RE: [hlcoders] Overlapping VGUI Panels

2005-03-10 Thread Alfred Reynolds
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,

RE: [hlcoders] Re: DrawSetTextureRGBA

2005-03-11 Thread Alfred Reynolds
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:

RE: [hlcoders] Re: DrawSetTextureRGBA

2005-03-11 Thread Alfred Reynolds
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 ); -

RE: [hlcoders] Re: DrawSetTextureRGBA

2005-03-12 Thread Alfred Reynolds
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

[hlcoders] RE: [hlds_apps] Server query protocol

2005-03-12 Thread Alfred Reynolds
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

RE: [hlcoders] BUG? Server Plugins = FireGameEvent = hostage_rescued

2005-03-14 Thread Alfred Reynolds
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

RE: [hlcoders] ComboBox in VGUI2

2005-03-21 Thread Alfred Reynolds
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

RE: [hlcoders] ComboBox in VGUI2

2005-03-21 Thread Alfred Reynolds
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

RE: [hlcoders] ModEvents.res File, Still necessary?

2005-03-21 Thread 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

RE: [hlcoders] ComboBox in VGUI2

2005-03-22 Thread Alfred Reynolds
, 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

RE: [hlcoders] ComboBox in VGUI2

2005-03-22 Thread Alfred Reynolds
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

RE: [hlcoders] Re: FireGameEvent, kickid, ServerExecute, crash

2005-03-27 Thread Alfred Reynolds
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:

RE: [hlcoders] Re: FireGameEvent, kickid, ServerExecute, crash

2005-03-27 Thread Alfred Reynolds
, 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

RE: [hlcoders] Re: FireGameEvent, kickid, ServerExecute, crash

2005-03-27 Thread Alfred Reynolds
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

RE: [hlcoders] I think I found something that isnt right.

2005-03-28 Thread Alfred Reynolds
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,

RE: [hlcoders] I think I found something that isnt right.

2005-03-28 Thread Alfred Reynolds
: [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

RE: [hlcoders] Chapter menu

2005-03-30 Thread Alfred Reynolds
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

RE: [hlcoders] RemoveAllPanels() causing read memory error

2005-03-31 Thread Alfred Reynolds
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]

RE: [hlcoders] Localization woes

2005-04-06 Thread Alfred Reynolds
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:

RE: [hlcoders] OptionsSubMultiplayer.res

2005-04-07 Thread Alfred Reynolds
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,

RE: [hlcoders] OptionsSubMultiplayer.res

2005-04-07 Thread Alfred Reynolds
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

RE: [hlcoders] Interface method request: engine-ServerInsertCommand()

2005-04-11 Thread Alfred Reynolds
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:

RE: [hlcoders] Interface method request: engine-ServerInsertCommand()

2005-04-11 Thread Alfred Reynolds
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

RE: [hlcoders] Linux - Debugging srcds Core Dumps

2005-04-13 Thread Alfred Reynolds
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

RE: [hlcoders] Scheme

2005-04-19 Thread Alfred Reynolds
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

RE: [hlcoders] Plugins loaded into the client?

2005-04-21 Thread Alfred Reynolds
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:

RE: [hlcoders] Plugins loaded into the client?

2005-04-21 Thread Alfred Reynolds
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

RE: [hlcoders] VGUI and Schemes... (Again.)

2005-04-22 Thread Alfred Reynolds
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

RE: [hlcoders] Compiling under Linux for BSD

2005-04-26 Thread Alfred Reynolds
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

RE: [hlcoders] Compiling under Linux for BSD

2005-04-27 Thread Alfred Reynolds
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

RE: [hlcoders] I need an example of adding tab control for vgui

2005-04-29 Thread Alfred Reynolds
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

RE: [hlcoders] I need an example of adding tab control for vgui

2005-04-29 Thread Alfred Reynolds
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

RE: [hlcoders] I need an example of adding tab control for vgui

2005-04-29 Thread Alfred Reynolds
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

RE: [hlcoders] vgui event question?

