raze-gles/wadsrc/static/demolition/menudef.txt

1718 lines
46 KiB
Plaintext

//-------------------------------------------------------------------------------------------
//
// Main Memu
//
//-------------------------------------------------------------------------------------------
LISTMENU "MainMenu"
{
ScriptId 0
ifgame(Duke, Nam, WW2GI, Fury, Redneck, RedneckRides)
{
ifgame(fury)
{
position 40, 130, 60
fixedspacing 2
}
else
{
position 160, 55, 115
centermenu
animatedtransition
}
ifgame(Duke, Nam, WW2GI, Fury)
{
class "Duke.MainMenu"
}
else
{
class "Redneck.MainMenu"
}
NativeTextItem "$MNU_NEWGAME", "n", "EpisodeMenu"
//NativeTextItem "$MNU_NEWGAME", "m", "MultiMenu" // In EDuke this replaces "New Game" when in networking mode. Kept here as a reminder.
ifgame(fury)
{
NativeTextItem "$MNU_CONTINUE", "l", "LoadGameMenu"
}
else
{
NativeTextItem "$MNU_LOADGAME", "l", "LoadGameMenu"
}
NativeTextItem "$MNU_OPTIONS", "o", "OptionsMenu"
NativeTextItem "$MNU_HELP", "h", "HelpMenu"
NativeTextItem "$MNU_CREDITS", "c", "CreditsMenu"
NativeTextItem "$MNU_QUITGAME", "q", "QuitMenu"
}
ifgame(Blood)
{
position 160, 45, 150
caption "Blood"
class "Blood.ListMenu"
centermenu
Linespacing 20
NativeTextItem "$MNU_NEWGAME", "n", "EpisodeMenu"
NativeTextItem "$MNU_MULTIPLAYER", "m", "MultiMenu"
NativeTextItem "$MNU_OPTIONS", "o", "OptionsMenu"
NativeTextItem "$MNU_LOADGAME", "l", "LoadGameMenu"
NativeTextItem "$MNU_HELP", "h", "HelpMenu"
NativeTextItem "$MNU_CREDITS", "c", "CreditsMenu"
NativeTextItem "$MNU_QUITGAME", "q", "QuitMenu"
}
ifgame(ShadowWarrior)
{
Position 55, 32
Linespacing 17
class "ShadowWarrior.MainMenu"
NativeTextItem "$MNU_NEWGAME", "n", "EpisodeMenu"
NativeTextItem "$MNU_LOADGAME", "l", "LoadGameMenu"
NativeTextItem "$MNU_SAVEGAME", "s", "SaveGameMenu"
NativeTextItem "$MNU_OPTIONS", "o", "OptionsMenu"
//NativeTextItem "$MNU_COOLSTUFF", "h", "HelpMenu" // Perfectly useless retro ads. :D
ifshareware(false)
{
NativeTextItem "$MNU_CREDITS", "c", "CreditsMenu"
}
else
{
NativeTextItem "$MNU_HOWTOORDER", "h", "CreditsMenu"
}
NativeTextItem "$MNU_QUITGAME", "q", "QuitMenu"
}
}
//-------------------------------------------------------------------------------------------
//
// Ingame Memu (same as above with a few more options)
//
//-------------------------------------------------------------------------------------------
LISTMENU "IngameMenu"
{
ScriptId 50
ifgame(Duke, Nam, WW2GI, Fury, Redneck, RedneckRides)
{
ifgame(fury)
{
position 40, 130, 60
fixedspacing 2
}
else
{
position 160, 55, 115
centermenu
animatedtransition
}
ifgame(Duke, Nam, WW2GI, Fury)
{
class "Duke.MainMenu"
}
else
{
class "Redneck.MainMenu"
}
NativeTextItem "$MNU_NEWGAME", "n", "EpisodeMenu"
NativeTextItem "$MNU_SAVEGAME", "s", "SaveGameMenu"
