Joymenu 2.0

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Joymenu 2.0

Post by someoneElse »

I just tried out a burn with Joymenu 2, and it seems pretty slick. Congrats to Fragger on a job well done.

Just one question, though.

Is there any way to go back to the older method of using left on the D pad to toggle the menu on and off, rather than having to tap all the way down/up to Return to Main Menu and then up/down to Exit?
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Post by mankrip »

You can use the attack button at any time to return to the main menu, then press up and right to exit.

The JoyMenu command stills turn off the menu if a menu is active... but the DC d-pad buttons doesn't enter the JoyMenu command when a menu is active.

I had to change the functionality of all the d-pad buttons to allow them to be freely set and to make all them perform menu functions.
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Post by MetalGearRay »

Fragger, I love Joymenu 2.0. I appreciate all that you have done for QuakeDC. You have made it better than the PC version, IMO. I used Joymenu 1.3 until this release came out, and this one is much better. This breathes new life and replay value into QuakeDC. I love playing with bots. Keep up the good work on all future projects! :D
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Post by DCmad »

great great great job fragger
but only want to play my musics without stop everytime when the game loads everything
i love joymenu 2.0
worth the waiting time
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Post by TheDumbAss »

DCmad wrote: but only want to play my musics without stop everytime when the game loads everything
There is nothing Fragger can do about that :(
Its an engine bug... and has to do with the fact it would have to go back and find where it left off whenever it loads a models or whatever. Titanium didnt code in 'find last position' Since they used 'emulated' GDroms with the DCdev kit instead of a much slower cdrom (or real GDrom) they probibly didnt think about that problem.
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Post by DCmad »

ha!
know what??
it really doesn't bugs me
fragger has made a great job, now i'm waiting for Codename Corporal singleplayer and Quake RPG
hehehe
:D worth 3 cd-rs isn't? :D
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Post by WARDUKE »

Maps List is a txt file we make correct? But where do we put the list? In the pak file I assume but where? Also does it go in the joymenu pak file or just any pak file. For that matter should we install maps in the joymenu pak or just any old pak?
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Post by archduke »

yeah 2.0 is awesome... the 'bullet time' feature is too cool, just needed to say thanks 8)
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What is joymenu?

Post by DCemuN00B »

What is Joymenu? Does it work with shareware, as thats all I have at the moment :(
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Post by Tyne »

MetalGearRay wrote:Fragger, I love Joymenu 2.0. I appreciate all that you have done for QuakeDC. You have made it better than the PC version, IMO. I used Joymenu 1.3 until this release came out, and this one is much better. This breathes new life and replay value into QuakeDC. I love playing with bots. Keep up the good work on all future projects! :D
Better than the PC version? You're totally nuts.
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Post by mankrip »

I guess he's talking in terms of fun... that's what games are all about. All we know that QDC lacks dynamic lights, decent CD audio, multiplayer support and other little things. And I guess he's comparing JoyMenu 2 with the original PC version, and not with the new eye-candy engines.
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Re: What is joymenu?

Post by mankrip »

DCemuN00B wrote:What is Joymenu? Does it work with shareware, as thats all I have at the moment :(
No, it doesn't work with the shareware version. If you don't have the full version, the shareware version is all you can get.

JoyMenu is a Quake modification made to improve QuakeDC. You can find it at my site.
Last edited by mankrip on Wed Jul 03, 2002 11:41 pm, edited 1 time in total.
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Post by Tyne »

I always compare DCQuake to regular vanilla GLQuake.
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Post by mankrip »

I have more fun playing Quake with JoyMenu on QuakeDC than playing it on a PC.
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Post by Tyne »

I have fun playing CastleVania.. erm.. :P
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