• What are you working on? January 2012
    3,401 replies, posted
[QUOTE=raBBish;34141942]0xDDDDDDDD[/QUOTE] Oh god that pointer was annoying to read
[QUOTE=Pandamobile;34141917]Do you guys use your own math libs for doing vector and matrix calculations, or external libs. If so, which ones (preferably C/C++)[/QUOTE] Try this: [url]http://glm.g-truc.net[/url]
[QUOTE=dvondrake;34142064] Needless to say I'm trying to do as many matrix calculations in GLSL as I can, rather than in C++.[/QUOTE] [URL="http://en.wikipedia.org/wiki/Streaming_SIMD_Extensions"][IMG]http://alltheragefaces.com/img/faces/png/misc-are-you-fucking-kidding-me-clean.png[/IMG][/URL] [URL="http://en.wikipedia.org/wiki/Streaming_SIMD_Extensions"].[/URL]
[vid]http://triebr.com/Video/GTJ10.ogg[/vid] Speech bubbles, and showing off some animations and equipment
With the annoying crash fixed and Luabind integrated, I can start binding more stuff. [lua]local clr = Color(255, 128, 0, 255) local clr2 = Color(0, 128, 255, 255) local vec_origin = math.Vector(0) hook.add( "Paint", "test", function( str ) if not INGAME then return end local c = vec_origin:ToScreen(); surface:SetColor( clr ) surface:DrawRect( 25, 25, 50, 50 ) surface:DrawOutlinedRect( 50, 50, 75, 75 ) if not c.behind then surface:SetColor( clr2 ) surface:DrawOutlinedCircle( c.x - 10, c.y - 10, 10, 18 ) end end )[/lua] [thumb]http://cloud.steampowered.com/ugc/648750222914263516/854E11B11E99E90560A1C6EE11D3EB115D7ABFFC/[/thumb] Should I keep posting updates even when the more hack-like content (ESP, aimbot, etc.) comes into play, or are people going to get upset?
Keep posting :smile: [QUOTE=thisBrad;34142366][vid]http://triebr.com/Video/GTJ10.ogg[/vid] Speech bubbles, and showing off some animations and equipment[/QUOTE] When he runs to the left he is mirrored (left hand is the right hand and other way around).
[QUOTE=thisBrad;34142366][vid]http://triebr.com/Video/GTJ10.ogg[/vid] Speech bubbles, and showing off some animations and equipment[/QUOTE] Moving left: Right-handed Moving right: Left-handed :S Seems like I'm late.
[QUOTE=wingless;34141877]Depth buffer issues. Easy fix, one line in Draw() [code]device.DepthStencilState = DepthStencilState.Default;[/code] Should fix it.[/QUOTE] I blame spritebatch for fucking that up. And that didn't fix it, for some reason...
[QUOTE=raBBish;34142511]With the annoying crash fixed and Luabind integrated, I can start binding more stuff. [lua]local clr = Color(255, 128, 0, 255) local clr2 = Color(0, 128, 255, 255) local vec_origin = math.Vector(0) hook.add( "Paint", "test", function( str ) if not INGAME then return end local c = vec_origin:ToScreen(); surface:SetColor( clr ) surface:DrawRect( 25, 25, 50, 50 ) surface:DrawOutlinedRect( 50, 50, 75, 75 ) if not c.behind then surface:SetColor( clr2 ) surface:DrawOutlinedCircle( c.x - 10, c.y - 10, 10, 18 ) end end )[/lua] [thumb]http://cloud.steampowered.com/ugc/648750222914263516/854E11B11E99E90560A1C6EE11D3EB115D7ABFFC/[/thumb] Should I keep posting updates even when the more hack-like content (ESP, aimbot, etc.) comes into play, or are people going to get upset?[/QUOTE] while hacks might be annoying to play with, it's awesome if you can program them
Does anyone know of a good networking library that works with Windows Phone 7, not for XNA?
system.net.sockets
[QUOTE=raBBish;34142511] Should I keep posting updates even when the more hack-like content (ESP, aimbot, etc.) comes into play, or are people going to get upset?[/QUOTE] Keep posting,hacks are boring and I always dreamed of replicating addons like [URL="http://i227.photobucket.com/albums/dd126/Jvsthebest/gm_construct0028.jpg"]this[/URL] ([URL="http://i227.photobucket.com/albums/dd126/Jvsthebest/engineerholsteredweaps.gif"]link2[/URL]) in tf2,those do not hurt gameplay as much as esps and aimbots do.
