Re: [hlcoders] Updating KeyValues when iterating

2005-08-10 Thread Kamran

I got it working by creating a non-pointer char variable and using
Q_snprintf.

I needed a copy of the KV object because my list also has columns for
other fields.

HL2 now has a working inventory system (even removes the item from the
map). Any physics object that can be picked up and thrown can also be
added to inventory. I also use a naming scheme that can be model-based
or ID-based (Hammer targetname). Works nicely.

Alfred Reynolds wrote:


Try something simpler like this:




while(pInventory)
{
const char *pToken = pInventory->GetString("name");
   const char *pName = Items->GetInvItemName(pToken);

   DevMsg("name: %s\n", pName);



KeyValues *pKV = new KeyValues( "entry" );
pKV->SetString( "localized", pName );



   m_pInventory->AddItem(pKV, 0, false, false);




pKV->deleteThis();



   pInventory = pInventory->GetNextKey(); }





Can you also send the code snippet for the construction of the
listpanel.



- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kamran
Sent: Wednesday, August 10, 2005 6:13 PM To: HLCoders
Subject: [hlcoders] Updating KeyValues when iterating




I'm adding items to a ListPanel and I iterate through a KeyValues
object. Works fine, except:

while(pInventory)
{
const char *pToken = pInventory->GetString("name");
   const char *pName = Items->GetInvItemName(pToken);

   DevMsg("name: %s\n", pName);

   // Set name
   pInventory->SetString("localized", pName);

   m_pInventory->AddItem(pInventory, 0, false, false);

   pInventory = pInventory->GetNextKey(); }

When it displays it, it just has a "t" character. But the dev msg
displays it fine. I've also tried creating a different KV object and
assigning it, but that doesn't work either.




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--
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RE: [hlcoders] Updating KeyValues when iterating

2005-08-10 Thread Alfred Reynolds
Try something simpler like this:

> while(pInventory)
> {
> const char *pToken = pInventory->GetString("name");
> const char *pName = Items->GetInvItemName(pToken);
>
> DevMsg("name: %s\n", pName);
KeyValues *pKV = new KeyValues( "entry" );
pKV->SetString( "localized", pName );
>
> m_pInventory->AddItem(pKV, 0, false, false);
>
pKV->deleteThis();
> pInventory = pInventory->GetNextKey(); }
>

Can you also send the code snippet for the construction of the
listpanel.



- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kamran
Sent: Wednesday, August 10, 2005 6:13 PM To: HLCoders
Subject: [hlcoders] Updating KeyValues when iterating

> I'm adding items to a ListPanel and I iterate through a KeyValues
> object. Works fine, except:
>
> while(pInventory)
> {
> const char *pToken = pInventory->GetString("name");
> const char *pName = Items->GetInvItemName(pToken);
>
> DevMsg("name: %s\n", pName);
>
> // Set name
> pInventory->SetString("localized", pName);
>
> m_pInventory->AddItem(pInventory, 0, false, false);
>
> pInventory = pInventory->GetNextKey(); }
>
> When it displays it, it just has a "t" character. But the dev msg
> displays it fine. I've also tried creating a different KV object and
> assigning it, but that doesn't work either.

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[hlcoders] Updating KeyValues when iterating

2005-08-10 Thread Kamran

I'm adding items to a ListPanel and I iterate through a KeyValues
object. Works fine, except:

while(pInventory)
{
const char *pToken = pInventory->GetString("name");
   const char *pName = Items->GetInvItemName(pToken);

   DevMsg("name: %s\n", pName);

   // Set name
   pInventory->SetString("localized", pName);

   m_pInventory->AddItem(pInventory, 0, false, false);

   pInventory = pInventory->GetNextKey();
}

When it displays it, it just has a "t" character. But the dev msg
displays it fine. I've also tried creating a different KV object and
assigning it, but that doesn't work either.
--
Kamran A
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Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox

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Re: [hlcoders] HUD element problem

2005-08-10 Thread Kamran

Wow thanks, that fixed it. Thanks! And good luck on your mod... :)

Chris Adams wrote:


I had huge problems with ImagePanel etc... in the end just gave up and did
what I have here. I was probably missing something simple but I just stuck
with what was vaguely working lol.

To fix the obstruction problem, add this to your texture VMTs

"$ignorez" 1

Or it could be something else if you already have this I suppose

---
Chris Adams

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kamran
Sent: 11 August 2005 00:34
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] HUD element problem

Ah I see. For my HUD I use BG images (health bar, enemy health, etc.)
and I just use an ImagePanel to display an image, lol, only a few lines
of code (like, 5). Though, for some reason, if up close to a wall, the
image gets obstructed... like a section of it is colliding with the wall.

Chris Adams wrote:




Hi,

These might show a bit more clearly now:

http://www.cfadams.co.uk/hud_image.cpp
http://www.cfadams.co.uk/hud_image.h
http://www.cfadams.co.uk/hud_health_image.cpp
http://www.cfadams.co.uk/hud_ammo_image.cpp

Basically it's just (as you can probably see in the 2nd two there) a nice
quick class to do a straight forward image onto the HUD, with a background
for it to blend to also :-)

Here's a screenshot:

http://www.cfadams.co.uk/ctf_voy20001.jpg

Hope that clears things up :-)

(PS thanks again Alfred!)

---
Chris Adams

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kamran
Sent: 10 August 2005 21:27
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] HUD element problem

By your code, are you basically trying to draw one image on the HUD if
it's specified? And otherwise draw a specified color if not?

In short, what are you doing and what is it for? Just curious.

Chris Adams wrote:






You're a legend. :-)

---
Chris Adams


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred



Reynolds



Sent: 10 August 2005 21:06
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] HUD element problem

Call:
surface()->DrawSetColor( Color( 255,255,255,255) ) before the
surface()->DrawTexturedRect() call (the DrawTexturedRect() currently
assumes the texture will be colored via the fill color and won't draw it
if the current draw color is fully transparent). Note that if you do
want the draw color to blend with the texture add:
"$vertexcolor" 1
"$vertexalpha" 1

To your vmt.


- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Chris Adams
Sent: Wednesday, August 10, 2005 12:59 PM To:
hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HUD element
problem








"UnlitGeneric"
{
"$basetexture" "hud/hud_ammo"
"$ignorez" 1
"$translucent" "1"
"$translucency" "1"
"nomip" "1"
"nocompress" "1"
"nolod" "1"
}

Thanks,

---
Chris Adams

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: 10 August 2005 20:53
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] HUD element problem

What are the VMT settings for the texture you are rendering?

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Chris
Adams
Sent: Wednesday, August 10, 2005 12:02 PM To:
hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HUD element
problem








BaseClass::OnThink() added, thanks for reminding, but no effect to
the bug. The hiddenbits don't seem to be causing it either. One
interesting thing - if I set in hud_image.cpp in the constructor:

m_FillColor = Color(0, 0, 0, 0);

To:

m_FillColor = Color(0, 0, 0, 255);

Then the element doesn't disappear when the stuck error / drawtree
/ drawfocus / scoreboard goes.

Thanks,

---
Chris Adams

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds Sent: 10 August 2005 19:51
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] HUD element problem

You should call BaseClass::OnThink() in your think functions (in
general always chain back calls when you override a virtual
function).

Could the problem be that the element is hidden because of the
hiddenbits you set?

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Chris
Adams Sent: Wednesday, August 10, 2005 11:39 AM To:
hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HUD element
problem








Hi,

Thanks for the reply - parent call appears to be present and
correct. Here are links to the various files. I've used ImagePanel
as well as random modifications to make HudImagePanel in
hud_image.cpp - it's a bit messy at the moment 

RE: [hlcoders] HUD element problem

2005-08-10 Thread Alfred Reynolds
Just the image style :) Glad to see you are on top of it, I can't wait
to play it.

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Chris Adams
Sent: Wednesday, August 10, 2005 4:42 PM To:
hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HUD element
problem

> The reincarnation of Elite Force? It's ok - been checked out with
> Paramount, Activision and Raven in writing. The graphics you see
> there have actually been created by the team rather than being ripped
> :-)
>
> (Or if you're referring to the code or something please elaborate lol)
>
> Thanks,
>
> ---
> Chris Adams
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
> Reynolds
> Sent: 11 August 2005 00:36
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] HUD element problem
>
> *cough*copyright*cough*.
>
> - Alfred
>
> Original Message
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Chris
> Adams
> Sent: Wednesday, August 10, 2005 4:25 PM To:
> hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HUD element
> problem
>
> > Hi,
> >
> > These might show a bit more clearly now:
> >
> > http://www.cfadams.co.uk/hud_image.cpp
> > http://www.cfadams.co.uk/hud_image.h
> > http://www.cfadams.co.uk/hud_health_image.cpp
> > http://www.cfadams.co.uk/hud_ammo_image.cpp
> >
> > Basically it's just (as you can probably see in the 2nd two there) a
> > nice quick class to do a straight forward image onto the HUD, with a
> > background for it to blend to also :-)
> >
> > Here's a screenshot:
> >
> > http://www.cfadams.co.uk/ctf_voy20001.jpg
> >
> > Hope that clears things up :-)
> >
> > (PS thanks again Alfred!)
> >
> > ---
> > Chris Adams
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Kamran
> > Sent: 10 August 2005 21:27 To: hlcoders@list.valvesoftware.com
> > Subject: Re: [hlcoders] HUD element problem
> >
> > By your code, are you basically trying to draw one image on the HUD
> > if it's specified? And otherwise draw a specified color if not?
> >
> > In short, what are you doing and what is it for? Just curious.
> >
> > Chris Adams wrote:
> >
> > > You're a legend. :-)
> > >
> > > ---
> > > Chris Adams
> > >
> > >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
> > > Reynolds Sent: 10 August 2005 21:06
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: RE: [hlcoders] HUD element problem
> > >
> > > Call:
> > > surface()->DrawSetColor( Color( 255,255,255,255) ) before the
> > > surface()->DrawTexturedRect() call (the DrawTexturedRect()
> > > currently assumes the texture will be colored via the fill color
> > > and won't draw it if the current draw color is fully
> > > transparent). Note that if you do want the draw color to blend
> > >   with the texture add:   "$vertexcolor" 1 "$vertexalpha" 1
> > >
> > > To your vmt.
> > >
> > >
> > > - Alfred
> > >
> > > Original Message
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of Chris
> > > Adams Sent: Wednesday, August 10, 2005 12:59 PM To:
> > > hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HUD
> > > element problem
> > >
> > >
> > >
> > > > "UnlitGeneric"
> > > > {
> > > > "$basetexture" "hud/hud_ammo"
> > > > "$ignorez" 1
> > > > "$translucent" "1"
> > > > "$translucency" "1"
> > > > "nomip" "1"
> > > > "nocompress" "1"
> > > > "nolod" "1"
> > > > }
> > > >
> > > > Thanks,
> > > >
> > > > ---
> > > > Chris Adams
> > > >
> > > > -Original Message-
> > > > From: [EMAIL PROTECTED]
> > > > [mailto:[EMAIL PROTECTED] On Behalf Of
> > > > Alfred Reynolds Sent: 10 August 2005 20:53
> > > > To: hlcoders@list.valvesoftware.com
> > > > Subject: RE: [hlcoders] HUD element problem
> > > >
> > > > What are the VMT settings for the texture you are rendering?
> > > >
> > > > - Alfred
> > > >
> > > > Original Message
> > > > From: [EMAIL PROTECTED]
> > > > [mailto:[EMAIL PROTECTED] On Behalf Of
> > > > Chris Adams Sent: Wednesday, August 10, 2005 12:02 PM To:
> > > > hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HUD
> > > > element problem
> > > >
> > > >
> > > >
> > > > > BaseClass::OnThink() added, thanks for reminding, but no
> > > > > effect to the bug. The hiddenbits don't seem to be causing it
> > > > > either. One interesting thing - if I set in hud_image.cpp in
> > > > > the constructor:
> > > > >
> > > > >   m_FillColor = Color(0, 0, 0, 0);
> > > > >
> > > > > To:
> > > > >
> > > > >   m_FillColor = Color(0, 0, 0, 255);
> > > > >
> > > > > Then the element doesn't disappear when the stuck error /
> > > > > drawtree / drawfocus / scoreboard goes.
> > > > >
> > > > > Thanks,
> > > > >
> > > > > -

Re: [hlcoders] Steam update has broken debugging

2005-08-10 Thread Ben Davison
--
[ Picked text/plain from multipart/alternative ]
Very nice :D

*nit pick* LostCoast ?

On 8/11/05, Alfred Reynolds <[EMAIL PROTECTED]> wrote:
>
> That web page is being worked on, it will be up soon.
>
> - Alfred
>
> Original Message
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison
> Sent: Wednesday, August 10, 2005 4:37 PM To:
> hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Steam update
> has broken debugging
>
> > --
> > [ Picked text/plain from multipart/alternative ] Thanks, also notice
> > that lost coast is now on the menu, but unfortunately the web page
> > produces an error.
> >
> > On 8/11/05, Alfred Reynolds <[EMAIL PROTECTED]> wrote:
> > >
> > > We have just released an update on Steam to fix this problem.
> > > Restart Steam and run the game your Mod depends upon (i.e
> > > Half-Life: 2 or Counter-Strike: Source) to get the fix.
> > >
> > > - Alfred
> > >
> > > Original Message
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
> > > Reynolds Sent: Wednesday, August 10, 2005 10:50 AM To:
> > > hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Steam
> > > update has broken debugging
> > >
> > > > A workaround if you get this problem should be to put "-insecure"
> > > > on the command line and set "sv_lan 1" when running your server.
> > > > We are looking into this problem right now to determine the
> > > > appropriate fix for it.
> > > >
> > > > - Alfred
> > > >
> > > > Original Message
> > > > From: [EMAIL PROTECTED]
> > > > [mailto:[EMAIL PROTECTED] On Behalf Of Alex
> > > > Thomson Sent: Wednesday, August 10, 2005 6:17 AM To:
> > > > hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Steam
> > > > update has broken debugging
> > > >
> > > > > One of the error message can occur if you need to run the game
> > > > > through Steam, whether you're debugging it or compiling maps.
> > > > > The error here always appears when trying to run a Source game
> > > > > through a debugger. Can you actually debug (e.g. in Visual
> > > > > Studio) your game now?
> > > > >
> > > > > -Original Message-
> > > > > From: Kester [mailto:[EMAIL PROTECTED]
> > > > > Sent: 10 August 2005 13:33
> > > > > To: hlcoders@list.valvesoftware.com
> > > > > Subject: RE: [hlcoders] Steam update has broken debugging
> > > > >
> > > > > I had the same error, but it happened whilst trying to compile
> > > > > one of my maps. I fixed it by reinstalling steam (no need to
> > > > > delete anything, just run the installer, and install in the
> > > > > exact same place). Now it works normally again.
> > > > >
> > > > > -Original Message-
> > > > > From: [EMAIL PROTECTED]
> > > > > [mailto:[EMAIL PROTECTED] On Behalf Of Alex
> > > > > Thomson Sent: 10 August 2005 10:42
> > > > > To: hlcoders@list.valvesoftware.com
> > > > > Subject: RE: [hlcoders] Steam update has broken debugging
> > > > >
> > > > >
> > > > > Yes, we're experiencing the same problems here with a
> > > > > multiplayer mod. Attempting to run the mod through Visual
> > > > > Studio's debugger produces the errors below.
> > > > >
> > > > > - Deleting steamclient.dll, tier0_s.dll, vstdlib_s.dll from the
> > > > > Half-Life 2 Deathmatch/Bin directory gives the "steamclient.dll
> > > > > not found, server communication disabled" error.
> > > > >
> > > > > - Running Steam again then restores these 3 files back and gives
> > > > > the original "The procedure entry point ..." error.
> > > > >
> > > > > - Deleting steam.dll does force an update. Unfortunately it
> > > > > doesn't help with the debugging (even after running the game
> > > > > through Steam again).
> > > > >
> > > > > I'm guessing that there have been some changes to the DLLMain
> > > > > function within these DLLs which has caused them to stop running
> > > > > when running from a debugger. Is that any help?
> > > > >
> > > > >
> > > > >
> > > > > -Original Message-
> > > > > From: Alfred Reynolds [mailto:[EMAIL PROTECTED]
> > > > > Sent: 10 August 2005 06:05
> > > > > To: hlcoders@list.valvesoftware.com
> > > > > Subject: RE: [hlcoders] Steam update has broken debugging
> > > > >
> > > > > Oh, make sure you have tried launch HL2 through Steam at least
> > > > > once since the update (just to make sure all the on disk
> > > > > binaries are up to date).
> > > > >
> > > > > - Alfred
> > > > >
> > > > > Original Message
> > > > > From: [EMAIL PROTECTED]
> > > > > [mailto:[EMAIL PROTECTED] On Behalf Of
> > > > > Alfred Reynolds Sent: Tuesday, August 09, 2005 9:58 PM To:
> > > > > hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Steam
> > > > > update has broken debugging
> > > > >
> > > > > > You can copy the 3 files I mentioned to
> > > > > > \Steam\SteamApps\USERNAME\Half-Life 2\bin\, mark them as read
> > > > > > only and then you should be able to debug.
> > > > > >
> > > > > > Original Message
> > > > > > From: [EMAIL PROTECTED]
> > > > > > [mailto:[EMAIL P

RE: [hlcoders] HUD element problem

2005-08-10 Thread Chris Adams
I had huge problems with ImagePanel etc... in the end just gave up and did
what I have here. I was probably missing something simple but I just stuck
with what was vaguely working lol.

