I've got to revisit what I was doing soon - so I'll save some of those
stack traces you love so much :D
On 3/27/06, Physical Mayhem Bug [EMAIL PROTECTED] wrote:
Was it a crash in the vphysics dll? If you caused it, it might mean you at
least have a repro scenario other than mine. Mine
Unless someone has defined a valid assignment or conversion path for
this that I don't normally use you have to do this to your constant
strings:
sString = MAKE_STRING(Find the case!);
at least that's why MAKE_STRING exists in the first place.
It's not surprising that
Actually looking at the code you're using, you probably should just skip
string_t entirely (since the unicode conversion takes a char * anyway):
const char *pString = ;
then replace sString with pString...
Jay
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On
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Ok guys ;) I'll change it, but I was wondering why it works 100% in debug
but works 0% in release.
On 3/30/06, Jay Stelly [EMAIL PROTECTED] wrote:
Unless someone has defined a valid assignment or conversion path for
this that I don't normally
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Thanks Jay, I'll take those pointers away(rim shot) when I rewrite it in
accordance with Alfred's suggestions.
Still confusing that it worked in debug mode but displayed nothing in
release mode.
On 3/30/06, Jay Stelly [EMAIL PROTECTED] wrote:
Debug mode has a lot more padding between memory allocations typically.
This call:
vgui::localize()-ConvertANSIToUnicode( sString, unicode, 1024)
Would cause a random piece of memory 512 bytes beyond the end of
unicode to be zero to 0 (null terminating the unicode string). In
debug you were
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Thanks for the tip, but I implemented your sizeof(); suggestion :) It ain't
crashing anymore, but it's not displaying text weirdly enough. Debug is
still working :E
Well anyway I'll be rewriting it anyway :D I'm thinking of how I am gonna do
::OnThink() would work as well. You can use the ::OnTick() function by
making the ivgui()-AddTickSignal( GetVPanel() ) to subscribe your panel
to tick events. The AddTickSignal() lets you optionally choose the tick
interval (rather than just once per frame) which can be a useful
feature.
Just
I have added a new page to the wiki with some VGUI2 programming best
practices to follow:
http://developer.valvesoftware.com/wiki/VGUI2_Programming_Best_Practices
- Alfred
Alfred Reynolds wrote:
OnThink() would work as well. You can use the ::OnTick() function by
making the
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Well I should be flattered that I inspired a best use guide :P Am I really
that bad :P
Well I'm taking what's being written and I've nearlly finished a second
version :)
On 3/30/06, Alfred Reynolds [EMAIL PROTECTED] wrote:
I have added a new
Alfred Reynolds wrote:
I have added a new page to the wiki with some VGUI2 programming best
practices to follow:
http://developer.valvesoftware.com/wiki/VGUI2_Programming_Best_Practices
- Alfred
Alfred Reynolds wrote:
Does this burst of free time creativity mean that voice_speex and the
Its definitely sciving.
- Alfred
Matt Judge wrote:
Alfred Reynolds wrote:
I have added a new page to the wiki with some VGUI2 programming best
practices to follow:
http://developer.valvesoftware.com/wiki/VGUI2_Programming_Best_Practices
- Alfred
Alfred Reynolds wrote:
Does this burst
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Hey, I'm not an easy job :P
On 3/31/06, Alfred Reynolds [EMAIL PROTECTED] wrote:
Its definitely sciving.
- Alfred
Matt Judge wrote:
Alfred Reynolds wrote:
I have added a new page to the wiki with some VGUI2 programming best
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