[hlcoders] testing hlcoders

2002-12-17 Thread Ken Birdwell
valvesoftware.com switched to a new IP address, seeing if the routing tables
have propagated yet..
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Re: [hlcoders] testing hlcoders

2002-12-17 Thread Steve Rukuts
--
[ Converted text/html to text/plain ]

aah, looks like the list's feeling better. good good.

=How are the new offices? :
=
=--
= MoD,
=
= Always @ your service.
=
=
=- Original Message -
=From: Ken Birdwell
=To:
=Sent: Tuesday, December 17, 2002 3:18 AM
=Subject: [hlcoders] testing hlcoders
=
=
= valvesoftware.com switched to a new IP address, seeing if the routing
=tables
= have propagated yet..
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Steve Rukuts
Wrench Software
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Re: [hlcoders] testing hlcoders

2002-12-17 Thread Avatar-X
i want to see pictures of the golden crowbar!!!

-av

Steve Rukuts wrote:


--
[ Converted text/html to text/plain ]

aah, looks like the list's feeling better. good good.

=How are the new offices? :
=
=--
= MoD,
=
= Always @ your service.
=
=
=- Original Message -
=From: Ken Birdwell
=To:
=Sent: Tuesday, December 17, 2002 3:18 AM
=Subject: [hlcoders] testing hlcoders
=
=
= valvesoftware.com switched to a new IP address, seeing if the routing
=tables
= have propagated yet..
= ___
= To unsubscribe, edit your list preferences, or view the list archives,
=please visit:
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=
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Steve Rukuts
Wrench Software
Webmaster / Co-Founder / Original Design: Operation: Messiah

e-mail: [EMAIL PROTECTED]
MSN: [EMAIL PROTECTED]
ICQ: 98613165

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Re: [hlcoders] testing hlcoders

2002-12-17 Thread Steve Rukuts
--
[ Converted text/html to text/plain ]

Golden whaaa?

=i want to see pictures of the golden crowbar!!!
=
=-av
=
=Steve Rukuts wrote:
=
=--
=[ Converted text/html to text/plain ]
=
=aah, looks like the list's feeling better. good good.
=
==How are the new offices? :
==
==--
== MoD,
==
== Always @ your service.
==
==
==- Original Message -
==From: Ken Birdwell
==To:
==Sent: Tuesday, December 17, 2002 3:18 AM
==Subject: [hlcoders] testing hlcoders
==
==
== valvesoftware.com switched to a new IP address, seeing if the routing
==tables
== have propagated yet..
== ___
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==please visit:
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=
=Steve Rukuts
=Wrench Software
=Webmaster / Co-Founder / Original Design: Operation: Messiah
=
=e-mail: [EMAIL PROTECTED]
=MSN: [EMAIL PROTECTED]
=ICQ: 98613165
=
=The contents of this e-mail may be confidential.
=If some annoying computer error occurs and it gets
=sent to people other than the intended recipient,
=do nothing, and delete it from your computer.
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Steve Rukuts
Wrench Software
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Re: [hlcoders] testing hlcoders

2002-12-17 Thread Vyacheslav Djura
Hello Ken,

And where is your office that time? In Kirkland or you've moved to
another city? ;)

--
 Vyacheslav
 Level-designer
 Deep-Shadows(http://www.deep-shadows.com)

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SV: [hlcoders] testing hlcoders

2002-12-17 Thread Mikael Lindmark
And I got remarks on that my !say function was meaningsless chatter...

8)


-Ursprungligt meddelande-
Från: Vyacheslav Djura [mailto:[EMAIL PROTECTED]]
Skickat: den 17 december 2002 15:41
Till: Ken Birdwell
Ämne: Re: [hlcoders] testing hlcoders


Hello Ken,

And where is your office that time? In Kirkland or you've moved to another city? ;)

--
 Vyacheslav
 Level-designer
 Deep-Shadows(http://www.deep-shadows.com)

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[hlcoders] C++ Template Question

2002-12-17 Thread Barret Rhoden
hi -

i'm repeating a post of mine from thewavelength's forums regarding
templates.  anyone have any advice?

i've tried a few different things, here's the definitions for them:

