-
Notifications
You must be signed in to change notification settings - Fork 127
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Proof of concept: VGUI2 support #269
Comments
Unfortunately, VGUI2 is designed that way that it will break if one of VGUI2, FileSystem, Tier0, VStdlib and other Source libraries are missing. Sure, we may never call it, but then what's the point of having an alternative UI that never gets drawn under an engine that doesn't support it? |
Mod-makers could use It's really just about about the ease distribution. If Xash3D allows the client library have some other name, then modders could just distribute It's also nice to have VGUI2 (at least as a branch) for completeness. In Field Intensity I didn't use VGUI2, but I had to use |
Mod probably will use VGUI2 to show something important on screen. If Xash doesn't work with VGUI2, then there is no need for engine checks as mod just doesn't work as intended. And it's my bug, to be honest. |
A mod can use VGUI2 just to render scalable texts, like Counter Strike does. |
And that would not render on Xash or look ugly. In the meanwhile, we could do something about VGUI2 support, but mod already has a dumb check for the engine it's running on that we can't avoid. Theoretically, such mods can go through VGUI2DrawCharacter(Additive) callbacks in engine interface, that has additional |
Partial work has been done in #447 |
Maybe we should add a branch with VGUI2 support. Ideally the same client binary should be usable in both GoldSource and Xash3D. Of course Xash3D can't benefit from VGUI2 in client library, but the presence of VGUI2 shouldn't break starting the game under Xash3D.
The text was updated successfully, but these errors were encountered: