[hlcoders] VGUI

2003-06-23 Thread Michael
Hey, i am trying to display the hud over the VGUI. i want to know if it
is possible and how would i go doing it. i tried a few things, one thing
that was recommanded that i make the VGUI pannel in the hud draw
function. i tried that and it doesnt work.
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[hlcoders] VGUI

2005-06-16 Thread r00t 3:16

I am not quite sure why this happens or how to correct it really. I would
imagine it is something simple ?

I am working on my mods intermission screen.
at 640x480 the screen looks nice.
When I change the resolution to 1024x768 everything is big.

640x480
http://www.totalretribution.com/r00t316/IF_r00t.JPG <-- looks good

1024x768
http://www.totalretribution.com/r00t316/if2.JPG <-- why so big  looking...

Basically at 640x480 the screen looks good. When you change the resolution I
thought that it would look the same but be more centered into the screen and
be the same size.

Hope that makes sense.


Regards,
r00t 3:16
Total Retribution
http://www.totalretribution.com


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[hlcoders] VGUI Bitmap

2009-05-05 Thread Biz
Heya,

is it possible to display bitmaps or textures on the user screen via
vgui ? I want to make some kind of bar on the bottom of the screen that
shows the current weapon with images and is styled with other images -
something like D2 or current MMOs. Can anyone please give me a code
example on how to make an image appear on the player's screen?
The mod is based on EP1.

kind regards,
xs57

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[hlcoders] VGUI help

2006-03-19 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
How do I get what is in a text field? Like say I had a text field caleld
Name,

And if "Admin" was written in that textfield, and then a button called OK
was pushed, it
would execute a function. Howdo I get the text that is in the text field?

Thanks

-Michael Kramer
--

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[hlcoders] VGUI features

2006-07-11 Thread Emiel Regis

Hey,

I've been wondering about some features of VGUI and maybe you can help me.
I particulary want to know whether it's possible to play videos in main
menu and to animate buttons (like after one menu is chosen, a new
animation occures and it swaps to another menu).
Thanks in advance

Emiel Regis
www.moviebattles.com
thenewera.invisiongamez.com

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[hlcoders] VGUI Bug?

2007-02-28 Thread Sarkie
--
[ Picked text/plain from multipart/alternative ]
Hi,

I am working on the Unofficial SiN Episodes Mod, I seem to have an odd
error.

I have loaded a few models using my own array in hl2mp_player.cpp which does
everything the same as the humans and combine. So I can get the models in
the game that is not the problem.

I have added the 3 corresponding files and folders:
materials\VGUI\playermodels\characters\Blade\Blade.vmt
materials\VGUI\playermodels\characters\Jessica\Jessica.vmt
materials\VGUI\playermodels\characters\SiNTekGrunt\sintekgrunt.vmt

With corresponding vtf files, now Blade and Jessica work fine off selecting
their image off the menu, but if I select sintekgrunt, cl_playermodel only
returns

models\characters\SinTekGrunt\sintekgr.mdl <-- with the "unt" missing off
the end, as if there's a limit somewhere, I have looked in the source code
for it, but I can't find the method the Apply or Ok in VGUI is calling, so
have I access to it? or do I have to extract it out of the gcf and load it
from a different address without this limit?

Any help would be appreciated.

Sarkie
--

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[hlcoders] VGUI messages

2007-05-12 Thread Mark Chandler
OK im having a problem with vgui messages.

Currently I have a frame that has images and one panel on it. And on that
panel are more images.

Now I have coded in the ImagePanel class to send a message when its clicked
on:

void ImagePanel::OnMousePressed(MouseCode code)
{
if ( GetParent() )
{
KeyValues *msg = new KeyValues("MouseEvent");
msg->SetString("event", "MousePressed");
msg->SetString("name", GetName());
PostMessage(GetParent(), msg);
}
BaseClass::OnMousePressed(code);
}

Ive hooked the messages using: MESSAGE_FUNC_PARAMS( OnMouseEvent,
"MouseEvent", data );
Now all images on the frame return the message, but I cant get images on the
panel to return the messages to the panel.

Any one have any ideas?

Mark



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[hlcoders] VGUI Menus

2007-06-02 Thread Drak
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I keep getting confused between, GameUI, VGUI, and Hud elements.
For example, what would this be? 
http://rune.flyingmongoose.net/SourceMM/bat_screenshot.gif
I would assume, a VGUI menu. Which is what i'm trying todo, I couldn't find any 
examples of 'menu's in the SDK.
(Besides the source, menu.cpp). And it sems to link to a user message, but I 
have no idea what the args/bytes are for the message.
--


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[hlcoders] VGUI Examples?

2007-06-07 Thread TheDisturbedOne

Does anyone out there have any VGUI code to share? I'm wanting to
create a panel that would have two columns and ~10 rows. The idea will
be to take data from a trigger entity I created and pass it off to the
panel to display some info. I'd like it to pop up like the team menu
or the scoreboard. Thanks for any information in advance.

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[hlcoders] VGUI Input

2007-07-18 Thread TheDisturbedOne

I have a VGUI panel and an entity. I want the entity to fire off some
info to the panel (an integer and a string). Would I have to pass it
off to a function in the panel code somehow? If anyone has any input
at all, it's greatly appreciated.

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[hlcoders] VGUI Problems

2001-11-21 Thread Familie Rothe



Hi,here are my 3 probs:1) Is it possible to 
use a TextEntry with a Scrollbar ? My try ended in not showing the TextEntry and 
not being able to click on the Scrollbar. But if i change the TextEntry to a 
Label it works.
 
2) What about disabling the cursor ? I click on a 
TextEntry and make it active. Then I close my menu with 'HideWindow'-Handler, 
but when I display it again everything I tipped into the console is displayed in 
that TextEntry as well ! That's nerving! So I want to disable/deactivate the 
current Textentry, but how ?
 
3) Is there a CommandHandler that calls a function, 
which I have coded some lines above, when I press a button ? Or do I have to 
code my own Handler. Right now, i use a function 'refresh', which is called 
every frame, and check the present state of the button and if it is 'active' 
then I call my function.
 
 


[hlcoders] VGUI question

2002-04-26 Thread Josh Coyne

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hey guys.

Is it possible to scale an image (pref TGA) in the VGUI? like if i want a certain 
texture to appear 2x size,or resize to another resolution, etc.

Regards,
Josh
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[hlcoders] VGUI - TextEntry

2002-11-29 Thread Michael Shimmins
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Hi,

I've been playing with the TextEntry field for our class menu, but have
found some issues with it.  When you type a letter that is bound to a
movement command, that command is executed.  For instance, typing 's'
which I have bound to backwards, moves my character backwards.  Also, if
you pull the console down, anything you type in the console is also
entered in the text entry field.

Does anyone know how to get around these problems?  For player movement
I just though of setting their velocity to 0, so they can't move, but as
for the console?  I thought about checking the 'is console down' flag
(forgotten what its called), and if it's down don't enter the text into
the box, but I don't have access to the .cpp file to do this in.

Any ideas?

Thanks,

Michael Shimmins 
Sesechial Software

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[hlcoders] VGUI quiestion

2003-01-05 Thread Vyacheslav Djura
I am making my own VGUI window and everything is ok, except scroll
area doesn't have arrow buttons. Basically they are here (when you
click empty area where they are supposed to be scroll bar scrolls),
but there is no image for them. My question is is there any way to fix
that? Thanks :)



Best regards,
 Vyacheslav "Hoaxer" Djura


Distinct Reality mod   (www.wrenchsoftware.com/dreal/dreal.html)

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RE: [hlcoders] VGUI

2003-06-23 Thread Cale 'Mazor' Dunlap
I wrote a tutorial on how to do this a LONG time ago, it is kinda hard
to get working, and it won't do the ammohistory or the bucket sprites,
but it does everything else. I have a really spiffed up version in a mod
called Nuke (http://nuke.hlgaming.com/) click the link if you wanna see
it, I think there might be some in the screenshots section, download and
play it a lil' if you wanna see it ingame.

The tutorials can be found on my website: http://mazor.cekkent.net/
under the 'Tutorials' section. There's 5 parts to it, and it was all
written when I was still an amateur, so forgive the bad code and some
missing pieces, but if you're good, you'll catch the missing stuff. I
wanted to redo it sometime, but haven't gotten around to it.

If you wanna see the source code for the HUD from Nuke, let me know,
I'll email it to you.

-Cale 'Mazor' Dunlap
Firearms Programmer
http://www.firearmsmod.com/


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Michael
Sent: Monday, June 23, 2003 4:28 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] VGUI

Hey, i am trying to display the hud over the VGUI. i want to know if it
is possible and how would i go doing it. i tried a few things, one thing
that was recommanded that i make the VGUI pannel in the hud draw
function. i tried that and it doesnt work.


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Re: [hlcoders] VGUI

2003-06-24 Thread Michael
Cale 'Mazor' Dunlap wrote:

I wrote a tutorial on how to do this a LONG time ago, it is kinda hard
to get working, and it won't do the ammohistory or the bucket sprites,
but it does everything else. I have a really spiffed up version in a mod
called Nuke (http://nuke.hlgaming.com/) click the link if you wanna see
it, I think there might be some in the screenshots section, download and
play it a lil' if you wanna see it ingame.
The tutorials can be found on my website: http://mazor.cekkent.net/
under the 'Tutorials' section. There's 5 parts to it, and it was all
written when I was still an amateur, so forgive the bad code and some
missing pieces, but if you're good, you'll catch the missing stuff. I
wanted to redo it sometime, but haven't gotten around to it.
If you wanna see the source code for the HUD from Nuke, let me know,
I'll email it to you.
-Cale 'Mazor' Dunlap
Firearms Programmer
http://www.firearmsmod.com/
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Michael
Sent: Monday, June 23, 2003 4:28 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] VGUI
Hey, i am trying to display the hud over the VGUI. i want to know if it
is possible and how would i go doing it. i tried a few things, one thing
that was recommanded that i make the VGUI pannel in the hud draw
function. i tried that and it doesnt work.
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yeah sure, so your mod can draw sprites over the VGUI? thanks so much...

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Re: [hlcoders] VGUI

2005-06-16 Thread Brian Pufuwozu
--
[ Picked text/plain from multipart/alternative ]
Everything gets scaled because it makes it just as readable.
 What you'll have to do is find a command that gets the current resolution
and then scale it to the correct size to what you want it. Hope you figure
it out.

 On 6/17/05, r00t 3:16 <[EMAIL PROTECTED]> wrote:
>
> I am not quite sure why this happens or how to correct it really. I would
> imagine it is something simple ?
>
> I am working on my mods intermission screen.
> at 640x480 the screen looks nice.
> When I change the resolution to 1024x768 everything is big.
>
> 640x480
> http://www.totalretribution.com/r00t316/IF_r00t.JPG <-- looks good
>
> 1024x768
> http://www.totalretribution.com/r00t316/if2.JPG <-- why so big looking...
>
> Basically at 640x480 the screen looks good. When you change the resolution
> I
> thought that it would look the same but be more centered into the screen
> and
> be the same size.
>
> Hope that makes sense.
>
>
> Regards,
> r00t 3:16
> Total Retribution
> http://www.totalretribution.com
>
>
> ___
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> please visit:
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Re: [hlcoders] VGUI

2005-06-16 Thread r00t 3:16

Not sure if there is an easier way. The screen I made was mostly just a res
file which had the sizes / positions etc etc. Not very much code was
involved really

But I am seeing now that if you want things to stay the same size you have
to code them so it does not make things larger like it does with the other
screens. EG: hard code the sizes SetSize() etc. Then reposition everything
on different resolutions.
(Hope that made sense kind of tired lol )

So I am getting what I need. Half way there just need to setup something to
reposition the display when resolution changes.
Regards,
r00t 3:16
Total Retribution
http://www.totalretribution.com
- Original Message -
From: "Brian Pufuwozu" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, June 16, 2005 11:39 PM
Subject: Re: [hlcoders] VGUI



--
[ Picked text/plain from multipart/alternative ]
Everything gets scaled because it makes it just as readable.
What you'll have to do is find a command that gets the current resolution
and then scale it to the correct size to what you want it. Hope you figure
it out.

On 6/17/05, r00t 3:16 <[EMAIL PROTECTED]> wrote:


I am not quite sure why this happens or how to correct it really. I would
imagine it is something simple ?

I am working on my mods intermission screen.
at 640x480 the screen looks nice.
When I change the resolution to 1024x768 everything is big.

640x480
http://www.totalretribution.com/r00t316/IF_r00t.JPG <-- looks good

1024x768
http://www.totalretribution.com/r00t316/if2.JPG <-- why so big looking...

Basically at 640x480 the screen looks good. When you change the
resolution
I
thought that it would look the same but be more centered into the screen
and
be the same size.

Hope that makes sense.


Regards,
r00t 3:16
Total Retribution
http://www.totalretribution.com


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--

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Re: [hlcoders] VGUI

2005-06-16 Thread [EMAIL PROTECTED]
> Not sure if there is an easier way. The screen I made was mostly just
> a res file which had the sizes / positions etc etc. Not very much code
> was involved really

You're looking for SetProportional() and its kin.

-John Sheu


mail2web - Check your email from the web at
http://mail2web.com/ .



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Re: [hlcoders] VGUI Bitmap

2009-05-05 Thread Grash

Here's a good start to help you on your way. 
http://developer.valvesoftware.com/wiki/Basic_Hud_Modification

--- On Tue, 5/5/09, Biz  wrote:

From: Biz 
Subject: [hlcoders] VGUI Bitmap
To: "HLCoders List" 
Date: Tuesday, May 5, 2009, 7:06 PM

Heya,

is it possible to display bitmaps or textures on the user screen via
vgui ? I want to make some kind of bar on the bottom of the screen that
shows the current weapon with images and is styled with other images -
something like D2 or current MMOs. Can anyone please give me a code
example on how to make an image appear on the player's screen?
The mod is based on EP1.

kind regards,
xs57

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Re: [hlcoders] VGUI Bitmap

2009-05-07 Thread Biz
Heya,

thanks for the guide. I've implemented it now to my mod, but a problem
remains. A texture I've chosen gets painted on that half-transparent
grey panel background. Now every time i change the resolution, the
texture is fine but the background scales somehow weird. I've solved
this problem by putting the SetSize and SetPos functions in the
Paint-function. Is this the only solution or am i missing out something
more elegant?

kind regards,
xs57

Code attached:

CHudImport::CHudImport(...){
Panel *pParent = g_pClientMode->GetViewport();
SetParent( pParent);
SetVisible(true);
SetAlpha(0); //changing this didn't do anything
SetProportional(false); //this is somehow related to the scaling, but
i'm not sure how
m_nImport = surface()->CreateNewTextureID();
surface()->DrawSetTextureFile(m_nImport, "HUD/bottombar", true, true);
}

void CHudImport::Paint(){
SetPaintBorderEnabled(false);
// now my resize code, where my texture is 480x96:
int width;
int height;
surface()->GetScreenSize(width, height);
width = (width-480) / 2;
height -= 96
SetPos(width, height);
SetSize(480,96);
surface()->DrawSetTexture(m_nImport);
surface()->DrawTexturedRect(0,0,480,96);
}

Grash wrote:
> Here's a good start to help you on your way. 
> http://developer.valvesoftware.com/wiki/Basic_Hud_Modification
>
> --- On Tue, 5/5/09, Biz  wrote:
>
> From: Biz 
> Subject: [hlcoders] VGUI Bitmap
> To: "HLCoders List" 
> Date: Tuesday, May 5, 2009, 7:06 PM
>
> Heya,
>
> is it possible to display bitmaps or textures on the user screen via
> vgui ? I want to make some kind of bar on the bottom of the screen that
> shows the current weapon with images and is styled with other images -
> something like D2 or current MMOs. Can anyone please give me a code
> example on how to make an image appear on the player's screen?
> The mod is based on EP1.
>
> kind regards,
> xs57

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[hlcoders] VGUI proportion problems.