2005-05-03 Thread Alfred Reynolds
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

RE: [hlcoders] Linux compiling question

2005-05-11 Thread Alfred Reynolds
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

RE: [hlcoders] Lattest Steam Update and Console Hosts (12th may)

2005-05-13 Thread Alfred Reynolds
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)

RE: [hlcoders] Compiling for Linux (FC3)

2005-05-16 Thread Alfred Reynolds
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

RE: [hlcoders] read only cvars and sockets

2005-05-16 Thread Alfred Reynolds
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:

RE: [hlcoders] To Valve: Developer Forewarning

2005-05-20 Thread Alfred Reynolds
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]

RE: [hlcoders] To Valve: Developer Forewarning

2005-05-20 Thread Alfred Reynolds
:[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

RE: [hlcoders] Creating Entities in a server plug-in

2005-05-20 Thread Alfred Reynolds
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

RE: [hlcoders] MenuSelect

2005-05-20 Thread Alfred Reynolds
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

RE: [hlcoders] catching the OK click on the MOTD?

2005-05-22 Thread Alfred Reynolds
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:

RE: [hlcoders] Server query

2005-05-24 Thread Alfred Reynolds
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

RE: [hlcoders] Server query

2005-05-26 Thread Alfred Reynolds
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

RE: [hlcoders] Source SDK Currently not available ?

2005-06-02 Thread Alfred Reynolds
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:

RE: [hlcoders] sv_turbophysics

2005-06-03 Thread Alfred Reynolds
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. -- [

RE: [hlcoders] Source SDK - Creating Map Entities - missing function?

2005-06-16 Thread Alfred Reynolds
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

RE: [hlcoders] Source SDK - Creating Map Entities - missing function?

2005-06-16 Thread Alfred Reynolds
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 -

RE: [hlcoders] Source SDK - Creating Map Entities - missing function?

2005-06-17 Thread Alfred Reynolds
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

RE: [hlcoders] Source SDK - Creating Map Entities - missing function?

2005-06-17 Thread Alfred Reynolds
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

RE: [hlcoders] PostMessage() Bug

2005-06-27 Thread Alfred Reynolds
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

RE: [hlcoders] PostMessage() Bug

2005-06-27 Thread Alfred Reynolds
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

RE: [hlcoders] Making EditablePanel bg transparent

2005-06-29 Thread Alfred Reynolds
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:

RE: [hlcoders] Making EditablePanel bg transparent

2005-06-29 Thread Alfred Reynolds
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

RE: [hlcoders] Making EditablePanel bg transparent

2005-06-29 Thread Alfred Reynolds
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:

RE: [hlcoders] Making EditablePanel bg transparent

2005-06-29 Thread Alfred Reynolds
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

[hlcoders] Reserved slots and sv_visiblemaxplayers

2005-07-06 Thread Alfred Reynolds
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

RE: [hlcoders] Reserved slots and sv_visiblemaxplayers

2005-07-06 Thread Alfred Reynolds
@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

RE: [hlcoders] Font drop shadows?

2005-07-07 Thread Alfred Reynolds
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

RE: [hlcoders] Font drop shadows?

2005-07-07 Thread Alfred Reynolds
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

RE: [hlcoders] Font drop shadows?

2005-07-07 Thread Alfred Reynolds
] 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

RE: [hlcoders] Iterating through a KeyValues to add the same values to another KeyValues

2005-07-12 Thread Alfred Reynolds
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. -

RE: [hlcoders] help with ../dlls/./entityoutput.h:126: error: 'Vector' is not a template type

2005-07-12 Thread Alfred Reynolds
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'

RE: [hlcoders] help with ../dlls/./entityoutput.h:126: error: 'Vector' is not a template type

2005-07-13 Thread Alfred Reynolds
: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

RE: [hlcoders] PostMessage()

2005-07-14 Thread Alfred Reynolds
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:

