again no Rob...
Doom3.exe is 6.41MB
Doom3Ded is 3.66MB
You DO NOT get Doom3Ded.exe on standard installation, it is
only available via the Beta 1.05 Patch.
Which you can currently download from FilePlanet.
The standard boot-up for Doom3Ded.exe is to simple create a dedicated listening server, however it is not purely for server games. It is capable of running the actual game and is the test version for the Demo .exe as there is no need for the level editing tools within the demo version of the game due out in December (along with the LGPL Quake3 Source)
How the GUI works is very simple and for saying you've worked extensively with Visual C++ and Windows API, your attitude towards what id Software has achieved is quite surprising.
i'll try my best to explain how it works though.
you would have yourself a .gui structure like such:
windowDef Desktop{
rect 0, 0, 640, 480
backcolor 0, 0, 0, 1
matcolor 1, 1, 1, 1
textscale 0.5
menugui 1
windowDef MsgBox{
rect 0, 0, 200, 100
visible 1
windowDef DGText{
rect 50, 25, 150, 75
text "gui::clear"
forecolor 1, 1, 1, 1
textscale 0.25
font "fonts/bank"
}
onMouseEnter {
set "MsgBox::DGText::text" "gui::userinput" "1 1 1 1" "0.25" ;
}
onMouseExit {
set "MsgBox::DGText::text" "gui::clear" "1 1 1 1" "0.25" ;
}
onAction {
set "cmd" "abort";
set "gui::statusbar" "Operation Aborted" "1 1 1 1" "0.5";
}else{
set "cmd" "confirm";
set "gui::statusbar" "MsgBox::DGText::text" "1 1 1 1" "0.5";
}
}
from that small script structure, what happens is Doom3 will take that and then create a menu for you based on your script... just like Windows will create Menus/Dialogs from Resource Structures.
you give it the information and it'll generate the necessary code and run it in order for it to work, the way it has been created gives you so much control over how the menus are generated and built.
i do kinda wish Windows UI worked like it actually.