2006-03-10 Thread Benjamin Davison
--
[ Picked text/plain from multipart/alternative ]
http://img202.imageshack.us/img202/277/vguiproblem1kx.jpg

Very weird, it has been working fine for a while in proper sizes, but just
started it up today and it has decided todo that. Any ideas?

--
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Davidson
Devising
Davin
Edit...
Ignore all
Add to dictionary
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Re: [hlcoders] VGUI help

2006-03-20 Thread Kamran

Look in TextEntry.cpp in src/vgui2/controls/

It's "GetText()" Though I don't know how to use it. Best bet: search the
entire project for "GetText" and see if Valve has any code that does it.
(Use the Edit->Find and do "Find In Project")

Michael Kramer wrote:

--
[ Picked text/plain from multipart/alternative ]
How do I get what is in a text field? Like say I had a text field caleld
Name,

And if "Admin" was written in that textfield, and then a button called OK
was pushed, it
would execute a function. Howdo I get the text that is in the text field?

Thanks

-Michael Kramer
--

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Re: [hlcoders] VGUI help

2006-03-20 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
Do you know where the GameMenu is in the code? I want a button on my VGUI
panel to open up
the FindServersDialog from GameMenu.res, but I can't find the code anywhere.

On 3/20/06, Kamran <[EMAIL PROTECTED]> wrote:
>
> Look in TextEntry.cpp in src/vgui2/controls/
>
> It's "GetText()" Though I don't know how to use it. Best bet: search the
> entire project for "GetText" and see if Valve has any code that does it.
> (Use the Edit->Find and do "Find In Project")
>
> Michael Kramer wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > How do I get what is in a text field? Like say I had a text field caleld
> > Name,
> >
> > And if "Admin" was written in that textfield, and then a button called
> OK
> > was pushed, it
> > would execute a function. Howdo I get the text that is in the text
> field?
> >
> > Thanks
> >
> > -Michael Kramer
> > --
> >
> > ___
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> please visit:
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> >
> >
>
> --
> Kamran A
> Get Firefox! Safer, Faster, Better.
> 
> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox
>
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Re: [hlcoders] VGUI help

2006-03-20 Thread Kamran

GameMenu is a .res file in your /resource/ directory (if it's not, it's
in the GCF). There's no code for it; it's a Source engine thing.

I also do not think you can open the find servers dialog using anything
except the GameMenu. I mean, there is a way, it was part of a previous
discussion and Aaron Schiff did do a little bit on cloning the VGUI
panels. He said the only way would really be to clone the panels and
then you could edit them...

Even opening them, I still don't know... I don't think you can without a
lot of work; and I don't know how you'd do it. If Valve would reply and
help us a bit, that'd sure be nice... since I have to live with the
default menu VGUI panels, except New Game which I made myself special to
my mod.

Michael Kramer wrote:

--
[ Picked text/plain from multipart/alternative ]
Do you know where the GameMenu is in the code? I want a button on my VGUI
panel to open up
the FindServersDialog from GameMenu.res, but I can't find the code anywhere.

On 3/20/06, Kamran <[EMAIL PROTECTED]> wrote:


Look in TextEntry.cpp in src/vgui2/controls/

It's "GetText()" Though I don't know how to use it. Best bet: search the
entire project for "GetText" and see if Valve has any code that does it.
(Use the Edit->Find and do "Find In Project")

Michael Kramer wrote:


--
[ Picked text/plain from multipart/alternative ]
How do I get what is in a text field? Like say I had a text field caleld
Name,

And if "Admin" was written in that textfield, and then a button called


OK


was pushed, it
would execute a function. Howdo I get the text that is in the text


field?


Thanks

-Michael Kramer
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Re: [hlcoders] VGUI help

2006-03-20 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
dang :( well that kinda sucks...h.

On 3/20/06, Kamran <[EMAIL PROTECTED]> wrote:
>
> GameMenu is a .res file in your /resource/ directory (if it's not, it's
> in the GCF). There's no code for it; it's a Source engine thing.
>
> I also do not think you can open the find servers dialog using anything
> except the GameMenu. I mean, there is a way, it was part of a previous
> discussion and Aaron Schiff did do a little bit on cloning the VGUI
> panels. He said the only way would really be to clone the panels and
> then you could edit them...
>
> Even opening them, I still don't know... I don't think you can without a
> lot of work; and I don't know how you'd do it. If Valve would reply and
> help us a bit, that'd sure be nice... since I have to live with the
> default menu VGUI panels, except New Game which I made myself special to
> my mod.
>
> Michael Kramer wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Do you know where the GameMenu is in the code? I want a button on my
> VGUI
> > panel to open up
> > the FindServersDialog from GameMenu.res, but I can't find the code
> anywhere.
> >
> > On 3/20/06, Kamran <[EMAIL PROTECTED]> wrote:
> >
> >> Look in TextEntry.cpp in src/vgui2/controls/
> >>
> >> It's "GetText()" Though I don't know how to use it. Best bet: search
> the
> >> entire project for "GetText" and see if Valve has any code that does
> it.
> >> (Use the Edit->Find and do "Find In Project")
> >>
> >> Michael Kramer wrote:
> >>
> >>> --
> >>> [ Picked text/plain from multipart/alternative ]
> >>> How do I get what is in a text field? Like say I had a text field
> caleld
> >>> Name,
> >>>
> >>> And if "Admin" was written in that textfield, and then a button called
> >>>
> >> OK
> >>
> >>> was pushed, it
> >>> would execute a function. Howdo I get the text that is in the text
> >>>
> >> field?
> >>
> >>> Thanks
> >>>
> >>> -Michael Kramer
> >>> --
> >>>
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >>>
> >> please visit:
> >>
> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>
> >>>
> >>>
> >>>
> >> --
> >> Kamran A
> >> Get Firefox! Safer, Faster, Better.
> >> 
> >> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> >>
> > --
> >
> > ___
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> please visit:
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> >
> >
> >
>
> --
> Kamran A
> Get Firefox! Safer, Faster, Better.
> 
> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox
>
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Re: [hlcoders] VGUI help

2006-03-20 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
Ok, well I found a way to do what I want kinda. The only problem is that the
menu is loading on top of my panel:

I want it to look like:
http://www.siosphere.com/LoginMenu.jpg

But it only looks like that if I click the side panel, which then covers the
menu.
Is there a command to hide the menu? And just the menu (already tried
r_drawvgui 0)
Or, is there a way to gurantee my panel is on top of the menu (I already
tried setting the zPos).

Thanks

-Kramer

On 3/20/06, Michael Kramer <[EMAIL PROTECTED]> wrote:
>
> dang :( well that kinda sucks...h.
>
>
> On 3/20/06, Kamran <[EMAIL PROTECTED]> wrote:
> >
> > GameMenu is a .res file in your /resource/ directory (if it's not, it's
> > in the GCF). There's no code for it; it's a Source engine thing.
> >
> > I also do not think you can open the find servers dialog using anything
> > except the GameMenu. I mean, there is a way, it was part of a previous
> > discussion and Aaron Schiff did do a little bit on cloning the VGUI
> > panels. He said the only way would really be to clone the panels and
> > then you could edit them...
> >
> > Even opening them, I still don't know... I don't think you can without a
> > lot of work; and I don't know how you'd do it. If Valve would reply and
> > help us a bit, that'd sure be nice... since I have to live with the
> > default menu VGUI panels, except New Game which I made myself special to
> > my mod.
> >
> > Michael Kramer wrote:
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > Do you know where the GameMenu is in the code? I want a button on my
> > VGUI
> > > panel to open up
> > > the FindServersDialog from GameMenu.res, but I can't find the code
> > anywhere.
> > >
> > > On 3/20/06, Kamran <[EMAIL PROTECTED]> wrote:
> > >
> > >> Look in TextEntry.cpp in src/vgui2/controls/
> > >>
> > >> It's "GetText()" Though I don't know how to use it. Best bet: search
> > the
> > >> entire project for "GetText" and see if Valve has any code that does
> > it.
> > >> (Use the Edit->Find and do "Find In Project")
> > >>
> > >> Michael Kramer wrote:
> > >>
> > >>> --
> > >>> [ Picked text/plain from multipart/alternative ]
> > >>> How do I get what is in a text field? Like say I had a text field
> > caleld
> > >>> Name,
> > >>>
> > >>> And if "Admin" was written in that textfield, and then a button
> > called
> > >>>
> > >> OK
> > >>
> > >>> was pushed, it
> > >>> would execute a function. Howdo I get the text that is in the text
> > >>>
> > >> field?
> > >>
> > >>> Thanks
> > >>>
> > >>> -Michael Kramer
> > >>> --
> > >>>
> > >>> ___
> > >>> To unsubscribe, edit your list preferences, or view the list
> > archives,
> > >>>
> > >> please visit:
> > >>
> > >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >>>
> > >>>
> > >>>
> > >>>
> > >> --
> > >> Kamran A
> > >> Get Firefox! Safer, Faster, Better.
> > >> < http://www.spreadfirefox.com/?q=affiliates&id=0&t=85>
> > >> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox
> > >>
> > >> ___
> > >> 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
> > >
> > >
> > >
> >
> > --
> > Kamran A
> > Get Firefox! Safer, Faster, Better.
> > < http://www.spreadfirefox.com/?q=affiliates&id=0&t=85>
> > Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
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> >
> >
>
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Re: [hlcoders] VGUI help

2006-03-20 Thread Kamran

Best to look at the tutorials on Valve Developer Wiki. I wrote some
tutorials that make GameUI panels and a bunch of stuff about them.

Michael Kramer wrote:

--
[ Picked text/plain from multipart/alternative ]
Ok, well I found a way to do what I want kinda. The only problem is that the
menu is loading on top of my panel:

I want it to look like:
http://www.siosphere.com/LoginMenu.jpg

But it only looks like that if I click the side panel, which then covers the
menu.
Is there a command to hide the menu? And just the menu (already tried
r_drawvgui 0)
Or, is there a way to gurantee my panel is on top of the menu (I already
tried setting the zPos).

Thanks

-Kramer

On 3/20/06, Michael Kramer <[EMAIL PROTECTED]> wrote:


dang :( well that kinda sucks...h.


On 3/20/06, Kamran <[EMAIL PROTECTED]> wrote:


GameMenu is a .res file in your /resource/ directory (if it's not, it's
in the GCF). There's no code for it; it's a Source engine thing.

I also do not think you can open the find servers dialog using anything
except the GameMenu. I mean, there is a way, it was part of a previous
discussion and Aaron Schiff did do a little bit on cloning the VGUI
panels. He said the only way would really be to clone the panels and
then you could edit them...

Even opening them, I still don't know... I don't think you can without a
lot of work; and I don't know how you'd do it. If Valve would reply and
help us a bit, that'd sure be nice... since I have to live with the
default menu VGUI panels, except New Game which I made myself special to
my mod.

Michael Kramer wrote:


--
[ Picked text/plain from multipart/alternative ]
Do you know where the GameMenu is in the code? I want a button on my


VGUI


panel to open up
the FindServersDialog from GameMenu.res, but I can't find the code


anywhere.


On 3/20/06, Kamran <[EMAIL PROTECTED]> wrote:



Look in TextEntry.cpp in src/vgui2/controls/

It's "GetText()" Though I don't know how to use it. Best bet: search


the


entire project for "GetText" and see if Valve has any code that does


it.


(Use the Edit->Find and do "Find In Project")

Michael Kramer wrote:



--
[ Picked text/plain from multipart/alternative ]
How do I get what is in a text field? Like say I had a text field


caleld


Name,

And if "Admin" was written in that textfield, and then a button


called


OK



was pushed, it
would execute a function. Howdo I get the text that is in the text



field?



Thanks

-Michael Kramer
--

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Re: [hlcoders] VGUI features

2006-07-11 Thread Garry Newman

Yeah you can definitely play movies in there - I know someone that has
that working (He's rendering to a vgui screen so it shows in the world
on TV screens and stuff).

Not sure what the button animate thing means - but you can easily make
it swap different textures in there.


On 7/11/06, Emiel Regis <[EMAIL PROTECTED]> wrote:

Hey,

I've been wondering about some features of VGUI and maybe you can help me.
I particulary want to know whether it's possible to play videos in main
menu and to animate buttons (like after one menu is chosen, a new
animation occures and it swaps to another menu).
Thanks in advance

Emiel Regis
www.moviebattles.com
thenewera.invisiongamez.com

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Re: [hlcoders] VGUI features

2006-07-11 Thread Emiel Regis

Could you possibly ask him how he did that?



Yeah you can definitely play movies in there - I know someone that has
that working (He's rendering to a vgui screen so it shows in the world
on TV screens and stuff).

Not sure what the button animate thing means - but you can easily make
it swap different textures in there.


On 7/11/06, Emiel Regis <[EMAIL PROTECTED]> wrote:

Hey,

I've been wondering about some features of VGUI and maybe you can help
me.
I particulary want to know whether it's possible to play videos in main
menu and to animate buttons (like after one menu is chosen, a new
animation occures and it swaps to another menu).
Thanks in advance

Emiel Regis
www.moviebattles.com
thenewera.invisiongamez.com

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[hlcoders] VGUI/Map communication

2006-08-04 Thread Thomas Vollmer
Hi all,

I created a vgui::Frame subclass that represents a user interface for the 
player (to get information and take actions). I've been trying to figure out 
how to hook up button clicks in the UI to entities on the map. So, the user 
chooses an option in the UI (via RadioButtons) and then clicks a button. After 
the button click, based on the option the player selected, I want to 
enable/disable triggers that control my logic_choreographed_scene entities. 
This way, I can control the flow of the game by enabling/disabling triggers.

