diff options
author | Paweł Redman <trem.redman@gmail.com> | 2013-09-06 23:21:19 +0200 |
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committer | Paweł Redman <trem.redman@gmail.com> | 2013-09-06 23:21:19 +0200 |
commit | 243e5506e880f4338f185492e2ca1aebb4b1323d (patch) | |
tree | 8aaca9f4594b7bffed9bf90d153b310b9ed1fd88 /assets/ui | |
parent | ec7ef6ba6312c061caf19ef077b8c5a4f4bd71af (diff) |
Add the remaining Cuboid 0.1.0 assets
Diffstat (limited to 'assets/ui')
-rw-r--r--[-rwxr-xr-x] | assets/ui/help.txt | 140 | ||||
-rw-r--r--[-rwxr-xr-x] | assets/ui/ingame_options.menu | 136 |
2 files changed, 108 insertions, 168 deletions
diff --git a/assets/ui/help.txt b/assets/ui/help.txt index bd4c6a3..cda9432 100755..100644 --- a/assets/ui/help.txt +++ b/assets/ui/help.txt @@ -1,135 +1,11 @@ { - "^3Welcome^7" - { - "In this section you will find a summary of major changes since 1.1. It is " - "not a complete list. In general, all things have been tweaked for balance in " - "some way.\n\n" - "We hope you enjoy playing. Your support gives us valuable data and " - "feedback as we work to bring you Tremulous 1.2. Please report all bugs. Thank " - "you." - } - "Alien Healing" - { - "The most important change for Alien players to know is that their healing " - "rate is slower away from creep. To counter this, healing near Boosters " - "and Basilisks is greatly accelerated.\n\n" - "Watch the health cross icon on your " - "HUD to see what your healing rate is. If the icon glows, you are on " - "creep. If you are near a booster or basilisk, you will see two " - "(2X healing) or four (3X healing) barbs around the health cross." - } - "Build-point Changes" - { - "Structures destroyed by enemy players will not immediately become available " - "for reuse, but instead enter a queue. Build points will gradually leave the " - "queue to become available again, at a rate proportional to the amount of " - "points in the queue.\n\n Repeaters can be built at any stage and come with 20 " - "BP that can only be used nearby to facilitate making small outposts. Aliens " - "do not have a structure that provides additional buildpoints, but they have 150 " - "overall BP to compensate." - } - "Marked Deconstruction" - { - "The deconstruction method has changed. Buildables are no longer instantly " - "deconstructed. Instead, a deconstruct mark appears on the health bar. " - "Go ahead and build a new buildable somewhere else and the old one will " - "be removed automatically. Buildables that are about to be removed by " - "constructing the selected buildable glow red." - } - "Alien Buildables" - { - "Nearly useless in 1.1, Barricades now have more health, are cheaper to " - "build, and will shrink to allow Aliens to pass over them. Acid tubes " - "will fire from behind barricades, providing a formidable defense. " - "Experiment with blocking off hallways and building staged defenses, but " - "keep in mind that low ceilings will prevent Tyrants from returning inside " - "the base. Hives are also much improved to become worth building in stage 3." - } - "Human Buildables" - { - "Turrets now have a small spin up delay before firing, but they have " - "increased range and damage output.