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Topics - VGames

#21
id Tech 4 Needs Help / Trouble with 6th Venom custom menu
September 26, 2015, 07:43:29 PM
Ok so I've been using 6th Venom HQ menu for a long time and I've added a lot to it. I've incorporated the awesome maps from the early masterpiece In Hell to PD3, and I wanted to make a new menu that would allow the player to select what map they want to play out of the In Hell custom maps just like you can with the original Doom 3 maps using the "New Game" menu. I've got everything working just fine but the pictures that are supposed to show the maps loading screen that you currently have selected in the menu are not showing up. The "New Game" menu works perfectly pictures and all but the In Hell menu won't show the pictures. The menu loads the proper map that you have selected but the pictures won't show at all.

Here's the code for the In Hell Campaign menu:


//********************************************************************************************************************************//

//--NEW GAME SCREEN--//

//********************************************************************************************************************************//

//Scene Screen
windowDef SceneScreen2 {
rect 180, 80, 280, 230
background "gui/v_mainmenu/vmap_mc1"
matcolor 0.65 ,1 ,1 ,0
// backcolor 0.5 ,0 ,0 ,.5
        visible         1
noevents 1
}

//NEW GAME BACKGROUND

windowDef InHellNewGameBackground {
rect 0, 0, 640, 480
visible 0

//CONTENT AREA

//background part 1
windowDef InHellNewGameBgMain1 {
rect 32, 272, 32, 32
background "gui/v_mainmenu/vcontent_corner"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
//background part 2
windowDef InHellNewGameBgMain2 {
rect 64, 272, 32, 32
background "gui/v_mainmenu/vcontent_border"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
windowDef InHellNewGameBgMain2a {
rect 96, 272, 32, 32
background "gui/v_mainmenu/vcontent_border"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
windowDef InHellNewGameBgMain2b {
rect 128, 272, 32, 32
background "gui/v_mainmenu/vcontent_border"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
windowDef InHellNewGameBgMain2c {
rect 160, 272, 32, 32
background "gui/v_mainmenu/vcontent_border"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
windowDef InHellNewGameBgMain2d {
rect 192, 272, 32, 32
background "gui/v_mainmenu/vcontent_border"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
windowDef InHellNewGameBgMain2e {
rect 224, 272, 32, 32
background "gui/v_mainmenu/vcontent_border"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
windowDef InHellNewGameBgMain2f {
rect 256, 272, 32, 32
background "gui/v_mainmenu/vcontent_border"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
windowDef InHellNewGameBgMain2g {
rect 288, 272, 32, 32
background "gui/v_mainmenu/vcontent_border"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
windowDef InHellNewGameBgMain2h {
rect 320, 272, 32, 32
background "gui/v_mainmenu/vcontent_border"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
windowDef InHellNewGameBgMain2i {
rect 352, 272, 32, 32
background "gui/v_mainmenu/vcontent_border"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
windowDef InHellNewGameBgMain2j {
rect 384, 272, 32, 32
background "gui/v_mainmenu/vcontent_border"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
windowDef InHellNewGameBgMain2k {
rect 416, 272, 32, 32
background "gui/v_mainmenu/vcontent_border"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
windowDef InHellNewGameBgMain2l {
rect 448, 272, 32, 32
background "gui/v_mainmenu/vcontent_border"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
windowDef InHellNewGameBgMain2m {
rect 480, 272, 32, 32
background "gui/v_mainmenu/vcontent_border"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
windowDef InHellNewGameBgMain2n {
rect 512, 272, 32, 32
background "gui/v_mainmenu/vcontent_border"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
windowDef InHellNewGameBgMain2o {
rect 544, 272, 32, 32
background "gui/v_mainmenu/vcontent_border"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}

//background part 3
windowDef InHellNewGameBgMain3 {
rect 576, 272, -32, 32
background "gui/v_mainmenu/vcontent_corner"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
//background part 4
windowDef InHellNewGameBgMain4 {
rect 32, 304, -32, 32
background "gui/v_mainmenu/vcontent_border_v"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
//background part 5
windowDef InHellNewGameBgMain5 {
rect 64, 304, 512, 64
backcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
//background part 6
windowDef InHellNewGameBgMain6 {
rect 576, 304, 32, 32
background "gui/v_mainmenu/vcontent_border_v"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
//background part 7
windowDef InHellNewGameBgMain7 {
rect 32, 336, -32, 32
background "gui/v_mainmenu/vcontent_border_v"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
//background part 8
windowDef InHellNewGameBgMain8 {
rect 576, 336, 32, 32
background "gui/v_mainmenu/vcontent_border_v"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
//background part 9
windowDef InHellNewGameBgMain9 {
rect 32, 368, 32, -32
background "gui/v_mainmenu/vcontent_corner"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}

//background part 10
windowDef InHellNewGameBgMain10 {
rect 64, 368, 32, -32
background "gui/v_mainmenu/vcontent_border"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
windowDef InHellNewGameBgMain10a {
rect 96, 368, 32, -32
background "gui/v_mainmenu/vcontent_border"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
windowDef InHellNewGameBgMain10b {
rect 128, 368, 32, -32
background "gui/v_mainmenu/vcontent_border"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
windowDef InHellNewGameBgMain10c {
rect 160, 368, 32, -32
background "gui/v_mainmenu/vcontent_border"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
windowDef InHellNewGameBgMain10d {
rect 192, 368, 32, -32
background "gui/v_mainmenu/vcontent_border"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
windowDef InHellNewGameBgMain10e {
rect 224, 368, 32, -32
background "gui/v_mainmenu/vcontent_border"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
windowDef InHellNewGameBgMain10f {
rect 256, 368, 32, -32
background "gui/v_mainmenu/vcontent_border"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
windowDef InHellNewGameBgMain10g {
rect 288, 368, 32, -32
background "gui/v_mainmenu/vcontent_border"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
windowDef InHellNewGameBgMain10h {
rect 320, 368, 32, -32
background "gui/v_mainmenu/vcontent_border"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
windowDef InHellNewGameBgMain10i {
rect 352, 368, 32, -32
background "gui/v_mainmenu/vcontent_border"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
windowDef InHellNewGameBgMain10j {
rect 384, 368, 32, -32
background "gui/v_mainmenu/vcontent_border"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
windowDef InHellNewGameBgMain10k {
rect 416, 368, 32, -32
background "gui/v_mainmenu/vcontent_border_half"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
windowDef InHellNewGameBgMain10l {
rect 448, 368, 32, -32
background "gui/v_mainmenu/vcontent_border_none"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
windowDef InHellNewGameBgMain10m {
rect 480, 368, 32, -32
background "gui/v_mainmenu/vcontent_border_none"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
windowDef InHellNewGameBgMain10n {
rect 512, 368, -32, -32
background "gui/v_mainmenu/vcontent_border_half"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
windowDef InHellNewGameBgMain10o {
rect 544, 368, -32, -32
background "gui/v_mainmenu/vcontent_border"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}