I'm having trouble figuring out how I can do this. Any hint would be 
appreciated!

Thanks,
Thomas

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[hlcoders] VGUI Character Selection

2006-08-18 Thread webmaster
On Half-Life 2 Deathmatch with the character selection in the Options; does 
anyone know
where I can edit the characters that appear in that list?

Thanks;
Yanii

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Re: [hlcoders] VGUI Bug?

2007-02-28 Thread Minh
--
[ Picked text/plain from multipart/alternative ]
A quick and dirty method would be just to rename the .vmt and it's
corresponding references. :)

So instead of
materials\VGUI\playermodels\characters\SiNTekGrunt\sintekgrunt.vmt

change it to
materials\VGUI\playermodels\characters\SiNTekGrunt\grunt.vmt

good luck, with whatever method you choose.

- Original Message -
From: "Sarkie" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, February 28, 2007 2:40 PM
Subject: [hlcoders] VGUI Bug?


> --
> [ Picked text/plain from multipart/alternative ]
> Hi,
>
> I am working on the Unofficial SiN Episodes Mod, I seem to have an odd
> error.
>
> I have loaded a few models using my own array in hl2mp_player.cpp which
> does
> everything the same as the humans and combine. So I can get the models in
> the game that is not the problem.
>
> I have added the 3 corresponding files and folders:
> materials\VGUI\playermodels\characters\Blade\Blade.vmt
> materials\VGUI\playermodels\characters\Jessica\Jessica.vmt
> materials\VGUI\playermodels\characters\SiNTekGrunt\sintekgrunt.vmt
>
> With corresponding vtf files, now Blade and Jessica work fine off
> selecting
> their image off the menu, but if I select sintekgrunt, cl_playermodel only
> returns
>
> models\characters\SinTekGrunt\sintekgr.mdl <-- with the "unt" missing off
> the end, as if there's a limit somewhere, I have looked in the source code
> for it, but I can't find the method the Apply or Ok in VGUI is calling, so
> have I access to it? or do I have to extract it out of the gcf and load it
> from a different address without this limit?
>
> Any help would be appreciated.
>
> Sarkie
> --
>
> ___
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RE: [hlcoders] VGUI Bug?

2007-03-12 Thread Yahn Bernier
There was a limitation in gameui.dll that restricted the model name to
32 characters.  I'll up it to 128 and that should solve this issue.

Yahn

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Minh
Sent: Wednesday, February 28, 2007 3:09 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] VGUI Bug?

--
[ Picked text/plain from multipart/alternative ] A quick and dirty
method would be just to rename the .vmt and it's corresponding
references. :)

So instead of
materials\VGUI\playermodels\characters\SiNTekGrunt\sintekgrunt.vmt

change it to
materials\VGUI\playermodels\characters\SiNTekGrunt\grunt.vmt

good luck, with whatever method you choose.

- Original Message -
From: "Sarkie" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, February 28, 2007 2:40 PM
Subject: [hlcoders] VGUI Bug?


> --
> [ Picked text/plain from multipart/alternative ] Hi,
>
> I am working on the Unofficial SiN Episodes Mod, I seem to have an odd

> error.
>
> I have loaded a few models using my own array in hl2mp_player.cpp
> which does everything the same as the humans and combine. So I can get

> the models in the game that is not the problem.
>
> I have added the 3 corresponding files and folders:
> materials\VGUI\playermodels\characters\Blade\Blade.vmt
> materials\VGUI\playermodels\characters\Jessica\Jessica.vmt
> materials\VGUI\playermodels\characters\SiNTekGrunt\sintekgrunt.vmt
>
> With corresponding vtf files, now Blade and Jessica work fine off
> selecting their image off the menu, but if I select sintekgrunt,
> cl_playermodel only returns
>
> models\characters\SinTekGrunt\sintekgr.mdl <-- with the "unt" missing
> off the end, as if there's a limit somewhere, I have looked in the
> source code for it, but I can't find the method the Apply or Ok in
> VGUI is calling, so have I access to it? or do I have to extract it
> out of the gcf and load it from a different address without this
limit?
>
> Any help would be appreciated.
>
> Sarkie
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,

> please visit:
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Re: [hlcoders] VGUI messages

2007-05-13 Thread Oliver
--
[ Picked text/plain from multipart/alternative ]
Let's call your frame: frame_A and the panel in your frame: panel_A.

Make sure you are creating another message when panel_A receives a message.
So in panel_A's OnMouseEvent function, there should be code to build a new
KeyValue with the same data and PostMessage to panel_A's parent.

If you've already done all that and it still doesn't work, lemme know.


On 5/13/07, Mark Chandler <[EMAIL PROTECTED]> wrote:
>
> OK im having a problem with vgui messages.
>
> Currently I have a frame that has images and one panel on it. And on that
> panel are more images.
>
> Now I have coded in the ImagePanel class to send a message when its
> clicked
> on:
>
> void ImagePanel::OnMousePressed(MouseCode code)
> {
> if ( GetParent() )
> {
> KeyValues *msg = new KeyValues("MouseEvent");
> msg->SetString("event", "MousePressed");
> msg->SetString("name", GetName());
> PostMessage(GetParent(), msg);
> }
> BaseClass::OnMousePressed(code);
> }
>
> Ive hooked the messages using: MESSAGE_FUNC_PARAMS( OnMouseEvent,
> "MouseEvent", data );
> Now all images on the frame return the message, but I cant get images on
> the
> panel to return the messages to the panel.
>
> Any one have any ideas?
>
> Mark
>
>
>
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RE: [hlcoders] VGUI messages

2007-05-13 Thread Mark Chandler
Yeah im relaying the messages to the frame but they are never picked up in
the panel to start with. I have a devmsg in the panel and in the frame
function OnMouseEvent and it only gets called for the frames images. Hmm

Mark
GoldenEye Source

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Oliver
Sent: Sunday, May 13, 2007 9:08 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] VGUI messages

--
[ Picked text/plain from multipart/alternative ]
Let's call your frame: frame_A and the panel in your frame: panel_A.

Make sure you are creating another message when panel_A receives a message.
So in panel_A's OnMouseEvent function, there should be code to build a new
KeyValue with the same data and PostMessage to panel_A's parent.

If you've already done all that and it still doesn't work, lemme know.


On 5/13/07, Mark Chandler <[EMAIL PROTECTED]> wrote:
>
> OK im having a problem with vgui messages.
>
> Currently I have a frame that has images and one panel on it. And on that
> panel are more images.
>
> Now I have coded in the ImagePanel class to send a message when its
> clicked
> on:
>
> void ImagePanel::OnMousePressed(MouseCode code)
> {
> if ( GetParent() )
> {
> KeyValues *msg = new KeyValues("MouseEvent");
> msg->SetString("event", "MousePressed");
> msg->SetString("name", GetName());
> PostMessage(GetParent(), msg);
> }
> BaseClass::OnMousePressed(code);
> }
>
> Ive hooked the messages using: MESSAGE_FUNC_PARAMS( OnMouseEvent,
> "MouseEvent", data );
> Now all images on the frame return the message, but I cant get images on
> the
> panel to return the messages to the panel.
>
> Any one have any ideas?
>
> Mark
>
>
>
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Re: [hlcoders] VGUI Menus

2007-06-02 Thread Tom Leighton

The right is VGUI, the left is GameUI, Hud elements are like the
"Health" panel.

Take a look at teammenu.cpp (Thats what i'm basing all my vgui stuff
off) -- it works ingame too (No pressing ESC to get to the menu)...

~Tom

Drak wrote:

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I keep getting confused between, GameUI, VGUI, and Hud elements.
For example, what would this be? 
http://rune.flyingmongoose.net/SourceMM/bat_screenshot.gif
I would assume, a VGUI menu. Which is what i'm trying todo, I couldn't find any 
examples of 'menu's in the SDK.
(Besides the source, menu.cpp). And it sems to link to a user message, but I 
have no idea what the args/bytes are for the message.
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Re: [hlcoders] VGUI Menus

2007-06-02 Thread Matt Stafford
--
[ Picked text/plain from multipart/alternative ]
I think VGUI is the actual system that they all use (Valve Graphical User
Inteface?) to draw. For instance, HUD elements are combinations of panels,
fonts and all that stuff. GameUI panels are basically in-game VGUI.
In that screenshot, everything there is drawn with the VGUI system. Theres a
bit of documentation on developer.valvesoftware.com but it takes a bit of
getting used to, the VGUI system isn't overly intuitive when you're new to
it. I've got a few samples lying around of an in-game panel and a custom
Options dialog if you need something to work off

Matt

On 6/3/07, Tom Leighton <[EMAIL PROTECTED]> wrote:
>
> The right is VGUI, the left is GameUI, Hud elements are like the
> "Health" panel.
>
> Take a look at teammenu.cpp (Thats what i'm basing all my vgui stuff
> off) -- it works ingame too (No pressing ESC to get to the menu)...
>
> ~Tom
>
> Drak wrote:
> > This is a multi-part message in MIME format.
> > --
> > [ Picked text/plain from multipart/alternative ]
> > I keep getting confused between, GameUI, VGUI, and Hud elements.
> > For example, what would this be?
> http://rune.flyingmongoose.net/SourceMM/bat_screenshot.gif
> > I would assume, a VGUI menu. Which is what i'm trying todo, I couldn't
> find any examples of 'menu's in the SDK.
> > (Besides the source, menu.cpp). And it sems to link to a user message,
> but I have no idea what the args/bytes are for the message.
> > --
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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> >
> >
> >
>
>
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NightFall HL2 Mod - http://www.nightfallmod.com
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Re: [hlcoders] VGUI Menus

2007-06-02 Thread Drak

That would be great if I could see some of your samples, Matt. I'd
appreciate it.
If you wanted to contact me via MSN/E-Mail. It's:   [EMAIL PROTECTED]

- Original Message -
From: "Matt Stafford" <[EMAIL PROTECTED]>
To: 
Sent: Saturday, June 02, 2007 11:09 PM
Subject: Re: [hlcoders] VGUI Menus



--
[ Picked text/plain from multipart/alternative ]
I think VGUI is the actual system that they all use (Valve Graphical User
Inteface?) to draw. For instance, HUD elements are combinations of panels,
fonts and all that stuff. GameUI panels are basically in-game VGUI.
In that screenshot, everything there is drawn with the VGUI system. Theres
a
bit of documentation on developer.valvesoftware.com but it takes a bit of
getting used to, the VGUI system isn't overly intuitive when you're new to
it. I've got a few samples lying around of an in-game panel and a custom
Options dialog if you need something to work off

Matt

On 6/3/07, Tom Leighton <[EMAIL PROTECTED]> wrote:


The right is VGUI, the left is GameUI, Hud elements are like the
"Health" panel.

Take a look at teammenu.cpp (Thats what i'm basing all my vgui stuff
off) -- it works ingame too (No pressing ESC to get to the menu)...

~Tom

Drak wrote:
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> I keep getting confused between, GameUI, VGUI, and Hud elements.
> For example, what would this be?
http://rune.flyingmongoose.net/SourceMM/bat_screenshot.gif
> I would assume, a VGUI menu. Which is what i'm trying todo, I couldn't
find any examples of 'menu's in the SDK.
> (Besides the source, menu.cpp). And it sems to link to a user message,
but I have no idea what the args/bytes are for the message.
> --
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
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>


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RE: [hlcoders] VGUI Examples?

2007-06-07 Thread Mark Chandler
Why don't you look at the examples all ready there. The scoreboard does
basicly what you want.

Mark

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of TheDisturbedOne
Sent: Friday, June 08, 2007 6:39 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] VGUI Examples?

Does anyone out there have any VGUI code to share? I'm wanting to
create a panel that would have two columns and ~10 rows. The idea will
be to take data from a trigger entity I created and pass it off to the
panel to display some info. I'd like it to pop up like the team menu
or the scoreboard. Thanks for any information in advance.

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Re: [hlcoders] VGUI Examples?

2007-06-07 Thread Matt Stafford
--
[ Picked text/plain from multipart/alternative ]
Mark has a good point, the scoreboard is probably the best example, combined
with the GameUi docos at the Dev Wiki (teaches you how to create & destroy
them correctly etc)

On 6/8/07, Mark Chandler <[EMAIL PROTECTED]> wrote:
>
> Why don't you look at the examples all ready there. The scoreboard does
> basicly what you want.
>
> Mark
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> TheDisturbedOne
> Sent: Friday, June 08, 2007 6:39 AM
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] VGUI Examples?
>
> Does anyone out there have any VGUI code to share? I'm wanting to
> create a panel that would have two columns and ~10 rows. The idea will
> be to take data from a trigger entity I created and pass it off to the
> panel to display some info. I'd like it to pop up like the team menu
> or the scoreboard. Thanks for any information in advance.
>
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[hlcoders] vgui::surface()->DrawTexturedRect()

2007-11-28 Thread Jamie Femia
--
[ Picked text/plain from multipart/alternative ]
Anyone know why equipping a weapon seems to disable this function? I use it
to draw stuff on my HUD but when I equip a weapon it disappears...
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[hlcoders] vgui newbie question.

2001-12-31 Thread Dave R. Meyers

I followed the tut on HL Programming planet, and I have a functioning vgui
menu.

Now, I want to make use of the commandmenu.txt.  But if I have anything in
it, the game crashes.  I remove the text, game runs fine, but no menu.

Anyone have an idea what is going on?

I copied the commandmenu.txt from tfc just to test it, works fine under tfc,
just not my mod.

Dave


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[hlcoders] vgui text colour

2002-02-20 Thread Alex Peterson

this maybe a hack but you could probably override the colour by doing a
setFgColor every frame by overriding paintbackground.

is it actually possible to change the colour of these (well, I guess I could
change the Primary Button Text scheme - but I want it to depend on the
team).
But nothing I've tried actually works... :o/
(I've attempted using setBgColor and setFgColor for example)

CaptFarrell


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RE: [hlcoders] VGUI question

2002-04-26 Thread Scott Velasquez

VGUI doesn't natively support this, but you can add it yourself by
subclassing a VGUI image object and adding said functionality.

Scott Velasquez
Programmer
Gearbox Software (www.gearboxsoftware.com)
--
re·cur·sion n.: See Recursion.
--


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Josh Coyne
Sent: Friday, April 26, 2002 3:51 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] VGUI question


This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hey guys.

Is it possible to scale an image (pref TGA) in the VGUI? like if i want a
certain texture to appear 2x size,or resize to another resolution, etc.

Regards,
Josh
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Re: [hlcoders] VGUI question

2002-04-26 Thread Josh Coyne

Okay, ill see what i can do.