CODE

 template class T void Test2(void) { T damn; return; }; //default with
int
 template class T T Test(T a, T b) { return (ab?a:b); }; // used
ints, avoided 
 template class T T* CreateMinElements(T* a); // same as in cbase.h
GetClassPtr
 template class T void ResetSystem(void); // default example



and called them like such:

CODE

 Test2int();
 Test(3,5);

 CTempElement* a;
 a = CreateMinElements((CTempElement*) NULL);

 ResetSystemCGenericListElement();



and got the following errors on compile:

QUOTE

Configuration: hl - Win32 Profile
Compiling...
zillion_lists.cpp
D:\dev\sdk2-3\Single-Player Source\dlls\zillion_lists.cpp(255) : error
C2062: type 'int' unexpected
D:\dev\sdk2-3\Single-Player Source\dlls\zillion_lists.cpp(258) : error
C2893: Failed to specialize function template 'T *__thiscall
CGenericSystem::CreateMinElements(T *)'
   With the following template arguments:
   'class CTempElement'
D:\dev\sdk2-3\Single-Player Source\dlls\zillion_lists.cpp(259) : error
C2275: 'CGenericListElement' : illegal use of this type as an expression
   D:\dev\sdk2-3\Single-Player Source\dlls\zillion_lists.h(24) : see
declaration of 'CGenericListElement'
D:\dev\sdk2-3\Single-Player Source\dlls\zillion_lists.cpp(259) : error
C2059: syntax error : ')'
Error executing cl.exe.

hl.dll - 4 error(s), 0 warning(s)




any ideas? i did in fact implement the bodies of the first two, but i don't
think it's important enough to include here. CGenericListElement is a parent
of CTempElement, and the two templates that have those as the parameters
imply the use of the parent type or something related, due to some internal
commands with T.

thanks,

barret

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Re: [hlcoders] C++ Template Question

2002-12-17 Thread Barret Rhoden
think i've got it.  i had those function definitions inside the class
definition.  now that i applied the template to the entire class (which is
probably a better design idea anyway), it seems to work (with a little more
playing, that is).  thanks to NIN and a quick run through some quake1.

barret

- Original Message -
From: Barret Rhoden [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, December 17, 2002 6:10 PM
Subject: [hlcoders] C++ Template Question


 hi -

 i'm repeating a post of mine from thewavelength's forums regarding
 templates.  anyone have any advice?

 i've tried a few different things, here's the definitions for them:

 CODE

  template class T void Test2(void) { T damn; return; }; //default
with
 int
  template class T T Test(T a, T b) { return (ab?a:b); }; // used
 ints, avoided 
  template class T T* CreateMinElements(T* a); // same as in cbase.h
 GetClassPtr
  template class T void ResetSystem(void); // default example



 and called them like such:

 CODE

  Test2int();
  Test(3,5);

  CTempElement* a;
  a = CreateMinElements((CTempElement*) NULL);

  ResetSystemCGenericListElement();



 and got the following errors on compile:

 QUOTE

 Configuration: hl - Win32 Profile
 Compiling...
 zillion_lists.cpp
 D:\dev\sdk2-3\Single-Player Source\dlls\zillion_lists.cpp(255) : error
 C2062: type 'int' unexpected
 D:\dev\sdk2-3\Single-Player Source\dlls\zillion_lists.cpp(258) : error
 C2893: Failed to specialize function template 'T *__thiscall
 CGenericSystem::CreateMinElements(T *)'
With the following template arguments:
'class CTempElement'
 D:\dev\sdk2-3\Single-Player Source\dlls\zillion_lists.cpp(259) : error
 C2275: 'CGenericListElement' : illegal use of this type as an expression
D:\dev\sdk2-3\Single-Player Source\dlls\zillion_lists.h(24) : see
 declaration of 'CGenericListElement'
 D:\dev\sdk2-3\Single-Player Source\dlls\zillion_lists.cpp(259) : error
 C2059: syntax error : ')'
 Error executing cl.exe.

 hl.dll - 4 error(s), 0 warning(s)




 any ideas? i did in fact implement the bodies of the first two, but i
don't
 think it's important enough to include here. CGenericListElement is a
parent
 of CTempElement, and the two templates that have those as the parameters
 imply the use of the parent type or something related, due to some
internal
 commands with T.

 thanks,

 barret

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Re: [hlcoders] C++ Template Question

2002-12-17 Thread botman
 i'm repeating a post of mine from thewavelength's forums regarding
 templates.  anyone have any advice?

 i've tried a few different things, here's the definitions for them:

snip

Are you trying to learn how to use templates?  You code examples don't seem
to make much sense.  Perhaps you should explain what you are trying to do
and maybe someone can help you out.

