Extended use of the html control results in hl2 closing and windows spamming
you with virtual memory too low errors, as well as 30+ second solid 0fps lag
spikes. (i.e. unusable for anything other than static viewing of a page, in
my opinion)

I ditched the html control entirely and use "cURL" to pull data/images from
webpages (in binary), rebuild the pixels with the regenerator, and display
it how I want.



From: "Alfred Reynolds" <[EMAIL PROTECTED]>
Reply-To: [email protected]
To: <[email protected]>
Subject: RE: [hlcoders] vgui::HTML, Flashlight
Date: Tue, 18 Oct 2005 12:07:57 -0700

I am a little confused about the exact problem. Is the little amount of
overdraw behind the scrollbars making you want to reimplement the whole
system?

- Alfred

----Original Message----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Aditya
Gaddam Sent: Tuesday, October 18, 2005 12:02 PM To:
[email protected] Subject: Re: [hlcoders] vgui::HTML,
Flashlight

> I don't see why. If you could somehow get a handle (hah!) of the
> window....
>
> On 10/18/05, Dan Stevens (IAmAI) <[EMAIL PROTECTED]> wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Can you attach/embed ActiveX objects into a Source game UI?
> >
> > On 18/10/05, Aditya Gaddam <[EMAIL PROTECTED]> wrote:
> > >
> > > Well, I was thinking it would be easier if we just used existing
> > > APIs to render something onto a hidden window and after its done
> > > loading the page we would just hook onto that window somehow and
> > > control it.
> > >
> > > I found an ActiveX version of the mozilla api here
> > > http://www.iol.ie/~locka/mozilla/mozilla.htm
> > >
> > > It seems that you control it just the way you would control the IE
> > > ActiveX object so I am guessing we can just attach this to a
> > > window and go from there.
> > >
> > > Oh and hey ss =P
> > >
> > > -Aditya
> > >
> > > On 10/18/05, Dan Stevens (IAmAI) <[EMAIL PROTECTED]>
> > > wrote:
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > I've also considered a similar implementation to that
> > > > Xfire<http://www.xfire.com>does to produce its in-game menus. I
> > > > think it uses DirectX overlays. Xfire's in-game menus are
> > > > entirely keyboard controlled, so whether a mouse controllable
> > > > UI is possible. Anyone know much about this or how Xfire
> > > > implements its in-game menus.
> > > >
> > > > On 17/10/05, Andrew Orner <[EMAIL PROTECTED]> wrote:
> > > > >
> > > > > I was looking into it to use as a semi-MotD, but instead of
> > > > > displaying an MotD at server join it would rather show a
> > > > > server info screen.
> > > > >
> > > > > And as for your question of an in-game browser, no way is
> > > > > Source's VGUI a practical solution to making it (again
> > > > > because of the problems experienced with it), it would
> > > > > probably be much better if you implemented your own sort of
> > > > > HTML browser.
> > > > >
> > > > > -- Andrew
> > > > >
> > > > > Dan Stevens (IAmAI) wrote:
> > > > >
> > > > > > --
> > > > > > [ Picked text/plain from multipart/alternative ]
> > > > > > I am afraid I cannot help you with your queries. However,
> > > > > > would you mine if I asked what the purpose of your
> > > > > > invistigation in the VGUI:HTML control? I am interested as
> > > > > > I have been considering the possibility of an in-game web
> > > > > > browser. Do you think such an application be practical to
> > > > > > implement using Source's VGUI?
> > > > > >
> > > > > > On 17/10/05, Andrew Orner <[EMAIL PROTECTED]> wrote:
> > > > > >
> > > > > >
> > > > > > > I've tried messing around with the vgui::HTML widget for
> > > > > > > various VGUI elements, and noticed that scrolling via
> > > > > > > scrollbar does not work, it's apparently memory
> > > > > > > inefficient as trying to use the scrollbar lags the game,
> > > > > > > and the bitmap texture is not repainted behind the
> > > > > > > scrollbars despite what is in the coding. Does anyone
> > > > > > > know of any sort of fixes for this, or for Valve, is this
> > > > > > > ever going to be fixed? I've asked around at other places
> > > > > > > and have not heard of any fixes for this yet, and I'm
> > > > > > > hoping that I'm not going to have to keep it at a tiny
> > > > > > > window that text has to fit in or else be cut off due to
> > > > > > > scrollbars being disabled.
> > > > > > >
> > > > > > > Also, I've been trying to change the position of the
> > > > > > > flashlight to be at a certain place on the body rather
> > > > > > > than a random point on the chest. I have looked into the
> > > > > > > code, and am pretty sure I know where to put it. I assume
> > > > > > > that any attachments I put the flashlight on go to the
> > > > > > > world model? I tried attaching it to a point on the view
> > > > > > > model (for first person) but it still seems to come from
> > > > > > > the center of the body (while in first person) and is
> > > > > > > very jumpy and erratic - only after standing still for a
> > > > > > > few seconds does the light have smooth movement.
> > > > > > >
> > > > > > > Does anyone have any insight into either of these?
> > > > > > >
> > > > > > > Thanks,
> > > > > > > -- Andrew
> > > > > > >
> > > > > > > _______________________________________________
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> > > > > > > list archives, please visit:
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> > > > > > >
> > > > > > >
> > > > > > >
> > > > > > >
> > > > > > --
> > > > > >
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> > > > > > list archives, please visit:
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> > > > > >
> > > > > >
> > > > > >
> > > > >
> > > > >
> > > > > _______________________________________________
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> > > >
> > >
> > >
> > > --
> > > http://www.pixelfaction.com
> > > AIM:ApeWithABrain
> > >
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> > >
> > >
> > --
> >
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