Im currently working on my HUD and loading the controls settings from a
keyvalues resource file (HudLayout.res). I've replaced most of the HL2 HUD
panels by my own ones that use vgui::labels to display text (ammo count,
etc) instead of the HudNumericDisplay class (which directly draws text on
the
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What res are you editing them in?
Edit them in 640*480 and this won't happen.
On 6/25/06, William Ravaine [EMAIL PROTECTED] wrote:
Im currently working on my HUD and loading the controls settings from a
keyvalues resource file
Is that a fix for the bug where re-sizing your HL2DM causes the ammo hud to be
off the side of the screen? If so please elaborate, as I'm constantly annoyed
by that long-standing bug whenever I switch in/out of fullscreen mode.
At 2006/06/25 11:51 AM, Benjamin Davison wrote:
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After a month or so without the commonplace Physical Mayhem bug that repros in
HL2DM, I have now managed to create a new Physical Mayhem bug that's possibly
unique to my mod, or at least to mods with similar features. This one is a bit
harder to repro - I've only seen it twice in the last week
A one-off starter guess: try turning off client-side weapon prediction
(cl_predict 0) and check if that gives you different behavior.
-John Sheu
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This is a bug in HL2DM as well. The blood spatters on the wall don't appear
for your own blood.
At 2006/06/25 08:24 PM, you wrote:
Hi,
I was working on a new melee weapon for our mod Caliber when I ran
across this. I've been debugging left and right all night trying to
understand why the blood
On Sunday 25 June 2006 9:05 pm, [EMAIL PROTECTED] wrote:
This is a bug in HL2DM as well. The blood spatters on the wall don't
appear for your own blood.
On Sunday 25 June 2006 8:24 pm, Imperio59 wrote:
I ran tests with two computers to figure out if this was the bot code
causing this (as I
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Are you sure that you are calling the effect on the server? And not just the
client?
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The way I fixed this was to go to CBaseEntity::ImpactTrace(...) in
baseentity_shared.cpp, after if (!pCustomImpactName), place another if
to check if this entity is a player and do a blood impact if yes:
if (!pCustomImpactName)
{
if (IsPlayer()) DispatchEffect(bloodimpact, data);
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