• What Are You Working On? May 2015
    1,601 replies, posted
[QUOTE=Rocket;47659598]I don't understand how a cheat economy exists in the first place. Idiots pay money to play a game without a challenge, only to get eventually VAC banned anyways? What's the point?[/QUOTE] But it says right there it's "undetectable", just like every other private cheat that ended up getting VAC'd.
[QUOTE=Rocket;47659667]Eventually someone is going to make a hardware-based cheat. Like reading from video out and providing input directly to the keyboard and mouse input. Undetectable and incredibly difficult to make.[/QUOTE] been done as far back as Call of Duty 1 multiplayer and Halo PC and probably earlier
[QUOTE=Rocket;47659667]Eventually someone is going to make a hardware-based cheat. Like reading from video out and providing input directly to the keyboard and mouse input. Undetectable and incredibly difficult to make.[/QUOTE] A long time ago there were aimbots that would send mouse input to the game to aim at team-specific colour skins. They were terrible though and you could counter them by having a spray that matched the colour the aimbot was looking for.
[QUOTE=Sidneys1;47658338]Put my [URL="https://github.com/Sidneys1/GFSM"]Generic Finite State Machine[/URL] and [URL="https://github.com/Sidneys1/Behaviorals"]Behavioral[/URL] frameworks on GitHub. :) [editline]4th May 2015[/editline] I have no idea if they're any good, so feedback is welcome :) So far they work, though they haven't been heavily tested.[/QUOTE] I had some units of automata theory at university a few years ago, so here are my two cents. The set of states in your FSM implementation are objects of classes that derive from your abstract State class. Your FSM has the set of all class instances that are assignable from your State class as an input alphabet. The transitions are defined independently for each of the State classes and specify to and from which State types transitions are allowed. This makes your FSM non-deterministic, as multiple instances of the same State type are allowed. I would say your FSM is a Moore machine, because the output (Whatever the Enter method does) only depends on the current state. Setting up your FSM seems a bit tedious at the moment. Isn't the FromThisTransitions property redundant, if you already checked the ToThisTransitions property of the previous state? You could start with some refactoring in that direction or try implementing a deterministic FSM, a Mealy machine or use a generic input alphabet. This is how I set up and test a Mealy automaton, which can check if it recognizes a word of chars. [code] final Automaton automaton = new Automaton(); final State z1 = automaton.createState("z1"); final State z2 = automaton.createState("z2"); automaton.createTransition(automaton.getStartState(), z1, 'a', 'a'); automaton.createTransition(automaton.getStartState(), z2, 'b', 'b'); final Result result1 = automaton.recognizes(""); assertTrue(result1 instanceof RecognizedResult); assertEquals("",((RecognizedResult)result1).getResult()); final Result result2 = automaton.recognizes("a"); assertTrue(result2 instanceof RecognizedResult); assertEquals("a",((RecognizedResult)result2).getResult()); final Result result3 = automaton.recognizes("b"); assertTrue(result3 instanceof RecognizedResult); assertEquals("b",((RecognizedResult)result3).getResult()); final Result result4 = automaton.recognizes("c"); assertTrue(result4 instanceof NotRecognizedResult); [/code]
[QUOTE=-<PsY>-;47659805]-stuff-[/QUOTE] I think I understood about 10% of that, but thanks :) I'm not using this to process input, but instead to model the state of a game (MainMenuState, IngameState, PauseMenuState, etc) and the transitions between. I don't think there would be any benefit to implementing a truly N-DFSM for that setup, but you are correct about FromThisTransitions being unnecessary (and so is ToThisTransitions, since I should be storing the valid transitions in the FSM itself). You have inspired me to actually look into how FSMs actually work (I've never studied or read anything on them before, I was mostly going off how I assumed they worked). I will probably be implementing at the very least a state stack and getting rid of the Command enum (not sure what I was thinking there) and using a string transition token instead. I'm still not 100% sure on how this all works, but hey, you learn something new every day. :)
[QUOTE=Rocket;47659667]Eventually someone is going to make a hardware-based cheat. Like reading from video out and providing input directly to the keyboard and mouse input. Undetectable and incredibly difficult to make.[/QUOTE] CS:GO has overwatch anyway, if you get reported enough, you're probably going to get caught, even if VAC can't catch it.
