[QUOTE=The Inzuki;17766279]Who the fuck buys font that's $374, let alone buys any kind of font, no matter what the price?[/QUOTE]
i can see why fonts cost money, because designing a typeface and creating fonts takes effort, but i can't see why 5 fonts cost almost half a thousand dollars. it's pretty fucking ridiculous for individual graphic designers.
[QUOTE=a2h;17765931]Fixed the HTML code injection in [url=http://anztf2mug.net/a2h/bugspray/]bugspray[/url]... covered adding comments and issues and registration form.[/QUOTE]
You still need to add input validation. I am able to submit a bug with no title, description, or category. You're category check only seems to check if its >0, but you also need to check if it's <5.
You also might want to add a "cooldown" to issue submissions to prevent spam.
Also a small issue, when you log in, you get the "You have been logged in." message and even though you really have been logged in, the top right corner still says "Guest" and gives the options to login or register. And when you log out, you get a "you have been logged out" message but the top right still says your username and gives the option to logout. When those messages are given, the page should reflect the session. Easy fix.
Also personally I wouldn't send or store the user's password. Personally I would send the hash and store a salted hash.
If I could get my hands on the Century Gothic font.
[QUOTE=ltkerr0r;17766668]You still need to add input validation. I am able to submit a bug with no title, description, or category. You're category check only seems to check if its >0, but you also need to check if it's <5.
You also might want to add a "cooldown" to issue submissions to prevent spam.[/QUOTE]
It used to only check if it wasn't -1, and you noticed the change...
[QUOTE=ltkerr0r;17766668]Also a small issue, when you log in, you get the "You have been logged in." message and even though you really have been logged in, the top right corner still says "Guest" and gives the options to login or register. And when you log out, you get a "you have been logged out" message but the top right still says your username and gives the option to logout. When those messages are given, the page should reflect the session. Easy fix.[/QUOTE]
I'll get to that.
[QUOTE=ltkerr0r;17766668]Also personally I wouldn't send or store the user's password. Personally I would send the hash and store a salted hash.[/QUOTE]
When you register a salt is randomly generated and your hash is stored. That technique I covered as soon as I began setting up what I wanted bugspray's tables to be like.
[QUOTE=RJ102;17767018]If I could get my hands on the Century Gothic font.[/QUOTE]
[url]http://dl.getdropbox.com/u/2116169/cg.rar[/url] have fun
[editline]12:02AM[/editline]
[QUOTE=ltkerr0r;17766668]You still need to add input validation. I am able to submit a bug with no title, description, or category. You're category check only seems to check if its >0, but you also need to check if it's <5.
You also might want to add a "cooldown" to issue submissions to prevent spam.
Also a small issue, when you log in, you get the "You have been logged in." message and even though you really have been logged in, the top right corner still says "Guest" and gives the options to login or register. And when you log out, you get a "you have been logged out" message but the top right still says your username and gives the option to logout. When those messages are given, the page should reflect the session. Easy fix.
Also personally I wouldn't send or store the user's password. Personally I would send the hash and store a salted hash.[/QUOTE]
the only thing that isn't a piece of shit is the design
<3 u Gng.
Finished the generator page. Might add some jquery effects when I can be bothered.
[url]http://blynx.org/projects/steam[/url]
[QUOTE=Blynx6;17770251]Finished the generator page. Might add some jquery effects when I can be bothered.
[url]http://blynx.org/projects/steam[/url][/QUOTE]
Do you enter the numerical or text id?
Not working either way for me.
[QUOTE=Rowley;17770275]Do you enter the numerical or text id?
Not working either way for me.[/QUOTE]
Your custom URL: [url]http://steamcommunity.com/id/BlynxSR[/url]
Is mine. Whatever your custom url is set to.
[QUOTE=Blynx6;17770251]Finished the generator page. Might add some jquery effects when I can be bothered.
[url]http://blynx.org/projects/steam[/url][/QUOTE]
Looks awesome.
[img]http://blynx.org/projects/steam/steam.php?id=benji311[/img]
So I heard you guys like Blinn-Phong shading?
[img]http://img205.imageshack.us/img205/9840/workbench002.png[/img]
Changes for today are as follows:
- Added Specular highlights to model rendering shader
- Migrated much of the code to GameComponent based classes
- Added FPS Counter
- Added darkened edge overlay
So most of the changes today are back end. As I've said I've migrated a lot of the code to GameComponents and DrawableGameComponents which means all their initialisation, updating and drawing calls are handled by XNA. This is a far more efficient way of doing things and a much better utilisation of the powerful XNA back end.
SSQ stuff...
[code]Added: Output code in Json format.
Added: Output code in Xml format.
Added: Added cache (image load time increased by ~50%)
Fix: Fixed uptime bar going out of place.[/code]
[img]http://i37.tinypic.com/2a78mq9.png[/img]
Output code examples:
JSON: [url]http://ssq.muffinz.eu/79.133.51.33:27015/json[/url]
XML: [url]http://ssq.muffinz.eu/79.133.51.33:27015/xml[/url]
Main website:
Main: [url]http://ssq.muffinz.eu/[/url]
Top 500: [url]http://ssq.muffinz.eu/top[/url]
My game has a bug. At the moment you can pick up a sword but when you leave the map and come back there is another sword. There is an easy fix to this, store the map in raw form somewhere and then edit this map accordingly. It's just alot of work.
[QUOTE=Semas-LTU;17771508]SSQ stuff...
[code]Added: Output code in Json format.
Added: Output code in Xml format.
Added: Added cache (image load time increased by ~50%)
Fix: Fixed uptime bar going out of place.[/code]
[img]http://i37.tinypic.com/2a78mq9.png[/img]
Output code examples:
JSON: [url]http://ssq.muffinz.eu/79.133.51.33:27015/json[/url]
XML: [url]http://ssq.muffinz.eu/79.133.51.33:27015/xml[/url]
Main website:
Main: [url]http://ssq.muffinz.eu/[/url]
Top 500: [url]http://ssq.muffinz.eu/top[/url][/QUOTE]
The image loads over and over for me. Firefox 3.0.14.
So wait, what is JSON?
[url]http://json.org/[/url]
[QUOTE=iPope;17771632]The image loads over and over for me. Firefox 3.0.14.[/QUOTE]
Well it is fine on 3.5.3. D:
[b]Edit:[/b]
I think your game will be most awesome of 2d kind. :3
[QUOTE=Semas-LTU;17771699]Well it is fine on 3.5.3. D:
[b]Edit:[/b]
I think your game will be most awesome of 2d kind. :3[/QUOTE]
Thank you, graphically at the moment is terrible but the gameplay is coming along.
I've decided to change the map format to a completely object based system, e.g I used to do:
#Sword# 1 1
for a sword but the map would be
1 1 1
1 0 1
1 1 1
now I am currently changing it over to
#Map# 1 0 0
Syntax:
#Map# ID, X, Y
It's going to be bug ridden and horrible for the next 5 hours, YAY :D (That is a prediction.
-snip-
[b]Edit:[/b]
I scrapped this because I just couldn't get it to work. Ugh, I don't know how I am going to solve this problemo. The save map code is going to get quite complicated.
I've recently been looking into making my own GUI system for XNA. I've been required to make a little game and, as it advances, it's starting to scream for proper control management.
I want some of the aspects to work like Source's GUI and Windows Forms - any drawing performed in a control is automatically set to originate from the control's origin and gets clipped by the control's bounds. Are RT textures the proper way to do this? Windows Forms use GDI for drawing, so that's a different story, but I'm pretty sure Source creates a render target texture for each control, draws the control to that RT and then draws the RT texture to the screen( or to the previous RT, which also enables parenting ). However, I imagine having a lot of RT textures will cause serious FPS drops. Are there any other ways to do this, or are RT textures fine?
