Re: [hlcoders] Font size glitches after hud_reloadscheme

2006-07-19 Thread John Sheu
On Wednesday 19 July 2006 9:06 pm, [EMAIL PROTECTED] wrote:
> You may note that my fix does not re-initialize the whole HUD though.  I
> found that when doing so, a strange side-effect arose where user chat would
> display twice... so if someone did "say hi" it would print
>
> user: hi
> user: hi
>
> and if you changed res again, it would print 3 times etc.  So my fix cut to
> the chase.

I stand corrected then.  Cool :)

-John Sheu

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Re: [hlcoders] Font size glitches after hud_reloadscheme

2006-07-19 Thread bloodykenny
You may note that my fix does not re-initialize the whole HUD though.  I found 
that when doing so, a strange side-effect arose where user chat would display 
twice... so if someone did "say hi" it would print

user: hi
user: hi

and if you changed res again, it would print 3 times etc.  So my fix cut to the 
chase.

At 2006/07/17 12:39 PM, John Sheu wrote:
>On Sunday 16 July 2006 4:12 pm, [EMAIL PROTECTED] wrote:
>> Thanks to some inspiring info in the "[hlcoders] Full-screen HudElement"
>> thread, I found the solution to the long-standing and horribly annoying HL2
>> bug where resizing your window caused the HUD to screw up.
>
>That was my other reason for re-initializing the whole HUD rather than just
>specifically fixing one HUD element.  Glad to see that somebody else made the
>connection :)
>
>-John Sheu
>
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Re: [hlcoders] Font size glitches after hud_reloadscheme

2006-07-17 Thread John Sheu
On Sunday 16 July 2006 4:12 pm, [EMAIL PROTECTED] wrote:
> Thanks to some inspiring info in the "[hlcoders] Full-screen HudElement"
> thread, I found the solution to the long-standing and horribly annoying HL2
> bug where resizing your window caused the HUD to screw up.

That was my other reason for re-initializing the whole HUD rather than just
specifically fixing one HUD element.  Glad to see that somebody else made the
connection :)

-John Sheu

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RE: [hlcoders] Font size glitches after hud_reloadscheme

2006-07-16 Thread bloodykenny
Thanks to some inspiring info in the "[hlcoders] Full-screen HudElement" 
thread, I found the solution to the long-standing and horribly annoying HL2 bug 
where resizing your window caused the HUD to screw up.

I've added a "Resizing game window glitches HUD elements" along with a patch.

At 2006/06/26 11:06 PM, [EMAIL PROTECTED] wrote:
>So what exactly did Valve break in the hud?  What files?  Because HL2DM has 
>this same bug.
>
>At 2006/06/26 11:32 AM, Tony \"omega\" Sergi wrote:
>>Yeah you have to put the numbers in the scheme file relative to 640x480.
>>
>>I use hud_reloadscheme a lot, and I've never had this problem after editing
>>them before.
>>
>>
>>--
>>-- omega
>>Heroes of Excelsior
>>http://www.heroesofexcelsior.com
>>Blackened Interactive
>>http://www.blackened-interactive.com
>>
>>> -Original Message-
>>> From: William Ravaine [mailto:[EMAIL PROTECTED]
>>> Sent: June 26, 2006 12:22 PM
>>> To: hlcoders@list.valvesoftware.com
>>> Subject: Re: [hlcoders] Font size glitches after hud_reloadscheme
>>>
>>> By editing them in 640x480, do you mean using the built-in VGUI editor to
>>> position/scale controls? Because im not using this at all (i cant use it
>>> to
>>> edit HUD elements as it is right now). I'm changing x/y/size numbers in
>>> the
>>> HudLayout.res then saving and using hud_reloadscheme to see the changes
>>> ingame. Maybe this is where Im wrong, but it is my understanding that the
>>> x/y/size numbers Im setting in the HudLayout files are relative to a
>>> 640x480
>>> virtual screen already. When I change resolution everything scales up fine
>>> (panels aspect ratios are preserved) except the labels text which get
>>> messed
>>> up - they get much bigger than they should be. And I'd like to know why :)
>>
>>
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RE: [hlcoders] Font size glitches after hud_reloadscheme

2006-06-26 Thread bloodykenny
So what exactly did Valve break in the hud?  What files?  Because HL2DM has 
this same bug.