[QUOTE=Darwin226;47656776]A bit of clarification: pass-by-ref and pass-by-val are semantic concepts. People often confuse other things to relate to those concepts when they often have nothing to do with them. [code] void f(int x) { x = 5; } int a = 6; f(a)[/code] This doesn't modify a, but the fact that it doesn't has nothing to do with int being a value type. It definitely has nothing to do with passing by value. [code] void f(List<int> x) { x = new List<int>() { 1 }; } List<int> a = new List<int>() { 2 }; f(a)[/code] Here we're using a List<int> which is a reference type, but a still doesn't get modified. Again, nothing to do with value/reference types and passing by reference. Assignment doesn't modify anything. Ever. It just rebinds an existing name (this is, for example, not true in C where you can do *p = something that does modify memory). Now take a look at this example: [code] void f(List<int> x) { x.Add(1); } List<int> a = new List<int>() { 2 }; f(a)[/code] Here passing by reference actually comes into play. In a pass-by-ref language like C# and Java we would modify the SAME list we passed in. In a pass-by-val language, the list would get copies and the .Add wouldn't apply to the original. If you're comfortable with pointer, a convenient way to think about passing by reference is that EVERYTHING is a pointer. List<int> x, actually means List<int>* x. Combine that with the "caveat" that you can't do modifying assignment (*x = something), just regular assignment, and you have the pass-by-ref model.[/QUOTE] Oh. [editline]4th May 2015[/editline] I'm working on an algebra parser. I'm reading about it in the february 1976 edition of Byte Magazine
[QUOTE=SteveUK;47659733]A long time ago there were aimbots that would send mouse input to the game to aim at team-specific colour skins. They were terrible though and you could counter them by having a spray that matched the colour the aimbot was looking for.[/QUOTE] Read packets directly from the router, get player positions from them and send mouse input.
[QUOTE=MatheusMCardoso;47660228]Read packets directly from the router, get player positions from them and send mouse input.[/QUOTE] cheats destroy some game communities where cheating runs rampantly without penalty after the Z-targeting Zelda mod for Halo CE, you couldn't join a server without being aimbotted
[QUOTE=proboardslol;47660199]Oh.[/QUOTE] Did any of that make sense to you? I've tried to explain that a couple of times to different people but I'm never really satisfied with how it ends up. I feel like the concepts is much simpler then I'm making it to be.
Grid [url=https://github.com/Planimeter/grid-sdk/commit/2f9dc0e45cf92822e66b9f0af2a6d241161cf4fc]Build 787[/url] is now out. It contains fixes from Polkm, new shader code, and sample code updates from Vertex Adventure. This is what our internal repo is looking like right now: [t]http://i.imgur.com/Oe2bbgt.png[/t] [editline]4th May 2015[/editline] Is there anyone on a Retina device that can help us test [url=https://github.com/Planimeter/grid-sdk/issues/10]#10[/url] on grid-sdk? I don't use Apple monitors at home.
So, I've been working on a mock-up of how I could reskin my game. [IMG]http://i.imgur.com/Ma0QXUQ.png[/IMG] [IMG]http://i.imgur.com/0EIA2Yy.jpg[/IMG] Notes: -There are 4 point lights in the corners tweening between random colors, as well as the background. -The orbs would all be transparent black, with white edges. -The white bar in the middle is the streak indicator, staring in the center and expanding to the edges. Thoughts? Suggestions? How'd I do?
[QUOTE=chimitos;47661426]So, I've been working on a mock-up of how I could reskin my game. [IMG]http://i.imgur.com/Ma0QXUQ.png[/IMG] [IMG]http://i.imgur.com/0EIA2Yy.jpg[/IMG] Notes: -There are 4 point lights in the corners tweening between random colors, as well as the background. -The orbs would all be transparent black, with white edges. -The white bar in the middle is the streak indicator, staring in the center and expanding to the edges. Thoughts? Suggestions? How'd I do?[/QUOTE] Got damn great job. That should increase downloads by quite a bit especially with the snazzy new icon too.
[QUOTE=chimitos;47661426]So, I've been working on a mock-up of how I could reskin my game. Notes: -There are 4 point lights in the corners tweening between random colors, as well as the background. -The orbs would all be transparent black, with white edges. -The white bar in the middle is the streak indicator, staring in the center and expanding to the edges. Thoughts? Suggestions? How'd I do?[/QUOTE] The only thing you'd have to watch out for are bad color combinations between the corner lights and the background.
[QUOTE=andrewmcwatters;47660305]cheats destroy some game communities where cheating runs rampantly without penalty after the Z-targeting Zelda mod for Halo CE, you couldn't join a server without being aimbotted[/QUOTE] I remember modding Halo so the needle gun delayed for minutes before you died. Called it the aids gun
[QUOTE=DoctorSalt;47661803]I remember modding Halo so the needle gun delayed for minutes before you died. Called it the aids gun[/QUOTE] oh god yes, I modded sniper rifles at one point to shoot a full explosive load of needles with no spread the hilarity was not just in the mechanic alone, but also the fact that if you didn't have the mod, it would seem like you were shot and took no damage, only to die later for seemingly no reason the halomod community was superb
For the past week I've been able to implement at least 1 new thing a day, I LOVE having a summer break this year. With the recent addition of world geometry, I needed a selection system that would allow for selecting a wide variety of objects, and handling updating them appropriately based on user input. So I did that, and also spiced up how they appear. Also made my own wireframe mode. [t]http://i.imgur.com/avAAoTv.gif[/t]
Made dungeons a little prettier, and doors now rotate based on the direction of the corridor / room they are in! [img]http://puu.sh/hBWTX/bdd5fbbee1.png[/img] I should make a better sprite for that door, though... Still got a few kinks in the generation algorithm to work out too, e.g. it doesn't make sense to have two doors in the same 2 tile wide hallway. Big thanks to that guy ^ for the help with door rotation, too! (: [editline]4th May 2015[/editline] I forgot to update the stair tiles, too, don't kill me FP
Just got confirmation from a doctor on campus that I will be hired to create an app with virtual coach for people with anger and drug problems. It will collect data on each user as well to see if the app helps with their use. Going to be staying on campus for the summer and working on it using Unity. Should be great experience and resume booster! Bonus pic of me help man the both at Imagine RIT (Basically a giant science fair) and you can see a poster board for the app in the background. [img]https://scontent-lga.xx.fbcdn.net/hphotos-xpt1/v/t1.0-9/11200629_10204241619823793_1264554072221500637_n.jpg?oh=cf60bc3260470e266d7c2b8f49b8b450&oe=55C28E19[/img] Who knew that screwing around with games files and trying to create dumb Gmod gamemodes would help so much in the real world.
