• What are you working on? v19
    6,590 replies, posted
[img]http://dl.dropbox.com/u/1442292/WAYWO/Malignance%202011-06-25%2023-13-45-25.gif[/img] Does this look weird for anyone else?
[QUOTE=NorthernGate;30716100][img]https://dl-web.dropbox.com/get/WAYWO/Malignance%202011-06-25%2023-13-45-25.gif?w=7cb49b76[/img] Does this look weird for anyone else?[/QUOTE] Uhh, you used your private dropbox link.
[QUOTE=Dehodson;30716123]Uhh, you used your private dropbox link.[/QUOTE] Poo, how do I make a public link? Wait, I think I fixed it. Wait, nope. Okay! Now I got it!
Looks like the light is collecting unnaturally in the gaps between the bricks
[QUOTE=Vbits;30716305]Looks like the light is collecting unnaturally in the gaps between the bricks[/QUOTE] Actually, it's collecting on the opposing brick giving the illusion that it's collecting in the gaps.
I've ordered myself a Head First Java book so after some heavy reading I should be ready to jump into my projects. I already have the concept of my programs down.
[QUOTE=NorthernGate;30716100][img]http://dl.dropbox.com/u/1442292/WAYWO/Malignance%202011-06-25%2023-13-45-25.gif[/img] Does this look weird for anyone else?[/QUOTE] ..Is the falloff linear? Might make it look less weird if you make it proportional to the square instead
[media]http://www.youtube.com/watch?v=V7RDNXeiulU[/media]
I'm very late, but I'd just like to mention Lewt works fine on my laptop as opposed to everyone else's problems. :v: Windows 7 64bit Mobility Radeon HD 5730
Lewt seems to not work on Nvidia gpu's only. My GTX560: [img]http://f.cl.ly/items/2b0v3b1r2E151s2H3a0O/Capture.PNG[/img] It's sometimes this, sometimes it just crashes spitting errors to the console. This gpu supports GL4 and I'm on the latest drivers. It's either a problem with OpenTK or the game.
Works fine for me, W7 64 bit HD5670.
[QUOTE=Ziks;30707128]I would like to know how well / if Lewt will run on systems other than my own, so would any of you be able to test my current build? [url=http://anyhub.net/file/3ibD-lewt250611.7z][img]http://anyhub.net/file/3iaY-ss1000.png[/img] http://anyhub.net/file/3ibD-lewt250611.7z[/url] I've included my resource archive builder and the chunk editor in case you want to try them out. At the moment you just explore a randomly generated dungeon with skeletons to test my collision code etc. WASD to move. You'll probably need .NET 4.0. Edit: fixed a small bug and reuploaded[/QUOTE] Works fine, map render time is anywhere between 0 and 8ms and averages about 3ms. Sprite render time is always 0ms. Phenom II 955, HD6870, Windows 7 x64
Damn it, why is OpenTK/OpenGL so complicated :smith: SFML.NET: [cpp]Shader s = new Shader("Data/Shader.fx"); RenderWindow.Draw(sprite, s);[/cpp] OpenTK: [img]http://img847.imageshack.us/img847/4048/screenshot2011062613081.png[/img] :psypop:
[QUOTE=Dlaor-guy;30718179]Damn it, why is OpenTK/OpenGL so complicated :smith: SFML.NET: [cpp]Shader s = new Shader("Data/Shader.fx"); RenderWindow.Draw(sprite, s);[/cpp] OpenTK: [img]http://img847.imageshack.us/img847/4048/screenshot2011062613081.png[/img] :psypop:[/QUOTE] That's pretty much exactly how it's done in standard OpenGL :v: What I usually do is write a helper class that can load up the two shaders and compile/link them (with proper error reporting and so on).
So some of you may have seen my work in cracking Hexxeh's Facepunch iPhone app with a python script that used libmproxy ([url=http://www.facepunch.com/threads/1090502-Facepunch-for-iOS-COMING-SOON?p=30653587&viewfull=1#post30653587]link if you haven't[/url]). That had a few issues. Mainly that it needed to run on a server the app could access, meaning that it is unable for general use as Hexxeh is able to block the server the app is running on. To solve that minor problem I've ported my request-fiddling, DRM-cracking proxy to C so I could run it [b]on the device itself[/b]: [media]http://www.youtube.com/watch?v=Nuz0hBsYAwM[/media] Once it's running on the device, all that is needed to to add [url]www.facepunch.com[/url] to the iPhone's /etc/hosts as 127.0.0.1 and all requests to Facepunch are directed to the proxy. It's designed to pass through requests that aren't for the api to regular Facepunch without tampering, so it won't disrupt anything in the way of that. The general concept of the DRM circumvention is solid, however this implementation slows the app down a little more than necessary because it is single-threaded and uses blocking I/O so it has to process requests in serial, and because it modifies the headers to disable keep-alive (this was to make the job of coding the proxy easier, as I don't have to parse the chunk-encoded response from the API). [editline]26th June 2011[/editline] and yes I do plan on releasing this at some stage :wink:
[quote] the difficulty is comparable to minecraft on peaceful [/quote] made me chuckle
[QUOTE=Ziks;30707128]I would like to know how well / if Lewt will run on systems other than my own, so would any of you be able to test my current build? [url=http://anyhub.net/file/3ibD-lewt250611.7z][img]http://anyhub.net/file/3iaY-ss1000.png[/img] http://anyhub.net/file/3ibD-lewt250611.7z[/url] I've included my resource archive builder and the chunk editor in case you want to try them out. At the moment you just explore a randomly generated dungeon with skeletons to test my collision code etc. WASD to move. You'll probably need .NET 4.0. Edit: fixed a small bug and reuploaded[/QUOTE] [code]Unhandled Exception: System.Exception: Resources failed to load from file "Data\sh_lewtcontent.rsa" ---> System.IO.FileNotFoundException: Could not find file "/home/z33ky/Lewt250611/Data\sh_lewtcontent.rsa". File name: '/home/z33ky/Lewt250611/Data\sh_lewtcontent.rsa'[/code] Use System.IO.Path.PathSeparator. [editline]26th June 2011[/editline] [QUOTE=high;30710741]I would do that but it seems that it merged in older commits of his too. So even if I revert to just before the merge. There is still a bunch of his code in the project from commits before it. [editline]25th June 2011[/editline] Anyone here have any experience working with a team. Just curious if you have a general set of guidelines that everyone must follow. I am collabing with people on github but it is getting messy real fast. Features are commited that don't work, code is changed that breaks compatibility without documenting, code is commited that hasn't been tested, code is commited that doesn't follow the style of the rest, etc :\.[/QUOTE] Did you do a --hard reset? I never collaborated with a big team or something, but I never had this problem. Just tell them to test their code, write a coding convention and perhaps ask them to pull your code before you pull from them, so they can take care of merging.