Btw tell Ted i said hi(im programming for his little Mod :D)

- Original Message -
From: "Scott Velasquez" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, April 26, 2002 5:26 PM
Subject: RE: [hlcoders] VGUI question


VGUI doesn't natively support this, but you can add it yourself by
subclassing a VGUI image object and adding said functionality.

Scott Velasquez
Programmer
Gearbox Software (www.gearboxsoftware.com)
--
re·cur·sion n.: See Recursion.
--


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Josh Coyne
Sent: Friday, April 26, 2002 3:51 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] VGUI question


This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hey guys.

Is it possible to scale an image (pref TGA) in the VGUI? like if i want a
certain texture to appear 2x size,or resize to another resolution, etc.

Regards,
Josh
--

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Re: [hlcoders] VGUI question

2002-04-27 Thread Josh Coyne

Ahh, damn vgui.

You wouldnt happen to have any pointers on how to do this would ya?

- Original Message -
From: "Scott Velasquez" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, April 26, 2002 5:26 PM
Subject: RE: [hlcoders] VGUI question


VGUI doesn't natively support this, but you can add it yourself by
subclassing a VGUI image object and adding said functionality.

Scott Velasquez
Programmer
Gearbox Software (www.gearboxsoftware.com)
--
re·cur·sion n.: See Recursion.
--


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Josh Coyne
Sent: Friday, April 26, 2002 3:51 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] VGUI question


This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hey guys.

Is it possible to scale an image (pref TGA) in the VGUI? like if i want a
certain texture to appear 2x size,or resize to another resolution, etc.

Regards,
Josh
--

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Re: [hlcoders] VGUI - TextEntry

2002-11-29 Thread Barret Rhoden
check out http://hlci.telefragged.com/newvgui3_pop.php

about halfway down they suggest unbinding all keys and rebinding them when
you leave the vgui menu.

barret


- Original Message -
From: "Michael Shimmins" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Saturday, November 30, 2002 1:31 AM
Subject: [hlcoders] VGUI - TextEntry


> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> Hi,
>
> I've been playing with the TextEntry field for our class menu, but have
> found some issues with it.  When you type a letter that is bound to a
> movement command, that command is executed.  For instance, typing 's'
> which I have bound to backwards, moves my character backwards.  Also, if
> you pull the console down, anything you type in the console is also
> entered in the text entry field.
>
> Does anyone know how to get around these problems?  For player movement
> I just though of setting their velocity to 0, so they can't move, but as
> for the console?  I thought about checking the 'is console down' flag
> (forgotten what its called), and if it's down don't enter the text into
> the box, but I don't have access to the .cpp file to do this in.
>
> Any ideas?
>
> Thanks,
>
> Michael Shimmins <mailto:[EMAIL PROTECTED]>
> Sesechial Software
>
> ___
> Important - This email and any attachments may be confidential. If
> received in error, please contact us and delete all copies. Before
> opening or using attachments, check them for viruses and defects.
> Regardless of any loss, damage or consequence, whether caused by the
> negligence of the sender or not, resulting directly or indirectly from
> the use of any attached files our liability is limited to resupplying
> any affected attachments. Any representations or opinions expressed are
> those of the individual sender, and not necessarily those of Sesechial
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Re: [hlcoders] VGUI - TextEntry

2002-11-30 Thread Steve Rukuts
--
[ Converted text/html to text/plain ]

Depending on what you're doing, it's useful to move around when you're
accessing the VGUI menus.

=>check out
=>http://hlci.telefragged.com/newvgui3_pop.php
=>
=>about halfway down they suggest unbinding all
=>keys and rebinding them when
=>you leave the vgui menu.
=>
=>barret
=>
=>
=>- Original Message -
=>From: "Michael Shimmins"
=>To:
=>Sent: Saturday, November 30, 2002 1:31 AM
=>Subject: [hlcoders] VGUI - TextEntry
=>
=>
=>> This is a multi-part message in MIME format.
=>> --
=>> [ Picked text/plain from multipart/alternative ]
=>> Hi,
=>>
=>> I've been playing with the TextEntry field for our class menu, but have
=>> found some issues with it. When you type a letter that is bound to a
=>> movement command, that command is executed. For instance, typing 's'
=>> which I have bound to backwards, moves my character backwards. Also, if
=>> you pull the console down, anything you type in the console is also
=>> entered in the text entry field.
=>>
=>> Does anyone know how to get around these problems? For player movement
=>> I just though of setting their velocity to 0, so they can't move, but as
=>> for the console? I thought about checking the 'is console down' flag
=>> (forgotten what its called), and if it's down don't enter the text into
=>> the box, but I don't have access to the .cpp file to do this in.
=>>
=>> Any ideas?
=>>
=>> Thanks,
=>>
=>> Michael Shimmins
=>> Sesechial Software
=>>
=>> ___
=>> Important - This email and any attachments may be confidential. If
=>> received in error, please contact us and delete all copies. Before
=>> opening or using attachments, check them for viruses and defects.
=>> Regardless of any loss, damage or consequence, whether caused by the
=>> negligence of the sender or not, resulting directly or indirectly from
=>> the use of any attached files our liability is limited to resupplying
=>> any affected attachments. Any representations or opinions expressed are
=>> those of the individual sender, and not necessarily those of Sesechial
=>> Software.
=>>
=>>
=>> --
=>>
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=>> To unsubscribe, edit your list preferences, or view the list archives,
=>please visit:
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Steve Rukuts
Wrench Software
Webmaster / Co-Founder / Original Design: Operation: Messiah

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MSN: [EMAIL PROTECTED]
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[hlcoders] VGUI Image Problem

2002-12-17 Thread Caleb 'Ghoul' Delnay
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I've recently finished my VGUI HUD.  The last thing I added in was a VGUI version of 
the ammo history (displays items you pick up on the right).  This all works fine and 
dandy no problems..  at least not at first.  The whole HUD uses a considerable amount 
of images, 1 for ammo (changed using setImage when you switch weapons), 12 for the 
history (changed again using setImage), 2 for the armor and health, and like 16 for 
each weapon.

The HUD works perfectly without a flaw, at least for the first part.  As the game 
progresses and I pick up more and more items, suddenly the wierdest happens.  All the 
images that aren't completely static (ammo, history, weapons) vanish.  They refuse to 
be drawn, while the armor and health images always stay perfectly fine.  This 
completely boggles me and leads me to almost think a VGUI image can only be changed so 
many times with setImage before it causes "choas"?  Perhaps some pictures will help.

Here is the HUD normally, all working correctly.

http://www.llamanade.net/ghoul/pictures/error/vgui_image_bug0.jpg

Normally if I had recently picked something up it would appear on the right side like 
it should, but in when this picture was taken I had not picked anything up, so of 
course there is no image.  Also, the browser for the weapons is not open, so nothing 
there.  Now, the bugged picture.

http://www.llamanade.net/ghoul/pictures/error/vgui_image_bug1.jpg

So then, now as you can see everything that isn't static is gone.  I had just picked 
up some trip mines and they of course didn't show up in the history.  In the weapon 
selector no images are present, at the bottom the primary ammo isn't present.  The 
secondary is because only 2 weapons use secondary ammo, and they are handled 
differently.  The health and armor are there still of course because they aren't 
modified ever ingame.

The only thing I can think of for such behavior is some wierd bug with changing images 
(setImage and setPos).  Either that or I'm just completely missing something.  :(

If anyone has any ideas, please respond.  :)

Caleb 'Ghoul' Delnay
Project Leader: Kill Or Be Killed
http://www.llamanade.net/kobk/
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Re: [hlcoders] VGUI quiestion

2003-01-05 Thread Ryan \"Professional Victim\" Desgroseilliers
I ran into this problem a while ago. There simply isn't an image for the
button available for it to load; each mod has to provide its own. You need
to create the images as "320_arrowup.tga", "320_arrowdn.tga",
"640_arrowup.tga" and "640_arrowdn.tga" in your mod's gfx\vgui subfolder.
See the TFC directory for an example of these and the right size/color
depth/etc. to use.

- Original Message -
From: "Vyacheslav Djura" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, January 05, 2003 9:32 AM
Subject: [hlcoders] VGUI quiestion


> I am making my own VGUI window and everything is ok, except scroll
> area doesn't have arrow buttons. Basically they are here (when you
> click empty area where they are supposed to be scroll bar scrolls),
> but there is no image for them. My question is is there any way to fix
> that? Thanks :)
>
>
>
> Best regards,
>  Vyacheslav "Hoaxer" Djura
>
> --
--
> Distinct Reality mod
(www.wrenchsoftware.com/dreal/dreal.html)
>
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Re: [hlcoders] VGUI quiestion

2003-01-05 Thread Tom
or just use tfcs ;)

- Original Message -
From: "Ryan "Professional Victim" Desgroseilliers" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, January 05, 2003 10:29 PM
Subject: Re: [hlcoders] VGUI quiestion


> I ran into this problem a while ago. There simply isn't an image for the
> button available for it to load; each mod has to provide its own. You need
> to create the images as "320_arrowup.tga", "320_arrowdn.tga",
> "640_arrowup.tga" and "640_arrowdn.tga" in your mod's gfx\vgui subfolder.
> See the TFC directory for an example of these and the right size/color
> depth/etc. to use.
>
> - Original Message -
> From: "Vyacheslav Djura" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Sunday, January 05, 2003 9:32 AM
> Subject: [hlcoders] VGUI quiestion
>
>
> > I am making my own VGUI window and everything is ok, except scroll
> > area doesn't have arrow buttons. Basically they are here (when you
> > click empty area where they are supposed to be scroll bar scrolls),
> > but there is no image for them. My question is is there any way to fix
> > that? Thanks :)
> >
> >
> >
> > Best regards,
> >  Vyacheslav "Hoaxer" Djura
> >
>
> --
> --
> > Distinct Reality mod
> (www.wrenchsoftware.com/dreal/dreal.html)
> >
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[hlcoders] vgui messages problem

2003-01-05 Thread Vyacheslav Djura
Another problem with VGUI - my window was heavily modified
TeamSelection window and now I've made separate class from it with own
message. I've declared message everywhere, but when I am trying to
send it from client I receive: "User msg: No pfn Notepad 98"...What
does that mean? Thanks again :)


Best regards,
 Vyacheslav "Hoaxer" Djura


Distinct Reality mod   (www.wrenchsoftware.com/dreal/dreal.html)

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[hlcoders] Vgui ScrollBar Question

2003-01-30 Thread [LMS]007
I'm trying to make he scroll bar work independently of ScrollPanel. I just want
a little slider bar to handle some client variables which relate to color! So
in theory ill have the scroll bar inclement or decrement some hex valve or
something like that. Problem is i can't get the slider bar to scale. So scarily
i want a scroll bar to have high range with a very small slider bar (16 pixels
or something). But the slider seems to be hardcoded, or rather the range seems
to be hardcoded even tho I change all the ranges. There is a ctor to create and
change the slider size and it does not seem to work for me. I think I have
tried almost every function in the ScrollBar class and SliderBar class with no
luck. The only thing i managed to do was change the tga for the buttons, lol.

Anyway help is always appreciated!
thx
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[hlcoders] VGUI API Version

2003-06-17 Thread Michael Shimmins
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hey,

Does anyone know the 'official' version number for the current VGUI API we
have with the SDK 2.3 code?  Obviously the major version is 1, however is
there a minor/revision version in there too?

Thanks,
Michael   Shimmins
Sesechial Software 
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[hlcoders] VGUI Language/localization

2005-01-24 Thread Bad HAL 9000
I have been having some difficulty loading my language file/s
I am aware that there is a bug related to how the modname is set VIA the
-game paramater on commandline, and this is nolonger done since the mods
are placed in Sourcemods/ now.
So what I was trying is to forcibly load it. I saw a post on the
chatbear forums about it I think, and I asked my question there, but
recived no answer
so, in my
CBaseViewport::CBaseViewport()
...
vgui::HScheme scheme =
vgui::scheme()->LoadSchemeFromFile("resource/ClientScheme.res",
"ClientScheme");
SetScheme(scheme);
SetProportional( true );
// Here is the problem. It doesnt seem to load the file
vgui::localize()->AddFile( vgui::filesystem(),
"resource/mymod_english.txt" );
m_pAnimController = new vgui::AnimationController(this);

Any ideas?
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[hlcoders] VGUI Language/localization

2005-01-24 Thread Bad HAL 9000
It is Unicode
Here is what it looks like
"lang"
{
"Language" "English"
"Tokens"
{
"mymod_Menu_Title""MENU"
"mymod_Menu_Item_0""Menu item 0"
"mymod_Menu_Item_1""Menu item 1"
"mymod_Menu_Item_2""Menu item 2"
"mymod_Menu_Item_3""Menu item 3"
"mymod_Menu_Item_4""Menu item 4"
"mymod_Menu_Item_5""Menu item 5"
"mymod_Menu_Item_6""Menu item 6"
"mymod_Menu_Item_7""Menu item 7"
"mymod_Menu_Item_8""Menu item 8"
"mymod_Menu_Item_9""Menu item 9"
}
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[hlcoders] vgui event question?

2005-04-29 Thread Heritage
I'd like to subscribe to an event such as a button click, im having
kinda of a hard to understanding how to do this. I read thu the
documentation but its still unclear to me. I dont want to derive a new
button class just to overwrite OnClick or OnCommand or OnWhatever, I
just need to subscribe to that event. I'm having a hard time finding
examples, or maybe im looking in the wrong places, or maybe this is
not the way it works?

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[hlcoders] vgui::HTML, Flashlight

2005-10-17 Thread Andrew Orner

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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[hlcoders] vgui::TextEntry problems

2009-09-20 Thread steven belmans

Hi all. 
For some reason this piece of code forces my mod crash! I don't have a clue of 
what's going rong.
char *m_pTextUser = "";
char *m_pTextPass = "";
int nLena = m_pUser->GetTextLength() + 1;
int nLenb = m_pPassword->GetTextLength() + 1;
m_pUser->SetText("terrorcell");
m_pUser->GetText(m_pTextUser, nLena);// m_pUser is a vgui::TextEntry
m_pPassword->GetText(m_pTextPass, nLenb);// m_pPassword is a 
vgui::TextEntry
Msg(m_pTextUser);
Msg(m_pTextPass);
I have no compile error,s / warnings. 
Thanks in advance

_
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[hlcoders] VGUI command KeyValues management

2008-04-23 Thread Piotr Siódmak
Take a look at the following code:

KeyValues* kv = new KeyValues( "myMessage", "p1", 1, "p2", 2 );
m_pInventoryButtons[i]->SetCommand( kv );

Are the KeyValues managed by the panel (deleted when changed or when panel is 
deleted) or do I have to take care of deleting them?

