Unfortunaly, I don't belong to the ones who had the joy of experiencing GMod's golden times but I just love the sorted, black UI style of GMod 10. Is there a way to get this on GMod 13?
I, too, am interestd. If for nothing else, nostalgia, as I've been GModding since GM10 launched,
Create a skin using the gmoddefault.psd located at materials/gwenskin in the garrysmod_dir.vpk
[QUOTE=_Chewgum;50556143]Create a skin using the gmoddefault.psd located at materials/gwenskin in the garrysmod_dir.vpk[/QUOTE]
surprises me how few of these skins actually exist
What did the GMOD 10 UI even look like? I'd want to try it out.
The old Garry's Mod used a different version of Derma that was darker, and looked a little better in my opinion. Still, nothing wrong with the way it looks right now.
[QUOTE=Dan41550;50557346]What did the GMOD 10 UI even look like? I'd want to try it out.[/QUOTE]
[IMG]http://vignette4.wikia.nocookie.net/half-life/images/0/03/Gmodmenu.jpg/revision/latest?cb=20090914145109&path-prefix=en[/IMG]
11 but close enough
[QUOTE=VeXan;50557578]NOSTALGIA[/QUOTE]
Holy crap the prop menu looks a hell of a lot more sorted than GM13's, "combine" "lol wtf"
Who decided that would be good to remove?
[QUOTE=WizardLizard;50563502]Holy crap the prop menu looks a hell of a lot more sorted than GM13's, "combine" "lol wtf"
Who decided that would be good to remove?[/QUOTE]
It was much easier to use. I have gotten used to the GM13 menus but if I could have the GM10/11 menus back I'd be all over that shit.
[QUOTE=TestECull;50563609]It was much easier to use. I have gotten used to the GM13 menus but if I could have the GM10/11 menus back I'd be all over that shit.[/QUOTE]
I honestly don't understand how you can say that.
[QUOTE=WizardLizard;50563502]Holy crap the prop menu looks a hell of a lot more sorted than GM13's, "combine" "lol wtf"
Who decided that would be good to remove?[/QUOTE]
Someone who thought that you should be able to create your own spawnlists, to suit your own needs, lay out props however you like.
[QUOTE=Robotboy655;50567203]I honestly don't understand how you can say that.[/QUOTE]
I will admit that it's been quite a while since I've used it and I may have forgotten some things it did better, but off the top of my head:
* Managing spawnlists. Ok, sure, it's easier to create one...but the fuckers don't stay like you left them. 99% of the time the only spawnlist I have open is SProps, yet every time I start the game it loads in the default Builder tab and keeps SProps' tab closed, making me have to go through and re-set my preferences. The old spawn menu didn't do that, you close the game with PHX open and everything else closed it loads up that way next session.
* They're hard to read as well. Rather than having them in a sizeable font up at the top they're down in a compressed column on the left.
* It was easier to see what the props were on the GM10 UI. It may show less of them but they were larger, and the dark background contrasted better than the light one of the GM13 menu.
* 'Browse' had its own tab dedicated to it, making it easier to use and keeping it from cluttering up the usual tab.
* (Subjective I know) It looked better. The new one is all stupid and bubbly and 'modern'. I hate that. That design philosphy is a large part of why I have Windows 7 using the built-in Classic theme, part of why I don't care for Nexus Mod Manager, etc. I don't like it in GMod any more than I do in any other app. Also bright AF, the dark colors of the old one were easier on the eyes.
[QUOTE=VeXan;50557578][t]http://media.moddb.com/cache/images/games/1/1/233/thumb_620x2000/gmod10_props.jpg[/t][/QUOTE]
reminds me of all the times i installed playermodels that didn't work
[QUOTE=TestECull;50567871]It looked better. The new one is all stupid and bubbly and 'modern'. I hate that. That design philosphy is a large part of why I have Windows 7 using the built-in Classic theme, part of why I don't care for Nexus Mod Manager, etc. I don't like it in GMod any more than I do in any other app. Also bright AF, the dark colors of the old one were easier on the eyes.[/QUOTE]
Precisely why I made this thread asking for a way to get the old UI and spawn menu running, at least the visual design of it.
