[QUOTE=Darwin226;29097543]I can't believe how fun writing your own language is.
This is the longest I have worked on anything without losing interest.
Always something new.
Now to add some array management function and I'll start on OpenGL interfacing.[/QUOTE]
I want to make a language but I don't know where to start. RPN parsing hurts my brain :(
[editline]10th April 2011[/editline]
@austech
HOT.
Any plans on a demo of some sort?
oh and edit again
Any idea of an efficient way to emulate [url=http://en.wikipedia.org/wiki/WireWorld]Wire Worlds[/url]? I have a grid editor and all set up but don't know how i can emulate it
[QUOTE=Map in a box;29097860]
@austech
HOT.
Any plans on a demo of some sort?[/QUOTE]
Thanks! :D
I'll release a demo when my town's value reaches 5000.
[QUOTE=high;29089584]How that hooks anything is beyond me(you never specify 'send' anywhere, at least that I can see). Anyways I use DetourAttachEx instead of DetourAttach. Also I always liked v1.1 better so I created functions like
*code*[/QUOTE]
WS2hook.h:
[cpp]#ifndef WS2HOOK_H
#define WS2HOOK_H
#define WIN32_LEAN_AND_MEAN
#include <Windows.h>
#include <WinSock2.h>
#include <cstdio>
#include <cstdlib>
#include "detours.h"
#pragma comment( lib, "ws2_32.lib" )
#pragma comment( lib, "detours.lib" )
static FILE* log;
static int ( WINAPI *orig_send )( SOCKET s, const char* buf, int len, int flags ) = send;
static int ( WINAPI *orig_recv )( SOCKET s, char* buf, int len, int flags ) = recv;
int WINAPI my_send( SOCKET s, const char* buf, int len, int flags );
int WINAPI my_recv( SOCKET s, char* buf, int len, int flags );
#endif // WS2HOOK_H[/cpp]
Sorry for late reply, was sleeping.
[QUOTE=xAustechx;29098249]Thanks! :D
I'll release a demo when my town's value reaches 5000.[/QUOTE]
I'm assuming that's in-game.
So, open cheat engine and speedhack your game plx
I don't know what it is about bitmasks but my brain doesn't want to understand them...
[QUOTE=TVC;29098275]WS2hook.h:
[cpp]#ifndef WS2HOOK_H
#define WS2HOOK_H
#define WIN32_LEAN_AND_MEAN
#include <Windows.h>
#include <WinSock2.h>
#include <cstdio>
#include <cstdlib>
#include "detours.h"
#pragma comment( lib, "ws2_32.lib" )
#pragma comment( lib, "detours.lib" )
static FILE* log;
static int ( WINAPI *orig_send )( SOCKET s, const char* buf, int len, int flags ) = send;
static int ( WINAPI *orig_recv )( SOCKET s, char* buf, int len, int flags ) = recv;
int WINAPI my_send( SOCKET s, const char* buf, int len, int flags );
int WINAPI my_recv( SOCKET s, char* buf, int len, int flags );
#endif // WS2HOOK_H[/cpp]
Sorry for late reply, was sleeping.[/QUOTE]
My guess is it is getting stuck in an infinite loop calling itself.
[QUOTE=high;29098636]My guess is it is getting suck in an infinite loop calling itself.[/QUOTE]
I thought that as well, but Detours works like that.
I'll try calling the real send and recv.
[QUOTE=bobthe2lol;29091724]Does any one here have any experience integrating lua into C#? I think that my problem is that the lua51.dll and/or the luainterface.dll were compiled under an incompatible version of visual studio, because the error when I try do make a new Lua() state is "Mixed mode assembly is built against version 'v2.0.50727' of the runtime and cannot be loaded in the 4.0 runtime without additional configuration information." So my question is what are these additional configuration information or what else can I do to get it to be able to be loaded in the 4.0 runtime? I have been trying for the last two hours to figure this out. First, I thought that I could just recompile it all, but being on windows I don't seem to have make, and I can't make head nor tail of trying to make shit myself with the visual studio command line. Then I tried downloading a new set of dlls from the site that hosts LuaInterface but I got the same problem...
Sigh... I should have stuck with java. The IDEs are so much smpler! Fucking visual studio... and dlls... and all that windows shit.[/QUOTE]
Might be late but, use KopiLua, it's a direct port of lua51.
[url]https://github.com/gerich-home/kopilua[/url]
I used it in MineViewer, no problems with it either, here is where it's used in MineViewer too: [url]https://github.com/dzamkov/MineViewer/blob/master/MineViewer/Scheme.cs[/url]
[QUOTE=TVC;29098660]I thought that as well, but Detours works like that.
I'll try calling the real send and recv.[/QUOTE]
Detours is not supposed to get stuck in an infinite loop.
Anyways I would check that 'orig_send' is being set to the trampoline and not staying 'send'.
Or use DetourAttachEx and set orig_send to the trampoline.
[QUOTE=COBRAa;29098810]Might be late but, use KopiLua, it's a direct port of lua51.
