//------------------------------------------------------------------------------------------- // // Main Memu // //------------------------------------------------------------------------------------------- LISTMENU "MainMenu" { Size 320, 200 ifgame(Duke, Nam, WW2GI, Redneck, RedneckRides) { position 160, 55 Linespacing 20 animatedtransition DukeLogo DukeTextItem "$MNU_NEWGAME", "n", "EpisodeMenu" //DukeTextItem "$MNU_NEWGAME", "m", "MultiMenu" // In EDuke this replaces "New Game" when in networking mode. Kept here as a reminder. DukeTextItem "$MNU_LOADGAME", "l", "LoadGameMenu" DukeTextItem "$MNU_OPTIONS", "o", "OptionsMenu" DukeTextItem "$MNU_HELP", "h", "HelpMenu" DukeTextItem "$MNU_CREDITS", "c", "CreditsMenu" DukeTextItem "$MNU_QUITGAME", "q", "QuitMenu" } ifgame(Blood) { CaptionItem "Blood" position 160, 45 Linespacing 20 BloodTextItem "$MNU_NEWGAME", "n", "EpisodeMenu" BloodTextItem "$MNU_MULTIPLAYER", "m", "MultiMenu" BloodTextItem "$MNU_OPTIONS", "o", "OptionsMenu" BloodTextItem "$MNU_LOADGAME", "l", "LoadGameMenu" BloodTextItem "$MNU_HELP", "h", "HelpMenu" BloodTextItem "$MNU_CREDITS", "c", "CreditsMenu" BloodTextItem "$MNU_QUITGAME", "q", "QuitMenu" BloodDripDrawer } ifgame(ShadowWarrior) { Position 55, 32 Linespacing 17 SWLogo SWTextItem "$MNU_NEWGAME", "n", "EpisodeMenu" SWTextItem "$MNU_LOADGAME", "l", "LoadGameMenu" SWTextItem "$MNU_SAVEGAME", "s", "none" SWTextItem "$MNU_OPTIONS", "o", "OptionsMenu" ifnotgame (shareware) { SWTextItem "$MNU_CREDITS", "c", "CreditsMenu" } else { SWTextItem "$MNU_HOWTOORDER", "h", "CreditsMenu" } SWTextItem "$MNU_QUITGAME", "q", "QuitMenu" } ifgame(Exhumed) { class ExhumedMainMenu Position 160, 65 linespacing 22 ExhumedPlasma ExhumedTextItem "$MNU_NEWGAME", "n", "StartGameNoSkill", 1 ExhumedTextItem "$MNU_LOADGAME", "l", "LoadGameMenu" ExhumedTextItem "$TXT_EX_MAP00", "m", "StartGameNoSkill", 0 ExhumedTextItem "$MNU_OPTIONS", "v", "OptionsMenu" ExhumedTextItem "$MNU_QUITGAME", "q", "QuitMenu" } } //------------------------------------------------------------------------------------------- // // Ingame Memu (same as above with a few more options) // //------------------------------------------------------------------------------------------- LISTMENU "IngameMenu" { ifgame(Duke, Nam, WW2GI, Redneck, RedneckRides) { position 160, 55 linespacing 18 animatedtransition DukeLogo DukeTextItem "$MNU_NEWGAME", "n", "EpisodeMenu" DukeTextItem "$MNU_SAVEGAME", "s", "SaveGameMenu" DukeTextItem "$MNU_LOADGAME", "l", "LoadGameMenu" DukeTextItem "$MNU_OPTIONS", "o", "OptionsMenu" DukeTextItem "$MNU_HELP", "h", "HelpMenu" DukeTextItem "$MNU_ENDGAME", "e", "EndgameMenu" DukeTextItem "$MNU_QUITGAME", "q", "QuitMenu" } ifgame(Blood) { position 160, 45 CaptionItem "Blood" Linespacing 17 BloodTextItem "$MNU_NEWGAME", "n", "EpisodeMenu" BloodTextItem "$MNU_OPTIONS", "o", "OptionsMenu" BloodTextItem "$MNU_SAVEGAME", "s", "SaveGameMenu" BloodTextItem "$MNU_LOADGAME", "l", "LoadGameMenu" BloodTextItem "$MNU_HELP", "h", "HelpMenu" BloodTextItem "$MNU_CREDITS", "c", "CreditsMenu" BloodTextItem "$MNU_ENDGAME", "e", "EndgameMenu" BloodTextItem "$MNU_QUITGAME", "q", "QuitMenu" BloodDripDrawer } ifgame(ShadowWarrior) { Position 55, 32 Linespacing 17 SWLogo SWTextItem "$MNU_NEWGAME", "n", "EpisodeMenu" SWTextItem "$MNU_LOADGAME", "l", "LoadGameMenu" SWTextItem "$MNU_SAVEGAME", "s", "SaveGameMenu" SWTextItem "$MNU_OPTIONS", "o", "OptionsMenu" ifnotgame (shareware) { SWTextItem "$MNU_CREDITS", "c", "CreditsMenu" } else { SWTextItem "$MNU_HOWTOORDER", "h", "CreditsMenu" } SWTextItem "$MNU_QUITGAME", "q", "QuitMenu" } ifgame(Exhumed) { class ExhumedMainMenu Position 160, 65 linespacing 22 ExhumedLogo ExhumedTextItem "$MNU_NEWGAME", "n", "StartGameNoSkill", 1 ExhumedTextItem "$MNU_LOADGAME", "l", "LoadGameMenu" ExhumedTextItem "$TXT_EX_MAP00", "m", "StartGameNoSkill", 0 ExhumedTextItem "$MNU_OPTIONS", "v", "OptionsMenu" ExhumedTextItem "$MNU_QUITGAME", "q", "QuitMenu" } } //------------------------------------------------------------------------------------------- // // Episode and skill menu are filled in programmatically // //------------------------------------------------------------------------------------------- LISTMENU "EpisodeMenu" { ifgame(Duke, Nam, WW2GI, Redneck, RedneckRides) { position 160, 48 Linespacing 20 captionItem "$MNU_SELECTEPISODE" animatedtransition } ifgame(blood) { position 160, 45 Linespacing 20 CaptionItem "$MNU_EPISODES" BloodDripDrawer } ifgame(ShadowWarrior) { CaptionItem "$MNU_EPISODES" Position 35, 32 Linespacing 17 } } LISTMENU "SkillMenu" { ifgame(Duke, Nam, WW2GI, Redneck, RedneckRides) { position 160, 48 Linespacing 20 captionItem "$MNU_SELECTSKILL" animatedtransition } ifgame(blood) { position 160, 60 Linespacing 20 CaptionItem "$MNU_DIFFICULTY" BloodDripDrawer } ifgame(ShadowWarrior) { CaptionItem "$MNU_DIFFICULTY" Position 35, 32 Linespacing 17 } } //------------------------------------------------------------------------------------------- // // // //------------------------------------------------------------------------------------------- ImageScroller "HelpMenu" { ifgame(Duke, Nam, WW2GI, Redneck, RedneckRides) { ImageItem "TEXTSTORY" ImageItem "F1HELP" ifgame(RedneckRides) { ImageItem "DRIVABLES" } animatedtransition } ifgame(blood) { // The duplication here is to integrate the alternating versions of HELP3 QAVDrawer "Help4.qav" QAVDrawer "Help5.qav" QAVDrawer "Help3.qav" QAVDrawer "Help4.qav" QAVDrawer "Help5.qav" QAVDrawer "Help3b.qav" } ifgame(ShadowWarrior) { // The menu has no default binding, but if someone tries to open it anyway show the cool retro ads that were shipped with the game. :D ImageItem "ADSCREEN1" ifnotgame (shareware) { ImageItem "ADSCREEN2" } } ifgame(Exhumed) { // This is only here to prevent crashes if someone decides to open the menu from the console ImageItem "TileBMGLogo" ImageItem "TilePIELogo" } } //------------------------------------------------------------------------------------------- // // Credits menu. This is logically highly game specific. // Note that this has been split into two submenus so that the engine // credits can be handled in a generic fashion instead of having to define // them for each game natively. // // Engine credits are now in the options menu, i.e. the generic part of the menu. // //------------------------------------------------------------------------------------------- ImageScroller "CreditsMenu" { ifgame(Duke, Nam, WW2GI) { ifgame(PLUTOPAK) { ImageItem "CREDITPAGE1" ImageItem "CREDITPAGE2" ImageItem "CREDITPAGE3" } else { DukeCredits1 DukeCredits2 DukeCredits3 } animatedtransition } ifgame(Redneck) { TextBackground "MENUSCREEN" TextBackgroundBrightness 0.5 TextFont "SmallFont" TextScale 0.45 // no point putting this into the string table. TextItem "ORIGINAL CONCEPT, DESIGN AND DIRECTION\n\nDREW MARKHAM" //, 80 TextItem "PRODUCED BY\n\nGREG GOODRICH" //, 80 TextItem "GAME PROGRAMMING\n\nRAFAEL PAIZ" //, 80 TextItem "ART DIRECTORS\n\nCLAIRE PRADERIE MAXX KAUFMAN " //, 80 TextItem "LEAD LEVEL DESIGNER\nALEX MAYBERRY\n\nLEVEL DESIGN\nMAL BLACKWELL\nSVERRE KVERNMO" //, 60 TextItem "SENIOR ANIMATOR AND ARTIST\n\nJASON HOOVER" //, 80 TextItem "TECHNICAL DIRECTOR\n\nBARRY DEMPSEY" //, 80 TextItem "MOTION CAPTURE SPECIALIST AND\nCHARACTER ANIMATION\nAMIT DORON\n\nA.I. PROGRAMMING\nARTHUR DONAVAN\n\nADDITIONAL ANIMATION\nGEORGE KARL" //, 60 TextItem "CHARACTER DESIGN\nCORKY LEHMKUHL\n\nMAP PAINTERS\nVIKTOR ANTONOV\nMATTHIAS BEEGUER\nSTEPHAN BURLE\n\nSCULPTORS\nGEORGE ENGEL\nJAKE GARBER\nJEFF HIMMEL" //, 30 TextItem "CHARACTER VOICES\n\nLEONARD\nBURTON GILLIAM\n\nBUBBA, BILLY RAY, SKINNY OL' COOT\nAND THE TURD MINION\nDREW MARKHAM\n\nSHERIFF LESTER T. HOBBES\nMOJO NIXON\n\nALIEN VIXEN\nPEGGY JO JACOBS" //, 30 TextItem "SOUND DESIGN\nGARY BRADFIELD\n\nMUSIC\nMOJO NIXON\nTHE BEAT FARMERS\nTHE REVEREND HORTON HEAT\nCEMENT POND\n\nADDITIONAL SOUND EFFECTS\nJIM SPURGIN" //, 30 TextItem "MOTION CAPTURE ACTOR\nJ.P. MANOUX\n\nMOTION CAPTURE VIXEN\nSHAWN WOLFE" //, 70 TextItem "PRODUCTION ASSISTANCE\nMINERVA MAYBERRY\n\nNUTS AND BOLTS\nSTEVE GOLDBERG\nMARCUS HUTCHINSON\n\nBEAN COUNTING\nMAX YOSHIKAWA\n\nADMINISTRATIVE ASSISTANCE\nSERAFIN LEWIS" //, 50 TextItem "LOCATION MANAGER, LOUISIANA\nRICK SKINNER\n\nLOCATION SCOUT, LOUISIANA\nBRIAN BENOS\n\nPHOTOGRAPHER\nCARLOS SERRAO" //, 70 TextItem "ADDITIONAL 3D MODELING BY\n3 NAME 3D\nVIEWPOINT DATALABS INTERNATIONAL\n\nAUDIO RECORDED AT\nPACIFIC OCEAN POST, SANTA MONICA, C.A.\n\nCEMENT POND TRACKS RECORDED AT\nDREAMSTATE RECORDING, BURBANK, C.A.\n\nRECORDING ENGINEER\nDAVE AHLERT" //, 50 TextItem "3D BUILD ENGINE LICENSED FROM\n3D REALMS ENTERTAINMENT\n\nBUILD ENGINE AND RELATED TOOLS\nCREATED BY KEN SILVERMAN" //, 80 TextItem "FOR INTERPLAY\n\nLEAD TESTER\nDARRELL JONES\n\nTESTERS\nTIM ANDERSON\nERICK LUJAN\nTIEN TRAN" //, 60 TextItem "IS TECHS\nBILL DELK\nAARON MEYERS\n\nCOMPATIBILITY TECHS\nMARC DURAN\nDAN FORSYTH\nDEREK GIBBS\nAARON OLAIZ\nJACK PARKER" //, 60 TextItem "DIRECTOR OF COMPATIBILITY\nPHUONG NGUYEN\n\nASSISTANT QA DIRECTOR\nCOLIN TOTMAN\n\nQA DIRECTOR\nCHAD ALLISON" //, 70 TextItem "INTERPLAY PRODUCER\nBILL DUGAN\n\nINTERPLAY LINE PRODUCER\nCHRIS BENSON\n\nPRODUCT MANAGER\nJIM VEEVAERT\n\nPUBLIC RELATIONS\nERIKA PRICE" //, 50 TextItem "SPECIAL THANKS\n\nJIM GAUER\nPAUL VAIS\nSCOTT MILLER\nTODD REPLOGLE\nCHUCK BUECHE\nCARTER LIPSCOMB\nJOHN CONLEY\nDON MAGGI" //, 60 TextItem "EXTRA SPECIAL THANKS\n\nBRIAN FARGO" //, 80 TextItem "REDNECK RAMPAGE\n(c) 1997 XATRIX ENTERTAINMENT, INC.\n\nREDNECK RAMPAGE IS A TRADEMARK OF\nINTERPLAY PRODUCTIONS" //, 60 animatedtransition } ifgame(RedneckRides) { TextBackground "MENUSCREEN" TextBackgroundBrightness 0.5 TextFont "SmallFont" TextScale 0.45 TextItem "ORIGINAL CONCEPT, DESIGN AND DIRECTION\n\nDREW MARKHAM" //, 80 TextItem "ART DIRECTION AND ADDITIONAL DESIGN\n\nCORKY LEHMKUHL" //, 80 TextItem "PRODUCED BY\n\nGREG GOODRICH" //, 80 TextItem "GAME PROGRAMMING\n\nJOSEPH AURILI" //, 80 TextItem "ORIGINAL GAME PROGRAMMING\n\nRAFAEL PAIZ" //, 80 TextItem "LEVEL DESIGN\n\nRHETT BALDWIN & AARON BARBER" //, 80 TextItem "ORIGINAL ART DIRECTION AND SUPPORT\n\nMAXX KAUFMAN & CLAIRE PRADERIE-MARKHAM" //, 80 TextItem "COMPUTER GRAPHICS SUPERVISOR &\nCHARACTER ANIMATION DIRECTION\n\nBARRY DEMPSEY" //, 80 TextItem "SENIOR ANIMATOR & MODELER\n\nJASON HOOVER" //, 80 TextItem "CHARACTER ANIMATION &\nMOTION CAPTURE SPECIALIST\n\nAMIT DORON" //, 80 TextItem "SOUND DESIGN &\nMUSIC PRODUCTION COORDINATION\n\nGARY BRADFIELD" //, 80 TextItem "INTRODUCTION ANIMATION\n\nDOMINIQUE DROZDZ" //, 80 TextItem "ARTIST\n\nMATTHIAS BEEGUER" //, 80 TextItem "ADDITIONAL ART\n\nVIKTOR ANTONOV" //, 80 TextItem "PRODUCTION COORDINATOR\n\nVICTORIA SYLVESTER" //, 80 TextItem "CHARACTER VOICES\n\nLEONARD\nBURTON GILLIAM\n\nDAISY MAE\nTARA CHARENDOFF\n\nBUBBA, BILLY RAY, SKINNY OL' COOT,\nFRANK THE BIKER, THE TURD MINION\n& ALL OTHER VARIOUS RAMBLINGS...\nDREW MARKHAM" //, 40 TextItem "SPECIAL APPEARENCE BY\n\nSHERIFF LESTER T. HOBBES\nMOJO NIXON\n\nALIEN VIXEN\nPEGGY JO JACOBS" //, 70 TextItem "REDNECK RAMPAGE TITLE TRACK & CYBERSEX\nWRITTEN & PERFORMED BY\nMOJO NIXON\n\n(c) MUFFIN'STUFFIN' MUSIC (BMI)\nADMINISTERED BY BUG.", 70 TextItem "MUSIC\n\nDISGRACELAND\nTINY D & THE SOFA KINGS\n\nBANJO AND GUITAR PICKIN\nJOHN SCHLOCKER\nHOWARD YEARWOOD" //, 60 TextItem "RECORDING ENGINEER\nDAVE AHLERT\n\nRECORDING ASSISTANCE\nJEFF GILBERT" //, 80 TextItem "MOTION CAPTURE ACTOR\nJ.P. MANOUX\n\nMOTION CAPTURE ACTRESS\nSHAWN WOLFE" //, 80 TextItem "THIS GAME COULD NOT HAVE BEEN MADE WITHOUT\nALEX MAYBERRY\nMAL BLACKWELL\n\nNUTS AND BOLTS\nSTEVE GOLDBERG\n\nBEAN COUNTING\nMAX YOSHIKAWA\n\nADMINISTRATIVE ASSISTANCE\nMINERVA MAYBERRY" //, 50 TextItem "FOR INTERPLAY\n\nPRODUCER\nBILL DUGAN\n\nLINE PRODUCER\nCHRIS BENSON\n\nLEAD TESTER\nDARRELL JONES" //, 60 TextItem "TESTERS\n\nTIM ANDERSON\nPRIMO PULANCO\nMARK MCCARTY\nBRIAN AXLINE" //, 70 TextItem "PRODUCTION BABY\n\nPAULINE MARIE MARKHAM" //, 80 TextItem "ORIGINAL PRODUCTION BABY\n\nALYSON KAUFMAN" //, 80 TextItem "3D BUILD ENGINE LICENSED FROM\n3D REALMS ENTERTAINMENT\n\nBUILD ENGINE AND RELATED TOOLS\nCREATED BY KEN SILVERMAN" //, 80 TextItem "SPECIAL THANKS\n\nSCOTT MILLER\nGEORGE BROUSSARD" //, 80 TextItem "EXTRA SPECIAL THANKS\n\nBRIAN FARGO" //, 80 TextItem "REDNECK RAMPAGE RIDES AGAIN\n(c) 1998 XATRIX ENTERTAINMENT, INC.