NativeTextItem "$MNU_LOADGAME", "l", "LoadGameMenu"
NativeTextItem "$MNU_OPTIONS", "o", "OptionsMenu"
NativeTextItem "$MNU_HELP", "h", "HelpMenu"
NativeTextItem "$MNU_ENDGAME", "e", "EndgameMenu"
NativeTextItem "$MNU_QUITGAME", "q", "QuitMenu"
}
ifgame(Blood)
{
position 160, 45, 150
caption "Blood"
class "Blood.ListMenu"
centermenu
Linespacing 17
NativeTextItem "$MNU_NEWGAME", "n", "EpisodeMenu"
NativeTextItem "$MNU_OPTIONS", "o", "OptionsMenu"
NativeTextItem "$MNU_SAVEGAME", "s", "SaveGameMenu"
NativeTextItem "$MNU_LOADGAME", "l", "LoadGameMenu"
NativeTextItem "$MNU_HELP", "h", "HelpMenu"
NativeTextItem "$MNU_CREDITS", "c", "CreditsMenu"
NativeTextItem "$MNU_ENDGAME", "e", "EndgameMenu"
NativeTextItem "$MNU_QUITGAME", "q", "QuitMenu"
}
ifgame(ShadowWarrior)
{
Position 55, 32
Linespacing 17
class "ShadowWarrior.MainMenu"
NativeTextItem "$MNU_NEWGAME", "n", "EpisodeMenu"
NativeTextItem "$MNU_LOADGAME", "l", "LoadGameMenu"
NativeTextItem "$MNU_SAVEGAME", "s", "SaveGameMenu"
NativeTextItem "$MNU_OPTIONS", "o", "OptionsMenu"
ifshareware(false)
{
NativeTextItem "$MNU_CREDITS", "c", "CreditsMenu"
}
else
{
NativeTextItem "$MNU_HOWTOORDER", "h", "CreditsMenu"
}
NativeTextItem "$MNU_QUITGAME", "q", "QuitMenu"
}
}
//-------------------------------------------------------------------------------------------
//
// Episode and skill menu are filled in programmatically
//
//-------------------------------------------------------------------------------------------
LISTMENU "EpisodeMenu"
{
ifgame(Duke, Nam, WW2GI, Fury, Redneck, RedneckRides) // Ion Fury does not use this menu.
{
caption "$MNU_SELECTEPISODE"
position 160, 48, 142
centermenu
fixedspacing 5
animatedtransition
ifgame(Duke, Nam, WW2GI, Fury)
{
class "Duke.ListMenu"
}
else
{
class "Redneck.ListMenu"
}
}
ifgame(blood)
{
caption "$MNU_EPISODES"
position 160, 45, 150
class "Blood.ListMenu"
centermenu
Linespacing 20
}
ifgame(ShadowWarrior)
{
caption "$MNU_EPISODES"
Position 35, 32
Linespacing 17
}
ScriptId 100
}
LISTMENU "SkillMenu"
{
ifgame(Duke, Nam, WW2GI, Fury, Redneck, RedneckRides)
{
ifgame(fury)
{
position 160, 55, 115
fixedspacing 2
}
else
{
position 160, 55, 115
centermenu
animatedtransition
}
caption "$MNU_SELECTSKILL"
fixedspacing 5
ifgame(Duke, Nam, WW2GI, Fury)
{
class "Duke.ListMenu"
}
else
{
class "Redneck.ListMenu"
}
animatedtransition
}
ifgame(blood)
{
caption "$MNU_DIFFICULTY"
position 160, 60, 150
class "Blood.ListMenu"
centermenu
Linespacing 20
}
ifgame(ShadowWarrior)
{
caption "$MNU_DIFFICULTY"
Position 35, 32
Linespacing 17
}
ScriptId 110
}
//-------------------------------------------------------------------------------------------
//
// The custom menus are only supported by the EDuke32 frontend.
