• What Are You Working On? July 2015
    1,392 replies, posted
[QUOTE=Fourier;48263490]What about another approach, everytime your code compiles the first time, you get free blowjob.[/QUOTE] [video=youtube;D1sXuHnf_lo]https://www.youtube.com/watch?v=D1sXuHnf_lo[/video]
[QUOTE=Teddybeer;48261921]You know those things that shock you when you get shot in FPS games? They should hook that up to compiler outputs.[/QUOTE] [quote=GNU Whatever]gcc -Wall <...>[/quote] [t]http://newnation.sg/wp-content/uploads/electric-chair.jpg[/t]
[QUOTE=Ziks;48262022]Turing is spinning in his grave[/QUOTE] [url=https://en.wikipedia.org/wiki/Halting_problem][So everybody gets it][/url]
Messing around with ragdolls, and what spectating another player might look like. [vid]http://webm.host/4cb80/vid.webm[/vid] If anyone knows how to make better ragdolls in Unity, let me know. Because right now, mine are pretty piss. :unimpressed:
[QUOTE=sarge997;48264911]Messing around with ragdolls, and what spectating another player might look like. vidja If anyone knows how to make better ragdolls in Unity, let me know. Because right now, mine are pretty piss. :unimpressed:[/QUOTE]you're missing "in this video i'll show the changes for overgrowth alpha (blah) which you can try if you preorder."
[QUOTE=Shotgunz;48264956]you're missing "in this video i'll show the changes for overgrowth alpha (blah) which you can try if you preorder."[/QUOTE] Is... Is that a compliment?
[QUOTE=sarge997;48264911]Messing around with ragdolls, and what spectating another player might look like. [vid]http://webm.host/4cb80/vid.webm[/vid] If anyone knows how to make better ragdolls in Unity, let me know. Because right now, mine are pretty piss. :unimpressed:[/QUOTE] How do you get the feet to match up so well with the ground while moving? Are you using a walking animation method similar to Overgrowth's? Also, just curious, are you using Unity's Character Controller or did you make your own? The movement looks really nice.
[IMG]http://i.imgur.com/9tNNmA1.png[/IMG] HATS N SHIT. drawing all the items will be a pain in the ass. :excited: Edit: Thanks for looking at my stupid shit everyone at waywo so heres some free steam keys GV3R2-3KX3Q-5FGBB CHF0Q-FZ4NR-IZGYP D5KIC-TQVNJ-Y6B94
[t]http://i.imgur.com/bnOxyQE.png[/t] I can relay memory values into chat now, which is kinda neat i guess. Not really sure what I'm going to use it for yet.
[QUOTE=laserpanda;48265651][t]http://i.imgur.com/bnOxyQE.png[/t] I can relay memory values into chat now, which is kinda neat i guess. Not really sure what I'm going to use it for yet.[/QUOTE] Why do people make bots for Hockey? The website mentions nothing about them but I hear about it in WAYWO.
[QUOTE=Ott;48265879]Why do people make bots for Hockey? The website mentions nothing about them but I hear about it in WAYWO.[/QUOTE] Just as a memory editing exercise. I'm going to organize a small tournament for bot controlled players next month.
I work for an online pet supply store and today I implemented a feature that allows customers to sign up for our mailing list in the footer of the site. It looks nice, and uh, if you're already registered for the list it instead shows you lots of facts about why shopping with us is convenient and full of savings. Welp, now you know: non-hobby programming. not as sexy as hobby projects. [QUOTE=laserpanda;48265977]Just as a memory editing exercise. I'm going to organize a small tournament for bot controlled players next month.[/QUOTE] To add to that, sports traditionally have an announcer who has data analysts feeding lots of interesting factoids to them throughout the game. In e-sports of all kinds, this is not as mature. Automation has huge potential. Imagine an e-sport with an automated announcer that knows how to get the viewers pumped about each unique event that plays out (i.e. "For the first time in HISTORY, a player has accomplished xyz in foo seconds!"). Last time I checked, the best we had was a wav file that yells "U-U-U-Ultra Kill!", which is a bit dated by now. I don't do game dev at the moment, but I do recall that Twitch sold somewhat recently for close to a BILLION dollars. Hell yeah, you need to catch up with traditional sports announcers, and with the volume e-sports needs to scale to, it needs to be automated too. Maybe I'm wrong, but that's the potential I see in things like this (not saying it was the intention of the memory editing exercise). I've been a baseball fan for almost a decade, and I know reporters and data analysts have access to APIs that give them really fast access to automated analysis of the ongoing game. It's almost dumb that actual computer programs haven't really caught up with physical games yet. Look at this garbage: [url]https://www.google.com/search?q=e-sports+world+records[/url] [url]https://www.google.com/search?q=counter-strike+world+records[/url] [url]https://www.google.com/search?q=dota+world+records[/url] (this one is actually the best I've seen, thanks to one site) VS [url]https://www.google.com/search?q=baseball+world+records[/url] [url]https://www.google.com/search?q=football+world+records[/url] E-sports record keeping is currently mostly about money. I'd like to think viewers care most about the actual game. If you're young and full of energy, build a startup offering analytics services for online games. Partner with high-profile Twitch announcers. Don't even thank me until you're profitable. tldr: A game of skill is more interesting with the added context and hype that is born from good analytics
[QUOTE=Berkin;48265101]How do you get the feet to match up so well with the ground while moving? Are you using a walking animation method similar to Overgrowth's? Also, just curious, are you using Unity's Character Controller or did you make your own? The movement looks really nice.[/QUOTE] Looks like good old Unity Mecanim with its Inverse Kinematics to know where the feet should actually go. Which is basically what Overgrowth does iirc.