At 2006/06/26 11:32 AM, Tony \"omega\" Sergi wrote:
>Yeah you have to put the numbers in the scheme file relative to 640x480.
>
>I use hud_reloadscheme a lot, and I've never had this problem after editing
>them before.
>
>
>--
>-- omega
>Heroes of Excelsior
>http://www.heroesofexcelsior.com
>Blackened Interactive
>http://www.blackened-interactive.com
>
>> -Original Message-
>> From: William Ravaine [mailto:[EMAIL PROTECTED]
>> Sent: June 26, 2006 12:22 PM
>> To: hlcoders@list.valvesoftware.com
>> Subject: Re: [hlcoders] Font size glitches after hud_reloadscheme
>>
>> By editing them in 640x480, do you mean using the built-in VGUI editor to
>> position/scale controls? Because im not using this at all (i cant use it
>> to
>> edit HUD elements as it is right now). I'm changing x/y/size numbers in
>> the
>> HudLayout.res then saving and using hud_reloadscheme to see the changes
>> ingame. Maybe this is where Im wrong, but it is my understanding that the
>> x/y/size numbers Im setting in the HudLayout files are relative to a
>> 640x480
>> virtual screen already. When I change resolution everything scales up fine
>> (panels aspect ratios are preserved) except the labels text which get
>> messed
>> up - they get much bigger than they should be. And I'd like to know why :)
>
>
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RE: [hlcoders] Font size glitches after hud_reloadscheme

2006-06-26 Thread William Ravaine

Have you ever tried to use a vgui::Label control to display text in one of
your HUD elements, instead of manually drawing the text using
surface()->DrawText? Because the only text displays that go wrong after a
hud_reloadscheme here are the ones from the vgui::Label controls.


From: "Tony \"omega\" Sergi" <[EMAIL PROTECTED]>
Reply-To: hlcoders@list.valvesoftware.com
To: 
Subject: RE: [hlcoders] Font size glitches after hud_reloadscheme
Date: Mon, 26 Jun 2006 12:32:20 -0400

I use hud_reloadscheme a lot, and I've never had this problem after editing
them before.





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RE: [hlcoders] Font size glitches after hud_reloadscheme

2006-06-26 Thread Tony \"omega\" Sergi
Yeah you have to put the numbers in the scheme file relative to 640x480.

I use hud_reloadscheme a lot, and I've never had this problem after editing
them before.


--
-- omega
Heroes of Excelsior
http://www.heroesofexcelsior.com
Blackened Interactive
http://www.blackened-interactive.com

> -Original Message-
> From: William Ravaine [mailto:[EMAIL PROTECTED]
> Sent: June 26, 2006 12:22 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Font size glitches after hud_reloadscheme
>
> By editing them in 640x480, do you mean using the built-in VGUI editor to
> position/scale controls? Because im not using this at all (i cant use it
> to
> edit HUD elements as it is right now). I'm changing x/y/size numbers in
> the
> HudLayout.res then saving and using hud_reloadscheme to see the changes
> ingame. Maybe this is where Im wrong, but it is my understanding that the
> x/y/size numbers Im setting in the HudLayout files are relative to a
> 640x480
> virtual screen already. When I change resolution everything scales up fine
> (panels aspect ratios are preserved) except the labels text which get
> messed
> up - they get much bigger than they should be. And I'd like to know why :)


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Re: [hlcoders] Font size glitches after hud_reloadscheme

2006-06-26 Thread William Ravaine

By editing them in 640x480, do you mean using the built-in VGUI editor to
position/scale controls? Because im not using this at all (i cant use it to
edit HUD elements as it is right now). I'm changing x/y/size numbers in the
HudLayout.res then saving and using hud_reloadscheme to see the changes
ingame. Maybe this is where Im wrong, but it is my understanding that the
x/y/size numbers Im setting in the HudLayout files are relative to a 640x480
virtual screen already. When I change resolution everything scales up fine
(panels aspect ratios are preserved) except the labels text which get messed
up - they get much bigger than they should be. And I'd like to know why :)


From: "Benjamin Davison" <[EMAIL PROTECTED]>
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Font size glitches after hud_reloadscheme
Date: Mon, 26 Jun 2006 16:25:56 +0100

--
[ Picked text/plain from multipart/alternative ]
Yeah edit them in 640x480 and the problems will go away :) I had the same
problem for a while.

On 6/26/06, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
>
>
> It is 640x480.
>
> Everything is scaled off of a 640x480 resolution screen (being that
> 640x480
> is the lowest resolution you can go). So it's just a matter of placing
> everything in a 640x480 space, and then it re-calculates for other
> resolutions automatically, and rescales. This is how Quake3 worked too,
> and
> I'm pretty sure doom3 and quake4 do it as well, but I haven't modded
them
> so
> I have no clue.
>
> --
> -- omega
> Heroes of Excelsior
> http://www.heroesofexcelsior.com
> Blackened Interactive
> http://www.blackened-interactive.com
>
>
> > -Original Message-
> > From: William Ravaine [mailto:[EMAIL PROTECTED]
> > Sent: June 26, 2006 7:17 AM
> > To: hlcoders@list.valvesoftware.com
> > Subject: Re: [hlcoders] Font size glitches after hud_reloadscheme
> >
> > By the way, what is the "native" screen resolution for VGUI editing?
Im
> > pretty sure it wasnt 640x480, but I could be wrong.
> >
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
>


--
- Benjamin Davison
--

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Re: [hlcoders] Font size glitches after hud_reloadscheme

2006-06-26 Thread Benjamin Davison
--
[ Picked text/plain from multipart/alternative ]
Yeah edit them in 640x480 and the problems will go away :) I had the same
problem for a while.

