ -199,6 +200,7 @@ Group # 1 - Gameplay
"Off" 0
}
OPTION_BELOW("gr1_ctrl3")
action { uiScript glCustom }
ASSIGN_HINT("hint_glasstime")
END_OPTION
ADD_HINT("hint_glasstime", "Change the amount of glass fragments", "group1")

View file

@ -171,11 +171,12 @@ Group # 1 - Graphics
BEGIN_OPTION("Quality", "ui_glCustom", ITEM_TYPE_MULTI, 1, 1)
alignrect "line" ITEM_ALIGN_CENTER 56 32 112 VSIZE
cvarFloatList {
"Fastest" 3
"Fast" 2
"Crappiest" 2
"Crappy" 3
"Normal" 1
"High Quality" 0
"Custom" 4
"High" 4
"Highest" 5
"Custom" 0
}
action { uiScript update "ui_glCustom" }
ASSIGN_HINT("hint_predef")
@ -194,18 +195,20 @@ Group # 1 - Graphics
*/
// GL Extensions //
// required for the new renderer
/*
BEGIN_OPTION("GL Extensions", "r_allowExtensions", ITEM_TYPE_YESNO, 2, 1)
OPTION_BELOW("gr1_ctrl1")
action { uiScript glCustom }
ASSIGN_HINT("hint_glext")
END_OPTION
ADD_HINT("hint_glext", "Enable OpenGL extensions", "group1")
*/
// Resolution //
BEGIN_SIMPLE_OPTION(3, 1)
OPTION_BELOW("gr1_ctrl2")
BEGIN_SIMPLE_OPTION(2, 1)
OPTION_BELOW("gr1_ctrl1")
text "Resolution:"
ownerDraw UI_RESOLUTION
ASSIGN_HINT("hint_res")
@ -214,35 +217,34 @@ Group # 1 - Graphics
// Color depth //
BEGIN_OPTION("Color Depth", "r_colorbits", ITEM_TYPE_MULTI, 4, 1)
/*
BEGIN_OPTION("Color Depth", "r_colorbits", ITEM_TYPE_MULTI, 3, 1)
cvarFloatList { "Desktop Default" 0 "16-bit" 16 "32-bit" 32 }
OPTION_BELOW("gr1_ctrl3")
OPTION_BELOW("gr1_ctrl2")
action { uiScript glCustom ; uiScript update "r_colorbits" }
ASSIGN_HINT("hint_depth")
END_OPTION
ADD_HINT("hint_depth", "Choose rendering color depth", "group1")
*/
// Fullscreen //
BEGIN_OPTION("Fullscreen", "ui_RQ3_fullscreen", ITEM_TYPE_YESNO, 5, 1)
OPTION_BELOW("gr1_ctrl4")
//action { uiScript glCustom }
BEGIN_OPTION("Fullscreen", "ui_RQ3_fullscreen", ITEM_TYPE_YESNO, 3, 1)
OPTION_BELOW("gr1_ctrl2")
ASSIGN_HINT("hint_fullscreen")
END_OPTION
ADD_HINT("hint_fullscreen", "Render in full screen or a window", "group1")
ADD_HINT("hint_fullscreen", "Render in full-screen or windowed mode", "group1")
// Anti-Aliasing Mode //
BEGIN_OPTION("Anti-Aliasing", "r_ext_framebuffer_multisample", ITEM_TYPE_MULTI, 6, 1)
BEGIN_OPTION("Anti-Aliasing", "r_ext_framebuffer_multisample", ITEM_TYPE_MULTI, 4, 1)
cvarFloatList {
"Off" 0
"Off" 0
"2x MSAA" 2
"4x MSAA" 4
}
OPTION_BELOW("gr1_ctrl5")
OPTION_BELOW("gr1_ctrl3")
action { uiScript glCustom ; }
ASSIGN_HINT("hint_aa")
END_OPTION
@ -251,22 +253,32 @@ Group # 1 - Graphics
// Texture filtering mode //
BEGIN_OPTION("Filtering Mode", "ui_filteringMode", ITEM_TYPE_MULTI, 7, 1)
BEGIN_OPTION("Filtering Mode", "ui_filteringMode", ITEM_TYPE_MULTI, 5, 1)
cvarFloatList {
