[QUOTE=Extravagant;45618805]-stoof-[/QUOTE]
Damnit you beat me to it, I made the same thing but didn't have time to post it :v:
Just made something with SetPixel that gets a Bitmap image from a process ID, and then renders it into the console. :dance:, It only renders thing's that have actual graphics open, like Visual Studio or Trillian. I need to try and get it to work for google chrome tabs next
[IMG]http://i58.tinypic.com/29xapmv.jpg[/IMG]
It does render the whole image but, because I didn't want to show you my horrible code (I've been using the same project the whole time for every picture and test here) so I decided to only screen shot the top part :P
[QUOTE=Extravagant;45618805][...]
Next I think I will try and visualize another window that's already open, into the console[/QUOTE]
That reminds me: If you don't initialise buffers properly you can read out "discarded" parts of VRAM (at least on Win7 with a GTX 580). That means you can read out textures of closed windows etc.
I wonder if it's possible to manipulate the buffer IDs to hook into active foreign buffers.
It's obviously not a solution for rendering stuff on top of it reliably, but you may be able to grab data without injecting into the process.
[url]https://gist.github.com/anonymous/bcffd345d640593d1d94[/url]
First time I've ever used Wireshark for anything, but I've started to reverse engineer the new remote console that Source 2 has. It's pretty easy to get just the text, but there is a lot more than that. You get the channel names, you get the data from the profiler, you get an AITF message which I have no clue. There is also a CMND packet which is kinda important and next on my list after PRNT and CHAN.
Last SetPixel post I will do, since people are probably getting bored of seeing stuff like this. But I found a neat little thing you can do with queues and setting the pixels
(The Screen-O-Matic though ahaha, I honestly couldn't think of anything better to share this with)
[IMG]http://i60.tinypic.com/z7ask.jpg[/IMG]
[QUOTE=Lumaio;45614872]I don't think we can, there's no way to revert SetPixel as far as I can see :/[/QUOTE]
GetPixel, store previous value in temporary variable, SetPixel, wait, SetPixel to stored value.
Would of course mess up if anything else (like, y'know, the actual command-line interpreter) draws over the pixel in question in the meantime.
In any case, I propose a really scary death screen for NetHack.
[QUOTE=DrTaxi;45621036]GetPixel, store previous value in temporary variable, SetPixel, wait, SetPixel to stored value.
Would of course mess up if anything else (like, y'know, the actual command-line interpreter) draws over the pixel in question in the meantime.
In any case, I propose a really scary death screen for NetHack.[/QUOTE]
I think you can also invalidate window graphics with a handle, that would redraw and thereby clear it.
Why is this stuff limited to SetPixel specifically? Surely if you have the window's DC then you can draw far more to it than just individual pixels?
[QUOTE=BackwardSpy;45621307]Why is this stuff limited to SetPixel specifically? Surely if you have the window's DC then you can draw far more to it than just individual pixels?[/QUOTE]
and you would be correct
[IMG]http://i60.tinypic.com/auja85.png[/IMG]
You can do anything you can do with graphics, onto the console
My university is having me choose a username and they're using a bunch of JS <option value="foobar"> stuff in a dropdown menu. I am so sorely tempted to edit it and attempt to get a custom one, but I'm also afraid of breaking things and/or getting into trouble...
[QUOTE=ECrownofFire;45621617]My university is having me choose a username and they're using a bunch of JS <option value="foobar"> stuff in a dropdown menu. I am so sorely tempted to edit it and attempt to get a custom one, but I'm also afraid of breaking things and/or getting into trouble...[/QUOTE]
I'd probably do it if the default choices are terrible since it's really inconsequential from a security point of view (unless you override the admin account or something).
My judgement regarding this kind of thing is not always the best though. I also wouldn't be surprised if they did at least some validation on the data, uni IT is usually not [I]that[/I] bad.
I'm interested in taking some basic steps towards learning a programming language, but I'm not entirely sure where to start. My general idea for a first real project is to write a program with all the character classes, spells, abilities, and skills from a tabletop roleplaying game that I've been playing with my friends, as well as implement some combat management tools for keeping track of hitpoints, dice rolls, bonuses, and things like that. Beyond that, I'd like to include a long list of variables for randomly rolling new encounters and conflicts and such. It'd be the ultimate gamemaster assistant, letting me randomly, and instantly, roll up new characters, monsters, and scenarios, and keep track of all the action. All I'd have to do is narrate and direct the scenes for my players.
I scoured the web for a program like this that might work with the game we've been playing (which I totally fuckin' dig, and have been playing sporadically for 10+ years because it's awesome), but couldn't find anything beyond basic dice-rolling programs and a couple of mismatched initiative trackers.
Given that this is all basically just a text-based system, I don't imagine it'd be terribly difficult to write a program to manage it all, right? At least for somebody who knew what they were doing, the longest part seems like it'd be plugging in the huge database of things it can draw from, but what about something like this?