[QUOTE=Legend286;34142805]I blame spritebatch for fucking that up. And that didn't fix it, for some reason...[/QUOTE] It might have been device.DepthStencilState = DepthStencilState.None;
It's good that the only thing you'd find on my profile is this really emberassing picture: [img]http://i53.tinypic.com/351y1r8.png[/img] But luckily you don't have my account name so you won't ever find it
[QUOTE=DrLuke;34144059]It's good that the only thing you'd find on my profile is this really emberassing picture: [img]http://i53.tinypic.com/351y1r8.png[/img] But luckily you don't have my account name so you won't ever find it[/QUOTE] [URL="http://goo.gl/Z8fzM"]This is funny for some reason[/URL]
I tried to compile perl 5.12.3 for mingw again. My anus is still bleeding.
[QUOTE=Murkrow;34144406][URL="http://goo.gl/Z8fzM"]This is funny for some reason[/URL][/QUOTE] I like how your first reaction to his post was to try to cyber-stalk him.
[QUOTE=Murkrow;34144406][URL="http://goo.gl/Z8fzM"]This is funny for some reason[/URL][/QUOTE] [IMG]http://1.bp.blogspot.com/-ERwkU-tILYA/TsWyNxAGAjI/AAAAAAAAKq0/nM4vHGDV6gg/s1600/IMG_2238.JPG[/IMG]
[QUOTE=DrLuke;34144059]It's good that the only thing you'd find on my profile is this really emberassing picture: [img]http://i53.tinypic.com/351y1r8.png[/img] But luckily you don't have my account name so you won't ever find it[/QUOTE] Well that was easy, [url=http://www.facebook.com/profile.php#?id=525092]http://www.facebook.com/profile.php?id=525092[/url].
[QUOTE=thelinx;34144741]Well that was easy, [url=http://www.facebook.com/profile.php#?id=525092]http://www.facebook.com/profile.php?id=525092[/url].[/QUOTE] Scares me every single time.
In other news, I've actually [url=https://bitbucket.org/rude/love/pull-request/3/body-setmass]contributed code to a open-source project[/url] now! Yay!
[QUOTE=raBBish;34141942]Holy shit that was the most annoying bug. I had the game crashing, cause being an invalid pointer (0xDDDDDDDD) in vstdlib.dll. I wasn't calling any functions from there or even linking it. The crash always happened after one of my functions returned. Otherwise it was completely random. It would happen in the menu, when I pressed a button or after a few seconds in-game. Sometimes it never happened. I spent over an hour trying to debug the crash, did some tests and found out that it stopped when I commented out calls to my Lua hooks. I suspected the reason to be either luabind or the hook module not existing. However, it started again later, after I had rewritten the Lua hooks in C++. Again, I spent some time debugging, when it disappeared completely. I added the hooks back, played around with the code and the game didn't crash at all. Couple hours ago the crashing came back. Well, this time I was determined to find the cause. I took out IDA, attached the debugger to GMod and launched. The crash was indeed in vstdlib.dll, the function was trying to use the invalid pointer. It was a virtual method of some class. I checked the vtable for hints, found "VCvarQuery001". I compared it to the vstdlib's Mac version (which contains debug info), and found out that the guilty method was ICvar::FindCommandBase. This was really helpful and I managed to fix the bug. The cause? [lua]local lua_run = cvar.ConCommand( "ir_lua_run", lua_run_c ) local lua_open = cvar.ConCommand( "ir_lua_open", lua_open_c )[/lua] Can you spot it? It took me a while. I'm creating the ConCommands as locals. They get added to a linked list when created. The linked list is traversed by ICvar::FindCommandBase. Yep, the garbage collector got the concommands, Luabind deleted the C++ objects, but the destructor doesn't automatically remove it from the linked list. The fix was simple, I just added a destructor to the ConCommand wrapper that unregisters the command from the list.[/QUOTE] I had to learn this the hard way for Half-Life 2: Sandbox, but you're still doing it wrong.
