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Yep, I was wondering this as well. Changing the RES file and adding images,
text and changing panel sizes is not hard.  But making those changes and
images specific to whatever map is being loaded appears... very difficult to
say the least.  You'd think this would be something easily editable in
Source, for the sole purpose of letting players know what's coming up next
and maybe show a map briefing or something (we all know players don't read
the mission briefings when they can just click past it), but I guess not.


On 2/9/08, Daniel Menard <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Old thread, but how exactly did you go about replacing the loading dialog
> Louti. I couldn't find an obvious way of doing it, since the loading
> dialog
> doesn't show up anywhere in the hierarchy.
>
> Dan
>
> On Fri, Aug 17, 2007 at 5:53 PM, Louka Outrebon <[EMAIL PROTECTED]>
> wrote:
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > No its not instanciating those dynamicaly. I had this idea and thought
> > it'd
> > be brilliant, then I just saw it was hardcoded. panel class names are
> just
> > here to make it easier to read. In Insurgency we used "Ben 'amogan' K."
> > solution. We wrote a new CGameUi class and forced a new object
> > for PANEL_GAMEUIDLL using our new class.
> >
> > Louka "Louti" Outrebon.
> >
> >
> > On 8/17/07, Garry Newman <[EMAIL PROTECTED]> wrote:
> > >
> > > I haven't tried this, but wondering if anyone else has..
> > >
> > > If you edit the res file for the loading dialogue and add a VGUI
> > > control that is defined in your code - does it add it and work
> > > properly?
> > >
> > > garry
> > > list archives, please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> > --
> >
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> >
> >
> --
>
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>


--
-- Hitman
Firearms: Source Team Leader
http://www.firearms-source.com
--

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