I couldn’t be at qcon itself, but I’ve got the forums, which should be just as good, right?
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[li] Is there any hope of seeing an improved GUI system? The D3/Q4 GUIs are cool and all, but they’re really lacking flexibility. For example, the layout cannot be dynamically modified, and they’re really lacking decent callback support. You can call script functions on events, but that really isn’t enough for some nice dynamic behaviour. For example, my Inventory mod uses a gui that is totally made up of hacks and workarounds. Here’s how it works: When the player opens the inventory, it swaps a boolean variable which tells some code in Player to poll every tic (YES, UGLY). When the onClick event is received in the gui itself, it sets a number of GUI state variables which are polled by the aforementioned player code. To determine which box the player clicked in, I grab the cursor position from the GUI and run some calculations on it to see find out which box the mouse cursor was in when the player clicked on it. Also, when the player is moving an item around within the inventory, I have to update two gui state variables every tic to reposition the window containing the image. This nice story is basically just an example of the hacks that have to be used to do anything remotely complex in doom3 GUI. Is GUI system in ET:QW: is it improved at all with greater flexibility? If not, is there any chance of making this a “feature request” from the modding community? I can understand that something like this is probably at the bottom of the priority list, especially if the commercial game itself doesn’t require this type of functionality, but it would be really nice to see. (I can provide a more detailed feature request if this is actually being considered seriously…)
[/li][li]In the qcon modding video, geometric texture generation was cited as one of the features of the new editor, to aide with the generation of megatextures. Is this process customizable in any way? If it works the way I’m thinking it works, TC mods will greatly appreciate some flexibility in this area (you know, in case the map isn’t on Earth, or something like that).
[/li][li]Can we get an official word on built-in AI support? “None” is the answer that’s been floating around, as far as I understand, but I’d like to get it straight once and for all.
[/li][li]There seems to be an “entity count ceiling” at about 1500 in doom3, meaning that if there are around 1500 entities in the view at once, the performance just up and dies. Has this been addressed at all in QW?
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Thanks!