• What are you working on? V4 (HTML ISN'T PROGRAMMING)
    2,003 replies, posted
Currently attempting to program a weapon for a 3D MMOG. Basically a tomahawk that spins end-over-end when thrown, sticking into whatever it hits if colliding on the blade end, and bouncing off if collides with the blunt end. Most of it is working, just need to get the math right for determining which end of the tomahawk collides.
[QUOTE=efeX;17853310]Yeah, then someone can make a nice port of steam friends to linux (unless it works good now, haven't checked in months)[/QUOTE] There's [url]http://imfreedom.org/wiki/Steam_Friends[/url], the protocol uses RSA crypto for AES-CBC symmetric key exchange. The page isn't very well documented on how it works, but this same type of crypto is used in other various network exchanges in the source engine which I've looked into. However, there lies additional difficulty in the nature of the protocol. A lot more than just friend messages are sent through this protocol. I'm under the impression that the majority of the callback communication goes through these same routes, so it would require a lot of additional work in order to get everything working.
[QUOTE=VoiDeD;17854707]There's [url]http://imfreedom.org/wiki/Steam_Friends[/url], the protocol uses RSA crypto for AES-CBC symmetric key exchange. The page isn't very well documented on how it works, but this same type of crypto is used in other various network exchanges in the source engine which I've looked into. However, there lies additional difficulty in the nature of the protocol. A lot more than just friend messages are sent through this protocol. I'm under the impression that the majority of the callback communication goes through these same routes, so it would require a lot of additional work in order to get everything working.[/QUOTE] Sounds like a lot of code to do something simple. :(
[QUOTE=andersonmat;17854729]Sounds like a lot of code to do something simple. :([/QUOTE] not really. the encryption is actually fairly primitive since it's also used in source client-server authentication and you can decrypt that in a few lines depending on the library being used. assuming that the protocol is closely identical to the structure of callbacks (no one has bothered to decrypt anything yet) it probably wouldn't be too difficult to implement them. just ignore the ones you don't need.
[QUOTE=VoiDeD;17854707]There's [url]http://imfreedom.org/wiki/Steam_Friends[/url], the protocol uses RSA crypto for AES-CBC symmetric key exchange. The page isn't very well documented on how it works, but this same type of crypto is used in other various network exchanges in the source engine which I've looked into. However, there lies additional difficulty in the nature of the protocol. A lot more than just friend messages are sent through this protocol. I'm under the impression that the majority of the callback communication goes through these same routes, so it would require a lot of additional work in order to get everything working.[/QUOTE] Yeah, I was aware of the page and told by multiple people it wasn't possible because the method or whatever wasn't public (I know nothing of cryptography so maybe i'm wrong)
[QUOTE=efeX;17855086]Yeah, I was aware of the page and told by multiple people it wasn't possible because the method or whatever wasn't public (I know nothing of cryptography so maybe i'm wrong)[/QUOTE] The steam client can do it. You can do it. The only roadblock is the difficulty. It isn't that the method isn't public, it's just not well understood. [editline]03:09AM[/editline] The general format that a few Valve protocols follow is like this: 1. Server sends RSA 1024bit public key to the client. 2. Client generates a AES CBC key and IV. 3. The AES key is encrypted with the RSA key and sent off to the server along with the IV (normally in plaintext) 4. Client and server communicate with AES CBC encrypted messages. [editline]03:13AM[/editline] The only strange thing I've noticed (according to that page) is that it seems the client generates the RSA keypair, instead of the server.. And it doesn't seem to display any data where the AES key is sent... It's entirely possible that document is wrong and out of date then. :crossarms:
OK, even though everything I've wanted to do before putting the code up on GitHub hasn't been done, I've realised I've been telling myself this constantly. So I may as well. [url]http://github.com/a2h/bugspray[/url] Go ahead, click the [url=http://help.github.com/forking/]fork[/url] button. Just keep in mind I still have somewhat major changes I intend to make. I'm not sure if this applies to forks, but you can edit files online with GitHub, so if Git isn't your versioning client of choice perhaps you can still contribute. Perhaps.
[QUOTE=Ortzinator;17844311]The disadvantage to that is if you add more columns, you have to add them to all your queries too.[/QUOTE] Not really, you'd only have to add them to the query if you're using them - in which case you'd have to be changing your code anyway.
trying my hand at assembly for shits and giggles
Are you guys that are doing SFML using OpenGL to draw or SFML?