yes overgrowth just uses inverse kinematics
I've been working on character customisation. [vid]https://dl.dropboxusercontent.com/u/7113767/Videos/Character%20Customisation.webm[/vid] You can wear the original shirt or a tintable version (without a belt and watch) with either a lighter undershirt or a darker one. Also drew up some new heads. Which is something the artist should do but since he's still missing I had a go. [IMG]http://i.imgur.com/4GPweBn.png[/IMG]
[QUOTE=cartman300;48261524]Don't try .. catch statements work with this? Last time i was trying UE4 it worked quite well when quickly writing code.[/QUOTE] try catch statements are not supported in packaged builds, and compiling will fail.
[QUOTE=FalconKrunch;48267055]try catch statements are not supported in packaged builds, and compiling will fail.[/QUOTE] Wait...you mean if you use UE4 you can't try/catch anything...in the game...at all?
[QUOTE=Torrunt;48266876]I've been working on character customisation. [vid]https://dl.dropboxusercontent.com/u/7113767/Videos/Character%20Customisation.webm[/vid] You can wear the original shirt or a tintable version (without a belt and watch) with either a lighter undershirt or a darker one. Also drew up some new heads. Which is something the artist should do but since he's still missing I had a go. [IMG]http://i.imgur.com/4GPweBn.png[/IMG][/QUOTE] Why do you need an artist at all? These are great!
_try _catch are probably not supported, try catch probably are. VEH vs Language Exception Handler.
I just went to a client who needed a website. Previously created 2 others for them, one in PHP, one in NodeJS. Now he wants something that uses elements from both websites and expects me to do it for a low amount of money because "it is just taking one bit from each website and you're done". Nope. :blaze:
[QUOTE=geel9;48267100]Wait...you mean if you use UE4 you can't try/catch anything...in the game...at all?[/QUOTE] There's compile flags not set in the MSVC compiler that enable you to use try catch, but it's disabled by default and a pain in the ass to get in the build settings. [editline]22nd July 2015[/editline] Let me check what the exact error is, because all I remember about it is how frustrated I was with Unreal. ah, this is it. [quote=Unreal]error C4530: C++ exception handler used, but unwind semantics are not enabled. Specify /EHsc[/quote] I didn't write the try catch statements so I don't really understand why it's thrown though.
[QUOTE=FalconKrunch;48267119]There's compile flags not set in the MSVC compiler that enable you to use try catch, but it's disabled by default and a pain in the ass to get in the build settings. [editline]22nd July 2015[/editline] Let me check what the exact error is, because all I remember about it is how frustrated I was with Unreal. ah, this is it. I didn't write the try catch statements so I don't really understand why it's thrown though.[/QUOTE] But...how do you handle when a windows API call throws an exception? Unless, I guess, they don't. It just seems ABSURD to me to disable try/catch statements.
the windows api uses C style error codes, not exceptions [editline]22nd July 2015[/editline] i have no idea why you would want to use the windows api from inside unreal though
To delete files every time you die in a game, obviously.
[QUOTE=geel9;48267157]But...how do you handle when a windows API call throws an exception? Unless, I guess, they don't. It just seems ABSURD to me to disable try/catch statements.[/QUOTE] Windows API doesn't throw exceptions, at all. Whole API is C, even OO libraries (like DirectX) are just an optional C++ wrapper for something that's actually C and COM
From a language design standpoint exceptions are a pretty huge hack, but not supporting them when you already decide to use a language that has them, and has grown around them seems very fishy.
[QUOTE=Darwin226;48267258]From a language design standpoint exceptions are a pretty huge hack, but not supporting them when you already decide to use a language that has them, and has grown around them seems very fishy.[/QUOTE] there are a lot of people who code c++ and don't use the standard library, templates or exceptions i personally think that you might as well be using c at that point but whatever floats your boat
[QUOTE=Nabile13;48259173][URL="https://bitbucket.org/Nabile/twitch-for-vlc"][IMG]https://bitbucket.org/Nabile/twitch-for-vlc/avatar/64/?ts=1437475279[/IMG][/URL] [URL="https://bitbucket.org/Nabile/twitch-for-vlc"]Twitch for VLC.[/URL][/QUOTE] I've updated the script to support the newer HLS format used by 'v' VODs, and fixed channels with underscores not playing.
[QUOTE=sarge997;48264911]Messing around with ragdolls, and what spectating another player might look like. If anyone knows how to make better ragdolls in Unity, let me know. Because right now, mine are pretty piss. :unimpressed:[/QUOTE] Looks like you need to limit the joints more.
[QUOTE=Nabile13;48267751]I've updated the script to support the newer HLS format used by 'v' VODs, and fixed channels with underscores not playing.[/QUOTE] I don't seem to be able to play streams at 'Source' quality.
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