If you are trying to learn C++ templates, there are some pretty decent
tutorials on the web...

http://babbage.cs.qc.edu/STL_Docs/templates.htm

http://www.al-maqsood.org/developer/templates.htm

http://66.176.248.167:81/c_plusplus/tutorial/templates/

...and don't forget to check the documentation that comes with your C++
compiler (or read more about templates in Stroustrup's ARM (the annotated
C++ reference manual)).

Jeffrey botman Broome

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Re: [hlcoders] testing hlcoders

2002-12-17 Thread Avatar-X
Valve has a golden crowbar in their offices. It's modelled after the
Half-Life crowbar (duh)

-av

Steve Rukuts wrote:


--
[ Converted text/html to text/plain ]

Golden whaaa?

=i want to see pictures of the golden crowbar!!!
=
=-av
=
=Steve Rukuts wrote:
=
=--
=[ Converted text/html to text/plain ]
=
=aah, looks like the list's feeling better. good good.
=
==How are the new offices? :
==
==--
== MoD,
==
== Always @ your service.
==
==
==- Original Message -
==From: Ken Birdwell
==To:
==Sent: Tuesday, December 17, 2002 3:18 AM
==Subject: [hlcoders] testing hlcoders
==
==
== valvesoftware.com switched to a new IP address, seeing if the routing
==tables
== have propagated yet..
== ___
== To unsubscribe, edit your list preferences, or view the list archives,
==please visit:
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=Steve Rukuts
=Wrench Software
=Webmaster / Co-Founder / Original Design: Operation: Messiah
=
=e-mail: [EMAIL PROTECTED]
=MSN: [EMAIL PROTECTED]
=ICQ: 98613165
=
=The contents of this e-mail may be confidential.
=If some annoying computer error occurs and it gets
=sent to people other than the intended recipient,
=do nothing, and delete it from your computer.
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Steve Rukuts
Wrench Software
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MSN: [EMAIL PROTECTED]
ICQ: 98613165

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Re: [hlcoders] testing hlcoders

2002-12-17 Thread Avatar-X
See, here it is:

http://www.uer.ca/valve4.jpg

the golden crowbar!

Steve Rukuts wrote:


--
[ Converted text/html to text/plain ]

Golden whaaa?

=i want to see pictures of the golden crowbar!!!
=
=-av
=
=Steve Rukuts wrote:
=
=--
=[ Converted text/html to text/plain ]
=
=aah, looks like the list's feeling better. good good.
=
==How are the new offices? :
==
==--
== MoD,
==
== Always @ your service.
==
==
==- Original Message -
==From: Ken Birdwell
==To:
==Sent: Tuesday, December 17, 2002 3:18 AM
==Subject: [hlcoders] testing hlcoders
==
==
== valvesoftware.com switched to a new IP address, seeing if the routing
==tables
== have propagated yet..
== ___
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=Steve Rukuts
=Wrench Software
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=
=e-mail: [EMAIL PROTECTED]
=MSN: [EMAIL PROTECTED]
=ICQ: 98613165
=
=The contents of this e-mail may be confidential.
=If some annoying computer error occurs and it gets
=sent to people other than the intended recipient,
=do nothing, and delete it from your computer.
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Wrench Software
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e-mail: [EMAIL PROTECTED]
MSN: [EMAIL PROTECTED]
ICQ: 98613165

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Re: [hlcoders] testing hlcoders

2002-12-17 Thread Avatar-X
Sorry for the spam, but i've found a better pictar:

http://www.uer.ca/valve3.jpg

see! teh golden!