//background part 11
windowDef InHellNewGameBgMain11 {
rect 576, 368, -32, -32
background "gui/v_mainmenu/vcontent_corner"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
//background part 12
windowDef InHellNewGameBgMain12 {
rect 48, 280, 560, 112
background "gui/v_mainmenu/vswarm2"
matcolor 1, 1, 1, 0
noevents 1
}

//APPLY CHANGES button
//InHellNewGame button left edge
windowDef InHellNewGameResetCorner {
rect 416, 384, 32, 32
noevents 1

//InHellNewGame button left edge
windowDef InHellNewGameResetCornerBG {
rect 0, 0, 32, 32
background "gui/v_mainmenu/vcontent_btn_side"
matcolor 0.45 ,0.55 ,0.7 ,0
noevents 1
}

//InHellNewGame button left edge Glow
windowDef InHellNewGameResetCornerG {
rect 0, 0, 32, 32
background "gui/v_mainmenu/vcontent_btn_side"
matcolor 0.55 ,0.65 ,0.75 ,0
noevents 1
}
}

//InHellNewGame button middle
windowDef InHellNewGameResetMiddle {
rect 448, 384, 64, 32
noevents 1

//InHellNewGame button middle
windowDef InHellNewGameResetMiddleBG {
rect 0, 0, 64, 32
background "gui/v_mainmenu/vcontent_btn_center"
matcolor 0.45 ,0.55 ,0.7 ,0
noevents 1
}

//InHellNewGame button middle Glow
windowDef InHellNewGameResetMiddleG {
rect 0, 0, 64, 32
background "gui/v_mainmenu/vcontent_btn_center"
matcolor 0.55 ,0.65 ,0.75 ,0
noevents 1
}
}

//InHellNewGame button right edge
windowDef InHellNewGameResetRCorner {
rect 512, 384, 32, 32
noevents 1

//InHellNewGame button right edge
windowDef InHellNewGameResetRCornerBG {
rect 0, 0, -32, 32
background "gui/v_mainmenu/vcontent_btn_side"
matcolor 0.45 ,0.55 ,0.7 ,0
noevents 1
}

//InHellNewGame button right edge Glow
windowDef InHellNewGameResetRCornerG {
rect 0, 0, -32, 32
background "gui/v_mainmenu/vcontent_btn_side"
matcolor 0.55 ,0.65 ,0.75 ,0
noevents 1
}
}

//Title bar
windowDef IHNGTitleBar {
rect 64, 310, 512, 1
backcolor 0.55, 0.65, 0.75, 0.35
noevents 1
}

}


//NEW GAME CONTAINER

windowDef InHellNewGameContainer {
rect 64, 288, 512, 144
visible 0

////LAUNCH
windowDef ResetInHellNewGameBtnText {
rect 356, 102, 118, 24
text "#str_3666042"
textscale 0.25
textalign 1
textaligny 3
forecolor 0.6, 1, 1, 1
float "exitanim" 0

onMouseEnter {
transition "forecolor" "0.6 1 1 1" "1 1 1 1" "250" ;
transition "InHellNewGameResetCornerG::matcolor" "0.8 0.9 1 1" "0.55 0.65 0.75 1" "250" ;
transition "InHellNewGameResetMiddleG::matcolor" "0.8 0.9 1 1" "0.55 0.65 0.75 1" "250" ;
transition "InHellNewGameResetRCornerG::matcolor" "0.8 0.9 1 1" "0.55 0.65 0.75 1" "250" ;
transition "InHellNewGameResetCornerBG::matcolor" "0.45 0.55 0.7 0.3" "0.55 0.65 0.75 0.5" "200" ;
transition "InHellNewGameResetMiddleBG::matcolor" "0.45 0.55 0.7 0.3" "0.55 0.65 0.75 0.5" "200" ;
transition "InHellNewGameResetRCornerBG::matcolor" "0.45 0.55 0.7 0.3" "0.55 0.65 0.75 0.5" "200" ;
resetTime "ToolTip1" "0" ;
set "ToolTip1::text" "#str_02399" ;
set "ToolTip2::text" "#str_02399" ;
set "exitanim" "1" ;
}

onMouseExit {
if ("exitanim" == 1) {
transition "forecolor" "1 1 1 1" "0.6 1 1 1" "250" ;
transition "InHellNewGameResetCornerG::matcolor" "0.55 0.65 0.75 1" "0.55 0.65 0.75 0.5" "250" ;
transition "InHellNewGameResetMiddleG::matcolor" "0.55 0.65 0.75 1" "0.55 0.65 0.75 0.5" "250" ;
transition "InHellNewGameResetRCornerG::matcolor" "0.55 0.65 0.75 1" "0.55 0.65 0.75 0.5" "250" ;
transition "InHellNewGameResetCornerBG::matcolor" "0.55 0.65 0.75 0.5" "0.45 0.55 0.7 0.3" "200" ;
transition "InHellNewGameResetMiddleBG::matcolor" "0.55 0.65 0.75 0.5" "0.45 0.55 0.7 0.3" "200" ;
transition "InHellNewGameResetRCornerBG::matcolor" "0.55 0.65 0.75 0.5" "0.45 0.55 0.7 0.3" "200" ;
resetTime "ToolTip2" "0" ;
set "exitanim" "0" ;
}
}
onAction {
resetTime "ToolTip2" "0" ;
set "cmd" "play guisounds_chirpconnect" ;

resetTime "AnimInHellNewGameToMain" "0" ;

set "InHellNewGameMenuParent::optionsSelected" "0" ;

transition "forecolor" "1 1 1 1" "0.6 1 1 1" "250" ;
transition "InHellNewGameResetCornerG::matcolor" "0.55 0.65 0.75 1" "0.55 0.65 0.75 0.5" "250" ;
transition "InHellNewGameResetMiddleG::matcolor" "0.55 0.65 0.75 1" "0.55 0.65 0.75 0.5" "250" ;
transition "InHellNewGameResetRCornerG::matcolor" "0.55 0.65 0.75 1" "0.55 0.65 0.75 0.5" "250" ;
transition "InHellNewGameResetCornerBG::matcolor" "0.55 0.65 0.75 0.5" "0.45 0.55 0.7 0.3" "200" ;
transition "InHellNewGameResetMiddleBG::matcolor" "0.55 0.65 0.75 0.5" "0.45 0.55 0.7 0.3" "200" ;
transition "InHellNewGameResetRCornerBG::matcolor" "0.55 0.65 0.75 0.5" "0.45 0.55 0.7 0.3" "200" ;

set "exitanim" "0" ;
set "desktop::selected" "0" ;
transition "InHellNewGameBtnText::forecolor" "1 1 1 0.1" "1 1 1 0.4" "200" ;

resetTime "AnimInHellNewGame" "0" ;
}
}

//BUTTON TEXT

        //"New Game"
windowDef IHNGBtnText0 {
rect 0, 0, 240, 16
text "#str_02207"
textscale 0.35
font "fonts/micro" //"fonts/bank"
forecolor 1, 1, 1, .9 //.25
}

