Re: [hlcoders] Smoothly shrinking text on the HUD

2009-05-05 Thread Garry Newman
40 fonts! Yikes! I'd just move the camera, or render the text to a texture and scale that. garry On Tue, May 5, 2009 at 9:48 PM, Richard Slaughter slau...@vault13.co.ukwrote: That's essentially what I was asking how to do, any pointers on where to look for drawing to a texture instead of the

[hlcoders] Casting as CBasePlayer

2009-05-05 Thread FaMiNe
Multiplayer mod. I've written some code in player.cpp, with some storage details about a custom entity we're using for our mod. In the trigger touch function, we pass in the CBaseEntity that touches the entity, and I'm trying to cast it as a CBasePlayer to access the functions I wrote in

[hlcoders] how to disable intellisense from graying out proprocessor conditional blocks?

2009-05-05 Thread Acolyte Of the Milkman
while working in a file that is shared between the server and client side projects, visual studios defaults to using one definition of CLIENT_DLL found in one of the projects, which basically makes the #ifdef block not work correctly in one of the projects. Ex) For me CLIENT_DLL is defined,

Re: [hlcoders] Casting as CBasePlayer

2009-05-05 Thread Stephen Swires
ToBasePlayer() or you can use a dynamic cast (which ToBasePlayer does) FaMiNe wrote: Multiplayer mod. I've written some code in player.cpp, with some storage details about a custom entity we're using for our mod. In the trigger touch function, we pass in the CBaseEntity that touches the

Re: [hlcoders] how to disable intellisense from graying out proprocessor conditional blocks?

2009-05-05 Thread Jorge Rodriguez
This has bothered me for a while and I would like to know the solution too, but my layman's solution is to copy stuff outside of the CLIENT_DLL block and then right click it, it's usually recognized by intellisense immediately. -- Jorge Vino Rodriguez

[hlcoders] Unreliable hud animations

2009-05-05 Thread Richard Slaughter
Hi List, I've been trying to make use of hud animations by adding the following to HudAnimations.txt: event ShowMessage { Animate JBMessage CurrAlpha50Linear 0.0 0.2 Animate JBMessage CurrAlpha200Linear 0.2 0.3 Animate JBMessage

Re: [hlcoders] Smoothly shrinking text on the HUD

2009-05-05 Thread Richard Slaughter
That's essentially what I was asking how to do, any pointers on where to look for drawing to a texture instead of the hud? Thanks, Rich Garry Newman wrote: 40 fonts! Yikes! I'd just move the camera, or render the text to a texture and scale that. garry On Tue, May 5, 2009 at 9:48 PM,

Re: [hlcoders] Smoothly shrinking text on the HUD

2009-05-05 Thread Garry Newman
Have a look at the surface interface.. garry On Tue, May 5, 2009 at 10:47 PM, Richard Slaughter slau...@vault13.co.ukwrote: That's essentially what I was asking how to do, any pointers on where to look for drawing to a texture instead of the hud? Thanks, Rich Garry Newman wrote: 40

Re: [hlcoders] how to disable intellisense from graying out proprocessor conditional blocks?

2009-05-05 Thread botman
On 5/5/2009 4:44 PM, Jorge Rodriguez wrote: This has bothered me for a while and I would like to know the solution too, but my layman's solution is to copy stuff outside of the CLIENT_DLL block and then right click it, it's usually recognized by intellisense immediately. The only way I know

Re: [hlcoders] how to disable intellisense from graying out proprocessor conditional blocks?

2009-05-05 Thread Yaakov Smith
In my experience, if I open it from the server project, everything in CLIENT_DLL is greyed out. If I open it from the client, the inverse occurs - #ifndef CLIENT_DLL is greyed out. -Original Message- From: hlcoders-boun...@list.valvesoftware.com

Re: [hlcoders] Casting as CBasePlayer

2009-05-05 Thread FaMiNe
Excellent. Thank you for the quick response. In the future, how should I go about finding out answers like these? Stephen Swires wrote: ToBasePlayer() or you can use a dynamic cast (which ToBasePlayer does) FaMiNe wrote: Multiplayer mod. I've written some code in player.cpp, with

Re: [hlcoders] Casting as CBasePlayer

2009-05-05 Thread Alexander Hirsch
I'd try to look at a place where VALVe already did it in the existing code. On Wed, May 6, 2009 at 12:29 AM, FaMiNe fam...@gmail.com wrote: Excellent. Thank you for the quick response. In the future, how should I go about finding out answers like these? Stephen Swires wrote:

Re: [hlcoders] how to disable intellisense from grayingout proprocessor conditional blocks?

2009-05-05 Thread Acolyte Of the Milkman
that's how I used to solve the problem, but I don't think it works for files that have one copy that are shared between projects, although this may just be me because recently it doesn't seem to switch around, like you said, when I open files in different projects for any file.. I really like

[hlcoders] VGUI Bitmap

2009-05-05 Thread Biz
Heya, is it possible to display bitmaps or textures on the user screen via vgui ? I want to make some kind of bar on the bottom of the screen that shows the current weapon with images and is styled with other images - something like D2 or current MMOs. Can anyone please give me a code example on

Re: [hlcoders] VGUI Bitmap

2009-05-05 Thread Grash
Here's a good start to help you on your way. http://developer.valvesoftware.com/wiki/Basic_Hud_Modification --- On Tue, 5/5/09, Biz b...@cs-dsf-clan.de wrote: From: Biz b...@cs-dsf-clan.de Subject: [hlcoders] VGUI Bitmap To: HLCoders List hlcoders@list.valvesoftware.com Date: Tuesday, May 5,

Re: [hlcoders] how to disable intellisense from graying out proprocessor conditional blocks?

2009-05-05 Thread Tony Sergi
It's in options. 'colorize inactive code blocks in a different color' Options - text editor - c/c++ - formatting. Note; that even though it won't be grey anymore, intellisense will still not work in there, if you want to use it. -Tony -Original Message- From:

Re: [hlcoders] how to disable intellisense from grayingout proprocessor conditional blocks?

2009-05-05 Thread Acolyte Of the Milkman
Getting Intellisense working in the grey area is the main thing, but thanks for the advice anyways. I guess I'll just have to bite down and do what my coding forefathers had to, remember the names of classes/functions/variables/etc -- From: Tony

[hlcoders] Multipassenger Vehicles for OBMP?

2009-05-05 Thread Matt Hoffman
I've spent the last... day or two or three trying to get Peachfuzz's old code working, seen here: http://www.chatbear.com/board.plm?a=viewthreadt=573,1125931904,10177id=901881b=4991v=flatold However... This is old code. As in four year old code now (well ~3 by the code date for OB SDK) and A LOT

Re: [hlcoders] Multipassenger Vehicles for OBMP?

2009-05-05 Thread Minh
I managed to get mulitple passenger vehicles to work fairly easily by extending the existing code. I just made copies of the driver variables for each passenger. It was fairly trivial to do. Getting that to work is the least of your concerns as using vehicles in multiplayer in the

Re: [hlcoders] Multipassenger Vehicles for OBMP?

2009-05-05 Thread Justin Krenz
Adding passengers to vehicles is a simple case of attaching them via SetParent. On Tue, May 5, 2009 at 11:10 PM, Minh minh...@telus.net wrote:    I managed to get mulitple passenger vehicles to work fairly easily by extending the existing code. I just made copies of the  driver variables for

Re: [hlcoders] Multipassenger Vehicles for OBMP?

2009-05-05 Thread Matt Hoffman
Justin: That's hardly a proper way. You wouldn't be able to properly do animations damage view smoothing, view limiting, etc. Minh: Copy of the driver variables for each passenger. Which driver variables, any that specifically state driver and the such? And functions? Also, when I _attempted_ to

Re: [hlcoders] how to disable intellisense fromgrayingout proprocessor conditional blocks?

2009-05-05 Thread Jonas 'Sortie' Termansen
Select the Server or Client project from the Solution Explorer, Right Click, Set as Startup Project. Wait a second. Done. There is also an option in the settings that automatically switchs projects when you click on a file in another project in the solution, but I forgot it's name and couldn't