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
>
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
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?
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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
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
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
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
--
[ 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
>
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
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
:)
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
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
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.
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
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