[QUOTE=acpm;40075851]Anyone working on any not-serious fun projects to kill time? I was thinking about bringing this back as a fun kill-time project.
[IMG]http://imageshack.us/a/img542/8607/screenshotwqc.png[/IMG][/QUOTE]
I miss that title.
I use WEP at my home because my android tablet seems to have serious problems connecting to anything other than that.
Playing around with my map editor, its kinda fun to make maps. I have a folder I can just drop images into to use for the map.
[IMG]http://img189.imageshack.us/img189/7730/deadstreetthing.png[/IMG]
Ignore the crappy textures, they are programmer art/random things from old projects that suck. Like the dead body things are resized and look like shit, and the walls.
I still need to make a shader to soften the edges on shadows.
I'm trying to roll my own websocket server and for some reason my encoded handshake key is minutely differently than the correct key... I'm going to die.
Changed how variables work/are used in my VM. There are now 2 operators that have to do with variables. $foo gets the value of foo and #foo gets the position in memory of foo. Originally I had the second operator as part of the first, adjusting itself based on which opcode was being run, but that doesn't allow you to do fun things with pointers.
My procedurally generated roguelike-inspired platformer is coming along. Let me know what you think.
[url]http://www.newgrounds.com/projects/games/639004/preview[/url]
[code] Memcheck, a memory error detector
Copyright (C) 2002-2011, and GNU GPL'd, by Julian Seward et al.
Using Valgrind-3.7.0 and LibVEX; rerun with -h for copyright info
Command: ./srvtest
Parent PID: 14818
Thread 3:
Invalid write of size 1
at 0x5D8E3E4: AMF_EncodeString (in /usr/lib/x86_64-linux-gnu/librtmp.so.0)
by 0x4E5322F: PacketEncoder::encodeString(std::string const&) (packet_encoder.cxx:35)
by 0x4E5D790: RtmpSession::SendConnectResult(double) (rtmp_session.cxx:263)
by 0x4E5CE3E: RtmpSession::invoke_connect(RTMPPacket*, double, AMFObject*) (rtmp_session.cxx:112)
by 0x4E5D154: RtmpSession::invoke_handler(RTMPPacket*) (rtmp_session.cxx:167)
by 0x4E5D438: RtmpSession::packet_handler(RTMPPacket*) (rtmp_session.cxx:201)
by 0x4E5D699: RtmpSession::refresh() (rtmp_session.cxx:244)
by 0x4E57AD9: RtmpContext::serverThread() (rtmp_context.cxx:110)
by 0x4E5C3F8: boost::_mfi::mf0<void, RtmpContext>::operator()(RtmpContext*) const (mem_fn_template.hpp:49)
by 0x4E5C35B: void boost::_bi::list1<boost::_bi::value<RtmpContext*> >::operator()<boost::_mfi::mf0<void, RtmpContext>, boost::_bi::list0>(boost::_bi::type<void>, boost::_mfi::mf0<void, RtmpContext>&, boost::_bi::list0&, int) (bind.hpp:253)
by 0x4E5C300: boost::_bi::bind_t<void, boost::_mfi::mf0<void, RtmpContext>, boost::_bi::list1<boost::_bi::value<RtmpContext*> > >::operator()() (bind_template.hpp:20)
by 0x4E5C131: boost::detail::thread_data<boost::_bi::bind_t<void, boost::_mfi::mf0<void, RtmpContext>, boost::_bi::list1<boost::_bi::value<RtmpContext*> > > >::run() (thread.hpp:62)
Address 0x738cfc2 is 0 bytes after a block of size 18 free'd
at 0x4C2A44B: operator delete(void*) (in /usr/lib/valgrind/vgpreload_memcheck-amd64-linux.so)
by 0x4E56BBF: __gnu_cxx::new_allocator<char>::deallocate(char*, unsigned long) (new_allocator.h:100)
by 0x4E567D1: std::_Vector_base<char, std::allocator<char> >::_M_deallocate(char*, unsigned long) (stl_vector.h:175)
by 0x4E56621: std::vector<char, std::allocator<char> >::_M_fill_insert(__gnu_cxx::__normal_iterator<char*, std::vector<char, std::allocator<char> > >, unsigned long, char const&) (vector.tcc:517)
