omega wrote:
Another good idea is to wait for the new sdk, and vgui2, which from what
I hear has dynamic scaling.

HW mode will have scaling (i.e opengl), I am not so sure about SW mode...

Also another thing to note (something else I've heard) is that you can't
use vgui2 at the same time as vgui1, which means if you wan't to use all
of vgui2's features you'd have basically wasted all your time, since
you'll need to port it.

Valve, care to comment to make sure I'm not giving false information on
vgui? =)

It is possible to use them both at the same time, the question remains
as to whether it will be possible in the engine we release (VGUI1 makes
assumption about kb/mouse input that makes life hard having both
co-exist). There are also issues with name space and include file
naming, so chances are you will have to choose one or the other.

On the good side I can tell you that porting to VGUI2 will be relatively
easy, all the ugly things about VGUI1 have gone :) (i.e laying out
panels in the code). HL has about 1/10th the number of lines of code now
to handle VGUI2 panels. Cstrike has about 1/20th the number of lines (as
we now use inheritance from the hl code, and only override for cstrike
specific behaviour).

On the bad side there is no ETA for the SDK (that I know of)... Don't
expect it in the short term (we haven't finished developing it yet).

You also cannot use the existing vgui2.dll for anything useful because
you are missing an important library (the one that implements all the
controls). The vgui2.dll simply has some servicing routines (the brains
of VGUI2, not the brawn :)

Alfred


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