[media]http://www.youtube.com/watch?v=-VgYz79yhEw&feature=channel_video_title[/media] Made this little cheat thingy in Java for a Donald game..
[QUOTE=high;30710741] Anyone here have any experience working with a team. Just curious if you have a general set of guidelines that everyone must follow. I am collabing with people on github but it is getting messy real fast. Features are commited that don't work, code is changed that breaks compatibility without documenting, code is commited that hasn't been tested, code is commited that doesn't follow the style of the rest, etc :\.[/QUOTE] Use more branches, like topic branches. Having multiple people working on the same branch [i]at the same time[/i] gets really annoying. If you want some framework for code review; use pull requests. If your team isn't disciplined in proper use of Git, you might want to try using forks and pull requests exclusively, as it forces everyone to do the right thing.
No idea what's happening with nVidia cards, I'll try and find a PC with one at home so I can try some things out. I fixed the file paths like ZeekyHBomb suggested, and added some extra debugging info for when it crashes during setting up the sprite renderer. [url]http://anyhub.net/file/3iK9-lewt260611.7z[/url]
nVidia GeForce 6100, I get this: [img]http://www.peniscorp.com/stuff/CUsersGRANPC1AppDataLocalTempRarEX00.205Lewt260611Lewt.exe-2011-06-26_15.20.26.png[/img] [editline]26th June 2011[/editline] "Uncontrolled exception: System.EntryPointNotFoudException: Couldn't find the entrypoint 'glBindFragDataLocation' in the DLL file 'opengl32.dll'." Drivers up to date and all that.
Does your card support GL3? I searched around and couldn't find anything saying it supported anything higher than GL2. I guess I'll have to try and support OpenGL 2.0 as well as 3.0, or I guess I could try and move to XNA or SFML which seem to already support different versions of DirectX and OpenGL respectively so I don't have to worry about it.
Same shit here, 8800 GT Should support OpenGL 3 (I think) [editline]26th June 2011[/editline] Actually, OpenGL 2.1
[QUOTE=Tobba;30720583]Same shit here, 8800 GT Should support OpenGL 3 (I think) [editline]26th June 2011[/editline] [B]Actually, OpenGL 2.1[/B][/QUOTE] No [url]http://en.wikipedia.org/wiki/GeForce_8_Series[/url] OpenGL version 3.3
[QUOTE=Jallen;30720614]No [url]http://en.wikipedia.org/wiki/GeForce_8_Series[/url] OpenGL version 3.3[/QUOTE] No [url]http://www.nvidia.com/object/product_geforce_8800_gt_us.html[/url] OpenGL version 2.1
[QUOTE=Ziks;30719600]No idea what's happening with nVidia cards, I'll try and find a PC with one at home so I can try some things out. I fixed the file paths like ZeekyHBomb suggested, and added some extra debugging info for when it crashes during setting up the sprite renderer. [url]http://anyhub.net/file/3iK9-lewt260611.7z[/url][/QUOTE] [img]http://filesmelt.com/dl/exception1.PNG[/img]
[QUOTE=Dj-J3;30720651][img]http://filesmelt.com/dl/exception1.PNG[/img][/QUOTE] Sorry, could you replace LewtShared.dll with this: [url]http://anyhub.net/file/3iQK-lewtshared.dll[/url] I missed out some error checking. Sorry for taking your time
[img]http://i54.tinypic.com/xomj34.png[/img] Finished implementing shunting-yard (except for function support). That's up next. And then, maybe, definition of functions by the user. Which brings up a question: what do you guys like the most? This: [code] def funcname(x) = x+2 [/code] or [code] funcname(x) := x+2 [/code]
[QUOTE=Tobba;30720631]No [url]http://www.nvidia.com/object/product_geforce_8800_gt_us.html[/url] OpenGL version 2.1[/QUOTE] Can you read? "The GeForce 8 series arrived with NVIDIA's first unified shader Direct3D 10 Shader Model 4.0 / OpenGL 2.1([b]later drivers have OpenGL 3.2 support[/b]) architecture."
Oh Fuck :v:
Sorry, you need to Log In to post a reply to this thread.