TwiX! Posted August 4, 2012 Share Posted August 4, 2012 What black screen?!?!?!?! Where did you put that?! learn how work dxDrawText in your code - there bad arguments Link to comment
MIKI785 Posted August 4, 2012 Share Posted August 4, 2012 Bad arguments can result in black screen? O_o. He just can't post debug errors... Link to comment
mamo Posted August 4, 2012 Author Share Posted August 4, 2012 Bad arguments can result in black screen? O_o. He just can't post debug errors... I use Debug Script and Nothing i just see A Black Screen Link to comment
mamo Posted August 4, 2012 Author Share Posted August 4, 2012 local screenWidth, screenHeight = guiGetScreenSize() dxDrawColorText ('#ffa500Nextmap: #ffFFff' .. g_NextMap, 2, screenHeight - dxGetFontHeight(1.7, 'default-bold')/2, 100, 100, tocolor ( 255, 255, 255, 255 ), 0.9, 'default-bold', 0.9, 'left') if (g_MapInfo) then dxDrawColorText ('#ffa500Map: #ffFFff' .. g_MapInfo.name, 2, screenHeight - dxGetFontHeight(3.3, 'default-bold')/2, 100, 100, tocolor ( 255, 255, 255, 255 ), 0.9, 'default-bold', 0.9, 'left') else dxDrawColorText ('#ffa500Map: #ffFFff- Nothing -', 2+1, screenHeight - dxGetFontHeight(3.3, 'default-bold')/2+1, 100+1, 100+1, tocolor ( 255, 255, 255, 255 ), 0.9, 'default-bold', 0.9, 'left') end dxDrawColorText ('#ffa500Spectators: #ffFFff' .. #Spectators .. '', 3.7, screenHeight - dxGetFontHeight(5.0, 'default-blod')/2+1, 100+1, 100+1, tocolor ( 255, 255, 255, 255 ), 0.9, 'default-bold', 0.9, 'left') if getElementData(getLocalPlayer(),"fps") then dxDrawColorText ('#ffa500FPS: #ffFFff' .. getElementData(getLocalPlayer(),"fps"), 1.2, screenHeight - dxGetFontHeight(6.5, 'default-bold')/2, 100, 100, tocolor ( 255, 255, 255, 255 ), 0.9, 'default-bold', 0.9, 'left') else dxDrawColorText ('#ffa500FPS: #ffFFff??', 1.6, screenHeight - dxGetFontHeight(6.5, 'default-bold')/2, 100, 100, tocolor ( 255, 255, 255, 255 ), 0.9, 'default-bold', 0.9, 'left') end end x, y = guiGetScreenSize() --x is the width of the screen x = x - 100 --X is now 100 Pixel from the right end of the screen. addEventHandler("onClientRender", getRootElement(), function () dxDrawColorText ('#ffa500sb#ffffffgames#ffa500.com#ffffff.br', x, y - dxGetFontHeight(250, 'default-bold')/2+1, 100, 100+1, tocolor ( 255, 255, 255, 255 ), 0.9, 'default-bold', 0.60, 'right') end) end Link to comment
MIKI785 Posted August 4, 2012 Share Posted August 4, 2012 I said MAKE YOUR OWN RESOURCE..... stop putting it into the race... Link to comment
Tails Posted August 4, 2012 Share Posted August 4, 2012 I know this happens with my script as well, regardless of using the guiGetScreenSize() command. local screenWidth,screenHeight = guiGetScreenSize() function renderDisplay ( ) dxDrawImage ( screenWidth/2 - 400, 0, 225, 17, 'ddastext.png') end function HandleTheRendering ( ) addEventHandler("onClientRender", getRootElement(), renderDisplay) end addEventHandler("onClientResourceStart",resourceRoot, HandleTheRendering) Link to comment
mamo Posted August 4, 2012 Author Share Posted August 4, 2012 I know this happens with my script as well, regardless of using the guiGetScreenSize() command. local screenWidth,screenHeight = guiGetScreenSize() function renderDisplay ( ) dxDrawImage ( screenWidth/2 - 400, 0, 225, 17, 'ddastext.png') end function HandleTheRendering ( ) addEventHandler("onClientRender", getRootElement(), renderDisplay) end addEventHandler("onClientResourceStart",resourceRoot, HandleTheRendering) Dude i don't won't Image , I won't Text. Link to comment
