[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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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



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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



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[hlcoders] Physical Mayhem bug again! Death by Touch considered harmful??

2006-06-25 Thread bloodykenny
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.

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Re: [hlcoders] Blood not spawning for attacker?

2006-06-25 Thread John Sheu
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

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Re: [hlcoders] Blood not spawning for attacker?

2006-06-25 Thread bloodykenny
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

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Re: [hlcoders] Blood not spawning for attacker?

2006-06-25 Thread John Sheu
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

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Re: [hlcoders] Blood not spawning for attacker?

2006-06-25 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
Are you sure that you are calling the effect on the server? And not just the
client?
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Re: [hlcoders] Blood not spawning for attacker?

2006-06-25 Thread Justin Krenz

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

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