• What are you working on? November 2015
    964 replies, posted
[QUOTE=Fourier;49169878]Actually you can be. [sp]Leave hints at crime scene. Generate those by Rant. Ultimate mindfuck for cops.[/sp][/QUOTE] [img]http://i.imgur.com/PhwzOVl.png[/img] [editline]xx[/editline] I don't think ditch should be a result for <place-indoor>...
A: But SIR, It was Lilianna in the garage with the blade! B: Dear friend, it was obviously Montie in the skyway with the broomstick! C: Looks like this guy is playing games with us. A: It's Rant. B,C: What? A: Yes, someone is using Rant to generate this texts. B: How do you know? A: I used Rant to generate messages to my boss so he thought I was actually doing anything. C: This is why we never finished any case. A: ... B: So it was you? A: Wha- C: Arrest him!!!1 A: Wai- * ...and so case was solved, one random Rant user, who happens to be a shitty cop, has been sent into prison. Yet, true serial killer, the cucumber, is walking around unrestricted... *
[QUOTE=Berkin;49169695]It took them a week to reject mine :v:[/QUOTE] It's been a week today, so I hope they accept it soon. Why was yours rejected?
[QUOTE=Fourier;49170122]A: But SIR, It was Lilianna in the garage with the blade! B: Dear friend, it was obviously Montie in the skyway with the broomstick! C: Looks like this guy is playing games with us. A: It's Rant. B,C: What? A: Yes, someone is using Rant to generate this texts. B: How do you know? A: I used Rant to generate messages to my boss so he thought I was actually doing anything. C: This is why we never finished any case. A: ... B: So it was you? A: Wha- C: Arrest him!!!1 A: Wai- * ...and so case was solved, one random Rant user, who happens to be a shitty cop, has been sent into prison. Yet, true serial killer, the cucumber, is walking around unrestricted... *[/QUOTE] And so Rant finds its way into Hollywood.
[QUOTE=Fourier;49170122]A: But SIR, It was Lilianna in the garage with the blade! B: Dear friend, it was obviously Montie in the skyway with the broomstick! C: Looks like this guy is playing games with us. A: It's Rant. B,C: What? A: Yes, someone is using Rant to generate this texts. B: How do you know? A: I used Rant to generate messages to my boss so he thought I was actually doing anything. C: This is why we never finished any case. A: ... B: So it was you? A: Wha- C: Arrest him!!!1 A: Wai- * ...and so case was solved, one random Rant user, who happens to be a shitty cop, has been sent into prison. Yet, true serial killer, the cucumber, is walking around unrestricted... *[/QUOTE] I literally just woke up, went on Facepunch, and this is the first thing I see. I was not expecting to laugh this early. :incredible: [editline]23rd November 2015[/editline] [QUOTE=Sidneys1;49170034][img]http://i.imgur.com/PhwzOVl.png[/img] [editline]xx[/editline] I don't think ditch should be a result for <place-indoor>...[/QUOTE] Fixed, nice catch. Feel free to shoot me a message on Steam if you want anything else fixed/added.
[QUOTE=Lumaio;49169464]Well first, you're probably looking for the Gmod waywo thread. [/QUOTE] I'm in the right place. I am telling you all what I'm working on, and the challenges I'm facing. I'm not asking for help, just telling you what's up. [QUOTE=Lumaio;49169464]I'm 90% sure that gamemodes work just as well on listen servers as they do on dedicated ones.[/QUOTE] The process of downloading and installing addons to a dedicated server is very different and more involved than installing to a listen server.
[IMG]http://novaember.com/s/8f9453/Slalci.png[/IMG] There are different WAYWOs for [URL="https://facepunch.com/showthread.php?t=1491952"]Gmod[/URL], [URL="https://facepunch.com/showthread.php?t=1444746"]webdev[/URL] and everything else (this thread)
[QUOTE=PlayBoyMan;49171144]I'm in the right place. I am telling you all what I'm working on, and the challenges I'm facing. I'm not asking for help, just telling you what's up. The process of downloading and installing addons to a dedicated server is very different and more involved than installing to a listen server.[/QUOTE] you managed to be rude and wrong twice in one post
Been working on my LED strip visualiser almost non stop for the past week, apart from uni commitments. Today I managed to get be able to set the frequency domain to be analysed dynamically. This lets me choose the part of the spectrum where there is activity (or activity over a certain threshold) which will be visualised. In the end this reduces the wasted space and makes the visualiser work better for all kinds of songs without having to mess with manually setting the frequency interval to be visualised. And since this is done on the fly the program can respond to changes in the song and still give a nice visual spectacle. I'll post better shot videos of the strip itself soon, it is just shooting the damn things is so much hassle. Here is the functionality in action. The green area represents the frequency domain that is going to be visualised while the blue lines are the different segments that will be visualised (the strip in these examples have 6 segments that correspond to frequency intervals). Sorry there is no sound, syncing them up is a terrible hassle. [vid]http://zippy.gfycat.com/IndolentForcefulEuropeanfiresalamander.webm[/vid] [vid]http://giant.gfycat.com/RaggedBouncyChimpanzee.webm[/vid]
[QUOTE=Map in a box;49171868]you managed to be rude and wrong twice in one post[/QUOTE] I'm not being rude, just answering a question. And the addon I'm modding is lacking a few features, so I'm working on adding them. I mainly work on listen servers, so if I'm wrong about the dedicated ones, I do apologize.