[url]https://github.com/gerich-home/kopilua[/url]
I used it in MineViewer, no problems with it either, here is where it's used in MineViewer too: [url]https://github.com/dzamkov/MineViewer/blob/master/MineViewer/Scheme.cs[/url][/QUOTE]
That's cool, except it's probably slow and doesn't follow .NET standards.
[QUOTE=Ortzinator;29099095]That's cool, except it's probably slow and doesn't follow .NET standards.[/QUOTE]
Don't say probably, profile it first.
Gah, I hate it when you have an issue, know how to solve it, but just have a hard time applying the solution for no apparent reason, you just can't think right about it or something.
I had that problem 5 minutes ago. How I resolved it, was, I didn't do it. (pros do that ya know)
[QUOTE=COBRAa;29099244]Don't say probably, profile it first.[/QUOTE]
Luckily the author did it for me. [url]http://www.ppl-pilot.com/kopilua.aspx[/url]
[quote]Unfortunately KopiLua runs significantly slower than the native C version. The original code makes judicious use of macros which C# cannot inline. It also uses a lot of pointer arithmetic which had to be emulated in C# via overloaded operators.[/quote]
[QUOTE=Ortzinator;29099095]That's cool, except it's probably slow and doesn't follow .NET standards.[/QUOTE]
Any other help you want to knock down on the basis of 'probably'?
(Yes, you did ninja me. But my point still stands. You didn't know at the time, hence the 'probably' and knocked it down. If you did research before knocking it down, I wouldn't be making this post.)
[QUOTE=NorthernGate;29099325]Gah, I hate it when you have an issue, know how to solve it, but just have a hard time applying the solution for no apparent reason, you just can't think right about it or something.[/QUOTE]Like when you know how to argue for something, and have all the evidence for it, but you just can't get the words together to prove it correctly..I swear she said she was 18!
I just turned a full day of code into a new Hud for my mod Bisounours Party :)
[media]http://uppix.net/c/9/f/b82f2c0218ba682208c1f164af46c.jpg[/media]
Got tired of making my little wireworlds thing for now so I went ahead and made this 5 second project:
[media]
[img]http://www.lapitapi.com/wp-content/uploads/2011/04/crysis_2_big1.jpg[/img]
[/media]
(ontopic)
I'm thinking about making a desktop facepunch ticker that has desktop notifications, would anyone use this?
[QUOTE=Jookia;29099546]Any other help you want to knock down on the basis of 'probably'?
(Yes, you did ninja me. But my point still stands. You didn't know at the time, hence the 'probably' and knocked it down. If you did research before knocking it down, I wouldn't be making this post.)[/QUOTE]
I didn't say it was useless and nobody should use it, I was just pointing out the downsides. This would be great if you wanted to add scripting to a XNA game for the 360, as the author mentions, or if the slower speed doesn't matter, which it probably won't. But really, there's no reason to not use the wrapper.
Believe me, I'm always among the first to get on someone about complaining about speed, but guess what? It's actually slower. And when we're talking about Lua, which is known for its speed, that means something.
[QUOTE=Map in a box;29099793]I'm thinking about making a desktop facepunch ticker that has desktop notifications, would anyone use this?[/QUOTE]
It has been done a couple of times, but none has been successful
[QUOTE=Z_guy;29100023]It has been done a couple of times, but none has been successful[/QUOTE]
Then I shall make a better one!
edit
PAGEQUEEN!
king* sorry
Would you guys recomend just using IronPython and forgetting about Lua alltogether?
Or... maybe even using C# as the scripting language...?
[QUOTE=bobthe2lol;29100307]Would you guys recomend just using IronPython and forgetting about Lua alltogether?
Or... maybe even using C# as the scripting language...?[/QUOTE]
I'm interested in this as well, I'm not sure if I want to go with Lua, IronPython, or IronRuby. Though I don't really like using C# as a scripting language.
Here's some game play of my game before I go to bed.
[media]http://www.youtube.com/watch?v=w95PxkrQCUg&feature=player_embedded[/media]
Hope you like. :D
omg demo go go
[QUOTE=Map in a box;29101450]omg demo go go[/QUOTE]
chad?
fuck I love html5, <3 canvas
[url]http://spec.jimbomcb.net/v3/[/url] check out bots teleporting
sexy..
very
[editline]10th April 2011[/editline]
Speaking of, I got my ticker to be fully functional. Now to make it prettier
[editline]10th April 2011[/editline]
[media][IMG]http://i51.tinypic.com/2j0jng9.jpg[/IMG][/media]
<3
[QUOTE=Map in a box;29101640]sexy..
very
[editline]10th April 2011[/editline]
Speaking of, I got my ticker to be fully functional. Now to make it prettier
[editline]10th April 2011[/editline]
[media][img_thumb]http://i51.tinypic.com/2j0jng9.jpg[/img_thumb][/media]
<3[/QUOTE]
standalone facepunch ticker.
written in java.
using lwjgl.
i don't even know where to begin.
Sorry, you need to Log In to post a reply to this thread.