• What are you working on? January 2012
    3,401 replies, posted
Since it's released for Android, I wonder if they've got steam running on Linux. it would be likely considering it would avoid the need to port it entirely to Java.
Still no love for the Windows Phone Platform, le poo
[QUOTE=Hexxeh;34402513]As I said in the other thread, fuuuuuuuuuuuuuu.[/QUOTE] I'd totally use yours instead [img]http://www.facepunch.com/fp/ratings/heart.png[/img]. ...if I had a droid.
[QUOTE=NorthernGate;34402807]Still no love for the Windows Phone Platform, le poo[/QUOTE] To be fair I wasn't really expecting it to come to WP7, both iOS and Android allow you to write applications in C/++ but you can't on WP7. (Managed C++ doesn't count by the way) Oh well, I like my phone nonetheless.
Profiling told me that around 10% of my frame time was spent in malloc(). Hmm. Still, that's sorted now, along with a couple of other bits and bobs - ~25% fps boost in all :D
[url]https://github.com/andrewmcwatters/lopensteamworks/blob/09f08f4551f34e9adc1ebcc89e2d76f8fabdd615/lopensteamworks/lSteamTypes.cpp#L131[/url] One of the dreads of working with a codebase which relies on reverse engineering. :frown: The code in question: [cpp]LUA_API void lua_setcallbackmsg (lua_State *L, int idx, CallbackMsg_t *pcallBack) { ... case ChatRoomEnter_t::k_iCallback: { ChatRoomEnter_t *pChatRoomEnter = (ChatRoomEnter_t *)pcallBack->m_pubParam; // Andrew; this seems to crash. Does the structure need to be reverse // engineered again? /* CSteamID ulSteamIDChat = pChatRoomEnter->m_ulSteamIDChat; lua_pushsteamid(L, &ulSteamIDChat); lua_setfield(L, -2, "m_ulSteamIDChat"); */ lua_pushinteger(L, pChatRoomEnter->m_EChatRoomType); lua_setfield(L, -2, "m_EChatRoomType"); lua_pushint64(L, pChatRoomEnter->m_ulSteamIDOwner); lua_setfield(L, -2, "m_ulSteamIDOwner"); // Andrew; this too /* CSteamID ulSteamIDClan = pChatRoomEnter->m_ulSteamIDClan; lua_pushsteamid(L, &ulSteamIDClan); lua_setfield(L, -2, "m_ulSteamIDClan"); */ CSteamID ulSteamIDFriendChat = pChatRoomEnter->m_ulSteamIDFriendChat; lua_pushsteamid(L, &ulSteamIDFriendChat); lua_setfield(L, -2, "m_ulSteamIDFriendChat"); lua_pushboolean(L, pChatRoomEnter->m_bLocked); lua_setfield(L, -2, "m_bLocked"); lua_pushinteger(L, pChatRoomEnter->m_rgfChatPermissions); lua_setfield(L, -2, "m_rgfChatPermissions"); lua_pushinteger(L, pChatRoomEnter->m_EChatRoomEnterResponse); lua_setfield(L, -2, "m_EChatRoomEnterResponse"); lua_pushstring(L, pChatRoomEnter->m_rgchChatRoomName); lua_setfield(L, -2, "m_rgchChatRoomName"); break; } ... [/cpp] [editline]26th January 2012[/editline] I wish I knew what Voidy's process was for reverse engineering these structures or I'd attempt to do it myself. [editline]26th January 2012[/editline] In other news... Good news everyone! Seconds ago new DLC was released for Train Simulator 2012! Thanks Open Steamworks. I guess.
Finally found a way to show a message box from a destructor (C#): [csharp]~DestroyMe() { new Task(() => MessageBox.Show("MessageBox")).Start(); }[/csharp]
[QUOTE=Hexxeh;34402513]As I said in the other thread, fuuuuuuuuuuuuuu.[/QUOTE] The one Valve made is incompatible with iPod Touch. If you continue your work, can you make yours compatible, please?
[QUOTE=Quark:;34405042]The one Valve made is incompatible with iPod Touch. If you continue your work, can you make yours compatible, please?[/QUOTE] There's not really much point, Valve's app will always be superior. The restriction they put there though can be bypassed probably, but it won't run on a 2nd gen iPod touch or older if they only compiled an ARMv7 binary.
Finally got around to adding different key types to arrays/tables: [img]http://i.imgur.com/wo7qF.png[/img] You can use procedures as keys too, or even other arrays :) This allows for simple OOP etc. with factories, although obviously lacking inheritance and stuff. I'll add the obj.member syntax in tomorrow (just sugar for obj["member"], like in Lua). Surprisingly painless to add, although non-integer keys are treated distinctly now as well - I might change that, because it messes up relations like "y = t[x]".
[QUOTE=Hexxeh;34405122]There's not really much point, Valve's app will always be superior. The restriction they put there though can be bypassed probably, but it won't run on a 2nd gen iPod touch or older if they only compiled an ARMv7 binary.[/QUOTE]And it just so happens that I'm indeed running a 2G. Dammit.