//
//-------------------------------------------------------------------------------------------
LISTMENU "CustomGameMenu"
{
caption "$MNU_NEWGAME"
position 160, 48, 142
ifgame(fury)
{
fixedspacing 2
}
else
{
fixedspacing 5
animatedtransition
}
ScriptId 102
class "Duke.ListMenu"
centermenu
}
LISTMENU "CustomSubMenu1"
{
position 160, 48, 142
centermenu
ifgame(fury)
{
fixedspacing 2
}
else
{
fixedspacing 5
animatedtransition
}
centermenu
ScriptId 103
class "Duke.ListMenu"
}
LISTMENU "CustomSubMenu2"
{
position 160, 48, 142
ifgame(fury)
{
fixedspacing 2
}
else
{
fixedspacing 5
animatedtransition
}
centermenu
ScriptId 103
class "Duke.ListMenu"
}
LISTMENU "CustomSubMenu3"
{
position 160, 48, 142
ifgame(fury)
{
fixedspacing 2
}
else
{
fixedspacing 5
animatedtransition
}
centermenu
ScriptId 103
class "Duke.ListMenu"
}
LISTMENU "CustomSubMenu4"
{
position 160, 48, 142
ifgame(fury)
{
fixedspacing 2
}
else
{
fixedspacing 5
animatedtransition
}
centermenu
ScriptId 103
class "Duke.ListMenu"
}
LISTMENU "CustomSubMenu5"
{
position 160, 48, 142
ifgame(fury)
{
fixedspacing 2
}
else
{
fixedspacing 5
animatedtransition
}
centermenu
ScriptId 103
class "Duke.ListMenu"
}
LISTMENU "CustomSubMenu6"
{
position 160, 48, 142
ifgame(fury)
{
fixedspacing 2
}
else
{
fixedspacing 5
animatedtransition
}
centermenu
ScriptId 103
class "Duke.ListMenu"
}
LISTMENU "CustomSubMenu7"
{
position 160, 48, 142
ifgame(fury)
{
fixedspacing 2
}
else
{
fixedspacing 5
animatedtransition
}
centermenu
ScriptId 103
class "Duke.ListMenu"
}
//-------------------------------------------------------------------------------------------
//
//
//
//-------------------------------------------------------------------------------------------
ImageScroller "HelpMenu"
{
ifgame(Duke, Nam, WW2GI, Fury)
{
ImageItem "TEXTSTORY", 400
ImageItem "F1HELP", 401
class "Duke.ImageScrollerMenu"
ifgame(Duke, Nam, WW2GI)
{
animatedtransition
}
}
ifgame(Redneck, RedneckRides)
{
ImageItem "TEXTSTORY"
ImageItem "F1HELP"
ifgame(RedneckRides)
{
ImageItem "RRTILE1636"
}
animatedtransition
}
ifgame(blood)
{
class "Blood.ImageScrollerMenu"
// The duplication here is to integrate the alternating versions of HELP3
QAVAnimationItem "Help4.qav"
QAVAnimationItem "Help5.qav"
QAVAnimationItem "Help3.qav"
QAVAnimationItem "Help4.qav"
QAVAnimationItem "Help5.qav"
QAVAnimationItem "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 "#5262"
ifshareware(false)
{
ImageItem "#5261"
}
}
}
//-------------------------------------------------------------------------------------------
//
// 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)
{
ImageItem "CREDITSTEXT1", 990
ImageItem "CREDITSTEXT2", 991
ImageItem "CREDITSTEXT3", 992
animatedtransition
class "Duke.ImageScrollerMenu"
}
ifgame(fury)
{
// Ion Fury does not have a separate credits menu, so if someone tries to open it anyway, use the same screens as "Help" but start on the one for the credits.
ImageItem "F1HELP", 401
ImageItem "TEXTSTORY", 400
class "Duke.ImageScrollerMenu"
}
ifgame(Redneck)
{
// 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", 80
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", 50
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", 40
TextItem "SOUND DESIGN\nGARY BRADFIELD\n\nMUSIC\nMOJO NIXON\nTHE BEAT FARMERS\nTHE REVEREND HORTON HEAT\nCEMENT POND\n\nADDITIONAL SOUND EFFECTS\nJIM SPURGIN", 50
TextItem "MOTION CAPTURE ACTOR\nJ.P. MANOUX\n\nMOTION CAPTURE VIXEN\nSHAWN WOLFE", 80
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)
{