by 0x4E55EB1: std::vector<char, std::allocator<char> >::insert(__gnu_cxx::__normal_iterator<char*, std::vector<char, std::allocator<char> > >, unsigned long, char const&) (stl_vector.h:1004)
by 0x4E557F9: std::vector<char, std::allocator<char> >::resize(unsigned long, char) (stl_vector.h:687)
by 0x4E54F02: PacketEncoder::grow(int) (packet_encoder.hpp:114)
by 0x4E531EE: PacketEncoder::encodeString(std::string const&) (packet_encoder.cxx:37)
by 0x4E5D790: RtmpSession::SendConnectResult(double) (rtmp_session.cxx:263)
by 0x4E5CE3E: RtmpSession::invoke_connect(RTMPPacket*, double, AMFObject*) (rtmp_session.cxx:112)
by 0x4E5D154: RtmpSession::invoke_handler(RTMPPacket*) (rtmp_session.cxx:167)
by 0x4E5D438: RtmpSession::packet_handler(RTMPPacket*) (rtmp_session.cxx:201)[/code]
Memory corruption.. hnnng
[QUOTE=ECrownofFire;40069514]Mercurial supports basically everything that git does, but it has a bit of a different philosophy to it (changing history is VERY discouraged).[/QUOTE]
Well, changing public history is. There's a phase system and you can set your local branches to secret to avoid pushing them.
Hg only complains if a changeset is "public" (happens after pushing a "private" one or manually.)
You have to activate the extensions for rebase, graft, histedit and so on in your config, but afterwards it's just like Git without the plumbing commands.
[IMG]http://jesusfuck.me/di/RXMW/Screenshot_-_03292013_-_07:54:30_AM.png[/IMG]
Python, pygame and twisted!
[QUOTE=Icedshot;40070827]Started writing a game with SFML, turns out its line drawing is absolute shit:
[IMG]https://dl.dropbox.com/u/33076954/sfmlwtf.PNG[/IMG]
Does anyone know a way around this? I'm tempted to draw the lines manually, but then i'd have to do the edge smoothing etc myself, which is something i'd rather not do
SFML 2.0 doesn't allow you to access textures in any useful way either, so I can't draw the lines to a smooth texture, then draw it to the screen (unless i want to draw it to an image, load that to a texture, then draw that to the screen, but seems a little overkill Edit: Tried rendering to a smooth rendertexture but it does nothing)[/QUOTE]
How are you drawing them exactly? 1x1 texture?
[QUOTE=NovembrDobby;40081223]How are you drawing them exactly? 1x1 texture?[/QUOTE]
There's a Line drawable afaik.
[QUOTE=Dj-J3;40081231]There's a Line drawable afaik.[/QUOTE]
SFML 2.0 took away the line drawable, so inconvinient.
[QUOTE=danharibo;40081296][url]https://github.com/LaurentGomila/SFML/wiki/Source%3A-Drawable-Line-Shape[/url][/QUOTE]
I have made my own function for drawing lines too, but it's just so weird for a graphics library to [b]take out[/b] a totally primitive object to draw. I honestly can't see why it would be beneficial.
It's almost easier to do it the way described on that github page.
[QUOTE=Loli;40072315][IMG]http://i.imgur.com/JGuWdyQ.png[/IMG]
Although not code related, I was sat in the office before (I still am) and I saw this. Is this something people are still doing?[/QUOTE]
802.11 WEP
I don't even wat
[editline]29th March 2013[/editline]
I'm thinking of finishing my webchat that uses teamspeak...
I already made the [url=https://github.com/Mega1mpact/Python-Teamspeak-interface]library[/url] etc :/
[editline]29th March 2013[/editline]
The idea was that you could chat with people who are in teamspeak using a webpage.
[img]http://i.imgur.com/91Wv11E.png[/img]
What the fuck
I finally can post here.
[IMG]http://i.imgur.com/VEgAPan.png[/IMG]
Implementing brainfuck into Minecraft.
