I also like CEGUI for debugging stuff where you already need a mouse; for menus in the game itself I prefer manual position compatible with gamepads and stuff (yes, you could make CEGUI compatible with gamepads... it's a bit unhandy). And yes, I know that's what you meant with 'custom'.
Well, I have not tried gamepads myself, but the varying input injection methods of CEGUI make it relatively easy to get that done, I imagine
Absolutely, I could not agree more.
I remember hacking around a lot to get it to work correctly with SA, so I can imagine that. I also need to re-implement CEGUI for Citizen for debugging stuff, having an actual mouse-controlled UI for development of missions can help a lot, as R* North finally found out for GTA4
Hehehe, true that! I was thinking about some sort of mission editor as well, but that's all long term.
In-game? What if you do something wrong and it crashes, that'd be a bit odd, right?
Well, I run VC in windowed mode, I can move the mouse from in VC to my debug windows outside and back, so crashes are not that much of a problem
I have been creating some basic Actor and Car classes, which are easy to use in C++. Complete awesomeness would of course be threaded missions and such from my dll. There are just so many possibilities now that I do not know where to begin
Another idea I had was making a step-by-step (aka instruction-by-instruction) debugger for the SCM script. I have already hooked the opcode interpreter, so pausing it at certain points should not be a big problem if all things work out.EDIT!
I just made a part of what I described!
Check the VC Memory addresses
thread for a video