To fix the obstruction problem, add this to your texture VMTs

"$ignorez" 1

Or it could be something else if you already have this I suppose

---
Chris Adams

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kamran
Sent: 11 August 2005 00:34
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] HUD element problem

Ah I see. For my HUD I use BG images (health bar, enemy health, etc.)
and I just use an ImagePanel to display an image, lol, only a few lines
of code (like, 5). Though, for some reason, if up close to a wall, the
image gets obstructed... like a section of it is colliding with the wall.

Chris Adams wrote:

>Hi,
>
>These might show a bit more clearly now:
>
>http://www.cfadams.co.uk/hud_image.cpp
>http://www.cfadams.co.uk/hud_image.h
>http://www.cfadams.co.uk/hud_health_image.cpp
>http://www.cfadams.co.uk/hud_ammo_image.cpp
>
>Basically it's just (as you can probably see in the 2nd two there) a nice
>quick class to do a straight forward image onto the HUD, with a background
>for it to blend to also :-)
>
>Here's a screenshot:
>
>http://www.cfadams.co.uk/ctf_voy20001.jpg
>
>Hope that clears things up :-)
>
>(PS thanks again Alfred!)
>
>---
>Chris Adams
>
>-Original Message-
>From: [EMAIL PROTECTED]
>[mailto:[EMAIL PROTECTED] On Behalf Of Kamran
>Sent: 10 August 2005 21:27
>To: hlcoders@list.valvesoftware.com
>Subject: Re: [hlcoders] HUD element problem
>
>By your code, are you basically trying to draw one image on the HUD if
>it's specified? And otherwise draw a specified color if not?
>
>In short, what are you doing and what is it for? Just curious.
>
>Chris Adams wrote:
>
>
>
>>You're a legend. :-)
>>
>>---
>>Chris Adams
>>
>>
>>-Original Message-
>>From: [EMAIL PROTECTED]
>>[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
>>Sent: 10 August 2005 21:06
>>To: hlcoders@list.valvesoftware.com
>>Subject: RE: [hlcoders] HUD element problem
>>
>>Call:
>>surface()->DrawSetColor( Color( 255,255,255,255) ) before the
>>surface()->DrawTexturedRect() call (the DrawTexturedRect() currently
>>assumes the texture will be colored via the fill color and won't draw it
>>if the current draw color is fully transparent). Note that if you do
>>want the draw color to blend with the texture add:
>>  "$vertexcolor" 1
>>  "$vertexalpha" 1
>>
>>To your vmt.
>>
>>
>>- Alfred
>>
>>Original Message
>>From: [EMAIL PROTECTED]
>>[mailto:[EMAIL PROTECTED] On Behalf Of Chris Adams
>>Sent: Wednesday, August 10, 2005 12:59 PM To:
>>hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HUD element
>>problem
>>
>>
>>
>>
>>
>>>"UnlitGeneric"
>>>{
>>>"$basetexture" "hud/hud_ammo"
>>>"$ignorez" 1
>>>"$translucent" "1"
>>>"$translucency" "1"
>>>"nomip" "1"
>>>"nocompress" "1"
>>>"nolod" "1"
>>>}
>>>
>>>Thanks,
>>>
>>>---
>>>Chris Adams
>>>
>>>-Original Message-
>>>From: [EMAIL PROTECTED]
>>>[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
>>>Reynolds
>>>Sent: 10 August 2005 20:53
>>>To: hlcoders@list.valvesoftware.com
>>>Subject: RE: [hlcoders] HUD element problem
>>>
>>>What are the VMT settings for the texture you are rendering?
>>>
>>>- Alfred
>>>
>>>Original Message
>>>From: [EMAIL PROTECTED]
>>>[mailto:[EMAIL PROTECTED] On Behalf Of Chris
>>>Adams
>>>Sent: Wednesday, August 10, 2005 12:02 PM To:
>>>hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HUD element
>>>problem
>>>
>>>
>>>
>>>
>>>
BaseClass::OnThink() added, thanks for reminding, but no effect to
the bug. The hiddenbits don't seem to be causing it either. One
interesting thing - if I set in hud_image.cpp in the constructor:

m_FillColor = Color(0, 0, 0, 0);

To:

m_FillColor = Color(0, 0, 0, 255);

Then the element doesn't disappear when the stuck error / drawtree
/ drawfocus / scoreboard goes.

Thanks,

---
Chris Adams

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds Sent: 10 August 2005 19:51
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] HUD element problem

You should call BaseClass::OnThink() in your think functions (in
general always chain back calls when you override a virtual
function).

Could the problem be that the element is hidden because of the
hiddenbits you set?

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Chris
Adams Sent: Wednesday, August 10, 2005 11:39 AM To:
hlcoders@list.valvesoftware.com Subject: RE: [hlc

RE: [hlcoders] Steam update has broken debugging

2005-08-10 Thread Alfred Reynolds
That web page is being worked on, it will be up soon.

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison
Sent: Wednesday, August 10, 2005 4:37 PM To:
hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Steam update
has broken debugging

> --
> [ Picked text/plain from multipart/alternative ] Thanks, also notice
> that lost coast is now on the menu, but unfortunately the web page
> produces an error.
>
> On 8/11/05, Alfred Reynolds <[EMAIL PROTECTED]> wrote:
> >
> > We have just released an update on Steam to fix this problem.
> > Restart Steam and run the game your Mod depends upon (i.e
> > Half-Life: 2 or Counter-Strike: Source) to get the fix.
> >
> > - Alfred
> >
> > Original Message
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
> > Reynolds Sent: Wednesday, August 10, 2005 10:50 AM To:
> > hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Steam
> > update has broken debugging
> >
> > > A workaround if you get this problem should be to put "-insecure"
> > > on the command line and set "sv_lan 1" when running your server.
> > > We are looking into this problem right now to determine the
> > > appropriate fix for it.
> > >
> > > - Alfred
> > >
> > > Original Message
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of Alex
> > > Thomson Sent: Wednesday, August 10, 2005 6:17 AM To:
> > > hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Steam
> > > update has broken debugging
> > >
> > > > One of the error message can occur if you need to run the game
> > > > through Steam, whether you're debugging it or compiling maps.
> > > > The error here always appears when trying to run a Source game
> > > > through a debugger. Can you actually debug (e.g. in Visual
> > > > Studio) your game now?
> > > >
> > > > -Original Message-
> > > > From: Kester [mailto:[EMAIL PROTECTED]
> > > > Sent: 10 August 2005 13:33
> > > > To: hlcoders@list.valvesoftware.com
> > > > Subject: RE: [hlcoders] Steam update has broken debugging
> > > >
> > > > I had the same error, but it happened whilst trying to compile
> > > > one of my maps. I fixed it by reinstalling steam (no need to
> > > > delete anything, just run the installer, and install in the
> > > > exact same place). Now it works normally again.
> > > >
> > > > -Original Message-
> > > > From: [EMAIL PROTECTED]
> > > > [mailto:[EMAIL PROTECTED] On Behalf Of Alex
> > > > Thomson Sent: 10 August 2005 10:42
> > > > To: hlcoders@list.valvesoftware.com
> > > > Subject: RE: [hlcoders] Steam update has broken debugging
> > > >
> > > >
> > > > Yes, we're experiencing the same problems here with a
> > > > multiplayer mod. Attempting to run the mod through Visual
> > > > Studio's debugger produces the errors below.
> > > >
> > > > - Deleting steamclient.dll, tier0_s.dll, vstdlib_s.dll from the
> > > > Half-Life 2 Deathmatch/Bin directory gives the "steamclient.dll
> > > > not found, server communication disabled" error.
> > > >
> > > > - Running Steam again then restores these 3 files back and gives
> > > > the original "The procedure entry point ..." error.
> > > >
> > > > - Deleting steam.dll does force an update. Unfortunately it
> > > > doesn't help with the debugging (even after running the game
> > > > through Steam again).
> > > >
> > > > I'm guessing that there have been some changes to the DLLMain
> > > > function within these DLLs which has caused them to stop running
> > > > when running from a debugger. Is that any help?
> > > >
> > > >
> > > >
> > > > -Original Message-
> > > > From: Alfred Reynolds [mailto:[EMAIL PROTECTED]
> > > > Sent: 10 August 2005 06:05
> > > > To: hlcoders@list.valvesoftware.com
> > > > Subject: RE: [hlcoders] Steam update has broken debugging
> > > >
> > > > Oh, make sure you have tried launch HL2 through Steam at least
> > > > once since the update (just to make sure all the on disk
> > > > binaries are up to date).
> > > >
> > > > - Alfred
> > > >
> > > > Original Message
> > > > From: [EMAIL PROTECTED]
> > > > [mailto:[EMAIL PROTECTED] On Behalf Of
> > > > Alfred Reynolds Sent: Tuesday, August 09, 2005 9:58 PM To:
> > > > hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Steam
> > > > update has broken debugging
> > > >
> > > > > You can copy the 3 files I mentioned to
> > > > > \Steam\SteamApps\USERNAME\Half-Life 2\bin\, mark them as read
> > > > > only and then you should be able to debug.
> > > > >
> > > > > Original Message
> > > > > From: [EMAIL PROTECTED]
> > > > > [mailto:[EMAIL PROTECTED] On Behalf Of
> > > > > Teddy Sent: Tuesday, August 09, 2005 9:45 PM To:
> > > > > hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Steam
> > > > > update has broken debugging
> > > > >
> > > > > > I tried both of those, still no dice. I quit steam, deleted
> > > > > > the files in Half-Life 2\bin and \Steam\Steam.dll, restarted
> > > > > > steam, let it updat

RE: [hlcoders] HUD element problem

2005-08-10 Thread Chris Adams

The reincarnation of Elite Force? It's ok - been checked out with Paramount,
Activision and Raven in writing. The graphics you see there have actually
been created by the team rather than being ripped :-)

(Or if you're referring to the code or something please elaborate lol)

Thanks,

---
Chris Adams

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
Sent: 11 August 2005 00:36
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] HUD element problem

*cough*copyright*cough*.

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Chris Adams
Sent: Wednesday, August 10, 2005 4:25 PM To:
hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HUD element
problem

> Hi,
>
> These might show a bit more clearly now:
>
> http://www.cfadams.co.uk/hud_image.cpp
> http://www.cfadams.co.uk/hud_image.h
> http://www.cfadams.co.uk/hud_health_image.cpp
> http://www.cfadams.co.uk/hud_ammo_image.cpp
>
> Basically it's just (as you can probably see in the 2nd two there) a
> nice quick class to do a straight forward image onto the HUD, with a
> background for it to blend to also :-)
>
> Here's a screenshot:
>
> http://www.cfadams.co.uk/ctf_voy20001.jpg
>
> Hope that clears things up :-)
>
> (PS thanks again Alfred!)
>
> ---
> Chris Adams
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Kamran
> Sent: 10 August 2005 21:27
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] HUD element problem
>
> By your code, are you basically trying to draw one image on the HUD
> if it's specified? And otherwise draw a specified color if not?
>
> In short, what are you doing and what is it for? Just curious.
>
> Chris Adams wrote:
>
> > You're a legend. :-)
> >
> > ---
> > Chris Adams
> >
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
> > Reynolds Sent: 10 August 2005 21:06
> > To: hlcoders@list.valvesoftware.com
> > Subject: RE: [hlcoders] HUD element problem
> >
> > Call:
> > surface()->DrawSetColor( Color( 255,255,255,255) ) before the
> > surface()->DrawTexturedRect() call (the DrawTexturedRect() currently
> > assumes the texture will be colored via the fill color and won't
> > draw it if the current draw color is fully transparent). Note that
> > if you do want the draw color to blend with the texture add:
> > "$vertexcolor" 1
> > "$vertexalpha" 1
> >
> > To your vmt.
> >
> >
> > - Alfred
> >
> > Original Message
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Chris
> > Adams Sent: Wednesday, August 10, 2005 12:59 PM To:
> > hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HUD element
> > problem
> >
> >
> >
> > > "UnlitGeneric"
> > > {
> > > "$basetexture" "hud/hud_ammo"
> > > "$ignorez" 1
> > > "$translucent" "1"
> > > "$translucency" "1"
> > > "nomip" "1"
> > > "nocompress" "1"
> > > "nolod" "1"
> > > }
> > >
> > > Thanks,
> > >
> > > ---
> > > Chris Adams
> > >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of
> > > Alfred Reynolds Sent: 10 August 2005 20:53
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: RE: [hlcoders] HUD element problem
> > >
> > > What are the VMT settings for the texture you are rendering?
> > >
> > > - Alfred
> > >
> > > Original Message
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of Chris
> > > Adams Sent: Wednesday, August 10, 2005 12:02 PM To:
> > > hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HUD
> > > element problem
> > >
> > >
> > >
> > > > BaseClass::OnThink() added, thanks for reminding, but no effect
> > > > to the bug. The hiddenbits don't seem to be causing it either.
> > > > One interesting thing - if I set in hud_image.cpp in the
> > > > constructor:
> > > >
> > > > m_FillColor = Color(0, 0, 0, 0);
> > > >
> > > > To:
> > > >
> > > > m_FillColor = Color(0, 0, 0, 255);
> > > >
> > > > Then the element doesn't disappear when the stuck error /
> > > > drawtree / drawfocus / scoreboard goes.
> > > >
> > > > Thanks,
> > > >
> > > > ---
> > > > Chris Adams
> > > >
> > > > -Original Message-
> > > > From: [EMAIL PROTECTED]
> > > > [mailto:[EMAIL PROTECTED] On Behalf Of
> > > > Alfred Reynolds Sent: 10 August 2005 19:51
> > > > To: hlcoders@list.valvesoftware.com
> > > > Subject: RE: [hlcoders] HUD element problem
> > > >
> > > > You should call BaseClass::OnThink() in your think functions (in
> > > > general always chain back calls when you override a virtual
> > > > function).
> > > >
> > > > Could the problem be that the element is hidden because of the
> > > > hiddenbits you set?
> > > >
> > > > - Alfred
> > > >

Re: [hlcoders] Steam update has broken debugging

2005-08-10 Thread Ben Davison
--
[ Picked text/plain from multipart/alternative ]
Thanks, also notice that lost coast is now on the menu, but unfortunately
the web page produces an error.

