• What are you working on? v19
    6,590 replies, posted
[QUOTE=Xerios3;30582412]So then what do you guys think supcom has done in order to get those blue lines? Rays all around? [img]http://i.imgur.com/zNg0A.jpg[/img][/QUOTE] I have no idea to what's going on in that picture, seems like a mess of blue and green to me.
[QUOTE=Robber;30582574]Yes, unless the server doesn't have authentication enabled. The only other way would be to mod the server. I think that could be done as a Bukkit plugin.[/QUOTE] Hmm, and is there no way to get that initial packet without needing a user on any server? All I need to know realistically is max players that can be on the server and a map of the server if possible. How do things like the google maps minecraft map viewer work?
[QUOTE=Hruhf;30582663]I have no idea to what's going on in that picture, seems like a mess of blue and green to me.[/QUOTE] IIRC it was mentioned a couple of threads back - it's called a "flow field" or something and it was supposed to be this amazing pathfinding thing. It had some issues though, like units could navigate into the centre of a spiral but then get stuck trying to go back out. I think the lines in the diagram just point in the direction of the gradient of the terrain though, there doesn't seem to be much pathfinding going on.
[QUOTE=Richy19;30582723]Hmm, and is there no way to get that initial packet without needing a user on any server? All I need to know realistically is max players that can be on the server and a map of the server if possible. How do things like the google maps minecraft map viewer work?[/QUOTE] I don't think you can get the max players at all without a server side plugin/mod. I think the map viewers are hosted on the same PC as the server and just read the saved chunk data from the server's folder. It would be possible to download them directly from the server if you were whitelisted though.
The registry is awful. Read [url=http://www.codinghorror.com/blog/2007/08/was-the-windows-registry-a-good-idea.html]this[/url] blog post about it.
[QUOTE=Hruhf;30582663]I have no idea to what's going on in that picture, seems like a mess of blue and green to me.[/QUOTE] I believe it's a visualization of Supreme Commander 2's flowfield pathfinding.
[QUOTE=Dlaor-guy;30582137]I've been searching a good config file format lately, because Lua was too advanced for my needs, XML is ugly and bloated and INI just doesn't cut it. Then I thought: JSON! So I downloaded this Json library for C# and so far I'm loving it! It can serialize classes into Json files and vice versa, so that's pretty damn handy. Here's an example, this is my configuration class: [cpp] class Configuration { public uint ResolutionWidth { get; set; } public uint ResolutionHeight { get; set; } public bool FullScreen { get; set; } }[/cpp] Then I do... [cpp]Configuration config = new Configuration() { ResolutionWidth = 1280, ResolutionHeight = 720, FullScreen = false }; serial.Serialize(jWriter, config);[/cpp] And then I write the result to Config.json: [code]{ "ResolutionWidth": 1280, "ResolutionHeight": 720, "FullScreen": false }[/code] Perfect![/QUOTE] You don't need the () when making a new instance if the constructor is parameter-less and you are supplying the properties.
[QUOTE=Dlaor-guy;30582137]I've been searching a good config file format lately, because Lua was too advanced for my needs, XML is ugly and bloated and INI just doesn't cut it. Then I thought: JSON! So I downloaded this Json library for C# and so far I'm loving it! It can serialize classes into Json files and vice versa, so that's pretty damn handy. Here's an example, this is my configuration class: [cpp] class Configuration { public uint ResolutionWidth { get; set; } public uint ResolutionHeight { get; set; } public bool FullScreen { get; set; } }[/cpp] Then I do... [cpp]Configuration config = new Configuration() { ResolutionWidth = 1280, ResolutionHeight = 720, FullScreen = false }; serial.Serialize(jWriter, config);[/cpp] And then I write the result to Config.json: [code]{ "ResolutionWidth": 1280, "ResolutionHeight": 720, "FullScreen": false }[/code] Perfect![/QUOTE] What's the name of it?
[QUOTE=Darwin226;30584315]You don't need the () when making a new instance if the constructor is parameter-less and you are supplying the properties.[/QUOTE] Woah... you learn something new every day :v: [QUOTE=COBRAa;30584816]What's the name of it?[/QUOTE] Json.NET, see [url]http://james.newtonking.com/pages/json-net.aspx[/url]
[QUOTE=Dlaor-guy;30584943]Woah... you learn something new every day :v:[/QUOTE] You learn something [b]new[/b]!... Sorry... terrible pun...