Steve Rukuts wrote:


--
[ Converted text/html to text/plain ]

Golden whaaa?

=i want to see pictures of the golden crowbar!!!
=
=-av
=
=Steve Rukuts wrote:
=
=--
=[ Converted text/html to text/plain ]
=
=aah, looks like the list's feeling better. good good.
=
==How are the new offices? :
==
==--
== MoD,
==
== Always @ your service.
==
==
==- Original Message -
==From: Ken Birdwell
==To:
==Sent: Tuesday, December 17, 2002 3:18 AM
==Subject: [hlcoders] testing hlcoders
==
==
== valvesoftware.com switched to a new IP address, seeing if the routing
==tables
== have propagated yet..
== ___
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==please visit:
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=
=Steve Rukuts
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=
=e-mail: [EMAIL PROTECTED]
=MSN: [EMAIL PROTECTED]
=ICQ: 98613165
=
=The contents of this e-mail may be confidential.
=If some annoying computer error occurs and it gets
=sent to people other than the intended recipient,
=do nothing, and delete it from your computer.
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MSN: [EMAIL PROTECTED]
ICQ: 98613165

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Re[2]: [hlcoders] testing hlcoders

2002-12-17 Thread Vyacheslav Djura
Hello Avatar-X,

Is it painted with a gold paint? But still, looks awesome! :-D
Or do they REALLY have golden cowbar ;-)

It seems that something is written on it...

--
 Vyacheslav
 Level-designer
 Deep-Shadows(http://www.deep-shadows.com)

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Re: Re[2]: [hlcoders] testing hlcoders

2002-12-17 Thread botman
 Is it painted with a gold paint? But still, looks awesome! :-D
 Or do they REALLY have golden cowbar ;-)

Yes, it is made of SOLID GOLD!  :)

Valve has free caviar and champange in the company break room.  There are
barrels of money scattered throughout the office with signs saying Take
whatever you want.  Even the toilets are made of solid gold!

 It seems that something is written on it...

It says, Warning!  May be hazardous to your health if you are a
headcrab

http://www.gamespot.com/features/halflife_final/screen.html?38

;)

Jeffrey botman Broome

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Re: Re[2]: [hlcoders] testing hlcoders

2002-12-17 Thread Pat Magnan


  Even the toilets are made of solid gold!


As a Canadian (cold winters and all), I've never understood why any SANE
person would want a gold (or any metal) toilet. Come visit Canada in
February in a house where the heat gets turned down at night you'll
figure out why this is a BAD idea :P




Pat 'sluggo' Magnan
Tour of Duty mod
http://www.tourofdutymod.com

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Re: [hlcoders] testing hlcoders

2002-12-17 Thread Alfred
The seat wouldn't be gold, only the bowl. The seat is ivory (or perhaps
some extremely rare tropical wood?)

Alfred

Pat Magnan wrote:




  Even the toilets are made of solid gold!



As a Canadian (cold winters and all), I've never understood why any SANE
person would want a gold (or any metal) toilet. Come visit Canada in
February in a house where the heat gets turned down at night you'll
figure out why this is a BAD idea :P




Pat 'sluggo' Magnan
Tour of Duty mod
http://www.tourofdutymod.com

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RE: Re[2]: [hlcoders] testing hlcoders

2002-12-17 Thread omega
Yes, or even the middle of January =)


-omega
Blackened Interactive - http://blackened-interactive.com
Front Line Force - http://www.flfmod.com


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Pat Magnan
Sent: December 17, 2002 3:38 PM
To: [EMAIL PROTECTED]
Subject: Re: Re[2]: [hlcoders] testing hlcoders


   Even the toilets are made of solid gold!

As a Canadian (cold winters and all), I've never understood why any SANE
person would want a gold (or any metal) toilet. Come visit Canada in
February in a house where the heat gets turned down at night you'll
figure out why this is a BAD idea :P




Pat 'sluggo' Magnan
Tour of Duty mod
http://www.tourofdutymod.com

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[hlcoders] VGUI Image Problem

2002-12-17 Thread Caleb 'Ghoul' Delnay
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I've recently finished my VGUI HUD.  The last thing I added in was a VGUI version of 
the ammo history (displays items you pick up on the right).  This all works fine and 
dandy no problems..  at least not at first.  The whole HUD uses a considerable amount 
of images, 1 for ammo (changed using setImage when you switch weapons), 12 for the 
history (changed again using setImage), 2 for the armor and health, and like 16 for 
each weapon.

