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authorPaweł Redman <trem.redman@gmail.com>2013-09-06 23:21:19 +0200
committerPaweł Redman <trem.redman@gmail.com>2013-09-06 23:21:19 +0200
commit243e5506e880f4338f185492e2ca1aebb4b1323d (patch)
tree8aaca9f4594b7bffed9bf90d153b310b9ed1fd88 /assets/ui
parentec7ef6ba6312c061caf19ef077b8c5a4f4bd71af (diff)
Add the remaining Cuboid 0.1.0 assets
Diffstat (limited to 'assets/ui')
-rw-r--r--[-rwxr-xr-x]assets/ui/help.txt140
-rw-r--r--[-rwxr-xr-x]assets/ui/ingame_options.menu136
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