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Re: [hlcoders] VGUI proportion problems.

2006-03-10 Thread Adam \"amckern\" Mckern
Have you been editing it in the correct res?

--- Benjamin Davison <[EMAIL PROTECTED]>
wrote:

> --
> [ Picked text/plain from multipart/alternative ]
>
http://img202.imageshack.us/img202/277/vguiproblem1kx.jpg
>
> Very weird, it has been working fine for a while in
> proper sizes, but just
> started it up today and it has decided todo that.
> Any ideas?
>
> --
> - Benjamin Davison Davis on
> Davis-on
> Davidson
> Devising
> Davin
> Edit...
> Ignore all
> Add to dictionary
> --
>
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Re: [hlcoders] VGUI proportion problems.

2006-03-10 Thread Benjamin Davison
--
[ Picked text/plain from multipart/alternative ]
The correct res?

I'm gonna take the correct res is 640*480, and no I didn't :|

On 3/10/06, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:
>
> Have you been editing it in the correct res?
>
> --- Benjamin Davison <[EMAIL PROTECTED]>
> wrote:
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> >
> http://img202.imageshack.us/img202/277/vguiproblem1kx.jpg
> >
> > Very weird, it has been working fine for a while in
> > proper sizes, but just
> > started it up today and it has decided todo that.
> > Any ideas?
> >
> > --
> > - Benjamin Davison Davis on
> > Davis-on
> > Davidson
> > Devising
> > Davin
> > Edit...
> > Ignore all
> > Add to dictionary
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view
> > the list archives, please visit:
> >
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> 
> My Website http://www.ammahls.com
>Lead Programer NightFall http://www.nightfallmod.net
>   Developer of CST and ZHLT 3.0 http://www.zhlt.info
>  Team Lead - Prime - Website TBA...
>
> __
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Re: [hlcoders] VGUI proportion problems.

2006-03-10 Thread Kamran

No, the .res file for it.

Benjamin Davison wrote:

--
[ Picked text/plain from multipart/alternative ]
The correct res?

I'm gonna take the correct res is 640*480, and no I didn't :|

On 3/10/06, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:


Have you been editing it in the correct res?

--- Benjamin Davison <[EMAIL PROTECTED]>
wrote:



--
[ Picked text/plain from multipart/alternative ]



http://img202.imageshack.us/img202/277/vguiproblem1kx.jpg


Very weird, it has been working fine for a while in
proper sizes, but just
started it up today and it has decided todo that.
Any ideas?

--
- Benjamin Davison Davis on
Davis-on
Davidson
Devising
Davin
Edit...
Ignore all
Add to dictionary
--

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My Website http://www.ammahls.com
   Lead Programer NightFall http://www.nightfallmod.net
  Developer of CST and ZHLT 3.0 http://www.zhlt.info
 Team Lead - Prime - Website TBA...

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Re: [hlcoders] VGUI proportion problems.

2006-03-10 Thread Benjamin Davison
--
[ Picked text/plain from multipart/alternative ]
Yeah, it's the correct .res file.

On 3/10/06, Kamran <[EMAIL PROTECTED]> wrote:
>
> No, the .res file for it.
>
> Benjamin Davison wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > The correct res?
> >
> > I'm gonna take the correct res is 640*480, and no I didn't :|
> >
> > On 3/10/06, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:
> >
> >> Have you been editing it in the correct res?
> >>
> >> --- Benjamin Davison <[EMAIL PROTECTED]>
> >> wrote:
> >>
> >>
> >>> --
> >>> [ Picked text/plain from multipart/alternative ]
> >>>
> >>>
> >> http://img202.imageshack.us/img202/277/vguiproblem1kx.jpg
> >>
> >>> Very weird, it has been working fine for a while in
> >>> proper sizes, but just
> >>> started it up today and it has decided todo that.
> >>> Any ideas?
> >>>
> >>> --
> >>> - Benjamin Davison Davis on
> >>> Davis-on
> >>> Davidson
> >>> Devising
> >>> Davin
> >>> Edit...
> >>> Ignore all
> >>> Add to dictionary
> >>> --
> >>>
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view
> >>> the list archives, please visit:
> >>>
> >>>
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>>
> >> 
> >> My Website http://www.ammahls.com
> >>Lead Programer NightFall http://www.nightfallmod.net
> >>   Developer of CST and ZHLT 3.0 http://www.zhlt.info
> >>  Team Lead - Prime - Website TBA...
> >>
> >> __
> >> Do You Yahoo!?
> >> Tired of spam?  Yahoo! Mail has the best spam protection around
> >> http://mail.yahoo.com
> >>
> >> ___
> >> 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
> >
> >
> >
>
> --
> Kamran A
> Get Firefox! Safer, Faster, Better.
> 
> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox
>
> ___
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Re: [hlcoders] VGUI proportion problems.

2006-03-10 Thread bloodykenny
There's a long-standing issue with the HL2 core, or perhaps the SDK, that if 
you change your screen res of window size, VGUIs get messed up until you 
restart.  I've never tried to investigate a fix though.

At 2006/03/10 08:49 AM, Benjamin Davison wrote:
>--
>[ Picked text/plain from multipart/alternative ]
>Yeah, it's the correct .res file.
>
>On 3/10/06, Kamran <[EMAIL PROTECTED]> wrote:
>>
>> No, the .res file for it.
>>
>> Benjamin Davison wrote:
>> > --
>> > [ Picked text/plain from multipart/alternative ]
>> > The correct res?
>> >
>> > I'm gonna take the correct res is 640*480, and no I didn't :|
>> >
>> > On 3/10/06, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:
>> >
>> >> Have you been editing it in the correct res?
>> >>
>> >> --- Benjamin Davison <[EMAIL PROTECTED]>
>> >> wrote:
>> >>
>> >>
>> >>> --
>> >>> [ Picked text/plain from multipart/alternative ]
>> >>>
>> >>>
>> >> http://img202.imageshack.us/img202/277/vguiproblem1kx.jpg
>> >>
>> >>> Very weird, it has been working fine for a while in
>> >>> proper sizes, but just
>> >>> started it up today and it has decided todo that.
>> >>> Any ideas?
>> >>>
>> >>> --
>> >>> - Benjamin Davison Davis on
>> >>> Davis-on
>> >>> Davidson
>> >>> Devising
>> >>> Davin
>> >>> Edit...
>> >>> Ignore all
>> >>> Add to dictionary
>> >>> --
>> >>>
>> >>> ___
>> >>> To unsubscribe, edit your list preferences, or view
>> >>> the list archives, please visit:
>> >>>
>> >>>
>> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> >>
>> >>>
>> >> 
>> >> My Website http://www.ammahls.com
>> >>Lead Programer NightFall http://www.nightfallmod.net
>> >>   Developer of CST and ZHLT 3.0 http://www.zhlt.info
>> >>  Team Lead - Prime - Website TBA...
>> >>
>> >> __
>> >> Do You Yahoo!?
>> >> Tired of spam?  Yahoo! Mail has the best spam protection around
>> >> http://mail.yahoo.com
>> >>
>> >> ___
>> >> 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
>> >
>> >
>> >
>>
>> --
>> Kamran A
>> Get Firefox! Safer, Faster, Better.
>> 
>> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox
>>
>> ___
>> 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] VGUI proportion problems.

2006-03-10 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
There is an OnScreenSizeChanged function that gets called...it may be doing
something funky

On 3/10/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]>
wrote:
>
> There's a long-standing issue with the HL2 core, or perhaps the SDK, that
> if you change your screen res of window size, VGUIs get messed up until you
> restart.  I've never tried to investigate a fix though.
>
> At 2006/03/10 08:49 AM, Benjamin Davison wrote:
> >--
> >[ Picked text/plain from multipart/alternative ]
> >Yeah, it's the correct .res file.
> >
> >On 3/10/06, Kamran <[EMAIL PROTECTED]> wrote:
> >>
> >> No, the .res file for it.
> >>
> >> Benjamin Davison wrote:
> >> > --
> >> > [ Picked text/plain from multipart/alternative ]
> >> > The correct res?
> >> >
> >> > I'm gonna take the correct res is 640*480, and no I didn't :|
> >> >
> >> > On 3/10/06, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:
> >> >
> >> >> Have you been editing it in the correct res?
> >> >>
> >> >> --- Benjamin Davison <[EMAIL PROTECTED]>
> >> >> wrote:
> >> >>
> >> >>
> >> >>> --
> >> >>> [ Picked text/plain from multipart/alternative ]
> >> >>>
> >> >>>
> >> >> http://img202.imageshack.us/img202/277/vguiproblem1kx.jpg
> >> >>
> >> >>> Very weird, it has been working fine for a while in
> >> >>> proper sizes, but just
> >> >>> started it up today and it has decided todo that.
> >> >>> Any ideas?
> >> >>>
> >> >>> --
> >> >>> - Benjamin Davison Davis on
> >> >>> Davis-on
> >> >>> Davidson
> >> >>> Devising
> >> >>> Davin
> >> >>> Edit...
> >> >>> Ignore all
> >> >>> Add to dictionary
> >> >>> --
> >> >>>
> >> >>> ___
> >> >>> To unsubscribe, edit your list preferences, or view
> >> >>> the list archives, please visit:
> >> >>>
> >> >>>
> >> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >> >>
> >> >>>
> >> >> 
> >> >> My Website http://www.ammahls.com
> >> >>Lead Programer NightFall http://www.nightfallmod.net
> >> >>   Developer of CST and ZHLT 3.0 http://www.zhlt.info
> >> >>  Team Lead - Prime - Website TBA...
> >> >>
> >> >> __
> >> >> Do You Yahoo!?
> >> >> Tired of spam?  Yahoo! Mail has the best spam protection around
> >> >> http://mail.yahoo.com
> >> >>
> >> >> ___
> >> >> 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
> >> >
> >> >
> >> >
> >>
> >> --
> >> Kamran A
> >> Get Firefox! Safer, Faster, Better.
> >> 
> >> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox
> >>
> >> ___
> >> 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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> please visit:
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Re: [hlcoders] VGUI proportion problems.

2006-03-10 Thread Adam \"amckern\" Mckern
Bloodlines reboots the engine when this is called from
what i can think of, when i was playing it - if only
we could reboot the engine, maybe the ammo counters
wont overlap :)

--- Aaron Schiff <[EMAIL PROTECTED]> wrote:

> --
> [ Picked text/plain from multipart/alternative ]
> There is an OnScreenSizeChanged function that gets
> called...it may be doing
> something funky
>
> On 3/10/06, [EMAIL PROTECTED]
> <[EMAIL PROTECTED]>
> wrote:
> >
> > There's a long-standing issue with the HL2 core,
> or perhaps the SDK, that
> > if you change your screen res of window size,
> VGUIs get messed up until you
> > restart.  I've never tried to investigate a fix
> though.
> >
> > At 2006/03/10 08:49 AM, Benjamin Davison wrote:
> > >--
> > >[ Picked text/plain from multipart/alternative ]
> > >Yeah, it's the correct .res file.
> > >
> > >On 3/10/06, Kamran <[EMAIL PROTECTED]> wrote:
> > >>
> > >> No, the .res file for it.
> > >>
> > >> Benjamin Davison wrote:
> > >> > --
> > >> > [ Picked text/plain from
> multipart/alternative ]
> > >> > The correct res?
> > >> >
> > >> > I'm gonna take the correct res is 640*480,
> and no I didn't :|
> > >> >
> > >> > On 3/10/06, Adam amckern Mckern
> <[EMAIL PROTECTED]> wrote:
> > >> >
> > >> >> Have you been editing it in the correct res?
> > >> >>
> > >> >> --- Benjamin Davison
> <[EMAIL PROTECTED]>
> > >> >> wrote:
> > >> >>
> > >> >>
> > >> >>> --
> > >> >>> [ Picked text/plain from
> multipart/alternative ]
> > >> >>>
> > >> >>>
> > >> >>
>
http://img202.imageshack.us/img202/277/vguiproblem1kx.jpg
> > >> >>
> > >> >>> Very weird, it has been working fine for a
> while in
> > >> >>> proper sizes, but just
> > >> >>> started it up today and it has decided todo
> that.
> > >> >>> Any ideas?
> > >> >>>
> > >> >>> --
> > >> >>> - Benjamin Davison Davis on
> > >> >>> Davis-on
> > >> >>> Davidson
> > >> >>> Devising
> > >> >>> Davin
> > >> >>> Edit...
> > >> >>> Ignore all
> > >> >>> Add to dictionary
> > >> >>> --
> > >> >>>
> > >> >>>
> ___
> > >> >>> To unsubscribe, edit your list preferences,
> or view
> > >> >>> the list archives, please visit:
> > >> >>>
> > >> >>>
> > >> >>
>
http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >> >>
> > >> >>>
> > >> >> 
> > >> >> My Website http://www.ammahls.com
> > >> >>Lead Programer NightFall
> http://www.nightfallmod.net
> > >> >>   Developer of CST and ZHLT 3.0
> http://www.zhlt.info
> > >> >>  Team Lead - Prime - Website TBA...
> > >> >>
> > >> >>
> __
> > >> >> Do You Yahoo!?
> > >> >> Tired of spam?  Yahoo! Mail has the best
> spam protection around
> > >> >> http://mail.yahoo.com
> > >> >>
> > >> >>
> ___
> > >> >> 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
> > >> >
> > >> >
> > >> >
> > >>
> > >> --
> > >> Kamran A
> > >> Get Firefox! Safer, Faster, Better.
> > >>
>

> > >> Down with Internet Explorer! Say "NO!" to
> Spyware! Use Firefox
> > >>
> > >> ___
> > >> 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
> >
> >
>
>
> --
> ts2do
> --
>
> ___
> To unsubscribe, edit your list preferences, or view
> the list archives, please visit:
>
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>
>



My Website http://www.ammahls.com
   Lead Programer NightFall http://www.nightfallmod.net
  Developer of CST and ZHLT 3.0 http://www.zhlt.info
 Team Lead - Prime - Website TBA...

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Re: [hlcoders] VGUI proportion problems.