The HUD works perfectly without a flaw, at least for the first part.  As the game 
progresses and I pick up more and more items, suddenly the wierdest happens.  All the 
images that aren't completely static (ammo, history, weapons) vanish.  They refuse to 
be drawn, while the armor and health images always stay perfectly fine.  This 
completely boggles me and leads me to almost think a VGUI image can only be changed so 
many times with setImage before it causes choas?  Perhaps some pictures will help.

Here is the HUD normally, all working correctly.

http://www.llamanade.net/ghoul/pictures/error/vgui_image_bug0.jpg

Normally if I had recently picked something up it would appear on the right side like 
it should, but in when this picture was taken I had not picked anything up, so of 
course there is no image.  Also, the browser for the weapons is not open, so nothing 
there.  Now, the bugged picture.

http://www.llamanade.net/ghoul/pictures/error/vgui_image_bug1.jpg

So then, now as you can see everything that isn't static is gone.  I had just picked 
up some trip mines and they of course didn't show up in the history.  In the weapon 
selector no images are present, at the bottom the primary ammo isn't present.  The 
secondary is because only 2 weapons use secondary ammo, and they are handled 
differently.  The health and armor are there still of course because they aren't 
modified ever ingame.

The only thing I can think of for such behavior is some wierd bug with changing images 
(setImage and setPos).  Either that or I'm just completely missing something.  :(

If anyone has any ideas, please respond.  :)

Caleb 'Ghoul' Delnay
Project Leader: Kill Or Be Killed
http://www.llamanade.net/kobk/
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Re: [hlcoders] VGUI Image Problem

2002-12-17 Thread Cortex
Hi,

The first thing I had to suggest is to delete/re-set all the images you need
every time a thing needs to change... It's a quite brute method, but for
testing, it could be a good thing (you can try to draw a pict in the middle
of the screen to test).

Anyway, your HUD looks pretty cool :)

  - Cortex : HL ALBATOR coder  mapper
  - [EMAIL PROTECTED]  ICQ : 71548738

Caleb 'Ghoul' Delnay wrote:
 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 I've recently finished my VGUI HUD.  The last thing I added in was a
 VGUI version of the ammo history (displays items you pick up on the
 right).  This all works fine and dandy no problems..  at least not at
 first.  The whole HUD uses a considerable amount of images, 1 for
 ammo (changed using setImage when you switch weapons), 12 for the
 history (changed again using setImage), 2 for the armor and health,
 and like 16 for each weapon.

 The HUD works perfectly without a flaw, at least for the first part.
 As the game progresses and I pick up more and more items, suddenly
 the wierdest happens.  All the images that aren't completely static
 (ammo, history, weapons) vanish.  They refuse to be drawn, while the
 armor and health images always stay perfectly fine.  This completely
 boggles me and leads me to almost think a VGUI image can only be
 changed so many times with setImage before it causes choas?
 Perhaps some pictures will help.

 Here is the HUD normally, all working correctly.

 http://www.llamanade.net/ghoul/pictures/error/vgui_image_bug0.jpg

 Normally if I had recently picked something up it would appear on the
 right side like it should, but in when this picture was taken I had
 not picked anything up, so of course there is no image.  Also, the
 browser for the weapons is not open, so nothing there.  Now, the
 bugged picture.

 http://www.llamanade.net/ghoul/pictures/error/vgui_image_bug1.jpg

 So then, now as you can see everything that isn't static is gone.  I
 had just picked up some trip mines and they of course didn't show up
 in the history.  In the weapon selector no images are present, at the
 bottom the primary ammo isn't present.  The secondary is because only
 2 weapons use secondary ammo, and they are handled differently.  The
 health and armor are there still of course because they aren't
 modified ever ingame.

