Re: [hlcoders] Full-screen HudElement
On Wednesday 12 July 2006 2:13 pm, Garry Newman wrote: I use OnScreenSizeChanged ISurface.h // video mode changing virtual void OnScreenSizeChanged( int nOldWidth, int nOldHeight ) = 0; Does the job I think. That gave me a pretty good idea, which I'm using right now. Hook OnScreenSizeChanged on CBaseViewport, and just gHUD.Shutdown() then gHUD.Init(). Works well enough. -John Sheu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Bots that don't use client slots?
Jeffrey botman Broome wrote: Jeremy Swigart wrote: -- [ Picked text/plain from multipart/alternative ] I thought I had read somewhere that someone (zombie horde mod?) has set up bots that don't use client slots. Is this true? Either way I was wondering if anyone knew if this could be done in such a way that doesn't deviate too much from how normal bots are implemented. I'm doing bots for a mod and the subject has come up to use non client bots in a certain game mode. Any info or suggestions is appreciated. Just make them NPC entites (like the normal AI enemies in the single player game). NPCs don't take up a client slot. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Is that NPC entites is possible for HL1 engine? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL1 MOD crash when I try to kick bot.
I tried, Nothing. :) Later I found some FREE_PRIVATE() fix and it works now. :) Jeffrey botman Broome wrote: THE STORM wrote: So the Bot pointer is set to NULL and BotThink() for this Bot is not called anymore in StartFrame() but still when I kick him the game crash. What I'm supposed to do? Run it in the debugger? ;) -- Jeffrey botman Broome ___ 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] Bots that don't use client slots?
THE STORM wrote: Is that NPC entites is possible for HL1 engine? Yes. In fact, it can even be a Metamod plugin for other existing mods (TFC, CS, DoD, etc.)... http://botman.planethalflife.gamespy.com/monster.shtml -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Bots that don't use client slots?
Jeffrey botman Broome wrote: THE STORM wrote: Is that NPC entites is possible for HL1 engine? Yes. In fact, it can even be a Metamod plugin for other existing mods (TFC, CS, DoD, etc.)... http://botman.planethalflife.gamespy.com/monster.shtml -- Jeffrey botman Broome Thanks I check it out right now. :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders