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
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
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,
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
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
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
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,
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
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
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
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
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:
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
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
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,
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:
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
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
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
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
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
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
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