I can't tell you how good it feels to be able to work on spooky again [thumb]http://i.imgur.com/qHuUDLZ.png[/thumb] The walls are getting proper box2d physics in this version, so that will be interesting.
[QUOTE=The Inzuki;47647848]Attempting to implement animation loading with ASSIMP... [t] https://dl.dropboxusercontent.com/u/9580892/hotdog.png[/t][/QUOTE] Funny you should post this (and the few replies to it) I handed in an assignment yesterday which wanted animted models... I used assimp.. I got almost the same result as you guys and couldn't fix it in 3 days worth of trying. In hindsight I think assimp was a bad choice.
[QUOTE=leontodd;47659501]What is the music?[/QUOTE] [video=youtube;g5nHf_SrSLA]http://www.youtube.com/watch?v=g5nHf_SrSLA&index=18&list=FLIMgAgmFpNdUUwpu0hdn-vQ[/video] As for peoples opinions on this [B]I just post what I'm working on here[/B] if you're butthurt or upset or something take it to reddit or somewhere else. Working on other stuff too though will post.
[QUOTE=cra0kalo;47663508] As for peoples opinions on this [B]I just post what I'm working on here[/B] if you're butthurt or upset or something take it to reddit or somewhere else. Working on other stuff too though will post.[/QUOTE] My two cents, I love reading about rev. engineering, code tampering and shit, so keep up the posting. Hackers can be a pain in the ass when they're silent hacking, but then, there's always this sort of people: [video=youtube;7Y1hBMPubX8]http://www.youtube.com/watch?v=7Y1hBMPubX8[/video] It was funny as all hell, everyone on steamspeak was nearly dying.
[QUOTE=andrewmcwatters;47659047]I wish it was reasonably possible to create some sort of responsive graphics settings that disabled advanced features when your card proved in real-time that it couldn't render frames fast enough with said features enabled. I wanted to do this with Grid, but as far as I know, it's not really feasible or at least easily doable due to any combinatorial set of graphics settings being enabled. It's a cute idea nonetheless.[/QUOTE] You can somewhat do this if you run a quick benchmark to choose the default settings (conservatively), but otherwise I'd suggest leaving that to the player's discretion. If you did this during gameplay it would likely be extremely jarring or require you to render both versions each frame for blending, causing tons of stutter.
[QUOTE=Tamschi;47663677]You can somewhat do this if you run a quick benchmark to choose the default settings (conservatively), but otherwise I'd suggest leaving that to the player's discretion. If you did this during gameplay it would likely be extremely jarring or require you to render both versions each frame for blending, causing tons of stutter.[/QUOTE] Something you could always do is reduce the number of particles dynamically. That might be a worthwhile thing to do.
Bit off topic, but just received some new gear in the mail that I'm going to install. Got an HP 1810-24G V2 gigabit managed switch, and 4x XEON E5540 processors to upgrade my current servers with. [T]http://i.imgur.com/RUw71CR.jpg[/T]
[QUOTE=NicDasomeone;47663834]Bit off topic, but just received some new gear in the mail that I'm going to install :D Got an HP 1810-24G V2 gigabit managed switch, and 4x XEON E5540 processors to upgrade my current servers with :D [B]EDIT: BELOW IMAGE IS LARGE.[/B] [t]http://i.imgur.com/RUw71CR.jpg[/IMG][/t] [/quote] [t] please
[QUOTE=Darwin226;47663707]Something you could always do is reduce the number of particles dynamically. That might be a worthwhile thing to do.[/QUOTE] View distance, too.
[QUOTE=Cyberuben;47663874][t] please[/QUOTE] Cheers, didn't know you could do that.
[QUOTE=Karmah;47661867]For the past week I've been able to implement at least 1 new thing a day, I LOVE having a summer break this year. With the recent addition of world geometry, I needed a selection system that would allow for selecting a wide variety of objects, and handling updating them appropriately based on user input. So I did that, and also spiced up how they appear. Also made my own wireframe mode. [t]http://i.imgur.com/avAAoTv.gif[/t][/QUOTE] Interesting project. What came to my notice some time ago is that there's no proper 3D "generic" map editors, will it be open source? It would be awesome if it had some sort of plugin API so people can write exporters for their own formats. I could help you with that.
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