I see DM had some fixes done to it.. barrels explode bug fixed,
hitboxes corrected, 16bit scoreboard opposed to 8, power meter bug
with water.. are these going to availible in a new sdk soon?
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I have an some entities that I create in code that I do not want to be
deleted when a level changes. Do I need to set up a class name
exclusion somewhere? I don't see anything uniqe in CBasePlayer and i
know that has to be somewhat preserved from level to level.
This entity is not part of a level
it re creates its
self, with the recoreded value, i dont know what it
is, but take a hint from the ammo class, and see how
they get kept over level changes
--- Heritage [EMAIL PROTECTED] wrote:
I have an some entities that I create in code that I
do not want to be
deleted when a level
Id like to build a networked entity class for my voting structure in
my mod. however, one thing is bugging me. I have a global pointer to
my main voting entity and i want a corresponding client side
counterpart. But i only create this entity once during the lifetime of
a server. It has to live
all i ask is implement drag and drop for extracting and packing files.
Unless you have done so
On 5/9/05, Vyacheslav Dzhura [EMAIL PROTECTED] wrote:
Hello tei,
Monday, May 9, 2005, 4:50:08 PM, you wrote:
t note to self: Never run on bankrupt tryiing to get money from shareware
t *tools*,
resource for a good
example of this.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Heritage
Sent: Tuesday, May 10, 2005 7:20 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] networked entity question
Id like to build a networked entity class
combo box selection changes (in particular
CSpectatorMenu::OnTextChanged() ).
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Heritage
Sent: Tuesday, May 03, 2005 10:04 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] vgui event
But you still have to overwrite a vgui panel or frame or
something. in order to get at OnCommand..
in C#, i can just add listeners, and in hl1, i was able to do similar
things. I don't want nor need to make another vgui class. I just want
a custom listener.
On 5/3/05, Heritage [EMAIL
then forget it
that makes no sense.
How do i add an action listener thing like in hl1?
On 5/3/05, Heritage [EMAIL PROTECTED] wrote:
But you still have to overwrite a vgui panel or frame or
something. in order to get at OnCommand..
in C#, i can just add listeners, and in hl1, i was able to do
used to receive events. anyway..
I'll stop my spamming now. sorry.
On 5/3/05, Heritage [EMAIL PROTECTED] wrote:
If i have a button, on a panel or frame, and i click it, then that
panel has to be a pseudo panel that I made up like my_ panel which
is derived from panel and then I override
]
As long as you understand because I think you've lost me. :p
On 5/4/05, Heritage [EMAIL PROTECTED] wrote:
The only thing I can see of doing is making a few panels that are
specifically for events for each vgui menu I make, and then adding
this
my_button_or_checkbox_orwhatever
I could not find any examples in the code, I just need the name of the
control and maybe an example of adding tab pages to it.
thx
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tabs to the strip, all you would need to do is handle
a click event to change the background of a button (to make it look
selected) and then update a member var to store which one is selected,
this should be very simple to do.
-Original Message-
From: Heritage [mailto:[EMAIL PROTECTED
PropertySheet
Doest seem to like it, I have tried a bunch of different header files
#include prsht.h
#include vgui_controls/PropertySheet.h
doest seem to work
which headers does this control require?
On 4/29/05, Heritage [EMAIL PROTECTED] wrote:
thx guys, that was quick
On 4/29/05, Alfred
oh nm, i got it, i guess i needed the cpp file too
#include D:\\src\\vgui2\\controls\\PropertySheet.cpp
you need to define everyhting in the headers plz! or maybe im an
idiot, either way!
g...
On 4/29/05, Heritage [EMAIL PROTECTED] wrote:
PropertySheet
Doest seem to like it, I have
Ok, got everything working! This is a lot eaiser than hl1! One more
quick question as i am now beginning my vgui development. the keyword
new is overloaded correct? In other words, I dont need to call
delete for vgui controls like frames panels and whatever?
On 4/29/05, Heritage [EMAIL PROTECTED
Thanks Alfred, I figured it was like that but thought I should ask
before I call new 1000 times a in row, lol.