On 6/26/06, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
>
>
> It is 640x480.
>
> Everything is scaled off of a 640x480 resolution screen (being that
> 640x480
> is the lowest resolution you can go). So it's just a matter of placing
> everything in a 640x480 space, and then it re-calculates for other
> resolutions automatically, and rescales. This is how Quake3 worked too,
> and
> I'm pretty sure doom3 and quake4 do it as well, but I haven't modded them
> so
> I have no clue.
>
> --
> -- omega
> Heroes of Excelsior
> http://www.heroesofexcelsior.com
> Blackened Interactive
> http://www.blackened-interactive.com
>
>
> > -Original Message-
> > From: William Ravaine [mailto:[EMAIL PROTECTED]
> > Sent: June 26, 2006 7:17 AM
> > To: hlcoders@list.valvesoftware.com
> > Subject: Re: [hlcoders] Font size glitches after hud_reloadscheme
> >
> > By the way, what is the "native" screen resolution for VGUI editing? Im
> > pretty sure it wasnt 640x480, but I could be wrong.
> >
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


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- Benjamin Davison
--

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RE: [hlcoders] Font size glitches after hud_reloadscheme

2006-06-26 Thread Tony \"omega\" Sergi

It is 640x480.

Everything is scaled off of a 640x480 resolution screen (being that 640x480
is the lowest resolution you can go). So it's just a matter of placing
everything in a 640x480 space, and then it re-calculates for other
resolutions automatically, and rescales. This is how Quake3 worked too, and
I'm pretty sure doom3 and quake4 do it as well, but I haven't modded them so
I have no clue.

--
-- omega
Heroes of Excelsior
http://www.heroesofexcelsior.com
Blackened Interactive
http://www.blackened-interactive.com


> -Original Message-
> From: William Ravaine [mailto:[EMAIL PROTECTED]
> Sent: June 26, 2006 7:17 AM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Font size glitches after hud_reloadscheme
>
> By the way, what is the "native" screen resolution for VGUI editing? Im
> pretty sure it wasnt 640x480, but I could be wrong.
>


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Re: [hlcoders] Font size glitches after hud_reloadscheme

2006-06-26 Thread William Ravaine

Well when I reload the hud scheme/layout Im in 1024x768 - But the hud
controls positions/sizes etc are provided in "virtual screen coordinates"
already in the HudLayout.res file so it shouldnt matter if Im editing them
in 640x480 or not.

When I do the hud_reloadscheme command, it only seems to screw up the font
size of text displayed using vgui::Labels. HUD elements that do a direct
surface()->DrawText dont suffer from this problem. Looking at the replies I
got, no one really seems to know what is causing this here so Ill go ahead
and try to fix it then post the solution here I guess.

By the way, what is the "native" screen resolution for VGUI editing? Im
pretty sure it wasnt 640x480, but I could be wrong.


From: "Benjamin Davison" <[EMAIL PROTECTED]>
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Font size glitches after hud_reloadscheme
Date: Sun, 25 Jun 2006 17:51:56 +0100

--
[ Picked text/plain from multipart/alternative ]
What res are you editing them in?

Edit them in 640*480 and this won't happen.

On 6/25/06, William Ravaine <[EMAIL PROTECTED]> wrote:
>
> Im currently working on my HUD and loading the controls settings from a
> keyvalues resource file (HudLayout.res). I've replaced most of the HL2
HUD
> panels by my own ones that use vgui::labels to display text (ammo count,
> etc) instead of the HudNumericDisplay class (which directly draws text
on
> the panel surface).
>
> Im having an annoying bug where the font used by these labels almost
> doubles
> in size after I execute a hud_reloadscheme command to reload the
> HudLayout.res ingame. Several other elements of the UI also get messed
up
> (half of the HL2 weapon selection menu is outside of the screen, the
> player
> id text also doubles/triples in size, etc). This forces me to restart my
> client to get the fonts back to normal size, and defeats the purpose of
> command (which is to reload the hud layout without having to restart the
> client).
>
> Im curious as to what is causing this and was wondering if there a
> workaround/fix is available for this before I try fixing this by myself,
> provided it's possible at all. I think this has something to do with
VGUI
> confusing screen resolution and/or not applying proportional values
> correctly at some point. I've noticed this also happens when I change my
> client's screen resolution.
>
> My apologizes if this has already been answered in a previous post, but
I
> couldnt find any message relating to my problem.
>
> Thanks!
> - Spk
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


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Re: [hlcoders] Font size glitches after hud_reloadscheme

2006-06-25 Thread bloodykenny
Is that a fix for the bug where re-sizing your HL2DM causes the ammo hud to be 
off the side of the screen?  If so please elaborate, as I'm constantly annoyed 
by that long-standing bug whenever I switch in/out of fullscreen mode.