[QUOTE=Dossy;17754330]Add ?xml=1 to a Steam Community page, gives you all the xml...
[editline]11:31PM[/editline]
Hmm, Ninja'd.
And while GD is on topic:
[img]http://dev.josh-m.com/sig/deluxe/Vexeon.png[/img]
Something I've been working on, it just needs more designs.[/QUOTE]
[img]http://dev.josh-m.com/sig/deluxe/Glitched%200124.png[/img]
Works great.
[QUOTE=Namelezz!;17763465][img]http://cubeupload.com/files/347e00aspwelcometoyamar.png[/img]
Welcome to Yamar. The towers of the rich have now been done by my very good comrade Zee![/QUOTE]
My god Namelezz, it looks incredible.
Have you posted it on the Constructs main forum? I bet the devs would be happy to see the game you're developing.
[QUOTE=wingless;17772658][img]http://dev.josh-m.com/sig/deluxe/Glitched%200124.png[/img]
Works great.[/QUOTE]
There is more features for "premium" users (contributers, etc) like filters and rotation, as well as "special" cards that I can modify as I like:
[img]http://dev.josh-m.com/sig/special/Vexeon.png?rotate=270[/img][img]http://dev.josh-m.com/sig/deluxe/Vexeon.png?grayscale[/img]
I'm in the process of recoding to allow for more features soon, including an API for people that need it.
Still grasping all of the SFML functions
[QUOTE=Dossy;17772924]There is more features for "premium" users (contributers, etc) like filters and rotation, as well as "special" cards that I can modify as I like:
[img]http://dev.josh-m.com/sig/special/Vexeon.png?rotate=270[/img][img]http://dev.josh-m.com/sig/deluxe/Vexeon.png?grayscale[/img]
I'm in the process of recoding to allow for more features soon, including an API for people that need it.[/QUOTE]
[img]http://dev.josh-m.com/sig/special/Vexeon.png?rotate=230[/img]
:geno:
Pretty cool. I could use an API like this. keep up the good work.
[img]http://dev.josh-m.com/sig/deluxe/Vexeon.png?rotate=20&greyscale[/img]
[QUOTE=Diaklu;17773004][img]http://dev.josh-m.com/sig/special/Vexeon.png?rotate=230[/img]
[/QUOTE]
Hmm, I really should just multiply rotate by 90...
What is an easy way of doing wordwrap with a std::string when all you have is the maximum width.
Sorry I can't give any more info, I'm posting from my phone ( not easy ).
[img]http://www.marlamin.nl/sig/index.php?raw_name=Marlamin&raw_realm=Steamwheedle+Cartel®ion=eu[/img]
Signature creator should be refreshing properly now. Unless the armory is down like it currently is. Currently working on an option system where you can choose what information you want displayed on it.
[QUOTE=Wickedgenius;17773121]What is an easy way of doing wordwrap with a std::string when all you have is the maximum width.
Sorry I can't give any more info, I'm posting from my phone ( not easy ).[/QUOTE]
[cpp]if(my_string.length() > MAX_WIDTH)
for(std::string::size_type i = MAX_WIDTH+1; i < my_string.length(); i += MAX_WIDTH)
my_string.insert(i, '\n');[/cpp]
Should work.
[QUOTE=ZeekyHBomb;17773187][cpp]if(my_string.length() > MAX_WIDTH)
for(std::string::size_type i = MAX_WIDTH+1; i < my_string.length(); i += MAX_WIDTH)
my_string.insert(i, '\n');[/cpp]
Should work.[/QUOTE]
That's a pretty basic way, but it's hard to tell what he wants because of the lack of description.
The best solution would take into account fonts that arn't monowidth, the individual size of each character and character kerning...
[QUOTE=wingless;17772658][img]http://dev.josh-m.com/sig/deluxe/Glitched%200124.png[/img]
Works great.[/QUOTE]
Oh yea [img]http://dev.josh-m.com/sig/deluxe/pdkm931.png[/img]
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