Quote Originally Posted by Timo View Post
A slide show could theoretically be done, by having widgets with the flash background bitmap checkbox ticked, and the background bitmap being the slide. Then have the widget autoclose after one fade in out cycle, and open another widget with a different bitmap when it closes.
So you can't just make a bitmap animate by itself, you need shaders or a switch of widget? I guess I might make a wall with an animated shader on it in the bsp, haven't decided yet.


Quote Originally Posted by Timo View Post
Yeah the open widget screen opens a whole new widget. But instead of trying to have everything handled by one overall widget, why not have two, where each has the same buttons, but one widget has the left menu activated, and another the right?
I think I understood you there, and tried it out. The only problem is when you go to the other one the level that was selected is lost (the left hand side showing the level pic and description is the extended description widget of the list down the right hand side). This was why I was trying to get all 10 list items to do a "replace self with widget" because that way seems to retain selection. If I could call a script that made them all do a "replace self with widget" that might fix it.

Quote Originally Posted by Timo View Post
I'm not too sure about this. Remembering back to some of the older custom SP maps, when you ran the map_name <name> command it brought you back to the last save point. I don't think you could get the UI to recognize the saves from custom maps. Unless of course you were able to script save points to be saved as a certian name, and have the UI call on each name via scripts. The UI could then be made to have ten or so buttons corresponding to save points within a campaign. When the widget is opened have the child button widgets calls a script. If the script is successful (the specific gamesave exists) the button would be created. If the script fails you can have a conditional widget open that's just an image of a greyed out button.
I've never done anything with conditional widgets, can you actually make it load a conditional widget based on the outcome of a script? If so I might be able to use it somewhere, I doubt it's the solution to multipule campaigns though.

Quote Originally Posted by Timo View Post
You can bypass this limit (The delta UI is up to ~80mb at the moment) by using Kornman's Tool_pro. I think it's on halomaps. If not, give me a buzz and i'll upload it for you.
I read somewhere recently (probablly in the CMT tagspace debate) that using Tool Pro can cause instabillity in-game, if that doesn't happen with UI maps though I'll probablly end up using tool pro later in the process.

Quote Originally Posted by Timo View Post
Piss around with the values of the .font tags in guerilla, that's how I got the text I used to look nice.
Do you know of any good tutorials for screwing with font tags, because I just had a look and tried to change something to no effect.