A topdown zombie shooter. Quite the unique idea if I dare say so myself!
Just spent 10 minutes trying to figure out why this line of code was giving me the warning "forcing value to bool":
[cpp]return (cross != D3DXVECTOR3(0, 0, 0));[/cpp]
Turns out DirectX defines a "BOOL" as an "int". All my rage, take it!
[QUOTE=Map in a box;33156344]A topdown zombie shooter. Quite the unique idea if I dare say so myself![/QUOTE]but i can't do graphics... not even the rogue-like type.
[QUOTE=Ezhik;33156391]but i can't do graphics... not even the rogue-like type.[/QUOTE]
That's where the learning comes in :v:
WAYWO - Grammer and speeling edition
[QUOTE=jalb;33154936]I hit a brick wall the other day. Then while at a group-coding session yesterday my computer crashed and I lost one of the most important (and biggest) files in my project! Spent all day re-coding it rather than getting anything done. But I'm back in action and hope to get lines and planes done today.
[img]http://dl.dropbox.com/u/11093974/Junk/progress2.png[/img]
I setup an SVN on my home-server to avoid losing anymore files in the future. I'll probably setup apache here soon as well in case anyone wants to take a peek at the source.[/QUOTE]
Now I may be wrong but wouldn't it be easier to code [url=http://en.wikipedia.org/wiki/Separating_axis_theorem]seperating planes/axis theorem[/url] and then treat OBB/ABB/Line/Triangle and maybe planes as a case of a convex shape, meaning you'll have to write one intersection code for all those shapes?
Someone(Overv i think) asked for a dump of Battlefield 3's _G so i fired up IDA and made one
[url]http://pastebin.com/dXYT1Cgi[/url]
Code i used is this:
[code]
function PrintTable( t, indent, done )
done = done or {}
indent = indent or 0
for key, value in pairs (t) do
Msg ( string.rep ("\t", indent) )
if type (value) == "table" and not done [value] then
done [value] = true
Msg (tostring (key) .. ":" .. "\n");
PrintTable (value, indent + 2, done)
else
Msg (tostring (key) .. "\t=\t")
Msg (tostring(value) .. "\n")
end
end
end
PrintTable( _G )
[/code]
if anyone wants the Cpp source just tell me, i need to clean the unused parts out before posting but im not sure if anybody wants it
Edit:
sorry for the huge size, i was unaware that the code tags dont add scrollbars
Please put that on pastebin or something.
I can't even make a joke about that.
Just got the second stage of my boot loader to work!
[IMG]http://i.imgur.com/DlVIk.png[/IMG]
This stage should put me in protected mode and load/run the kernel which will be written C. I'm really looking forward to that. (Those sexy brackets!)
Also, the file system is almost finished, with native support for two-stage boot loaders. (basically two boot sectors, where one is the normal 512 bytes, and the other is 3072 bytes)
[QUOTE=Jookia;33157016]I can't even make a joke about that.[/QUOTE]
what do you mean?
[media]http://www.youtube.com/watch?v=YgPcKJMHIkQ[/media]
The lag is because of the recording software. I need to invest in getting fraps. The little circles on each shape represents the "closest point" to the top-left camera's position.
[img]http://dl.dropbox.com/u/11093974/Junk/progress3.png[/img]
Now for lines!
[QUOTE=Ritave;33156707]Now I may be wrong but wouldn't it be easier to code [url=http://en.wikipedia.org/wiki/Separating_axis_theorem]seperating planes/axis theorem[/url] and then treat OBB/ABB/Line/Triangle and maybe planes as a case of a convex shape, meaning you'll have to write one intersection code for all those shapes?[/QUOTE]
I am using SAT for most of the collisions. However, some shapes can be more easily computed without SAT. For example, I have a whole SAT system setup, but it would be way more overhead than is necessary for something like AABB-AABB.
[QUOTE=Kamshak;33157115]what do you mean?[/QUOTE]
Pasting a dump of data that long just isn't funny. It's tragic.
[QUOTE=Jookia;33157240]Pasting a dump of data that long just isn't funny. It's tragic.[/QUOTE]
I'm sorry, last time i posted something this large code tags would just be a little text box with scroll bars making sure it doesnt extend a certain size
Edit: for those who want to mess around a bit: (lua_State *)0xE66A4660; works for me, if it doesnt work, attach ida, at 0x004DE6E8(esi) and many other locations the state can be found.
[QUOTE=miceiken;33155971]Oh my god, What's FireflyGL?!
Today I wanted to make a Firefly (the (best) tv show) MMORPG, but then I realized I didn't have the skills and it would probably be too much alike EVE.[/QUOTE]
Please do it. Firefly kicks ass. All ass. Every ass to ever exist.
[vid]http://dl.dropbox.com/u/2276133/platformer01%202011-11-06%2018-02-12-50.webmvp8.webm[/vid]
got doors working
[QUOTE=Baboo00;33157910]What happens when they close on you?[/QUOTE]
[vid]http://dl.dropbox.com/u/2276133/platformer01%202011-11-06%2018-14-05-59.webmvp8.webm[/vid]
This
[QUOTE=boomer678;33157771][vid]http://dl.dropbox.com/u/2276133/platformer01%202011-11-06%2018-02-12-50.webmvp8.webm[/vid]
got doors working[/QUOTE]
What happens when they close on you?
-snip-
[QUOTE=Kamshak;33156894]Someone(Overv i think) asked for a dump of Battlefield 3's _G so i fired up IDA and made one[/QUOTE]
'Twas me. Thanks for that. :3 How did you get the text after printing it with Msg though?
[QUOTE=GARRYMODE;33158040]'Twas me. Thanks for that. :3 How did you get the text after printing it with Msg though?[/QUOTE]
I kind of made the Msg function
[code]
int luaPrint( lua_State *L )
{
const char *text = luaL_checkstring( L, 1 );
if( text == NULL )
{
Beep( 400, 500 );
Beep( 400, 1000 );
Beep( 400, 500 );
return 1;
}
log( text );
return 1;
}
void doDump( )
{
Beep( 500, 1000 );
log( "Attached" );
lua_pushcfunction( g_L, luaPrint );
lua_setglobal( g_L, "Msg" );
log( "Set functions" );
Beep( 500, 1000 );
int error = luaL_dofile( g_L, "print.lua" );
if( error )
{
Beep( 700, 100 );
Beep( 700, 100 );
Beep( 700, 100 );
log( lua_tostring( g_L, -1 ) );
lua_pop( g_L, 1 );
}
}
[/code]
[QUOTE=Kamshak;33158059]I kind of made the Msg function[/QUOTE]
ingamePrint should print to the in-game console (haven't tried though)
[QUOTE=Kamshak;33158059]I kind of made the Msg function[/QUOTE]
ah I never thought of doing it like that. :)
[editline]6th November 2011[/editline]
[QUOTE=raBBish;33158087]ingamePrint should print to the in-game console (haven't tried though)[/QUOTE]
Aye that works. Sort of hard to make a huge dump. :P
[QUOTE=GARRYMODE;33158195]Sort of hard to make a huge dump. :P[/QUOTE]
Have you tried Movicol?
[QUOTE=Jookia;33158255]Have you tried Movicol?[/QUOTE]
I've not had much time to mess with BF3 since my last information dump post. Can you please explain what Movicol is?
[editline]lol[/editline]
Oh har har. I get it now. :shame:
Managed to create a gif.
Just dicking around with SFML, quite stupid actually.
[url=http://imgbin.org][img]http://imgbin.org/images/5543.gif[/img][/url]
The actual animation is a bit smoother, especially the color changes.
[QUOTE=Fetret;33158369]Managed to create a gif.
Just dicking around with SFML, quite stupid actually.
[url=http://imgbin.org][img]http://imgbin.org/images/5543.gif[/img][/url]
The actual animation is a bit smoother, especially the color changes.[/QUOTE]
I could watch that forever.
[QUOTE=Fetret;33158369]Managed to create a gif.
Just dicking around with SFML, quite stupid actually.
[url=http://imgbin.org][img]http://imgbin.org/images/5543.gif[/img][/url]
The actual animation is a bit smoother, especially the color changes.[/QUOTE]
Loading. Please wait.
kinda has that look about it
That would make for a cool animated wallpaper :)
[QUOTE=boomer678;33157771][vid]http://dl.dropbox.com/u/2276133/platformer01%202011-11-06%2018-02-12-50.webmvp8.webm[/vid]
got doors working
[vid]http://dl.dropbox.com/u/2276133/platformer01%202011-11-06%2018-14-05-59.webmvp8.webm[/vid]
This[/QUOTE]
Is there an webm encoder for virtualdub or something like that?
How do you make (encode) those videos ?
Also, if any of you are interested or have any more information on BF3 modding.
irc.freenode.net #nyannyannyannyan - we would love to hear what you've got.
Sorry, you need to Log In to post a reply to this thread.