RE: [hlcoders] Font size glitches after hud_reloadscheme

2006-06-26 Thread bloodykenny
So what exactly did Valve break in the hud? What files? Because HL2DM has this same bug. At 2006/06/26 11:32 AM, Tony \"omega\" Sergi wrote: >Yeah you have to put the numbers in the scheme file relative to 640x480. > >I use hud_reloadscheme a lot, and I've never had this problem after editing >

[hlcoders] Re: Blood not spawning for attacker?

2006-06-26 Thread Imperio59
Ok, I spent a couple hours on the problem and managed a fix... I basically put a warning in the sparks function, and it did not play when you were the attacker... So instead of trying to fix weird PVS filter bugs, I decided to switch the call to a DispatchEffect call instead of the previous g_pEff

[hlcoders] Re: Blood not spawning for attacker?

2006-06-26 Thread Imperio59
Yep, so it's a prediction problem. cl_predict 0 makes it so that the sparks show up in any situation, same for the blood... I'm gonna try and track it down, any ideas? ___ To unsubscribe, edit your list preferences, or view the list archives, please vi

RE: [hlcoders] Blood not spawning for attacker?

2006-06-26 Thread Chris Janes
We had a similar issue but with projectile weapons, the DispatchTraceAttack call in FireBullet was only being made on the server - we only figured it out by looking at how our melee and projectile weapons differed (the melee showed blood sprays correctly to everyone). Assuming that you're using fa

RE: [hlcoders] Font size glitches after hud_reloadscheme

2006-06-26 Thread William Ravaine
Have you ever tried to use a vgui::Label control to display text in one of your HUD elements, instead of manually drawing the text using surface()->DrawText? Because the only text displays that go wrong after a hud_reloadscheme here are the ones from the vgui::Label controls. From: "Tony \"omega

RE: [hlcoders] Font size glitches after hud_reloadscheme

2006-06-26 Thread Tony \"omega\" Sergi
Yeah you have to put the numbers in the scheme file relative to 640x480. I use hud_reloadscheme a lot, and I've never had this problem after editing them before. -- -- omega Heroes of Excelsior http://www.heroesofexcelsior.com Blackened Interactive http://www.blackened-interactive.co

Re: [hlcoders] Font size glitches after hud_reloadscheme

2006-06-26 Thread William Ravaine
By editing them in 640x480, do you mean using the built-in VGUI editor to position/scale controls? Because im not using this at all (i cant use it to edit HUD elements as it is right now). I'm changing x/y/size numbers in the HudLayout.res then saving and using hud_reloadscheme to see the changes

Re: [hlcoders] Font size glitches after hud_reloadscheme

2006-06-26 Thread Benjamin Davison
-- [ Picked text/plain from multipart/alternative ] Yeah edit them in 640x480 and the problems will go away :) I had the same problem for a while. On 6/26/06, Tony omega Sergi <[EMAIL PROTECTED]> wrote: > > > It is 640x480. > > Everything is scaled off of a 640x480 resolution screen (being that >

RE: [hlcoders] Font size glitches after hud_reloadscheme

2006-06-26 Thread Tony \"omega\" Sergi
It is 640x480. Everything is scaled off of a 640x480 resolution screen (being that 640x480 is the lowest resolution you can go). So it's just a matter of placing everything in a 640x480 space, and then it re-calculates for other resolutions automatically, and rescales. This is how Quake3 worked t

Re: [hlcoders] Font size glitches after hud_reloadscheme

2006-06-26 Thread William Ravaine
Well when I reload the hud scheme/layout Im in 1024x768 - But the hud controls positions/sizes etc are provided in "virtual screen coordinates" already in the HudLayout.res file so it shouldnt matter if Im editing them in 640x480 or not. When I do the hud_reloadscheme command, it only seems to sc

Re: [hlcoders] Blood not spawning for attacker?

2006-06-26 Thread Maurino Berry
:) I thought of that myself before I posted here and added it to the combatcharacter network table but with no avail. From: "Garry Newman" <[EMAIL PROTECTED]> Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Blood not spawning for attacker? D

Re: [hlcoders] Blood not spawning for attacker?

2006-06-26 Thread Garry Newman
The NPC stuff is probably because the blood colour variable isn't networked by default. On 6/26/06, Maurino Berry <[EMAIL PROTECTED]> wrote: I've got the same problem, but it's weird because I see blood when I shoot other players, but if it's a zombie or some other living entitiy I don't see an

Re: [hlcoders] Blood not spawning for attacker?

2006-06-26 Thread Maurino Berry
I've got the same problem, but it's weird because I see blood when I shoot other players, but if it's a zombie or some other living entitiy I don't see any, unless ofcourse I have cl_predict 0 From: "Garry Newman" <[EMAIL PROTECTED]> Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.

Re: [hlcoders] Blood not spawning for attacker?

2006-06-26 Thread Garry Newman
Chances are that the client isn't showing blood because you're on the same `team' and the client isn't realizing that there aren't any teams. Best thing to do is trace what it does on the client and see why it isn't doing what you expect it to. John was right - if it works with cl_predict 0 the