On 8/11/05, Alfred Reynolds <[EMAIL PROTECTED]> wrote:
>
> We have just released an update on Steam to fix this problem. Restart
> Steam and run the game your Mod depends upon (i.e Half-Life: 2 or
> Counter-Strike: Source) to get the fix.
>
> - Alfred
>
> Original Message
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
> Reynolds Sent: Wednesday, August 10, 2005 10:50 AM To:
> hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Steam update
> has broken debugging
>
> > A workaround if you get this problem should be to put "-insecure" on
> > the command line and set "sv_lan 1" when running your server. We are
> > looking into this problem right now to determine the appropriate fix
> > for it.
> >
> > - Alfred
> >
> > Original Message
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Alex
> > Thomson Sent: Wednesday, August 10, 2005 6:17 AM To:
> > hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Steam update
> > has broken debugging
> >
> > > One of the error message can occur if you need to run the game
> > > through Steam, whether you're debugging it or compiling maps.
> > > The error here always appears when trying to run a Source game
> > > through a debugger. Can you actually debug (e.g. in Visual Studio)
> > > your game now?
> > >
> > > -Original Message-
> > > From: Kester [mailto:[EMAIL PROTECTED]
> > > Sent: 10 August 2005 13:33
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: RE: [hlcoders] Steam update has broken debugging
> > >
> > > I had the same error, but it happened whilst trying to compile one
> > > of my maps. I fixed it by reinstalling steam (no need to delete
> > > anything, just run the installer, and install in the exact same
> > > place). Now it works normally again.
> > >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of Alex
> > > Thomson Sent: 10 August 2005 10:42
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: RE: [hlcoders] Steam update has broken debugging
> > >
> > >
> > > Yes, we're experiencing the same problems here with a multiplayer
> > > mod. Attempting to run the mod through Visual Studio's debugger
> > > produces the errors below.
> > >
> > > - Deleting steamclient.dll, tier0_s.dll, vstdlib_s.dll from the
> > > Half-Life 2 Deathmatch/Bin directory gives the "steamclient.dll not
> > > found, server communication disabled" error.
> > >
> > > - Running Steam again then restores these 3 files back and gives the
> > > original "The procedure entry point ..." error.
> > >
> > > - Deleting steam.dll does force an update. Unfortunately it doesn't
> > > help with the debugging (even after running the game through Steam
> > > again).
> > >
> > > I'm guessing that there have been some changes to the DLLMain
> > > function within these DLLs which has caused them to stop running
> > > when running from a debugger. Is that any help?
> > >
> > >
> > >
> > > -Original Message-
> > > From: Alfred Reynolds [mailto:[EMAIL PROTECTED]
> > > Sent: 10 August 2005 06:05
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: RE: [hlcoders] Steam update has broken debugging
> > >
> > > Oh, make sure you have tried launch HL2 through Steam at least once
> > > since the update (just to make sure all the on disk binaries are up
> > > to date).
> > >
> > > - Alfred
> > >
> > > Original Message
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
> > > Reynolds Sent: Tuesday, August 09, 2005 9:58 PM To:
> > > hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Steam
> > > update has broken debugging
> > >
> > > > You can copy the 3 files I mentioned to
> > > > \Steam\SteamApps\USERNAME\Half-Life 2\bin\, mark them as read only
> > > > and then you should be able to debug.
> > > >
> > > > Original Message
> > > > From: [EMAIL PROTECTED]
> > > > [mailto:[EMAIL PROTECTED] On Behalf Of Teddy
> > > > Sent: Tuesday, August 09, 2005 9:45 PM To:
> > > > hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Steam
> > > > update has broken debugging
> > > >
> > > > > I tried both of those, still no dice. I quit steam, deleted the
> > > > > files in Half-Life 2\bin and \Steam\Steam.dll, restarted steam,
> > > > > let it update, ran hl2, then tried to debug, same error.
> > > > >
> > > > > -Teddy
> > > > >
> > > > > On 8/10/05, Alfred Reynolds <[EMAIL PROTECTED]> wrote:
> > > > > > Delete the ones in \Steam\SteamApps\USERNAME\Half-Life
> > > > > > 2\bin\. If that fails quit Steam, delete "Steam.dll" from
> > > > > > your base Steam directory and run Steam again (this will
> > > > > > force it to reload the base Steam binaries).
> > > > > >
> > > > > > And it only happens on map load because that is the only time
> > > > > > it tries to enable

RE: [hlcoders] HUD element problem

2005-08-10 Thread Alfred Reynolds
*cough*copyright*cough*.

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Chris Adams
Sent: Wednesday, August 10, 2005 4:25 PM To:
hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HUD element
problem

> Hi,
>
> These might show a bit more clearly now:
>
> http://www.cfadams.co.uk/hud_image.cpp
> http://www.cfadams.co.uk/hud_image.h
> http://www.cfadams.co.uk/hud_health_image.cpp
> http://www.cfadams.co.uk/hud_ammo_image.cpp
>
> Basically it's just (as you can probably see in the 2nd two there) a
> nice quick class to do a straight forward image onto the HUD, with a
> background for it to blend to also :-)
>
> Here's a screenshot:
>
> http://www.cfadams.co.uk/ctf_voy20001.jpg
>
> Hope that clears things up :-)
>
> (PS thanks again Alfred!)
>
> ---
> Chris Adams
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Kamran
> Sent: 10 August 2005 21:27
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] HUD element problem
>
> By your code, are you basically trying to draw one image on the HUD
> if it's specified? And otherwise draw a specified color if not?
>
> In short, what are you doing and what is it for? Just curious.
>
> Chris Adams wrote:
>
> > You're a legend. :-)
> >
> > ---
> > Chris Adams
> >
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
> > Reynolds Sent: 10 August 2005 21:06
> > To: hlcoders@list.valvesoftware.com
> > Subject: RE: [hlcoders] HUD element problem
> >
> > Call:
> > surface()->DrawSetColor( Color( 255,255,255,255) ) before the
> > surface()->DrawTexturedRect() call (the DrawTexturedRect() currently
> > assumes the texture will be colored via the fill color and won't
> > draw it if the current draw color is fully transparent). Note that
> > if you do want the draw color to blend with the texture add:
> > "$vertexcolor" 1
> > "$vertexalpha" 1
> >
> > To your vmt.
> >
> >
> > - Alfred
> >
> > Original Message
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Chris
> > Adams Sent: Wednesday, August 10, 2005 12:59 PM To:
> > hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HUD element
> > problem
> >
> >
> >
> > > "UnlitGeneric"
> > > {
> > > "$basetexture" "hud/hud_ammo"
> > > "$ignorez" 1
> > > "$translucent" "1"
> > > "$translucency" "1"
> > > "nomip" "1"
> > > "nocompress" "1"
> > > "nolod" "1"
> > > }
> > >
> > > Thanks,
> > >
> > > ---
> > > Chris Adams
> > >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of
> > > Alfred Reynolds Sent: 10 August 2005 20:53
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: RE: [hlcoders] HUD element problem
> > >
> > > What are the VMT settings for the texture you are rendering?
> > >
> > > - Alfred
> > >
> > > Original Message
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of Chris
> > > Adams Sent: Wednesday, August 10, 2005 12:02 PM To:
> > > hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HUD
> > > element problem
> > >
> > >
> > >
> > > > BaseClass::OnThink() added, thanks for reminding, but no effect
> > > > to the bug. The hiddenbits don't seem to be causing it either.
> > > > One interesting thing - if I set in hud_image.cpp in the
> > > > constructor:
> > > >
> > > > m_FillColor = Color(0, 0, 0, 0);
> > > >
> > > > To:
> > > >
> > > > m_FillColor = Color(0, 0, 0, 255);
> > > >
> > > > Then the element doesn't disappear when the stuck error /
> > > > drawtree / drawfocus / scoreboard goes.
> > > >
> > > > Thanks,
> > > >
> > > > ---
> > > > Chris Adams
> > > >
> > > > -Original Message-
> > > > From: [EMAIL PROTECTED]
> > > > [mailto:[EMAIL PROTECTED] On Behalf Of
> > > > Alfred Reynolds Sent: 10 August 2005 19:51
> > > > To: hlcoders@list.valvesoftware.com
> > > > Subject: RE: [hlcoders] HUD element problem
> > > >
> > > > You should call BaseClass::OnThink() in your think functions (in
> > > > general always chain back calls when you override a virtual
> > > > function).
> > > >
> > > > Could the problem be that the element is hidden because of the
> > > > hiddenbits you set?
> > > >
> > > > - Alfred
> > > >
> > > > Original Message
> > > > From: [EMAIL PROTECTED]
> > > > [mailto:[EMAIL PROTECTED] On Behalf Of
> > > > Chris Adams Sent: Wednesday, August 10, 2005 11:39 AM To:
> > > > hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HUD
> > > > element problem
> > > >
> > > >
> > > >
> > > > > Hi,
> > > > >
> > > > > Thanks for the reply - parent call appears to be present and
> > > > > correct. Here are links to the various files. I've used
> > > > > ImagePanel as well as random modifications to make
> > > > > HudImagePanel in hud_image.c

Re: [hlcoders] HUD element problem

2005-08-10 Thread Kamran

Ah I see. For my HUD I use BG images (health bar, enemy health, etc.)
and I just use an ImagePanel to display an image, lol, only a few lines
of code (like, 5). Though, for some reason, if up close to a wall, the
image gets obstructed... like a section of it is colliding with the wall.

Chris Adams wrote:


Hi,

These might show a bit more clearly now:

http://www.cfadams.co.uk/hud_image.cpp
http://www.cfadams.co.uk/hud_image.h
http://www.cfadams.co.uk/hud_health_image.cpp
http://www.cfadams.co.uk/hud_ammo_image.cpp

Basically it's just (as you can probably see in the 2nd two there) a nice
quick class to do a straight forward image onto the HUD, with a background
for it to blend to also :-)

Here's a screenshot:

http://www.cfadams.co.uk/ctf_voy20001.jpg

Hope that clears things up :-)

(PS thanks again Alfred!)

---
Chris Adams

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kamran
Sent: 10 August 2005 21:27
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] HUD element problem

By your code, are you basically trying to draw one image on the HUD if
it's specified? And otherwise draw a specified color if not?

In short, what are you doing and what is it for? Just curious.

Chris Adams wrote:




You're a legend. :-)

---
Chris Adams


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
Sent: 10 August 2005 21:06
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] HUD element problem

Call:
surface()->DrawSetColor( Color( 255,255,255,255) ) before the
surface()->DrawTexturedRect() call (the DrawTexturedRect() currently
assumes the texture will be colored via the fill color and won't draw it
if the current draw color is fully transparent). Note that if you do
want the draw color to blend with the texture add:
"$vertexcolor" 1
"$vertexalpha" 1

To your vmt.


- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Chris Adams
Sent: Wednesday, August 10, 2005 12:59 PM To:
hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HUD element
problem






"UnlitGeneric"
{
"$basetexture" "hud/hud_ammo"
"$ignorez" 1
"$translucent" "1"
"$translucency" "1"
"nomip" "1"
"nocompress" "1"
"nolod" "1"
}

Thanks,

---
Chris Adams

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: 10 August 2005 20:53
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] HUD element problem

What are the VMT settings for the texture you are rendering?

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Chris
Adams
Sent: Wednesday, August 10, 2005 12:02 PM To:
hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HUD element
problem






BaseClass::OnThink() added, thanks for reminding, but no effect to
the bug. The hiddenbits don't seem to be causing it either. One
interesting thing - if I set in hud_image.cpp in the constructor:

m_FillColor = Color(0, 0, 0, 0);

To:

m_FillColor = Color(0, 0, 0, 255);

Then the element doesn't disappear when the stuck error / drawtree
/ drawfocus / scoreboard goes.

Thanks,

---
Chris Adams

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds Sent: 10 August 2005 19:51
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] HUD element problem

You should call BaseClass::OnThink() in your think functions (in
general always chain back calls when you override a virtual
function).

Could the problem be that the element is hidden because of the
hiddenbits you set?

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Chris
Adams Sent: Wednesday, August 10, 2005 11:39 AM To:
hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HUD element
problem






Hi,

Thanks for the reply - parent call appears to be present and
correct. Here are links to the various files. I've used ImagePanel
as well as random modifications to make HudImagePanel in
hud_image.cpp - it's a bit messy at the moment as I have
SetVisible(), etc, all over the place in efforts to make things
work :-). Just looking at how it all has gone together now it just
doesn't look right but I can't really put my finger on it lol :-)

http://www.cfadams.co.uk/hud_image.cpp
http://www.cfadams.co.uk/hud_image.h
http://www.cfadams.co.uk/hud_ammo_image.cpp
http://www.cfadams.co.uk/hud_ammo_image.h

Thanks

---
Chris Adams

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds Sent: 10 August 2005 18:58
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] HUD element problem

It sounds like your HUD element may have the w

RE: [hlcoders] Steam update has broken debugging

2005-08-10 Thread Alfred Reynolds
We have just released an update on Steam to fix this problem. Restart
Steam and run the game your Mod depends upon (i.e Half-Life: 2 or
Counter-Strike: Source) to get the fix.

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds Sent: Wednesday, August 10, 2005 10:50 AM To:
hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Steam update
has broken debugging

> A workaround if you get this problem should be to put "-insecure" on
> the command line and set "sv_lan 1" when running your server. We are
> looking into this problem right now to determine the appropriate fix
> for it.
>
> - Alfred
>
> Original Message
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Alex
> Thomson Sent: Wednesday, August 10, 2005 6:17 AM To:
> hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Steam update
> has broken debugging
>
> > One of the error message can occur if you need to run the game
> > through Steam, whether you're debugging it or compiling maps.
> > The error here always appears when trying to run a Source game
> > through a debugger. Can you actually debug (e.g. in Visual Studio)
> > your game now?
> >
> > -Original Message-
> > From: Kester [mailto:[EMAIL PROTECTED]
> > Sent: 10 August 2005 13:33
> > To: hlcoders@list.valvesoftware.com
> > Subject: RE: [hlcoders] Steam update has broken debugging
> >
> > I had the same error, but it happened whilst trying to compile one
> > of my maps. I fixed it by reinstalling steam (no need to delete
> > anything, just run the installer, and install in the exact same
> > place). Now it works normally again.
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Alex
> > Thomson Sent: 10 August 2005 10:42
> > To: hlcoders@list.valvesoftware.com
> > Subject: RE: [hlcoders] Steam update has broken debugging
> >
> >
> > Yes, we're experiencing the same problems here with a multiplayer
> > mod. Attempting to run the mod through Visual Studio's debugger
> > produces the errors below.
> >
> > - Deleting steamclient.dll, tier0_s.dll, vstdlib_s.dll from the
> > Half-Life 2 Deathmatch/Bin directory gives the "steamclient.dll not
> > found, server communication disabled" error.
> >
> > - Running Steam again then restores these 3 files back and gives the
> > original "The procedure entry point ..." error.
> >
> > - Deleting steam.dll does force an update. Unfortunately it doesn't
> > help with the debugging (even after running the game through Steam
> > again).
> >
> > I'm guessing that there have been some changes to the DLLMain
> > function within these DLLs which has caused them to stop running
> > when running from a debugger. Is that any help?
> >
> >
> >
> > -Original Message-
> > From: Alfred Reynolds [mailto:[EMAIL PROTECTED]
> > Sent: 10 August 2005 06:05
> > To: hlcoders@list.valvesoftware.com
> > Subject: RE: [hlcoders] Steam update has broken debugging
> >
> > Oh, make sure you have tried launch HL2 through Steam at least once
> > since the update (just to make sure all the on disk binaries are up
> > to date).
> >
> > - Alfred
> >
> > Original Message
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
> > Reynolds Sent: Tuesday, August 09, 2005 9:58 PM To:
> > hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Steam
> > update has broken debugging
> >
> > > You can copy the 3 files I mentioned to
> > > \Steam\SteamApps\USERNAME\Half-Life 2\bin\, mark them as read only
> > > and then you should be able to debug.
> > >
> > > Original Message
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of Teddy
> > > Sent: Tuesday, August 09, 2005 9:45 PM To:
> > > hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Steam
> > > update has broken debugging
> > >
> > > > I tried both of those, still no dice. I quit steam, deleted the
> > > > files in Half-Life 2\bin and \Steam\Steam.dll, restarted steam,
> > > > let it update, ran hl2, then tried to debug, same error.
> > > >
> > > > -Teddy
> > > >
> > > > On 8/10/05, Alfred Reynolds <[EMAIL PROTECTED]> wrote:
> > > > > Delete the ones in  \Steam\SteamApps\USERNAME\Half-Life
> > > > > 2\bin\. If that fails quit Steam, delete "Steam.dll" from
> > > > > your base Steam directory and run Steam again (this will
> > > > > force it to reload the base Steam binaries).
> > > > >
> > > > > And it only happens on map load because that is the only time
> > > > > it tries to enable this binary (it is connected to VAC2).
> > > > >
> > > > > - Alfred
> > > > >
> > > > > Original Message
> > > > > From: [EMAIL PROTECTED]
> > > > > [mailto:[EMAIL PROTECTED] On Behalf Of
> > > > > Teddy Sent: Tuesday, August 09, 2005 9:17 PM To:
> > > > > hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Steam
> > > > > update has broken debugging
> > > > >
> > > > > > Thanks for replying so quickly Alfred :-)
> > > > > >
> > 

RE: [hlcoders] HUD element problem

2005-08-10 Thread Chris Adams
Hi,

These might show a bit more clearly now:

http://www.cfadams.co.uk/hud_image.cpp
http://www.cfadams.co.uk/hud_image.h
http://www.cfadams.co.uk/hud_health_image.cpp
http://www.cfadams.co.uk/hud_ammo_image.cpp

Basically it's just (as you can probably see in the 2nd two there) a nice
quick class to do a straight forward image onto the HUD, with a background
for it to blend to also :-)

Here's a screenshot:

http://www.cfadams.co.uk/ctf_voy20001.jpg

Hope that clears things up :-)

(PS thanks again Alfred!)

---
Chris Adams

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kamran
Sent: 10 August 2005 21:27
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] HUD element problem

By your code, are you basically trying to draw one image on the HUD if
it's specified? And otherwise draw a specified color if not?