        //"Difficulty"
windowDef IHNGBtnText1 {
rect 0, 28, 120, 16
text "#str_3666044"
textscale 0.27
font "fonts/micro"
forecolor 0.6, 1, 1, 1
}

        //Difficulty Choice
choiceDef IHNGBtnText2 {
rect 110, 35, 100, 10
choices "#str_3666041"
values "0;1;2;3"
cvar "g_skill"
                liveUpdate 1
choiceType 1
// font "fonts/an"
font         "fonts/micro"
// font "fonts/bank"
textscale 0.22
textaligny -4
forecolor 0.6, 0.8, 0.8, 1
}

        //"Select Scene"
windowDef IHNGBtnText3 {
rect 0, 50, 180, 16
text "#str_3666043"
textscale 0.27
font "fonts/micro"
forecolor 0.6, 1, 1, 1
}

        //Scene Name
choiceDef IHNGBtnText4 {
rect 110, 57, 220, 10
choices "IN HELL INTRODUCTION;ENTRANCE;EVIL HATRED;PLACE OF DEATH;IN HELL - BONUS MAP;UNHOLY CHAMBERS;DEAD SIMPLE;VILLAGE;THE CRUEL;DEMONIC;PHOBOS ANOMALY;ENTRANCE NG+;EVIL HATRED NG+;PLACE OF DEATH NG+;UNHOLY CHAMBERS NG+;HOUSE OF SUFFERING NG+;DEAD SIMPLE NG+;VILLAGE NG+;THE CRUEL NG+;DEMONIC NG+;PHOBOS ANOMALY NG+;SECOND TOWER OF BABEL NG+"
values "introduction;entrance;evil_hatred;place_of_death;e1m1;unholy_chambers;dead_simple;village;the_cruel;demonic;phobos_anomaly;entrance2;evil_hatred2;place_of_death2;unholy_chambers2;house_of_suffering;dead_simple2;village2;the_cruel2;demonic2;phobos_anomaly2;second_tower_of_babel" //"#str_3666046"
gui "gui_ngscene2"
           liveUpdate 1
choiceType 1
textscale 0.22
font         "fonts/micro"
textaligny -4
forecolor 0.6, 0.8, 0.8, 1

        onTime 0 {
if ( "gui::gui_ngscene2" == 0 ) {
set     "IHNGBtnText5::text" "#str_04698" ;
set     "SceneScreen2::background" "gui/v_mainmenu/vmap_introduction" ;
        } else if ( "gui::gui_ngscene2" == 1 ) {
set     "IHNGBtnText5::text" "#str_04698" ;
set     "SceneScreen2::background" "gui/v_mainmenu/vmap_entrance" ;
        } else if ( "gui::gui_ngscene2" == 2 ) {
set     "IHNGBtnText5::text" "#str_04698" ;
set     "SceneScreen2::background" "gui/v_mainmenu/vmap_evilhatred" ;
        } else if ( "gui::gui_ngscene2" == 3 ) {
set     "IHNGBtnText5::text" "#str_04698" ;
set     "SceneScreen2::background" "gui/v_mainmenu/vmap_place_of_death" ;
        } else if ( "gui::gui_ngscene2" == 4 ) {
set     "IHNGBtnText5::text" "#str_04698" ;
set     "SceneScreen2::background" "gui/v_mainmenu/vmap_e1m1" ;
        } else if ( "gui::gui_ngscene2" == 5 ) {
set     "IHNGBtnText5::text" "#str_04698" ;
set     "SceneScreen2::background" "gui/v_mainmenu/vmap_unholy_chambers" ;
        } else if ( "gui::gui_ngscene2" == 6 ) {
set     "IHNGBtnText5::text" "#str_04698" ;
set     "SceneScreen2::background" "gui/v_mainmenu/vmap_dead_simple" ;
        } else if ( "gui::gui_ngscene2" == 7 ) {
set     "IHNGBtnText5::text" "#str_04698" ;
set     "SceneScreen2::background" "gui/v_mainmenu/vmap_village" ;
        } else if ( "gui::gui_ngscene2" == 8 ) {
set     "IHNGBtnText5::text" "#str_04698" ;
set     "SceneScreen2::background" "gui/v_mainmenu/vmap_the_cruel" ;
        } else if ( "gui::gui_ngscene2" == 9 ) {
set     "IHNGBtnText5::text" "#str_04698" ;
set     "SceneScreen2::background" "gui/v_mainmenu/vmap_demonic" ;
        } else if ( "gui::gui_ngscene2" == 10 ) {
set     "IHNGBtnText5::text" "#str_04698" ;
set     "SceneScreen2::background" "gui/v_mainmenu/vmap_phobos_anomaly" ;
        } else if ( "gui::gui_ngscene2" == 11 ) {
set     "IHNGBtnText5::text" "#str_04698" ;
set     "SceneScreen2::background" "gui/v_mainmenu/vmap_entrance2" ;
        } else if ( "gui::gui_ngscene2" == 12 ) {
set     "IHNGBtnText5::text" "#str_04698" ;
set     "SceneScreen2::background" "gui/v_mainmenu/vmap_evilhatred2" ;
        } else if ( "gui::gui_ngscene2" == 13 ) {
set     "IHNGBtnText5::text" "#str_04698" ;
set     "SceneScreen2::background" "gui/v_mainmenu/vmap_place_of_death2" ;
        } else if ( "gui::gui_ngscene2" == 14 ) {
set     "IHNGBtnText5::text" "#str_04698" ;
set     "SceneScreen2::background" "gui/v_mainmenu/vmap_unholy_chambers2" ;
        } else if ( "gui::gui_ngscene2" == 15 ) {
set     "IHNGBtnText5::text" "#str_04698" ;
set     "SceneScreen2::background" "gui/v_mainmenu/vmap_house_of_suffering" ;
        } else if ( "gui::gui_ngscene2" == 16 ) {
set     "IHNGBtnText5::text" "#str_04698" ;
set     "SceneScreen2::background" "gui/v_mainmenu/vmap_dead_simple2" ;
        } else if ( "gui::gui_ngscene2" == 17 ) {
set     "IHNGBtnText5::text" "#str_04698" ;
set     "SceneScreen2::background" "gui/v_mainmenu/vmap_village2" ;
        } else if ( "gui::gui_ngscene2" == 18 ) {
set     "IHNGBtnText5::text" "#str_04698" ;
set     "SceneScreen2::background" "gui/v_mainmenu/vmap_the_cruel2" ;
        } else if ( "gui::gui_ngscene2" == 19 ) {
set     "IHNGBtnText5::text" "#str_04698" ;
set     "SceneScreen2::background" "gui/v_mainmenu/vmap_demonic2" ;
        } else if ( "gui::gui_ngscene2" == 20 ) {
set     "IHNGBtnText5::text" "#str_04698" ;
set     "SceneScreen2::background" "gui/v_mainmenu/vmap_phobos_anomaly2" ;
        } else if ( "gui::gui_ngscene2" == 21 ) {
set     "IHNGBtnText5::text" "#str_04698" ;
set     "SceneScreen2::background" "gui/v_mainmenu/vmap_second_tower_of_babel" ;
   }
                }
        onTime 250 {
               resetTime "0" ;
                }

