• What are you working on? V5
    2,005 replies, posted
Working away on [url]http://welovebrew.kerplunc.com/[/url] (I've changed the design too, but I'll get raped for mentioning HTML), on the programming side I've changed a lot, fixed and lot, and added stuff like pricing per-country, averaged across all user entries. Still need to do a little more work on filtering numbers only better and limiting the price range :P
[QUOTE=andersonmat;18327165]You know, this is all relative and we will all think one method is better than another because we all have personal programming styles and biases. There are positives and negatives for each language. So, why don't we stop bickering about what language is better and why a language is shitty? Let's get some content in here? :dance:[/QUOTE] What? Where are we arguing what language is better? People are trying to say php and C++ are similar and really they are no more similar then anything else. Also I was just stating that I fucking hate php's OO. Although I hate php anyways.
Java platformer. My goals are to eventually make it an applet and maybe have online play. [media]http://www.youtube.com/watch?v=n3dW-LRKpG0[/media] [url]http://www.filefront.com/14645503/wuigiv11nothingreally.zip/[/url] Yeah I know the piano music sucks and I haven't worked on it in a while...
[QUOTE=high6;18327485]What? Where are we arguing what language is better? People are trying to say php and C++ are similar and really they are no more similar then anything else. Also I was just stating that I fucking hate php's OO. Although I hate php anyways.[/QUOTE] I was just saying that we should post what we're working on and not have an argument over what language is better to program in. Like I said, they all have their unique characteristics.
Sweet music cheesy
[QUOTE='-[ Fizzadar ]-;18327298']Working away on [url]http://welovebrew.kerplunc.com/[/url] (I've changed the design too, but I'll get raped for mentioning HTML), on the programming side I've changed a lot, fixed and lot, and added stuff like pricing per-country, averaged across all user entries. Still need to do a little more work on filtering numbers only better and limiting the price range :P[/QUOTE] Are you using a framework for that?
Finishing up some bugs for my build system's first release~ :) Going to start work on 0.2 once that's done, since there are a few things missing right now :) (specifically static/shared library compilation support >_>)
[QUOTE=Ortzinator;18324816]The slider behavior seems weird. The snapping action is offset from the cursor, maybe that's it.[/QUOTE] I'm not sure what this means, can you explain it more?
[QUOTE=garry;18323374]Updated the GWEN unit test.. quite a lot of stuff done.. a number of new tests, some fixes etc [url]http://gwen.facepunchstudios.com/files[/url][/QUOTE] Here is bug (i think so): if you click button and scroll mouse wheel you can change position of the button, same with text boxes and one of check boxes
I've played a lot of Fallout 3 this year and I have a quite of a problem with saving. I hate nothing more than a game crashing and having to load an earlier saved game and do the same things all over again, so I keep saving A LOT. This results in me having a shitload of saves that take up gigabytes of space and also me spending a lot of time pressing ESC and saving the game. So I got the idea from Garry's Botch "hot-loading" to make a manager that watches over the quicksave file: [IMG]http://i38.tinypic.com/264klsk.png[/IMG] Started this a few months back I think and I've been improving on it gradually ever since. What it does is it monitors the save file and when it changes, it takes a copy of it to a different folder and renames it after some info that I parse from the save file. And it keeps doing this until the maximum number of files is reached after which it will remove the oldest file each time it grabs a new save. Now I only have to press F5 to save, so I spend less time saving and I get less save files, because I don't have to do a "proper save" every time. I designed it with dual-screen setup in mind, so that I can keep it on my other monitor and also have hotkeys to use from inside the game to browse and copy a save back from the manager to the game saves folder. That screenshot display was a pain in the ass to make, it took me half a day to do, because I've never really used the Windows GDI shit before. When I first got it working, it had some weird 16-bit like artifacts all over it, because of the downscaling (it's actually a 512x320 image). After a while I figured out the culprit which was the blit mode and I changed it to HALFTONE which made it much better, but still the colors go weird bluish. Guess that's what "halftone" means then, but I wonder if there's any better modes.
[QUOTE=Spoco;18332072]I've played a lot of Fallout 3 this year and I have a quite of a problem with saving. I hate nothing more than a game crashing and having to load an earlier saved game and do the same things all over again, so I keep saving A LOT. This results in me having a shitload of saves that take up gigabytes of space and also me spending a lot of time pressing ESC and saving the game. So I got the idea from Garry's Botch "hot-loading" to make a manager that watches over the quicksave file: [IMG]http://i38.tinypic.com/264klsk.png[/IMG] Started this a few months back I think and I've been improving on it gradually ever since What it does is it monitors the save file and when it changes, it takes a copy of it to a different folder and renames it after some info that I parse from the save file. And it keeps doing this until the maximum number of files is reached after which it will remove the oldest file each time it grabs a new save. Now I only have to press F5 to save, so I spend less time saving and I get less save files, because I don't have to do a "proper save" every time. I designed it with dual-screen setup in mind, so that I can keep it on my other monitor and also have hotkeys to use from inside the game to browse and copy a save back from the manager to the game saves folder. That screenshot display was a pain in the ass to make, it took me half a day to do, because I've never really used the Windows GDI shit before. When I first got it working, it had some weird 16-bit like artifacts all over it, because of the downscaling (it's actually a 512x320 image). After a while I figured out the culprit which was the blit mode and I changed it to HALFTONE which made it much better, but still the colors go weird bluish. Guess that's what "halftone" means then, but I wonder if there's any better modes.[/QUOTE] Nice, I know exactly what you mean, I had about 1200 saves with oblivion when I still played it.