\n\n" - "To protect against small Aliens getting inside " - "the base, build Tesla Generators at Stage 3. Tesla Generators no longer " - "require the Defense Computer to function. Instead, the Defense Computer " - "will automatically repair Human buildables. Tesla Generators can fire " - "over turrets. " - } - "Human Weapons" - { - "Most of the human projeciles have a small volume now, making them more " - "effective against smaller targets.\n" - "The Lucifer Cannon projectile can be fired faster but now takes longer " - "to charge. You will be able to hear your teammates overcharge " - "their Lucifer Cannon.\n" - "The Flamer projectile now gains more of the velocity of its wielder, " - "making it easier to chase down aliens without burning yourself to a " - "crisp. Other weapons also have smaller changes." - } - "Lag Correction" - { - "While the Tremulous implementation of Neil Toronto's unlagged is " - "becoming widely accepted, we also implement client-side improvements " - "not possible in 1.1 servers. For those who insist on leading their " - "attacks, setting cg_unlagged to 0 will disable backward reconcilliation " - "on your hitscan weapons." - } - "Sprint" - { - "The sprint bind has changed from \"boost\" to \"+button8\"; you can bind it " - "in the options menu or in the console (\\bind shift +button8). Now, instead " - "of tapping the button while moving to start sprinting, just hold it down " - "and let go to stop. Alternately, you can change this to a toggle behavior " - "with cg_sprintToggle. \n\n" - } - "Dodge" - { - "Humans also have a new movement ability: dodge. You can bind it in the " - "options menu or the console (\\bind shift +button6). When strafing or " - "walking backwards, press the dodge key to make a quick, low jump. You " - "can bind this to the same key as sprint in the console with \\bind shift " - "\"+button8; +button6\"" - } - "Headshots" - { - "Headshots on unarmored humans only cause 150% damage. Battlesuit and " - "helmet protection have been reduced so headshot damage remains the same." - } - "Dretch" - { - "Dretches are slightly faster and can now damage any human structure while it " - "is still building, but can no longer damage turrets and teslas that " - "have been completed." - } - "Basilisk" - { - "Basilisks provide regeneration boosting auras to nearby teammates: 2x " - "from regular and 3x from advanced basilisks. Their footsteps are also " - "silent for greater stealth." - } - "Marauder" - { - "The Adv. Marauder's electric shock damage is no longer split between its " - "targets, making it more effective against large groups of humans and " - "buildables. Targets are now chosen slightly differently: instead of " - "each new chain section originating from the previous target, it will " - "originate from the first target." - } - "Dragoon" - { - "Advanced dragoons are now available at stage 2. Both dragoons have the " - "range of their chomp attacks lowered, but their pounce attacks are much " - "more useful. Try to use pounce to pin a human to the wall before chomping." - } - "Tyrant" - { - "The Tyrant is now a weaker class as its health has been lowered and " - "turret damage is greater. To counter this, Tyrants can charge for longer " - "periods of time, hit targets multiple times in a single charge, " - "and crush any Humans they land on top of. Trample charge does not " - "instantly release when full but can be held for two seconds. Trample " - "attacks on a human pinned against a wall are VERY powerful. Use this to " - "your advantage. The Tyrant's healing aura has been removed; find a " - "booster or a basilisk to heal faster." + "Cuboid 0.1.0" + { + "The help menu is not yet available." + "If you need help, refer to the tutorial on the left side of the screen, or ask an administrator.\n" + "The list of all changes and credits is in the mod's .pk3 in a file named credits.txt.\n" + "Forum: http://spiney.me/tremulous/index.php\n" + "IRC: #cuboid-trem @ irc.freenode.net\n" + "GitHub: https://github.com/enneract/cuboid\n" } } diff --git a/assets/ui/ingame_options.menu b/assets/ui/ingame_options.menu index f9f1478..1228b0e 100755..100644 --- a/assets/ui/ingame_options.menu +++ b/assets/ui/ingame_options.menu @@ -293,10 +293,11 @@ { name player group optionsGrp - type ITEM_TYPE_YESNO - text "Static Death Cam:" - cvar "cg_staticDeathCam" - rect CONTENT_X (CONTENT_Y+(6*ELEM_H)) CONTENT_W ELEM_H + type ITEM_TYPE_MULTI + text "Mod Tutorial:" + cvar "cg_modTutorial" + cvarFloatList { "Enabled" 1 "Disabled" 0 } + rect CONTENT_X (CONTENT_Y+(7*ELEM_H)) CONTENT_W ELEM_H textalign ALIGN_RIGHT textvalign VALIGN_CENTER textalignx CONTENT_OFF @@ -418,10 +419,9 @@ { name hud group optionsGrp - type ITEM_TYPE_MULTI + type ITEM_TYPE_YESNO text "Show Team Overlay:" cvar "cg_drawTeamOverlay" - cvarFloatList { "Off" 0 "All Teammates" 1 "Support Teammates" 2 "Nearby Teammates" 3 } rect CONTENT_X (CONTENT_Y+(5*ELEM_H)) CONTENT_W ELEM_H textalign ALIGN_RIGHT textvalign VALIGN_CENTER @@ -439,31 +439,10 @@ { name hud group optionsGrp - type ITEM_TYPE_MULTI - text "Sort Team Overlay:" - cvar "cg_teamOverlaySortMode" - cvarFloatList { "None" 0 "Score" 1 "Weapon/Class" 2 } - rect CONTENT_X (CONTENT_Y+(6*ELEM_H)) CONTENT_W ELEM_H - textalign ALIGN_RIGHT - textvalign VALIGN_CENTER - textalignx CONTENT_OFF - textscale .25 - forecolor 1 1 1 1 - visible MENU_FALSE - action - { - play "sound/misc/menu1.wav"; - } - } - - itemDef - { - name hud - group optionsGrp type ITEM_TYPE_YESNO text "Show Gun:" cvar "cg_drawGun" - rect CONTENT_X (CONTENT_Y+(7*ELEM_H)) CONTENT_W ELEM_H + rect CONTENT_X (CONTENT_Y+(6*ELEM_H)) CONTENT_W ELEM_H textalign ALIGN_RIGHT textvalign VALIGN_CENTER textalignx CONTENT_OFF @@ -484,7 +463,7 @@ text "Show Speed:" cvar "cg_drawspeed" cvarFloatList { "No" 0 "Text" 1 "Graph" 2 "Text + Graph" 3 "Text No-Z" 5 "Graph No-Z" 6 "Text + Graph No-Z" 7 } - rect CONTENT_X (CONTENT_Y+(8*ELEM_H)) CONTENT_W ELEM_H + rect CONTENT_X (CONTENT_Y+(7*ELEM_H)) CONTENT_W ELEM_H textalign ALIGN_RIGHT textvalign VALIGN_CENTER textalignx CONTENT_OFF @@ -504,7 +483,7 @@ type ITEM_TYPE_YESNO text "Show FPS:" cvar "cg_drawFPS" - rect CONTENT_X (CONTENT_Y+(9*ELEM_H)) CONTENT_W ELEM_H + rect CONTENT_X (CONTENT_Y+(8*ELEM_H)) CONTENT_W ELEM_H textalign ALIGN_RIGHT textvalign VALIGN_CENTER textalignx CONTENT_OFF @@ -524,7 +503,7 @@ type ITEM_TYPE_YESNO text "Show Timer:" cvar "cg_drawTimer" - rect CONTENT_X (CONTENT_Y+(10*ELEM_H)) CONTENT_W ELEM_H + rect CONTENT_X (CONTENT_Y+(9*ELEM_H)) CONTENT_W