}

        //Scene Subtitle
windowDef IHNGBtnText5 {
rect 110, 60, 240, 14
text "#str_03468"
textscale 0.20
font "fonts/an"
textscale 0.20
textaligny 3
forecolor 0.6, 0.6, 0.6, 1
}

        //Level sliders
windowDef IHNGmapslider1 {
rect -3, 82, 0, 0
background "gui/v_mainmenu/vmapslider1"
matcolor 0.55 ,0.65 ,0.75 ,1
noevents        1
}
windowDef IHNGmapslider2 {
rect 15, 82, 0, 0
background "gui/v_mainmenu/vmapslider2"
matcolor 0.55 ,0.65 ,0.75 ,1
                matscalex       25
noevents        1
}
windowDef IHNGmapslider3 {
rect 465, 82, 0, 0
background "gui/v_mainmenu/vmapslider1"
matcolor 0.55 ,0.65 ,0.75 ,1
noevents        1
}

windowDef InHellMapCurrentChoice {
        rect -3+("gui::gui_ngscene2"*18), 82, 0, 0
        background "gui/v_mainmenu/vmapslider_btn"
        matcolor 0.55 ,0.65 ,0.75 ,0.75
        }

        //"Play Custom"
windowDef IHNGBtnText6 {
rect 360, 28, 180, 16
text "#str_3666047"
textscale 0.27
font "fonts/micro"
forecolor 0.6, 1, 1, 1
}

windowDef InHellCustomBackground {
rect 360, 55, 144, 14

windowDef InHellBckL {
rect 1, 0, 8, 14
background "gui/mainmenu/select_edge"
matcolor 0, 0, 0, 1
noevents 1
}
windowDef InHellBckM {
rect 9, 0, 127, 14
background "gui/mainmenu/select_border"
matcolor 0, 0, 0, 1
noevents 1
}
windowDef InHellBckR {
rect 136, 0, 8, 14
background "gui/mainmenu/select_angle"
matcolor 0, 0, 0, 1
noevents 1
}
}

windowDef IHNGcustom_case {
rect 348, 57, 10, 10
background "gui/v_mainmenu/vcase_off"
matcolor 0.55 ,0.65 ,0.75 ,.75
                float           "casecheck" "0"

                onActionrelease {
if ("IHNGcustom_case::casecheck" == 0) {
         set "IHNGcustom_case::casecheck" "1" ;
         set "IHNGcustom_case::background" "gui/v_mainmenu/vcase_on" ;
                        } else {
         set "IHNGcustom_case::casecheck" "0" ;
         set "IHNGcustom_case::background" "gui/v_mainmenu/vcase_off" ;
                        }
                }
}

editDef IHNGcustomPrimary {
rect 362, 55, 140, 14
cvar "si_map"
// cvar "si_serverurl"
maxchars 40
font "fonts/bank"
textscale 0.23
textaligny -4
forecolor 0.6, 0.8, 0.8, 1
}

}


And here's the code for the original "New Game" menu that the In Hell menu is based on:


//********************************************************************************************************************************//

//--NEW GAME SCREEN--//

//********************************************************************************************************************************//

//Scene Screen
windowDef SceneScreen {
rect 180, 80, 280, 230
background "gui/v_mainmenu/vmap_mc1"
matcolor 0.65 ,1 ,1 ,0
// backcolor 0.5 ,0 ,0 ,.5
        visible         1
noevents 1
}

//NEW GAME BACKGROUND

windowDef NewGameBackground {
rect 0, 0, 640, 480
visible 0

//CONTENT AREA

//background part 1
windowDef NewGameBgMain1 {
rect 32, 272, 32, 32
background "gui/v_mainmenu/vcontent_corner"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
//background part 2
windowDef NewGameBgMain2 {
rect 64, 272, 32, 32
background "gui/v_mainmenu/vcontent_border"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
windowDef NewGameBgMain2a {
rect 96, 272, 32, 32
background "gui/v_mainmenu/vcontent_border"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
windowDef NewGameBgMain2b {
rect 128, 272, 32, 32
background "gui/v_mainmenu/vcontent_border"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
windowDef NewGameBgMain2c {
rect 160, 272, 32, 32
background "gui/v_mainmenu/vcontent_border"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
windowDef NewGameBgMain2d {
rect 192, 272, 32, 32
background "gui/v_mainmenu/vcontent_border"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
windowDef NewGameBgMain2e {
rect 224, 272, 32, 32
background "gui/v_mainmenu/vcontent_border"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
windowDef NewGameBgMain2f {
rect 256, 272, 32, 32
background "gui/v_mainmenu/vcontent_border"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
windowDef NewGameBgMain2g {
rect 288, 272, 32, 32
background "gui/v_mainmenu/vcontent_border"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
windowDef NewGameBgMain2h {
rect 320, 272, 32, 32
background "gui/v_mainmenu/vcontent_border"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
windowDef NewGameBgMain2i {
rect 352, 272, 32, 32
background "gui/v_mainmenu/vcontent_border"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
windowDef NewGameBgMain2j {
rect 384, 272, 32, 32
background "gui/v_mainmenu/vcontent_border"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
windowDef NewGameBgMain2k {
rect 416, 272, 32, 32
background "gui/v_mainmenu/vcontent_border"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
windowDef NewGameBgMain2l {
rect 448, 272, 32, 32
background "gui/v_mainmenu/vcontent_border"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
windowDef NewGameBgMain2m {
rect 480, 272, 32, 32
background "gui/v_mainmenu/vcontent_border"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
windowDef NewGameBgMain2n {
rect 512, 272, 32, 32
background "gui/v_mainmenu/vcontent_border"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
windowDef NewGameBgMain2o {
rect 544, 272, 32, 32
background "gui/v_mainmenu/vcontent_border"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}

