[hlcoders] Re: hlcoders digest, Vol 1 #2459 - 6 msgs

2006-04-14 Thread Tim Lippert
Exactly. phys_timescale 0 doesnt affect anything. and cl_predict 0 was attempted a long time ago and it sinks the player into the ground halfway and has movement as if you are waist high in thick oil. we can also rule out that it has something to do with certain shaders on textures because in

RE: [hlcoders] Works in debug mode, does not it release mode.

2006-04-14 Thread John Sheu
Reviving an old thread of a month ago since I'm still not certain what the implications are. So exactly why is it better to avoid complex Paint() methods? Methinks that eventually down the line, the vgui::ISurface calls are still being made, so it would make little difference that it is being

RE: [hlcoders] Works in debug mode, does not it release mode.

2006-04-14 Thread Alfred Reynolds
It is a code maintainence, performance and reuse issue. If you roll your own Paint() code you end up having to rewrite functionality in each paint call and you tend to make your layout logic code rather than data driven. Paint also gets called many times per second, it is easy to blow away

RE: [hlcoders] Works in debug mode, does not it release mode.

2006-04-14 Thread John Sheu
On Fri, 2006-04-14 at 12:25 -0700, Alfred Reynolds wrote: It is a code maintainence, performance and reuse issue. If you roll your own Paint() code you end up having to rewrite functionality in each paint call and you tend to make your layout logic code rather than data driven. Paint also gets

RE: [hlcoders] Works in debug mode, does not it release mode.

2006-04-14 Thread Alfred Reynolds
If you only call surface()-DrawTexturedRect() and the like in your Paint() function it won't defeat any VGUI2 functionality, but you will make your code hard to maintain. I would decompose the UI into the basic components, right a class to support each widget you need, put them together using a

Re: [hlcoders] The Wall Bug of KZMOD

2006-04-14 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] The same issue happens in my mod (using HL2DM SDK base), so I would assume it is a problem of the SDK and none of the aforementioned movement changes. Curiously, it seems, for me, to be just as likely to occur while moving along perfectly