RE: [hlcoders] installing fedora core 3 solved most of my problems except

2005-07-15 Thread Alfred Reynolds
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:

RE: [hlcoders] installing fedora core 3 solved most of my problems except

2005-07-16 Thread Alfred Reynolds
@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

RE: [hlcoders] installing fedora core 3 solved most of my problems except

2005-07-17 Thread Alfred Reynolds
, 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

RE: [hlcoders] Drawing panels outside of a game

2005-07-18 Thread Alfred Reynolds
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

RE: [hlcoders] Gettin Plugin to work

2005-07-21 Thread Alfred Reynolds
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

RE: [hlcoders] Gettin Plugin to work

2005-07-21 Thread Alfred Reynolds
@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

RE: [hlcoders] Linking error when compiling MOD on Linux

2005-08-01 Thread Alfred Reynolds
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:

RE: [hlcoders] Keeping track of information inside the game

2005-08-01 Thread Alfred Reynolds
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

RE: [hlcoders] Linking error when compiling MOD on Linux

2005-08-01 Thread Alfred Reynolds
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

RE: [hlcoders] Panel input / VGUI context

2005-08-02 Thread Alfred Reynolds
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:

RE: [hlcoders] Linux srcds crashes with DevMsg and CNetworkVars

2005-08-03 Thread Alfred Reynolds
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]

RE: [hlcoders] Panel input / VGUI context

2005-08-03 Thread Alfred Reynolds
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

RE: [hlcoders] Threaded plugin

2005-08-05 Thread Alfred Reynolds
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:

RE: [hlcoders] Steam update has broken debugging

2005-08-09 Thread Alfred Reynolds
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:

RE: [hlcoders] Steam update has broken debugging

2005-08-09 Thread Alfred Reynolds
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

RE: [hlcoders] Steam update has broken debugging

2005-08-09 Thread Alfred Reynolds
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

RE: [hlcoders] Steam update has broken debugging

2005-08-09 Thread Alfred Reynolds
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

RE: [hlcoders] Steam update has broken debugging

2005-08-10 Thread Alfred Reynolds
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

RE: [hlcoders] HUD element problem

2005-08-10 Thread Alfred Reynolds
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

RE: [hlcoders] MSVCR70 Missing - HL1 Debugging Session

2005-08-10 Thread Alfred Reynolds
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

RE: [hlcoders] HUD element problem

2005-08-10 Thread Alfred Reynolds
] [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

RE: [hlcoders] HUD element problem

2005-08-10 Thread Alfred Reynolds
); 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

RE: [hlcoders] HUD element problem

2005-08-10 Thread Alfred Reynolds
] 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

RE: [hlcoders] Wrapping text in a label

2005-08-10 Thread Alfred Reynolds
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

RE: [hlcoders] Steam update has broken debugging

2005-08-10 Thread Alfred Reynolds
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

RE: [hlcoders] HUD element problem

2005-08-10 Thread Alfred Reynolds
, 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

RE: [hlcoders] Steam update has broken debugging

2005-08-10 Thread Alfred Reynolds
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

RE: [hlcoders] HUD element problem

2005-08-10 Thread Alfred Reynolds
) 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

RE: [hlcoders] Updating KeyValues when iterating

2005-08-10 Thread Alfred Reynolds
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 );

[hlcoders] FW: [hlds_apps] New engine API for CVAR queries

2005-08-11 Thread Alfred Reynolds
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

RE: [hlcoders] FW: [hlds_apps] New engine API for CVAR queries

2005-08-11 Thread Alfred Reynolds
/ 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

RE: [hlcoders] vgui and 16:9/10 problem

2005-08-17 Thread Alfred Reynolds
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

RE: Re[2]: [hlcoders] vgui and 16:9/10 problem

2005-08-17 Thread Alfred Reynolds
: 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

RE: [hlcoders] OpenType

2005-08-18 Thread Alfred Reynolds
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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