GUI Scripting: Tools: Difference between revisions
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* gui_edit 1 (this gives you some info about the size/position of gui elements on screen) | * gui_edit 1 (this gives you some info about the size/position of gui elements on screen) | ||
* gui_debug 1 (this outlines the gui elements with a red border) | * gui_debug 1 (this outlines the gui elements with a red border) | ||
==== See also ==== | |||
[[Console Useful Controls]] | |||
===Demo of Console Commands with a Simple GUI=== | ===Demo of Console Commands with a Simple GUI=== | ||
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There is a third party Doom editor, [http://hosted.zeh.com.br/flesh/downloads.html Flesh, by zeh]. This is early-beta-level code with reportedly some GUI parsing/editing capability. It is no longer maintained, and was implemented in the now-deprecated Flash language. | There is a third party Doom editor, [http://hosted.zeh.com.br/flesh/downloads.html Flesh, by zeh]. This is early-beta-level code with reportedly some GUI parsing/editing capability. It is no longer maintained, and was implemented in the now-deprecated Flash language. | ||
{{GUI}} | {{GUI}} | ||
Latest revision as of 08:58, 5 June 2026
This page is part of a series. See GUI Scripting Language for overview.
Using a Text Editor and Console Testing Commands
Occasionally, you may need to craft a .gui from scratch. You can do this in a text editor, but be aware that the .gui language is quirky, and the existing parsing system often unhelpful in detecting errors. Once created, you can test a .gui to some extent with the "testgui" command. If you text-edit the .gui, you don’t have to exit the game to test it again; you can ask to "reloadguis".
Console Commands
- testgui <file path within FM, e.g. guis/myguis.gui>
- reloadguis
- gui_edit 1 (this gives you some info about the size/position of gui elements on screen)
- gui_debug 1 (this outlines the gui elements with a red border)
See also
Demo of Console Commands with a Simple GUI
In the Doom 3 SDK: GUI, there are GUI code samples that recolor text and move it around, and discussion of running variations of it with:
testgui guis/mygui.gui
If you do this in TDM, you’ll get complaints in the console about this Doom 3 font not found with TDM:
font "fonts/bank"
So in 2 places, replace it with a valid TDM font, e.g.:
font "fonts/carleton"
Also, the discussion about "cursor on a world object" is not so pertinent to TDM. But if you are working on an overlay where a cursor is needed, be sure to add ‘menugui 1’ in the desktop windowDef. This applies to the last iteration of sample code.
Other Tools
See GUI Scripting: EditGuis Editor.
There is a third party Doom editor, Flesh, by zeh. This is early-beta-level code with reportedly some GUI parsing/editing capability. It is no longer maintained, and was implemented in the now-deprecated Flash language.