Hey, I haven't posted in a week or so (maybe more). I was looking through some of my old projects on Google Code and one of the ones that I think still has potential is OpenSWF but at the moment I don't really feel to motivated to work on it. I intended OpenSWF to be an Opensource alternative to Scaleform GFx. If anyone wants commit access and wants to give it a whirl let me know. [url]http://code.google.com/p/openswf/[/url] EDIT: Oh and here's a screenshot of what it can do right now. It's not terribly impressive but it's a start. [img]http://dl.dropbox.com/u/16024664/openswf.png[/img]
Started learning XNA last night, not much to see but here's my progress [img]http://ploader.net/files/4d5a976677554ca60491c7c563c0b5fe.png[/img]
writing a tool to generate AO maps for any UV-unwrapped .OBJ so far it just renders a "position map" [img]http://i.imgur.com/19bD9.png[/img] the next step is to go through every pixel in the "position map" and calculate the AO for that point, and save it into an AO map
thought experiment: how would you go about authenticating players when there is no central user list?
[QUOTE=danharibo;30587581]thought experiment: how would you go about authenticating players when there is no central user list?[/QUOTE] Could you elaborate?
[QUOTE=danharibo;30587581]thought experiment: how would you go about authenticating players when there is no central user list?[/QUOTE] You don't?
[QUOTE=danharibo;30587581]thought experiment: how would you go about authenticating players when there is no central user list?[/QUOTE] What would I have to authenticate? A password? A cd-key? You would at least have to have an authentication key of some sort, and if that isn't unique to every user, people can leak it.
anyone know where to find pixel artists looking for work? I could do a lot more programming if the graphics was taken care of.
[QUOTE=bladerunner627;30587707]Could you elaborate?[/QUOTE] Perhaps authenticate was the wrong word, how could I identify individual users without them having to register at a central server. of course this doesn't need to work between servers, just sessions on a server.
Added some doors and buttons [img]http://dl.dropbox.com/u/2276133/asf.gif[/img]
[QUOTE=Parakon;30587928]anyone know where to find pixel artists looking for work? I could do a lot more programming if the graphics was taken care of.[/QUOTE] tigsource forums.
[QUOTE=danharibo;30587581]thought experiment: how would you go about authenticating players when there is no central user list?[/QUOTE] Well depends; if you are designing the actual software, you could make it so that each time a user connects to a server, the servers ip would be imprinted onto their client. Then, when they connect to a another server, it gathers this information, thus rendering the user a vector to transmit server ips in a decentralized way. The server software would connect to the other servers it has collected and gather info on users. Note that the user isn't necessarily expected to carry his own blacklist; obviously this could be hacked away if one wanted to. The point is that the users would be used to transmit data, rather than having a central database. Obviously this could be circumvented by preying solely on small servers, reducing the chance of a link. However, if you also had direct transmission of server ip lists between servers, It could possibly make such behavior much more difficult. Edit: Wait, are you talking about piracy? I thought you meant in terms of blacklists. My idea could be modified for piracy...
[QUOTE=danharibo;30587981]Perhaps authenticate was the wrong word, how could I identify individual users without them having to register at a central server. of course this doesn't need to work between servers, just sessions on a server.[/QUOTE] If its just between sessions on a single server, just store the ip address and a nickname on the server.
Should i continue with C# with the little knowledge I have or just jump into C++?
[QUOTE=SEKCobra;30588515]Should i continue with C# with the little knowledge I have or just jump into C++?[/QUOTE] If you already know a little C# and no C++ then C#. If you know some C++ then C++.
How does that make sense, would oyu tell me to stay with PHP because I know PHP?
an hour later, we have our first AO map [img]http://i.imgur.com/sNXmT.png[/img] applied in blender [img]http://i.imgur.com/QXAEO.png[/img] not quite right, but it's a start [cpp] RayCast rayCast = new RayCast(simulation); int occluded = 0; int total = 0; for (int i = 0; i < unitVecs.Length; ++i) { if (Vector3.Dot(unitVecs[i], n) < 0.0f) continue; Vector3 a = p + n * 1e-2f; Vector3 b = p + unitVecs[i] * 10.0f; rayCast.Go(ref a, ref b); if (rayCast.Body != null) occluded++; total++; } if (total == 0) total = 1; float coef = (float)occluded / total; coef = 1.0f - coef; int c = (int)(coef * 255); bitmap.SetPixel(x, y, System.Drawing.Color.FromArgb((int)(alpha * 255), c, c, c)); [/cpp] probably needs better calculations :v:
[QUOTE=icantread49;30587121]-ao map stuff-[/QUOTE] Can we see it on something more angular like a building?
got the game working now, going to add scores next [img]http://ploader.net/files/e61e315d026ca4e25a08a3443821ffa7.gif[/img] evil mouse!!
[QUOTE=RyanDv3;30588330] ~ words ~ [/QUOTE] I'm talking more about bans & op for game servers than anti-piracy, I'm guessing there's no real way to do it besides just associating ip addresses instead of usernames.
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