[QUOTE=PlayBoyMan;49172469]I'm not being rude, just answering a question. And the addon I'm modding is lacking a few features, so I'm working on adding them. I mainly work on listen servers, so if I'm wrong about the dedicated ones, I do apologize.[/QUOTE] you are being rude, all he said is you're posting in the wrong forum and you just wrongfully corrected him. Claiming to know something and not being sure about something are completely different things, so don't say something with assurance if you're not certain. Once again, your issues are better posted in the part of the forum relevant to your issues.
A long while back I seem to remember someone here was working on an FMod/LibBass alternative completely in C#, anyone know what happened to that?
[QUOTE=Map in a box;49172497]you are being rude, all he said is you're posting in the wrong forum and you just wrongfully corrected him. Claiming to know something and not being sure about something are completely different things, so don't say something with assurance if you're not certain. Once again, your issues are better posted in the part of the forum relevant to your issues.[/QUOTE] Hold on guys. Let's just take a breath here. I saw this thread not long ago, and the main intention was to answer the question on topic: "What are you working on?" All I'm doing, as I explained before, is just telling you all what I'm working on. I'm not looking for help, and I'm not trying to be rude in any way, to anyone. And the one time I did work on a dedicated server, I did find that the process of adding addons to the server is different. This was a year ago, so if things have changed, I'm not aware of it. I focused on making addons for listenservers because they are easier for me to work on. I am not trying to upset anyone, or ask for help of any kind. I'm just telling you guys what I'm working on, and the progress of said work. I'm not asking for any help.
[QUOTE=PlayBoyMan;49172598]Hold on guys. Let's just take a breath here. I saw this thread not long ago, and the main intention was to answer the question on topic: "What are you working on?" All I'm doing, as I explained before, is just telling you all what I'm working on. I'm not looking for help, and I'm not trying to be rude in any way, to anyone. And the one time I did work on a dedicated server, I did find that the process of adding addons to the server is different. This was a year ago, so if things have changed, I'm not aware of it. I focused on making addons for listenservers because they are easier for me to work on. I am not trying to upset anyone, or ask for help of any kind. I'm just telling you guys what I'm working on, and the progress of said work. I'm not asking for any help.[/QUOTE] [QUOTE=Darkwater124;49171446][IMG]http://novaember.com/s/8f9453/Slalci.png[/IMG] There are different WAYWOs for [URL="https://facepunch.com/showthread.php?t=1491952"]Gmod[/URL], [URL="https://facepunch.com/showthread.php?t=1444746"]webdev[/URL] and everything else (this thread)[/QUOTE] What you're doing definitely falls into the first and [I]maybe[/I] into the second category. Unless you're writing e.g. a stand-alone add-on installer, "everything [I]else[/I]" doesn't match your project in the slightest.
Then I'm a moron. Serves me right for multitasking. I'm in the wrong place.
[img]http://i1.someimage.com/ZyAFB08.png[/img] This has been generated out of the following [img]http://i1.someimage.com/3bAIAOY.png[/img] The [URL="https://gist.github.com/6608940fa15c5fdf611e"]resulting file[/URL] is ugly, but hey. Strings are a special snowflake, that's why i generate a custom marshal for each string in every different class(but i don't generate the implementation). You can use the same marshal for multiple classes, you just do this at the top of the file. ([URL="https://gist.github.com/4411c1515419dabf98c9"]Implementation[/URL]) [code] using Animal_string_Marshal = StringMarshal; [/code] [editline]24th November 2015[/editline] The static SizeOf is somewhat a requirement because nobody thought it would be a good idea to export the size of the class somewhere inside the dll too, so i don't know the size of the memory to allocate for each class before calling the constructor.
[QUOTE=cartman300;49173118][img]http://i1.someimage.com/ZyAFB08.png[/img] This has been generated out of the following [img]http://i1.someimage.com/3bAIAOY.png[/img] The [URL="https://gist.github.com/6608940fa15c5fdf611e"]resulting file[/URL] is ugly, but hey. Strings are a special snowflake, that's why i generate a custom marshal for each string in every different class(but i don't generate the implementation). You can use the same marshal for multiple classes, you just do this at the top of the file. ([URL="https://gist.github.com/4411c1515419dabf98c9"]Implementation[/URL]) [code] using Animal_string_Marshal = StringMarshal; [/code] [editline]24th November 2015[/editline] The static SizeOf is somewhat a requirement because nobody thought it would be a good idea to export the size of the class somewhere inside the dll too, so i don't know the size of the memory to allocate for each class before calling the constructor.[/QUOTE] First code is C# yes, second must be C++ correct? Is this like super easy C++ integration for C#?
