[QUOTE=Nipa;34303011]On the Source Engine compiling under VS2010: my SDK mod compiles perfectly fine under VS2010. There's actually an article on the VDC on how to make it compile... there are the odd issues, like amc mentioned, where there are conflicts with windows (only warnings, not errors), but it works fine otherwise.[/QUOTE]
This information is so easily accessible, I'm almost under the impression he's talking about licensee code and not the stuff us scrubs work with.
[QUOTE=s0beit;34303005]I don't think Lua should be a replacement for settings files. You'd use it to implement something like an event handler ("mission" events or UI events, etc).
You can also use classes or functions written in Lua in your own game, you could design AI/Weapons with it.
I think garrysmod is a good point of reference, you can do plenty in it and it all depends on what you want to be moddable or what would need more rapid development (Lua is easy to reload, it's pretty good for designing UIs or game modes).
That aside, LuaBind seems like the easiest to implement from my experience, but its bulky.[/QUOTE]
What I've always been stumped with is how to have Lua interact with the program. I could just never figure out that bridge.
Is it me, or does the std::make_shared<T> and std::shared_ptr<T> from C++11 kill the need for manual memory management entirely?
[QUOTE=KillerJaguar;34303327]What I've always been stumped with is how to have Lua interact with the program. I could just never figure out that bridge.[/QUOTE]
Lucky for you, Facepunch has bridge engineers to help you build one and get across.
[QUOTE=awfa3;34303550]Is it me, or does the std::make_shared<T> and std::shared_ptr<T> from C++11 kill the need for manual memory management entirely?[/QUOTE]
Pretty much. There should also be unique_ptr that's not as powerful as shared_ptr. Manual memory management will still be needed for very efficient memory management.
Update!
[img]http://i.imgur.com/lTSd5.gif[/img]
[QUOTE=amcfaggot;34303296]This information is so easily accessible, I'm almost under the impression he's talking about licensee code and not the stuff us scrubs work with.[/QUOTE]
That being said, though, it should be much the same... I wonder what's included in licensee code that isn't in the Source SDK.
[QUOTE=ief014;34303952]Update!
[img]http://i.imgur.com/lTSd5.gif[/img][/QUOTE]
Nice progress man looks like it's really coming along.
It turns out that you can't work with unmanaged pointers as managed structs in C# without reallocating, making methods that want specific struct pointers impossible to use.
So now I'm going to take all these structs in my [url=https://github.com/Robmaister/SharpFont/tree/master/SharpFont]C# FreeType bindings[/url] and turn them into classes that only store an IntPtr with properties where there used to be fields (reading data from an offset).
It's a good thing I chose to make all the actual extern methods private and write public methods around them, because now I can just pass in the classes to the public methods and send along the stored IntPtr to FreeType.
[QUOTE=ief014;34303952]Update!
[img]http://i.imgur.com/lTSd5.gif[/img][/QUOTE]
Make it scroll!
[QUOTE=s0beit;34303005]I don't think Lua should be a replacement for settings files. You'd use it to implement something like an event handler ("mission" events or UI events, etc).
You can also use classes or functions written in Lua in your own game, you could design AI/Weapons with it.
I think garrysmod is a good point of reference, you can do plenty in it and it all depends on what you want to be moddable or what would need more rapid development (Lua is easy to reload, it's pretty good for designing UIs or game modes).
That aside, LuaBind seems like the easiest to implement from my experience, but its bulky.[/QUOTE]
Lua(LuaJIT) is widely implemented in (linux) server applications setting files. It allows you have conditional settings.
[QUOTE=KillerJaguar;34302604]
I was using it completely wrong before by just storing data in tables, and returning that into programs. That was a bit overkill and completely under-implementing Lua scripting, but now I've replaced that with simple .ini files.[/QUOTE]
[QUOTE=s0beit;34303005]I don't think Lua should be a replacement for settings files.[/QUOTE]
Wasn't one of Lua original's mission to be a configuration file thing?
[QUOTE=thelinx;34305919]Wasn't one of Lua original's mission to be a configuration file thing?[/QUOTE]
I don't think it is now
It's still very capable of being that. Just load the configuration files in an empty environment and read the variables you get.
What the fuck? I just realised that CMake invokes the VS IDE every time it performs a test:
[code]C:\PROGRA~1\MICROS~2.0\Common7\IDE\devenv.exe CMAKE_TRY_COMPILE.sln /build Debug /project cmTryCompileExec[/code]
That's the most retarded design choice ever. Couldn't they have it invoke cl directly instead?
