[img]http://i.imgur.com/eEcbIwy.png[/img]
Wren scripting language .NET binding. Took me half an hour, i'm impressed with the API. I can't wait for a full version of that language.
Took off Dr. Glass's hair and gave him a proper skin texture, now he looks a lot [del]more disturbing[/del] better!
[img]http://i.imgur.com/9Cd1GCh.png[/img]
Managed to finally get the path-finding code to go near flawlessly after 6 months of ignoring it, on and off writing code on the weekends, and completely rewriting my entity code.
[IMG]http://s30.postimg.org/ngb9a8p5d/workingpathfinding.png[/IMG]
Now to get back to the fun stuff ... once I fix all the other bugs and get all the features re-implemented. *pukes*
[QUOTE=Winner;48132008][I]========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========[/I]
aaaaaaaaaaaAAAAAAAAAAAAAAAAAAAAAAA[B]AAAAAAAAAAAAAAAAAAAA[/B][highlight]AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA[/highlight][/QUOTE]
:v:
Do you think it'd be possible for you to share the final compiled DeepDreams, once you figure it out?
I don't really want to deal with all this stuff like you are. I just want to make psychedelic nightmares out of pictures of kittens. :v:
Also, on the subject of DeepDreams, if I recall correctly, it tries to pick out pieces of pictures it was trained on when given new images. Is that correct? And if so, does anyone know if we have to train DeepDreams ourselves, or if it comes pre-trained? :v:
[IMG]http://s1.postimg.org/n05yq05a7/interestingbug.png[/IMG]
That's an interesting bug.
Mecanim finally decided to cooperate and I now have separate walking and sprinting animations.
[vid]http://webm.host/8717e/vid.webm[/vid]
I pushed something to my github repo but apparently some guy called KodekPL did it, and not me?
how have i broken git?
[t]http://i.imgur.com/u7yXyg3.png[/t]
[QUOTE=Zelpa;48132497]I pushed something to my github repo but apparently some guy called KodekPL did it, and not me?
how have i broken git?
[t]http://i.imgur.com/u7yXyg3.png[/t][/QUOTE]
Set your email address correctly
[QUOTE=Tobba;48132539]Set your email address correctly[/QUOTE]
Wasn't aware I needed to set my email in Git Gui, thanks.
Just dug up an old project, a masochist's trojan.
It was a proof of concept trojan that was written in 100% php, supported threading, had a ton of modules and was overall funky. Could be dropped with just php eval privileges and only worked on Linux.
Simple mysql bind shell module for example. Made use of the bind shell extension that could be hot-swapped for a reverse shell, accepted multiple connections and was also used for spawning a sh shell.
[vid]https://rms.sexy/stuff/Voila_Capture 2015-07-06_11-28-55_am.webm[/vid]
[QUOTE=Xystus234;48132319][IMG]http://s1.postimg.org/n05yq05a7/interestingbug.png[/IMG]
That's an interesting bug.[/QUOTE]
FUCK - Floating Unit Carrying Komandos
I wanted to make a thing to help me backup my stuff, but the Git extension for VS 2015 is refusing to cooperate.
I create the repo through the Connect tab in the extension's window.
[t]http://i.imgur.com/OtSUtgn.png[/t]
From the home page, I create a new solution.
[t]http://i.imgur.com/9uQkl7B.png[/t]
Like this.
[t]http://i.imgur.com/99ofQju.png[/t]
It then creates the solution, but doesn't add it to the repo for some reason.
[t]http://i.imgur.com/q5JazEr.png[/t]
Git's output says it's ignoring all the new files because the repo exists?
[t]http://i.imgur.com/Lec81NI.png[/t]
Right-clicking the solution and hitting this button does nothing else than makes Git say the same as in the previous image.
[t]http://i.imgur.com/9cob9lB.png[/t]
Please help :v: I really would want to have my backup tool backed up.
[QUOTE=Funley;48132733]Please help :v: I really would want to have my backup tool backed up.[/QUOTE]
Checked if the .gitignore file created for the git repository has anything funky in it?
[QUOTE=Winner;48130481]reminds me heavily of how it feels to be on lsd - possibly lsd creates a similar feedback loop? it's [I]amazingly[/I] similar.
[editline]5th July 2015[/editline]
just need to get caffe compiled and i can get this party started[/QUOTE]
If I'm not mistaken this is because LSD reduces the filter for object recognition (without there necessarily being a feedback loop over quite the whole recognition pipeline).
Assuming that's the case, Deep Dreaming essentially takes that recognition enhancement and replicates it externally to arrive at a similar outcome.
With LSD the trip would depend on what the user is familiar with, while Deep Dreaming depends on what the program is familiar with.