In short, what are you doing and what is it for? Just curious.

Chris Adams wrote:

>You're a legend. :-)
>
>---
>Chris Adams
>
>
>-Original Message-
>From: [EMAIL PROTECTED]
>[mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
>Sent: 10 August 2005 21:06
>To: hlcoders@list.valvesoftware.com
>Subject: RE: [hlcoders] HUD element problem
>
>Call:
>surface()->DrawSetColor( Color( 255,255,255,255) ) before the
>surface()->DrawTexturedRect() call (the DrawTexturedRect() currently
>assumes the texture will be colored via the fill color and won't draw it
>if the current draw color is fully transparent). Note that if you do
>want the draw color to blend with the texture add:
>   "$vertexcolor" 1
>   "$vertexalpha" 1
>
>To your vmt.
>
>
>- Alfred
>
>Original Message
>From: [EMAIL PROTECTED]
>[mailto:[EMAIL PROTECTED] On Behalf Of Chris Adams
>Sent: Wednesday, August 10, 2005 12:59 PM To:
>hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HUD element
>problem
>
>
>
>>"UnlitGeneric"
>>{
>>"$basetexture" "hud/hud_ammo"
>>"$ignorez" 1
>>"$translucent" "1"
>>"$translucency" "1"
>>"nomip" "1"
>>"nocompress" "1"
>>"nolod" "1"
>>}
>>
>>Thanks,
>>
>>---
>>Chris Adams
>>
>>-Original Message-
>>From: [EMAIL PROTECTED]
>>[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
>>Reynolds
>>Sent: 10 August 2005 20:53
>>To: hlcoders@list.valvesoftware.com
>>Subject: RE: [hlcoders] HUD element problem
>>
>>What are the VMT settings for the texture you are rendering?
>>
>>- Alfred
>>
>>Original Message
>>From: [EMAIL PROTECTED]
>>[mailto:[EMAIL PROTECTED] On Behalf Of Chris
>>Adams
>>Sent: Wednesday, August 10, 2005 12:02 PM To:
>>hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HUD element
>>problem
>>
>>
>>
>>>BaseClass::OnThink() added, thanks for reminding, but no effect to
>>>the bug. The hiddenbits don't seem to be causing it either. One
>>>interesting thing - if I set in hud_image.cpp in the constructor:
>>>
>>> m_FillColor = Color(0, 0, 0, 0);
>>>
>>>To:
>>>
>>> m_FillColor = Color(0, 0, 0, 255);
>>>
>>>Then the element doesn't disappear when the stuck error / drawtree
>>>/ drawfocus / scoreboard goes.
>>>
>>>Thanks,
>>>
>>>---
>>>Chris Adams
>>>
>>>-Original Message-
>>>From: [EMAIL PROTECTED]
>>>[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
>>>Reynolds Sent: 10 August 2005 19:51
>>>To: hlcoders@list.valvesoftware.com
>>>Subject: RE: [hlcoders] HUD element problem
>>>
>>>You should call BaseClass::OnThink() in your think functions (in
>>>general always chain back calls when you override a virtual
>>>function).
>>>
>>>Could the problem be that the element is hidden because of the
>>>hiddenbits you set?
>>>
>>>- Alfred
>>>
>>>Original Message
>>>From: [EMAIL PROTECTED]
>>>[mailto:[EMAIL PROTECTED] On Behalf Of Chris
>>>Adams Sent: Wednesday, August 10, 2005 11:39 AM To:
>>>hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HUD element
>>>problem
>>>
>>>
>>>
Hi,

Thanks for the reply - parent call appears to be present and
correct. Here are links to the various files. I've used ImagePanel
as well as random modifications to make HudImagePanel in
hud_image.cpp - it's a bit messy at the moment as I have
SetVisible(), etc, all over the place in efforts to make things
work :-). Just looking at how it all has gone together now it just
doesn't look right but I can't really put my finger on it lol :-)

http://www.cfadams.co.uk/hud_image.cpp
http://www.cfadams.co.uk/hud_image.h
http://www.cfadams.co.uk/hud_ammo_image.cpp
http://www.cfadams.co.uk/hud_ammo_image.h

Thanks

---
Chris Adams

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds Sent: 10 August 2005 18:58
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] HUD element problem

It sounds like your HUD

RE: [hlcoders] Wrapping text in a label

2005-08-10 Thread Alfred Reynolds
In general you should still have a .res file entry for any VGUI2 panels
you contruct (and perhaps make them not visible by default). If that
isn't viable then you have two options. You could derive from label and
expose the SetWrap() function as public (easier to maintain when we drop
updates) or you could just edit label.h directly and make SetWrap() a
public function.

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kamran
Sent: Wednesday, August 10, 2005 3:29 PM To: HLCoders
Subject: [hlcoders] Wrapping text in a label

> I know it is possible to wrap text in a label by doing "wrap" "1" in
> the Res file... but for created controls within the code, for a
> dynamic label (text changes), is there a way to wrap it then?

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[hlcoders] Wrapping text in a label

2005-08-10 Thread Kamran

I know it is possible to wrap text in a label by doing "wrap" "1" in the
Res file... but for created controls within the code, for a dynamic
label (text changes), is there a way to wrap it then?
--
Kamran A
Get Firefox! Safer, Faster, Better.

Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox


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Re: [hlcoders] MSVCR70 Missing - HL1 Debugging Session

2005-08-10 Thread Jeff Fearn
Thanks :)

Jeff

On 8/11/05, Alfred Reynolds <[EMAIL PROTECTED]> wrote:
> The HL1 engine has a structured exception handler around the main
> function call so it can create a minidump on crash (similar to HL2). To
> catch exceptions in the debugger rather than through the handler set go
> to the Debug->Exceptions menu and set the exception type you want
> (Access Violation for example) to "Stop always".
>
> - Alfred
>
> Original Message
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Jeff Fearn
> Sent: Wednesday, August 10, 2005 3:27 AM To:
> hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] MSVCR70 Missing
> - HL1 Debugging Session
>
> > Still can't catch exceptions when running HL1 mod in VS .NET 2003 ...
> > anyone have any idea what may be causing such a thing?
> >
> > Jeff
> >
> > On 8/7/05, Jeff Fearn <[EMAIL PROTECTED]> wrote:
> > > Hi everybody! I have just upgraded to VS .NET 2003, yes I am cutting
> > > edge ;) And I still can not get the debugger to catch seg faults :(
> > >
> > > I can set break points and if they are set before a crash then it
> > > will stop and get in to the debugger ok, however if the crash is
> > > before the break point then the server will just crash and exit.
> > >
> > > Just to recap...
> > >
> > > Halflife 1 mod, VS .NET 2003, can set and catch break points, seg
> > > faults don't get caught by debugger, Windows XP.
> > >
> > > Commmand line args: -steam -allowdebug -game wizardwars
> > >
> > > Not sure  -allowdebug is required for HL1 mods, but tried it anyway
> > > :)
> > >
> > > SteamApp.cfg:
> > > SteamAppId=70
> > > SteamAppVersionId=0
> > > SteamInstallPath="D:\Steam"
> > > [EMAIL PROTECTED]
> > > BinaryLogEnable = disable
> > >
> > > Steam.dll & msvcr70.dll in half-life directory
> > >
> > > Jeff
> > >
> > > On 5/15/05, Jeff Fearn <[EMAIL PROTECTED]> wrote:
> > > > On 5/15/05, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:
> > > > > Just download the dlls'
> > > > >
> > > > > You can find them in the zhlt package -
> > > > > http://downloads.ammahks.com/zhlt/zhlt321.zip (place them in
> > > > > the system32 folder)
> > > > >
> > > > > I dont know why its asking for them, mayb vs6 downloaded a
> > > > > service pack in the background
> > > >
> > > > I should have mentioned, I did d/l this dll and put it in the
> > > > steam directory, which removes the message, however VC++ will
> > > > still not debug the crash, steam just exits :(
> > > >
> > > > Jeff
> > > >
> > >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> > archives, please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
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>

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Re: [hlcoders] HUD element problem

2005-08-10 Thread Kamran

By your code, are you basically trying to draw one image on the HUD if
it's specified? And otherwise draw a specified color if not?

In short, what are you doing and what is it for? Just curious.

Chris Adams wrote:


You're a legend. :-)

---
Chris Adams


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
Sent: 10 August 2005 21:06
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] HUD element problem

Call:
surface()->DrawSetColor( Color( 255,255,255,255) ) before the
surface()->DrawTexturedRect() call (the DrawTexturedRect() currently
assumes the texture will be colored via the fill color and won't draw it
if the current draw color is fully transparent). Note that if you do
want the draw color to blend with the texture add:
"$vertexcolor" 1
"$vertexalpha" 1

To your vmt.


- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Chris Adams
Sent: Wednesday, August 10, 2005 12:59 PM To:
hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HUD element
problem




"UnlitGeneric"
{
"$basetexture" "hud/hud_ammo"
"$ignorez" 1
"$translucent" "1"
"$translucency" "1"
"nomip" "1"
"nocompress" "1"
"nolod" "1"
}

Thanks,

---
Chris Adams

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: 10 August 2005 20:53
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] HUD element problem

What are the VMT settings for the texture you are rendering?

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Chris
Adams
Sent: Wednesday, August 10, 2005 12:02 PM To:
hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HUD element
problem




BaseClass::OnThink() added, thanks for reminding, but no effect to
the bug. The hiddenbits don't seem to be causing it either. One
interesting thing - if I set in hud_image.cpp in the constructor:

m_FillColor = Color(0, 0, 0, 0);

To:

m_FillColor = Color(0, 0, 0, 255);

Then the element doesn't disappear when the stuck error / drawtree
/ drawfocus / scoreboard goes.

Thanks,

---
Chris Adams

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds Sent: 10 August 2005 19:51
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] HUD element problem

You should call BaseClass::OnThink() in your think functions (in
general always chain back calls when you override a virtual
function).

Could the problem be that the element is hidden because of the
hiddenbits you set?

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Chris
Adams Sent: Wednesday, August 10, 2005 11:39 AM To:
hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HUD element
problem




Hi,

Thanks for the reply - parent call appears to be present and
correct. Here are links to the various files. I've used ImagePanel
as well as random modifications to make HudImagePanel in
hud_image.cpp - it's a bit messy at the moment as I have
SetVisible(), etc, all over the place in efforts to make things
work :-). Just looking at how it all has gone together now it just
doesn't look right but I can't really put my finger on it lol :-)

http://www.cfadams.co.uk/hud_image.cpp
http://www.cfadams.co.uk/hud_image.h
http://www.cfadams.co.uk/hud_ammo_image.cpp
http://www.cfadams.co.uk/hud_ammo_image.h

Thanks

---
Chris Adams

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds Sent: 10 August 2005 18:58
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] HUD element problem

It sounds like your HUD element may have the wrong parent (in
VGUI2 your visibility depends on your parents visibility unless
you are a popup (a Frame) ).

Make sure your HUD elements construct has a SetParent() call,
something like this: SetParent( g_pClientMode->GetViewport() );


- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Chris
Adams Sent: Wednesday, August 10, 2005 9:08 AM To:
hlcoders@list.valvesoftware.com Subject: [hlcoders] HUD element
problem




(Apologies if this appears twice)

I've made a HUD element class which essentially displays an
image and I have declared two child classes as HUD elements.
The two elements are showing fine, but for some bizarre reason
they only now show when there is one of the following active
(there are probably more but I haven't noticed yet)

- vgui_drawtree
- vgui_drawfocus
- The scoreboard
- A 'client stuck' or 'server stuck' notice in the



top-right



I have also noticed that if I press ` for the console, then
press it again to hide the console, the hud elements appear
very very briefly be

RE: [hlcoders] HUD element problem

2005-08-10 Thread Chris Adams
You're a legend. :-)

---
Chris Adams


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
Sent: 10 August 2005 21:06
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] HUD element problem

Call:
surface()->DrawSetColor( Color( 255,255,255,255) ) before the
surface()->DrawTexturedRect() call (the DrawTexturedRect() currently
assumes the texture will be colored via the fill color and won't draw it
if the current draw color is fully transparent). Note that if you do
want the draw color to blend with the texture add:
"$vertexcolor" 1
"$vertexalpha" 1

To your vmt.


- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Chris Adams
Sent: Wednesday, August 10, 2005 12:59 PM To:
hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HUD element
problem

> "UnlitGeneric"
> {
> "$basetexture" "hud/hud_ammo"
> "$ignorez" 1
> "$translucent" "1"
> "$translucency" "1"
> "nomip" "1"
> "nocompress" "1"
> "nolod" "1"
> }
>
> Thanks,
>
> ---
> Chris Adams
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
> Reynolds
> Sent: 10 August 2005 20:53
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] HUD element problem
>
> What are the VMT settings for the texture you are rendering?
>
> - Alfred
>
> Original Message
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Chris
> Adams
> Sent: Wednesday, August 10, 2005 12:02 PM To:
> hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HUD element
> problem
>
> > BaseClass::OnThink() added, thanks for reminding, but no effect to
> > the bug. The hiddenbits don't seem to be causing it either. One
> > interesting thing - if I set in hud_image.cpp in the constructor:
> >
> > m_FillColor = Color(0, 0, 0, 0);
> >
> > To:
> >
> > m_FillColor = Color(0, 0, 0, 255);
> >
> > Then the element doesn't disappear when the stuck error / drawtree
> > / drawfocus / scoreboard goes.
> >
> > Thanks,
> >
> > ---
> > Chris Adams
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
> > Reynolds Sent: 10 August 2005 19:51
> > To: hlcoders@list.valvesoftware.com
> > Subject: RE: [hlcoders] HUD element problem
> >
> > You should call BaseClass::OnThink() in your think functions (in
> > general always chain back calls when you override a virtual
> > function).
> >
> > Could the problem be that the element is hidden because of the
> > hiddenbits you set?
> >
> > - Alfred
> >
> > Original Message
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Chris
> > Adams Sent: Wednesday, August 10, 2005 11:39 AM To:
> > hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HUD element
> > problem
> >
> > > Hi,
> > >
> > > Thanks for the reply - parent call appears to be present and
> > > correct. Here are links to the various files. I've used ImagePanel
> > > as well as random modifications to make HudImagePanel in
> > > hud_image.cpp - it's a bit messy at the moment as I have
> > > SetVisible(), etc, all over the place in efforts to make things
> > > work :-). Just looking at how it all has gone together now it just
> > > doesn't look right but I can't really put my finger on it lol :-)
> > >
> > > http://www.cfadams.co.uk/hud_image.cpp
> > > http://www.cfadams.co.uk/hud_image.h
> > > http://www.cfadams.co.uk/hud_ammo_image.cpp
> > > http://www.cfadams.co.uk/hud_ammo_image.h
> > >
> > > Thanks
> > >
> > > ---
> > > Chris Adams
> > >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
> > > Reynolds Sent: 10 August 2005 18:58
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: RE: [hlcoders] HUD element problem
> > >
> > > It sounds like your HUD element may have the wrong parent (in
> > > VGUI2 your visibility depends on your parents visibility unless
> > > you are a popup (a Frame) ).
> > >
> > > Make sure your HUD elements construct has a SetParent() call,
> > > something like this: SetParent( g_pClientMode->GetViewport() );
> > >
> > >
> > > - Alfred
> > >
> > > Original Message
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of Chris
> > > Adams Sent: Wednesday, August 10, 2005 9:08 AM To:
> > > hlcoders@list.valvesoftware.com Subject: [hlcoders] HUD element
> > > problem
> > >
> > > > (Apologies if this appears twice)
> > > >
> > > > I've made a HUD element class which essentially displays an
> > > > image and I have declared two child classes as HUD elements.
> > > > The two elements are showing fine, but for some bizarre reason
> > > > they only now show when there is one of the following active
> > > > (there are probably more but I haven't noticed yet)
> > 

RE: [hlcoders] HUD element problem

2005-08-10 Thread Alfred Reynolds
Call:
surface()->DrawSetColor( Color( 255,255,255,255) ) before the
surface()->DrawTexturedRect() call (the DrawTexturedRect() currently
assumes the texture will be colored via the fill color and won't draw it
if the current draw color is fully transparent). Note that if you do
want the draw color to blend with the texture add:
"$vertexcolor" 1
"$vertexalpha" 1

To your vmt.


- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Chris Adams
Sent: Wednesday, August 10, 2005 12:59 PM To:
hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HUD element
problem

> "UnlitGeneric"
> {
> "$basetexture" "hud/hud_ammo"
> "$ignorez" 1
> "$translucent" "1"
> "$translucency" "1"
> "nomip" "1"
> "nocompress" "1"
> "nolod" "1"
> }
>
> Thanks,
>
> ---
> Chris Adams
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
> Reynolds
> Sent: 10 August 2005 20:53
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] HUD element problem
>
> What are the VMT settings for the texture you are rendering?
>
> - Alfred
>
> Original Message
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Chris
> Adams
> Sent: Wednesday, August 10, 2005 12:02 PM To:
> hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HUD element
> problem
>
> > BaseClass::OnThink() added, thanks for reminding, but no effect to
> > the bug. The hiddenbits don't seem to be causing it either. One
> > interesting thing - if I set in hud_image.cpp in the constructor:
> >
> > m_FillColor = Color(0, 0, 0, 0);
> >
> > To:
> >
> > m_FillColor = Color(0, 0, 0, 255);
> >
> > Then the element doesn't disappear when the stuck error / drawtree
> > / drawfocus / scoreboard goes.
> >
> > Thanks,
> >
> > ---
> > Chris Adams
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
> > Reynolds Sent: 10 August 2005 19:51
> > To: hlcoders@list.valvesoftware.com
> > Subject: RE: [hlcoders] HUD element problem
> >
> > You should call BaseClass::OnThink() in your think functions (in
> > general always chain back calls when you override a virtual
> > function).
> >
> > Could the problem be that the element is hidden because of the
> > hiddenbits you set?
> >
> > - Alfred
> >
> > Original Message
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Chris
> > Adams Sent: Wednesday, August 10, 2005 11:39 AM To:
> > hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HUD element
> > problem
> >
> > > Hi,
> > >
> > > Thanks for the reply - parent call appears to be present and
> > > correct. Here are links to the various files. I've used ImagePanel
> > > as well as random modifications to make HudImagePanel in
> > > hud_image.cpp - it's a bit messy at the moment as I have
> > > SetVisible(), etc, all over the place in efforts to make things
> > > work :-). Just looking at how it all has gone together now it just
> > > doesn't look right but I can't really put my finger on it lol :-)
> > >
> > > http://www.cfadams.co.uk/hud_image.cpp
> > > http://www.cfadams.co.uk/hud_image.h
> > > http://www.cfadams.co.uk/hud_ammo_image.cpp
> > > http://www.cfadams.co.uk/hud_ammo_image.h
> > >
> > > Thanks
> > >
> > > ---
> > > Chris Adams
> > >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
> > > Reynolds Sent: 10 August 2005 18:58
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: RE: [hlcoders] HUD element problem
> > >
> > > It sounds like your HUD element may have the wrong parent (in
> > > VGUI2 your visibility depends on your parents visibility unless
> > > you are a popup (a Frame) ).
> > >
> > > Make sure your HUD elements construct has a SetParent() call,
> > > something like this: SetParent( g_pClientMode->GetViewport() );
> > >
> > >
> > > - Alfred
> > >
> > > Original Message
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of Chris
> > > Adams Sent: Wednesday, August 10, 2005 9:08 AM To:
> > > hlcoders@list.valvesoftware.com Subject: [hlcoders] HUD element
> > > problem
> > >
> > > > (Apologies if this appears twice)
> > > >
> > > > I've made a HUD element class which essentially displays an
> > > > image and I have declared two child classes as HUD elements.
> > > > The two elements are showing fine, but for some bizarre reason
> > > > they only now show when there is one of the following active
> > > > (there are probably more but I haven't noticed yet)
> > > >
> > > > - vgui_drawtree
> > > > - vgui_drawfocus
> > > > - The scoreboard
> > > > - A 'client stuck' or 'server stuck' notice in the
top-right
> > > >
> > > > I have also noticed that if I press ` for the console, then
> > > > press it again to hide the 

RE: [hlcoders] HUD element problem

2005-08-10 Thread Chris Adams
"UnlitGeneric"
{
"$basetexture" "hud/hud_ammo"
"$ignorez" 1
"$translucent" "1"
"$translucency" "1"
"nomip" "1"
"nocompress" "1"
"nolod" "1"
}

Thanks,

---
Chris Adams

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
Sent: 10 August 2005 20:53
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] HUD element problem

What are the VMT settings for the texture you are rendering?

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Chris Adams
Sent: Wednesday, August 10, 2005 12:02 PM To:
hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HUD element
problem

> BaseClass::OnThink() added, thanks for reminding, but no effect to
> the bug.
> The hiddenbits don't seem to be causing it either. One interesting
> thing - if I set in hud_image.cpp in the constructor:
>
>   m_FillColor = Color(0, 0, 0, 0);
>
> To:
>
>   m_FillColor = Color(0, 0, 0, 255);
>
> Then the element doesn't disappear when the stuck error / drawtree /
> drawfocus / scoreboard goes.
>
> Thanks,
>
> ---
> Chris Adams
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
> Reynolds
> Sent: 10 August 2005 19:51
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] HUD element problem
>
> You should call BaseClass::OnThink() in your think functions (in
> general always chain back calls when you override a virtual
> function).
>
> Could the problem be that the element is hidden because of the
> hiddenbits you set?
>
> - Alfred
>
> Original Message
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Chris
> Adams
> Sent: Wednesday, August 10, 2005 11:39 AM To:
> hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HUD element
> problem
>
> > Hi,
> >
> > Thanks for the reply - parent call appears to be present and
> > correct. Here are links to the various files. I've used ImagePanel
> > as well as random modifications to make HudImagePanel in
> > hud_image.cpp - it's a bit messy at the moment as I have
> > SetVisible(), etc, all over the place in efforts to make things
> > work :-). Just looking at how it all has gone together now it just
> > doesn't look right but I can't really put my finger on it lol :-)
> >
> > http://www.cfadams.co.uk/hud_image.cpp
> > http://www.cfadams.co.uk/hud_image.h
> > http://www.cfadams.co.uk/hud_ammo_image.cpp
> > http://www.cfadams.co.uk/hud_ammo_image.h
> >
> > Thanks
> >
> > ---
> > Chris Adams
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
> > Reynolds Sent: 10 August 2005 18:58
> > To: hlcoders@list.valvesoftware.com
> > Subject: RE: [hlcoders] HUD element problem
> >
> > It sounds like your HUD element may have the wrong parent (in VGUI2
> > your visibility depends on your parents visibility unless you are a
> > popup (a Frame) ).
> >
> > Make sure your HUD elements construct has a SetParent() call,
> > something like this: SetParent( g_pClientMode->GetViewport() );
> >
> >
> > - Alfred
> >
> > Original Message
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Chris
> > Adams Sent: Wednesday, August 10, 2005 9:08 AM To:
> > hlcoders@list.valvesoftware.com Subject: [hlcoders] HUD element
> > problem
> >
> > > (Apologies if this appears twice)
> > >
> > > I've made a HUD element class which essentially displays an image
> > > and I have declared two child classes as HUD elements. The two
> > > elements are showing fine, but for some bizarre reason they only
> > > now show when there is one of the following active (there are
> > > probably more but I haven't noticed yet)
> > >
> > >   - vgui_drawtree
> > >   - vgui_drawfocus
> > >   - The scoreboard
> > >   - A 'client stuck' or 'server stuck' notice in the top-right
> > >
> > > I have also noticed that if I press ` for the console, then press
> > > it again to hide the console, the hud elements appear very very
> > > briefly before disappearing again. Through the debugging that
> > > I've done so far, I do know that they are drawing still and
> > > SetEnabled, SetVisible and SetAlpha all are set correctly.
> > >
> > > Anyone have any suggestions as to what might be going on here?
> > > I'll put the relevant source code up on the net if it would help.
> > >
> > > Thanks,
> > >
> > > ---
> > > Chris Adams
> > >
> > >
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list
> > > archives, please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> > archives, please visit:
> > http://list.valvesoftware.com/mailman/l

RE: [hlcoders] HUD element problem

2005-08-10 Thread Alfred Reynolds
What are the VMT settings for the texture you are rendering?

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Chris Adams
Sent: Wednesday, August 10, 2005 12:02 PM To:
hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HUD element
problem

> BaseClass::OnThink() added, thanks for reminding, but no effect to
> the bug.
> The hiddenbits don't seem to be causing it either. One interesting
> thing - if I set in hud_image.cpp in the constructor:
>
>   m_FillColor = Color(0, 0, 0, 0);
>
> To:
>
>   m_FillColor = Color(0, 0, 0, 255);
>
> Then the element doesn't disappear when the stuck error / drawtree /
> drawfocus / scoreboard goes.
>
> Thanks,
>
> ---
> Chris Adams
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
> Reynolds
> Sent: 10 August 2005 19:51
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] HUD element problem
>
> You should call BaseClass::OnThink() in your think functions (in
> general always chain back calls when you override a virtual
> function).
>
> Could the problem be that the element is hidden because of the
> hiddenbits you set?
>
> - Alfred
>
> Original Message
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Chris
> Adams
> Sent: Wednesday, August 10, 2005 11:39 AM To:
> hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HUD element
> problem
>
> > Hi,
> >
> > Thanks for the reply - parent call appears to be present and
> > correct. Here are links to the various files. I've used ImagePanel
> > as well as random modifications to make HudImagePanel in
> > hud_image.cpp - it's a bit messy at the moment as I have
> > SetVisible(), etc, all over the place in efforts to make things
> > work :-). Just looking at how it all has gone together now it just
> > doesn't look right but I can't really put my finger on it lol :-)
> >
> > http://www.cfadams.co.uk/hud_image.cpp
> > http://www.cfadams.co.uk/hud_image.h
> > http://www.cfadams.co.uk/hud_ammo_image.cpp
> > http://www.cfadams.co.uk/hud_ammo_image.h
> >
> > Thanks
> >
> > ---
> > Chris Adams
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
> > Reynolds Sent: 10 August 2005 18:58
> > To: hlcoders@list.valvesoftware.com
> > Subject: RE: [hlcoders] HUD element problem
> >
> > It sounds like your HUD element may have the wrong parent (in VGUI2
> > your visibility depends on your parents visibility unless you are a
> > popup (a Frame) ).
> >
> > Make sure your HUD elements construct has a SetParent() call,
> > something like this: SetParent( g_pClientMode->GetViewport() );
> >
> >
> > - Alfred
> >
> > Original Message
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Chris
> > Adams Sent: Wednesday, August 10, 2005 9:08 AM To:
> > hlcoders@list.valvesoftware.com Subject: [hlcoders] HUD element
> > problem
> >
> > > (Apologies if this appears twice)
> > >
> > > I've made a HUD element class which essentially displays an image
> > > and I have declared two child classes as HUD elements. The two
> > > elements are showing fine, but for some bizarre reason they only
> > > now show when there is one of the following active (there are
> > > probably more but I haven't noticed yet)
> > >
> > >   - vgui_drawtree
> > >   - vgui_drawfocus
> > >   - The scoreboard
> > >   - A 'client stuck' or 'server stuck' notice in the top-right
> > >
> > > I have also noticed that if I press ` for the console, then press
> > > it again to hide the console, the hud elements appear very very
> > > briefly before disappearing again. Through the debugging that
> > > I've done so far, I do know that they are drawing still and
> > > SetEnabled, SetVisible and SetAlpha all are set correctly.
> > >
> > > Anyone have any suggestions as to what might be going on here?
> > > I'll put the relevant source code up on the net if it would help.
> > >
> > > Thanks,
> > >
> > > ---
> > > Chris Adams
> > >
> > >
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list
> > > archives, please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> > archives, please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> > archives, please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
> ___
> To unsubscribe, edit your list preferences, or view the list
> archives, please visit:
> http://list.valvesoftware.com/mailman/

RE: [hlcoders] HUD element problem

2005-08-10 Thread Chris Adams
Hi,

Yeah the files that I originally started with had a separate header file, I
never got round to shifting the class definition into the .cpp you see :-).
There is an appropriate entry in HudLayout.res too, as I've said, my problem
is that the graphic seems to selectively appear :-)

Thanks for your code, but you see I'm doing a HUD graphic rather than a
message or textual display (both of which are working fine!)

Thanks,

---
Chris Adams

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kamran
Sent: 10 August 2005 20:36
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] HUD element problem

Let me show you my HUD element code, it works fine:

By the way, for HUD elements you don't need a header file... (if all you
want is to make a HUD element)
You also need to add it's appropriate entry in HudLayout.res.

I might hazard that you forgot to add an entry into HudLayout and hook
it to the HUD with DECLARE_HUDELEMENT

#include "cbase.h"
#include "usermessages.h"
#include "hud.h"
#include "hud_macros.h"
#include "view.h"

#include "iclientmode.h"

#include 
#include 
#include 
#include 
#include "vgui_controls/Label.h"

#include 

using namespace vgui;

#include "hudelement.h"

#include "ConVar.h"

// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"

class CHudHealthMsg : public CHudElement, public vgui::Panel
{
DECLARE_CLASS_SIMPLE( CHudHealthMsg, vgui::Panel );

public:
CHudHealthMsg( const char *pElementName );
void MsgFunc_Damage( bf_read &msg );
virtual void Paint( void );
void Init( void );
void Reset( void );

private:
// old variables

protected:

};

DECLARE_HUDELEMENT( CHudHealthMsg ); // hook to HUD

// msging
DECLARE_HUD_MESSAGE( CHudHealthMsg, Damage );

//--
---
// Purpose: Constructor
//--
---
CHudHealthMsg::CHudHealthMsg( const char *pElementName ) : CHudElement(
pElementName ), BaseClass(NULL, "HudHealthMsg")
{
vgui::Panel *pParent = g_pClientMode->GetViewport();
SetParent( pParent );



// build labels, etc.

SetHiddenBits( HIDEHUD_HEALTH );
}

void CHudHealthMsg::Paint()
{

}

void CHudHealthMsg::Reset()
{
//code
}
void CHudHealthMsg::Init()
{
HOOK_HUD_MESSAGE( CHudHealthMsg, Damage ); // hook message
Reset();
}

//--
---
// Purpose:
//--
---
void CHudHealthMsg::MsgFunc_Damage( bf_read &msg )
{

// handle msg
}




Finally, it needs an entry in HudLayout.res

HudHealthMsg
{
"fieldName" "HudHealthMsg"
"xpos" "0"
"ypos" "0"
"visible" "1"
"enabled" "1"
}

Chris Adams wrote:

>BaseClass::OnThink() added, thanks for reminding, but no effect to the bug.
>The hiddenbits don't seem to be causing it either. One interesting thing -
>if I set in hud_image.cpp in the constructor:
>
>   m_FillColor = Color(0, 0, 0, 0);
>
>To:
>
>   m_FillColor = Color(0, 0, 0, 255);
>
>Then the element doesn't disappear when the stuck error / drawtree /
>drawfocus / scoreboard goes.
>
>Thanks,
>
>---
>Chris Adams
>
>-Original Message-
>From: [EMAIL PROTECTED]
>[mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
>Sent: 10 August 2005 19:51
>To: hlcoders@list.valvesoftware.com
>Subject: RE: [hlcoders] HUD element problem
>
>You should call BaseClass::OnThink() in your think functions (in general
>always chain back calls when you override a virtual function).
>
>Could the problem be that the element is hidden because of the
>hiddenbits you set?
>
>- Alfred
>
>Original Message
>From: [EMAIL PROTECTED]
>[mailto:[EMAIL PROTECTED] On Behalf Of Chris Adams
>Sent: Wednesday, August 10, 2005 11:39 AM To:
>hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HUD element
>problem
>
>
>
>>Hi,
>>
>>Thanks for the reply - parent call appears to be present and correct.
>>Here are links to the various files. I've used ImagePanel as well as
>>random modifications to make HudImagePanel in hud_image.cpp - it's a
>>bit messy at the moment as I have SetVisible(), etc, all over the
>>place in efforts to make things work :-). Just looking at how it all
>>has gone together now it just doesn't look right but I can't really
>>put my finger on it lol :-)
>>
>>http://www.cfadams.co.uk/hud_image.cpp
>>http://www.cfadams.co.uk/hud_image.h
>>http://www.cfadams.co.uk/hud_ammo_image.cpp
>>http://www.cfadams.co.uk/hud_ammo_image.h
>>
>>Thanks
>>
>>---
>>Chris Adams
>>
>>-Original Message-
>>From: [EMAIL PROTECTED]
>>[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
>>Reynolds
>>Sent: 10 August 200

Re: [hlcoders] HUD element problem

2005-08-10 Thread Kamran

Let me show you my HUD element code, it works fine:

By the way, for HUD elements you don't need a header file... (if all you
want is to make a HUD element)
You also need to add it's appropriate entry in HudLayout.res.