[QUOTE=Fourier;49173313]First code is C# yes, second must be C++ correct? Is this like super easy C++ integration for C#?[/QUOTE] Yes, except i don't parse any C++ header files or source files. I deduce everything from the resulting dll file. Even inheritance is possible (as in, you extend a C++ class from C# and then pass the C# class back to a C++ function which expects either the base class or something derived from it) but i am lazy to screw around with the virtual method table.
[QUOTE=cartman300;49173118]Strings are a special snowflake, that's why i generate a custom marshal for each string in every different class(but i don't generate the implementation). You can use the same marshal for multiple classes, you just do this at the top of the file. ([URL="https://gist.github.com/4411c1515419dabf98c9"]Implementation[/URL])[/QUOTE] How are you planning on dealing with the differences in memory management? Right now you aren't freeing any of the unmanaged memory you allocate.
[QUOTE=Rohans;49173425]How are you planning on dealing with the differences in memory management? Right now you aren't freeing any of the unmanaged memory you allocate.[/QUOTE] ?? [code] public void CleanUpNativeData(IntPtr NativeData) { Marshal.FreeHGlobal(NativeData); } ... public IntPtr MarshalManagedToNative(object ManagedObj) { return Marshal.StringToHGlobalAnsi(ManagedObj.ToString()); } [/code]
[QUOTE=cartman300;49173480]?? [code] public void CleanUpNativeData(IntPtr NativeData) { Marshal.FreeHGlobal(NativeData); } ... public IntPtr MarshalManagedToNative(object ManagedObj) { return Marshal.StringToHGlobalAnsi(ManagedObj.ToString()); } [/code][/QUOTE] What about the allocations [url=https://gist.github.com/anonymous/6608940fa15c5fdf611e#file-2015-11-23_23-57-03-txt-L24]here[/url] and [url=https://gist.github.com/anonymous/6608940fa15c5fdf611e#file-2015-11-23_23-57-03-txt-L51]here[/url]?
The variable one is just a test to check if it works, didn't even care about the memory when i made that. I'm gonna figure something out eventually. About the memory that gets allocated in the constructor, it actually gets free'd in the finaliser but that's just when the finaliser is explicitly defined in C++ and imported in C#. It's on my TO-DO list to generate the finaliser even if it's not explicitly imported.
keep in mind that different compilers mangle in different ways
[QUOTE=Map in a box;49174095]keep in mind that different compilers mangle in different ways[/QUOTE] Most i care about export a function to demangle the names. __cxa_demangle for GCC or UnDecorateSymbolName for VC++
[t]https://dl.dropboxusercontent.com/u/9580892/wat.png[/t] Messing with water shaders, not sure what the deal is with this four-panel set up but it's something I guess :v:
Some F# snipped I just finished, now it's testing time! [code] type DatabaseOperationCallback<'S, 'E, 'C> = | Success of 'S | Exception of 'E | Cancelled of 'C let makePlayerDocument ID email salt hash callback = let newPlayer = new Player(ID, email, salt, hash) let task = mainDb.InsertAsync<Player>( newPlayer, baseResult = (fun res -> Success(res) |> callback) ) |> Async.AwaitTask Async.StartWithContinuations( task, (fun _ -> ()), (fun e -> Exception(e) |> callback ), (fun c -> Cancelled(c) |> callback)) [/code]
I tried putting together a trailer for my game ready for when I put it on Steam Greenlight. Any thoughts or suggestions? [video=youtube;GchP2uFv-yg]http://www.youtube.com/watch?v=GchP2uFv-yg[/video]
[QUOTE=Torrunt;49177284]I tried putting together a trailer for my game ready for when I put it on Steam Greenlight. Any thoughts or suggestions? [video=youtube;GchP2uFv-yg]http://www.youtube.com/watch?v=GchP2uFv-yg[/video][/QUOTE] Honestly the game looks so good it doesn't matter much how good the trailer is, I like it though, great work!
[QUOTE=Torrunt;49177284]I tried putting together a trailer for my game ready for when I put it on Steam Greenlight. Any thoughts or suggestions? [video=youtube;GchP2uFv-yg]http://www.youtube.com/watch?v=GchP2uFv-yg[/video][/QUOTE] Looks awesome! How far from release is it?
[QUOTE=layla;49177296]Honestly the game looks so good it doesn't matter much how good the trailer is, I like it though, great work![/QUOTE] I agree, the more pressing question is definitely how to get people to see it in the first place.
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