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)
{
class "Blood.ImageScrollerMenu"
QAVAnimationItem "Credits.qav"
}
ifgame(ShadowWarrior)
{
ifshareware(true)
{
ImageItem "#5110"
ImageItem "#5112"
}
ImageItem "#5111"
ImageItem "#5118"
ImageItem "#4979"
ImageItem "#5113"
}
}
//-------------------------------------------------------------------------------------------
//
// Base definition for load game menu. Only the configurable part is done here
//
//-------------------------------------------------------------------------------------------
ListMenu "LoadGameMenu"
{
Caption "$MNU_LOADGAME"
Position 0, 40
Class "LoadMenu" // uses its own implementation
}
//-------------------------------------------------------------------------------------------
//
// Base definition for save game menu. Only the configurable part is done here
//
//-------------------------------------------------------------------------------------------
ListMenu "SaveGameMenu"
{
Caption "$MNU_SAVEGAME"
Position 0, 40
Class "SaveMenu" // uses its own implementation
}
//-------------------------------------------------------------------------------------------
//
// 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, "$OPTVAL_ON"
}
OptionMenuSettings
{
Linespacing 17
// todo: implement color themes that fit the games
}
DefaultOptionMenu
{
Position 85
}
OptionMenu "OptionsMenu"
{
Caption "$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 "$OPTMNU_MISCELLANEOUS", "MiscOptions"
StaticText " "
SafeCommand "$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 "$MAPCNTRLMNU_CONTROLS" , "MapControlsMenu" // todo after thorough cleanup
}
OptionMenu "ActionControlsMenu"// protected
{
Title "$CNTRLMNU_ACTION_TITLE"
ScrollTop 2
StaticTextSwitchable "$CNTRLMNU_SWITCHTEXT1", "$CNTRLMNU_SWITCHTEXT2", "ControlMessage"
StaticText ""
Control "$CNTRLMNU_ATTACK" , "+fire"
ifgame(Blood, Duke, Nam, WW2GI, Fury)
{
Control "$CNTRLMNU_ALTATTACK" , "+alt_fire"
}
ifgame(Duke, Nam, WW2GI, Fury, ShadowWarrior)
{
Control "$CNTRLMNU_ALTWEAPON" , "+alt_weapon"
}
StaticText ""
Control "$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 "$CNTRLMNU_TURN180" , "+turn_around"
StaticText ""
Control "$CNTRLMNU_JUMP" , "+jump"
Control "$CNTRLMNU_CROUCH" , "+crouch"
ifgame(Duke, Nam, WW2GI, Fury, Redneck, RedneckRides)
{
// Fixme: Make this work in all games
Control "$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"
ifgame(Duke, Nam, WW2GI, Fury, Redneck, RedneckRides)
{
Control "$CNTRLMNU_LOOKLEFT" , "+look_left"
Control "$CNTRLMNU_LOOKRIGHT" , "+look_right"
}
Control "$CNTRLMNU_CENTERVIEW" , "+center_view"
StaticText ""
Control "$CNTRLMNU_RUN" , "+run"
Control "$CNTRLMNU_TOGGLERUN" , "toggle cl_autorun"
Control "$CNTRLMNU_STRAFE" , "+strafe"
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 "$CNTRLMNU_NEXTWEAPON" , "+next_weapon"
Control "$CNTRLMNU_PREVIOUSWEAPON" , "+previous_weapon"
StaticText ""
Control "$CNTRLMNU_SLOT1" , "+weapon_1"
Control "$CNTRLMNU_SLOT2" , "+weapon_2"
Control "$CNTRLMNU_SLOT3" , "+weapon_3"
Control "$CNTRLMNU_SLOT4" , "+weapon_4"
Control "$CNTRLMNU_SLOT5" , "+weapon_5"
Control "$CNTRLMNU_SLOT6" , "+weapon_6"
Control "$CNTRLMNU_SLOT7" , "+weapon_7"
Control "$CNTRLMNU_SLOT8" , "+weapon_8"
Control "$CNTRLMNU_SLOT9" , "+weapon_9"
Control "$CNTRLMNU_SLOT0" , "+weapon_10"
StaticText ""
Control "$CNTRLMNU_HOLSTER" , "+holster_weapon"
ifgame(Fury)
{
Control "$CNTRLMNU_RELOAD" , "+steroids"
}
ifgame(Duke, Nam, WW2GI, Fury)
{
Control "$CNTRLMNU_QUICKKICK" , "+quick_kick"
}
ifgame(Redneck, RedneckRides)
{
Control "$CNTRLMNU_PEE" , "+quick_kick"
}
ifgame(Blood)
{
Control "$CNTRLMNU_PROXIMITYBOMBS","+proximitybombs"
Control "$CNTRLMNU_REMOTEBOMBS" ,"+remotebombs"
}
ifgame(ShadowWarrior)
{
Control "$CNTRLMNU_SMOKEBOMB","+smoke_bomb"
Control "$CNTRLMNU_GASBOMB" ,"+gas_bomb"
Control "$CNTRLMNU_FLASHBOMB","+flash_bomb"
Control "$CNTRLMNU_CALTROPS" ,"+caltrops"
}
}
OptionMenu "InventoryControlsMenu"// protected
{
Title "$CNTRLMNU_INVENTORY_TITLE"
ScrollTop 2
StaticTextSwitchable "$CNTRLMNU_SWITCHTEXT1", "$CNTRLMNU_SWITCHTEXT2", "ControlMessage"
StaticText ""
Control "$CNTRLMNU_USEITEM" , "+inventory"
StaticText ""
Control "$CNTRLMNU_NEXTITEM" , "+inventory_right"
Control "$CNTRLMNU_PREVIOUSITEM" , "+inventory_left"
ifgame(Duke)
{
StaticText ""
Control "$CNTRLMNU_HOLODUKE" , "+holo_duke"
Control "$CNTRLMNU_JETPACK" , "+jetpack"
Control "$CNTRLMNU_NIGHTVISION" , "+nightvision"
Control "$CNTRLMNU_MEDKIT" , "+medkit"
Control "$CNTRLMNU_STEROIDS" , "+steroids"
}
ifgame(Fury)
{
StaticText ""
Control "$CNTRLMNU_RADAR" , "+nightvision"
Control "$CNTRLMNU_MEDKIT" , "+medkit"
}
ifgame(Nam)
{
StaticText ""
Control "$CNTRLMNU_HOLOSOLDIER" , "+holo_duke"
Control "$CNTRLMNU_HUEY" , "+jetpack"
Control "$CNTRLMNU_NIGHTVISION" , "+nightvision"
Control "$CNTRLMNU_MEDKIT" , "+medkit"
Control "$CNTRLMNU_TANKMODE" , "+steroids"
}
ifgame(WW2GI)
{
StaticText ""
Control "$CNTRLMNU_FIRE MISSION" , "+holo_duke"
Control "$CNTRLMNU_NIGHTVISION" , "+nightvision"
Control "$CNTRLMNU_MEDKIT" , "+medkit"
Control "$CNTRLMNU_SMOKES" , "+steroids"
}
ifgame(Redneck, RedneckRides)
{
StaticText ""
Control "$CNTRLMNU_BEER" , "+holo_duke"
Control "$CNTRLMNU_COWPIE" , "+jetpack"
Control "$CNTRLMNU_YEEHAA" , "+nightvision"
Control "$CNTRLMNU_WHISKEY" , "+medkit"
Control "$CNTRLMNU_MOONSHINE" , "+steroids"
}
ifgame(Blood)
{
StaticText ""
Control "$CNTRLMNU_CRYSTALBALL" , "+crystalball"
Control "$CNTRLMNU_JUMPBOOTS" , "+jetpack"
Control "$CNTRLMNU_BEASTVISION" , "+nightvision"
Control "$CNTRLMNU_MEDKIT" , "+medkit"
}
ifgame(ShadowWarrior)
{
StaticText ""
Control "$CNTRLMNU_NIGHTVISION" , "+nightvision"
Control "$CNTRLMNU_MEDKIT" , "+medkit"
}
}
OptionMenu "OtherControlsMenu"// protected
{
Title "$CNTRLMNU_OTHER_TITLE"
ScrollTop 2
StaticTextSwitchable "$CNTRLMNU_SWITCHTEXT1", "$CNTRLMNU_SWITCHTEXT2", "ControlMessage"
StaticText ""
Control "$CNTRLMNU_AUTOMAP" , "+map"
Control "$MAPCNTRLMNU_TOGGLEFOLLOW","+map_follow_mode"
StaticText ""
Control "$CNTRLMNU_CHASECAM" , "+third_person_view"
StaticText ""
Control "$CNTRLMNU_SCREENSHOT" , "screenshot"
Control "$CNTRLMNU_CONSOLE" , "toggleconsole"
Control "$CNTRLMNU_PAUSE" , "pause"
StaticText ""
Control "$CNTRLMNU_DISPLAY_INC" , "+enlarge_Screen"
Control "$CNTRLMNU_DISPLAY_DEC" , "+shrink_screen"
Control "$CNTRLMNU_TOGGLE_MESSAGES" , "togglemessages"
Control "$CNTRLMNU_ADJUST_GAMMA" , "bumpgamma"
StaticText ""
Control "$CNTRLMNU_OPEN_HELP" , "openhelpmenu"
Control "$CNTRLMNU_OPEN_SAVE" , "opensavemenu"
Control "$CNTRLMNU_OPEN_LOAD" , "openloadmenu"
Control "$CNTRLMNU_OPEN_OPTIONS" , "openmenu optionsmenu"
Control "$CNTRLMNU_OPEN_DISPLAY" , "openmenu displayoptions"
Control "$CNTRLMNU_EXIT_TO_MAIN" , "menu_endgame"
Control "$CNTRLMNU_MENU_QUIT" , "menu_quit"
StaticText ""
Control "$CNTRLMNU_QUICKSAVE" , "quicksave"
Control "$CNTRLMNU_QUICKLOAD" , "quickload"
}
//-------------------------------------------------------------------------------------------
//
// Mouse Menu
//
//-------------------------------------------------------------------------------------------
OptionValue "Corners"
{
-1, "$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", "mouse_sensitivity", 0.5, 2.5, 0.1
Option "$MOUSEMNU_NOPRESCALE", "m_noprescale", "NoYes"
Option "$MOUSEMNU_SMOOTHMOUSE", "in_mousesmoothing", "YesNo"
StaticText ""
Slider "$MOUSEMNU_TURNSPEED", "in_mousescalex", -4, 4, 0.2
Slider "$MOUSEMNU_MOUSELOOKSPEED", "in_mousescaley", -4, 4, 0.2
//Slider "$MOUSEMNU_FORWBACKSPEED", "in_mouseforward", 0, 2.5, 0.1
//Slider "$MOUSEMNU_STRAFESPEED", "in_mouseside", 0, 2.5, 0.1
StaticText ""
Option "$MOUSEMNU_ALWAYSMOUSELOOK", "in_mousemode", "OnOff"
Option "$MOUSEMNU_INVERTMOUSE", "in_mouseflip", "OnOff"
// Do we need this? Option "$MOUSEMNU_LOOKSTRAFE", "lookstrafe", "OnOff"
}
//-------------------------------------------------------------------------------------------
//
// Joystick Menu
//
//-------------------------------------------------------------------------------------------
OptionMenu "JoystickOptions" //protected
{
Title "$JOYMNU_OPTIONS"
// This will be filled in by joystick code if devices get connected or disconnected
}
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 "$PLYRMNU_NAME", playername
ifgame(Duke, Nam, WW2GI, Fury, Redneck, RedneckRides)
{
Option "$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"
Option "$PLYRMNU_TEAM", "playerteam", "PlayerTeam"
Submenu "$PLRMNU_TAUNTS", "TauntsMenu"
Class "NewPlayerMenu"
}
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, "$OPTVAL_ALWAYS"
2, "$OPTRAL_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 "$PLRMNU_AUTOAIM", "cl_autoaim", "AimMode"
Option "$PLRMNU_ALWAYSRUN", "cl_autorun", "OnOff"
Option "$PLRMNU_RUNMODE", "cl_runmode", "RunMode"
ifgame(ShadowWarrior)
{
Option "$PLRMNU_EQUIP", "cl_weaponswitch", "OnOff" // does not have the 'preferred' option.
}
else
{
Option "$PLRMNU_EQUIP", "cl_weaponswitch", "WeapSwitch"
}
Option "$PLRMNU_PLOCK", "adult_lockout", "OnOff" // I won't bother password protecting this piece of window dressing
// StaticText ""
// Option "Record Demo", "m_recstat", "OnOff"
// Submenu "Cheats" "CheatsMenu
}
//-------------------------------------------------------------------------------------------
//
// Display options
//
//-------------------------------------------------------------------------------------------
OptionValue "FilterModes"
{
0, "$OPTVAL_NONE"
2, "$OPTVAL_NONENEARESTMIPMAP"
4, "$OPTVAL_NONELINEARMIPMAP"
6, "$OPTVAL_NONETRILINEAR"
3, "$OPTVAL_LINEAR_2"
1, "$OPTVAL_BILINEAR"
5, "$OPTVAL_TRILINEAR"
}
OptionValue "Anisotropy"
{
1, "$OPTVAL_OFF"
2, "$OPTVAL_2X"
4, "$OPTVAL_4X"
8, "$OPTVAL_8X"
16, "$OPTVAL_16X"
}
OptionMenu "VideoOptions" //protected
{
Title "$DSPLYMNU_TITLE"
Submenu "$OPTMNU_HUD", "HUDOptions"
Submenu "$OPTMNU_POLYMOST", "PolymostOptions"
Slider "$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"
StaticText ""
Slider "$DSPLYMNU_FOV", "r_fov", 60, 130, 10, 1
StaticText ""
Option "$GLTEXMNU_TEXFILTER", hw_texfilter, "FilterModes"
Option "$GLTEXMNU_ANISOTROPIC", hw_anisotropy, "Anisotropy"
}
//-------------------------------------------------------------------------------------------
//
// HUD options
//
//-------------------------------------------------------------------------------------------
OptionValue "HUDMessages"
{
0, "$OPTVAL_OFF"
1, "$OPTVAL_ON"
2, "$DSPLYMNU_GENERIC"
}
OptionMenu "HUDOptions" //protected
{
Title "$OPTMNU_HUD"
Slider "$DSPLYMNU_SCREENSIZE", "hud_size", 0.0, 11.0, 1.0, -1
ifgame(duke, nam, ww2gi, redneck, redneckrides, fury) // Fixme: The scaling really needs to be taken out of the game code.