Jaysds1 Posted August 4, 2012 Share Posted August 4, 2012 (edited) Dude i don't won't Image , I won't Text. He's saying that the same thing happens to his script @Tails, Try this: local screenWidth,screenHeight = guiGetScreenSize() function renderDisplay ( ) dxDrawText("Hey", screenWidth/2 - 400/2, 0,400 , 17) dxDrawImage(screenWidth/2 - 400/2, 0, 400, 17," 'ddastext.png'") end function HandleTheRendering ( ) addEventHandler("onClientRender", getRootElement(), renderDisplay) end addEventHandler("onClientResourceStart",resourceRoot, HandleTheRendering) @mamo, Did you even defined the dxDrawColorText? Edited August 4, 2012 by Guest Link to comment
mamo Posted August 4, 2012 Author Share Posted August 4, 2012 But it's not Colored .. Link to comment
Jaysds1 Posted August 4, 2012 Share Posted August 4, 2012 But it's not Colored .. That one was for Tails, I was asking if you defined: dxDrawColorText Link to comment
Tails Posted August 4, 2012 Share Posted August 4, 2012 Thank you Jaysds1, I tested this on 800x600 and 1024x768, the text/image moved slightly to the left when I went to 1024x768. Not sure if there is anything I can do about this. Is there any way to scale the text / image size relative to the resolution or default hud (health bar, chatbox, map etc. ) Say I have an image that says Welcome, and I want it above the healthbar, on all resolutions. How do I get this? Thanks in advance. Sorry Mamo, for ''hi-jacking'' your thread, but i thought this was similar to your problem. Hope it will help you as well. Link to comment
myonlake Posted August 4, 2012 Share Posted August 4, 2012 I don't think it's possible to make it correct for all, since if a developer uses the highest resolution, all the resolutions below will see it differently even if you minused the screen width and height. I am sorry, but I am on my phone and can't browse the codes you have, but this is an example of how it should display a welcome text near the right top on all resolutions. local screenX, screenY = guiGetScreenSize() function dx_welcome() dxDrawText("Welcome", screenX - 50, 30, 50, 30, 1.0, "bankgothic", "left", "top", false, false, false) setTimer(function() removeEventHandler("onClientRender", root, dx_welcome) end, 4 * 1000, 1) end addEventHandler("onClientRender", root, dx_welcome) Not tested, typos are possible. Link to comment
Jaysds1 Posted August 4, 2012 Share Posted August 4, 2012 I think you mean this: local screenX, screenY = guiGetScreenSize() function dx_welcome() dxDrawText("Welcome", screenX - 50, 30, 50, 30, 1.0, "bankgothic", "left", "top", false, false, false) end addEventHandler("onClientRender", root, dx_welcome) setTimer(function() removeEventHandler("onClientRender", root, dx_welcome) end, 4000, 1) anyways, try working on this in the mean while. Link to comment
myonlake Posted August 5, 2012 Share Posted August 5, 2012 I think you mean this:local screenX, screenY = guiGetScreenSize() function dx_welcome() dxDrawText("Welcome", screenX - 50, 30, 50, 30, 1.0, "bankgothic", "left", "top", false, false, false) end addEventHandler("onClientRender", root, dx_welcome) setTimer(function() removeEventHandler("onClientRender", root, dx_welcome) end, 4000, 1) anyways, try working on this in the mean while. Yeah, right That should work - but I haven't tested it. At least one of my gamemodes is using that kind of method and it works. Link to comment
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