-Roll to randomly select a character class from the databse, or select your own
-Randomly generate a name, or select your own
-Randomly roll the correct dice for all the attributes.
-Randomly select from the database of skills that the character is capable of learning, or pick your own.
-Randomly roll from the database of available spells/powers/abilities, or select your own
-Automatically calculate combat bonuses from attributes, skills, and powers
-Allow you to purchase from the database of equipment with available gold/credits/cashbux/etc, and to track those cashbux
Where should I start with this? Is there a particular programming language that would be best suited to this, or is it basic enough that just about anything would suffice? Ease of use is my biggest priority for this, being my first language besides some very (very) basic HTML knowledge.
Thanks!
SMD model loading is finally working with animations and everything. Its so beautiful :')
[IMG]http://i61.tinypic.com/10ehkqo.jpg[/IMG]
Texturing as well, but I couldn't find the texture for this. :v:
Well there's also some other stuff in some hidden attributes including a login shell selection that's currently set to /bin/bash and a home folder that is set to /home/foobar (for an example username). Not going to fuck with those, but I wonder what would happen if I set the home folder to /bin or whatever.
Now that I think of it, I [I]really[/I] wonder what would happen if I tried to set my username to "root".
Fuck, now I wish I had a sandbox with this.
Here we go much better.
[IMG]http://i58.tinypic.com/2l899hu.jpg[/IMG]
[B]Edit[/B]
ahhhhhhhhhh automerge
[QUOTE=Extravagant;45621386]and you would be correct
[IMG]http://i60.tinypic.com/auja85.png[/IMG]
You can do anything you can do with graphics, onto the console[/QUOTE]
I thought so, seems weird that everyone's only playing with SetPixel but maybe I'm just missing the point a bit. :v:
[QUOTE=BackwardSpy;45622386]I thought so, seems weird that everyone's only playing with SetPixel but maybe I'm just missing the point a bit. :v:[/QUOTE]
It's because, you can't set a single pixel in Graphics, where as with SetPixel you can do some funny things :P though, now I might have a play with graphics too...
[QUOTE=Big Dumb American;45621862][...] Ease of use is my biggest priority for this, being my first language besides some very (very) basic HTML knowledge.
Thanks![/QUOTE]
Unless you go with C#/WPF or a web interface that's basically useless since HTML is not a programming language. (You probably shouldn't use WPF at first, the console definitely is enough for this and you can always upgrade later if you want to do a GUI.)
The good news is that this works with basically any programming language since you don't need to do complicated output. You could even create it using HTML and JavaScript so it can run in the browser on any computer/tablet/etc. (In that case it would be WebDev though.)
If you don't mind not running on Android/iOS then almost any CLR compatible language is a good choice since they are statically typed (better error detection) and you can use the binaries on e.g. Linux without recompiling if you follow a few simple rules.
Good candidates here are C# and F#, whereas the latter is in my opinion a lot nicer for what you want to do but also has less good documentation. (On the plus side it has very strict checking though, so you will almost always notice if something's not 100% correct as soon as you compile it.)
You're also already programming, in a way, so that's a good start. Your feature list there is practically the same thing you'd type into the computer, you just have to make it a lot more detailed [URL="http://www.xkcd.com/1349/"]because computers are extremely dumb[/URL].
A functional language like F# may actually be perfect for you, since you'd mostly write "rules" and not "instructions" that way. That meshes really well with turn-based stuff and would, with some care, allow you to log the whole adventure and jump back to any point. (A speciality of functional languages is conveniently not destroying the input when advancing, but in F# that's not a strict guarantee unlike in Haskell which is pure.)
You can technically do that with any language though, it may just be a bit less convenient.
Hm... normally I'd say pick up a book and just learn the basics from the very ground up, but since you already seem to have the right mindset and an achievable project I think you can [URL="http://www.tryfsharp.org/Learn/getting-started"]just go with a crash course[/URL]. (I just noticed you're on Linux... The website won't work interactively but you can still use the language by installing it locally, which you'd have to do anyway for a serious project. It's a bit of a hassle on Linux though. Maybe you could use Haskell, but the only experience I have with that is little documentation and bad interop with other languages.)
There's also Lisp, [URL="http://i.imgur.com/Xy0RoUg.jpg"]which is a bit like magic[/URL] because of [URL="http://random-state.net/features-of-common-lisp.html"]all the crazy shit it can do[/URL]. Personally I haven't tried it because it's a dynamically typed language, though I suppose you can statically type it if you want. I really should look into it again, I think there's a .NET implementation too now.
I suppose the bottom line is: Pick something that doesn't look super ugly to you and run with it for a while, if you notice it really doesn't work for you you can always switch without losing learning progress. (Just don't use Java or VB, they are definitely inferior to C# due to they missing features or verbose syntax, respectively.)
If I knew nothing about programming and wanted to start, the last thing I'd want to learn about is F# and Lisp. The dude just wants to make a simple game, not learn a bunch of obscure languages. I think he'd be better off just prototyping in Unity, no need to make things complicated.