{
Slider "$DSPLYMNU_SBSCALE", "hud_scale", 0.3, 1.0, 0.1, 2
}
Option "$DSPLYMNU_LEVELSTATS", "hud_stats", "OnOff"
ifgame(duke, nam, ww2gi, redneck, redneckrides, fury)
{
Slider "$DSPLYMNU_TEXTSCALE", "hud_textscale", 0.3, 1.0, 0.1, 2
}
StaticText ""
Option "$DSPLYMNU_MESSAGES", "hud_messages", "HudMessages"
StaticText ""
Option "$DSPLYMNU_CROSSHAIR", "cl_crosshair", OnOff
Slider "$DSPLYMNU_CROSSHAIRSCALE", "cl_crosshairscale", 50, 100, 10, 1
}
//-------------------------------------------------------------------------------------------
//
// Polymost options
//
//-------------------------------------------------------------------------------------------
OptionMenu "PolymostOptions"
{
Title "Polympost 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, "$OPTVAL_48000HZ"
}
OptionValue BufferSizes
{
0, "$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 "$SNDMNU_SFXVOLUME", "snd_fxvolume", 0, 255, 2, 1
//Slider "$SNDMNU_SFXVOLUME", "snd_sfxvolume", 0, 1, 0.05, 2 // Todo: Change value type
Option "$SNDMNU_MUSENABLED", "mus_enabled", "YesNo"
Slider "$SNDMNU_MUSICVOLUME", "mus_volume", 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"
//Option "$SNDMNU_RANDOMIZEPITCHES", "snd_pitched", "OnOff"
Slider "$SNDMNU_CHANNELS", "snd_numchannels", 64, 128, 8, 0
staticText ""
ifgame (Blood, ShadowWarrior, Redneck, RedneckRides)
{
Option "$SNDMNU_CDEMU", "mus_redbook", "OnOff"
}
ifgame(Duke, Nam, WW2GI, Fury, Redneck, RedneckRides, ShadowWarrior)
{
Option "$SNDMNU_AMBIENCE", "snd_ambience", "OnOff"
Option "$SNDMNU_SPEECH", "snd_speech", "OnOff"
}
StaticText " "
Submenu "$SNDMNU_ADVANCED", "AdvSoundOptions"
}
/*=======================================
*
* Advanced Sound Options Menu
*
*=======================================*/
OptionValue OplCores
{
0, "$OPTVAL_MAMEOPL2"
1, "$OPTVAL_DOSBOXOPL3"
2, "$OPTVAL_JAVAOPL3"
3, "$OPTVAL_NUKEDOPL3"
}
OptionMenu AdvSoundOptions //protected
{
Title "$ADVSNDMNU_TITLE"
Option "$ADVSNDMNU_SAMPLERATE", "snd_mixrate", "SampleRates"
//Option "$ADVSNDMNU_HRTF", "snd_hrtf", "AutoOffOn"
Option "$ADVSNDMNU_FLIPSTEREO", "snd_reversestereo", "OnOff"
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 "$SNDMNU_RESTART", "restartsound"
}
OptionMenu TimidityConfigMenu //protected
{
Title "$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 "$ADVSNDMNU_SAMPLERATE", "mod_samplerate", "SampleRates"
Option "$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
*
*=======================================*/
OptionValue TimidityReverb
{
0, "$OPTVAL_OFF"
1, "$OPTVAL_STANDARD"
2, "$ADVSNDMNU_GLOBAL"
3, "$ADVSNDMNU_FREEVERB"
4, "$ADVSNDMNU_GLOBAL_FREEVERB"
}
OptionMenu MidiPlayerOptions //protected
{
Title "$SNDMNU_MIDIPLAYER"
Submenu "$ADVSNDMNU_FLUIDSYNTH", "FluidsynthOptions"//, 0, 1
Submenu "$ADVSNDMNU_TIMIDITY", "TimidityOptions"//, 0, 1
Submenu "$ADVSNDMNU_OPLSYNTHESIS", "OPLOptions"//, 0, 1
}
OptionMenu FluidsynthOptions //protected
{
Title "$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 "$ADVSNDMNU_MIDIVOICES", "fluid_voices", 16, 4096, 16, 0
// other CVARs need to be revieved for usefulness
}
OptionMenu TimidityOptions //protected
{
Title "$ADVSNDMNU_TIMIDITY"
LabeledSubMenu "$ADVSNDMNU_SELCONFIG", "timidity_config", "TimidityConfigMenu"
Option "$ADVSNDMNU_REVERB", "timidity_reverb", "TimidityReverb"
Slider "$ADVSNDMNU_REVERB_LEVEL", "timidity_reverb_level", 9, 127, 1, 0
Option "$ADVSNDMNU_CHORUS", "timidity_chorus", "OnOff"
// other CVARs need to be revieved for usefulness
}
OptionMenu OPLOptions //protected
{
Title "$ADVSNDMNU_OPLSYNTHESIS"
Option "$ADVSNDMNU_OPLCORES", "opl_core", "OplCores"
Slider "$ADVSNDMNU_OPLNUMCHIPS", "opl_numchips", 1, 8, 1, 0
Option "$ADVSNDMNU_OPLFULLPAN", "opl_fullpan", "OnOff"
}
/*=======================================
*
* Video mode menu
* Even more than the sound, much of this has no backing
* and needs replacement of the backend.
*
*=======================================*/
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, "$OPTVAL_SCALENEAREST"
1, "$OPTVAL_SCALELINEAR"
2, "640x400"
3, "960x600"
4, "1280x800"
5, "$OPTVAL_CUSTOM"
}
OptionValue CropAspect
{
0, "$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"
}
OptionMenu VideoModeMenu //protected
{
Title "$VIDMNU_TITLE"
StaticText "Caution: This menu is currently"
StaticText "not functional!"
Option "$VIDMNU_RENDERMODE", "vid_rendermode", "RenderMode"
Option "$VIDMNU_FULLSCREEN", "fullscreen", "YesNo"
IfOption(Mac)
{
Option "$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 "$VIDMNU_MAXFPS", "r_maxfps", "MaxFps"
StaticText ""
StaticText "$VIDMNU_CUSTOMRES"
TextField "$VIDMNU_CUSTOMX", menu_resolution_custom_width
TextField "$VIDMNU_CUSTOMY", menu_resolution_custom_height
Option "$VIDMNU_USELINEAR", "vid_scale_customlinear", "YesNo"
StaticText ""
Command "$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 "$MISCMNU_QUICKSAVECOUNT", "quicksaverotationcount", 1, 20, 1, 0
Option "$MISCMNU_INTERSCROLL", "nointerscrollabort", "OffOn"
ifgame(shadowwarrior)
{
Option "$MISCMNU_DARTS", "sw_darts", "OnOff"
Option "$MISCMNU_NINJA", "sw_ninjahack", "OnOff"
}
//StaticText " "
//Option "$OPTMNU_LANGUAGE", "language", "LanguageOptions" - not ready yet
}
//-------------------------------------------------------------------------------------------
//
// No multiplayer support for now, but kept for documentation.
//
//-------------------------------------------------------------------------------------------
LISTMENU "MultiMenu"
{
ifgame(Duke, Nam, WW2GI, Fury)
{
position 160, 55, 135
centermenu
fixedspacing 5
ifgame(Duke, Nam, WW2GI, Fury)
{
class "Duke.ListMenu"
}
else
{
class "Redneck.ListMenu"
}
animatedtransition
NativeTextItem "$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 "$NETMNU_MARKERS", "m_marker", "OnOff"
Option "$NETMNU_MAPEXITS", "m_noexit", "OnOff"
Option "$NETMNU_FFIRE", "m_ffire", "OnOff"
SafeCommand "$NETMNU_ACCEPT", "MultiAccept"
}