VGUI2 panels can only be alpha blended to the world view, not amongst
themselves (see the archives, about a month back for all the technical
details).
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Thursday, March 10,
See my email titled RE: [hlcoders] Texturing a HuD Element -- need
help from yesterday, it answers this question also.
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jethro
Beekman
Sent: Friday, March 11, 2005 6:57 AM
To:
In void SVGPanel::Paint() you need to have something like this:
vgui::surface()-DrawSetTextureFile(m_nTextureID, vgui/ammobg,
true, false);
vgui::surface()-DrawSetColor(_color[0], _color[1], _color[2],
_color[3]);
vgui::surface()-DrawTexturedRect( 0, 0, 100, 100 );
-
of DrawSetTextureRGBA? As you may understand,
that is not an option with things that are rendered in memory. And can
you tell what 'hardwareFilter' and 'forceReload' do?
deathz0rz
Alfred Reynolds writes:
In void SVGPanel::Paint() you need to have something like this:
vgui::surface()-DrawSetTextureFile
will be turning off non-challenged query responses
(an email will be sent to this list when that happens).
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: Thursday, February 24, 2005 5:26 PM
To: hlds_apps@list.valvesoftware.com
Cc
The code doesn't set anything but the userid parameter to a useful value
right now. I have passed on the problem and they will look into either
updating the code or amending the description.
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Roy
Your not deleting primaryweapon after adding it to the combo are you?
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
NuclearFriend
Sent: Monday, March 21, 2005 3:12 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] ComboBox in VGUI2
I
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] ComboBox in VGUI2
When I said before the combobox is fine I meant the pointer was fine
when I try to call GetActiveItemUserData(). And no, primaryweapon is
left alone after it is initialised. ;(
On Mon, 21 Mar 2005 10:56:47 -0800, Alfred Reynolds
You still need it, the change was to allow the clients version to differ
from the server (so you can do an update to the server only and not need
to update clients)
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Imperio59
Sent: Monday, March
, 21 Mar 2005 16:25:48 -0800, Alfred Reynolds
[EMAIL PROTECTED] wrote:
Rebuild the vgui_controls library (vgui2/controls) in debug and then
run your mod again, you can see exactly what it breaking it then.
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL
m_pPrimaryWeaponComboBox to it's original pointed memory
location in debug mode, it works fine. _
On Tue, 22 Mar 2005 00:17:08 -0800, Alfred Reynolds
[EMAIL PROTECTED] wrote:
Drop a memory breakpoint on m_pPrimaryWeaponComboBox (I,e its address
for 4 bytes) and see what changes it.
- Alfred
Looks like a null pointer is trying to be de-referenced. Have you
stepped the code and verified that this is not the problem?
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mattie
Casper
Sent: Sunday, March 27, 2005 10:20 AM
To:
, ServerExecute, crash
Alfred Reynolds wrote:
Looks like a null pointer is trying to be de-referenced. Have you
stepped the code and verified that this is not the problem?
If it's 0x40, it's not NULL, but it's still borked up! ;)
--
Jeffrey botman Broome
Oh, and don't run ServerExecute(), you don't need to do that (it
shouldn't crash anything, but it isn't appropriate for you to call
that).
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: Sunday, March 27, 2005 1:23 PM
In general having rcon access should be considered equivalent to shell
access of that user. We will look into locking down the directory a
valid motdfile can be placed.
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Oskar
Lindgren
Sent: Monday,
: [hlcoders] I think I found something that isnt right.
on a motd note, can the motd be a website?
Kingsley
- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, March 29, 2005 2:21 PM
Subject: RE: [hlcoders] I think I found something
Right, you cannot change the functionality of that control.
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Brian Smith
Sent: Sunday, January 30, 2005 5:32 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Chapter menu
I've been
Are you ever directly doing delete panel on a panel (because you
shouldn't, that will causes this crash). To delete a panel always call
MarkForDeletion() on it (it will then be deleted once all references to
it are freed).
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
The localization files are in keyvalues format, check that you have
closing braces in the right places and you don't have any stray
characters.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of ChromeAngel
Sent: Wednesday, April 06, 2005 2:04 PM
To:
No, Mods do not have the ability to add code to the GameUI. There are a
couple hacks that will let you change the layout, but they are not
recommended.
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jonathan
Dance
Sent: Thursday, April 07,
of
the multiplayer tab in the HL2DM code, I cannot delete the picture of
the player or model selector drop down list using the VGUI editor that's
inbuilt into source.
Do I have to do some voodoo magic with the ui code?
On Apr 8, 2005 1:54 AM, Alfred Reynolds [EMAIL PROTECTED]
wrote:
No, Mods do not have
Are you looking for IVEngineServer::ServerCommand() which will run a
command on the server?