\n\nREDNECK RAMPAGE RIDES AGAIN\nIS A TRADEMARK OF\nINTERPLAY PRODUCTIONS" //, 70 animatedtransition } ifgame(blood) { QAVDrawer "Credits.qav" } ifgame(ShadowWarrior) { ifgame (shareware) { ImageItem "SWORDER1" ImageItem "SWORDER2" } ImageItem "CREDITS1" ImageItem "CREDITS2" ImageItem "SUPPORT" ImageItem "ONLINE" } ifgame(Exhumed) { // This is only here to prevent crashes if someone decides to open the menu from the console ImageItem "TileBMGLogo" ImageItem "TilePIELogo" } } //------------------------------------------------------------------------------------------- // // Base definition for load game menu. Only the configurable part is done here // //------------------------------------------------------------------------------------------- ListMenu "LoadGameMenu" { Position 0, 40 Class "LoadMenu" // uses its own implementation CaptionItem "$MNU_LOADGAME" } //------------------------------------------------------------------------------------------- // // Base definition for save game menu. Only the configurable part is done here // //------------------------------------------------------------------------------------------- ListMenu "SaveGameMenu" { Position 0, 40 Class "SaveMenu" // uses its own implementation CaptionItem "$MNU_SAVEGAME" } //------------------------------------------------------------------------------------------- // // The generic options menus start here // //------------------------------------------------------------------------------------------- OptionValue "YesNo" { 0, "$TXT_NO" 1, "$TXT_YES" } OptionValue "NoYes" { 0, "$TXT_YES" 1, "$TXT_NO" } OptionValue "OnOff" { 0, "$OPTVAL_OFF" 1, "$OPTVAL_ON" } OptionValue "OffOn" { 0, "$OPTVAL_ON" 1, "$OPTVAL_OFF" } OptionValue AutoOffOn { -1, "$OPTVAL_AUTO" 0, "$OPTVAL_OFF" 1, "$OPTVAL_ON" } OptionMenuSettings { Linespacing 17 // todo: implement color themes that fit the games } DefaultOptionMenu { Position -20 } OptionMenu "OptionsMenu" protected { Caption "$MNU_OPTIONS" Submenu "$OPTMNU_CONTROLS", "CustomizeControls" Submenu "$OPTMNU_MOUSE", "MouseOptions" Submenu "$OPTMNU_JOYSTICK", "JoystickOptions" StaticText " " Submenu "$OPTMNU_PLAYER", "NewPlayerMenu" Submenu "$OPTMNU_SOUND", "SoundOptions" Submenu "$OPTMNU_DISPLAY", "VideoOptions" Submenu "$OPTMNU_VIDEO", "VideoModeMenu" Submenu "$OPTMNU_GAMEPLAY", "GameplayOptions" Submenu "$OPTMNU_MISCELLANEOUS", "MiscOptions" StaticText " " Submenu "$OS_TITLE", "os_Menu" StaticText " " Submenu "$MNU_ENGINECREDITS", "EngineCredits" SafeCommand "$OPTMNU_DEFAULTS", "reset2defaults" SafeCommand "$OPTMNU_RESETTOSAVED", "reset2saved" //Command "$OPTMNU_CONSOLE", "menuconsole" } //------------------------------------------------------------------------------------------- // // Controls Menu // //------------------------------------------------------------------------------------------- OptionMenu "CustomizeControls" protected { Title "$CNTRLMNU_TITLE" Submenu "$CNTRLMNU_ACTION" , "ActionControlsMenu" Submenu "$CNTRLMNU_CHAT" , "ChatControlsMenu" Submenu "$CNTRLMNU_WEAPONS" , "WeaponsControlMenu" Submenu "$CNTRLMNU_INVENTORY" , "InventoryControlsMenu" Submenu "$CNTRLMNU_OTHER" , "OtherControlsMenu" Submenu "$MAPCNTRLMNU_CONTROLS" , "MapControlsMenu" // todo after thorough cleanup StaticText "" StaticText "$CTRL_PRESET" SafeCommand "$CTRL_DEFAULT", "controlpreset 0" //engine/defbinds.txt SafeCommand "$CTRL_CLASSIC", "controlpreset 1" //engine/origbinds.txt SafeCommand "$CTRL_LEFTHANDED", "controlpreset 2" //engine/leftbinds.txt } OptionMenu "ActionControlsMenu" protected { Title "$CNTRLMNU_ACTION_TITLE" ScrollTop 2 StaticTextSwitchable "$CNTRLMNU_SWITCHTEXT1", "$CNTRLMNU_SWITCHTEXT2", "ControlMessage" StaticText "" Control "$CNTRLMNU_ATTACK" , "+fire" ifgame(Blood) { Control "$CNTRLMNU_ALTATTACK" , "+alt_fire" } ifnotgame(Exhumed) { Control "$CNTRLMNU_ALTWEAPON" , "weapalt" } StaticText "" Control "$CNTRLMNU_USE" , "+open" StaticText "" Control "$CNTRLMNU_FORWARD" , "+move_forward" Control "$CNTRLMNU_BACK" , "+move_backward" Control "$CNTRLMNU_MOVELEFT" , "+strafe_left" Control "$CNTRLMNU_MOVERIGHT" , "+strafe_right" StaticText "" Control "$CNTRLMNU_TURNLEFT" , "+turn_left" Control "$CNTRLMNU_TURNRIGHT" , "+turn_right" Control "$CNTRLMNU_TURN180" , "turnaround" StaticText "" Control "$CNTRLMNU_JUMP" , "+jump" Control "$CNTRLMNU_CROUCH" , "+crouch" ifgame(Duke, Nam, WW2GI, Redneck, RedneckRides) { // Fixme: Make this work in all games Control "$CNTRLMNU_TOGGLECROUCH" , "+toggle_crouch" } StaticText "" Control "$CNTRLMNU_MOUSELOOK" , "+mouse_aiming" Control "$CNTRLMNU_MLOOKTOGGLE" , "togglemouseaim" Control "$CNTRLMNU_AIMUP" , "+aim_up" Control "$CNTRLMNU_AIMDOWN" , "+aim_down" Control "$CNTRLMNU_LOOKUP" , "+look_up" Control "$CNTRLMNU_LOOKDOWN" , "+look_down" Control "$CNTRLMNU_LOOKLEFT" , "+look_left" Control "$CNTRLMNU_LOOKRIGHT" , "+look_right" Control "$CNTRLMNU_CENTERVIEW" , "centerview" StaticText "" Control "$CNTRLMNU_RUN" , "+run" Control "$CNTRLMNU_TOGGLERUN" , "toggle cl_autorun" Control "$CNTRLMNU_STRAFE" , "+strafe" // For later. Currently we have no working multiplayer. //StaticText "" //Control "$CNTRLMNU_SCOREBOARD" , "+show_dukematch_scores" } OptionMenu "ChatControlsMenu" protected { Title "$CNTRLMNU_CHAT_TITLE" ScrollTop 2 StaticTextSwitchable "$CNTRLMNU_SWITCHTEXT1", "$CNTRLMNU_SWITCHTEXT2", "ControlMessage" StaticText "" Control "$CNTRLMNU_SAY" , "+send_message" } OptionMenu "WeaponsControlMenu" protected { Title "$CNTRLMNU_WEAPONS_TITLE" ScrollTop 2 StaticTextSwitchable "$CNTRLMNU_SWITCHTEXT1", "$CNTRLMNU_SWITCHTEXT2", "ControlMessage" StaticText "" Control "$CNTRLMNU_NEXTWEAPON" , "weapnext" Control "$CNTRLMNU_PREVIOUSWEAPON" , "weapprev" StaticText "" Control "$CNTRLMNU_SLOT1" , "slot 1" Control "$CNTRLMNU_SLOT2" , "slot 2" Control "$CNTRLMNU_SLOT3" , "slot 3" Control "$CNTRLMNU_SLOT4" , "slot 4" Control "$CNTRLMNU_SLOT5" , "slot 5" Control "$CNTRLMNU_SLOT6" , "slot 6" Control "$CNTRLMNU_SLOT7" , "slot 7" ifnotgame(Exhumed) { Control "$CNTRLMNU_SLOT8" , "slot 8" Control "$CNTRLMNU_SLOT9" , "slot 9" Control "$CNTRLMNU_SLOT0" , "slot 10" StaticText "" Control "$CNTRLMNU_HOLSTER" , "holsterweapon" } ifgame(Duke, Nam, WW2GI) { Control "$CNTRLMNU_QUICKKICK" , "+quick_kick" } ifgame(Blood) { Control "$CNTRLMNU_PROXIMITYBOMBS","slot 11" Control "$CNTRLMNU_REMOTEBOMBS" ,"slot 12" } ifgame(ShadowWarrior) { Control "$CNTRLMNU_SMOKEBOMB","useitem 3" Control "$CNTRLMNU_GASBOMB" ,"useitem 5" Control "$CNTRLMNU_FLASHBOMB","useitem 6" Control "$CNTRLMNU_CALTROPS" ,"useitem 7" } } OptionMenu "InventoryControlsMenu" protected { Title "$CNTRLMNU_INVENTORY_TITLE" ScrollTop 2 StaticTextSwitchable "$CNTRLMNU_SWITCHTEXT1", "$CNTRLMNU_SWITCHTEXT2", "ControlMessage" StaticText "" Control "$CNTRLMNU_USEITEM" , "invuse" StaticText "" Control "$CNTRLMNU_NEXTITEM" , "invnext" Control "$CNTRLMNU_PREVIOUSITEM" , "invprev" // Item numbers here are are defined by the games' internal order. ifgame(Duke) { StaticText "" Control "$CNTRLMNU_HOLODUKE" , "useitem 3" Control "$CNTRLMNU_JETPACK" , "useitem 4" Control "$CNTRLMNU_NIGHTVISION" , "useitem 5" Control "$CNTRLMNU_MEDKIT" , "useitem 1" Control "$CNTRLMNU_STEROIDS" , "useitem 2" } ifgame(Nam) { StaticText "" Control "$CNTRLMNU_HOLOSOLDIER" , "useitem 3" Control "$CNTRLMNU_HUEY" , "useitem 4" Control "$CNTRLMNU_NIGHTVISION" , "useitem 5" Control "$CNTRLMNU_MEDKIT" , "useitem 1" Control "$CNTRLMNU_TANKMODE" , "useitem 2" } ifgame(WW2GI) { StaticText "" Control "$CNTRLMNU_FIRE MISSION" , "useitem 3" Control "$CNTRLMNU_NIGHTVISION" , "useitem 5" Control "$CNTRLMNU_MEDKIT" , "useitem 1" Control "$CNTRLMNU_SMOKES" , "useitem 2" } ifgame(Redneck, RedneckRides) { StaticText "" Control "$CNTRLMNU_BEER" , "useitem 3" Control "$CNTRLMNU_COWPIE" , "useitem 4" Control "$CNTRLMNU_YEEHAA" , "useitem 5" Control "$CNTRLMNU_WHISKEY" , "useitem 1" Control "$CNTRLMNU_MOONSHINE" , "useitem 2" Control "$CNTRLMNU_PEE", "+quick_kick" } ifgame(Blood) { StaticText "" Control "$CNTRLMNU_CRYSTALBALL" , "useitem 2" Control "$CNTRLMNU_JUMPBOOTS" , "useitem 4" Control "$CNTRLMNU_BEASTVISION" , "useitem 3" Control "$CNTRLMNU_MEDKIT" , "useitem 1" } ifgame(ShadowWarrior) { StaticText "" Control "$CNTRLMNU_NIGHTVISION" , "useitem 4" Control "$CNTRLMNU_MEDKIT" , "useitem 1" } ifgame(Exhumed) { StaticText "" Control "$TXT_EX_USEINV1" , "useitem 1" Control "$TXT_EX_USEINV2" , "useitem 2" Control "$TXT_EX_USEINV3" , "useitem 3" Control "$TXT_EX_USEINV4" , "useitem 4" Control "$TXT_EX_USEINV5" , "useitem 5" Control "$TXT_EX_USEINV6" , "useitem 6" } } OptionMenu "OtherControlsMenu" protected { Title "$CNTRLMNU_OTHER_TITLE" ScrollTop 2 StaticTextSwitchable "$CNTRLMNU_SWITCHTEXT1", "$CNTRLMNU_SWITCHTEXT2", "ControlMessage" StaticText "" Control "$CNTRLMNU_CHASECAM" , "third_person_view" StaticText "" Control "$CNTRLMNU_SCREENSHOT" , "screenshot" Control "$CNTRLMNU_CONSOLE" , "toggleconsole" //Control "$CNTRLMNU_PAUSE" , "pause" StaticText "" Control "$CNTRLMNU_DISPLAY_INC" , "sizeup" Control "$CNTRLMNU_DISPLAY_DEC" , "sizedown" Control "$CNTRLMNU_TOGGLE_MESSAGES" , "togglemessages" Control "$CNTRLMNU_ADJUST_GAMMA" , "bumpgamma" StaticText "" ifnotgame(Exhumed) { Control "$CNTRLMNU_OPEN_HELP" , "openhelpmenu" } Control "$CNTRLMNU_OPEN_SAVE" , "opensavemenu" Control "$CNTRLMNU_OPEN_LOAD" , "openloadmenu" Control "$CNTRLMNU_OPEN_OPTIONS" , "openmenu optionsmenu" Control "$CNTRLMNU_OPEN_DISPLAY" , "openmenu videooptions" Control "$CNTRLMNU_EXIT_TO_MAIN" , "menu_endgame" Control "$CNTRLMNU_MENU_QUIT" , "menu_quit" StaticText "" Control "$CNTRLMNU_QUICKSAVE" , "quicksave" Control "$CNTRLMNU_QUICKLOAD" , "quickload" } OptionMenu "MapControlsMenu" protected { Title "$MAPCNTRLMNU_CONTROLS" StaticText "" Control "$CNTRLMNU_AUTOMAP" , "togglemap" MapControl "$MAPCNTRLMNU_TOGGLEFOLLOW" ,"togglefollow" MapControl "$MAPCNTRLMNU_ROTATE" ,"togglerotate" StaticText "" MapControl "$MAPCNTRLMNU_ZOOMIN" , "+enlarge_Screen" MapControl "$MAPCNTRLMNU_ZOOMOUT" , "+shrink_screen" StaticText "" MapControl "$MAPCNTRLMNU_PANLEFT", "+am_panleft" MapControl "$MAPCNTRLMNU_PANRIGHT", "+am_panright" MapControl "$MAPCNTRLMNU_PANUP", "+am_panup" MapControl "$MAPCNTRLMNU_PANDOWN", "+am_pandown" } //------------------------------------------------------------------------------------------- // // Mouse Menu // //------------------------------------------------------------------------------------------- OptionValue "Corners" { -1, "$OPTVAL_OFF" 0, "$OPTVAL_UPPERLEFT" 1, "$OPTVAL_UPPERRIGHT" 2, "$OPTVAL_LOWERLEFT" 3, "$OPTVAL_LOWERRIGHT" } OptionValue "MenuMouse" { 0, "$TXT_NO" 1, "$TXT_YES" 2, "$OPTVAL_TOUCHSCREENLIKE" } OptionString "Cursors" { "None", "$OPTVAL_DEFAULT" "cursor", "$OPTSTR_SIMPLEARROW" "-", "$OPTSTR_SYSTEMCURSOR" } OptionMenu "MouseOptions" protected { Title "$MOUSEMNU_TITLE" //Option "$MOUSEMNU_ENABLEMOUSE", "in_mouse", "YesNo" Option "$MOUSEMNU_MOUSEINMENU", "m_use_mouse", "MenuMouse", "use_mouse" Option "$MOUSEMNU_SHOWBACKBUTTON", "m_show_backbutton", "Corners", "use_mouse" // todo Option "$MOUSEMNU_CURSOR", "vid_cursor", "Cursors" StaticText "" Slider "$MOUSEMNU_SENSITIVITY_X", "m_sensitivity_x", 0.5, 8, 0.25 Slider "$MOUSEMNU_SENSITIVITY_Y", "m_sensitivity_y", 0.5, 8, 0.25 Option "$MOUSEMNU_SMOOTHMOUSE", "m_filter", "YesNo" StaticText "" Slider "$MOUSEMNU_TURNSPEED", "m_yaw", 0, 2.5, 0.1 Slider "$MOUSEMNU_MOUSELOOKSPEED", "m_pitch", 0, 2.5, 0.1 Slider "$MOUSEMNU_FORWBACKSPEED", "m_forward", 0, 2.5, 0.1 Slider "$MOUSEMNU_STRAFESPEED", "m_side", 0, 2.5, 0.1 StaticText "" Option "$MOUSEMNU_ALWAYSMOUSELOOK", "in_mousemode", "OnOff" Option "$MOUSEMNU_INVERTMOUSEX", "invertmousex", "OnOff" Option "$MOUSEMNU_INVERTMOUSE", "invertmouse", "OnOff" // Do we need this? Option "$MOUSEMNU_LOOKSTRAFE", "lookstrafe", "OnOff" } //------------------------------------------------------------------------------------------- // // Joystick Menu // //------------------------------------------------------------------------------------------- OptionMenu "JoystickOptionsDefaults" protected { Title "$JOYMNU_OPTIONS" Option "$JOYMNU_ENABLE", "use_joystick", "YesNo" Option "$JOYMNU_NOMENU", "m_blockcontrollers", "YesNo" IfOption(Windows) { Option "$JOYMNU_DINPUT", "joy_dinput", "YesNo" Option "$JOYMNU_XINPUT", "joy_xinput", "YesNo" Option "$JOYMNU_PS2", "joy_ps2raw", "YesNo" } StaticText "" StaticTextSwitchable "$JOYMNU_NOCON", "$JOYMNU_CONFIG", "ConfigureMessage" StaticTextSwitchable " ", "$JOYMNU_DISABLED1", "ConnectMessage1" StaticTextSwitchable " ", "$JOYMNU_DISABLED2", "ConnectMessage2" // The rest will be filled in by joystick code if devices get connected or disconnected } OptionMenu "JoystickOptions" protected { Title "$JOYMNU_OPTIONS" } OptionValue "JoyAxisMapNames" { -1, "$OPTVAL_NONE" 0, "$OPTVAL_TURNING" 1, "$OPTVAL_LOOKINGUPDOWN" 2, "$OPTVAL_MOVINGFORWARD" 3, "$OPTVAL_STRAFING" 4, "$OPTVAL_MOVINGUPDOWN" } OptionValue "Inversion" { 0, "$OPTVAL_NOTINVERTED" 1, "$OPTVAL_INVERTED" } OptionMenu "JoystickConfigMenu" protected { Title "$JOYMNU_TITLE" Class "JoystickConfigMenu" // Will be filled in by joystick code. } OptionValue "PlayerColors" { 0, "$OPTVAL_AUTO" 1, "$TXT_COLOR_BLUE" 2, "$TXT_COLOR_RED" 3, "$TXT_COLOR_GREEN" 4, "$TXT_COLOR_GRAY" 5, "$TXT_COLOR_DARKGRAY" 6, "$TXT_COLOR_DARKGREEN" 7, "$TXT_COLOR_BROWN" 8, "$TXT_COLOR_DARKBLUE" 9, "$TXT_COLOR_LIGHTRED" //10, "$TXT_COLOR_YELLOW" } OptionValue "PlayerColorsSW" { 0, "$TXT_COLOR_BROWN" 1, "$TXT_COLOR_GRAY" 2, "$TXT_COLOR_PURPLE" 3, "$TXT_COLOR_RED" 4, "$TXT_COLOR_YELLOW" 5, "$TXT_COLOR_DULLGREEN" 6, "$TXT_COLOR_GREEN" 7, "$TXT_COLOR_BLUE" } OptionValue "PlayerTeam" { 0, "$TXT_COLOR_BLUE" 1, "$TXT_COLOR_RED" 2, "$TXT_COLOR_GREEN" 3, "$TXT_COLOR_GRAY" } OptionValue "Gender" { 0, "$OPTVAL_MALE" 1, "$OPTVAL_FEMALE" 2, "$OPTVAL_NEUTRAL" 3, "$OPTVAL_OTHER" } OptionMenu "NewPlayerMenu" protected { Title "$MNU_PLAYERSETUP" TextField "$PLYRMNU_NAME", playername ifgame(Duke, Nam, WW2GI, Redneck, RedneckRides) { Option "$PLYRMNU_PLAYERCOLOR", "playercolor", "PlayerColors" } ifgame(ShadowWarrior) { // This curently does not get applied to the single player game. Option "$PLYRMNU_PLAYERCOLOR", "playercolor", "PlayerColorsSW" } Option "$PLYRMNU_PLAYERGENDER", "playergender", "Gender" Submenu "$PLRMNU_TAUNTS", "TauntsMenu" Class "PlayerMenu" } OptionMenu "TauntsMenu" protected { Title "$PLRMNU_TAUNTS" TextField "1", "combatmacro0" TextField "2", "combatmacro1" TextField "3", "combatmacro2" TextField "4", "combatmacro3" TextField "5", "combatmacro4" TextField "6", "combatmacro5" TextField "7", "combatmacro6" TextField "8", "combatmacro7" TextField "9", "combatmacro8" TextField "10", "combatmacro9" } //------------------------------------------------------------------------------------------- // // Game Setup // //------------------------------------------------------------------------------------------- OptionValue "AimMode" { 0, "$OPTVAL_NEVER" 1, "$OPTVAL_ALWAYS" 2, "$OPTVAL_HITSCAN" } OptionValue "RunMode" { 0, "$PLRMNU_TOGGLE" 1, "$PLRMNU_OVERRIDE" } OptionValue "WeapSwitch" { 0, "$OPTVAL_NEVER" 1, "$PLRMNU_IFNEW" 3, "$PLRMNU_PREFERRED" } OptionMenu GameplayOptions protected { Title "$GMPLYMNU_TITLE" Option "$PLYRMNU_AUTOAIM", "cl_autoaim", "AimMode" Option "$PLYRMNU_ALWAYSRUN", "cl_autorun", "OnOff" Option "$PLRMNU_RUNMODE", "cl_runmode", "RunMode" ifgame(ShadowWarrior) { Option "$PLRMNU_EQUIP", "cl_weaponswitch", "OnOff" // does not have the 'preferred' option. } ifgame(Blood) { Option "$PLRMNU_EQUIP", "cl_weaponswitch", "WeapSwitch" } // StaticText "" // Option "Record Demo", "m_recstat", "OnOff" // Submenu "Cheats" "CheatsMenu } //------------------------------------------------------------------------------------------- // // Display options // //------------------------------------------------------------------------------------------- OptionValue "FilterModes" { 0, "$OPTVAL_NONE" 1, "$OPTVAL_NONENEARESTMIPMAP" 5, "$OPTVAL_NONELINEARMIPMAP" 6, "$OPTVAL_NONETRILINEAR" 2, "$OPTVAL_LINEAR_2" 3, "$OPTVAL_BILINEAR" 4, "$OPTVAL_TRILINEAR" } OptionValue "Anisotropy" { 1, "$OPTVAL_OFF" 2, "$OPTVAL_2X" 4, "$OPTVAL_4X" 8, "$OPTVAL_8X" 16, "$OPTVAL_16X" } OptionValue "Multisample" { 1, "$OPTVAL_OFF" 2, "$OPTVAL_2X" 4, "$OPTVAL_4X" 8, "$OPTVAL_8X" 16, "$OPTVAL_16X" 32, "$OPTVAL_32X" } OptionMenu "VideoOptions" protected { Title "$DSPLYMNU_TITLE" Submenu "$OPTMNU_HUD", "HUDOptions" Submenu "$OPTMNU_POLYMOST", "PolymostOptions" Submenu "$AUTOMAPMNU_TITLE", "AutomapOptions" Submenu "$GLMNU_POSTPROCESS", "PostProcessMenu" StaticText "" Slider "$DSPLYMNU_GAMMA", "vid_gamma", 0.75, 3.0, 0.05, 2 Slider "$DSPLYMNU_BRIGHTNESS", "vid_brightness", -0.8,0.8, 0.05,2 Slider "$DSPLYMNU_CONTRAST", "vid_contrast", 0.1, 3.0, 0.1 Slider "$DSPLYMNU_SATURATION", "vid_saturation", -3.0, 3.0, 0.25, 2 StaticText "" Option "$DSPLYMNU_VOXELS", "r_voxels", "OnOff" Option "$DSPLYMNU_SHADOWS", "r_shadows", "OnOff" ifgame(Blood, ShadowWarrior) { Option "$DSPLYMNU_SLOPETILT", "cl_slopetilting", "OnOff" } ifgame (Duke, ShadowWarrior, Nam, WW2GI, Redneck, RedneckRides) { Option "$DSPLYMNU_VIEWBOB", "cl_viewbob", "OnOff" } ifgame(Blood) { Option "$DSPLYMNU_VIEWBOB", "cl_viewvbob", "OnOff" Option "$DSPLYMNU_VIEWSWAY", "cl_viewhbob", "OnOff" } StaticText "" Slider "$DSPLYMNU_FOV", "r_fov", 60, 130, 10, 1 StaticText "" Option "$GLTEXMNU_TEXFILTER", gl_texture_filter, "FilterModes" Option "$GLTEXMNU_ANISOTROPIC", gl_texture_filter_anisotropic, "Anisotropy" StaticText " " Option "$GLPREFMNU_MULTISAMPLE", gl_multisample, "Multisample" } OptionValue "DitherModes" { 0, "$OPTVAL_OFF" -1, "$OPTVAL_ON" 6, "6 BPC" 8, "8 BPC" 10, "10 BPC" 12, "12 BPC" } OptionValue "FXAAQuality" { 0, "$OPTVAL_OFF" 1, "$OPTVAL_LOW" 2, "$OPTVAL_MEDIUM" 3, "$OPTVAL_HIGH" 4, "$OPTVAL_EXTREME" } OptionValue "TonemapModes" { 0, "$OPTVAL_OFF" 1, "$OPTVAL_UNCHARTED2" 2, "$OPTVAL_HEJLDAWSON" 3, "$OPTVAL_REINHARD" 5, "$OPTVAL_PALETTE" } OptionValue "LookupOrder" { 0, "$OPTVAL_OBVERSEFIRST" 1, "$OPTVAL_REVERSEFIRST" } OptionMenu "PostProcessMenu" { Title "$GLMNU_POSTPROCESS" //Option "$GLPREFMNU_BLOOM", gl_bloom, "OnOff" Option "$GLPREFMNU_LENS", gl_lens, "OnOff" //Option "$GLPREFMNU_SSAO", gl_ssao, "SSAOModes" //Slider "$GLPREFMNU_SSAO_PORTALS", gl_ssao_portals, 0.0, 4.0, 1.0, 0 Option "$GLPREFMNU_FXAA", gl_fxaa, "FXAAQuality" Option "$GLPREFMNU_DITHER", gl_dither_bpc, "DitherModes" Option "$GLPREFMNU_TONEMAP", gl_tonemap, "TonemapModes" StaticText " " Slider "$GLPREFMNU_PALTONEMAPPOWER", gl_paltonemap_powtable, 0.2, 3.0, 0.1, 1 Option "$GLPREFMNU_PALTONEMAPORDER", gl_paltonemap_reverselookup, "LookupOrder" } OptionMenu "AutomapOptions" { Title "$AUTOMAPMNU_TITLE" Submenu "$MAPCNTRLMNU_CONTROLS" , "MapControlsMenu" StaticText "" Option "$AUTOMAPMNU_ROTATE", "am_rotate", "OnOff" Option "$AUTOMAPMNU_FOLLOW", "am_followplayer", "OnOff" // todo: //CVAR(Bool, am_textfont, false, CVAR_ARCHIVE) //CVAR(Bool, am_showlabel, false, CVAR_ARCHIVE) //CVAR(Bool, am_nameontop, false, CVAR_ARCHIVE) //CVAR(Color, am_twosidedcolor, 0xaaaaaa, CVAR_ARCHIVE) //CVAR(Color, am_onesidedcolor, 0xaaaaaa, CVAR_ARCHIVE) //CVAR(Color, am_playercolor, 0xaaaaaa, CVAR_ARCHIVE) //CVAR(Color, am_ovtwosidedcolor, 0xaaaaaa, CVAR_ARCHIVE) //CVAR(Color, am_ovonesidedcolor, 0xaaaaaa, CVAR_ARCHIVE) //CVAR(Color, am_ovplayercolor, 0xaaaaaa, CVAR_ARCHIVE) } //------------------------------------------------------------------------------------------- // // HUD options // //------------------------------------------------------------------------------------------- OptionValue "HUDMessages" { 0, "$OPTVAL_OFF" 1, "$OPTVAL_ON" } OptionValue "HUDMessageStyle" { 0, "$OPTVAL_CLASSIC" 1, "$OPTVAL_ADVANCED" } OptionValue Crosshairs { // will be filled in from the XHAIRS lump } OptionValue CrosshairHealthTypes { 0.0, "$TXT_NO" 1.0, "$OPTVAL_YES_STANDARD" 2.0, "$OPTVAL_YES_ENHANCED" } OptionMenu "HUDOptions" protected { Title "$OPTMNU_HUD" Slider "$DSPLYMNU_SCREENSIZE", "hud_size", 0.0, 9.0, 1.0, -1 Slider "$DSPLYMNU_SBSCALE", "hud_scale", 0.36, 1.0, 0.04, 2 StaticText "" Option "$DSPLYMNU_LEVELSTATS", "hud_stats", "OnOff" Slider "$DSPLYMNU_STATSCALE", "hud_statscale", 0.36, 1.0, 0.04, 2 StaticText "" Option "$DSPLYMNU_MESSAGES", "hud_messages", "HudMessages" Option "$DSPLYMNU_MESSAGEDISP", "con_notify_advanced", "HudMessageStyle" Option "$MSGMNU_CENTERMESSAGES", "con_centernotify", "OnOff", "con_notify_advanced" Option "$MSGMNU_PULSEMESSAGES", "con_pulsetext", "OnOff", "con_notify_advanced" Slider "$MSGMNU_MESSAGESCALE", "con_notifyscale", 0.36, 1.0, 0.04, 2 ifnotgame(Exhumed) { StaticText "" Option "$DSPLYMNU_CLIPAMT", "cl_showmagamt", OnOff } StaticText "" Option "$DSPLYMNU_CROSSHAIR", "cl_crosshair", OnOff Slider "$DSPLYMNU_CROSSHAIRSCALE", "cl_crosshairscale", 50, 100, 10, 1 Option "$HUDMNU_CROSSHAIR", "crosshair", "Crosshairs" //ColorPicker "$HUDMNU_CROSSHAIRCOLOR", "crosshaircolor" fixme: Does not exist yet in Raze. Option "$HUDMNU_CROSSHAIRHEALTH", "crosshairhealth", "CrosshairHealthTypes" } //------------------------------------------------------------------------------------------- // // Polymost options // //------------------------------------------------------------------------------------------- OptionMenu "PolymostOptions" { Title "Polymost Options" Option "$POLYMOST_TC", "hw_hightile", "OnOff" Option "$POLYMOST_CACHE", "r_precache", "OnOff" StaticText "" Option "$POLYMOST_DETAIL", "hw_detailmapping", "OnOff", "hw_hightile" Option "$POLYMOST_GLOW", "hw_glowmapping", "OnOff", "hw_hightile" StaticText "" Option "$POLYMOST_PALETTEEMU", "hw_useindexedcolortextures", "OnOff" Option "$POLYMOST_PALINTER", "hw_shadeinterpolate", "OnOff", "hw_useindexedcolortextures" StaticText "" Option "$POLYMOST_MODELS", "hw_models", "OnOff" } //------------------------------------------------------------------------------------------- // // Sound options // Many of these options are not active, but will be needed should I manage to transition // the entire sound system to OpenAL 3D. So it is easier to just copy all this verbatim // and only disable the options not yet usable instead of deleting the content. // //------------------------------------------------------------------------------------------- OptionValue SampleRates { //0, "$OPTVAL_DEFAULT" //4000, "$OPTVAL_4000HZ" //8000, "$OPTVAL_8000HZ" 11025, "$OPTVAL_11025HZ" 22050, "$OPTVAL_22050HZ" 32000, "$OPTVAL_32000HZ" 44100, "$OPTVAL_44100HZ" 48000, "$OPTVAL_48000HZ" } OptionValue SampleRates2 { 0, "$OPTVAL_DEFAULT" 11025, "$OPTVAL_11025HZ" 22050, "$OPTVAL_22050HZ" 32000, "$OPTVAL_32000HZ" 44100, "$OPTVAL_44100HZ" 48000, "$OPTVAL_48000HZ" } OptionValue BufferSizes { 0, "$OPTVAL_DEFAULT" 64, "$OPTVAL_64SAMPLES" 128, "$OPTVAL_128SAMPLES" 256, "$OPTVAL_256SAMPLES" 512, "$OPTVAL_512SAMPLES" 1024, "$OPTVAL_1024SAMPLES" 2048, "$OPTVAL_2048SAMPLES" 4096, "$OPTVAL_4096SAMPLES" } OptionString ALDevices { // filled in by the sound code } OptionString ALResamplers { // filled in by the sound code } OptionString SpeakerModes { "Auto", "$OPTSTR_AUTO" "Mono", "$OPTSTR_MONO" "Stereo", "$OPTSTR_STEREO" "Prologic", "$OPTSTR_PROLOGIC" "Quad", "$OPTSTR_QUAD" "Surround", "$OPTSTR_SURROUND" "5.1", "$OPTSTR_5POINT1" "7.1", "$OPTSTR_7POINT1" } OptionMenu OpenALSoundItems protected { Title "$OPENALMNU_TITLE" Option "$OPENALMNU_PLAYBACKDEVICE", "snd_aldevice", "ALDevices" Option "$OPENALMNU_ENABLEEFX", "snd_efx", "OnOff" Option "$OPENALMNU_RESAMPLER", "snd_alresampler", "ALResamplers" } OptionValue MidiDevices { // filled in by the sound code } OptionMenu SoundOptions protected { Title "$SNDMNU_TITLE" Slider "$MODMNU_MASTERVOLUME", "snd_mastervolume", 0, 1, 0.05, 2 StaticText " " Option "$SNDMNU_SNDENABLED", "snd_enabled", "YesNo" Slider "$SNDMNU_SFXVOLUME", "snd_sfxvolume", 0, 1, 0.05, 2 Option "$SNDMNU_MUSENABLED", "mus_enabled", "YesNo" Slider "$SNDMNU_MUSICVOLUME", "snd_musicvolume", 0, 1, 0.05, 2 Option "$SNDMNU_MENUSOUND", "menu_sounds", "OnOff" // placeholder until the slider can be made to work //Slider "$SNDMNU_MENUVOLUME", "snd_menuvolume", 0, 1, 0.05, 2 StaticText " " Option "$SNDMNU_MIDIDEVICE", "snd_mididevice", "MidiDevices" //StaticText " " //Option "$SNDMNU_UNDERWATERREVERB", "snd_waterreverb", "OnOff" Slider "$SNDMNU_CHANNELS", "snd_channels", 64, 256, 16, 0 staticText "" ifgame (Blood, ShadowWarrior, Redneck, RedneckRides) { Option "$SNDMNU_CDEMU", "mus_redbook", "OnOff" } ifgame(Worldtour) { Option "$SNDMNU_WTSOUND", "wt_forcevoc", "OnOff" Option "$SNDMNU_WTMUSIC", "wt_forcemidi", "OnOff" Option "$SNDMNU_WTCOMMENT", "wt_commentary", "OnOff" } ifgame(Duke, Nam, WW2GI, Redneck, RedneckRides, ShadowWarrior) { Option "$SNDMNU_AMBIENCE", "snd_ambience", "OnOff" Option "$SNDMNU_SPEECH", "snd_speech", "OnOff" } StaticText " " Submenu "$SNDMNU_ADVANCED", "AdvSoundOptions" //Submenu "$OPTMNU_REVERB", "ReverbEdit" // disabled because there's no way to use the edited data. } /*======================================= * * Advanced Sound Options Menu * *=======================================*/ OptionMenu AdvSoundOptions protected { Title "$ADVSNDMNU_TITLE" Option "$ADVSNDMNU_LOOKUPMUS", "mus_extendedlookup", "OnOff" Option "$ADVSNDMNU_LOOKUPSND", "snd_extendedlookup", "OnOff" StaticText " " //Option "$ADVSNDMNU_HRTF", "snd_hrtf", "AutoOffOn" StaticText " " //Option "$SNDMNU_BACKGROUND", "i_soundinbackground", "OnOff" //StaticText " " ifoption(openal) { StaticText " " Submenu "$SNDMNU_OPENAL", "OpenALSoundItems" } StaticText " " Submenu "$SNDMNU_MIDIPLAYER", "MidiPlayerOptions" Submenu "$SNDMNU_MODREPLAYER", "ModReplayerOptions" StaticText " " Command "$SNDMNU_RESTART", "snd_reset" } OptionMenu TimidityConfigMenu protected { Title "$ADVSNDMNU_SELCONFIG" } OptionMenu FluidPatchsetMenu protected { Title "$ADVSNDMNU_SELCONFIG" } /*======================================= * * Module Replayer Options Menu * *=======================================*/ OptionValue ModQuality { 0.0, "$OPTVAL_ALIASING" 1.0, "$OPTVAL_LINEAR_1" 2.0, "$OPTVAL_CUBIC" 3.0, "$OPTVAL_BLEP" // Band-limited step 4.0, "$OPTVAL_LINEARSLOW" 5.0, "$OPTVAL_BLAM" // Band-limited linear 6.0, "$OPTVAL_CUBICSLOW" 7.0, "$OPTVAL_SINC" } OptionValue ModVolumeRamps { 0.0, "$OPTVAL_NONE" 1.0, "$OPTVAL_NOTEONOFFONLY" 2.0, "$OPTVAL_FULLRAMPING" } OptionMenu ModReplayerOptions protected { Title "$MODMNU_TITLE" Slider "$MODMNU_MASTERVOLUME", "mod_dumb_mastervolume", 1, 16, 0.5, 1 Option "$ADVSNDMNU_SAMPLERATE", "mod_samplerate", "SampleRates2" Option "$MODMNU_QUALITY", "mod_interp", "ModQuality" Option "$MODMNU_VOLUMERAMPING", "mod_volramp", "ModVolumeRamps" StaticText " " Option "$MODMNU_CHIPOMATIC", "mod_autochip", "OnOff" // TODO if the menu system is ever rewritten: Provide a decent // mechanism to edit the chip-o-matic settings like you can with // the foo_dumb preferences in foobar2000. } /*======================================= * * MIDI player * *=======================================*/ OptionMenu MidiPlayerOptions /*FluidsynthOptions*/ protected { Title "$SNDMNU_MIDIPLAYER" //Title "$ADVSNDMNU_FLUIDSYNTH" LabeledSubMenu "$ADVSNDMNU_SELCONFIG", "fluid_patchset", "FluidPatchsetMenu" Slider "$ADVSNDMNU_FLUIDGAIN", "fluid_gain", 0, 10, 0.5, 1 Option "$ADVSNDMNU_REVERB", "fluid_reverb", "OnOff" Option "$ADVSNDMNU_CHORUS", "fluid_chorus", "OnOff" Slider "$ADVSNDMNU_MIDIVOICES", "fluid_voices", 16, 4096, 16, 0 // other CVARs need to be revieved for usefulness } /*======================================= * * Video mode menu * *=======================================*/ OptionValue ForceRatios { 0.0, "$OPTVAL_OFF" 3.0, "4:3" 1.0, "16:9" 5.0, "17:10" 2.0, "16:10" 4.0, "5:4" 6.0, "21:9" } OptionValue Ratios { 0.0, "4:3" 4.0, "5:4" 1.0, "16:9" 2.0, "16:10" 3.0, "17:10" 6.0, "21:9" -1, "$OPTVAL_ALL" } OptionValue ScaleModes { 0, "$OPTVAL_NORMAL" 6, "320x200" 2, "640x400" 3, "960x600" 4, "1280x800" 5, "$OPTVAL_CUSTOM" 1, "$OPTVAL_LOWEST" } OptionValue CropAspect { 0, "$OPTVAL_STRETCH" 1, "$OPTVAL_LETTERBOX" } OptionValue MaxFps { 0, "$OPTVAL_UNLIMITED" 60, "$OPTVAL_60FPS" 75, "$OPTVAL_75FPS" 90, "$OPTVAL_90FPS" 120, "$OPTVAL_120FPS" 144, "$OPTVAL_144FPS" 200, "$OPTVAL_200FPS" } OptionValue GPUSwitch { 0.0, "$OPTVAL_DEFAULT" 1.0, "$OPTVAL_DEDICATED" 2.0, "$OPTVAL_INTEGRATED" } OptionMenu VideoModeMenu protected { Title "$VIDMNU_TITLE" // does not work yet. //Option "$VIDMNU_PREFERBACKEND", "vid_preferbackend", "PreferBackend" //StaticText " " Option "$VIDMNU_FULLSCREEN", "vid_fullscreen", "YesNo" IfOption(Mac) { Option "$VIDMNU_HIDPI", "vid_hidpi", "YesNo" } IfOption(Windows) { Option "$DSPLYMNU_GPUSWITCH", vid_gpuswitch, "GPUSwitch" } Option "$VIDMNU_FORCEASPECT", "vid_aspect", "ForceRatios" Option "$VIDMNU_CROPASPECT", "vid_cropaspect", "CropAspect" Option "$VIDMNU_SCALEMODE", "vid_scalemode", "ScaleModes" Slider "$VIDMNU_SCALEFACTOR", "vid_scalefactor", 0.25, 2.0, 0.25, 2 StaticText " " Option "$DSPLYMNU_VSYNC", "vid_vsync", "OnOff" Option "$VIDMNU_MAXFPS", "vid_maxfps", "MaxFps" StaticText "" StaticText "$VIDMNU_CUSTOMRES" TextField "$VIDMNU_CUSTOMX", menu_resolution_custom_width TextField "$VIDMNU_CUSTOMY", menu_resolution_custom_height Option "$VIDMNU_USELINEAR", "vid_scale_linear", "YesNo" StaticText "" Command "$VIDMNU_APPLYW", "menu_resolution_commit_changes 0" Command "$VIDMNU_APPLYFS", "menu_resolution_commit_changes 1" StaticText "" SubMenu "$VIDMNU_RESPRESET", CustomResolutionMenu } OptionMenu CustomResolutionMenu protected { Title "$VIDMNU_RESPRESETTTL" StaticText "$VIDMNU_RESPRESETHEAD" StaticText "" StaticText "$VIDMNU_ASPECT43" Command "640x480", "menu_resolution_set_custom 640 480" Command "1024x768", "menu_resolution_set_custom 1024 768" Command "1280x960", "menu_resolution_set_custom 1280 960" Command "1600x1200", "menu_resolution_set_custom 1600 1200" StaticText "" StaticText "$VIDMNU_ASPECT54" Command "1280x1024", "menu_resolution_set_custom 1280 1024" StaticText "" StaticText "$VIDMNU_ASPECT169" Command "960x540", "menu_resolution_set_custom 960 540" Command "(720p HD) 1280x720", "menu_resolution_set_custom 1280 720" Command "1366x768", "menu_resolution_set_custom 1366 768" Command "(1080p HD) 1920x1080", "menu_resolution_set_custom 1920 1080" Command "(1440p HD) 2560x1440", "menu_resolution_set_custom 2560 1440" Command "(4K UHD) 3840x2160", "menu_resolution_set_custom 3840 2160" StaticText "" StaticText "$VIDMNU_ASPECT1610" Command "960x600", "menu_resolution_set_custom 960 600" Command "1280x800", "menu_resolution_set_custom 1280 800" Command "1440x900", "menu_resolution_set_custom 1440 900" Command "1680x1050", "menu_resolution_set_custom 1680 1050" Command "1920x1200", "menu_resolution_set_custom 1920 1200" } //------------------------------------------------------------------------------------------- // // Misc menu // //------------------------------------------------------------------------------------------- OptionValue Autosave { 0, "$OPTVAL_ALWAYS" 1, "$OPTVAL_SCRIPTSONLY" 2, "$OPTVAL_NEVER" } OptionMenu "MiscOptions" protected { Title "$MISCMNU_TITLE" //Indent 220 IfOption(Windows) { Option "$MISCMNU_WINFULLSCREENTOGGLE", "k_allowfullscreentoggle", "OnOff" } IfOption(Mac) { Option "$MISCMNU_MACFULLSCREENTOGGLE", "k_allowfullscreentoggle", "OnOff" } Option "$MISCMNU_QUERYIWAD", "queryiwad", "OnOff" StaticText " " //Option "$MISCMNU_ALLCHEATS", "allcheats", "OnOff" Option "$MISCMNU_ENABLEAUTOSAVES", "disableautosave", "Autosave" //Option "$MISCMNU_SAVELOADCONFIRMATION", "saveloadconfirmation", "OnOff" Slider "$MISCMNU_AUTOSAVECOUNT", "autosavecount", 1, 20, 1, 0 //Option "$MISCMNU_QUICKSAVEROTATION", "quicksaverotation", "OnOff" Slider "$MISCMNU_QUICKSAVECOUNT", "quicksavecount", 1, 20, 1, 0 ifgame(ShadowWarrior) { StaticText " " Option "$MISCMNU_DARTS", "sw_darts", "OnOff" Option "$MISCMNU_NINJA", "sw_ninjahack", "OnOff" Option "$MISCMNU_ALTNUKE", "cl_swaltnukeinit", "OnOff" } //StaticText " " //Option "$OPTMNU_LANGUAGE", "language", "LanguageOptions" - not ready yet } //------------------------------------------------------------------------------------------- // // Reverb editor // //------------------------------------------------------------------------------------------- OptionMenu "ReverbEdit" protected { Class "ReverbEdit" Title "$OPTMNU_REVERB" StaticTextSwitchable "", "", "EvironmentName", 1 StaticTextSwitchable "", "", "EvironmentID" StaticText " " Submenu "$REVMNU_SELECT", "ReverbSelect" Option "$REVMNU_TEST", "eaxedit_test", OnOff StaticText " " Submenu "$REVMNU_NEW", "ReverbNew" Submenu "$REVMNU_SAVE", "ReverbSave" Submenu "$REVMNU_EDIT", "ReverbSettings" } OptionMenu "ReverbSelect" protected { Class "ReverbSelect" Title "$REVMNU_SELECT" // filled in by code } OptionMenu "ReverbSettings" protected { Title "$REVMNU_EDIT" SafeCommand "$REVMNU_REVERT", "revertenvironment" StaticText " " SliderReverbEditOption "$REVMNU_Environment_Size", 1, 100, 0.01, 3, 1 SliderReverbEditOption "$REVMNU_Environment_Diffusion", 0, 1, 0.01, 3, 2 SliderReverbEditOption "$REVMNU_Room", -10000, 0, 1, 0, 3 SliderReverbEditOption "$REVMNU_Room_HF", -10000, 0, 1, 0, 4 SliderReverbEditOption "$REVMNU_Room_LF", -10000, 0, 1, 0, 5 SliderReverbEditOption "$REVMNU_Decay_Time", 1, 200, 0.01, 3, 6 SliderReverbEditOption "$REVMNU_Decay_HF_Ratio", 1, 20, 0.01, 3, 7 SliderReverbEditOption "$REVMNU_Decay_LF_Ratio", 1, 20, 0.01, 3, 8 SliderReverbEditOption "$REVMNU_Reflections", -10000, 1000, 1, 0, 9 SliderReverbEditOption "$REVMNU_Reflections_Delay", 0, 0.3, 1, 3, 10 SliderReverbEditOption "$REVMNU_Reflections_Pan_X", -2000, 2000, 1, 3, 11 SliderReverbEditOption "$REVMNU_Reflections_Pan_Y", -2000, 2000, 1, 3, 12 SliderReverbEditOption "$REVMNU_Reflections_Pan_Z", -2000, 2000, 1, 3, 13 SliderReverbEditOption "$REVMNU_Reverb", -10000, 2000, 1, 0, 14 SliderReverbEditOption "$REVMNU_Reverb_Delay", 0, 0.1, 0.01, 3, 15 SliderReverbEditOption "$REVMNU_Reverb_Pan_X", -2000, 2000, 1, 3, 16 SliderReverbEditOption "$REVMNU_Reverb_Pan_Y", -2000, 2000, 1, 3, 17 SliderReverbEditOption "$REVMNU_Reverb_Pan_Z", -2000, 2000, 1, 3, 18 SliderReverbEditOption "$REVMNU_Echo_Time", 0.075, 0.25, 0.005, 3, 19 SliderReverbEditOption "$REVMNU_Echo_Depth", 