ELEM_H textalign ALIGN_RIGHT textvalign VALIGN_CENTER textalignx CONTENT_OFF @@ -544,7 +523,7 @@ type ITEM_TYPE_YESNO text "Show Demo State:" cvar "cg_drawDemoState" - rect CONTENT_X (CONTENT_Y+(11*ELEM_H)) CONTENT_W ELEM_H + rect CONTENT_X (CONTENT_Y+(10*ELEM_H)) CONTENT_W ELEM_H textalign ALIGN_RIGHT textvalign VALIGN_CENTER textalignx CONTENT_OFF @@ -1555,6 +1534,71 @@ play "sound/misc/menu1.wav"; } } + +//////// CHALLENGE-CUBOID + + itemDef + { + name controls + text "Cuboid" + group optionsGrp + style WINDOW_STYLE_EMPTY + rect 0 ((2*BORDER)+TOPBUTT_H+(4*SIDEBUTT_H)) SIDEBUTT_W SIDEBUTT_H + type ITEM_TYPE_BUTTON + textalign ALIGN_RIGHT + textvalign VALIGN_CENTER + textscale .25 + forecolor 1 1 1 1 + visible MENU_FALSE + action + { + play "sound/misc/menu1.wav"; + hide optionsGrp; + show controls; + show cuboid + } + } + + itemDef + { + name cuboid + group optionsGrp + type ITEM_TYPE_BIND + text "Switch to another axis:" + cvar "cuboidAxis next" + rect SCONTENT_X (SCONTENT_Y+(0*ELEM_H)) SCONTENT_W ELEM_H + textalign ALIGN_RIGHT + textvalign VALIGN_CENTER + textalignx SCONTENT_OFF + textscale .25 + forecolor 1 1 1 1 + visible MENU_FALSE + action + { + play "sound/misc/menu1.wav"; + } + } + + itemDef + { + name cuboid + group optionsGrp + type ITEM_TYPE_BIND + text "Rotate cuboid around axis:" + cvar "cuboidRotate" + rect SCONTENT_X (SCONTENT_Y+(1*ELEM_H)) SCONTENT_W ELEM_H + textalign ALIGN_RIGHT + textvalign VALIGN_CENTER + textalignx SCONTENT_OFF + textscale .25 + forecolor 1 1 1 1 + visible MENU_FALSE + action + { + play "sound/misc/menu1.wav"; + } + } + //////// SYSTEM //System menu @@ -2041,9 +2085,29 @@ name gsoftware group optionsGrp type ITEM_TYPE_YESNO + text "Show Time:" + cvar "cg_drawTimer" + rect SCONTENT_X (SCONTENT_Y+(7*ELEM_H)) SCONTENT_W ELEM_H + textalign ALIGN_RIGHT + textvalign VALIGN_CENTER + textalignx SCONTENT_OFF + textscale .25 + forecolor 1 1 1 1 + visible MENU_TRUE + action + { + play "sound/misc/menu1.wav"; + } + } + + itemDef + { + name gsoftware + group optionsGrp + type ITEM_TYPE_YESNO text "In Game Videos:" cvar "r_inGameVideo" - rect SCONTENT_X (SCONTENT_Y+(7*ELEM_H)) SCONTENT_W ELEM_H + rect SCONTENT_X (SCONTENT_Y+(8*ELEM_H)) SCONTENT_W ELEM_H textalign ALIGN_RIGHT textvalign VALIGN_CENTER textalignx SCONTENT_OFF @@ -2063,7 +2127,7 @@ type ITEM_TYPE_YESNO text "Depth Sort Particles:" cvar "cg_depthSortParticles" - rect SCONTENT_X (SCONTENT_Y+(8*ELEM_H)) SCONTENT_W ELEM_H + rect SCONTENT_X (SCONTENT_Y+(9*ELEM_H)) SCONTENT_W ELEM_H textalign ALIGN_RIGHT textvalign VALIGN_CENTER textalignx SCONTENT_OFF @@ -2084,7 +2148,7 @@ text "Particle Physics:" cvar "cg_bounceParticles" cvarFloatList { "Low Quality" 0 "High Quality" 1 } - rect SCONTENT_X (SCONTENT_Y+(9*ELEM_H)) SCONTENT_W ELEM_H + rect SCONTENT_X (SCONTENT_Y+(10*ELEM_H)) SCONTENT_W ELEM_H textalign ALIGN_RIGHT textvalign VALIGN_CENTER textalignx SCONTENT_OFF @@ -2105,7 +2169,7 @@ text "Light Flares:" cvar "cg_lightFlare" cvarFloatList { "Off" 0 "No Fade" 1 "Timed Fade" 2 "Real Fade" 3 } - rect SCONTENT_X (SCONTENT_Y+(10*ELEM_H)) SCONTENT_W ELEM_H + rect SCONTENT_X (SCONTENT_Y+(11*ELEM_H)) SCONTENT_W ELEM_H textalign ALIGN_RIGHT textvalign VALIGN_CENTER textalignx SCONTENT_OFF |