"Bilinear" 0
"Trilinear" 1
"2x Anisotropic" 2
"4x Anisotropic" 3
"8x Anisotropic" 4
"16x Anisotropic" 5
"Bilinear" 0
"Trilinear" 1
"2x Anisotropic" 2
"4x Anisotropic" 3
"8x Anisotropic" 4
"16x Anisotropic" 5
}
OPTION_BELOW("gr1_ctrl6")
OPTION_BELOW("gr1_ctrl4")
action { uiScript glCustom ; uiScript update "ui_filteringMode" }
ASSIGN_HINT("hint_texfilter")
END_OPTION
ADD_HINT("hint_texfilter", "Choose texture filtering mode", "group1")
// Per-pixel lighting //
BEGIN_OPTION("Per-pixel Lighting", "ui_shaderLevel", ITEM_TYPE_YESNO, 6, 1)
OPTION_BELOW("gr1_ctrl5")
action { uiScript glCustom ; uiScript update "ui_shaderLevel" }
ASSIGN_HINT("hint_shader")
END_OPTION
ADD_HINT("hint_shader", "Use per-pixel lighting to improve render quality", "group1")
// Lightmap/vertex //
/*
@ -282,13 +294,13 @@ Group # 1 - Graphics
// Geometric detail //
BEGIN_OPTION("Geometric Detail", "r_lodbias", ITEM_TYPE_MULTI, 8, 1)
BEGIN_OPTION("Geometric Detail", "r_lodbias", ITEM_TYPE_MULTI, 7, 1)
cvarFloatList {
"High" 0
"Medium" 1
"Low" 2
}
OPTION_BELOW("gr1_ctrl7")
OPTION_BELOW("gr1_ctrl6")
action { uiScript glCustom ; uiScript update "r_lodbias" }
ASSIGN_HINT("hint_geodetail")
END_OPTION
@ -297,14 +309,14 @@ Group # 1 - Graphics
// Texture detail //
BEGIN_OPTION("Texture Detail", "r_picmip", ITEM_TYPE_MULTI, 9, 1)
BEGIN_OPTION("Texture Detail", "r_picmip", ITEM_TYPE_MULTI, 8, 1)
cvarFloatList {
"Very Low" 3
"Low" 2
"Medium" 1
"High" 0
}
OPTION_BELOW("gr1_ctrl8")
OPTION_BELOW("gr1_ctrl7")
action { uiScript glCustom ; }
ASSIGN_HINT("hint_texdetail")
END_OPTION
@ -312,24 +324,24 @@ Group # 1 - Graphics
// Texture quality //
BEGIN_OPTION("Texture Quality", "r_texturebits", ITEM_TYPE_MULTI, 10, 1)
/*
BEGIN_OPTION("Texture Quality", "r_texturebits", ITEM_TYPE_MULTI, 8, 1)
cvarFloatList {
"Default" 0
"16 bit" 16
"32 bit" 32
}
OPTION_BELOW("gr1_ctrl9")
OPTION_BELOW("gr1_ctrl7")
action { uiScript glCustom ; }
ASSIGN_HINT("hint_texquality")
END_OPTION
ADD_HINT("hint_texquality", "Choose texture quality", "group1")
*/
// Compressed textures //
BEGIN_OPTION("Compress Textures", "r_ext_compressed_textures", ITEM_TYPE_YESNO, 11, 1)
OPTION_BELOW("gr1_ctrl10")
BEGIN_OPTION("Compress Textures", "r_ext_compressed_textures", ITEM_TYPE_YESNO, 9, 1)
OPTION_BELOW("gr1_ctrl8")
action { uiScript glCustom ; }
ASSIGN_HINT("hint_compress")
END_OPTION
@ -341,7 +353,7 @@ Group # 1 - Graphics
itemdef {
name "btn_apply,fade_alpha,allgroups,group1"
style WINDOW_STYLE_EMPTY
alignrect "gr1_ctrl11" ITEM_ALIGN_RIGHT 0 24 80 VSIZE
alignrect "gr1_ctrl9" ITEM_ALIGN_RIGHT 0 24 80 VSIZE
type ITEM_TYPE_BUTTON
text "^_A^_pply >"
shortcutKey "A"