Imo the best thing to do is to just start and not ask so many questions. It doesn't matter what language is the best or whatever, just start coding in whatever.
The Source 2 logging is ridiculously over engineered. The client does all the filtering, and there are control messages from the vconsole2.exe to do that, all the names colours, log levels are sent from the game to the console. The game can send profiling data to the console. All the convars/concommands are sent from the game to the console for auto complete. I think I might give up trying to fully work this out.
So with SetPixel (I know I said the last one was my last but.. this is a proper program) I made a visualizer which shows my CPU usage in the console by the length of the line (and the colour too)
[IMG]http://i60.tinypic.com/2gv4nwg.jpg[/IMG]
Me spamming open windows explorer is to show that is does actually effect the line sizes :P
Oh god, programmer art
[IMG]https://dl.dropboxusercontent.com/u/9317774/programmerart.PNG[/IMG]
I literally could not 3D model if my life depended on it.
In other news, the game I'm making is going to have top quality art :v:
[QUOTE=layla;45622726]If I knew nothing about programming and wanted to start, the last thing I'd want to learn about is F# and Lisp. The dude just wants to make a simple game, not learn a bunch of obscure languages. I think he'd be better off just prototyping in Unity, no need to make things complicated.
Imo the best thing to do is to just start and not ask so many questions. It doesn't matter what language is the best or whatever, just start coding in whatever.[/QUOTE]
F# isn't quite that obscure though. Its functionality is a superset of C# so anything from there applies in F# too.
The only downside is that mutable/C#-style class definitions are annoyingly verbose at times.
[editline]7th August 2014[/editline]
Also I don't think this is a "game project" per se, looks more like a utility program that has to churn through data and rules.
Functional languages are definitely the better choice for that and syntactically F# is less complicated than C# (most of the time).
[editline]edit[/editline]
But otherwise yes, it really doesn't matter that much. The subjective "not ugly" part is probably more important.
[QUOTE=Icedshot;45623149]Oh god, programmer art
[IMG]https://dl.dropboxusercontent.com/u/9317774/programmerart.PNG[/IMG]
I literally could not 3D model if my life depended on it.
In other news, the game I'm making is going to have top quality art :v:[/QUOTE]
I've been teaching myself to model with modo, using a number of pretty awesome videos to guide me. It's difficult stuff and it's taken me ages to get even somewhat okay at it but on the other hand I'm having tons of fun rendering the finished models.
[t]http://i.imgur.com/wzCXaZJ.png[/t]
[t]http://i.imgur.com/ZzfDSNc.jpg[/t]
[QUOTE=Extravagant;45623054]So with SetPixel (I know I said the last one was my last but.. this is a proper program) I made a visualizer which shows my CPU usage in the console by the length of the line (and the colour too)
[IMG]http://i60.tinypic.com/2gv4nwg.jpg[/IMG]
Me spamming open windows explorer is to show that is does actually effect the line sizes :P[/QUOTE]
What happens if compositing is off?
[QUOTE=ECrownofFire;45621617]My university is having me choose a username and they're using a bunch of JS <option value="foobar"> stuff in a dropdown menu. I am so sorely tempted to edit it and attempt to get a custom one, but I'm also afraid of breaking things and/or getting into trouble...[/QUOTE]
It worked! I made a very innocuous change though. Unnoticeable unless you happen to be familiar with the system. I basically just made sure nothing was cut off due to the 8 character limit.
And now to deal with my financial aid...
[QUOTE=Icedshot;45623149]Oh god, programmer art
[IMG]https://dl.dropboxusercontent.com/u/9317774/programmerart.PNG[/IMG]
I literally could not 3D model if my life depended on it.
In other news, the game I'm making is going to have top quality art :v:[/QUOTE]
That's one mesh and not just a collection of convex shapes, right?
[editline]7th August 2014[/editline]
[QUOTE=cartman300;45623497][IMG]http://www.facepunch.com/fp/ratings/tick.png[/IMG][/QUOTE]
Ah right, otherwise it would look differently.
I think in Blender you don't have to cut around the whole mesh though, you can just create edges where you need them and then extrude, and merge the rest of the faces.
It should be the "knife" tool or something like that.
[QUOTE=Tamschi;45623427]What happens if compositing is off?[/QUOTE]
[IMG]http://i59.tinypic.com/hvo1tt.png[/IMG]
you mean like that?
[QUOTE=Extravagant;45623699][IMG]http://i59.tinypic.com/hvo1tt.png[/IMG]
you mean like that?[/QUOTE]
I mean switching to the "compatible" rendering mode (by launching some old GDI application for example) and then moving a different window in front, without redrawing all the time.
[QUOTE=BackwardSpy;45623422]I've been teaching myself to model with modo, using a number of pretty awesome videos to guide me. It's difficult stuff and it's taken me ages to get even somewhat okay at it but on the other hand I'm having tons of fun rendering the finished models.
-awesome models-[/QUOTE]
If i could do half of what you can i would be a happy man. I just can't get into art and i've tried hard to.
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