On 4/29/05, Alfred Reynolds [EMAIL PROTECTED] wrote:
Have a look at memoverride.cpp, we use that file along with code in
tier0.dll to manage (and track) our own heap allocations (and
When a player is not in your view, you dont receive any info from that
client such as origin, or view angles(check out
CBasePlayer::ShouldTransmit); however, I was under the impression
that deadflag was inside another networked class that would always
transmit regardless of location, either that
It would appear that m_angEyeAngles is a networked vector that should
work, however, I was not able to get any value out of it ont he client
side, it was always 0,0,0 for the player entities client side. It
other words, a clients representation of all the other players. I
edited
The ShouldTransmit
First question: Everything in EYE mode spectator seems to be working
except the view angle is not updating. I think it just sits at 0,0,0.
But I can see the weapon and weapon animations just fine and the
camera tracks the players movement too. I believe the view angle along
with the other eye mode
CBasePlayer::ShouldTransmit
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Heritage
Sent: Tuesday, April 05, 2005 6:36 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] spectator eye mode problem AddToFullPack (not
related)
First question
I am using the multiplayer sdk. It looks like m_angEyeAngles, like
v_angle is also zero
Here was my new code in EyeAngles(
if ( !pMoveParent )
{
#ifdef CLIENT_DLL
C_HL2MP_Player *pPlayer = dynamic_cast C_HL2MP_Player* ( this );
if(pPlayer-IsObserver()) // UNDONE: check for eye mode too
After a steam update, you have to run your mod thu steam at least
once, then you can go back to running it via batch file or debugger in
visual studio for example. For some reaon there are dll errors if you
don't. Just openup steam games menu and double click your game. All
should be well after
Thanks for the heads up.
On Apr 5, 2005 6:30 PM, Matt Boone [EMAIL PROTECTED] wrote:
I've seen this particular bug in a few mods now, thought I would send
out a snippet for you guys until it can be sent out in the next SDK
update.
The problem shows up as players not respawning properly,
I have a test map that loads a bit faster than the regualr maps and
has everything right at my finger tips.
On Tue, 22 Mar 2005 15:43:18 +0100, tei [EMAIL PROTECTED] wrote:
I have a question:
How people debug his mods?
- With a Zoo map?
- Help by some beta tester guys?
- Its the debuggint
).
On Mon, 21 Mar 2005 12:35:57 -0800, Heritage [EMAIL PROTECTED] wrote:
For the life of me, I can not change the yellow header text for the
scoreboard. The row that says the server name then the score, frags
ping.. etc
So I made my own font, put it my mod's resource folder, edited
ClientScheme.res and nothing works. I'm having lots of trouble with
the redundant unnecessary scripting stuff.
Here is my virtual font I scripted
HudText
{
1
{
name newfont
));
if (pServerName)
{
pServerName-SetFgColor( Color(0, 255, 0, 255) );
}
On Tue, 22 Mar 2005 09:08:08 -0800, Heritage [EMAIL PROTECTED] wrote:
Yes, and thank you; however, I did release it was in the .res files,
but what I meant to say was, I want to be able to control
newfont is the actual name of the font, which is possibly
different from the font's filename. Also remove the space from the
newfont entry.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Heritage
Sent: Tuesday, March 22, 2005 3:35 PM
To: hlcoders
How do I draw sprites in a vgui panel in hl2? Do I have to do this vmt
thing. It seems very complex. All I want is a sprite with additive
transparency and then I'll add my own color ontop of it in the game.
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For the life of me, I can not change the yellow header text for the
scoreboard. The row that says the server name then the score, frags
ping.. etc..
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and them not disappearing, they
shouldn't be doing that. Try dropping a breakpoint in the SetVisible
function for your panel and see if its being called from somewhere else?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Heritage
Sent: Wednesday, March
I had many problems with the hl1 vgui where fonts and schemes seems
ignore all changes I made to them. As it turned out, much of it was
hardcoded. HL2 seems more robust, but im having a hard time
understanding how it works?
Im trying to make a new hudelement. So far I have my gui working and
Watch your favorite recorded TV show on TIVO
Clean up the house
Go shopping for awhile..
You know.. Anything to take up 30 or 40 minutes of time!
/end sarcasm.
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Uhm looks like its in the code a few times, but commented out, There
is no declaration for this inside eiface.h where the rest of the
related engine calls are like:
virtual const char *GetClientConVarValue( int clientIndex, const char
*name ) = 0;
I tried adding it in:
virtual void
redundant system to prevent the client's from
changing certain things.
thx for your input
On Tue, 15 Mar 2005 18:27:32 -0600, jeff broome [EMAIL PROTECTED] wrote:
On Tue, 15 Mar 2005 16:14:57 -0800, Heritage [EMAIL PROTECTED] wrote:
Uhm looks like its in the code a few times, but commented out
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