Yeah I could tweak it a little to make it work for Oblivion as well. The save formats are very similar. Will probably do it when I start playing Oblivion again.
[QUOTE=Spoco;18332072]I've played a lot of Fallout 3 this year and I have a quite of a problem with saving. I hate nothing more than a game crashing and having to load an earlier saved game and do the same things all over again, so I keep saving A LOT. This results in me having a shitload of saves that take up gigabytes of space and also me spending a lot of time pressing ESC and saving the game. Started this a few months back I think and I've been improving on it gradually ever since. What it does is it monitors the save file and when it changes, it takes a copy of it to a different folder and renames it after some info that I parse from the save file. And it keeps doing this until the maximum number of files is reached after which it will remove the oldest file each time it grabs a new save. Now I only have to press F5 to save, so I spend less time saving and I get less save files, because I don't have to do a "proper save" every time. I designed it with dual-screen setup in mind, so that I can keep it on my other monitor and also have hotkeys to use from inside the game to browse and copy a save back from the manager to the game saves folder. That screenshot display was a pain in the ass to make, it took me half a day to do, because I've never really used the Windows GDI shit before. When I first got it working, it had some weird 16-bit like artifacts all over it, because of the downscaling (it's actually a 512x320 image). After a while I figured out the culprit which was the blit mode and I changed it to HALFTONE which made it much better, but still the colors go weird bluish. Guess that's what "halftone" means then, but I wonder if there's any better modes.[/QUOTE] That could be extremely useful for other games too. Are you planning on making it for anything except Fallout (and possibly Oblivion)?
[QUOTE=andersonmat;18332170]That could be extremely useful for other games too. Are you planning on making it for anything except Fallout (and possibly Oblivion)?[/QUOTE] Don't know yet. If I make it for more than two games I'd probably have to re-design it to implement a profile system for different games.
[QUOTE=Spoco;18332199]Don't know yet. If I make it for more than two games I'd probably have to re-design it to implement a profile system for different games.[/QUOTE] That would be one way to do it. Just load different configs for different game types. :D I'll check it out though for my Fallout game saves.
[QUOTE=Spoco;18332072]... After a while I figured out the culprit which was the blit mode and I changed it to HALFTONE which made it much better, but still the colors go weird bluish. Guess that's what "halftone" means then, but I wonder if there's any better modes.[/QUOTE] Turns out it wasn't because of the GDI downscaling. I was reading the colors in the wrong order from the file. And earlier I was also wondering why the image was upside down in the file. Should have figured out earlier. But that's fixed and working now.
Finished my first vbulletin mod :D. Simple ip logger but I made sure to use a lot of different things. Relatively wasn't hard. Hardest part was making it with out documentation(unless you count their shitty shit documents). Had to search their site for articles to find everything I didn't figure out. Images of it, click to enlarge. (AdminCP Page, had to figure that out myself :v:) [url=http://i37.tinypic.com/35lwz9y.jpg][img]http://i37.tinypic.com/35lwz9y_th.jpg[/img][/url] (The table, note: the 0 userids are due to one of my login applets) [url=http://i36.tinypic.com/17egro.jpg][img]http://i36.tinypic.com/17egro_th.jpg[/img][/url] (This is what displays when the search is used) [url=http://i36.tinypic.com/2m29mbd.jpg][img]http://i36.tinypic.com/2m29mbd_th.jpg[/img][/url] (Options for it, added reporting so when a user has a lot of ips it reports it. you may hate the "report when true" option but I love it. Allows some customization with it, without having 5 extra options.) [url=http://i37.tinypic.com/nleo0g.jpg][img]http://i37.tinypic.com/nleo0g_th.jpg[/img][/url] Now to just fix up some of the code and move it to ModCP then maybe implement it into the user editor quick links. Also probably add a search thing to find the users with the highest ip count. Although I am not that advanced in mysql so probably not.