//background part 3
windowDef NewGameBgMain3 {
rect 576, 272, -32, 32
background "gui/v_mainmenu/vcontent_corner"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
//background part 4
windowDef NewGameBgMain4 {
rect 32, 304, -32, 32
background "gui/v_mainmenu/vcontent_border_v"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
//background part 5
windowDef NewGameBgMain5 {
rect 64, 304, 512, 64
backcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
//background part 6
windowDef NewGameBgMain6 {
rect 576, 304, 32, 32
background "gui/v_mainmenu/vcontent_border_v"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
//background part 7
windowDef NewGameBgMain7 {
rect 32, 336, -32, 32
background "gui/v_mainmenu/vcontent_border_v"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
//background part 8
windowDef NewGameBgMain8 {
rect 576, 336, 32, 32
background "gui/v_mainmenu/vcontent_border_v"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
//background part 9
windowDef NewGameBgMain9 {
rect 32, 368, 32, -32
background "gui/v_mainmenu/vcontent_corner"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}

//background part 10
windowDef NewGameBgMain10 {
rect 64, 368, 32, -32
background "gui/v_mainmenu/vcontent_border"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
windowDef NewGameBgMain10a {
rect 96, 368, 32, -32
background "gui/v_mainmenu/vcontent_border"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
windowDef NewGameBgMain10b {
rect 128, 368, 32, -32
background "gui/v_mainmenu/vcontent_border"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
windowDef NewGameBgMain10c {
rect 160, 368, 32, -32
background "gui/v_mainmenu/vcontent_border"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
windowDef NewGameBgMain10d {
rect 192, 368, 32, -32
background "gui/v_mainmenu/vcontent_border"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
windowDef NewGameBgMain10e {
rect 224, 368, 32, -32
background "gui/v_mainmenu/vcontent_border"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
windowDef NewGameBgMain10f {
rect 256, 368, 32, -32
background "gui/v_mainmenu/vcontent_border"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
windowDef NewGameBgMain10g {
rect 288, 368, 32, -32
background "gui/v_mainmenu/vcontent_border"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
windowDef NewGameBgMain10h {
rect 320, 368, 32, -32
background "gui/v_mainmenu/vcontent_border"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
windowDef NewGameBgMain10i {
rect 352, 368, 32, -32
background "gui/v_mainmenu/vcontent_border"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
windowDef NewGameBgMain10j {
rect 384, 368, 32, -32
background "gui/v_mainmenu/vcontent_border"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
windowDef NewGameBgMain10k {
rect 416, 368, 32, -32
background "gui/v_mainmenu/vcontent_border_half"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
windowDef NewGameBgMain10l {
rect 448, 368, 32, -32
background "gui/v_mainmenu/vcontent_border_none"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
windowDef NewGameBgMain10m {
rect 480, 368, 32, -32
background "gui/v_mainmenu/vcontent_border_none"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
windowDef NewGameBgMain10n {
rect 512, 368, -32, -32
background "gui/v_mainmenu/vcontent_border_half"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
windowDef NewGameBgMain10o {
rect 544, 368, -32, -32
background "gui/v_mainmenu/vcontent_border"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}

//background part 11
windowDef NewGameBgMain11 {
rect 576, 368, -32, -32
background "gui/v_mainmenu/vcontent_corner"
matcolor 0.18 ,0.25 ,0.32 ,0
noevents 1
}
//background part 12
windowDef NewGameBgMain12 {
rect 48, 280, 560, 112
background "gui/v_mainmenu/vswarm2"
matcolor 1, 1, 1, 0
noevents 1
}

//APPLY CHANGES button
//NewGame button left edge
windowDef NewGameResetCorner {
rect 416, 384, 32, 32
noevents 1

//NewGame button left edge
windowDef NewGameResetCornerBG {
rect 0, 0, 32, 32
background "gui/v_mainmenu/vcontent_btn_side"
matcolor 0.45 ,0.55 ,0.7 ,0
noevents 1
}

//NewGame button left edge Glow
windowDef NewGameResetCornerG {
rect 0, 0, 32, 32
background "gui/v_mainmenu/vcontent_btn_side"
matcolor 0.55 ,0.65 ,0.75 ,0
noevents 1
}
}

//NewGame button middle
windowDef NewGameResetMiddle {
rect 448, 384, 64, 32
noevents 1

//NewGame button middle
windowDef NewGameResetMiddleBG {
rect 0, 0, 64, 32
background "gui/v_mainmenu/vcontent_btn_center"
matcolor 0.45 ,0.55 ,0.7 ,0
noevents 1
}

//NewGame button middle Glow
windowDef NewGameResetMiddleG {
rect 0, 0, 64, 32
background "gui/v_mainmenu/vcontent_btn_center"
matcolor 0.55 ,0.65 ,0.75 ,0
noevents 1
}
}

//NewGame button right edge
windowDef NewGameResetRCorner {
rect 512, 384, 32, 32
noevents 1

//NewGame button right edge
windowDef NewGameResetRCornerBG {
rect 0, 0, -32, 32
background "gui/v_mainmenu/vcontent_btn_side"
matcolor 0.45 ,0.55 ,0.7 ,0
noevents 1
}

//NewGame button right edge Glow
windowDef NewGameResetRCornerG {
rect 0, 0, -32, 32
background "gui/v_mainmenu/vcontent_btn_side"
matcolor 0.55 ,0.65 ,0.75 ,0
noevents 1
}
}

//Title bar
windowDef NGTitleBar {
rect 64, 310, 512, 1
backcolor 0.55, 0.65, 0.75, 0.35
noevents 1
}

}


//NEW GAME CONTAINER

windowDef NewGameContainer {
rect 64, 288, 512, 144
visible 0

////LAUNCH
windowDef ResetNewGameBtnText {
rect 356, 102, 118, 24
text "#str_3666042"
textscale 0.25
textalign 1
textaligny 3
forecolor 0.6, 1, 1, 1
float "exitanim" 0

onMouseEnter {
transition "forecolor" "0.6 1 1 1" "1 1 1 1" "250" ;
transition "NewGameResetCornerG::matcolor" "0.8 0.9 1 1" "0.55 0.65 0.75 1" "250" ;
transition "NewGameResetMiddleG::matcolor" "0.8 0.9 1 1" "0.55 0.65 0.75 1" "250" ;
transition "NewGameResetRCornerG::matcolor" "0.8 0.9 1 1" "0.55 0.65 0.75 1" "250" ;
transition "NewGameResetCornerBG::matcolor" "0.45 0.55 0.7 0.3" "0.55 0.65 0.75 0.5" "200" ;
transition "NewGameResetMiddleBG::matcolor" "0.45 0.55 0.7 0.3" "0.55 0.65 0.75 0.5" "200" ;
transition "NewGameResetRCornerBG::matcolor" "0.45 0.55 0.7 0.3" "0.55 0.65 0.75 0.5" "200" ;
resetTime "ToolTip1" "0" ;
set "ToolTip1::text" "#str_02399" ;
set "ToolTip2::text" "#str_02399" ;
set "exitanim" "1" ;
}