I might hazard that you forgot to add an entry into HudLayout and hook
it to the HUD with DECLARE_HUDELEMENT

#include "cbase.h"
#include "usermessages.h"
#include "hud.h"
#include "hud_macros.h"
#include "view.h"

#include "iclientmode.h"

#include 
#include 
#include 
#include 
#include "vgui_controls/Label.h"

#include 

using namespace vgui;

#include "hudelement.h"

#include "ConVar.h"

// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"

class CHudHealthMsg : public CHudElement, public vgui::Panel
{
   DECLARE_CLASS_SIMPLE( CHudHealthMsg, vgui::Panel );

public:
   CHudHealthMsg( const char *pElementName );
   void MsgFunc_Damage( bf_read &msg );
   virtual void Paint( void );
   void Init( void );
   void Reset( void );

private:
   // old variables

protected:

};

DECLARE_HUDELEMENT( CHudHealthMsg ); // hook to HUD

// msging
DECLARE_HUD_MESSAGE( CHudHealthMsg, Damage );

//-
// Purpose: Constructor
//-
CHudHealthMsg::CHudHealthMsg( const char *pElementName ) : CHudElement(
pElementName ), BaseClass(NULL, "HudHealthMsg")
{
   vgui::Panel *pParent = g_pClientMode->GetViewport();
   SetParent( pParent );



// build labels, etc.

   SetHiddenBits( HIDEHUD_HEALTH );
}

void CHudHealthMsg::Paint()
{

}

void CHudHealthMsg::Reset()
{
   //code
}
void CHudHealthMsg::Init()
{
   HOOK_HUD_MESSAGE( CHudHealthMsg, Damage ); // hook message
   Reset();
}

//-
// Purpose:
//-
void CHudHealthMsg::MsgFunc_Damage( bf_read &msg )
{

   // handle msg
}




Finally, it needs an entry in HudLayout.res

HudHealthMsg
   {
   "fieldName" "HudHealthMsg"
   "xpos" "0"
   "ypos" "0"
   "visible" "1"
   "enabled" "1"
   }

Chris Adams wrote:


BaseClass::OnThink() added, thanks for reminding, but no effect to the bug.
The hiddenbits don't seem to be causing it either. One interesting thing -
if I set in hud_image.cpp in the constructor:

m_FillColor = Color(0, 0, 0, 0);

To:

m_FillColor = Color(0, 0, 0, 255);

Then the element doesn't disappear when the stuck error / drawtree /
drawfocus / scoreboard goes.

Thanks,

---
Chris Adams

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
Sent: 10 August 2005 19:51
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] HUD element problem

You should call BaseClass::OnThink() in your think functions (in general
always chain back calls when you override a virtual function).

Could the problem be that the element is hidden because of the
hiddenbits you set?

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Chris Adams
Sent: Wednesday, August 10, 2005 11:39 AM To:
hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HUD element
problem




Hi,

Thanks for the reply - parent call appears to be present and correct.
Here are links to the various files. I've used ImagePanel as well as
random modifications to make HudImagePanel in hud_image.cpp - it's a
bit messy at the moment as I have SetVisible(), etc, all over the
place in efforts to make things work :-). Just looking at how it all
has gone together now it just doesn't look right but I can't really
put my finger on it lol :-)

http://www.cfadams.co.uk/hud_image.cpp
http://www.cfadams.co.uk/hud_image.h
http://www.cfadams.co.uk/hud_ammo_image.cpp
http://www.cfadams.co.uk/hud_ammo_image.h

Thanks

---
Chris Adams

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: 10 August 2005 18:58
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] HUD element problem

It sounds like your HUD element may have the wrong parent (in VGUI2
your visibility depends on your parents visibility unless you are a
popup (a
Frame) ).

Make sure your HUD elements construct has a SetParent() call,
something like this:
SetParent( g_pClientMode->GetViewport() );


- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Chris
Adams
Sent: Wednesday, August 10, 2005 9:08 AM To:
hlcoders@list.valvesoftware.com Subject: [hlcoders] HUD element
problem




(Apologies if this appears twice)

I've made a HUD element class which essentially displays an image
and I have declared two child classes as HUD elements. The two
elements are showing fine, but f

RE: [hlcoders] HUD element problem

2005-08-10 Thread Chris Adams

BaseClass::OnThink() added, thanks for reminding, but no effect to the bug.
The hiddenbits don't seem to be causing it either. One interesting thing -
if I set in hud_image.cpp in the constructor:

m_FillColor = Color(0, 0, 0, 0);

To:

m_FillColor = Color(0, 0, 0, 255);

Then the element doesn't disappear when the stuck error / drawtree /
drawfocus / scoreboard goes.

Thanks,

---
Chris Adams

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
Sent: 10 August 2005 19:51
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] HUD element problem

You should call BaseClass::OnThink() in your think functions (in general
always chain back calls when you override a virtual function).

Could the problem be that the element is hidden because of the
hiddenbits you set?

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Chris Adams
Sent: Wednesday, August 10, 2005 11:39 AM To:
hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HUD element
problem

> Hi,
>
> Thanks for the reply - parent call appears to be present and correct.
> Here are links to the various files. I've used ImagePanel as well as
> random modifications to make HudImagePanel in hud_image.cpp - it's a
> bit messy at the moment as I have SetVisible(), etc, all over the
> place in efforts to make things work :-). Just looking at how it all
> has gone together now it just doesn't look right but I can't really
> put my finger on it lol :-)
>
> http://www.cfadams.co.uk/hud_image.cpp
> http://www.cfadams.co.uk/hud_image.h
> http://www.cfadams.co.uk/hud_ammo_image.cpp
> http://www.cfadams.co.uk/hud_ammo_image.h
>
> Thanks
>
> ---
> Chris Adams
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
> Reynolds
> Sent: 10 August 2005 18:58
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] HUD element problem
>
> It sounds like your HUD element may have the wrong parent (in VGUI2
> your visibility depends on your parents visibility unless you are a
> popup (a
> Frame) ).
>
> Make sure your HUD elements construct has a SetParent() call,
> something like this:
> SetParent( g_pClientMode->GetViewport() );
>
>
> - Alfred
>
> Original Message
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Chris
> Adams
> Sent: Wednesday, August 10, 2005 9:08 AM To:
> hlcoders@list.valvesoftware.com Subject: [hlcoders] HUD element
> problem
>
> > (Apologies if this appears twice)
> >
> > I've made a HUD element class which essentially displays an image
> > and I have declared two child classes as HUD elements. The two
> > elements are showing fine, but for some bizarre reason they only
> > now show when there is one of the following active (there are
> > probably more but I haven't noticed yet)
> >
> > - vgui_drawtree
> > - vgui_drawfocus
> > - The scoreboard
> > - A 'client stuck' or 'server stuck' notice in the top-right
> >
> > I have also noticed that if I press ` for the console, then press it
> > again to hide the console, the hud elements appear very very briefly
> > before disappearing again. Through the debugging that I've done so
> > far, I do know that they are drawing still and SetEnabled,
> > SetVisible and SetAlpha all are set correctly.
> >
> > Anyone have any suggestions as to what might be going on here? I'll
> > put the relevant source code up on the net if it would help.
> >
> > Thanks,
> >
> > ---
> > Chris Adams
> >
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> > archives, please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
> ___
> To unsubscribe, edit your list preferences, or view the list
> archives, please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
>
>
> ___
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> archives, please visit:
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RE: [hlcoders] HUD element problem

2005-08-10 Thread Alfred Reynolds
You should call BaseClass::OnThink() in your think functions (in general
always chain back calls when you override a virtual function).

Could the problem be that the element is hidden because of the
hiddenbits you set?

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Chris Adams
Sent: Wednesday, August 10, 2005 11:39 AM To:
hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HUD element
problem

> Hi,
>
> Thanks for the reply - parent call appears to be present and correct.
> Here are links to the various files. I've used ImagePanel as well as
> random modifications to make HudImagePanel in hud_image.cpp - it's a
> bit messy at the moment as I have SetVisible(), etc, all over the
> place in efforts to make things work :-). Just looking at how it all
> has gone together now it just doesn't look right but I can't really
> put my finger on it lol :-)
>
> http://www.cfadams.co.uk/hud_image.cpp
> http://www.cfadams.co.uk/hud_image.h
> http://www.cfadams.co.uk/hud_ammo_image.cpp
> http://www.cfadams.co.uk/hud_ammo_image.h
>
> Thanks
>
> ---
> Chris Adams
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
> Reynolds
> Sent: 10 August 2005 18:58
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] HUD element problem
>
> It sounds like your HUD element may have the wrong parent (in VGUI2
> your visibility depends on your parents visibility unless you are a
> popup (a
> Frame) ).
>
> Make sure your HUD elements construct has a SetParent() call,
> something like this:
> SetParent( g_pClientMode->GetViewport() );
>
>
> - Alfred
>
> Original Message
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Chris
> Adams
> Sent: Wednesday, August 10, 2005 9:08 AM To:
> hlcoders@list.valvesoftware.com Subject: [hlcoders] HUD element
> problem
>
> > (Apologies if this appears twice)
> >
> > I've made a HUD element class which essentially displays an image
> > and I have declared two child classes as HUD elements. The two
> > elements are showing fine, but for some bizarre reason they only
> > now show when there is one of the following active (there are
> > probably more but I haven't noticed yet)
> >
> > - vgui_drawtree
> > - vgui_drawfocus
> > - The scoreboard
> > - A 'client stuck' or 'server stuck' notice in the top-right
> >
> > I have also noticed that if I press ` for the console, then press it
> > again to hide the console, the hud elements appear very very briefly
> > before disappearing again. Through the debugging that I've done so
> > far, I do know that they are drawing still and SetEnabled,
> > SetVisible and SetAlpha all are set correctly.
> >
> > Anyone have any suggestions as to what might be going on here? I'll
> > put the relevant source code up on the net if it would help.
> >
> > Thanks,
> >
> > ---
> > Chris Adams
> >
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> > archives, please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
> ___
> To unsubscribe, edit your list preferences, or view the list
> archives, please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
>
>
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> archives, please visit:
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RE: [hlcoders] HUD element problem

2005-08-10 Thread Chris Adams
Hi,

Thanks for the reply - parent call appears to be present and correct. Here
are links to the various files. I've used ImagePanel as well as random
modifications to make HudImagePanel in hud_image.cpp - it's a bit messy at
the moment as I have SetVisible(), etc, all over the place in efforts to
make things work :-). Just looking at how it all has gone together now it
just doesn't look right but I can't really put my finger on it lol :-)

http://www.cfadams.co.uk/hud_image.cpp
http://www.cfadams.co.uk/hud_image.h
http://www.cfadams.co.uk/hud_ammo_image.cpp
http://www.cfadams.co.uk/hud_ammo_image.h

Thanks

---
Chris Adams

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
Sent: 10 August 2005 18:58
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] HUD element problem

It sounds like your HUD element may have the wrong parent (in VGUI2 your
visibility depends on your parents visibility unless you are a popup (a
Frame) ).

Make sure your HUD elements construct has a SetParent() call, something
like this:
SetParent( g_pClientMode->GetViewport() );


- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Chris Adams
Sent: Wednesday, August 10, 2005 9:08 AM To:
hlcoders@list.valvesoftware.com Subject: [hlcoders] HUD element problem

> (Apologies if this appears twice)
>
> I've made a HUD element class which essentially displays an image and
> I have declared two child classes as HUD elements. The two elements
> are showing fine, but for some bizarre reason they only now show when
> there is one of the following active (there are probably more but I
> haven't noticed yet)
>
>   - vgui_drawtree
>   - vgui_drawfocus
>   - The scoreboard
>   - A 'client stuck' or 'server stuck' notice in the top-right
>
> I have also noticed that if I press ` for the console, then press it
> again to hide the console, the hud elements appear very very briefly
> before disappearing again. Through the debugging that I've done so
> far, I do know that they are drawing still and SetEnabled, SetVisible
> and SetAlpha all are set correctly.
>
> Anyone have any suggestions as to what might be going on here? I'll
> put the relevant source code up on the net if it would help.
>
> Thanks,
>
> ---
> Chris Adams
>
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list
> archives, please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders

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Re: [SPAM] [hlcoders] Lighting dynamic brushes

2005-08-10 Thread Tei
El mié, 10-08-2005 a las 17:22 +0100, Tom Edwards escribió:
> I'm looking into producing a mod that involves widespread player
> creation of static brush entities. The biggest problem with that is
> lighting - instancing them /should/ be simple enough, but lighting them
> correctly looks to prove a major difficulty.

static brush? its that bsp models?

Sound like something a bsp engine will hate. Even more bsp models
floating here and there? with more and more lightmaps?
On the old quake codebase all instances of the same bsp model share the
same lightmap. I guest that has been enhanced, but this mean more ram
needed ( every instance of the model support his own lightmap texture!).
Other difficulty related with bsp models on the old quake codebase whas
origin. By default the origin of all bsp models whas '0 0 0'. Imagine
how horrible whas to rotate or correctly iluminate that. Nowdays
childrens life with Source its sooo easy... ;-)



Maybe you can make all bsp models fullbright or something, so the engine
avoid all lighting related task.




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RE: [hlcoders] MSVCR70 Missing - HL1 Debugging Session

2005-08-10 Thread Alfred Reynolds
The HL1 engine has a structured exception handler around the main
function call so it can create a minidump on crash (similar to HL2). To
catch exceptions in the debugger rather than through the handler set go
to the Debug->Exceptions menu and set the exception type you want
(Access Violation for example) to "Stop always".

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeff Fearn
Sent: Wednesday, August 10, 2005 3:27 AM To:
hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] MSVCR70 Missing
- HL1 Debugging Session

> Still can't catch exceptions when running HL1 mod in VS .NET 2003 ...
> anyone have any idea what may be causing such a thing?
>
> Jeff
>
> On 8/7/05, Jeff Fearn <[EMAIL PROTECTED]> wrote:
> > Hi everybody! I have just upgraded to VS .NET 2003, yes I am cutting
> > edge ;) And I still can not get the debugger to catch seg faults :(
> >
> > I can set break points and if they are set before a crash then it
> > will stop and get in to the debugger ok, however if the crash is
> > before the break point then the server will just crash and exit.
> >
> > Just to recap...
> >
> > Halflife 1 mod, VS .NET 2003, can set and catch break points, seg
> > faults don't get caught by debugger, Windows XP.
> >
> > Commmand line args: -steam -allowdebug -game wizardwars
> >
> > Not sure  -allowdebug is required for HL1 mods, but tried it anyway
> > :)
> >
> > SteamApp.cfg:
> > SteamAppId=70
> > SteamAppVersionId=0
> > SteamInstallPath="D:\Steam"
> > [EMAIL PROTECTED]
> > BinaryLogEnable = disable
> >
> > Steam.dll & msvcr70.dll in half-life directory
> >
> > Jeff
> >
> > On 5/15/05, Jeff Fearn <[EMAIL PROTECTED]> wrote:
> > > On 5/15/05, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:
> > > > Just download the dlls'
> > > >
> > > > You can find them in the zhlt package -
> > > > http://downloads.ammahks.com/zhlt/zhlt321.zip (place them in
> > > > the system32 folder)
> > > >
> > > > I dont know why its asking for them, mayb vs6 downloaded a
> > > > service pack in the background
> > >
> > > I should have mentioned, I did d/l this dll and put it in the
> > > steam directory, which removes the message, however VC++ will
> > > still not debug the crash, steam just exits :(
> > >
> > > Jeff
> > >
> >
>
> ___
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RE: [hlcoders] HUD element problem

2005-08-10 Thread Alfred Reynolds
It sounds like your HUD element may have the wrong parent (in VGUI2 your
visibility depends on your parents visibility unless you are a popup (a
Frame) ).

Make sure your HUD elements construct has a SetParent() call, something
like this:
SetParent( g_pClientMode->GetViewport() );


- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Chris Adams
Sent: Wednesday, August 10, 2005 9:08 AM To:
hlcoders@list.valvesoftware.com Subject: [hlcoders] HUD element problem

> (Apologies if this appears twice)
>
> I've made a HUD element class which essentially displays an image and
> I have declared two child classes as HUD elements. The two elements
> are showing fine, but for some bizarre reason they only now show when
> there is one of the following active (there are probably more but I
> haven't noticed yet)
>
>   - vgui_drawtree
>   - vgui_drawfocus
>   - The scoreboard
>   - A 'client stuck' or 'server stuck' notice in the top-right
>
> I have also noticed that if I press ` for the console, then press it
> again to hide the console, the hud elements appear very very briefly
> before disappearing again. Through the debugging that I've done so
> far, I do know that they are drawing still and SetEnabled, SetVisible
> and SetAlpha all are set correctly.
>
> Anyone have any suggestions as to what might be going on here? I'll
> put the relevant source code up on the net if it would help.
>
> Thanks,
>
> ---
> Chris Adams
>
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list
> archives, please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders

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RE: [hlcoders] Steam update has broken debugging

2005-08-10 Thread Alfred Reynolds
A workaround if you get this problem should be to put "-insecure" on the
command line and set "sv_lan 1" when running your server. We are looking
into this problem right now to determine the appropriate fix for it.

