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 Post subject: 6th venom HQ Mainmenu.
PostPosted: Tue Mar 04, 2008 11:02 am 
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Hi everybody!
I officially anounce the "6th venom HQ mainmenu" aka "2008' mainmenu update" for D3 1.3.1.

First of all, screenshots (D3 v1.00):
Image Image Image
Image Image Image

Second, at the moment i only got English and French traductions of my own strings, so i'm searching for BETA testers that must traduce strings into other languages like Dutch, Italian, Spanish, Russian, etc...

Technically, it's "only" a PK4, not a mod, no dll here, just assets, so you just need to put it in your base folder to have this HQ menu.

HQ because you must admit the vanilla D3 mainmenu look like "old", even in ultra quality you got dirty fonts, washed mars textures etc.

Here you got REAL HQ fonts, i redid Mars using real maps, you can choose your start map in new game, launch a custom one, see the mp player rotating while you choose your skin, much more options, and more.

I finished the Vanilla and ROE versions (with all the changes like a slightly different main screen, SP maps choose, MP colors, etc) plus i'm actually working on a "special" Denton Mod version, and new D3 music themes for each one.

So to finish, if you think you're really able to traduce about 40 strings in one of language other than En & Fr, and you want to be a Beta tester, put your hand up please! ;)
Don't know the release date cause i need some more languages...

Any comments are welcome,

Greg "6th Venom".

________________________________________________________________________________________________________________

Edit (18/03/2008)

I finally uploaded the Doom 3 version, here come links:
D3files: http://doom3.filefront.com/file/6th_Ven ... menu;87981
ModDB: http://www.moddb.com/games/33/doom-iii/ ... q-mainmenu

Enjoy!

________________________________________________________________________________________________________________

Edit (21/03/2008)

RoE v1.00b screenshots:
Image Image Image

IconLibrary included in the Pk4:
Image

here come a first link to the RoE 1.00b version:
http://www.moddb.com/games/33/doom-iii/ ... nmenu-100b

________________________________________________________________________________________________________________

Edit (22/03/2008)

link to the Doom 3 1.00b version:
http://doom3.filefront.com/file/6th_Ven ... menu;88226

2nd link to the RoE 1.00b version:
http://doom3.filefront.com/file/6th_Ven ... _ROE;88227

Cheers!

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Last edited by 6th Venom on Sat Mar 22, 2008 5:59 pm, edited 3 times in total.

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 Post subject: Re: 6th venom HQ Mainmenu.
PostPosted: Tue Mar 04, 2008 12:18 pm 
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I wouldn't mind seeing it firsthand but otherwise it looks pretty good.

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 Post subject: Re: 6th venom HQ Mainmenu.
PostPosted: Tue Mar 04, 2008 12:43 pm 
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looks cool, keep it up. I love the new game screen. It looks very fresh and professional. If your looking to upgrade the soundscape for the menu I can help but so far this looks tip top :D

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 Post subject: Re: 6th venom HQ Mainmenu.
PostPosted: Tue Mar 04, 2008 1:11 pm 
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rich_is_bored wrote:
I wouldn't mind seeing it firsthand but otherwise it looks pretty good.


Me too. This looks very impressive. I'm interested to see how you did the rotating player models without any SDK work. My own version of that requires SDK changes to get the colours to work...

http://www.the-emz.com/download/Movie_MD5.wmv

...a very old vid but I've made a new one in many months as I've been bust with other things.

Sim

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 Post subject: Re: 6th venom HQ Mainmenu.
PostPosted: Tue Mar 04, 2008 1:22 pm 
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Sim you always cease to amaze me :D

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 Post subject: Re: 6th venom HQ Mainmenu.
PostPosted: Tue Mar 04, 2008 1:28 pm 
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Douglas Quaid wrote:
Sim you always cease to amaze me :D


lol

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 Post subject: Re: 6th venom HQ Mainmenu.
PostPosted: Tue Mar 04, 2008 1:34 pm 
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rich_is_bored wrote:
I wouldn't mind seeing it firsthand but otherwise it looks pretty good

Shame on me cause i don't understand this one... what mean "wouldn't mind seeing it firsthand" please? :oops:

simulation wrote:
I'm interested to see how you did the rotating player models without any SDK work. My own version of that requires SDK changes to get the colours to work...


