--
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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
> >>
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> >>
> >>
> >>
> >--
> >
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>
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