 The only thing I can think of for such behavior is some wierd bug
 with changing images (setImage and setPos).  Either that or I'm just
 completely missing something.  :(

 If anyone has any ideas, please respond.  :)

 Caleb 'Ghoul' Delnay
 Project Leader: Kill Or Be Killed
 http://www.llamanade.net/kobk/


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[hlcoders] External Access

2002-12-17 Thread Predatory Kangaroo
Hi there all,
Does anyone know if there is a way for an external program to get
information about whether the user is running Half-life, server name, etc.
without actually having access to the mod's source code?
Thanks,
Predatory Kangaroo

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Re: [hlcoders] External Access

2002-12-17 Thread Alfred
You could use the rcon protocol to talk to the local server :)

Predatory Kangaroo wrote:


Hi there all,
Does anyone know if there is a way for an external program to get
information about whether the user is running Half-life, server name, etc.
without actually having access to the mod's source code?
Thanks,
Predatory Kangaroo

_
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http://join.msn.com/?page=features/featuredemail

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[EMAIL PROTECTED]

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Re: [hlcoders] VGUI Image Problem

2002-12-17 Thread Alfred
I encountered something similar to this a while back. Make sure you are
freeing any unused images, there is a limited amount of memory for image
storage (I think... something like this at least) (there is lots of
room, but if you keep allocating new images and never free one then it
quickly adds up).

Cortex wrote:


Hi,

The first thing I had to suggest is to delete/re-set all the images
you need
every time a thing needs to change... It's a quite brute method, but for
testing, it could be a good thing (you can try to draw a pict in the
middle
of the screen to test).

Anyway, your HUD looks pretty cool :)

  - Cortex : HL ALBATOR coder  mapper
  - [EMAIL PROTECTED]  ICQ : 71548738

Caleb 'Ghoul' Delnay wrote:

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I've recently finished my VGUI HUD.  The last thing I added in was a
VGUI version of the ammo history (displays items you pick up on the
right).  This all works fine and dandy no problems..  at least not at
first.  The whole HUD uses a considerable amount of images, 1 for
ammo (changed using setImage when you switch weapons), 12 for the
history (changed again using setImage), 2 for the armor and health,
and like 16 for each weapon.

The HUD works perfectly without a flaw, at least for the first part.
As the game progresses and I pick up more and more items, suddenly
the wierdest happens.  All the images that aren't completely static
(ammo, history, weapons) vanish.  They refuse to be drawn, while the
armor and health images always stay perfectly fine.  This completely
boggles me and leads me to almost think a VGUI image can only be
changed so many times with setImage before it causes choas?
Perhaps some pictures will help.

Here is the HUD normally, all working correctly.

http://www.llamanade.net/ghoul/pictures/error/vgui_image_bug0.jpg

Normally if I had recently picked something up it would appear on the
right side like it should, but in when this picture was taken I had
not picked anything up, so of course there is no image.  Also, the
browser for the weapons is not open, so nothing there.  Now, the
bugged picture.

http://www.llamanade.net/ghoul/pictures/error/vgui_image_bug1.jpg

So then, now as you can see everything that isn't static is gone.  I
had just picked up some trip mines and they of course didn't show up
in the history.  In the weapon selector no images are present, at the
bottom the primary ammo isn't present.  The secondary is because only
2 weapons use secondary ammo, and they are handled differently.  The
health and armor are there still of course because they aren't
modified ever ingame.

The only thing I can think of for such behavior is some wierd bug
with changing images (setImage and setPos).  Either that or I'm just
completely missing something.  :(

If anyone has any ideas, please respond.  :)

Caleb 'Ghoul' Delnay
Project Leader: Kill Or Be Killed
http://www.llamanade.net/kobk/



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[EMAIL PROTECTED]

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[hlcoders] Current AuthID and how to get it

2002-12-17 Thread Michael Shimmins
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi,

I'm wanting to impliament a security feature for our closed beta testing
which only allows people with a certain AuthID onto the server.

Two things with this, how do I check them, and how can users find their
AuthID so they can enter it when applying for Beta Testing?

Thanks,

 mailto:[EMAIL PROTECTED] Michael Shimmins
The Absconder Effect
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