I suspect the principle is essentially the same, except that the digital neural network can easily "draw" how it interprets what it thinks it sees, which is obviously much more (practically) difficult / possibly impossible for humans.
[editline]6th July 2015[/editline]
[QUOTE=2sp00ky;48131310][IMG]http://i.imgur.com/95TgYnG.gif[/IMG]
Added taglines to my game because why not.[/QUOTE]
The buttons are off-centre, so the whole window feels unbalanced.
[editline]6th July 2015[/editline]
[QUOTE=Winner;48132337][...]
[URL="https://github.com/BVLC/caffe/wiki/Model-Zoo"]here's a list of all the trained models you could use[/URL] (google used mit's model for the original demo)
the image-net model really likes dogs by the way
[...][/QUOTE]
It's too bad you can't easily re-train it with custom sets of images.
[QUOTE=Rocket;48132767]Use command line so you can feel superior to everyone using GUIs.[/QUOTE]
But using a GUI is so much easier :(
[QUOTE=Profanwolf;48132774]Checked if the .gitignore file created for the git repository has anything funky in it?[/QUOTE]
It's the default VS .gitignore. I've uploaded it [url=http://pastebin.com/Gpf8CP4c]here[/url] if you want to take a look.
[QUOTE=Funley;48132797]But using a GUI is so much easier :(
It's the default VS .gitignore. I've uploaded it [url=http://pastebin.com/Gpf8CP4c]here[/url] if you want to take a look.[/QUOTE]
I'd try starting over, getting rid of the created git repo and just selecting "Create new git repository" in the bottom right of that new solution window to create it instead.
[thumb]http://i.imgur.com/Bx6HEqy.png[/thumb]
Very easy. This could be a very powerful language one day.
[QUOTE=Profanwolf;48132821]I'd try starting over, getting rid of the created git repo and just selecting "Create new git repository" in the bottom right of that new solution window to create it instead.[/QUOTE]
Now it created the solution all right but refuses to add the project to the repo.
[t]http://i.imgur.com/kpEXnBz.png[/t]
Here's a crash course to P/Invoke for these interested in writing .NET bindings for C style object oriented APIs like the Lua API or Wren API or anything that uses a similar method (the ones that pass a pointer as a first argument) because i am bored.
[code]
[StructLayout(LayoutKind.Sequential, Pack = 1)]
public unsafe struct WrenVM {
public IntPtr Pointer;
}
[/code]
This is what my WrenVM class looks like! Now you probably ask yourself how can i do stuff like this?
[code]
static void SomeFunction(WrenVM VM) {
VM.ReturnString("Hello Wren World #" + Rand.Next(1, 100) + "!");
}
[/code]
This is a C# function that's forwarded to Wren as a function pointer.
When you marshal an unmanaged VM pointer you get managed IntPtr to the structure, and when you marshal the unmanaged pointer to a WrenVM struct it's basically the same, because both the structure and the first element Pointer point to the same memory.
Now the fun part! How exactly am i invoking these fancy methods like ReturnString and stuff?
Well there's a separate static class called WrenNative that's a collection of the native P/Invoked functions, it looks like this.
[code]
public unsafe static class WrenNative {
internal const string DllName = "Wren";
internal const CallingConvention CConv = CallingConvention.Cdecl;
internal const CharSet CSet = CharSet.Ansi;
// ...
[DllImport(DllName, EntryPoint = "wrenReturnString", CallingConvention = CConv, CharSet = CSet)]
public static extern void ReturnString(this WrenVM VM, string Txt = "", int Len = -1);
// ...
}
[/code]
The API functions are implemented as extension methods to the WrenVM which is basically just an alias for IntPtr, so you can directly call them on the object itself. But make sure you use the correct calling convention and char set.
How am i calling the .NET functions on the unmanaged part of the code? Using delegates that are internally converted to function pointers with marshaled arguments, just like P/Invoking code except backwards.
The SomeFunction function matches this delegate's signature
[code]
[UnmanagedFunctionPointer(WrenNative.CConv, CharSet = WrenNative.CSet)]
public delegate void WrenForeignMethodFn(WrenVM VM);
[/code]
that means i can return functions directly from .NET to the unmanaged world from inside another delegate that gets passed trough the config that returns WrenForeignMethodFn; it looks elegant
[code]
(VM, Module, ClassName, Static, Sig) => {
if (ClassName == "DotNet" && Sig == "SomeFunction(_)" && Static)
return SomeFunction;
return null;
}
[/code]
You can even create static functions like this the same way and use the Unmanaged Exports NuGet package to export them to the unmanaged world from a .NET assembly! It creates a lib file that you link to your unmanaged project, it only requires you to create the function signature you want to call in C/C++/D/Whatever unmanaged language you use.