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alex
Thomson Sent: Wednesday, August 10, 2005 6:17 AM To:
hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Steam update
has broken debugging

> One of the error message can occur if you need to run the game
> through Steam, whether you're debugging it or compiling maps.
> The error here always appears when trying to run a Source game
> through a debugger. Can you actually debug (e.g. in Visual Studio)
> your game now?
>
> -Original Message-
> From: Kester [mailto:[EMAIL PROTECTED]
> Sent: 10 August 2005 13:33
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] Steam update has broken debugging
>
> I had the same error, but it happened whilst trying to compile one of
> my maps. I fixed it by reinstalling steam (no need to delete
> anything, just run the installer, and install in the exact same
> place). Now it works normally again.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Alex
> Thomson
> Sent: 10 August 2005 10:42
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] Steam update has broken debugging
>
>
> Yes, we're experiencing the same problems here with a multiplayer mod.
> Attempting to run the mod through Visual Studio's debugger produces
> the errors below.
>
> - Deleting steamclient.dll, tier0_s.dll, vstdlib_s.dll from the
> Half-Life 2 Deathmatch/Bin directory gives the "steamclient.dll not
> found, server communication disabled" error.
>
> - Running Steam again then restores these 3 files back and gives the
> original "The procedure entry point ..." error.
>
> - Deleting steam.dll does force an update. Unfortunately it doesn't
> help with the debugging (even after running the game through Steam
> again).
>
> I'm guessing that there have been some changes to the DLLMain
> function within these DLLs which has caused them to stop running when
> running from a debugger. Is that any help?
>
>
>
> -Original Message-
> From: Alfred Reynolds [mailto:[EMAIL PROTECTED]
> Sent: 10 August 2005 06:05
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] Steam update has broken debugging
>
> Oh, make sure you have tried launch HL2 through Steam at least once
> since the update (just to make sure all the on disk binaries are up
> to date).
>
> - Alfred
>
> Original Message
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
> Reynolds Sent: Tuesday, August 09, 2005 9:58 PM To:
> hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Steam update
> has broken debugging
>
> > You can copy the 3 files I mentioned to
> > \Steam\SteamApps\USERNAME\Half-Life 2\bin\, mark them as read only
> > and then you should be able to debug.
> >
> > Original Message
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Teddy
> > Sent: Tuesday, August 09, 2005 9:45 PM To:
> > hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Steam
> > update has broken debugging
> >
> > > I tried both of those, still no dice. I quit steam, deleted the
> > > files in Half-Life 2\bin and \Steam\Steam.dll, restarted steam,
> > > let it update, ran hl2, then tried to debug, same error.
> > >
> > > -Teddy
> > >
> > > On 8/10/05, Alfred Reynolds <[EMAIL PROTECTED]> wrote:
> > > > Delete the ones in  \Steam\SteamApps\USERNAME\Half-Life 2\bin\.
> > > > If that fails quit Steam, delete "Steam.dll" from your base
> > > > Steam directory and run Steam again (this will force it to
> > > > reload the base Steam binaries).
> > > >
> > > > And it only happens on map load because that is the only time it
> > > > tries to enable this binary (it is connected to VAC2).
> > > >
> > > > - Alfred
> > > >
> > > > Original Message
> > > > From: [EMAIL PROTECTED]
> > > > [mailto:[EMAIL PROTECTED] On Behalf Of
> > > > Teddy Sent: Tuesday, August 09, 2005 9:17 PM To:
> > > > hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Steam
> > > > update has broken debugging
> > > >
> > > > > Thanks for replying so quickly Alfred :-)
> > > > >
> > > > > I checked my SourceMods\dystopia\bin directory, the only files
> > > > > in there is the server, client and shader dlls.
> > > > >
> > > > > I did a search for steamclient.dll/tier0_s.dll/vstdlib_s.dll,
> > > > > the only place they show up is in my
> > > > > \Steam\SteamApps\USERNAME\Half-Life 2\bin\ directory and in
> > > > > the \Steam directory.
> > > > >
> > > > > Any ideas?
> > > > >
> > > > > -Teddy
> > > > >
> > > > > On 8/10/05, Alfred Reynolds <[EMAIL PROTECTED]> wrote:
> > > > > > Looks like you may have copied
> > > > > > steamclient.dll/tier0_s.dll/vstdlib_s.dll
> > > > > > to your games bin/ directory. Delete them, they shouldn

[hlcoders] Lighting dynamic brushes

2005-08-10 Thread Tom Edwards

I'm looking into producing a mod that involves widespread player
creation of static brush entities. The biggest problem with that is
lighting - instancing them /should/ be simple enough, but lighting them
correctly looks to prove a major difficulty.

I suppose my question is this: might it be possible in a mod to run
low-quality RAD calculations on-demand and update a face's lightmap
ingame? Once they are created the brushes will be static, so it's a one
time operation. If something that outlandish won't work, what might?

Thanks.

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[hlcoders] HUD element problem

2005-08-10 Thread Chris Adams
(Apologies if this appears twice)

I've made a HUD element class which essentially displays an image and I have
declared two child classes as HUD elements. The two elements are showing
fine, but for some bizarre reason they only now show when there is one of
the following active (there are probably more but I haven't noticed yet)

- vgui_drawtree
- vgui_drawfocus
- The scoreboard
- A 'client stuck' or 'server stuck' notice in the top-right

I have also noticed that if I press ` for the console, then press it again
to hide the console, the hud elements appear very very briefly before
disappearing again. Through the debugging that I've done so far, I do know
that they are drawing still and SetEnabled, SetVisible and SetAlpha all are
set correctly.

Anyone have any suggestions as to what might be going on here? I'll put the
relevant source code up on the net if it would help.

Thanks,

---
Chris Adams




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[hlcoders] Teams

2005-08-10 Thread Matty Mihok

Hey, ive been subscribed to this list for a while jsut reading here and
there and if i ever needed to know something and couldnt find an answer so
ive now come to that.

In my modification, I want to be able to create/delete change teams, and by
change teams i mean their names players and other things ive implimented.

But i need to know where to start, ive tried some methods already, ive tried
changing the m_szTeamName variable in the actual class, but it doesnt seem
to actually do anything. So i was wondering if anyone else had any ideas or
had knowledge of how to accomplish this concept?

Matthew Mihok
Developer of Sector 68
http://sectorsixtyeight.hax.it/



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RE: [hlcoders] Several bugs: particlemgr.cpp (730), CBaseAnimatingOverlay::AddGesture and gamerules.cpp (66)

2005-08-10 Thread Chris Adams
Hi,

Thanks for the help! Regarding the third bug with the bucket assert - I
can't think of anything that I have done but I will pass your comments onto
the other coders. I also seem to be able to debug at the moment so could you
offer any advice on what to look at? I think another of the coders changed
the min/max values or something as we're trying to replicate gameplay from
an older mod, but I can't remember what exactly - does it clear anything up
if I explain that since that was done one now spawns stuck in the ground a
bit?

Thanks,

---
Chris Adams

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alex Thomson
Sent: 10 August 2005 13:15
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Several bugs: particlemgr.cpp (730),
CBaseAnimatingOverlay::AddGesture and gamerules.cpp (66)


(2)
The QC file for the model needs some "activity ACT_???" adding for the
gestures it's trying to play. The "(null)" name appears if you haven't
registered the activity name in ai_activity.cpp using
ADD_ACTIVITY_TO_SR.

E.g. if you've added an ACT_MY_ACTIVITY, you'll need to:
- add "ADD_ACTIVITY_TO_SR( ACT_MY_ACTIVITY )" in ai_activity.cpp
- add "activity ACT_MY_ACTIVITY 1" to the appropriate animation in the
qc file


(3)
The bucket assert is happening because the z-values on some particles
are out of range. Have you added or changed the bullet/shooting particle
code? The z-values should be in the range minz - maxz (depending on clip
planes &c). Is it trying to draw some particles with e.g. a negative
z-value maybe?

If we could debug Steam games at the moment, you might be able to find
out more :-)


CBaseAnimatingOverlay::AddGesture:  model
models/humans/group03/male_02.mdl
missing activity (null)
This happens whenever I shoot, I believe, for both old and new weapons
also
I think


Now onto the third, the nasty one! This error occurs in huge quantity
whenever I shoot, die, etc, etc (I'm guessing something to do with
particles
looking at the error lol)
particlemgr.cpp (730) : Assertion Failed: iAddBucket >= 0 && iAddBucket
<
NUM_BUCKETS


If anyone could give me pointers as where to start with these three bugs
I'd
be very grateful - please let me know if you need any more information

Thanks,

---
Chris Adams



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RE: [hlcoders] Steam update has broken debugging

2005-08-10 Thread Alex Thomson
One of the error message can occur if you need to run the game through
Steam, whether you're debugging it or compiling maps.
The error here always appears when trying to run a Source game through a
debugger. Can you actually debug (e.g. in Visual Studio) your game now?

-Original Message-
From: Kester [mailto:[EMAIL PROTECTED]
Sent: 10 August 2005 13:33
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Steam update has broken debugging

I had the same error, but it happened whilst trying to compile one of my
maps. I fixed it by reinstalling steam (no need to delete anything, just
run the installer, and install in the exact same place). Now it works
normally again.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alex Thomson
Sent: 10 August 2005 10:42
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Steam update has broken debugging


Yes, we're experiencing the same problems here with a multiplayer mod.
Attempting to run the mod through Visual Studio's debugger produces the
errors below.

- Deleting steamclient.dll, tier0_s.dll, vstdlib_s.dll from the
Half-Life 2 Deathmatch/Bin directory gives the "steamclient.dll not
found, server communication disabled" error.

- Running Steam again then restores these 3 files back and gives the
original "The procedure entry point ..." error.

- Deleting steam.dll does force an update. Unfortunately it doesn't help
with the debugging (even after running the game through Steam again).

I'm guessing that there have been some changes to the DLLMain function
within these DLLs which has caused them to stop running when running
from a debugger. Is that any help?



-Original Message-
From: Alfred Reynolds [mailto:[EMAIL PROTECTED]
Sent: 10 August 2005 06:05
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Steam update has broken debugging

Oh, make sure you have tried launch HL2 through Steam at least once
since the update (just to make sure all the on disk binaries are up to
date).

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds Sent: Tuesday, August 09, 2005 9:58 PM To:
hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Steam update
has broken debugging

> You can copy the 3 files I mentioned to
> \Steam\SteamApps\USERNAME\Half-Life 2\bin\, mark them as read only
> and then you should be able to debug.
>
> Original Message
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Teddy
> Sent:
> Tuesday, August 09, 2005 9:45 PM To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Steam update has broken debugging
>
> > I tried both of those, still no dice. I quit steam, deleted the
> > files in Half-Life 2\bin and \Steam\Steam.dll, restarted steam, let
> > it update, ran hl2, then tried to debug, same error.
> >
> > -Teddy
> >
> > On 8/10/05, Alfred Reynolds <[EMAIL PROTECTED]> wrote:
> > > Delete the ones in  \Steam\SteamApps\USERNAME\Half-Life 2\bin\.
> > > If that fails quit Steam, delete "Steam.dll" from your base Steam
> > > directory and run Steam again (this will force it to reload the
> > > base Steam binaries).
> > >
> > > And it only happens on map load because that is the only time it
> > > tries to enable this binary (it is connected to VAC2).
> > >
> > > - Alfred
> > >
> > > Original Message
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of Teddy
> > > Sent: Tuesday, August 09, 2005 9:17 PM To:
> > > hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Steam
> > > update has broken debugging
> > >
> > > > Thanks for replying so quickly Alfred :-)
> > > >
> > > > I checked my SourceMods\dystopia\bin directory, the only files
> > > > in there is the server, client and shader dlls.
> > > >
> > > > I did a search for steamclient.dll/tier0_s.dll/vstdlib_s.dll,
> > > > the only place they show up is in my
> > > > \Steam\SteamApps\USERNAME\Half-Life 2\bin\ directory and in the
> > > > \Steam directory.
> > > >
> > > > Any ideas?
> > > >
> > > > -Teddy
> > > >
> > > > On 8/10/05, Alfred Reynolds <[EMAIL PROTECTED]> wrote:
> > > > > Looks like you may have copied
> > > > > steamclient.dll/tier0_s.dll/vstdlib_s.dll
> > > > > to your games bin/ directory. Delete them, they shouldn't be
> > > > > there.
> > > > >
> > > > > - Alfred
> > > > >
> > > > > Original Message
> > > > > From: [EMAIL PROTECTED]
> > > > > [mailto:[EMAIL PROTECTED] On Behalf Of
> > > > > Teddy Sent: Tuesday, August 09, 2005 8:52 PM To:
> > > > > hlcoders@list.valvesoftware.com
> > > > > Subject: [hlcoders] Steam update has broken debugging
> > > > >
> > > > > > Since the last steam update, i can't debug my mod.
> > > > > >
> > > > > > Running it with the following command line:
> > > > > > \Steam\SteamApps\USERNAME\Half-Life 2\hl2.exe -dev
> > > > > > -allowdebug -novid -game
> > > > > > "\steam\SteamApps\SourceMods\dystopia"
> > > > > >
> > > > > > Causes the following err

Re: [hlcoders] Steam update has broken debugging

2005-08-10 Thread Tim Jones

Kester,
 Did you first uninstall steam?  I tried installing over my current
copy with no luck.  I still get the steamclient.dll error.

-Tim

Kester wrote:


I had the same error, but it happened whilst trying to compile one of my
maps. I fixed it by reinstalling steam (no need to delete anything, just
run the installer, and install in the exact same place). Now it works
normally again.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alex Thomson
Sent: 10 August 2005 10:42
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Steam update has broken debugging


Yes, we're experiencing the same problems here with a multiplayer mod.
Attempting to run the mod through Visual Studio's debugger produces the
errors below.

- Deleting steamclient.dll, tier0_s.dll, vstdlib_s.dll from the
Half-Life 2 Deathmatch/Bin directory gives the "steamclient.dll not
found, server communication disabled" error.

- Running Steam again then restores these 3 files back and gives the
original "The procedure entry point ..." error.

- Deleting steam.dll does force an update. Unfortunately it doesn't help
with the debugging (even after running the game through Steam again).

I'm guessing that there have been some changes to the DLLMain function
within these DLLs which has caused them to stop running when running
from a debugger. Is that any help?



-Original Message-
From: Alfred Reynolds [mailto:[EMAIL PROTECTED]
Sent: 10 August 2005 06:05
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Steam update has broken debugging

Oh, make sure you have tried launch HL2 through Steam at least once
since the update (just to make sure all the on disk binaries are up to
date).

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds Sent: Tuesday, August 09, 2005 9:58 PM To:
hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Steam update
has broken debugging




You can copy the 3 files I mentioned to
\Steam\SteamApps\USERNAME\Half-Life 2\bin\, mark them as read only
and then you should be able to debug.

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Teddy
Sent:
Tuesday, August 09, 2005 9:45 PM To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Steam update has broken debugging




I tried both of those, still no dice. I quit steam, deleted the
files in Half-Life 2\bin and \Steam\Steam.dll, restarted steam, let
it update, ran hl2, then tried to debug, same error.

-Teddy

On 8/10/05, Alfred Reynolds <[EMAIL PROTECTED]> wrote:



Delete the ones in  \Steam\SteamApps\USERNAME\Half-Life 2\bin\.
If that fails quit Steam, delete "Steam.dll" from your base Steam
directory and run Steam again (this will force it to reload the
base Steam binaries).

And it only happens on map load because that is the only time it
tries to enable this binary (it is connected to VAC2).

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Teddy
Sent: Tuesday, August 09, 2005 9:17 PM To:
hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Steam
update has broken debugging




Thanks for replying so quickly Alfred :-)

I checked my SourceMods\dystopia\bin directory, the only files
in there is the server, client and shader dlls.

I did a search for steamclient.dll/tier0_s.dll/vstdlib_s.dll,
the only place they show up is in my
\Steam\SteamApps\USERNAME\Half-Life 2\bin\ directory and in the
\Steam directory.

Any ideas?

-Teddy

On 8/10/05, Alfred Reynolds <[EMAIL PROTECTED]> wrote:



Looks like you may have copied
steamclient.dll/tier0_s.dll/vstdlib_s.dll
to your games bin/ directory. Delete them, they shouldn't be
there.

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Teddy Sent: Tuesday, August 09, 2005 8:52 PM To:
hlcoders@list.valvesoftware.com
Subject: [hlcoders] Steam update has broken debugging




Since the last steam update, i can't debug my mod.