2006-03-11 Thread Garry Newman
_restart :x

On 3/11/06, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:
> Bloodlines reboots the engine when this is called from
> what i can think of, when i was playing it - if only
> we could reboot the engine, maybe the ammo counters
> wont overlap :)
>
> --- Aaron Schiff <[EMAIL PROTECTED]> wrote:
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > There is an OnScreenSizeChanged function that gets
> > called...it may be doing
> > something funky
> >
> > On 3/10/06, [EMAIL PROTECTED]
> > <[EMAIL PROTECTED]>
> > wrote:
> > >
> > > There's a long-standing issue with the HL2 core,
> > or perhaps the SDK, that
> > > if you change your screen res of window size,
> > VGUIs get messed up until you
> > > restart.  I've never tried to investigate a fix
> > though.
> > >
> > > At 2006/03/10 08:49 AM, Benjamin Davison wrote:
> > > >--
> > > >[ Picked text/plain from multipart/alternative ]
> > > >Yeah, it's the correct .res file.
> > > >
> > > >On 3/10/06, Kamran <[EMAIL PROTECTED]> wrote:
> > > >>
> > > >> No, the .res file for it.
> > > >>
> > > >> Benjamin Davison wrote:
> > > >> > --
> > > >> > [ Picked text/plain from
> > multipart/alternative ]
> > > >> > The correct res?
> > > >> >
> > > >> > I'm gonna take the correct res is 640*480,
> > and no I didn't :|
> > > >> >
> > > >> > On 3/10/06, Adam amckern Mckern
> > <[EMAIL PROTECTED]> wrote:
> > > >> >
> > > >> >> Have you been editing it in the correct res?
> > > >> >>
> > > >> >> --- Benjamin Davison
> > <[EMAIL PROTECTED]>
> > > >> >> wrote:
> > > >> >>
> > > >> >>
> > > >> >>> --
> > > >> >>> [ Picked text/plain from
> > multipart/alternative ]
> > > >> >>>
> > > >> >>>
> > > >> >>
> >
> http://img202.imageshack.us/img202/277/vguiproblem1kx.jpg
> > > >> >>
> > > >> >>> Very weird, it has been working fine for a
> > while in
> > > >> >>> proper sizes, but just
> > > >> >>> started it up today and it has decided todo
> > that.
> > > >> >>> Any ideas?
> > > >> >>>
> > > >> >>> --
> > > >> >>> - Benjamin Davison Davis on
> > > >> >>> Davis-on
> > > >> >>> Davidson
> > > >> >>> Devising
> > > >> >>> Davin
> > > >> >>> Edit...
> > > >> >>> Ignore all
> > > >> >>> Add to dictionary
> > > >> >>> --
> > > >> >>>
> > > >> >>>
> > ___
> > > >> >>> To unsubscribe, edit your list preferences,
> > or view
> > > >> >>> the list archives, please visit:
> > > >> >>>
> > > >> >>>
> > > >> >>
> >
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >> >>
> > > >> >>>
> > > >> >> 
> > > >> >> My Website http://www.ammahls.com
> > > >> >>Lead Programer NightFall
> > http://www.nightfallmod.net
> > > >> >>   Developer of CST and ZHLT 3.0
> > http://www.zhlt.info
> > > >> >>  Team Lead - Prime - Website TBA...
> > > >> >>
> > > >> >>
> > __
> > > >> >> Do You Yahoo!?
> > > >> >> Tired of spam?  Yahoo! Mail has the best
> > spam protection around
> > > >> >> http://mail.yahoo.com
> > > >> >>
> > > >> >>
> > ___
> > > >> >> 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
> > > >> >
> > > >> >
> > > >> >
> > > >>
> > > >> --
> > > >> Kamran A
> > > >> Get Firefox! Safer, Faster, Better.
> > > >>
> >
> 
> > > >> Down with Internet Explorer! Say "NO!" to
> > Spyware! Use Firefox
> > > >>
> > > >> ___
> > > >> 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
> > >
> > >
> >
> >
> > --
> > ts2do
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view
> > the list archives, please visit:
> >
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> 
> My Website http://w

Re: [hlcoders] VGUI proportion problems.

2006-03-11 Thread Benjamin Davison
--
[ Picked text/plain from multipart/alternative ]
Well it was actually restarted wen it started doing this.

But I actually think it was because I was editing the screen in 1024x768, im
doing it in 640*480 and it works fine now.

On 3/11/06, Garry Newman <[EMAIL PROTECTED]> wrote:
>
> _restart :x
>
> On 3/11/06, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:
> > Bloodlines reboots the engine when this is called from
> > what i can think of, when i was playing it - if only
> > we could reboot the engine, maybe the ammo counters
> > wont overlap :)
> >
> > --- Aaron Schiff <[EMAIL PROTECTED]> wrote:
> >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > There is an OnScreenSizeChanged function that gets
> > > called...it may be doing
> > > something funky
> > >
> > > On 3/10/06, [EMAIL PROTECTED]
> > > <[EMAIL PROTECTED]>
> > > wrote:
> > > >
> > > > There's a long-standing issue with the HL2 core,
> > > or perhaps the SDK, that
> > > > if you change your screen res of window size,
> > > VGUIs get messed up until you
> > > > restart.  I've never tried to investigate a fix
> > > though.
> > > >
> > > > At 2006/03/10 08:49 AM, Benjamin Davison wrote:
> > > > >--
> > > > >[ Picked text/plain from multipart/alternative ]
> > > > >Yeah, it's the correct .res file.
> > > > >
> > > > >On 3/10/06, Kamran <[EMAIL PROTECTED]> wrote:
> > > > >>
> > > > >> No, the .res file for it.
> > > > >>
> > > > >> Benjamin Davison wrote:
> > > > >> > --
> > > > >> > [ Picked text/plain from
> > > multipart/alternative ]
> > > > >> > The correct res?
> > > > >> >
> > > > >> > I'm gonna take the correct res is 640*480,
> > > and no I didn't :|
> > > > >> >
> > > > >> > On 3/10/06, Adam amckern Mckern
> > > <[EMAIL PROTECTED]> wrote:
> > > > >> >
> > > > >> >> Have you been editing it in the correct res?
> > > > >> >>
> > > > >> >> --- Benjamin Davison
> > > <[EMAIL PROTECTED]>
> > > > >> >> wrote:
> > > > >> >>
> > > > >> >>
> > > > >> >>> --
> > > > >> >>> [ Picked text/plain from
> > > multipart/alternative ]
> > > > >> >>>
> > > > >> >>>
> > > > >> >>
> > >
> > http://img202.imageshack.us/img202/277/vguiproblem1kx.jpg
> > > > >> >>
> > > > >> >>> Very weird, it has been working fine for a
> > > while in
> > > > >> >>> proper sizes, but just
> > > > >> >>> started it up today and it has decided todo
> > > that.
> > > > >> >>> Any ideas?
> > > > >> >>>
> > > > >> >>> --
> > > > >> >>> - Benjamin Davison Davis on
> > > > >> >>> Davis-on
> > > > >> >>> Davidson
> > > > >> >>> Devising
> > > > >> >>> Davin
> > > > >> >>> Edit...
> > > > >> >>> Ignore all
> > > > >> >>> Add to dictionary
> > > > >> >>> --
> > > > >> >>>
> > > > >> >>>
> > > ___
> > > > >> >>> To unsubscribe, edit your list preferences,
> > > or view
> > > > >> >>> the list archives, please visit:
> > > > >> >>>
> > > > >> >>>
> > > > >> >>
> > >
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > > >> >>
> > > > >> >>>
> > > > >> >> 
> > > > >> >> My Website http://www.ammahls.com
> > > > >> >>Lead Programer NightFall
> > > http://www.nightfallmod.net
> > > > >> >>   Developer of CST and ZHLT 3.0
> > > http://www.zhlt.info
> > > > >> >>  Team Lead - Prime - Website TBA...
> > > > >> >>
> > > > >> >>
> > > __
> > > > >> >> Do You Yahoo!?
> > > > >> >> Tired of spam?  Yahoo! Mail has the best
> > > spam protection around
> > > > >> >> http://mail.yahoo.com
> > > > >> >>
> > > > >> >>
> > > ___
> > > > >> >> 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
> > > > >> >
> > > > >> >
> > > > >> >
> > > > >>
> > > > >> --
> > > > >> Kamran A
> > > > >> Get Firefox! Safer, Faster, Better.
> > > > >>
> > >
> > 
> > > > >> Down with Internet Explorer! Say "NO!" to
> > > Spyware! Use Firefox
> > > > >>
> > > > >> ___
> > > > >> 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

[hlcoders] Vgui in MP Games

2006-03-18 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
Howdo create a VGUI panel in MP games? I followed the tutorial on making
GameUI Panels, but it did not work for my mod :(

Can anyone point me in the right direction? Or do an example already in the
code?

Thanks

-Michael Kramer
--

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[hlcoders] vgui rounded corners/borders

2006-07-17 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
How do I get borders on VGUI Elements with rounded corners?

I have

vgui::HScheme scheme = vgui::scheme()->GetScheme( "ClientScheme" );
vgui::IScheme *pScheme = vgui::scheme()->GetIScheme( scheme );
vgui::IBorder *border = pScheme->GetBorder("Border");
SetBorder(border);

But that then turns it from being rounded, into being square, which is not
what I want.

And in the .res file of my panel I have it say

"PaintBackgroundType""2"

And it does rounded corners if I don't have a border on.

Thanks

-Michael Kramer
--

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Re: [hlcoders] VGUI/Map communication

2006-08-04 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
This is all theory, but see this:
http://developer.valvesoftware.com/wiki/Client_to_Server_Messages

--
ts2do
--

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Re: [hlcoders] VGUI Character Selection

2006-08-18 Thread Oliver Gray
--
[ Picked text/plain from multipart/alternative ]
I'm not sure if you can add new one's but you can limit the choices in
hl2mp_player.cpp.

On 8/18/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>
> On Half-Life 2 Deathmatch with the character selection in the Options;
> does anyone know
> where I can edit the characters that appear in that list?
>
> Thanks;
> Yanii
>
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Re: [hlcoders] VGUI Character Selection

2006-08-18 Thread Scott Loyd

extract hl2mp content; materials\VGUI\playermodels\players, for every
folder you add a new option will appear.

[EMAIL PROTECTED] wrote:

On Half-Life 2 Deathmatch with the character selection in the Options; does 
anyone know
where I can edit the characters that appear in that list?

Thanks;
Yanii

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[hlcoders] VGUI issues in HL1

2006-11-25 Thread Rodrigo 'r2d2rigo' Diaz
--
[ Picked text/plain from multipart/alternative ]
Hello, I am currently trying to make a VGUI interface in HL1. I have some
issues, because the VGUI menu is just a template and I want to change some
things on it every time it is opened. The biggest problem I have is related
with the ActionSignals, because it looks like you can add them to controls,
but you can't delete them (so, if in a map the button X in the menu needs to
send the server command Y, and I move to the next map, in which the server
command sent by that button is Z, the client dll sends commands Y and Z).

It looks like VGUI in HL1 isn't finished at all, so maybe the things I want
to do are almost impossible to perform, but I would thank some help with
this thing, especially in the way to destroy VGUI controls and recreate
them, or the strange way CMenuPanel::Open works (it looks like it doesn't
really "close" the panel, just hides it).

Thank you for your time.
--

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[hlcoders] VGUI Build Mode crash

2007-05-28 Thread Matt Stafford
--
[ Picked text/plain from multipart/alternative ]
Hey All,
I started getting a weird VGUI build mode crash today that I can't nail
down. Basic idea is that it worked when I added a simple in-game panel in,
made a few changes to vgui::Button (to make a derived class) and added some
elements to my panel. Now, as soon as I try to start build mode, it crashes.
Weird thing is that it works perfectly fine with the console (ie if I put
the console window in focus and open it, its fine, but if I use anything
else, it crashes). The call stack doesn't show much except two calls to
KeyValues::FindKey and one to vgui::ComboBox::SetText.
The line (I think) it crashes on is
for (dat = m_pSub; dat != NULL; dat = dat->m_pPeer)
in FindKey.

The weird problem is that it works fine on the console, but doesn't on
anything else (yet I've stripped down my other element that it worked
earlier on to nothing but a frame). Any ideas?

Cheers,
Matt

--
Matt Stafford (Wraiyth)
http://www.wraiyth.com
NightFall HL2 Mod - http://www.nightfallmod.com
--

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[hlcoders] VGUI not getting input?

2007-06-13 Thread Drak
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I'm trying to setup a "In-Game" VGUI panel, but it doesn't take any input. The 
screen shows, but i can't roll my mouse onto it or anything. The 
"C_VGuiScreen::ClientThink()" function doesn't even call.. I assume this is the 
function dealing with input.
( No dev messages would show anywhere in the function )

Followed the tutorial here: 
http://developer.valvesoftware.com/wiki/VGUI_Screen_Creation
--


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[hlcoders] VGUI Screen ent fixed?

2007-11-14 Thread Jake Breen

I see that there's a slide VGUI ent, I was wondering if Vgui_screen ent
was fixed.

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Re: [hlcoders] vgui::surface()->DrawTexturedRect()

2007-11-28 Thread Janek
--
[ Picked text/plain from multipart/alternative ]
It is probably due to the SetHiddenBits flags. See HIDEHUD_ in
shaereddefs.h

2007/11/28, Jamie Femia <[EMAIL PROTECTED]>:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Anyone know why equipping a weapon seems to disable this function? I use
> it
> to draw stuff on my HUD but when I equip a weapon it disappears...
> --
>
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--
---
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[hlcoders] vgui panels on models

2007-11-28 Thread Mark Chandler
Hi guys,

Been messing around with vgui panels and im trying to get one to show on a
model (of a watch). Now I followed the tutorial at wavelength
(http://articles.thewavelength.net/675/) mind you it's a tad old and it
didn't compile. Going back over the code I saw you had to add a define for
it to include the code in (VGUI_CONTROL_PANELS) but it didn't like it for
the client (so I assumed the server creates a temp entity for it then sends
all info to the player). Now this is done and its calling the panels think
function but there is no panel on the screen.

I checked the mount points in model viewer and they are where they are meant
to be and everything else looks correct. Any ideas on how to fix it?

Think the code base is the advanced but im not to sure.


Mark [lodle]

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[hlcoders] vgui panels on models

2007-11-28 Thread Mulchman
We used material proxies.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Justin Krenz
Sent: Wednesday, November 28, 2007 14:17
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] vgui panels on models

I also tried getting a vgui panel to appear on a weapon view model and
gave up quickly and used an animated texture instead.  I think the
problem has something to do with having to link your vgui class name
with the text file which lists all vgui panels that can be used with the
vgui entity.  You might try asking the Fortress Forever team how they
managed to put the ammo counter on their weapon.

Mark Chandler wrote:
> Tried it in map and it works fine on a vgui_screen. Just wont show on the
> watch.
>
> http://lodle.net/test.jpg
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Mark Chandler
> Sent: Thursday, November 29, 2007 6:38 AM
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] vgui panels on models
>
> Hi guys,
>
> Been messing around with vgui panels and im trying to get one to show on a
> model (of a watch). Now I followed the tutorial at wavelength
> (http://articles.thewavelength.net/675/) mind you it's a tad old and it
> didn't compile. Going back over the code I saw you had to add a define for
> it to include the code in (VGUI_CONTROL_PANELS) but it didn't like it for
> the client (so I assumed the server creates a temp entity for it then
sends
> all info to the player). Now this is done and its calling the panels think
> function but there is no panel on the screen.
>
> I checked the mount points in model viewer and they are where they are
meant
> to be and everything else looks correct. Any ideas on how to fix it?
>
> Think the code base is the advanced but im not to sure.
>
>
> Mark [lodle]
>
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Re: [hlcoders] vgui newbie question.