Bacc. math. Wooo!
[QUOTE=cartman300;48129348][url]http://munificent.github.io/wren/[/url]
Found another scripting language, thought you guys might be interested.[/QUOTE]
Can we just crown this as the winner?
[QUOTE=Richy19;48133310]Can we just crown this as the winner?[/QUOTE]
As far as I can see it brings absolutely nothing new to the table, as is the case with almost every other "syntax is what makes a difference" new language.
I mean it looks decent, I just see no incentive why anyone would want to learn it.
[vid]http://webm.host/854f4/vid.webm[/vid]
testing out the navmesh in Unity for a game I'm working on.
It's pretty efficient, that's around 230 agents at the end and it's still underneath 4ms per frame.
[QUOTE=Berkin;48130040]I redid the running animation and it looks a lot better. I'll post a video once I've made a walking animation too.
Also, I uploaded a rip of that 90's sound/font pack for you all. [URL="http://www.mediafire.com/download/gutx1n41qa5usta/Super_Art_Pack_33k.rar"]Enjoy.[/URL][/QUOTE]
I converted these to FLAC because they were far too large for my taste, but got this message for one of the files: [code]1 out of 1254 tracks converted with minor problems.
Source: "[...]\Super Art Pack 33k\Sounds\HUMAN\8ACHOO5.WAV"
Indicated RIFF size exceeds actual file size, file appears to be truncated
Malformed or truncated chunk found at 36 bytes, claimed length 99277 bytes, truncated to 71636 bytes[/code]
Either it's a problem with the archive or (more likely) the file on the CD wasn't entirely correct.
It's about as large as in the RAR file now (which probably uses a specialised algorithm for audio data, considering that compresses abysmally badly with most generic ones).
[QUOTE=Darwin226;48133447]As far as I can see it brings absolutely nothing new to the table, as is the case with almost every other "syntax is what makes a difference" new language.
I mean it looks decent, I just see no incentive why anyone would want to learn it.[/QUOTE]
It seems pretty cool from a performance standpoint, as he basically puts some of the advantages of statically-typed languages into a dynamic one (computes offsets for members in types at compile time, making lookups faster, etc).
But with his restriction on not modifying his "types" at runtime, he does also lose some of the benefits present in other dynamic languages. ([url]http://munificent.github.io/wren/performance.html[/url])
Other than that though, it doesn't look all that exciting.
[QUOTE=FalconKrunch;48133475][vid]http://webm.host/854f4/vid.webm[/vid]
testing out the navmesh in Unity for a game I'm working on.
It's pretty efficient, that's around 230 agents at the end and it's still underneath 4ms per frame.[/QUOTE]
they can actually avoid eachother? thats p cool
After much hacking, reverse engineering and frustration, I finally got Oxide loaded into the ARK: Survival Evolved dedicated server.
[img_thumb]http://i.imgur.com/5mcLN1E.png[/img_thumb]
I wrote a "shell" in C# that launches the process in suspended state and injects a native dll via CreateRemoteThread -> LoadLibraryA. The shell also sets up a named pipe to which the native dll connects to send logging messages (these are the messages marked P in the top console). The native dll loads up the pdb which comes handily provided with the ARK server and, after looking up the symbols it needs, detours a key loading function in UE4. Once that's done it exits and the shell resumes the main thread letting the server continue on it's merry way. Once the detour hits Oxide is loaded in via a native bridge which I built using unmanaged exports (thanks to whoever was working on Rant and let me know they existed by posting their progress here!).
This took weeks to get working properly, and much messing about with x64dbg. Now it's time to get on with the fun stuff - building managed bindings around basic UE4 stuff and finding things to detour to start adding hooks.
I figured my game engine should maybe have a game in it so I started working on that.
[vid]http://puu.sh/iPmVV.webm[/vid]
This probably is swill compared to the things you guys do and might say this would be better for the WebDev WAYWO, but it can't be helped after finally getting it to work properly after two weeks of bad expansions and learning new tools. If I did this right, I won't have to write raw HTM for a long time.
[IMG]http://i.imgur.com/1U4eMEu.png[/IMG]
Why use something like [URL=http://jekyllrb.com/]Jekyll[/URL] when I can make my own macro-based static blog template? I should probably use something "more serious" instead of [URL=https://en.wikipedia.org/wiki/M4_%28computer_language%29]m4[/URL] but it's hard to get out of my shell comfort zone.
[editline]e[/editline]
I can smell that sarcasm. But it feels so good just to finally show that it happened.