0, 1, 0.01, 3, 20 SliderReverbEditOption "$REVMNU_Modulation_Time", 0.04, 4, 0.01, 3, 21 SliderReverbEditOption "$REVMNU_Modulation_Depth",0, 1, 0.01, 3, 22 SliderReverbEditOption "$REVMNU_Air_Absorption_HF", -100, 0, 0.01, 3, 23 SliderReverbEditOption "$REVMNU_HF_Reference", 10000, 200000, 1, 3, 24 SliderReverbEditOption "$REVMNU_LF_Reference",20, 10000, 0.1, 3, 25 SliderReverbEditOption "$REVMNU_Room_Rolloff_Factor",0, 10, 0.01, 3, 26 SliderReverbEditOption "$REVMNU_Diffusion",0, 100, 0.01, 3, 27 SliderReverbEditOption "$REVMNU_Density",0, 100, 0.01, 3, 28 StaticText " " ReverbOption "$REVMNU_Reflections_Scale", 29, OnOff ReverbOption "$REVMNU_Reflections_Delay_Scale", 30, OnOff ReverbOption "$REVMNU_Decay_Time_Scale", 31, OnOff ReverbOption "$REVMNU_Decay_HF_Limit", 32, OnOff ReverbOption "$REVMNU_Reverb_Scale", 33, OnOff ReverbOption "$REVMNU_Reverb_Delay_Scale", 34, OnOff ReverbOption "$REVMNU_Echo_Time_Scale", 35, OnOff ReverbOption "$REVMNU_Modulation_Time_Scale", 36, OnOff } OptionMenu "ReverbNew" protected { Title "$REVMNU_NEW" ReverbSelect "$REVMNU_Based_on", "ReverbSelect" TextField "$REVMNU_Name", "reverbedit_name" NumberField "$REVMNU_ID_1", "reverbedit_id1", 0, 255 NumberField "$REVMNU_ID_2", "reverbedit_id2", 0, 255 Command "$REVMNU_Create", "createenvironment", 0, 1 } OptionMenu "ReverbSave" protected { Class "ReverbSave" Title "$REVMNU_SAVE" Command "$REVMNU_Save", "savereverbs" TextField "$REVMNU_File_name", "reverbsavename" StaticText "" StaticText "$REVMNU_Environments_to_save" // Rest is filled in by code. } /*======================================= * * Option Search menu * *=======================================*/ OptionMenu "os_Menu" { Class "os_Menu" Title "$OS_TITLE" } OptionValue "os_isanyof_values" { 0, "$OS_ALL" 1, "$OS_ANY" } //------------------------------------------------------------------------------------------- // // No multiplayer support for now, but kept for documentation. // //------------------------------------------------------------------------------------------- /* LISTMENU "MultiMenu" { ifgame(Duke, Nam, WW2GI) { position 160, 55, 135 centermenu fixedspacing 5 ifgame(Duke, Nam, WW2GI) { class "Duke.ListMenu" } else { class "Redneck.ListMenu" } animatedtransition NativeTextItem "$MNU_PLAYERSETUP", "p", "PlayerSetupMenu" } ifgame(blood) { position 160, 80, 150 class "Blood.ListMenu" centermenu Linespacing 20 } ifgame(shadowwarrior) { position 160, 80, 150 class "ShadowWarrior.ListMenu" centermenu Linespacing 20 } Caption "$MNU_NETWORKGAME" NativeTextItem "$MNU_JOINGAME", "j", "JoinGameMenu" NativeTextItem "$MNU_HOSTGAME", "h", "HostGameMenu" } OptionMenu "HostGameMenu" { title "$MNU_HOSTGAME" Submenu "$NETMNU_OPTIONS", "MultiOptionsMenu" Command "$NETMNU_LAUNCH", "Launch_MP" // currently a no-op } OptionMenu "JoinGameMenu" { TextField "$NETMNU_SERVER", "m_server" TextField "$NETMNU_PORT", "m_netport" SafeCommand "$NETMNU_CONNECT", "MultiConnect" } OptionValue "MultiGameType" { 0, "$NETMNU_GAMETYPE1" 1, "$NETMNU_GAMETYPE2" 2, "$NETMNU_GAMETYPE3" 3, "$NETMNU_GAMETYPE4" 4, "$NETMNU_GAMETYPE5" } OptionValue "MultiEpisode" { 0, "1" 0, "2" 0, "3" 0, "4" 0, "5" 0, "6" 0, "7" } OptionMenu "MultiOptionsMenu" { title "$NETMNU_OPTIONS" Option "$NETMNU_GAMETYPE", "m_coop", "MultiGameType" Option "$NETMNU_EPISODE", "m_episode_number", "MultiEpisode" Option "$NETMNU_LEVEL", "m_level_number", "MultiEpisode" Submenu "$MNU_USERMAP", "MultiUserMap" // todo: fileselect item Option "$NETMNU_MONSTERS", "m_monsters", "OnOff" Option "$NETMNU_MAPEXITS", "m_noexit", "OnOff" Option "$NETMNU_FFIRE", "m_ffire", "OnOff" SafeCommand "$NETMNU_ACCEPT", "MultiAccept" } */ OptionMenu "EngineCredits" { title "$MNU_CREDITS" Submenu " ---->", "EngineCredits1a" StaticText "Developers", 1 StaticText "Christoph Oelckers", 0 StaticText "Mitchell Richters", 0 StaticText "" StaticText "Additional Developers", 1 StaticText "Rachael Alexanderson", 0 StaticText "Magnus Norddahl", 0 StaticText "Alexey Lysiuk", 0 StaticText "" StaticText "The Raze team thanks the following contributors", 1 StaticText "Nash Muhandes", 0 StaticText "Dynamo", 0 } OptionMenu "EngineCredits1a" { title "$MNU_CREDITS" Submenu " ---->", "EngineCredits1b" StaticText "Raze QA", 1 StaticText "sinisterseed ", 0 StaticText "Major Cooke Dynamo ", 0 StaticText "Nash Muhandes   Martin Howe       ", 0 StaticText "SanyaWaffles      Nigel Rowand      ", 0 } OptionMenu "EngineCredits1b" { title "$MNU_CREDITS" Submenu " ---->", "EngineCredits2" StaticText "ZDoom / GZDoom / ZDuke", 1 StaticText "Marisa \"Randi\" Heit", 0 StaticText "Braden \"Blzut3\" Obrzut", 0 StaticText "" StaticText "Sound Engine", 1 StaticText "Chris Robinson", 0 StaticText "" } OptionMenu "EngineCredits2" { title "$MNU_CREDITS" Submenu " ---->", "EngineCredits2a" StaticText "EDuke 2.0", 1 StaticText "Matt Saettler", 0 StaticText "" StaticText "JFDuke / JFSW", 1 StaticText "Jonathon \"JonoF\" Fowler", 0 StaticText "" StaticText "EDuke32 / VoidSW", 1 StaticText "Richard \"TerminX\" Gobeille", 0 StaticText "Evan \"Hendricks266\" Ramos", 0 StaticText "Alex \"pogokeen\" Dawson", 0 StaticText "" StaticText "Retired developers", 1 StaticText "Pierre-Loup \"Plagman\" Griffais", 0 StaticText "Philipp \"Helixhorned\" Kutin", 0 } OptionMenu "EngineCredits2a" { title "$MNU_CREDITS" Submenu " ---->", "EngineCredits3" StaticText "RedNukem / NBlood", 1 StaticText "Alexey \"Nuke.YKT\" Skrybykin", 0 StaticText "" StaticText "SWP", 1 StaticText "Ben \"ProAsm\" Smit", 0 StaticText "" StaticText "PCExhumed", 1 StaticText "Alexey \"Nuke.YKT\" Skrybykin", 0 StaticText "sirlemonhead", 0 } OptionMenu "EngineCredits3" { title "$MNU_CREDITS" //Submenu " ---->", "EngineCredits" // This creates a circular dependency which makes the search tool crash. StaticText "The EDuke32 team thanks the following people", 1 StaticText "for their contributions:", 1 StaticText "Alexey Skrybykin  Bioman            Brandon Bergren  ", 0 StaticText "Charlie Honig     Dan Gaskill       David Koenig     ", 0 StaticText "Ed Coolidge       Emile Belanger    Fox              ", 0 StaticText "Hunter_rus        James Bentler     Jasper Foreman   ", 0 StaticText "Javier Martinez   Jeff Hart         Jonathan Strander", 0 StaticText "Jordon Moss       Jose del Castillo Lachlan McDonald ", 0 StaticText "LSDNinja          Marcus Herbert    Matthew Palmer   ", 0 StaticText "Matt Saettler     NY00123           Ozkan Sezer      ", 0 StaticText "Peter Green       Peter Veenstra    Robin Green      ", 0 StaticText "Ryan Gordon       Stephen Anthony   tueidj           ", 0 StaticText "Pär \"Parkar\" Karlsson", 0 }