I had seen this one in the old post when i was searching how to render an animated MD5mesh. :wink:
My version not allow to dynamicly change its color with each RGB value :( , but i got a nice rotating scene too! :)

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 Post subject: Re: 6th venom HQ Mainmenu.
PostPosted: Tue Mar 04, 2008 1:40 pm 
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6th Venom wrote:
rich_is_bored wrote:
I wouldn't mind seeing it firsthand but otherwise it looks pretty good

Shame on me cause i don't understand this one... what mean "wouldn't mind seeing it firsthand" please? :oops:


We mean use the PK4s outselves instead of looking at screenshots.

6th Venom wrote:
simulation wrote:
I'm interested to see how you did the rotating player models without any SDK work. My own version of that requires SDK changes to get the colours to work...


I had seen this one in the old post when i was searching how to render an animated MD5mesh. :wink:
My version not allow to dynamicly change its color with each RGB value :( , but i got a nice rotating scene too! :)


Good job! Like I said, very impressive.

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 Post subject: Re: 6th venom HQ Mainmenu.
PostPosted: Tue Mar 04, 2008 2:25 pm 
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simulation wrote:
We mean use the PK4s outselves instead of looking at screenshots.

Oh! thooooo! ...thanks.
Come on guys, don't be affraid to offer less than 30 minutes of translation to me, you'll be able to "use PK4s yourselves instead of looking at screenshots"! :lol:


A more serious point, a friend tested it with Doom3 1.0 and it looks like this one don't care about other strings than the vanilla ones, any infos about that?
(I redid the test with a clean 1.3.1 and all is ok.)

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 Post subject: Re: 6th venom HQ Mainmenu.
PostPosted: Tue Mar 04, 2008 4:07 pm 
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I can translate to Portuguese (Portugal). just PM me with the files and a description of what i need to translate.

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 Post subject: Re: 6th venom HQ Mainmenu.
PostPosted: Tue Mar 04, 2008 5:44 pm 
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I'll translate it to Irish!

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 Post subject: Re: 6th venom HQ Mainmenu.
PostPosted: Tue Mar 04, 2008 9:33 pm 
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Argoon wrote:
I can translate to Portuguese (Portugal).

Douglas Quaid wrote:
I'll translate it to Irish!


Many thanks, i didn't knew this two ones were possible, sadly my game don't allow these languages...
My Sys_lang can only be English, German, French, Spanish, Italian, Russian, Polish, Korean, Japanese and Chinese.

Are yours different? I didn't heard about one or more Koreans, Japaneses or Chineses players here at D3W, so i don't plan to release those translations, the acceptable minimum would be:
English (done), French (done), Dutch(almost done). (without any disrespect to others languages)
Adding Spanish and Italian would be better, but if there are no translators, i'll not risk to do it by an internet site.

:idea: I think i'll do a very well commented english strings file , to allow each one to make its own translation if you really want it.

How many players here play with anything else than English, Dutch or French?

Edit: I'd need the 1.3.1 updated languages files in other languages than French and English, the only two ones that i got by the 1.3.1 installer.
(just in case somebody use my ingame "change language" option, to not look at some #str_****** everywhere in the menu)

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 Post subject: Re: 6th venom HQ Mainmenu.
PostPosted: Tue Mar 04, 2008 9:53 pm 
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Are you sure that all those languages are really necessary?
I think that if someone is able to download and install a mod, he can understand a menu written in english :mrgreen:

Anyway I'm italian... :lol:

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 Post subject: Re: 6th venom HQ Mainmenu.
PostPosted: Tue Mar 04, 2008 10:02 pm 
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Ivan_the_B wrote:
Are you sure that all those languages are really necessary?