At 2006/06/25 11:51 AM, Benjamin Davison wrote:
>--
>[ Picked text/plain from multipart/alternative ]
>What res are you editing them in?
>
>Edit them in 640*480 and this won't happen.
>
>On 6/25/06, William Ravaine <[EMAIL PROTECTED]> wrote:
>>
>> Im currently working on my HUD and loading the controls settings from a
>> keyvalues resource file (HudLayout.res). I've replaced most of the HL2 HUD
>> panels by my own ones that use vgui::labels to display text (ammo count,
>> etc) instead of the HudNumericDisplay class (which directly draws text on
>> the panel surface).
>>
>> Im having an annoying bug where the font used by these labels almost
>> doubles
>> in size after I execute a hud_reloadscheme command to reload the
>> HudLayout.res ingame. Several other elements of the UI also get messed up
>> (half of the HL2 weapon selection menu is outside of the screen, the
>> player
>> id text also doubles/triples in size, etc). This forces me to restart my
>> client to get the fonts back to normal size, and defeats the purpose of
>> command (which is to reload the hud layout without having to restart the
>> client).
>>
>> Im curious as to what is causing this and was wondering if there a
>> workaround/fix is available for this before I try fixing this by myself,
>> provided it's possible at all. I think this has something to do with VGUI
>> confusing screen resolution and/or not applying proportional values
>> correctly at some point. I've noticed this also happens when I change my
>> client's screen resolution.
>>
>> My apologizes if this has already been answered in a previous post, but I
>> couldnt find any message relating to my problem.
>>
>> Thanks!
>> - Spk
>>
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>
>
>--
>- Benjamin Davison
>--
>
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Re: [hlcoders] Font size glitches after hud_reloadscheme

2006-06-25 Thread Benjamin Davison
--
[ Picked text/plain from multipart/alternative ]
What res are you editing them in?

Edit them in 640*480 and this won't happen.

On 6/25/06, William Ravaine <[EMAIL PROTECTED]> wrote:
>
> Im currently working on my HUD and loading the controls settings from a
> keyvalues resource file (HudLayout.res). I've replaced most of the HL2 HUD
> panels by my own ones that use vgui::labels to display text (ammo count,
> etc) instead of the HudNumericDisplay class (which directly draws text on
> the panel surface).
>
> Im having an annoying bug where the font used by these labels almost
> doubles
> in size after I execute a hud_reloadscheme command to reload the
> HudLayout.res ingame. Several other elements of the UI also get messed up
> (half of the HL2 weapon selection menu is outside of the screen, the
> player
> id text also doubles/triples in size, etc). This forces me to restart my
> client to get the fonts back to normal size, and defeats the purpose of
> command (which is to reload the hud layout without having to restart the
> client).
>
> Im curious as to what is causing this and was wondering if there a
> workaround/fix is available for this before I try fixing this by myself,
> provided it's possible at all. I think this has something to do with VGUI
> confusing screen resolution and/or not applying proportional values
> correctly at some point. I've noticed this also happens when I change my
> client's screen resolution.
>
> My apologizes if this has already been answered in a previous post, but I
> couldnt find any message relating to my problem.
>
> Thanks!
> - Spk
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


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- Benjamin Davison
--

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[hlcoders] Font size glitches after hud_reloadscheme

2006-06-25 Thread William Ravaine

Im currently working on my HUD and loading the controls settings from a
keyvalues resource file (HudLayout.res). I've replaced most of the HL2 HUD
panels by my own ones that use vgui::labels to display text (ammo count,
etc) instead of the HudNumericDisplay class (which directly draws text on
the panel surface).

Im having an annoying bug where the font used by these labels almost doubles
in size after I execute a hud_reloadscheme command to reload the
HudLayout.res ingame. Several other elements of the UI also get messed up
(half of the HL2 weapon selection menu is outside of the screen, the player
id text also doubles/triples in size, etc). This forces me to restart my
client to get the fonts back to normal size, and defeats the purpose of
command (which is to reload the hud layout without having to restart the
client).

Im curious as to what is causing this and was wondering if there a
workaround/fix is available for this before I try fixing this by myself,
provided it's possible at all. I think this has something to do with VGUI
confusing screen resolution and/or not applying proportional values
correctly at some point. I've noticed this also happens when I change my
client's screen resolution.

My apologizes if this has already been answered in a previous post, but I
couldnt find any message relating to my problem.

Thanks!
- Spk



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