[hlcoders] Font size glitches after hud_reloadscheme
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
Re: [hlcoders] Font size glitches after hud_reloadscheme
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Font size glitches after hud_reloadscheme
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 -- ___ 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
[hlcoders] Physical Mayhem bug again! Death by Touch considered harmful??
After a month or so without the commonplace Physical Mayhem bug that repros in HL2DM, I have now managed to create a new Physical Mayhem bug that's possibly unique to my mod, or at least to mods with similar features. This one is a bit harder to repro - I've only seen it twice in the last week or so. It seems to be tied to a recent code change (or is otherwise a great coincidence) that allows for high-speed players to do damage to each other when they collide. So what I'm suspicious of is this: is there some undocumented bug/feature in vphysics.dll that could cause Physical Mayhem if players died or fragged while in the CHL2MP_Player::Touch(CBaseEntity *pOther) function? I could theoretically add a delay mechanism to take note of the damage and come back and apply the damage later. I'm extra suspicious this may be required because CCollisionEvent::AddDamageEvent seems to be doing just that sort of thing. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Blood not spawning for attacker?
A one-off starter guess: try turning off client-side weapon prediction (cl_predict 0) and check if that gives you different behavior. -John Sheu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Blood not spawning for attacker?
This is a bug in HL2DM as well. The blood spatters on the wall don't appear for your own blood. At 2006/06/25 08:24 PM, you wrote: Hi, I was working on a new melee weapon for our mod Caliber when I ran across this. I've been debugging left and right all night trying to understand why the blood and the spark effects I do in TraceAttack(by default) and OnTakeDamage don't show up when you're the person attacking. I ran tests with two computers to figure out if this was the bot code causing this (as I run tests with the default SDK bots) and it is the same: If i'm the one being attacked I see the blood decals and the spark effects, but if i'm the one attacking I don't see any blood decals or sparks, even though I hear the spark sounds for the sparks... I checked the code, it gets run on both sides (Server's DispatchEffect and Client's EffectCallback) so that rules out any network oddities I guess. I'm at a loss to understand this... Is this a known bug Valve? Is there a fix for it? Has anyone else run into this? Am I having coder hallucinations at 3:20am again? Thanks in advance Imperio59 ___ 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
Re: [hlcoders] Blood not spawning for attacker?
On Sunday 25 June 2006 9:05 pm, [EMAIL PROTECTED] wrote: This is a bug in HL2DM as well. The blood spatters on the wall don't appear for your own blood. On Sunday 25 June 2006 8:24 pm, Imperio59 wrote: I ran tests with two computers to figure out if this was the bot code causing this (as I run tests with the default SDK bots) and it is the same: If i'm the one being attacked I see the blood decals and the spark effects, but if i'm the one attacking I don't see any blood decals or sparks, even though I hear the spark sounds for the sparks... I checked the code, it gets run on both sides (Server's DispatchEffect and Client's EffectCallback) so that rules out any network oddities I guess. As far as I can tell, he _is_ getting blood decals for his own blood, but not for blood caused by him. (And sparks too.) -John Sheu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Blood not spawning for attacker?
-- [ Picked text/plain from multipart/alternative ] Are you sure that you are calling the effect on the server? And not just the client? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Blood not spawning for attacker?
The way I fixed this was to go to CBaseEntity::ImpactTrace(...) in baseentity_shared.cpp, after if (!pCustomImpactName), place another if to check if this entity is a player and do a blood impact if yes: if (!pCustomImpactName) { if (IsPlayer()) DispatchEffect(bloodimpact, data); else DispatchEffect(Impact,data); } Imperio59 wrote: Hi, I was working on a new melee weapon for our mod Caliber when I ran across this. I've been debugging left and right all night trying to understand why the blood and the spark effects I do in TraceAttack(by default) and OnTakeDamage don't show up when you're the person attacking. I ran tests with two computers to figure out if this was the bot code causing this (as I run tests with the default SDK bots) and it is the same: If i'm the one being attacked I see the blood decals and the spark effects, but if i'm the one attacking I don't see any blood decals or sparks, even though I hear the spark sounds for the sparks... I checked the code, it gets run on both sides (Server's DispatchEffect and Client's EffectCallback) so that rules out any network oddities I guess. I'm at a loss to understand this... Is this a known bug Valve? Is there a fix for it? Has anyone else run into this? Am I having coder hallucinations at 3:20am again? Thanks in advance Imperio59 ___ 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