-- [ Picked text/plain from multipart/alternative ] I've also considered a similar implementation to that Xfire<http://www.xfire.com>does to produce its in-game menus. I think it uses DirectX overlays. Xfire's in-game menus are entirely keyboard controlled, so whether a mouse controllable UI is possible. Anyone know much about this or how Xfire implements its in-game menus.
On 17/10/05, Andrew Orner <[EMAIL PROTECTED]> wrote: > > I was looking into it to use as a semi-MotD, but instead of displaying > an MotD at server join it would rather show a server info screen. > > And as for your question of an in-game browser, no way is Source's VGUI > a practical solution to making it (again because of the problems > experienced with it), it would probably be much better if you > implemented your own sort of HTML browser. > > -- Andrew > > Dan Stevens (IAmAI) wrote: > > >-- > >[ Picked text/plain from multipart/alternative ] > >I am afraid I cannot help you with your queries. However, would you mine > if > >I asked what the purpose of your invistigation in the VGUI:HTML control? > I > >am interested as I have been considering the possibility of an in-game > web > >browser. Do you think such an application be practical to implement using > >Source's VGUI? > > > >On 17/10/05, Andrew Orner <[EMAIL PROTECTED]> wrote: > > > > > >>I've tried messing around with the vgui::HTML widget for various VGUI > >>elements, and noticed that scrolling via scrollbar does not work, it's > >>apparently memory inefficient as trying to use the scrollbar lags the > >>game, and the bitmap texture is not repainted behind the scrollbars > >>despite what is in the coding. Does anyone know of any sort of fixes > >>for this, or for Valve, is this ever going to be fixed? I've asked > >>around at other places and have not heard of any fixes for this yet, and > >>I'm hoping that I'm not going to have to keep it at a tiny window that > >>text has to fit in or else be cut off due to scrollbars being disabled. > >> > >>Also, I've been trying to change the position of the flashlight to be at > >>a certain place on the body rather than a random point on the chest. I > >>have looked into the code, and am pretty sure I know where to put it. I > >>assume that any attachments I put the flashlight on go to the world > >>model? I tried attaching it to a point on the view model (for first > >>person) but it still seems to come from the center of the body (while in > >>first person) and is very jumpy and erratic - only after standing still > >>for a few seconds does the light have smooth movement. > >> > >>Does anyone have any insight into either of these? > >> > >>Thanks, > >>-- Andrew > >> > >>_______________________________________________ > >>To unsubscribe, edit your list preferences, or view the list archives, > >>please visit: > >>http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> > >> > >> > >> > >-- > > > >_______________________________________________ > >To unsubscribe, edit your list preferences, or view the list archives, > please visit: > >http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