On a sidenote, NMM is utter bullshit and whoever came up with its idea, deserves to have a programming language book slapped in their face with a lesson about why virtual directories are superior to replacing original files.
old gui is better becase its nat metro ui
[QUOTE=Oldrid;50568466]Precisely why I made this thread asking for a way to get the old UI and spawn menu running, at least the visual design of it.
On a sidenote, NMM is utter bullshit and whoever came up with its idea, deserves to have a programming language book slapped in their face with a lesson about why virtual directories are superior to replacing original files.[/QUOTE]
They need to learn what KISS is and why FOMM/F4MM remained the mod manager of choice until Bethesda forced our hands on FO4 Patch 1.5.
I mean, with this current UI, you can't even change individual colors of the menu, that level of customization would be very welcome to most.
As for the loading screen, [url]https://github.com/zerfgog/gmod10-loading[/url]
[QUOTE=TestECull;50567871]I will admit that it's been quite a while since I've used it and I may have forgotten some things it did better, but off the top of my head:
* Managing spawnlists. Ok, sure, it's easier to create one...but the fuckers don't stay like you left them. 99% of the time the only spawnlist I have open is SProps, yet every time I start the game it loads in the default Builder tab and keeps SProps' tab closed, making me have to go through and re-set my preferences. The old spawn menu didn't do that, you close the game with PHX open and everything else closed it loads up that way next session.
* They're hard to read as well. Rather than having them in a sizeable font up at the top they're down in a compressed column on the left.
* It was easier to see what the props were on the GM10 UI. It may show less of them but they were larger, and the dark background contrasted better than the light one of the GM13 menu.
* 'Browse' had its own tab dedicated to it, making it easier to use and keeping it from cluttering up the usual tab.
* (Subjective I know) It looked better. The new one is all stupid and bubbly and 'modern'. I hate that. That design philosphy is a large part of why I have Windows 7 using the built-in Classic theme, part of why I don't care for Nexus Mod Manager, etc. I don't like it in GMod any more than I do in any other app. Also bright AF, the dark colors of the old one were easier on the eyes.[/QUOTE]
1) I don't think the old spawnmenu saved opened spawnlist across sessions, I am pretty sure it just auto selected the first one on first spawn menu open.
I am also pretty sure that the SProps is a mod-added section, so don't blame the default spawnmenu for it.
Other than the sub-categories being collapsed on first spawnmenu load ( and the old menu didn't even have sub categories, how it was easier to use I will never understand ), every change you do to your spawnlists are saved in the exact same state as you have when saving, provided you actually press the Save button when you are done editing. Spawnlists will not switch places, lose props, change prop positions or names or whatever.
I don't even see how the closed/opened categories being reset can cause any problems, just click on it again, your finger won't fall off.
2) As I said, you can resize the icons to whatever you want. Right Click on an icon > Resize
3) I don't see how it was easier to use, but frankly, I don't even remember what it looked like. With the new system you can very easily create your own spawnlists with simple drag'n'drop - You don't have to visit the Browse section every time - just create your own spawnlist with commonly used by yourself props.
4) Skins exist. You can, with enough will, make it look exactly like you want. I am pretty sure there are already dark skins around.
[editline]23rd June 2016[/editline]
But hey, I am currently working on improving the current spawn menu, so if you have any suggestions for my consideration, feel free to shoot.
[editline]23rd June 2016[/editline]
[QUOTE=WizardLizard;50570778]I mean, with this current UI, you can't even change individual colors of the menu, that level of customization would be very welcome to most.[/QUOTE]
You can with skins, and you never could do it before without skins.
[QUOTE=Robotboy655;50571187]every change you do to your spawnlists are saved in the exact same state as you have when saving[/QUOTE]
What I still don't get about GM13 - Even if you change the numbers on a spawnlists file name so they match with the rest in the folder, they still don't appear ingame. Had this happening after a fresh install and trying to bring back my spawnlist backups but that's something for another topic.
About changing the skin, I did find a darker spawnmenu skin but since that's a workshop addon, it won't work on a server not having it. What I was hoping was changing the spawnmenu locally, so I'd have the GM10 spawnmenu on every server.