onMouseExit {
if ("exitanim" == 1) {
transition "forecolor" "1 1 1 1" "0.6 1 1 1" "250" ;
transition "NewGameResetCornerG::matcolor" "0.55 0.65 0.75 1" "0.55 0.65 0.75 0.5" "250" ;
transition "NewGameResetMiddleG::matcolor" "0.55 0.65 0.75 1" "0.55 0.65 0.75 0.5" "250" ;
transition "NewGameResetRCornerG::matcolor" "0.55 0.65 0.75 1" "0.55 0.65 0.75 0.5" "250" ;
transition "NewGameResetCornerBG::matcolor" "0.55 0.65 0.75 0.5" "0.45 0.55 0.7 0.3" "200" ;
transition "NewGameResetMiddleBG::matcolor" "0.55 0.65 0.75 0.5" "0.45 0.55 0.7 0.3" "200" ;
transition "NewGameResetRCornerBG::matcolor" "0.55 0.65 0.75 0.5" "0.45 0.55 0.7 0.3" "200" ;
resetTime "ToolTip2" "0" ;
set "exitanim" "0" ;
}
}
onAction {
resetTime "ToolTip2" "0" ;
set "cmd" "play guisounds_chirpconnect" ;

resetTime "AnimNewGameToMain" "0" ;

set "NewGameMenuParent::optionsSelected" "0" ;

transition "forecolor" "1 1 1 1" "0.6 1 1 1" "250" ;
transition "NewGameResetCornerG::matcolor" "0.55 0.65 0.75 1" "0.55 0.65 0.75 0.5" "250" ;
transition "NewGameResetMiddleG::matcolor" "0.55 0.65 0.75 1" "0.55 0.65 0.75 0.5" "250" ;
transition "NewGameResetRCornerG::matcolor" "0.55 0.65 0.75 1" "0.55 0.65 0.75 0.5" "250" ;
transition "NewGameResetCornerBG::matcolor" "0.55 0.65 0.75 0.5" "0.45 0.55 0.7 0.3" "200" ;
transition "NewGameResetMiddleBG::matcolor" "0.55 0.65 0.75 0.5" "0.45 0.55 0.7 0.3" "200" ;
transition "NewGameResetRCornerBG::matcolor" "0.55 0.65 0.75 0.5" "0.45 0.55 0.7 0.3" "200" ;

set "exitanim" "0" ;
set "desktop::selected" "0" ;
transition "NewGameBtnText::forecolor" "1 1 1 0.1" "1 1 1 0.4" "200" ;

resetTime "AnimNewGame" "0" ;
}
}

//BUTTON TEXT

        //"New Game"
windowDef NGBtnText0 {
rect 0, 0, 240, 16
text "#str_02207"
textscale 0.35
font "fonts/micro" //"fonts/bank"
forecolor 1, 1, 1, .9 //.25
}

        //"Difficulty"
windowDef NGBtnText1 {
rect 0, 28, 120, 16
text "#str_3666044"
textscale 0.27
font "fonts/micro"
forecolor 0.6, 1, 1, 1
}

        //Difficulty Choice
choiceDef NGBtnText2 {
rect 110, 35, 100, 10
choices "#str_3666041"
values "0;1;2;3"
cvar "g_skill"
                liveUpdate 1
choiceType 1
// font "fonts/an"
font         "fonts/micro"
// font "fonts/bank"
textscale 0.22
textaligny -4
forecolor 0.6, 0.8, 0.8, 1
}

        //"Select Scene"
windowDef NGBtnText3 {
rect 0, 50, 180, 16
text "#str_3666043"
textscale 0.27
font "fonts/micro"
forecolor 0.6, 1, 1, 1
}

        //Scene Name
choiceDef NGBtnText4 {
rect 110, 57, 220, 10
choices "MARS CITY;MARS CITY UNDERGROUND;MARS CITY REVISITED;ADMINISTRATION;ALPHA LABS - SECTOR 1;ALPHA LABS - SECTOR 2;ALPHA LABS - SECTOR 3;ALPHA LABS - SECTOR 4;ENPRO PLANT;COMMUNICATIONS TRANSFER;COMMUNICATIONS;MONORAIL SKYBRIDGE;RECYCLING - SECTOR 2;MONORAIL;DELTA LABS - LEVEL 1;DELTA LABS - LEVEL 2A;DELTA LABS - LEVEL 2B;DELTA LABS - LEVEL 3;DELTA LABS - LEVEL 4;SHORES OF HELL;OUR LAST HOPE;TOWER OF BABEL;ICON OF SIN;DELTA COMPLEX;CPU COMPLEX;CENTRAL PROCESSING;SITE 3;CAVERNS AREA 1;CAVERNS AREA 2;PRIMARY EXCAVATION"
values "marscity1;mcunderground;marscity2;admin;alpha1;alpha2;alpha3;alpha4;enpro;commout;communications;recycling1;recycling2;monorail;delta1;delta2a;delta2b;delta3;delta4;hell;lasthope;tower;sin;delta5;cpu1;cpuboss;site3;caverns1;caverns2;hellhole" //"#str_3666046"
gui "gui_ngscene"
           liveUpdate 1
choiceType 1
textscale 0.22
font         "fonts/micro"
textaligny -4
forecolor 0.6, 0.8, 0.8, 1

        onTime 0 {
if ("gui::gui_ngscene" == 0) {
set     "NGBtnText5::text" "#str_03468" ;
set     "SceneScreen::background" "gui/v_mainmenu/vmap_mc1" ;
        } else if ( "gui::gui_ngscene" == 1 ) {
set     "NGBtnText5::text" "#str_03504" ;
set     "SceneScreen::background" "gui/v_mainmenu/vmap_mcu" ;
        } else if ( "gui::gui_ngscene" == 2 ) {
set     "NGBtnText5::text" "#str_03468" ;
set     "SceneScreen::background" "gui/v_mainmenu/vmap_mc2" ;
        } else if ( "gui::gui_ngscene" == 3 ) {
set     "NGBtnText5::text" "#str_02647" ;
set     "SceneScreen::background" "gui/v_mainmenu/vmap_adm" ;
        } else if ( "gui::gui_ngscene" == 4 ) {
set     "NGBtnText5::text" "#str_03474" ;
set     "SceneScreen::background" "gui/v_mainmenu/vmap_al1" ;
        } else if ( "gui::gui_ngscene" == 5 ) {
set     "NGBtnText5::text" "#str_03474" ;
set     "SceneScreen::background" "gui/v_mainmenu/vmap_al2" ;
        } else if ( "gui::gui_ngscene" == 6 ) {
set     "NGBtnText5::text" "#str_03474" ;
set     "SceneScreen::background" "gui/v_mainmenu/vmap_al3" ;
        } else if ( "gui::gui_ngscene" == 7 ) {
set     "NGBtnText5::text" "#str_03474" ;
set     "SceneScreen::background" "gui/v_mainmenu/vmap_al4" ;
        } else if ( "gui::gui_ngscene" == 8 ) {
set     "NGBtnText5::text" "#str_03498" ;
set     "SceneScreen::background" "gui/v_mainmenu/vmap_enp" ;
        } else if ( "gui::gui_ngscene" == 9 ) {
set     "NGBtnText5::text" "#str_03484" ;
set     "SceneScreen::background" "gui/v_mainmenu/vmap_como" ;
        } else if ( "gui::gui_ngscene" == 10 ) {
set     "NGBtnText5::text" "#str_03482" ;
set     "SceneScreen::background" "gui/v_mainmenu/vmap_com1" ;
        } else if ( "gui::gui_ngscene" == 11 ) {
set     "NGBtnText5::text" "#str_03505" ;
set     "SceneScreen::background" "gui/v_mainmenu/vmap_rec1" ;
        } else if ( "gui::gui_ngscene" == 12 ) {
set     "NGBtnText5::text" "#str_03509" ;
set     "SceneScreen::background" "gui/v_mainmenu/vmap_rec2" ;
        } else if ( "gui::gui_ngscene" == 13 ) {
set     "NGBtnText5::text" "#str_03505" ;
set     "SceneScreen::background" "gui/v_mainmenu/vmap_mora" ;
        } else if ( "gui::gui_ngscene" == 14 ) {
set     "NGBtnText5::text" "#str_03493" ;
set     "SceneScreen::background" "gui/v_mainmenu/vmap_del1" ;
        } else if ( "gui::gui_ngscene" == 15 ) {
set     "NGBtnText5::text" "#str_03493" ;
set     "SceneScreen::background" "gui/v_mainmenu/vmap_del2a" ;
        } else if ( "gui::gui_ngscene" == 16 ) {
set     "NGBtnText5::text" "#str_03493" ;
set     "SceneScreen::background" "gui/v_mainmenu/vmap_del2b" ;
        } else if ( "gui::gui_ngscene" == 17 ) {
set     "NGBtnText5::text" "#str_03493" ;
set     "SceneScreen::background" "gui/v_mainmenu/vmap_del3" ;
        } else if ( "gui::gui_ngscene" == 18 ) {
set     "NGBtnText5::text" "#str_03493" ;
set     "SceneScreen::background" "gui/v_mainmenu/vmap_del4" ;
        } else if ( "gui::gui_ngscene" == 19 ) {
set     "NGBtnText5::text" "#str_04698" ;
set     "SceneScreen::background" "gui/v_mainmenu/vmap_hell" ;
        } else if ( "gui::gui_ngscene" == 20 ) {
set     "NGBtnText5::text" "#str_04698" ;
set     "SceneScreen::background" "gui/v_mainmenu/vmap_hell" ;
        } else if ( "gui::gui_ngscene" == 21 ) {
set     "NGBtnText5::text" "#str_04698" ;
set     "SceneScreen::background" "gui/v_mainmenu/vmap_hell" ;
        } else if ( "gui::gui_ngscene" == 22 ) {
set     "NGBtnText5::text" "#str_04698" ;
set     "SceneScreen::background" "gui/v_mainmenu/vmap_hell" ;
        } else if ( "gui::gui_ngscene" == 23 ) {
set     "NGBtnText5::text" "#str_03493" ;
set     "SceneScreen::background" "gui/v_mainmenu/vmap_del5" ;
        } else if ( "gui::gui_ngscene" == 24 ) {
set     "NGBtnText5::text" "#str_03485" ;
set     "SceneScreen::background" "gui/v_mainmenu/vmap_cpu" ;
        } else if ( "gui::gui_ngscene" == 25 ) {
set     "NGBtnText5::text" "#str_03486" ;
set     "SceneScreen::background" "gui/v_mainmenu/vmap_cpub" ;
        } else if ( "gui::gui_ngscene" == 26 ) {
set     "NGBtnText5::text" "#str_03511" ;
set     "SceneScreen::background" "gui/v_mainmenu/vmap_sit" ;
        } else if ( "gui::gui_ngscene" == 27 ) {
set     "NGBtnText5::text" "#str_03479" ;
set     "SceneScreen::background" "gui/v_mainmenu/vmap_cav1" ;
        } else if ( "gui::gui_ngscene" == 28 ) {
set     "NGBtnText5::text" "#str_03481" ;
set     "SceneScreen::background" "gui/v_mainmenu/vmap_cav2" ;
        } else if ( "gui::gui_ngscene" == 29 ) {
set     "NGBtnText5::text" "#str_03501" ;
set     "SceneScreen::background" "gui/v_mainmenu/vmap_helo" ;
        }
                }
        onTime 250 {
               resetTime "0" ;
                }

}

        //Scene Subtitle
windowDef NGBtnText5 {
rect 110, 60, 240, 14
text "#str_03468"
textscale 0.20
font "fonts/an"
textscale 0.20
textaligny 3
forecolor 0.6, 0.6, 0.6, 1
}

        //Level sliders
windowDef NGmapslider1 {
rect -3, 82, 0, 0
background "gui/v_mainmenu/vmapslider1"
matcolor 0.55 ,0.65 ,0.75 ,1
noevents        1
}
windowDef NGmapslider2 {
rect 15, 82, 0, 0
background "gui/v_mainmenu/vmapslider2"
matcolor 0.55 ,0.65 ,0.75 ,1
                matscalex       25
noevents        1
}
windowDef NGmapslider3 {
rect 465, 82, 0, 0
background "gui/v_mainmenu/vmapslider1"
matcolor 0.55 ,0.65 ,0.75 ,1
noevents        1
}

windowDef MapCurrentChoice {
        rect -3+("gui::gui_ngscene"*18), 82, 0, 0
        background "gui/v_mainmenu/vmapslider_btn"
        matcolor 0.55 ,0.65 ,0.75 ,0.75
        }

        //"Play Custom"
windowDef NGBtnText6 {
rect 360, 28, 180, 16
text "#str_3666047"
textscale 0.27
font "fonts/micro"
forecolor 0.6, 1, 1, 1
}

windowDef CustomBackground {
rect 360, 55, 144, 14

windowDef BckL {
rect 1, 0, 8, 14
background "gui/mainmenu/select_edge"
matcolor 0, 0, 0, 1
noevents 1
}
windowDef BckM {
rect 9, 0, 127, 14
background "gui/mainmenu/select_border"
matcolor 0, 0, 0, 1
noevents 1
}
windowDef BckR {
rect 136, 0, 8, 14
background "gui/mainmenu/select_angle"
matcolor 0, 0, 0, 1
noevents 1
}
}

windowDef NGcustom_case {
rect 348, 57, 10, 10
background "gui/v_mainmenu/vcase_off"
matcolor 0.55 ,0.65 ,0.75 ,.75
                float           "casecheck" "0"

                onActionrelease {
if ("NGcustom_case::casecheck" == 0) {
         set "NGcustom_case::casecheck" "1" ;
         set "NGcustom_case::background" "gui/v_mainmenu/vcase_on" ;
                        } else {
         set "NGcustom_case::casecheck" "0" ;
         set "NGcustom_case::background" "gui/v_mainmenu/vcase_off" ;
                        }
                }
}

editDef NGcustomPrimary {
rect 362, 55, 140, 14
cvar "si_map"
// cvar "si_serverurl"
maxchars 40
font "fonts/bank"
textscale 0.23
textaligny -4
forecolor 0.6, 0.8, 0.8, 1
}