[QUOTE=high6;18333225]Finished my first vbulletin mod :D. Simple ip logger but I made sure to use a lot of different things. Relatively wasn't hard. Hardest part was making it with out documentation(unless you count their shitty shit documents). Had to search their site for articles to find everything I didn't figure out. Images of it, click to enlarge. -snip- Now to just fix up some of the code and move it to ModCP then maybe implement it into the user editor quick links. Also probably add a search thing to find the users with the highest ip count. Although I am not that advanced in mysql so probably not.[/QUOTE] This is looking pretty good, when your complete will you be adding it to vbulletin.org?
I may add it to vbulletin.org. Not sure how many people would want it though :P. I just made it because I have a problem with people sharing privileged accounts and vbulletin only logs post ips. I may turn this into something like madp though (multiple account detection prevention) because madp focuses on catching via cookies. 1 thing that I want to do is have it find people with the most ips. Not sure if I want to do that via an additional field that contains the ip count or another table which will contain the userid and ip count. The problem with having it be a field is that every entry for that userid will contain it which will make sorting a pain.
Have a separate table, that is the easiest way.
[QUOTE=garry;18331859]I'm not sure what this means, can you explain it more?[/QUOTE] When you move the slider, it should move when it's halfway between ticks. As it is, when you drag it to the right, it moves when your mouse gets to the next tick, and when you drag to the left, it moves when your mouse gets to the current slider position.
The Arduino buzzer system seems to work fine with a bare, wire-to-wire connection bringing up an Msgbox. I will try implementing the ability to add different players for different pins as well as selecting which COM port the Arduino is connected to. I would highly suggest that everyone gets this board, it's pretty easy to program and if there's some way of interfacing with a serial port in your language of choice, you'll be able to control and read your board without a hitch. For an idea of how powerful the thing is: [url]http://www.instructables.com/contest/arduino/[/url]
[QUOTE=Ortzinator;18334110]When you move the slider, it should move when it's halfway between ticks. As it is, when you drag it to the right, it moves when your mouse gets to the next tick, and when you drag to the left, it moves when your mouse gets to the current slider position.[/QUOTE] Oh yeah - I get ya, thanks
I haven't programmed in a long time, and I decided I would finally go through a decent object orientation tutorial for once and- [b]Oh my god[/b] [url]http://gd.tuwien.ac.at/languages/c/c++oop-pmueller/[/url] I hope it's not as bad as it looks.
[QUOTE=nos217;18334769]I haven't programmed in a long time, and I decided I would finally go through a decent object orientation tutorial for once and- [b]Oh my god[/b] [url]http://gd.tuwien.ac.at/languages/c/c++oop-pmueller/[/url] I hope it's not as bad as it looks.[/QUOTE] I've reached the point with programming where I can't move forwards until I learn OOP...and I just can't be arsed. I program mostly for enjoyment and fun, and learning OOP would take that fun away for me.
[QUOTE=nos217;18334769]I haven't programmed in a long time, and I decided I would finally go through a decent object orientation tutorial for once and- [b]Oh my god[/b] [url]http://gd.tuwien.ac.at/languages/c/c++oop-pmueller/[/url] I hope it's not as bad as it looks.[/QUOTE] Read a book front to back. That is all that is neccessary in terms of actual learning material. [editline]05:13PM[/editline] [QUOTE=CarlBooth;18334871]I've reached the point with programming where I can't move forwards until I learn OOP...and I just can't be arsed. I program mostly for enjoyment and fun, and learning OOP would take that fun away for me.[/QUOTE] :downs: How can you possibly say that without knowing anything about OOP? OOP makes programming a gazillion times more relateable to the real world. Oh, and you do realise many non OOP languages are very popular and OOP isn't an essential knowledge for programming (let's take C for example) If you think OOP will make programming less fun then you are an idiot.
[QUOTE=Jallen;18334907]Read a book front to back. [/QUOTE] Yeah that's what I have to do, but I don't have the time/patience just now :/.
I read my C++ book at night for about 30 minutes before I went to sleep. It took me about 2 weeks to get through it and I found the whole lot really interesting because I was new to programming. When I started on OOP I was like "Holy shit this is fucking awesome man I'm going to use this wherever and whenever I can!"
[QUOTE=Jallen;18334907] How can you possibly say that without knowing anything about OOP? OOP makes programming a gazillion times more relateable to the real world. [/QUOTE] I completely agree with you, but I'm extremely lazy. I work all day and the last thing I want to do is come home and mash my brains learning C++. I just want to fuck about with some sort of BASIC-style language and get instant results which I can be amused by for a few hours, then shove it in a folder and forget about it for 6 months.
[img]http://filesmelt.com/downloader/maploader.png[/img] Maploading done, first piece of coding I did all week :D Thats a coal vein visible right there. [b]Edit:[/b] Modded the cave generator quickly to generate a cave in the veiwable area with lava :D In this cave your pretty fucked unless you have a way of getting rid of the lava, if you are following the coal then you will be blocked and if you fall through the top your proberbly going in the water. [URL=http://filesmelt.com/][IMG]http://filesmelt.com/downloader/fullcave.png[/IMG][/URL]
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