[QUOTE=amcfaggot;34144907]I had to learn this the hard way for Half-Life 2: Sandbox, but you're still doing it wrong.[/QUOTE] I've noticed. My concommands disappear when I go in-game [img]http://www.facepunch.com/fp/emoot/sigh.gif[/img] They work fine in the menu though!
[QUOTE=raBBish;34145007]I've noticed. My concommands disappear when I go in-game [img]http://www.facepunch.com/fp/emoot/sigh.gif[/img] They work fine in the menu though![/QUOTE] I know, babe. I know. Shh shh shhhh, don't speak. I'll share some lovely tips with you. Prepare for a long read though. HL2:SB uses a specific design pattern to store run time created objects. This ensures a way that these objects are destroyed perfectly cleanly, even cleaner so than GMod's objects. (For instance, not even GMod cleans up ConCommands you create over the duration of its session, they just all stay there.) We deal with things like scripted weapons, entities, convars, concommands, effects, you name it, all the same way. It's a recycled method. Valve does this thing where they cache weapon scripts - you know those .txt files in /scripts? Those are flushed out eventually, I can't remember where, but the fact that they're cleared out of memory is the important bit. I reused this approach, but instead of reading weapon scripts, pushing their information into weapon data structs, and storing those structs, I tried storing weapons, concommands, etc. This is what I'm getting at. You need to create your ConCommands using new, and store the pointers somewhere. If you do what I did, you're using the same dictionary approach Valve used for weapon data (except for your concommands), which involves pushing those objects into a CUtlDict. Then later, unregister them and delete all of them. The ideal time to do this is during level transitions/disconnects. The proper name for that time is LevelShutdown. The idea is that we destroy these objects right before we destroy the Lua state. I'm under the assumption you're properly creating and destroying Lua states during the LevelInit/LevelShutdown routines. [editline]10th January 2012[/editline] It took me a while to figure out the best way to approach this, but you just do not want to be garbage collecting these objects. That's not something that will give you the same expected behavior that you get from normal ConCommands. GMod's method involves creating the ConCommands in Lua once, and never unregistering them (as if they were just like any other ConCommand - something that is there for the entire game session). HL2:SB's method involves creating ConCommands in Lua and treating them as a part of the Lua creation and destruction process. This method makes more sense to me, because it was created in the Lua context, so it should be deleted in the same regard. Your method involves creating ConCommands in Lua and garbage collecting them when they're no longer accessible. (You could create them as globals and they'd be there for as long as they were accessible in _G.) This is a volatile approach, considering you have to keep track of all of your objects yourself. [editline]10th January 2012[/editline] [url=http://hl2sb-src.googlecode.com/svn/trunk/src/public/tier1/lconvar.cpp][Code to reference for ConVar/ConCommand objects.][/url] Please keep in mind the C API extension functions are old and improperly written. Don't rely on things like lua_toconcommand, lua_toconvar, lua_pushconcommand, lua_pushconvar, luaL_checkconcommand, and luaL_checkconvar. Their behavior isn't proper. What you're looking for in that code is how I store Con* objects and delete them. That's at the bottom of the file. I don't know how you're going to pull that off in LuaBind (this is the part about flexibility I was mentioning) but I'm sure you can find a way.
I made some lightning... [img]http://f.cl.ly/items/4404191o0j1R3y0r322F/lightning.gif[/img] Needs some bloom I think.
Blue-ify it :v:
[IMG]http://dl.dropbox.com/u/33076954/subtleshadows.PNG[/IMG] Added subtle shadowing across the land -> sea borders Edit 2: Also: Planet rotation (see above) [IMG]http://dl.dropbox.com/u/33076954/lighting2.PNG[/IMG]
[QUOTE=simie;34145356]I made some lightning... -img- Needs some bloom I think.[/QUOTE] What is that white dot sliding from the right edge?
[QUOTE=Mikolah;34145934]What is that white dot sliding from the right edge?[/QUOTE] I first thought it was Facepunch's snow. It took me a bit to realize a couple of reasons why that's not the case.
Now with more blue-oom [img]http://dl.dropbox.com/u/3077939/lightning2.gif[/img] [QUOTE=Mikolah;34145934]What is that white dot sliding from the right edge?[/QUOTE] A star from the background (this is for a space game)
Sorry, you need to Log In to post a reply to this thread.