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mattie
Casper
Sent: Sunday, April 10, 2005 7:59 PM
To: hlcoders@list.valvesoftware.com
Subject:
the EventScripts plugin, and will likely come in handy
for mods down the road.
Thanks again,
-Mattie
- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, April 11, 2005 5:58 PM
Subject: RE: [hlcoders] Interface method request:
engine
If the core wasn't dumped on the same machine you are debugging it on
you may need to tell gdb the executable to hook up to the code (I think
the command line is simply gdb core /path/to/srcds_i686, switching
srcds_i686 for the appropriate platform exe). You may also need to
manually set the
Actually, no they are not. You should not nest your definitions, you
need to be explicit with the name (i.e full namespace up front,
Menu.FgColor for example). If you must then the correct syntax is
Key/SubKey (i.e Menu/FgColor).
For this case (the Menu tag) we have some special code that
VAC operates via positive detections, you will only be banned if it
finds a cheat. If your plugin is not a cheat (and does not enable cheat
functionality) you will be fine.
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mattie
Casper
Sent:
for the server, and doesn't
modify anything client side? Will it still find it as a positive
detection because it changes things associated with cheating but on the
server DLL end not the client end?
Thanks,
Daniel Jennings
- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED
Override Panel::SetScheme() in your panel class (both Hscheme and string
versions), write a simple pass thru and drop a breakpoint on it. I bet
that the view port or something similar is resetting your panels scheme
after construction.
Scheme application is recursive, it applied to all children
Run:
export LD_LIBRARY_PATH=.:bin:$LD_LIBRARY_PATH
nm -g -C mod dir/bin/server_i486.so | grep U | grep -v GLIBC
And see what undefined symbols remain. You may also be having a GLIBC
versioning problem, you need at least 2.3.2 to run your mod, and you
should compile your mod on a machine with
files -lm -ldl
tier0_i486.so vstdlib_i486.so /usr/lib/gcc/i486-linux/3.4.4/libstdc+
+.a /usr/lib/gcc/i486-linux/3.4.4/libgcc.a
Thoughts? Wish I knew more about how this all works.
On Apr 26, 2005, at 4:01 PM, Alfred Reynolds wrote:
Run:
export LD_LIBRARY_PATH=.:bin:$LD_LIBRARY_PATH
nm -g -C mod
Look at PropertySheet and PropertyPage, they are provide a tabbed
interface.
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ian Warwick
Sent: Thursday, April 28, 2005 11:58 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] I need
to work
which headers does this control require?
On 4/29/05, Heritage [EMAIL PROTECTED] wrote:
thx guys, that was quick
On 4/29/05, Alfred Reynolds [EMAIL PROTECTED] wrote:
Look at PropertySheet and PropertyPage, they are provide a
tabbed interface.
- Alfred
Have a look at memoverride.cpp, we use that file along with code in
tier0.dll to manage (and track) our own heap allocations (and to have a
single heap for the entire process, rather than one per dll).
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On
You are doing it wrong. Have a look at
cl_dll/game_controls/spectatorgui.cpp for an example on how to act upon
combo box selection changes (in particular
CSpectatorMenu::OnTextChanged() ).
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Heritage
Linux .so files only resolve linker dependencies at runtime, you may
have undefined symbols (i.e missing functions) from your server code.
Use the nm tool to find out what is missing ( the U symbols in the
binary).
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL
We are looking into it.
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adam
amckern Mckern Sent: Friday, May 13, 2005 12:51 AM To:
hlcoders@list.valvesoftware.com Subject: [hlcoders] Lattest Steam
Update and Console Hosts (12th may)
When GCC links your binary it uses the latest possible symbols from your
system. The linux libraries maintain backwards compatibility very well
but don't provide forward compatibility (even within the same minor
versions). So if you link using GLIBC 2.3.3 you stop people running
2.3.2 running your
For the cvar you could implement a change callback function to force a
certain value to be set (watch out for infinite loops here).
You will need to implement your own socket code.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Traxer
Sent:
3rd party plugins have been using a hack to trigger an unused bit of
game code. We provide them with another, maintained, user friendlier
version of menus that work across all mods, they need to start using
that.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]
:[EMAIL PROTECTED] On Behalf Of David
Anderson Sent: Friday, May 20, 2005 11:19 AM To:
hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] To Valve:
Developer Forewarning
A hack is a funny thing to call a user message nicely documented in
cl_dll/menu.cpp.
~dvander
Alfred Reynolds wrote
You can use the interfaces exported by the IVEngine interface. What you
shouldn't do is send network messages directly to clients (as the format
and features of those messages are between the game dll and client dll,
not third party code). The general rule is that if the interface comes
from the
any warning about using a
documented SDK user message.
From Alfred Reynolds:
They are using an undocumented hack to display those
menus, this update removes the hack and so they can no
longer use it (because the last subsystem that was using
Doing it clientside would be highly recommended (the latency introduced
by bouncing the command via the server is very undesirable).
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
NuclearFriend Sent: Sunday, May 22, 2005 12:31 AM To:
A2S_INFO packets do not require a challenge value, only A2S_PLAYER and
A2S_RULES.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of badger
Sent: Tuesday, May 24, 2005 12:36 PM To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Server query
Enabling old queries doesn't remove A2S queries (it just lets them
respond without a valid challenge/secret).
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of McCormack,
Chris Sent: Thursday, May 26, 2005 1:46 AM To:
hlcoders@list.valvesoftware.com
Nope, its not being updated right now (will be later today however :)
Also, deploying the new content does not interrupt access to the
currently released content.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey
botman Broome Sent:
Perhaps in a future update.
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dagok
Sent: Thursday, June 02, 2005 10:19 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] sv_turbophysics
This is a multi-part message in MIME format.
--
[
That function has long been removed from the codebase.
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Michael A.
Hobson
Sent: Thursday, June 16, 2005 2:49 PM
To: HLCoders
Subject: [hlcoders] Source SDK - Creating Map Entities - missing
Spawning entities into a map from a plugin is not supported.
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Michael A.
Hobson
Sent: Thursday, June 16, 2005 4:07 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Source SDK -
We are more concerned with giving people consistent gameplay rather than
any specific cheat problem. You would be amazed at the number of people
that get confused (i.e email us complaining) when joining a HL1 based
server with some of the noisier mods (I am looking at the warcraft3
superhero mod
PROTECTED] On Behalf Of Jeffrey
botman Broome
Sent: Friday, June 17, 2005 10:19 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source SDK - Creating Map Entities - missing
function?
Alfred Reynolds wrote:
We are more concerned with giving people consistent gameplay rather
than any
No it doesn't, just grep the vgui2/controls directory for lots of
examples of exactly this happening.
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Monday, June 27, 2005 12:34 PM
To: hlcoders@list.valvesoftware.com
Your MESSAGE_FUNC_INT() is defined wrong, it needs to be:
MESSAGE_FUNC_INT( OnUnblinkIcon, MapIconUnblink, data );
Right now its trying to get the value of a key named index which
become some random value off the stack and then your array index it
going to be all screwy.
- Alfred
-Original
I am not entirely sure what you want but if you want to display an image
then use an ImagePanel to do it. If you don't want the panel itself to
draw (only the image) then you could set SetPaintBackgroundEnabled(
false ) and it won't draw its background.
- Alfred
Original Message
From:
If you look at ImagePanel.cpp you will see that any images it contains
are painted in ::PaintBackground() and not ::Paint(). So, to draw an
image panel with no background you should actually do a SetFillColor(
Color( 0,0,0,0 ) ) rather than SetPaintBackground( false ). This is
because the
Do you mean the darkening effect when you hover the mouse over an item?
Perhaps a screenshot of the problem would help?
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED] Sent: Wednesday, June 29, 2005 3:55 PM To:
EditablePanel doesn't fade out, meaning I can
still see the image.
Here's an example:
http://www.intrepidstudios.com/art/temp/Menu_before.gif[1]
http://www.intrepidstudios.com/art/temp/Menu_after.gif[2]
Alfred Reynolds wrote:
Do you mean the darkening effect when you hover the mouse over an
item
If you have written a plugin/addon for the Source engine that implements
reserved slots (i.e making some positions on your server not available
to the public at large) then you MUST set the sv_visiblemaxplayers to
the number of actual PUBLIC slots on the server. We have had numerous
complaints
@list.valvesoftware.com Subject: Re: [hlcoders] Reserved slots
and sv_visiblemaxplayers
--
[ Picked text/plain from multipart/alternative ] Has anything else
changed todo with plugins?
*Apparently* theres trouble with plugins.
On 7/7/05, Alfred Reynolds [EMAIL PROTECTED] wrote:
If you
If you mean can the font have a drop shadow, then yes, just add
dropshadow 1
to the font description in your scheme file.
If you mean can the label box have a shadow effect, then yes, just add a
new border type to your scheme with the offsets and colors you want.
- Alfred
Original
for. Any way to
change it's color?
Alfred Reynolds wrote:
If you mean can the font have a drop shadow, then yes, just add
dropshadow 1
to the font description in your scheme file.
If you mean can the label box have a shadow effect, then yes, just
add
a new border type to your
] Font drop
shadows?
But that changes the font FG... how about the drop shadow color?
Alfred Reynolds wrote:
SetFgColor() in the panel.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kamran
Sent: Thursday, July 07, 2005 12:05 PM
I am not quite sure what the problem is but you insert the data in any
accepted keyvalues format (i.e int, float, string, wstring and ptr) and
the keyvalues will turn it into text when it is displayed in the list
panel.
For example:
pKV-SetInt( NumPlayers, 3 );
Will work just fine.
-
Make sure you are using GCC 3.4.1 or above.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Nick Sent:
Tuesday, July 12, 2005 10:41 PM To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] help with ../dlls/./entityoutput.h:126: error:
'Vector'
:126: error:
'Vector' is not a template type
On 7/13/05, Alfred Reynolds [EMAIL PROTECTED] wrote:
Make sure you are using GCC 3.4.1 or above.
- Alfred
I'm using fedora core 4, with gcc 4.0? does that count or do i need
to downgrade to 3.4, or give gcc 4.0 some special compile
options
sizeof( m_szPanelNames ) will be 4 (it's the size of a char * pointer),
not 1. Try the ARRAY_SIZE() macro instead :)
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of John Sheu
Sent: Wednesday, July 13, 2005 11:04 PM To:
Line 191 of mathlib.cpp should look like this:
__asm __volatile__( femms );
Looks like your version is corrupted somehow.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Nick Sent:
Friday, July 15, 2005 8:21 PM To:
@list.valvesoftware.com
Subject: Re: [hlcoders] installing fedora core 3 solved most of my
problems except
On 7/15/05, Alfred Reynolds [EMAIL PROTECTED] wrote:
Line 191 of mathlib.cpp should look like this:
__asm __volatile__( femms );
Looks like your version is corrupted somehow
, 2005 10:29 PM To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] installing fedora core 3 solved most of my
problems except
On 7/16/05, Alfred Reynolds [EMAIL PROTECTED] wrote:
Given that you had a stray # character in that file god knows what
else changed in it. Get a fresh version
Another thing to remember is that it is all about your parents. In VGUI2
visibility is controlled by your position in the panel tree and the
visibility of any panel between you and the root.
For your case you need to make sure you parent your GameUI panel to the
GameUI tree, and not to the client
Add -allowdeubg to the command line to let the engine load a debug
binary.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ian Sent:
Thursday, July 21, 2005 11:16 AM To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Gettin Plugin to work
@list.valvesoftware.com
Subject: Re: [hlcoders] Gettin Plugin to work
--
[ Picked text/plain from multipart/alternative ] i dont want to
debug, i finished it. How do i make it work like a regular plugin?
On 7/21/05, Alfred Reynolds [EMAIL PROTECTED] wrote:
Add -allowdeubg to the command line to let
Looks like your C++ library doesn't match your header files, verify you
have the correct library path for it in your Makefile.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Chris Adams
Sent: Monday, August 01, 2005 7:12 AM To:
You can use MySQL with your mod, just make sure you follow their
licensing terms.
I am not sure where you got that text Adam, my email history shows this
as my complete reply:
VPMI is our distributed compiling environment. It hasn't been released
yet, you should not try to use it.
Can you
would I specify which to use? I'm
beginning to think that perhaps I should find another box for the
compile :-)
Thanks,
---
Chris Adams
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: 01
You should use a Frame, that is the base container for rendering and
keyboard/mouse focus. Trying to do it manually will just involve a lot
of fighting the built in VGUI2 system.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Skyler York
Sent:
Try m_iHealth.Get(). It is just pure dumb luck that it works on windows
(it happens to work because msdev puts the int value of the
CNetworkVar() at the very start of the class, Linux has its type
information there instead).
- Alfred
Original Message
From: [EMAIL PROTECTED]
think of a few other ways to get around
this, but they're pretty hacky and involve setting up my own hooks
all over the input code. It would be nice just to use the system in
place.
On 8/2/05, Alfred Reynolds [EMAIL PROTECTED] wrote:
You should use a Frame, that is the base container
Also note that none of the base container classes (CUtlVector for
example) are thread safe.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Predatory
Kangaroo Sent: Friday, August 05, 2005 3:46 AM To:
hlcoders@list.valvesoftware.com Subject: Re:
Looks like you may have copied steamclient.dll/tier0_s.dll/vstdlib_s.dll
to your games bin/ directory. Delete them, they shouldn't be there.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Teddy Sent:
Tuesday, August 09, 2005 8:52 PM To:
and in the \Steam directory.