[QUOTE=Quark:;34405162]And it just so happens that I'm indeed running a 2G. Dammit.[/QUOTE] It's entirely possible they could compile it for the 2G once it's out of beta. I can't imagine they're doing anything that explicitly requires a 3GS or newer. Maybe it's due to the iOS version they're targeting and the fact that the 2G and older can't run newer firmwares, not sure.
[QUOTE=COBRAa;34400469]Well, I was just continuing with luaserver and then there was 2 hits from someone other than me: Oh okay; they are probing for proxies. SUDDENLY Well, that inspired me to ask you guys: [url]http://self.arb0c.net/compile.lua[/url] Try and break it (the thing that allows for <?lua ?>, and the server) some how (just don't DoS it, it's my home connection).[/QUOTE] don't use <?, use <% like everyone else
I used <?lua ?> because PHP uses <?php ?>. What languages use <% %>?
...Most? [editline]27th January 2012[/editline] Rails, at least [editline]27th January 2012[/editline] and ASP.Net
Does it really matter whether it uses "<?" or "<%"?
[QUOTE=COBRAa;34406027]Does it really matter whether it uses "<?" or "<%"?[/QUOTE] <? is used by xml [url]https://bugs.php.net/bug.php?id=25987[/url]
Added a simple light engine and a wreck (it's a part of the story) [URL=http://imageshack.us/photo/my-images/69/60755802.png/][IMG]http://img69.imageshack.us/img69/9550/60755802.png[/IMG][/URL] [B]Edit:[/B] [URL=http://imageshack.us/photo/my-images/706/yuhui.png/][IMG]http://img706.imageshack.us/img706/5228/yuhui.png[/IMG][/URL]
[QUOTE=thelinx;34406102]<? is used by xml [url]https://bugs.php.net/bug.php?id=25987[/url][/QUOTE] But mine is "<?lua ?>" and not "<? ?>" so it won't conflict.
[img]http://images.devs-on.net/Image/GLEWMejE6N8VBXV-Region.png[/img] Fuck yes baby, let me bind you to Lau... [media]http://www.youtube.com/watch?v=izGwDsrQ1eQ[/media] It took me longer than it should have to figure out how to just get this shit accessible. There are about 0 guides out there on this that are actually useful (all of them are for shit like C# or VB), and Skype's own documentation says fuck all about importing the COM module.
[QUOTE=COBRAa;34406268]But mine is "<?lua ?>" and not "<? ?>" so it won't conflict.[/QUOTE] Then you don't get to use shortcuts like <? or <?=, because <? [i]will[/i] conflict with XML's <?xml ?> declaration. <?lua conflicts with XML anyway, as <? signals the beginning of a processing instruction
When forking a git repo to keep it updated do you just add a remote of the forked repo and pull changes? Or are you supposed to update it another way?
[QUOTE=high;34407073]When forking a git repo to keep it updated do you just add a remote of the forked repo and pull changes?[/QUOTE] yes, so you'd have an origin and an upstream remote
[IMG]http://i.imgur.com/NnQlo.png[/IMG] Invites just came out fellas, check your email and pass around a copy of the Steam Mobile to your friends. [img]http://images.devs-on.net/Image/fMTRrzCeHrGc0FR-Steam.png[/img] [editline]26th January 2012[/editline] Actual content: [img]http://images.devs-on.net/Image/msBYv7nDvb5H9qx-webdev.png[/img]
[QUOTE=amcfaggot;34407392][img]http://images.devs-on.net/Image/msBYv7nDvb5H9qx-webdev.png[/img][/QUOTE] wow of course you get what i say in there
Neat, the mobile Steam app actually uses a web API written in PHP, even responding with JSON. That means it will now be much, much easier to interact with Steam Friends from third-party software.
[QUOTE=Overv;34407709]Neat, the mobile Steam app actually uses a web API written in PHP, even responding with JSON. That means it will now be much, much easier to interact with Steam Friends from third-party software.[/QUOTE] [url]https://vitalyi7.valvesoftware.com:8283[/url] That's the URL it all goes through.
I've been playing with some experimental extensions to Javascript in Twostroke. I've got infix function calls, ala. Haskell: [img]http://i.imgur.com/vt3EH.png[/img] You can even 'fake' lambdas with infix function calls and Javascript's Function constructor: [img]http://i.imgur.com/QAvOl.png[/img] Lightweight lambda syntax, ala. C#: [img]http://i.imgur.com/UOqIV.png[/img] Blocks are essentially the same as functions, except they keep the same value of this as the scope they were defined in (inspired by coffeescript's fat arrow functions): [img]http://i.imgur.com/LN5Tp.png[/img] I'm enjoying playing around with the language and experimenting with new features, but it's making me wish that all of these features were actually part of Javascript!
[QUOTE=@@;34407810][url]https://vitalyi7.valvesoftware.com:8283[/url] That's the URL it all goes through.[/QUOTE] What do the request and response structures look like, do you know?
[QUOTE=amcfaggot;34408001]What do the request and response structures look like, do you know?[/QUOTE] [url]http://fiddler2.com/fiddler2/[/url]
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