2001-12-31 Thread Tom

that was happening to me aswell actually (I copied a mods dir and recompiled
its dlls from sdk 2.1 to 2.2 and it started crashing, when I removed the
comandmenu.txt it stopped, possable bug?)
- Original Message -
From: "Dave R. Meyers" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, January 01, 2002 12:55 AM
Subject: [hlcoders] vgui newbie question.


> I followed the tut on HL Programming planet, and I have a functioning vgui
> menu.
>
> Now, I want to make use of the commandmenu.txt.  But if I have anything in
> it, the game crashes.  I remove the text, game runs fine, but no menu.
>
> Anyone have an idea what is going on?
>
> I copied the commandmenu.txt from tfc just to test it, works fine under
tfc,
> just not my mod.
>
> Dave
>
>
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Re: [hlcoders] vgui newbie question.

2002-01-01 Thread Reedbeta

Hmmm, it's possible that the TFC command menu uses features, like the CUSTOM
buttons, for which the code has been removed from the HL SDK, causing a crash
when the game tries to parse it...
I've never tried using the TFC command menu in any of my mods, but I wrote my
own commandmenu.txt, using the same syntax (I didn't change any of the parsing
code) and it worked fine.

--- "Dave R. Meyers" <[EMAIL PROTECTED]> wrote:
> I followed the tut on HL Programming planet, and I have a functioning vgui
> menu.
> 
> Now, I want to make use of the commandmenu.txt.  But if I have anything in
> it, the game crashes.  I remove the text, game runs fine, but no menu.
> 
> Anyone have an idea what is going on?
> 
> I copied the commandmenu.txt from tfc just to test it, works fine under tfc,
> just not my mod.
> 
> Dave
> 
> 
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Re: [hlcoders] vgui newbie question.

2002-01-01 Thread Dave R. Meyers

Ok, I will give writing my own from scratch a try.

I figured out what was causing the crash though.  I was unaware of the vgui
folder in the gfx folder.  Once I copied it from tfc and placed it into the
gfx folder of Infinity, it stopped crashing.

No menu though, but at least no crashing.

Dave


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Re: [hlcoders] vgui newbie question.

2002-01-01 Thread Dave R. Meyers

ok, no workie.

I just added a few elements with nothing special to see if they would
display, all I get now when I press my commandmenu key is:

user msg no pfn commandmenu 100

Any ideas?

I was just hoping to get the menus working this way, as it seemed easier
than hijacking the tfc menu system, and bending it to my will.

Dave


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Re: [hlcoders] vgui newbie question.

2002-01-01 Thread Cortex



Looks like your server->client message 
isn't declared in the client dll.
Use DECLARE_MESSAGE (and 
HOOK_MESSAGE) to declare 
it.
Normally, it'll work :)
 
CortexHL 
Albator coder & mapperwww.hlalbator.fr.st

  - Original Message - 
  From: 
  Dave R. Meyers 
  To: [EMAIL PROTECTED] 
  
  Sent: Tuesday, January 01, 2002 7:40 
  PM
  Subject: Re: [hlcoders] vgui newbie 
  question.
  ok, no workie.I just added a few elements with nothing 
  special to see if they woulddisplay, all I get now when I press my 
  commandmenu key is:user msg no pfn commandmenu 100Any 
  ideas?I was just hoping to get the menus working this way, as it 
  seemed easierthan hijacking the tfc menu system, and bending it to my 
  will.Dave___To 
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Re: [hlcoders] vgui newbie question.

2002-01-02 Thread Dave R. Meyers

Here is the offensive little piece of code, that I kept over looking.

After commenting this out, the command menu pops up just fine. 8)

Thanks all

Dave


 // Not visible while undefined
// if (g_iPlayerClass == 0)
//  return;


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[hlcoders] VGUI Menu Order Problems

2002-10-10 Thread Mazor

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I get a problem with the Team Menu and MOTD menu conflicting at client
join time. If there's an MOTD present, the server sends the motd menu
and the team menu at the same time (normal, it should be like that
anyway), but one should be hidden at first (the team menu), but they're
both displayed, the MOTD menu in front, team menu behind that. When you
click the OK button for the MOTD menu, the team menu goes away, and your
left with the MOTD menu still sitting there screaming "HAHAHAHAHAHAH YOU
CAN'T GET RID OF ME", then you click ok, and it goes away. Then you
gotta bring the team menu back up to pick your team pain in the ass.

-Mazor
FA Programmer
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Re: [hlcoders] VGUI Image Problem

2002-12-17 Thread Cortex
Hi,

The first thing I had to suggest is to delete/re-set all the images you need
every time a thing needs to change... It's a quite brute method, but for
testing, it could be a good thing (you can try to draw a pict in the middle
of the screen to test).

Anyway, your HUD looks pretty cool :)

  - Cortex : HL ALBATOR coder & mapper
  - [EMAIL PROTECTED] & ICQ : 71548738

Caleb 'Ghoul' Delnay wrote:
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> I've recently finished my VGUI HUD.  The last thing I added in was a
> VGUI version of the ammo history (displays items you pick up on the
> right).  This all works fine and dandy no problems..  at least not at
> first.  The whole HUD uses a considerable amount of images, 1 for
> ammo (changed using setImage when you switch weapons), 12 for the
> history (changed again using setImage), 2 for the armor and health,
> and like 16 for each weapon.
>
> The HUD works perfectly without a flaw, at least for the first part.
> As the game progresses and I pick up more and more items, suddenly
> the wierdest happens.  All the images that aren't completely static
> (ammo, history, weapons) vanish.  They refuse to be drawn, while the
> armor and health images always stay perfectly fine.  This completely
> boggles me and leads me to almost think a VGUI image can only be
> changed so many times with setImage before it causes "choas"?
> Perhaps some pictures will help.
>
> Here is the HUD normally, all working correctly.
>
> http://www.llamanade.net/ghoul/pictures/error/vgui_image_bug0.jpg
>
> Normally if I had recently picked something up it would appear on the
> right side like it should, but in when this picture was taken I had
> not picked anything up, so of course there is no image.  Also, the
> browser for the weapons is not open, so nothing there.  Now, the
> bugged picture.
>
> http://www.llamanade.net/ghoul/pictures/error/vgui_image_bug1.jpg
>
> So then, now as you can see everything that isn't static is gone.  I
> had just picked up some trip mines and they of course didn't show up
> in the history.  In the weapon selector no images are present, at the
> bottom the primary ammo isn't present.  The secondary is because only
> 2 weapons use secondary ammo, and they are handled differently.  The
> health and armor are there still of course because they aren't
> modified ever ingame.
>
> The only thing I can think of for such behavior is some wierd bug
> with changing images (setImage and setPos).  Either that or I'm just
> completely missing something.  :(
>
> If anyone has any ideas, please respond.  :)
>
> Caleb 'Ghoul' Delnay
> Project Leader: Kill Or Be Killed
> http://www.llamanade.net/kobk/


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Re: [hlcoders] VGUI Image Problem

2002-12-17 Thread Alfred
I encountered something similar to this a while back. Make sure you are
freeing any unused images, there is a limited amount of memory for image
storage (I think... something like this at least) (there is lots of
room, but if you keep allocating new images and never free one then it
quickly adds up).

Cortex wrote:


Hi,

The first thing I had to suggest is to delete/re-set all the images
you need
every time a thing needs to change... It's a quite brute method, but for
testing, it could be a good thing (you can try to draw a pict in the
middle
of the screen to test).

Anyway, your HUD looks pretty cool :)

  - Cortex : HL ALBATOR coder & mapper
  - [EMAIL PROTECTED] & ICQ : 71548738

Caleb 'Ghoul' Delnay wrote:

>This is a multi-part message in MIME format.
>--
>[ Picked text/plain from multipart/alternative ]
>I've recently finished my VGUI HUD.  The last thing I added in was a
>VGUI version of the ammo history (displays items you pick up on the
>right).  This all works fine and dandy no problems..  at least not at
>first.  The whole HUD uses a considerable amount of images, 1 for
>ammo (changed using setImage when you switch weapons), 12 for the
>history (changed again using setImage), 2 for the armor and health,
>and like 16 for each weapon.
>
>The HUD works perfectly without a flaw, at least for the first part.
>As the game progresses and I pick up more and more items, suddenly
>the wierdest happens.  All the images that aren't completely static
>(ammo, history, weapons) vanish.  They refuse to be drawn, while the
>armor and health images always stay perfectly fine.  This completely
>boggles me and leads me to almost think a VGUI image can only be
>changed so many times with setImage before it causes "choas"?
>Perhaps some pictures will help.
>
>Here is the HUD normally, all working correctly.
>
>http://www.llamanade.net/ghoul/pictures/error/vgui_image_bug0.jpg
>
>Normally if I had recently picked something up it would appear on the
>right side like it should, but in when this picture was taken I had
>not picked anything up, so of course there is no image.  Also, the
>browser for the weapons is not open, so nothing there.  Now, the
>bugged picture.
>
>http://www.llamanade.net/ghoul/pictures/error/vgui_image_bug1.jpg
>
>So then, now as you can see everything that isn't static is gone.  I
>had just picked up some trip mines and they of course didn't show up
>in the history.  In the weapon selector no images are present, at the
>bottom the primary ammo isn't present.  The secondary is because only
>2 weapons use secondary ammo, and they are handled differently.  The
>health and armor are there still of course because they aren't
>modified ever ingame.
>
>The only thing I can think of for such behavior is some wierd bug
>with changing images (setImage and setPos).  Either that or I'm just
>completely missing something.  :(
>
>If anyone has any ideas, please respond.  :)
>
>Caleb 'Ghoul' Delnay
>Project Leader: Kill Or Be Killed
>http://www.llamanade.net/kobk/



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[EMAIL PROTECTED]

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Re: [hlcoders] VGUI Image Problem

2002-12-18 Thread Caleb 'Ghoul' Delnay
How would I go about allocating and freeing this memory?  I have almost no
experience with memory management :(  (malloc and free?)


Caleb 'Ghoul' Delnay
Project Leader: Kill Or Be Killed
http://www.llamanade.net/kobk/

- Original Message -
From: "Alfred" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, December 18, 2002 1:40 AM
Subject: Re: [hlcoders] VGUI Image Problem


> I encountered something similar to this a while back. Make sure you are
> freeing any unused images, there is a limited amount of memory for image
> storage (I think... something like this at least) (there is lots of
> room, but if you keep allocating new images and never free one then it
> quickly adds up).
>
> Cortex wrote:
>
> > Hi,
> >
> > The first thing I had to suggest is to delete/re-set all the images
> > you need
> > every time a thing needs to change... It's a quite brute method, but for
> > testing, it could be a good thing (you can try to draw a pict in the
> > middle
> > of the screen to test).
> >
> > Anyway, your HUD looks pretty cool :)
> >
> >   - Cortex : HL ALBATOR coder & mapper
> >   - [EMAIL PROTECTED] & ICQ : 71548738
> >
> > Caleb 'Ghoul' Delnay wrote:
> >
> > >This is a multi-part message in MIME format.
> > >--
> > >[ Picked text/plain from multipart/alternative ]
> > >I've recently finished my VGUI HUD.  The last thing I added in was a
> > >VGUI version of the ammo history (displays items you pick up on the
> > >right).  This all works fine and dandy no problems..  at least not at
> > >first.  The whole HUD uses a considerable amount of images, 1 for
> > >ammo (changed using setImage when you switch weapons), 12 for the
> > >history (changed again using setImage), 2 for the armor and health,
> > >and like 16 for each weapon.
> > >
> > >The HUD works perfectly without a flaw, at least for the first part.
> > >As the game progresses and I pick up more and more items, suddenly
> > >the wierdest happens.  All the images that aren't completely static
> > >(ammo, history, weapons) vanish.  They refuse to be drawn, while the
> > >armor and health images always stay perfectly fine.  This completely
> > >boggles me and leads me to almost think a VGUI image can only be
> > >changed so many times with setImage before it causes "choas"?
> > >Perhaps some pictures will help.
> > >
> > >Here is the HUD normally, all working correctly.
> > >
> > >http://www.llamanade.net/ghoul/pictures/error/vgui_image_bug0.jpg
> > >
> > >Normally if I had recently picked something up it would appear on the
> > >right side like it should, but in when this picture was taken I had
> > >not picked anything up, so of course there is no image.  Also, the
> > >browser for the weapons is not open, so nothing there.  Now, the
> > >bugged picture.
> > >
> > >http://www.llamanade.net/ghoul/pictures/error/vgui_image_bug1.jpg
> > >
> > >So then, now as you can see everything that isn't static is gone.  I
> > >had just picked up some trip mines and they of course didn't show up
> > >in the history.  In the weapon selector no images are present, at the
> > >bottom the primary ammo isn't present.  The secondary is because only
> > >2 weapons use secondary ammo, and they are handled differently.  The
> > >health and armor are there still of course because they aren't
> > >modified ever ingame.
> > >
> > >The only thing I can think of for such behavior is some wierd bug
> > >with changing images (setImage and setPos).  Either that or I'm just
> > >completely missing something.  :(
> > >
> > >If anyone has any ideas, please respond.  :)
> > >
> > >Caleb 'Ghoul' Delnay
> > >Project Leader: Kill Or Be Killed
> > >http://www.llamanade.net/kobk/
> >
> >
> >
> > ___
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> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
> --
> Alfred Reynolds
> [EMAIL PROTECTED]
>
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Re: [hlcoders] VGUI Image Problem

2002-12-18 Thread Alfred
just make sure that if you ever "new" and object that you "free" it
later (or that something free's it).

Caleb 'Ghoul' Delnay wrote:


How would I go about allocating and freeing this memory?  I have almost no
experience with memory management :(  (malloc and free?)


Caleb 'Ghoul' Delnay
Project Leader: Kill Or Be Killed
http://www.llamanade.net/kobk/

- Original Message -
From: "Alfred" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, December 18, 2002 1:40 AM
Subject: Re: [hlcoders] VGUI Image Problem





I encountered something similar to this a while back. Make sure you are
freeing any unused images, there is a limited amount of memory for image
storage (I think... something like this at least) (there is lots of
room, but if you keep allocating new images and never free one then it
quickly adds up).

Cortex wrote:




Hi,

The first thing I had to suggest is to delete/re-set all the images
you need
every time a thing needs to change... It's a quite brute method, but for
testing, it could be a good thing (you can try to draw a pict in the
middle
of the screen to test).

