- omit step size for sliders with value descriptions
- optionally auto-determine max value by list length
menuitemslider text min max value display action wrap
menuitemradio text min max value display action
text: menu item text
min: min value
max: max value (or optionally -1 and set by display string length)
value: initial value
display: list of value descriptions or value step size
action: executed on value changes (new value in arg1)
wrap: if 1, wrap slider around (radio buttons always wrap)
DOCREF menuitemslider menuitemradio
Images are stored in packages/misc/igraph/*.png and loaded during game
start. Filenames consist of the image shorthand (mnemonic) and optional
frame times, separated by "_". Keep in mind, media file names may only
contain letters, digits and "_-.()".
All texts displayed in the game console are scanned for mnemonics prefixed
with ":". All found matches are replaced by the image.
The images are displayed as squares with width and height the same as the
regular font height. To create animations, put several square images side
by side into the file. For example, a 128x32 image is interpreted as four
frames. Frame duration is encoded in the filename, so, for example the file
"nop_1000_200_100.png" shows the first frame for 1000 milliseconds, the
second frame for 200 msec and the third (as the rest) for 100 msec.
Igraphs "1" to "9" are hardcoded and can be manually encoded in menu texts.
Use the new escape code "\i" plus the number of the image: "\i\1".."\i\9".
Other images can be used in menus as well, but the codes have to be fetched
by getigraph.
new commands:
updateigraphs
Checks for new files in packages/misc/igraph. Only necessary, if new
files are added during the game - for example, by mod package download.
getigraph <mnemonic>
Returns an encoded string to display an image outside the console, or
an empty string, if the mnemonic was not found.
new parameters:
igraphsize 80..300 (default 120)
scales the images (in percent)
igraphsizehardcoded 80..160 (default 106)
scales the hardcoded images "1".."9" (in percent)
igraphanimate 0..1 (default 1)
if 0, only the first frame of every image is displayed
igraphdefaultframetime 5..2000 (default 200)
used for images with multiple frames but no frame duration specified
in the filename
hideigraphs 0..1 (default 0)
if 1, no new images will be shown in the console
DOCREF updateigraphs getigraph igraphsizehardcoded
DOCREF igraphsize igraphanimate igraphdefaultframetime hideigraphs
In old versions of AC it was necessary to trick with heightfields to raise
a pickup entity. However, for quite some time now, pickups can be raised
by attribute.
This additional stage for convmap finds pickup entities where the
heightfield is most probably unnecessary. Fixing is manual work, though.
Updated those pickups on 16 maps.
Also fixed a playerstart on desert3
It bases on .../docs/images/icon.png from AC website repository,
just removed empty space, edges changed to more noticeable.
Note: on Mac an icon from assaultcube.icns is used.
Unless otherwise specified in a config file, every model (md2 or md3)
tries to load skin.jpg, skin.png, ../skin.jpg and ../skin.png (in that
order). This commit silences the errors if some of those attempts fail.
There is still an error message, if none of the four files can be found.
The commit also deletes five identical skin.jpg and places one in ../
Allows to reset notexture, to set a high-contrast color to find and
fix the areas and to set to a useful default texture.
As useful textures, in addition to rock.jpg and concrete.jpg, the menu
lists the default wall, floor and ceiling textures of the current map,
and also the last watched texture from the texture menu.
Also adds a few checks to detect unconverted map config files and misuse
of the new bright highlight textures.
replaced by makke/rock.jpg, which is the base for the "missing content"
texture - so, only the text is missing...
on outpost, notexture was reset (since there's no use for it on official
maps)