Befunge fits better in Minecraft IMO.
That's what I'm hearing, but I'm doing this as part of a 4-day ModJam. This was the easier language to implement. I may try it with Befunge at some point though.
[QUOTE=Gran PC;40084077]Befunge fits better in Minecraft IMO.[/QUOTE]
[URL="http://en.wikipedia.org/wiki/Piet_(programming_language)"]Piet[/URL] fits better in Minecraft
[QUOTE=DrLuckyLuke;40083261][img]http://i.imgur.com/91Wv11E.png[/img]
What the fuck[/QUOTE]
The server has a telnet query interface on port 10011
[img]http://puu.sh/2qdBo[/img]
[QUOTE=DrLuckyLuke;40083261][img]http://i.imgur.com/91Wv11E.png[/img]
What the fuck[/QUOTE]
Whats wrong I can't see it :(
[QUOTE=quincy18;40084706]Whats wrong I can't see it :([/QUOTE]
It's telnet
[QUOTE=OldFusion;40085248]So?[/QUOTE]
Unencrypted and generally outdated
[editline]29th March 2013[/editline]
The only advantage to, say, ssh, is that telnet defines a terminal. And that just means you might have to change TERM when connecting via ssh.
I got my WebSocket server to handshake properly.
But now when I send messages to my server it comes in as gibberish. Encrypted or something, not really sure. I haven't even tried sending a message back to the client.
[QUOTE=DrLuckyLuke;40085215]It's telnet[/QUOTE]
Mehh I use telnet on work everyday so it didn't seem that strange :(
Ok, WAYWO, I need your help to decide which theme I should use in my android app:
[IMG]http://www.facepunch.com/fp/ratings/zing.png[/IMG] Holo Light
[t]https://dl.dropbox.com/u/7644905/2013-03-29 21.45.32.png[/t]
[img]http://www.facepunch.com/fp/ratings/clock.png[/img] Holo Light, with dark Action Bar
[t]https://dl.dropbox.com/u/7644905/2013-03-29 21.47.55.png[/t]
Also, could whoever posted that link about calculating the approximate value from three different locations please repost it? I've lost it, and can't remember the name of it.
[QUOTE=Gulen;40086313]Ok, WAYWO, I need your help to decide which theme I should use in my android app:
[IMG]http://www.facepunch.com/fp/ratings/zing.png[/IMG] Holo Light
[t]https://dl.dropbox.com/u/7644905/2013-03-29 21.45.32.png[/t]
[img]http://www.facepunch.com/fp/ratings/clock.png[/img] Holo Light, with dark Action Bar
[t]https://dl.dropbox.com/u/7644905/2013-03-29 21.47.55.png[/t]
Also, could whoever posted that link about calculating the approximate value from three different locations please repost it? I've lost it, and can't remember the name of it.[/QUOTE]
I don't remember the website, or the name of the method, but I remember how it worked.
[img]http://localhostr.com/files/lBLmH9f/20130329_230142.jpg[/img]
Given 3 locations with attached values (the radiation reading from this station) A, B and C, and a current location, X. Construct the triangles as seen above, where A[SUB]A[/SUB], A[SUB]B[/SUB] and A[SUB]C[/SUB] are the areas of the triangles.
Calculate the sum of the areas of the 3 triangles, A[SUB]ABC[/SUB]
For each location, divide the total area with the area of the triangle in question, then multiply by the reading from the station. Add these values together for an approximation of the value at point X.
R = (A[SUB]ABC[/SUB]/A[SUB]B[/SUB]) * A + (A[SUB]ABC[/SUB]/A[SUB]B[/SUB]) * B + (A[SUB]ABC[/SUB]/A[SUB]C[/SUB]) * C
You can sort of see this intuitively (how I figured it out), if you imagine that the triangle A[SUB]A[/SUB] for instance took up the entire area of A[SUB]ABC[/SUB]. In this case, you'd basically be standing right on top of point B, and your calculation would then be something like this:
R = 0 * A + 1 * B + 0 * C
[editline]29th March 2013[/editline]
Oh, remember to check for division by zero by the way!
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