RE: [hlcoders] Client Side Text

2007-04-29 Thread bloodykenny
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

RE: [hlcoders] Client Side Text

2007-04-24 Thread Mark Chandler
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

Re: [hlcoders] Client Side Text

2007-04-24 Thread Dest Romano
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

Re: [hlcoders] Client Side Text

2007-04-24 Thread Benjamin Davison
-- [ Picked text/plain from multipart/alternative ] 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

RE: [hlcoders] Client Side Text

2007-04-24 Thread Dest Romano
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

RE: [hlcoders] Client Side Text

2007-04-24 Thread Mark Chandler
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

RE: [hlcoders] Client Side Text

2007-04-24 Thread Mark Chandler
-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

RE: [hlcoders] Client Side Text

2007-04-24 Thread Mark Chandler
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

Re: [hlcoders] Client Side Text

2007-04-17 Thread Dest Romano
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

Re: [hlcoders] Client Side Text

2007-04-17 Thread Michael Shimmins
> > > > wchar_t sIDString[256]; > > > > > > > > 3) You're right, code could be cleaned by moving variable > declaration > > > out > > > > of > > > > Paint method. > > > > > > > > Good luck

RE: [hlcoders] Client Side Text

2007-04-17 Thread Mark Chandler
Of Joel R. Sent: Tuesday, April 17, 2007 11:33 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Client Side Text -- [ Picked text/plain from multipart/alternative ] Are you sure the 640x480 will work? I believe the screen sizes to the pixels of the resolution so at 1024x768 the screen

Re: [hlcoders] Client Side Text

2007-04-16 Thread Joel R.
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

Re: [hlcoders] Client Side Text

2007-04-16 Thread Oliver
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

Re: [hlcoders] Client Side Text

2007-04-16 Thread Joel R.
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

Re: [hlcoders] Client Side Text

2007-04-16 Thread Dest Romano
: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Client Side Text Date: Mon, 16 Apr 2007 16:28:11 -0400 -- [ Picked text/plain from multipart/alternative ] 1) Declare as a private variable for the class: vgui::HFont m_hFont; Be sure to set it to

Re: [hlcoders] Client Side Text

2007-04-16 Thread Oliver
? > > 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:

Re: [hlcoders] Client Side Text

2007-04-16 Thread Dest Romano
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:

Re: [hlcoders] Client Side Text

2007-04-16 Thread Nate Nichols
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

[hlcoders] Client Side Text

2007-04-16 Thread Mulchman
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

Re: [hlcoders] Client Side Text

2007-04-15 Thread Oliver
-- [ Picked text/plain from multipart/alternative ] 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.

[hlcoders] Client Side Text

2007-04-15 Thread Dest Romano
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.