2007 5:35 AM
>To: hlcoders@list.valvesoftware.com
>Subject: Re: [hlcoders] Client Side Text
>
>Yes, I do have a hud element that goes across full screen, but I am not sure
>if that is the problem.
>
>_
>MSN is giving away a trip to
PROTECTED] On Behalf Of Dest Romano
Sent: Wednesday, April 25, 2007 5:35 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Client Side Text
Yes, I do have a hud element that goes across full screen, but I am not sure
if that is the problem
Yes, I do have a hud element that goes across full screen, but I am not sure
if that is the problem.
_
MSN is giving away a trip to Vegas to see Elton John. Enter to win today.
http://msnconcertcontest.com?icid-nceltontagline
--
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I ran up against this problem for a different reason, do you have a hud
element that goes across the whole screen?
I never did get round to fixing it.
On 4/24/07, Dest Romano <[EMAIL PROTECTED]> wrote:
>
> Hey Mark, did you happen to have any pr
Hey Mark, did you happen to have any problems with player chat/text when
messing with the hud. I successfully got client side text to work but
somewhere in the process of messing with the hud I lost the ability for chat
to print out to the screen and lost the ability to enter text. Console say
sti
Sorry forgot to include my custom render function which needs to be added to
hud_redraw.cpp
void CHud::DrawIconPB_Size( int x, int y, int w, int h, CHudTexture *icon,
CHudTexture *icon2, float percentage, Color& clr, int type )
{
if ( icon == NULL )
return;
//Clam
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dest Romano
Sent: Wednesday, April 18, 2007 7:38 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Client Side Text
The client text is now working perfectly with Oliver's reminder of pu
might need to be changed to suit your mod.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dest Romano
Sent: Wednesday, April 18, 2007 7:38 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Client Side Text
The client text is now workin
The client text is now working perfectly with Oliver's reminder of putting
the class in hudlayout.res
Thanks Oliver, you will receive full acknowledgment for your contribution in
my mod. And I checked out your modification, High Five, looks really neat.
And for your mod, you could try assigning p
> > > > wchar_t sIDString[256];
> > > >
> > > > 3) You're right, code could be cleaned by moving variable
> declaration
> > > out
> > > > of
> > > > Paint method.
> > > >
> > > > Good luck
Of Joel R.
Sent: Tuesday, April 17, 2007 11:33 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Client Side Text
--
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Are you sure the 640x480 will work? I believe the screen sizes to the pixels
of the resolution so at 1024x768 the screen
gt; >
> > > > Hello, That looks like a really great method of drawing text so I
> > coded
> > > it
> > > > in. I have three questions
> > > >
> > > > 1) Where is m_hFont declared and how could I access m_hFont
> > > > 2) Where
sIDString declared and what type of variable is it (char*
> > > dosen't seem to work)
> > > 3) Why do you declare so many variables in a class that will run every
> > > frame, why not just storing them on the player under public?
> > >
> > > Thanks f
he player under public?
> >
> > Thanks for the method Oliver!
> > -Dest
> >
> >
> > >From: Oliver <[EMAIL PROTECTED]>
> > >Reply-To: hlcoders@list.valvesoftware.com
> > >To: hlcoders@list.valvesoftware.com
> > >Subject: Re: [hlcoder
: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Client Side Text
Date: Mon, 16 Apr 2007 16:28:11 -0400
--
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1) Declare as a private variable for the class:
vgui::HFont m_hFont;
Be sure to set it to
?
>
> Thanks for the method Oliver!
> -Dest
>
>
> >From: Oliver <[EMAIL PROTECTED]>
> >Reply-To: hlcoders@list.valvesoftware.com
> >To: hlcoders@list.valvesoftware.com
> >Subject: Re: [hlcoders] Client Side Text
> >Date: Sun, 15 Apr 2007 23:11:
es in a class that will run every
frame, why not just storing them on the player under public?
Thanks for the method Oliver!
-Dest
From: Oliver <[EMAIL PROTECTED]>
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Client Side Text
Date:
Shouldn't your first line be
if (IsLocalPlayer() || !ShouldDraw())
return;
?
Nate
On 16/04/07, Mulchman <[EMAIL PROTECTED]> wrote:
In our mod we draw several things over a players head depending on if
they're a teammate, disguised, calling for a medic or engy, etc...
In your client side
In our mod we draw several things over a players head depending on if
they're a teammate, disguised, calling for a medic or engy, etc...
In your client side player class DrawModel function (ours is in
c_ff_player.cpp -> C_FFPlayer::DrawModel) we have something like:
// No point putting these on s
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Here's how we did it:
Create a client-side class that extends CHudElement and vgui::Panel
The Paint method is used to draw the text (fade as distance increases). The
InView method determines if the other player is in view of the local
player.
Hello everyone,
I am attempting to draw text over other players' heads.
Serverside, NDebugOverlay::Text works perfectly fine
However, I don't want to draw text over myself, so I am going to draw it
client side.
When I do NDebugOverlay::Text clientside, it gives me an unresolved external
symbol.
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