I miss the old GUI as well. That's mainly because of nostalgia, but it also actually appealed to me way more than the new one does.
The pro's of the new GUI is that on the left side you can browse through all the spawn lists, and there is more space for spawn icons on the middle of the screen. If you throw models into the model folder within the Garry's Mod directory, it's fairly easy to find them. However, the search option doesn't always work properly. When you type in a few keywords for a certain model, or even the model path, the spawn menu simply won't find it. This is always the case for me when I look for addon models.
However, I like the old one more. It was more simplistic, you could see the full name of all model folders and their contents without having to resize a menu bar. I think the colors were nicer as well. Garry's Mod 10 and 11 seemed more of an experimental, rather underground game which I liked more than the new one (I have no idea why). That's my [U]personal preference[/U]. The new Garry's Mod looks a bit... Child-friendly, if I may. (I never understood how Garry's Mod could be a game for all ages by the way.)
However it's a shame that I don't know how to edit it and I think it'd be way easier to have an in-game editor to personalize the spawn menu like how you would change the physgun's color.
[QUOTE=TestECull;50567871]I will admit... ...It looked better. The new one is all stupid and bubbly and 'modern'. I hate that. That design philosphy is a large part of why I have Windows 7 using the built-in Classic theme, part of why I don't care for Nexus Mod Manager, etc. I don't like it in GMod any more than I do in any other app. Also bright AF, the dark colors of the old one were easier on the eyes.[/QUOTE]
This is the part I agree with most about your post.
TL;DR
Not saying the new GUI is bad, my personal preference goes towards the older one.
[QUOTE=Oldrid;50573268]What I still don't get about GM13 - Even if you change the numbers on a spawnlists file name so they match with the rest in the folder, they still don't appear ingame. Had this happening after a fresh install and trying to bring back my spawnlist backups but that's something for another topic.
About changing the skin, I did find a darker spawnmenu skin but since that's a workshop addon, it won't work on a server not having it. What I was hoping was changing the spawnmenu locally, so I'd have the GM10 spawnmenu on every server.[/QUOTE]
IIRC the file names are irrelevant, the data is saved in the file itself, i.e. what spawnlist is a "child" of which, what mounted game is required for spawnlist to appear, etc. Keep in mind, that pre GMod-13 spawnlists are not loadable in GMod 13 without my "Extended Spawnmenu" addon.
[editline]23rd June 2016[/editline]
If you still have those spawnlists, you could try sending them to me so I can either confirm the bug or tell you exactly why they didn't load.
[QUOTE=Robotboy655;50574187]IIRC the file names are irrelevant, the data is saved in the file itself, i.e. what spawnlist is a "child" of which, what mounted game is required for spawnlist to appear, etc. Keep in mind, that pre GMod-13 spawnlists are not loadable in GMod 13 without my "Extended Spawnmenu" addon.
[editline]23rd June 2016[/editline]
If you still have those spawnlists, you could try sending them to me so I can either confirm the bug or tell you exactly why they didn't load.[/QUOTE]
I think I get what you mean. It's the line "id" in the spawnlist file, isn't it?
[url]https://facepunch.com/showthread.php?t=1486313[/url]
This uses gm10 ui- but it will break your playx and any html motds. Boosts fps by enabling a pseudo-multicore (it only threads renderables like ropes and sprites, not physics) because the devs absolutely refuse to enable multicore.
[QUOTE=Amplar;50574496]the devs[/QUOTE]
Isn't that just Robotboy alone?
[QUOTE=Shenesis;50575294][t]http://images.akamai.steamusercontent.com/ugc/260462446228867335/DE1B0D0192DBEA1AB056D12D5FB0DC2109834032/[/t]
An attempt was made[/QUOTE]
I missed the old GUI, badly. This is perfection in my opinion.
devs hear our cry
we. want. old. VGUI. NOW!
[QUOTE=eg613;50576204]devs hear our cry
we. want. old. VGUI. NOW![/QUOTE]
Rather, we should meet in the middle and have a [B][U]FULLY[/U][/B] customizable vgui, of sorts
Alright then, if that's the case I vote we integrate a tiling window manager into the spawnmenu that's near impossible to figure out.
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