[QUOTE=thelinx;34306087]It's still very capable of being that. Just load the configuration files in an empty environment and read the variables you get.[/QUOTE]
It's true it's very possible it can be used for configuration, but it seems like overkill to me at this point. Lua's functionality far exceeds what you would need, it seems like unnecessary bulk unless you use it to it's potential. There's plenty of other configuration file formats out there that would be easier to implement from scratch.
You could use Lua for conditional settings, since it might actually have [i]some[/i] use in that department, but I don't see why you'd go through the trouble. If you were planning on using LuaBind or some other Lua binding library it would just be more unnecessary overhead for something that is not that hard to begin with.
It isn't like filesize actually matters that much these days, so i suppose it's all up to the developer to do what they want to do but it still seems like a lot of work for no real reason.
[QUOTE=awfa3;34303550]Is it me, or does the std::make_shared<T> and std::shared_ptr<T> from C++11 kill the need for manual memory management entirely?[/QUOTE]
Yes, it's you. Circular references still makes it possible to leak memory.
[QUOTE=s0beit;34307049]It's true it's very possible it can be used for configuration, but it seems like overkill to me at this point. Lua's functionality far exceeds what you would need, it seems like unnecessary bulk[/QUOTE]
Bulk? You do realise that the compiled Lua library is only 240 KiB large, right?
[QUOTE=thelinx;34307984]Bulk? You do realise that the compiled Lua library is only 240 KiB large, right?[/QUOTE]
He probably just means the entire concept of using a scripting language simply for configuration purposes.
The Awesome Window Manager uses Lua for its config file which is, well, awesome. Because you can configure it to do practically whatever you want.
Got VS2010 cooperating with GMod. Yay, filesystem actually gets intellisenced now! I don't think that's ever happened before!
[img]http://puu.sh/e0wu[/img]
Installed the Productivity Power Tools thing. It's got some cool features.
It adds a cool new tab bar, where the tabs are coloured by project..
[img]http://puu.sh/e0wK[/img]
And you can pin tabs to the left - so you never lose them when you're rummaging through other files..
[img]http://puu.sh/e0xc[/img]
And it has the metalscroll scrollbar built in - which is all I installed it for in the first place!
[img]http://puu.sh/e0xt[/img]
I'm digging it the more I'm getting used to it.
[QUOTE=garry;34308754]
Installed the Productivity Power Tools thing. It's got some cool features.
[/QUOTE]
I've been considering installing this but looking at the reviews it looks like half of the people love it, but the other half experience crashes that make them despise it. Have you experienced any crashes or issues with PPT?
No crashes at all. You could always remove it if it crashes?
[QUOTE=garry;34308754]Got VS2010 cooperating with GMod. Yay, filesystem actually gets intellisenced now! I don't think that's ever happened before!
[img]http://puu.sh/e0wu[/img]
Installed the Productivity Power Tools thing. It's got some cool features.
It adds a cool new tab bar, where the tabs are coloured by project..
[img]http://puu.sh/e0wK[/img]
And you can pin tabs to the left - so you never lose them when you're rummaging through other files..
[img]http://puu.sh/e0xc[/img]
And it has the metalscroll scrollbar built in - which is all I installed it for in the first place!
[img]http://puu.sh/e0xt[/img]
I'm digging it the more I'm getting used to it.[/QUOTE]
Try Visual Assist X. (It's paid, but try the trial, it's worth the money.)
-snip-
[QUOTE=layla;34270939][img]http://dl.dropbox.com/u/99765/fb8302.png[/img][/QUOTE]
Image looks like the guys holding the gun with his left hand, on the right side of the screen.
[editline]20th January 2012[/editline]
Bloody snipper ninja
[QUOTE=ief014;34303952]Update!
[img]http://i.imgur.com/lTSd5.gif[/img][/QUOTE]
Make something like inventory slots so you have a hotkey for commonly used gates.
I wrote a simple Java program to find any number who's digits are contained in its root.
For example the square root of [b]147563294[/b] is 12,[b]147.563294[/b]
[QUOTE=DeadKiller987;34309093]Try Visual Assist X. (It's paid, but try the trial, it's worth the money.)[/QUOTE]
[img]http://puu.sh/e0TB[/img]
I've had it installed forever. That long that I forget what it does.
How do you even get IntelliSense working in VC++ 2010?
It just says that it isn't available for C++/CLI.
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