I think his problem (I am part of the same mod as him), is that there
are quite a bit of memory leaks with the implementation by valve.

On 10/18/05, Alfred Reynolds <[EMAIL PROTECTED]> wrote:
> I am a little confused about the exact problem. Is the little amount of
> overdraw behind the scrollbars making you want to reimplement the whole
> system?
>
> - Alfred
>
> ----Original Message----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Aditya
> Gaddam Sent: Tuesday, October 18, 2005 12:02 PM To:
> [email protected] Subject: Re: [hlcoders] vgui::HTML,
> Flashlight
>
> > I don't see why. If you could somehow get a handle (hah!) of the
> > window....
> >
> > On 10/18/05, Dan Stevens (IAmAI) <[EMAIL PROTECTED]> wrote:
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > Can you attach/embed ActiveX objects into a Source game UI?
> > >
> > > On 18/10/05, Aditya Gaddam <[EMAIL PROTECTED]> wrote:
> > > >
> > > > Well, I was thinking it would be easier if we just used existing
> > > > APIs to render something onto a hidden window and after its done
> > > > loading the page we would just hook onto that window somehow and
> > > > control it.
> > > >
> > > > I found an ActiveX version of the mozilla api here
> > > > http://www.iol.ie/~locka/mozilla/mozilla.htm
> > > >
> > > > It seems that you control it just the way you would control the IE
> > > > ActiveX object so I am guessing we can just attach this to a
> > > > window and go from there.
> > > >
> > > > Oh and hey ss =P
> > > >
> > > > -Aditya
> > > >
> > > > On 10/18/05, Dan Stevens (IAmAI) <[EMAIL PROTECTED]>
> > > > wrote:
> > > > > --
> > > > > [ 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
> > > > > > > >
> > > > > > > > _______________________________________________
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> > > > > > > >
> > > > > > > >
> > > > > > > >
> > > > > > > >
> > > > > > > --
> > > > > > >
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> > > > > > >
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> > > > > >
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> > > >
> > > >
> > > > --
> > > > http://www.pixelfaction.com
> > > > AIM:ApeWithABrain
> > > >
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AIM:ApeWithABrain

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