Maybe not but...
Ivan_the_B wrote:
I think that if someone is able to download and install a mod, he can understand a menu written in english :mrgreen:

...does this player will play all the game in english just to see my menu?
Ivan_the_B wrote:
Anyway I'm italian... :lol:

...that's why america need you! ...or rather I DO! :wink:
Image
By The36venom

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 Post subject: Re: 6th venom HQ Mainmenu.
PostPosted: Tue Mar 04, 2008 10:19 pm 
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Lol I'll help you.
But anyone could play the game in his own language and use the menu in english if you include only that.

Edit: I mean... just write directly in the "text" fields of the gui and it'll be always the same whatever language is selected.

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 Post subject: Re: 6th venom HQ Mainmenu.
PostPosted: Tue Mar 04, 2008 10:39 pm 
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Yes, but since i didn't planned it like that, i used a combination of vanilla D3 and customs strings, so will i allow a screen to show some infos in your language and some in english at the same time on the screen? will it look professionnal or "high quality" assets?!? no... i can't, it's against my religion... :D

On a side note, i put an Icons library (DLL) into the PK4 as a sort of bonus, i use this one with all the Doom3 specific extensions like mtr, def, script, pk4, etc... will be usefull for some of you maybe.
Image
By The36venom


:roll: now time to acknowledge that i'm currently fighting with a strange (new) bug that randomly don't fade out the very first screen to the ROQ intro, but everything run okay after the intro.
This problem is really new, since i reworked/optimize some Gui transitions, i'm checking what's wrong at the moment... so i just sent my (commented) "english_venom_menu.lang" to Ivan_the_B (Italian job :D ), Douglas Quaid (Irish) and Argoon (Portuguese)...

Be sure that i really thank you guys, and i'll send you a link to the 30mb PK4 file as soon as i solve it! Be carrefull, it will autodestruct after 5 minutes and erase your Hard drives, that's a common bug.

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 Post subject: Re: 6th venom HQ Mainmenu.
PostPosted: Tue Mar 04, 2008 11:59 pm 
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Ivan_the_B wrote:
Are you sure that all those languages are really necessary?
I think that if someone is able to download and install a mod, he can understand a menu written in english

I don't know how to download and install a mod. With these new language advancements it will feel like christmas day and santa has delivered a glorious stack of top gifts and prizes :D

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 Post subject: Re: 6th venom HQ Mainmenu.
PostPosted: Wed Mar 05, 2008 12:25 am 
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Douglas Quaid wrote:
Ivan_the_B wrote:
Are you sure that all those languages are really necessary?
I think that if someone is able to download and install a mod, he can understand a menu written in english

I don't know how to download and install a mod. With these new language advancements it will feel like christmas day and santa has delivered a glorious stack of top gifts and prizes :D

lol :wink: :lol:

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 Post subject: Re: 6th venom HQ Mainmenu.
PostPosted: Wed Mar 05, 2008 1:54 pm 
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Damn, it looks like i made severals errors i my previous posts...
First, the worst, i didn't understood the joke about Irish... :oops: :roll: ...then i told about "Dutch" standing for German/Deutsch, i'm so a noob! i apologize to all Germans! :wink:

Back on topic, i removed the little transition bug, so i'm just waitting for some more translations. When i'll receive the German's and the Italian's one, i'll pack these and contact d3files for hosting.
Waiting too long for hypothetics traductors is not a good thing, so i'll copying and renaming the English strings' file to all missing languages for a first release. (as Ivan_the_B suggested.)

I share you the ROE main screen version...
Image
...and apologize for the wait time.

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 Post subject: Re: 6th venom HQ Mainmenu.
PostPosted: Wed Mar 05, 2008 4:58 pm 
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6th Venom wrote:
i didn't understood the joke about Irish... :oops:

What joke?

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