SFML uses OpenGL, so unless you re-write the rendering-part it will continue to do so.
No, SFML has it's own rendering engine, or it can use OpenGLs. [url]http://www.sfml-dev.org/tutorials/1.5/window-time.php[/url] [quote=SFML]Time handling has no more secret for you now, and you can start to write robust real-time applications. In the next tutorial, we'll play a bit with OpenGL, to finally get something to display in our window. However, if you're not interested in using OpenGL with SFML, you can jump directly to the next section about the graphics package. [/quote]
[QUOTE=a2h;17856896]OK, even though everything I've wanted to do before putting the code up on GitHub hasn't been done, I've realised I've been telling myself this constantly. So I may as well. [url]http://github.com/a2h/bugspray[/url] Go ahead, click the [url=http://help.github.com/forking/]fork[/url] button. Just keep in mind I still have somewhat major changes I intend to make. I'm not sure if this applies to forks, but you can edit files online with GitHub, so if Git isn't your versioning client of choice perhaps you can still contribute. Perhaps.[/QUOTE] Awesome! Also, congrats on reducing the queries so much :P I'm just opening Coda to start trimming mine!
[QUOTE=a2h;17856896]OK, even though everything I've wanted to do before putting the code up on GitHub hasn't been done, I've realised I've been telling myself this constantly. So I may as well. [url]http://github.com/a2h/bugspray[/url] Go ahead, click the [url=http://help.github.com/forking/]fork[/url] button. Just keep in mind I still have somewhat major changes I intend to make. I'm not sure if this applies to forks, but you can edit files online with GitHub, so if Git isn't your versioning client of choice perhaps you can still contribute. Perhaps.[/QUOTE] Why did you give it such an awful licence? MIT (or even BSD) supremecy.
[QUOTE=betrayed;17859325]trying my hand at assembly for shits and giggles[/QUOTE] Ah, the source of many headaches but also great sense of achievement!
[img]http://i34.tinypic.com/32zqrlx.png[/img] Going to make "Create Thread" right now.
[QUOTE=ddrl46;17860095][img]http://i34.tinypic.com/32zqrlx.png[/img] Going to make "Create Thread" right now.[/QUOTE] Woah, the font size looks like it was made für blind people.
[QUOTE=nos217;17859736]No, SFML has it's own rendering engine, or it can use OpenGLs. [url]http://www.sfml-dev.org/tutorials/1.5/window-time.php[/url][/QUOTE] Nope, it uses OpenGL. What you can read there is just how to obtain an OpenGL rendering context through SFML.
Its font size 11...it looks small on my 24" screen. You have a 15" i guess?
[QUOTE=ddrl46;17860553]Its font size 11...it looks small on my 24" screen. You have a 15" i guess?[/QUOTE] I can guarantee "General Discussion" is not in font size 11, and if it is then how bloody small is text below it? Looks about size 16 to me.
The forum titles are size 20. The normal text is 11.
The forum titles are just way too big.
I like them the way they are. They aren't big at all.
I like them also but maybe size 18 is a bit better ?
Ill try size 18. [url]http://kweb.xz.lt/beta/[/url] Changed. [editline]04:52PM[/editline] [url]http://kweb.xz.lt/beta/createthread.php?fid=2[/url] Design for create thread. Don't waste your time trying to spam, it doesn't work yet.
[QUOTE=Overv;17861031]The forum titles are just way too big.[/QUOTE] I agree, _your_ title is way better :smug:
[QUOTE=omarrodriguez;17861807]I agree, _your_ title is way better :smug:[/QUOTE] I see what you did there :smug:. Also, is the new size better?
[QUOTE=ddrl46;17861833]I see what you did there :smug:. Also, is the new size better?[/QUOTE] Well to be honest you've got all sorts of problems, the largest one being this: [img]http://imgkk.com/i/Qdz0Wy.jpg[/img] The distance from Title 1 to Description 1 is larger than the distance from Description 1 to Title 2. It makes the text look like a bit of a clusterfuck. Try separating the forums with a light border-bottom or something. Move the descriptions closer to the titles. You also have too much top padding on the entire content. It's pretty small overall too. Then there are the colors, which are obviously not good. Good job with the Forum - Last Thread - Post - Threads table though (even though it's ripped from vB).
This ain't Show us your Web Designs
[QUOTE=garry;17862004]This ain't Show us your Web Designs[/QUOTE] Also this.
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