}


Please help if you can. I'm at a huge loss.
#22
Could somebody please do me a favor and make a red version of the guardian seeker's headlight LWO model? I don't have a way to do it myself. I tried editing the model file with a text editor but really messed it up. If somebody could do this I'd be very greatful.
#23
I need to remove a monster from the game when a cutscene is playing. How do u check if a cutscene is playing? I've looked in the events script and found nothing. I've tried adding the EnterCinematic and ExitCinematic voids to the monsters script but he doesn't respond to the code. I guess those only work for the player and weapons. Anybody know how to get this to work?
#24
id Tech 4 Level Editing / When to bsp and when not to bsp
September 11, 2015, 08:21:20 AM
Ok I've added stuff to maps and I've taken away from maps but when is it actually necessary to recompile a map. Like if I opened up a map with notepad and added a skin command to a monster so that it would have a certain skin would I need to recompile that map? I always do but I'm looking at making skin changes to a lot of maps and was hoping to hear I didn't have to recompile them all.
#25
Ok so I figure doom3.filefront.com is down right now but gamefront is still going and so all the stuff from doom3.filefront.com should still be available. Anyways I've been searching and downloading through gamefront like mad to find this one skin pack or mod that gave the demons these awesome new skins. Many of the designs consisted of solid black shiny skin with lots of orange glowing body parts. And I believe all of the monster's foot steps made fiery effects appear on the floor. Does anybody know what the name of this skin pack or mod is? I can't find it.   
#26
id Tech 4 Mods / BFG shakes screen on projectile impact
September 01, 2015, 08:13:33 PM
Ok so I've got this very simple question. How on earth do you stop the BFG from shaking the screen when a projectile it fires impacts with something? I want the primary projectile to shake and rumble the screen when it collides with something like it already does, but I don't want the secondary projectile which is a particle beam to make everything shake like that. I cannot figure out how to stop this when using the secondary fire mode. I've looked through the def and script files and I've combed the source too. Found nothing that triggers this. I've definitely missed something.
#27
Is there a tutorial somewhere that explains how to edit the files in the glprogs folder such as interaction.vfp? I've always been interested in modifying those files but never actually tried it out. I want the game to be shinier.
#28
id Tech 4 Mod Coding / Increase Particles
August 07, 2015, 07:29:35 PM
I've noticed that when I add too many effects to a particle effect that some of those effects wont show up when the particle effect is called on. Is there a way to increase this amount of allowed effects within a particle effect so that they all show up properly using the SDK no matter how many I want a particle effect to show?
#29
Ok I'm trying to make a ADS idle animation for the Super Shotgun using the original idle animation as a base. For the life of me I cant figure out how to export the animation because it tells me I don't have materials for the arms??

Could somebody please tell me where I can find a tut on how to properly export a very simple animation for a weapon view model? I was told I could simply move the weapon model over to the center of the axis and export it like that. Its idle animation would then be centered as it should be during its ADS animation. I've selected all and moved and rotated the model and its animation to the proper location and then I was told all I had to do was select the gun model by clicking on it and then export the animation. I keep getting errors regarding the player arms. Please help if u can.
#30
id Tech 4 Mod Coding / SDK question
July 15, 2015, 07:59:00 PM
You guys know what this is right:

#ifdef _D3XP

well is there a version of that that refers to Doom 3 standalone? Like:

#ifdef _GAME

or something like that?

#31
Hey guys I'm having an issue here with my mod Perfected Doom 3. For some reason I can no longer load any of my saved games no matter what kind they are. Quick, manual, auto. It doesn't matter. They never load. The loading screen comes up, it'll load maybe around a quarter or so of the map and then the game will lock up, the windows mouse cursor will pop up, and then I'll have to exit the game with the task manager or the game will crash on it's own and ask me to exit it. Have any of you ever had this issue with my mod or any other mod or Doom 3 retail? I've had a few people here and there tell me this has happened to them in the past but when I checked my saves they loaded up fine. Some have even said they get a console message when the map doesn't load saying : Error couldn't load console.

I do not get this message. I just get a lock up. Please help if you can. I have not tried reinstalling the game because vanilla Doom 3, and all of the other mods I have like Sikkmod or Blade Yautja load saved games just fine. There must be something up with my mod.
#32
Is there any way to add specular maps to bloodsplat decals or is this just not possible? I've tried doing it in so many different ways and it never works. The splat usually turns out solid black at best.
#33
Has anybody ever implemented enemies that grab u and hold u in place as they do damage to u? I was thinking about adding something like this to the zombies. Maybe they could grab u and if u don't press a certain key fast enough they kill u with one bite.
#34
Is it possible to have more then one specular or bump map coexist in the same material definition? I'm at work and just had a thought about this.
#35
id Tech 4 Scripting / Keep weapons from zooming in
July 03, 2015, 10:30:43 PM
I use to know this but can't remember it at all. How do you keep a weapon from zooming in when you press the zoom key? I think its something that you add to the def file. Anybody remember this?
#36
id Tech 4 Needs Help / Skinning artist needed
July 01, 2015, 12:37:04 PM
I'm looking for anybody interested in reskinning the arms and hands and possibly the thighs of the Doom 3 player model. This would include the character model and the weapon view models. I want to add armor to these parts of the body that have the same design style as the armor on his body. Let me know if anybody is interested.
#37
id Tech 4 Mods / Gibbing
June 29, 2015, 10:31:31 AM
When a monster gibs how does the game know where to start disintegrating the body? Is it an alpha texture thing? And is there a way to only let certain parts of the body disintegrate?
#38
id Tech 4 Models and Animations / Resizing models
June 23, 2015, 01:18:16 PM
What's the easiest way to resize a model and what should I look out for when resizing them?
#39
Could somebody please point me in the right direction? It's been so long since I've messed around with this sucker. I can't for the life of me remember how to set it up properly for compiling a dll for Doom 3.
#40
id Tech 4 Mods / Adding Coop to Doom 3
June 17, 2015, 01:38:47 PM
What all would it take to add coop to Doom 3? Like what would need to be added to make the game playable for multiple players? Would maps need to be remade? Would a large amount of code need to be added to the SDK? What all would it take?