motorsep@Posted: Sun Jan 06, 2013 9:12 pm :
So I am wondering how menus are done in Doom 3 BFG. Does anyone know what kind of SWF they use? Is it just bunch of frames of animation or does it include Action Script code?



motorsep@Posted: Mon Jan 07, 2013 12:56 am :
Ok, did some digging. It seems to me that Flex SDK can be used to make SWF menus.

I was looking at neo/swf/SWF_ScriptFunction.cpp and at first I though ActionScript is used in SWF and referenced in the code. Then I did some googling and got this:

http://opensource.adobe.com/svn/opensou ... ction.java

Note that it's the same constants as in BFG's code. Further digging got me to Flex SDK: http://sourceforge.net/adobe/flexsdk/wiki/About/

I still don't know how it's done, but I am wondering if menus can be made using some free tools like Flex SDK.



reckless@Posted: Mon Jan 07, 2013 3:20 pm :
Hmm i seem to remember baker had something going over at inside3d with the Flex sdk he might know a thing or two.



jmarshall23@Posted: Tue Jan 08, 2013 1:11 pm :
Flex if I remember is just a higher level version of flash, it all compiles down to swf at the end of the day(someone can correct me if I'm wrong). I'm not sure how the engine communicates to and from flash(try fscommand), but you should be able to export a swf, modify the filesystem code, and it should generate a bswf and display whatever your flash is in game.



Tr3B@Posted: Tue Jan 08, 2013 4:12 pm :
According to a keynote by Carmack was it a bad idea to write an ActionScript interpreter. It took several milliseconds to evaluate the guis for Rage so they replaced the ActionScript parts with C++ code. The engine imports .swf and writes .bswf automatically. The generate/ approach is very cool. Those binary files are automatically updated once the time stamp of a sourcefile is newer.
Is it the same time stamp then the binary file is preferred to load.



motorsep@Posted: Tue Jan 08, 2013 6:39 pm :
The question is still open. Are those menus mad as SWF files with with ActionScript (bfore BFG processes them)?



Ivan_the_B@Posted: Tue Jan 08, 2013 10:19 pm :
jmarshall23 wrote:
Flex if I remember is just a higher level version of flash, it all compiles down to swf at the end of the day(someone can correct me if I'm wrong).

Yes, a Flex project generates a swf.

We use Flex at work.
It's more like a framework for building RIA (ok, also desktop app thanks to AIR) that run on the Flash player.
It has its own components and declarative language for building the UI.
Event handling and all other things are done in ActionScript.

jmarshall23 wrote:
I'm not sure how the engine communicates to and from flash

I hope to read more about this sooner or later!



motorsep@Posted: Sun Jan 06, 2013 9:12 pm :
So I am wondering how menus are done in Doom 3 BFG. Does anyone know what kind of SWF they use? Is it just bunch of frames of animation or does it include Action Script code?



motorsep@Posted: Mon Jan 07, 2013 12:56 am :
Ok, did some digging. It seems to me that Flex SDK can be used to make SWF menus.

I was looking at neo/swf/SWF_ScriptFunction.cpp and at first I though ActionScript is used in SWF and referenced in the code. Then I did some googling and got this:

http://opensource.adobe.com/svn/opensou ... ction.java

Note that it's the same constants as in BFG's code. Further digging got me to Flex SDK: http://sourceforge.net/adobe/flexsdk/wiki/About/

I still don't know how it's done, but I am wondering if menus can be made using some free tools like Flex SDK.



reckless@Posted: Mon Jan 07, 2013 3:20 pm :
Hmm i seem to remember baker had something going over at inside3d with the Flex sdk he might know a thing or two.



jmarshall23@Posted: Tue Jan 08, 2013 1:11 pm :
Flex if I remember is just a higher level version of flash, it all compiles down to swf at the end of the day(someone can correct me if I'm wrong). I'm not sure how the engine communicates to and from flash(try fscommand), but you should be able to export a swf, modify the filesystem code, and it should generate a bswf and display whatever your flash is in game.



Tr3B@Posted: Tue Jan 08, 2013 4:12 pm :
According to a keynote by Carmack was it a bad idea to write an ActionScript interpreter. It took several milliseconds to evaluate the guis for Rage so they replaced the ActionScript parts with C++ code. The engine imports .swf and writes .bswf automatically. The generate/ approach is very cool. Those binary files are automatically updated once the time stamp of a sourcefile is newer.
Is it the same time stamp then the binary file is preferred to load.



motorsep@Posted: Tue Jan 08, 2013 6:39 pm :
The question is still open. Are those menus mad as SWF files with with ActionScript (bfore BFG processes them)?



Ivan_the_B@Posted: Tue Jan 08, 2013 10:19 pm :
jmarshall23 wrote:
Flex if I remember is just a higher level version of flash, it all compiles down to swf at the end of the day(someone can correct me if I'm wrong).

Yes, a Flex project generates a swf.

We use Flex at work.
It's more like a framework for building RIA (ok, also desktop app thanks to AIR) that run on the Flash player.
It has its own components and declarative language for building the UI.
Event handling and all other things are done in ActionScript.

jmarshall23 wrote:
I'm not sure how the engine communicates to and from flash

I hope to read more about this sooner or later!