Running it with the following command line:
\Steam\SteamApps\USERNAME\Half-Life 2\hl2.exe -dev
-allowdebug -novid -game
"\steam\SteamApps\SourceMods\dystopia"

Causes the following errors:

"The procedure entry point ??
1CScopedCriticalSection@@[EMAIL PROTECTED] could not be located in the
dynamic link library tier0_s.dll."

then i get this Enginer Error:
"steamclient.dll not found, server communication disabled."


Anyone else having this problem, and more importantly,
anyone found a fix for it?

Cheers,
Teddy

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RE: [hlcoders] Weapon attachments

2005-08-10 Thread Alex Thomson
That's brilliant - thank you. I might add something to the Wiki about
that later... it's useful knowledge!

Cheers
Alex

-Original Message-
From: Teddy [mailto:[EMAIL PROTECTED]
Sent: 10 August 2005 02:18
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Weapon attachments

It uses a flag (EF_BONEMERGE from memory), which basically tells it to
match up the bone in the weapon model to the player model (usually the
ValveBiped_R_Hand)

On 8/10/05, Alex Thomson <[EMAIL PROTECTED]> wrote:
> I think that's a contact point on the crowbar rather than where it
> attaches to... but thanks anyway. I'll double-check.
>
> -Original Message-
> From: Kamran [mailto:[EMAIL PROTECTED]
> Sent: 09 August 2005 17:35
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Weapon attachments
>
> Have you looked at the crowbar XSI file? It's in the
> user_name\sourcesdk_content\hl2\modelsrc\weapons folder.
>
> It has little points that seem to reference bones, I haven't looked
much
> at it.
>
> Alex Thomson wrote:
>
> >This is a multi-part message in MIME format.
> >--
> >[ Picked text/plain from multipart/alternative ]
> >So... weapon attachments, the view model stuff is fairly well
> >documented. But, say I had a completely new character model and a
> >completely new weapon model. How do I go about telling the game where
> >the weapon should attach to the character (normally the right hand)?
> >I've tried FollowEntity, SetParent but no luck - is it an option
hiding
> >in a qc file somewhere?
> >
> >TIA
> >Alex
> >
> >
>
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> shall bind Kuju Entertainment Ltd in any contract or obligation.
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> viruses which could damage your own computer system. While Kuju
> Entertainment has taken every reasonable precaution to minimise this
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RE: [hlcoders] Steam update has broken debugging

2005-08-10 Thread Kester
I had the same error, but it happened whilst trying to compile one of my
maps. I fixed it by reinstalling steam (no need to delete anything, just
run the installer, and install in the exact same place). Now it works
normally again.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alex Thomson
Sent: 10 August 2005 10:42
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Steam update has broken debugging


Yes, we're experiencing the same problems here with a multiplayer mod.
Attempting to run the mod through Visual Studio's debugger produces the
errors below.

- Deleting steamclient.dll, tier0_s.dll, vstdlib_s.dll from the
Half-Life 2 Deathmatch/Bin directory gives the "steamclient.dll not
found, server communication disabled" error.

- Running Steam again then restores these 3 files back and gives the
original "The procedure entry point ..." error.

- Deleting steam.dll does force an update. Unfortunately it doesn't help
with the debugging (even after running the game through Steam again).

I'm guessing that there have been some changes to the DLLMain function
within these DLLs which has caused them to stop running when running
from a debugger. Is that any help?



-Original Message-
From: Alfred Reynolds [mailto:[EMAIL PROTECTED]
Sent: 10 August 2005 06:05
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Steam update has broken debugging

Oh, make sure you have tried launch HL2 through Steam at least once
since the update (just to make sure all the on disk binaries are up to
date).

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds Sent: Tuesday, August 09, 2005 9:58 PM To:
hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Steam update
has broken debugging

> You can copy the 3 files I mentioned to
> \Steam\SteamApps\USERNAME\Half-Life 2\bin\, mark them as read only
> and then you should be able to debug.
>
> Original Message
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Teddy
> Sent:
> Tuesday, August 09, 2005 9:45 PM To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Steam update has broken debugging
>
> > I tried both of those, still no dice. I quit steam, deleted the
> > files in Half-Life 2\bin and \Steam\Steam.dll, restarted steam, let
> > it update, ran hl2, then tried to debug, same error.
> >
> > -Teddy
> >
> > On 8/10/05, Alfred Reynolds <[EMAIL PROTECTED]> wrote:
> > > Delete the ones in  \Steam\SteamApps\USERNAME\Half-Life 2\bin\.
> > > If that fails quit Steam, delete "Steam.dll" from your base Steam
> > > directory and run Steam again (this will force it to reload the
> > > base Steam binaries).
> > >
> > > And it only happens on map load because that is the only time it
> > > tries to enable this binary (it is connected to VAC2).
> > >
> > > - Alfred
> > >
> > > Original Message
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of Teddy
> > > Sent: Tuesday, August 09, 2005 9:17 PM To:
> > > hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Steam
> > > update has broken debugging
> > >
> > > > Thanks for replying so quickly Alfred :-)
> > > >
> > > > I checked my SourceMods\dystopia\bin directory, the only files
> > > > in there is the server, client and shader dlls.
> > > >
> > > > I did a search for steamclient.dll/tier0_s.dll/vstdlib_s.dll,
> > > > the only place they show up is in my
> > > > \Steam\SteamApps\USERNAME\Half-Life 2\bin\ directory and in the
> > > > \Steam directory.
> > > >
> > > > Any ideas?
> > > >
> > > > -Teddy
> > > >
> > > > On 8/10/05, Alfred Reynolds <[EMAIL PROTECTED]> wrote:
> > > > > Looks like you may have copied
> > > > > steamclient.dll/tier0_s.dll/vstdlib_s.dll
> > > > > to your games bin/ directory. Delete them, they shouldn't be
> > > > > there.
> > > > >
> > > > > - Alfred
> > > > >
> > > > > Original Message
> > > > > From: [EMAIL PROTECTED]
> > > > > [mailto:[EMAIL PROTECTED] On Behalf Of
> > > > > Teddy Sent: Tuesday, August 09, 2005 8:52 PM To:
> > > > > hlcoders@list.valvesoftware.com
> > > > > Subject: [hlcoders] Steam update has broken debugging
> > > > >
> > > > > > Since the last steam update, i can't debug my mod.
> > > > > >
> > > > > > Running it with the following command line:
> > > > > > \Steam\SteamApps\USERNAME\Half-Life 2\hl2.exe -dev
> > > > > > -allowdebug -novid -game
> > > > > > "\steam\SteamApps\SourceMods\dystopia"
> > > > > >
> > > > > > Causes the following errors:
> > > > > >
> > > > > > "The procedure entry point ??
> > > > > > 1CScopedCriticalSection@@[EMAIL PROTECTED] could not be located in 
> > > > > > the
> > > > > > dynamic link library tier0_s.dll."
> > > > > >
> > > > > > then i get this Enginer Error:
> > > > > > "steamclient.dll not found, server communication disabled."
> > > > > >
> > > > > >
> > > > > > Anyone else having this problem, and more importantly,
> > > > > > anyone found a fix for it?

RE: [hlcoders] Several bugs: particlemgr.cpp (730), CBaseAnimatingOverlay::AddGesture and gamerules.cpp (66)

2005-08-10 Thread Alex Thomson

(2)
The QC file for the model needs some "activity ACT_???" adding for the
gestures it's trying to play. The "(null)" name appears if you haven't
registered the activity name in ai_activity.cpp using
ADD_ACTIVITY_TO_SR.

E.g. if you've added an ACT_MY_ACTIVITY, you'll need to:
- add "ADD_ACTIVITY_TO_SR( ACT_MY_ACTIVITY )" in ai_activity.cpp
- add "activity ACT_MY_ACTIVITY 1" to the appropriate animation in the
qc file


(3)
The bucket assert is happening because the z-values on some particles
are out of range. Have you added or changed the bullet/shooting particle
code? The z-values should be in the range minz - maxz (depending on clip
planes &c). Is it trying to draw some particles with e.g. a negative
z-value maybe?

If we could debug Steam games at the moment, you might be able to find
out more :-)


CBaseAnimatingOverlay::AddGesture:  model
models/humans/group03/male_02.mdl
missing activity (null)
This happens whenever I shoot, I believe, for both old and new weapons
also
I think


Now onto the third, the nasty one! This error occurs in huge quantity
whenever I shoot, die, etc, etc (I'm guessing something to do with
particles
looking at the error lol)
particlemgr.cpp (730) : Assertion Failed: iAddBucket >= 0 && iAddBucket
<
NUM_BUCKETS


If anyone could give me pointers as where to start with these three bugs
I'd
be very grateful - please let me know if you need any more information

Thanks,

---
Chris Adams



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[hlcoders] Several bugs: particlemgr.cpp (730), CBaseAnimatingOverlay::AddGesture and gamerules.cpp (66)

2005-08-10 Thread Chris Adams
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hey all,

I'm currently in the process of debugging our MOD and a few things have come
up. The first, I believe I'll be able to fix without too much of a problem,
but if anyone could give me a pointer as to what might cause this so I can
fix it faster, I'd really appreciate it :-)

gamerules.cpp (66) : Assertion Failed: !s_pGameRulesProxy
This occurs when the gamerules load - as I say I think I'll work it out but
while I'm asking about the others I thought I'd mention it :-)


The second I'm not too worried about - I'm guessing that it's caused because
the gestures or something aren't registered in the model? Or are the
gestures that should be happening not being referenced or whatever in the
code?

CBaseAnimatingOverlay::AddGesture:  model models/humans/group03/male_02.mdl
missing activity (null)
This happens whenever I shoot, I believe, for both old and new weapons also
I think


Now onto the third, the nasty one! This error occurs in huge quantity
whenever I shoot, die, etc, etc (I'm guessing something to do with particles
looking at the error lol)
particlemgr.cpp (730) : Assertion Failed: iAddBucket >= 0 && iAddBucket <
NUM_BUCKETS


If anyone could give me pointers as where to start with these three bugs I'd
be very grateful - please let me know if you need any more information

Thanks,

---
Chris Adams



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Re: [hlcoders] MSVCR70 Missing - HL1 Debugging Session

2005-08-10 Thread Jeff Fearn
Still can't catch exceptions when running HL1 mod in VS .NET 2003 ...
anyone have any idea what may be causing such a thing?

Jeff

On 8/7/05, Jeff Fearn <[EMAIL PROTECTED]> wrote:
> Hi everybody! I have just upgraded to VS .NET 2003, yes I am cutting
> edge ;) And I still can not get the debugger to catch seg faults :(
>
> I can set break points and if they are set before a crash then it will
> stop and get in to the debugger ok, however if the crash is before the
> break point then the server will just crash and exit.
>
> Just to recap...
>
> Halflife 1 mod, VS .NET 2003, can set and catch break points, seg
> faults don't get caught by debugger, Windows XP.
>
> Commmand line args: -steam -allowdebug -game wizardwars
>
> Not sure  -allowdebug is required for HL1 mods, but tried it anyway :)
>
> SteamApp.cfg:
> SteamAppId=70
> SteamAppVersionId=0
> SteamInstallPath="D:\Steam"
> [EMAIL PROTECTED]
> BinaryLogEnable = disable
>
> Steam.dll & msvcr70.dll in half-life directory
>
> Jeff
>
> On 5/15/05, Jeff Fearn <[EMAIL PROTECTED]> wrote:
> > On 5/15/05, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:
> > > Just download the dlls'
> > >
> > > You can find them in the zhlt package -
> > > http://downloads.ammahks.com/zhlt/zhlt321.zip (place
> > > them in the system32 folder)
> > >
> > > I dont know why its asking for them, mayb vs6
> > > downloaded a service pack in the background
> >
> > I should have mentioned, I did d/l this dll and put it in the steam
> > directory, which removes the message, however VC++ will still not
> > debug the crash, steam just exits :(
> >
> > Jeff
> >
>

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RE: [hlcoders] Steam update has broken debugging

2005-08-10 Thread Alex Thomson

Yes, we're experiencing the same problems here with a multiplayer mod.
Attempting to run the mod through Visual Studio's debugger produces the
errors below.

- Deleting steamclient.dll, tier0_s.dll, vstdlib_s.dll from the
Half-Life 2 Deathmatch/Bin directory gives the "steamclient.dll not
found, server communication disabled" error.

- Running Steam again then restores these 3 files back and gives the
original "The procedure entry point ..." error.

- Deleting steam.dll does force an update. Unfortunately it doesn't help
with the debugging (even after running the game through Steam again).

I'm guessing that there have been some changes to the DLLMain function
within these DLLs which has caused them to stop running when running
from a debugger. Is that any help?



-Original Message-
From: Alfred Reynolds [mailto:[EMAIL PROTECTED]
Sent: 10 August 2005 06:05
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Steam update has broken debugging

Oh, make sure you have tried launch HL2 through Steam at least once
since the update (just to make sure all the on disk binaries are up to
date).

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds Sent: Tuesday, August 09, 2005 9:58 PM To:
hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Steam update
has broken debugging

> You can copy the 3 files I mentioned to
> \Steam\SteamApps\USERNAME\Half-Life 2\bin\, mark them as read only
> and then you should be able to debug.
>
> Original Message
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Teddy
> Sent:
> Tuesday, August 09, 2005 9:45 PM To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Steam update has broken debugging
>
> > I tried both of those, still no dice. I quit steam, deleted the
> > files in Half-Life 2\bin and \Steam\Steam.dll, restarted steam, let
> > it update, ran hl2, then tried to debug, same error.
> >
> > -Teddy
> >
> > On 8/10/05, Alfred Reynolds <[EMAIL PROTECTED]> wrote:
> > > Delete the ones in  \Steam\SteamApps\USERNAME\Half-Life 2\bin\.
> > > If that fails quit Steam, delete "Steam.dll" from your base Steam
> > > directory and run Steam again (this will force it to reload the
> > > base Steam binaries).
> > >
> > > And it only happens on map load because that is the only time it
> > > tries to enable this binary (it is connected to VAC2).
> > >
> > > - Alfred
> > >
> > > Original Message
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of Teddy
> > > Sent: Tuesday, August 09, 2005 9:17 PM To:
> > > hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Steam
> > > update has broken debugging
> > >
> > > > Thanks for replying so quickly Alfred :-)
> > > >
> > > > I checked my SourceMods\dystopia\bin directory, the only files
> > > > in there is the server, client and shader dlls.
> > > >
> > > > I did a search for steamclient.dll/tier0_s.dll/vstdlib_s.dll,
> > > > the only place they show up is in my
> > > > \Steam\SteamApps\USERNAME\Half-Life 2\bin\ directory and in the
> > > > \Steam directory.
> > > >
> > > > Any ideas?
> > > >
> > > > -Teddy
> > > >
> > > > On 8/10/05, Alfred Reynolds <[EMAIL PROTECTED]> wrote:
> > > > > Looks like you may have copied
> > > > > steamclient.dll/tier0_s.dll/vstdlib_s.dll
> > > > > to your games bin/ directory. Delete them, they shouldn't be
> > > > > there.
> > > > >
> > > > > - Alfred
> > > > >
> > > > > Original Message
> > > > > From: [EMAIL PROTECTED]
> > > > > [mailto:[EMAIL PROTECTED] On Behalf Of
> > > > > Teddy Sent: Tuesday, August 09, 2005 8:52 PM To:
> > > > > hlcoders@list.valvesoftware.com
> > > > > Subject: [hlcoders] Steam update has broken debugging
> > > > >
> > > > > > Since the last steam update, i can't debug my mod.
> > > > > >
> > > > > > Running it with the following command line:
> > > > > > \Steam\SteamApps\USERNAME\Half-Life 2\hl2.exe -dev
> > > > > > -allowdebug -novid -game
> > > > > > "\steam\SteamApps\SourceMods\dystopia"
> > > > > >
> > > > > > Causes the following errors:
> > > > > >
> > > > > > "The procedure entry point ??
> > > > > > 1CScopedCriticalSection@@[EMAIL PROTECTED] could not be located in 
> > > > > > the
> > > > > > dynamic link library tier0_s.dll."
> > > > > >
> > > > > > then i get this Enginer Error:
> > > > > > "steamclient.dll not found, server communication disabled."
> > > > > >
> > > > > >
> > > > > > Anyone else having this problem, and more importantly,
> > > > > > anyone found a fix for it?
> > > > > >
> > > > > > Cheers,
> > > > > > Teddy
> > > > > >
> > > > > > ___
> > > > > > To unsubscribe, edit your list preferences, or view the
> > > > > > list archives, please visit:
> > > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > > >
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