Any ideas?
-Teddy
On 8/10/05, Alfred Reynolds [EMAIL PROTECTED] wrote:
Looks like you may have copied
steamclient.dll/tier0_s.dll/vstdlib_s.dll
to your games bin/ directory. Delete them, they shouldn't be there.
- Alfred
Original Message
From: [EMAIL
is in my
\Steam\SteamApps\USERNAME\Half-Life 2\bin\ directory and in the
\Steam directory.
Any ideas?
-Teddy
On 8/10/05, Alfred Reynolds [EMAIL PROTECTED] wrote:
Looks like you may have copied
steamclient.dll/tier0_s.dll/vstdlib_s.dll
to your games bin/ directory
Oh, make sure you have tried launch HL2 through Steam at least once
since the update (just to make sure all the on disk binaries are up to
date).
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds Sent: Tuesday, August 09, 2005 9:58
which has caused them to stop running when
running from a debugger. Is that any help?
-Original Message-
From: Alfred Reynolds [mailto:[EMAIL PROTECTED]
Sent: 10 August 2005 06:05
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Steam update has broken debugging
Oh, make
It sounds like your HUD element may have the wrong parent (in VGUI2 your
visibility depends on your parents visibility unless you are a popup (a
Frame) ).
Make sure your HUD elements construct has a SetParent() call, something
like this:
SetParent( g_pClientMode-GetViewport() );
- Alfred
The HL1 engine has a structured exception handler around the main
function call so it can create a minidump on crash (similar to HL2). To
catch exceptions in the debugger rather than through the handler set go
to the Debug-Exceptions menu and set the exception type you want
(Access Violation for
]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: 10 August 2005 18:58
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] HUD element problem
It sounds like your HUD element may have the wrong parent (in VGUI2
your visibility depends on your parents visibility unless you
);
Then the element doesn't disappear when the stuck error / drawtree /
drawfocus / scoreboard goes.
Thanks,
---
Chris Adams
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: 10 August 2005 19:51
] On Behalf Of Alfred
Reynolds
Sent: 10 August 2005 20:53
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] HUD element problem
What are the VMT settings for the texture you are rendering?
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf
In general you should still have a .res file entry for any VGUI2 panels
you contruct (and perhaps make them not visible by default). If that
isn't viable then you have two options. You could derive from label and
expose the SetWrap() function as public (easier to maintain when we drop
updates) or
We have just released an update on Steam to fix this problem. Restart
Steam and run the game your Mod depends upon (i.e Half-Life: 2 or
Counter-Strike: Source) to get the fix.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds Sent
, what are you doing and what is it for? Just curious.
Chris Adams wrote:
You're a legend. :-)
---
Chris Adams
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds Sent: 10 August 2005 21
debugging
--
[ Picked text/plain from multipart/alternative ] Thanks, also notice
that lost coast is now on the menu, but unfortunately the web page
produces an error.
On 8/11/05, Alfred Reynolds [EMAIL PROTECTED] wrote:
We have just released an update on Steam to fix this problem.
Restart
)
Thanks,
---
Chris Adams
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: 11 August 2005 00:36
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] HUD element problem
*cough
Try something simpler like this:
while(pInventory)
{
const char *pToken = pInventory-GetString(name);
const char *pName = Items-GetInvItemName(pToken);
DevMsg(name: %s\n, pName);
KeyValues *pKV = new KeyValues( entry );
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds Sent: Thursday, August 11, 2005 3:06 PM To:
hlds_apps@list.valvesoftware.com; Zeph; Ruiner Subject: [hlds_apps] New
engine API for CVAR queries
With the Half-Life 1: Engine release today we
/
Alfred Reynolds wrote:
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds Sent: Thursday, August 11, 2005 3:06 PM To:
hlds_apps@list.valvesoftware.com; Zeph; Ruiner Subject: [hlds_apps]
New engine API for CVAR queries
You need to use the r and c modifiers on the position of the panels
to make them layout properly in all aspect ratios. If you set a position
to be r20 it will be 20 pixels in from the right side of the screen
(that 20 will be scaled if the panel is proportional), c20 means 20
pixels to the right
: Wednesday, August 17, 2005 11:44 AM
To: Alfred Reynolds
Subject: Re[2]: [hlcoders] vgui and 16:9/10 problem
Hello Alfred,
thx but that will not fix my problem i think here is my res:
team
{
ControlName CTeamMenu
fieldName team
We use the Win32 API to generate font glyphs, in particular CreateFont(). If
windows supports the fonts natively then the game should also.
- Alfred
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of John Sheu
Sent: Friday, August 19, 2005 2:36 PM
To:
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