Anyway, your HUD looks pretty cool :)

 - Cortex : HL ALBATOR coder & mapper
 - [EMAIL PROTECTED] & ICQ : 71548738

Caleb 'Ghoul' Delnay wrote:




This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I've recently finished my VGUI HUD.  The last thing I added in was a
VGUI version of the ammo history (displays items you pick up on the
right).  This all works fine and dandy no problems..  at least not at
first.  The whole HUD uses a considerable amount of images, 1 for
ammo (changed using setImage when you switch weapons), 12 for the
history (changed again using setImage), 2 for the armor and health,
and like 16 for each weapon.

The HUD works perfectly without a flaw, at least for the first part.
As the game progresses and I pick up more and more items, suddenly
the wierdest happens.  All the images that aren't completely static
(ammo, history, weapons) vanish.  They refuse to be drawn, while the
armor and health images always stay perfectly fine.  This completely
boggles me and leads me to almost think a VGUI image can only be
changed so many times with setImage before it causes "choas"?
Perhaps some pictures will help.

Here is the HUD normally, all working correctly.

http://www.llamanade.net/ghoul/pictures/error/vgui_image_bug0.jpg

Normally if I had recently picked something up it would appear on the
right side like it should, but in when this picture was taken I had
not picked anything up, so of course there is no image.  Also, the
browser for the weapons is not open, so nothing there.  Now, the
bugged picture.

http://www.llamanade.net/ghoul/pictures/error/vgui_image_bug1.jpg

So then, now as you can see everything that isn't static is gone.  I
had just picked up some trip mines and they of course didn't show up
in the history.  In the weapon selector no images are present, at the
bottom the primary ammo isn't present.  The secondary is because only
2 weapons use secondary ammo, and they are handled differently.  The
health and armor are there still of course because they aren't
modified ever ingame.

The only thing I can think of for such behavior is some wierd bug
with changing images (setImage and setPos).  Either that or I'm just
completely missing something.  :(

If anyone has any ideas, please respond.  :)

Caleb 'Ghoul' Delnay
Project Leader: Kill Or Be Killed
http://www.llamanade.net/kobk/




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[EMAIL PROTECTED]

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Re: [hlcoders] VGUI Image Problem

2002-12-18 Thread Caleb 'Ghoul' Delnay
Well, everything is created fine.  All images load fine.  After I collect
many many items is when the effect begins, which leads me to think it might
be something to do with using setImage more than once on an image.  This
effect didn't take place before I added in my history using setImage.  After
the "invisible" effect takes place any new images created don't show up
either.  So I'm very confused.


Caleb 'Ghoul' Delnay
Project Leader: Kill Or Be Killed
http://www.llamanade.net/kobk/


- Original Message -
From: "Alfred" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, December 18, 2002 12:41 PM
Subject: Re: [hlcoders] VGUI Image Problem


> just make sure that if you ever "new" and object that you "free" it
> later (or that something free's it).
>
> Caleb 'Ghoul' Delnay wrote:
>
> >How would I go about allocating and freeing this memory?  I have almost
no
> >experience with memory management :(  (malloc and free?)
> >
> >
> >Caleb 'Ghoul' Delnay
> >Project Leader: Kill Or Be Killed
> >http://www.llamanade.net/kobk/
> >
> >- Original Message -
> >From: "Alfred" <[EMAIL PROTECTED]>
> >To: <[EMAIL PROTECTED]>
> >Sent: Wednesday, December 18, 2002 1:40 AM
> >Subject: Re: [hlcoders] VGUI Image Problem
> >
> >
> >
> >
> >>I encountered something similar to this a while back. Make sure you are
> >>freeing any unused images, there is a limited amount of memory for image
> >>storage (I think... something like this at least) (there is lots of
> >>room, but if you keep allocating new images and never free one then it
> >>quickly adds up).
> >>
> >>Cortex wrote:
> >>
> >>
> >>
> >>>Hi,
> >>>
> >>>The first thing I had to suggest is to delete/re-set all the images
> >>>you need
> >>>every time a thing needs to change... It's a quite brute method, but
for
> >>>testing, it could be a good thing (you can try to draw a pict in the
> >>>middle
> >>>of the screen to test).
> >>>
> >>>Anyway, your HUD looks pretty cool :)
> >>>
> >>>  - Cortex : HL ALBATOR coder & mapper
> >>>  - [EMAIL PROTECTED] & ICQ : 71548738
> >>>
> >>>Caleb 'Ghoul' Delnay wrote:
> >>>
> >>>
> >>>
> >>>>This is a multi-part message in MIME format.
> >>>>--
> >>>>[ Picked text/plain from multipart/alternative ]
> >>>>I've recently finished my VGUI HUD.  The last thing I added in was a
> >>>>VGUI version of the ammo history (displays items you pick up on the
> >>>>right).  This all works fine and dandy no problems..  at least not at
> >>>>first.  The whole HUD uses a considerable amount of images, 1 for
> >>>>ammo (changed using setImage when you switch weapons), 12 for the
> >>>>history (changed again using setImage), 2 for the armor and health,
> >>>>and like 16 for each weapon.
> >>>>
> >>>>The HUD works perfectly without a flaw, at least for the first part.
> >>>>As the game progresses and I pick up more and more items, suddenly
> >>>>the wierdest happens.  All the images that aren't completely static
> >>>>(ammo, history, weapons) vanish.  They refuse to be drawn, while the
> >>>>armor and health images always stay perfectly fine.  This completely
> >>>>boggles me and leads me to almost think a VGUI image can only be
> >>>>changed so many times with setImage before it causes "choas"?
> >>>>Perhaps some pictures will help.
> >>>>
> >>>>Here is the HUD normally, all working correctly.
> >>>>
> >>>>http://www.llamanade.net/ghoul/pictures/error/vgui_image_bug0.jpg
> >>>>
> >>>>Normally if I had recently picked something up it would appear on the
> >>>>right side like it should, but in when this picture was taken I had
> >>>>not picked anything up, so of course there is no image.  Also, the
> >>>>browser for the weapons is not open, so nothing there.  Now, the
> >>>>bugged picture.
> >>>>
> >>>>http://www.llamanade.net/ghoul/pictures/error/vgui_image_bug1.jpg
> >>>>
> >>>>So then, now as you can see everyt

Re: [hlcoders] VGUI Image Problem

2002-12-18 Thread Florian Zschocke
Alfred wrote:
>
> just make sure that if you ever "new" and object that you "free" it
> later (or that something free's it).

What he wanted to say was that you should make sure you free memory that
you allocated. You never free() memory that you allocated with "new".
Remember "new" -> "delete" and "malloc()" -> "free()".

Florian.


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Re: [hlcoders] VGUI Image Problem

2002-12-18 Thread Florian Zschocke
Alfred wrote:
>
> just make sure that if you ever "new" and object that you "free" it
> later (or that something free's it).

What he wanted to say was that you should make sure you free memory that
you allocated. You never free() memory that you allocated with "new".
Remember "new" -> "delete" and "malloc()" -> "free()".

Florian.


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Re: [hlcoders] VGUI Image Problem

2002-12-18 Thread Alfred
Okay, I have had a chat with some of the VGUI gods here. VGUI doesn't
handle textures well, try and reuse texture handles where ever possible.
Don't simply use "setImage". There aren't any plans to fix this in VGUI
in the near future, so try and work around it :)

Caleb 'Ghoul' Delnay wrote:


Well, everything is created fine.  All images load fine.  After I collect
many many items is when the effect begins, which leads me to think it might
be something to do with using setImage more than once on an image.  This
effect didn't take place before I added in my history using setImage.  After
the "invisible" effect takes place any new images created don't show up
either.  So I'm very confused.


Caleb 'Ghoul' Delnay
Project Leader: Kill Or Be Killed
http://www.llamanade.net/kobk/


- Original Message -
From: "Alfred" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, December 18, 2002 12:41 PM
Subject: Re: [hlcoders] VGUI Image Problem





just make sure that if you ever "new" and object that you "free" it
later (or that something free's it).

Caleb 'Ghoul' Delnay wrote:




How would I go about allocating and freeing this memory?  I have almost



no



experience with memory management :(  (malloc and free?)


Caleb 'Ghoul' Delnay
Project Leader: Kill Or Be Killed
http://www.llamanade.net/kobk/

- Original Message -
From: "Alfred" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, December 18, 2002 1:40 AM
Subject: Re: [hlcoders] VGUI Image Problem







I encountered something similar to this a while back. Make sure you are
freeing any unused images, there is a limited amount of memory for image
storage (I think... something like this at least) (there is lots of
room, but if you keep allocating new images and never free one then it
quickly adds up).

Cortex wrote:






Hi,

The first thing I had to suggest is to delete/re-set all the images
you need
every time a thing needs to change... It's a quite brute method, but



for



testing, it could be a good thing (you can try to draw a pict in the
middle
of the screen to test).

Anyway, your HUD looks pretty cool :)

- Cortex : HL ALBATOR coder & mapper
- [EMAIL PROTECTED] & ICQ : 71548738

Caleb 'Ghoul' Delnay wrote:






This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I've recently finished my VGUI HUD.  The last thing I added in was a
VGUI version of the ammo history (displays items you pick up on the
right).  This all works fine and dandy no problems..  at least not at
first.  The whole HUD uses a considerable amount of images, 1 for
ammo (changed using setImage when you switch weapons), 12 for the
history (changed again using setImage), 2 for the armor and health,
and like 16 for each weapon.

The HUD works perfectly without a flaw, at least for the first part.
As the game progresses and I pick up more and more items, suddenly
the wierdest happens.  All the images that aren't completely static
(ammo, history, weapons) vanish.  They refuse to be drawn, while the
armor and health images always stay perfectly fine.  This completely
boggles me and leads me to almost think a VGUI image can only be
changed so many times with setImage before it causes "choas"?
Perhaps some pictures will help.

Here is the HUD normally, all working correctly.

http://www.llamanade.net/ghoul/pictures/error/vgui_image_bug0.jpg

Normally if I had recently picked something up it would appear on the
right side like it should, but in when this picture was taken I had
not picked anything up, so of course there is no image.  Also, the
browser for the weapons is not open, so nothing there.  Now, the
bugged picture.

http://www.llamanade.net/ghoul/pictures/error/vgui_image_bug1.jpg

So then, now as you can see everything that isn't static is gone.  I
had just picked up some trip mines and they of course didn't show up
in the history.  In the weapon selector no images are present, at the
bottom the primary ammo isn't present.  The secondary is because only
2 weapons use secondary ammo, and they are handled differently.  The
health and armor are there still of course because they aren't
modified ever ingame.

The only thing I can think of for such behavior is some wierd bug
with changing images (setImage and setPos).  Either that or I'm just
completely missing something.  :(

If anyone has any ideas, please respond.  :)

Caleb 'Ghoul' Delnay
Project Leader: Kill Or Be Killed
http://www.llamanade.net/kobk/





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Re: [hlcoders] vgui messages problem

2003-01-05 Thread Cortex
It seems that you haven't a valid HOOK_MESSAGE, DECLARE_MESSAGE decladed
with your message.

  - Cortex : HL ALBATOR coder & mapper
  - [EMAIL PROTECTED] & ICQ : 71548738

Vyacheslav Djura wrote:
> Another problem with VGUI - my window was heavily modified
> TeamSelection window and now I've made separate class from it with own
> message. I've declared message everywhere, but when I am trying to
> send it from client I receive: "User msg: No pfn Notepad 98"...What
> does that mean? Thanks again :)
>
>
> Best regards,
>  Vyacheslav "Hoaxer" Djura
>
> --
--
> Distinct Reality mod
> (www.wrenchsoftware.com/dreal/dreal.html)
>
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Re: [hlcoders] Vgui ScrollBar Question

2003-01-30 Thread Cortex
Hi,

I just coded that for my mod. The only workaround I found was to multiply by
10 the range (so, to go from 0 to 255 the range would be 0 to 2550). Then,
the slider was right and its size was fine.

For any other question about this scrollbar, feel free to mail me, I should
be able to answer you ;)

  - Cortex : HL ALBATOR coder & mapper
  - [EMAIL PROTECTED] & ICQ : 71548738

[LMS]007 wrote:
> I'm trying to make he scroll bar work independently of ScrollPanel. I
> just want a little slider bar to handle some client variables which
> relate to color! So in theory ill have the scroll bar inclement or
> decrement some hex valve or something like that. Problem is i can't
> get the slider bar to scale. So scarily i want a scroll bar to have
> high range with a very small slider bar (16 pixels or something). But
> the slider seems to be hardcoded, or rather the range seems to be
> hardcoded even tho I change all the ranges. There is a ctor to create
> and change the slider size and it does not seem to work for me. I
> think I have tried almost every function in the ScrollBar class and
> SliderBar class with no luck. The only thing i managed to do was
> change the tga for the buttons, lol.
>
> Anyway help is always appreciated!
> thx
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Re: [hlcoders] Vgui ScrollBar Question

2003-01-31 Thread [LMS]007
Thx, that works, actually my range was correct, i had it scalled a crapload but
i calling all kinds of other functions in desparation. i guess i tried set rage
after i tried some of the other stuff, but forgot to take it out and it ended
up not working, anyway, thx

m_pScrollBar = new ScrollBar( 20, 100, 25, 300, true );
m_pScrollBar->setRange(0,4000);

worked fine.

Quoting Cortex <[EMAIL PROTECTED]>:

> Hi,
>
> I just coded that for my mod. The only workaround I found was to
> multiply by
> 10 the range (so, to go from 0 to 255 the range would be 0 to 2550).
> Then,
> the slider was right and its size was fine.
>
> For any other question about this scrollbar, feel free to mail me, I
> should
> be able to answer you ;)
>
>   - Cortex : HL ALBATOR coder & mapper
>   - [EMAIL PROTECTED] & ICQ : 71548738
>
> [LMS]007 wrote:
> > I'm trying to make he scroll bar work independently of ScrollPanel.
> I
> > just want a little slider bar to handle some client variables which
> > relate to color! So in theory ill have the scroll bar inclement or
> > decrement some hex valve or something like that. Problem is i can't
> > get the slider bar to scale. So scarily i want a scroll bar to have
> > high range with a very small slider bar (16 pixels or something).
> But
> > the slider seems to be hardcoded, or rather the range seems to be
> > hardcoded even tho I change all the ranges. There is a ctor to
> create
> > and change the slider size and it does not seem to work for me. I
> > think I have tried almost every function in the ScrollBar class and
> > SliderBar class with no luck. The only thing i managed to do was
> > change the tga for the buttons, lol.
> >
> > Anyway help is always appreciated!
> > thx
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