• What are you working on?
    5,004 replies, posted
[QUOTE=tisseman890;50224863]Done! Someone in the Facepunch Droid suggested rotating them, I kinda like it! [thumb]http://i.imgur.com/UJwIbqm.png[/thumb][/QUOTE] If you can find a way with CSS, you can try doing this: [img]http://i.imgur.com/ZuyeTbY.png[/img] It would save the space for more of the title and it's still readable.
[QUOTE=thatbooisaspy;50225426]If you can find a way with CSS, you can try doing this: [img]http://i.imgur.com/ZuyeTbY.png[/img] It would save the space for more of the title and it's still readable.[/QUOTE] That looks even better! Will aim for this now.
Got bored and made a Brainfuck interpreter in C#. Works fine for most programs I've tested it with. [url]https://github.com/benbristow/brainfuck-interpreter[/url]
[QUOTE=Sidneys1;50224336]Have you tried the VS15 beta? Supposedly they increased c++11 support and added preliminary c++14 features[/QUOTE] I am using VS15 Update 2, it can be pretty buggy.
Collision: Let's say I've got a wall, and the player moves at 5px at a time. the wall is 13px away to the right. The player moves closer, and is now 8px away. he moves closer and is now 3px away. he moves closer. I want him to be flush with the wall. do I get the distance between the two and instead have him move at that rate, so that he will be at 0px from the wall? what if he's moving diagonally, and his horizontal speed at something like, 2.765. Also, how do I do this without constantly getting his distance from every block in existence. Do I just do some kind of quadtree and only get the distance from blocks inside his quadrant?
[QUOTE=DarkCarnage;50226544]I am using VS15 Update 2, it can be pretty buggy.[/QUOTE] Visual Studio 15, not 2015.
[QUOTE=proboardslol;50226705]Collision: Let's say I've got a wall, and the player moves at 5px at a time. the wall is 13px away to the right. The player moves closer, and is now 8px away. he moves closer and is now 3px away. he moves closer. I want him to be flush with the wall. do I get the distance between the two and instead have him move at that rate, so that he will be at 0px from the wall? what if he's moving diagonally, and his horizontal speed at something like, 2.765. Also, how do I do this without constantly getting his distance from every block in existence. Do I just do some kind of quadtree and only get the distance from blocks inside his quadrant?[/QUOTE] Get a vector of the player movement and trace it forward 5px. Then check if the vector would be colliding with a wall?
I have a friend interested in the stock market. He's a programmer. Can anyone recommend a book to get him for his birthday?
[img]http://i.imgur.com/UCfqrRk.gif[/img] Second half of the alpha levels is done-ish
[QUOTE=No_0ne;50226969][img]http://i.imgur.com/UCfqrRk.gif[/img] Second half of the alpha levels is done-ish[/QUOTE] Blue armor on blue background... I can barely see the guy.
Make the background less saturated [editline]30th April 2016[/editline] Also to create a distinction between tiles you can jump on and tiles that are the background
I got tired of seeing ads on my firetv, phone, smart tv's and other devices on the network that had youtube and similar apps, so I looked around for a dns solution and found [url=https://github.com/pi-hole/pi-hole]pi-hole[/url], which is pretty cool but it takes up alot of memory, cpu and has lots of requirements (deployment wasn't fun on debian either). So I started a golang project awhile ago that could do what pi-hole does but much faster with less hardware usage and no requirements, with a single binary for deployment. Finally got it public on github yesterday as [url=https://github.com/looterz/grimd]grimd[/url] along with its web-frontend [url=https://github.com/looterz/reaper]reaper[/url] which was a fun vue.js project. [url=https://github.com/looterz/grimd][img]http://i.imgur.com/UW1uvOCl.jpg[/img][/url]
Quiet asked me about a function quite a while back, which transforms 1D to 2D as follows: Let's say you have a number in base something with decimal point [I]...abcdefgh.stuvwxyz...[/I]. The results are then [I]x = ...bdfh.tvxz...[/I] and [I]y = ...aceg.suwy...[/I] iirc. I finally got around to plot it now (for base 2, in the unit square, including 0, excluding 1), since we talked about [URL="http://boole.stanford.edu/skolem/"]Skolem's paradox[/URL] and it struck me as similar. 16x16: [img]https://dl.dropboxusercontent.com/u/5013896/forum/Facepunch/Programming%20WAYWO/4.2016/StrangeFunction.bmp[/img] 256x256: [img]https://dl.dropboxusercontent.com/u/5013896/forum/Facepunch/Programming%20WAYWO/4.2016/StrangeFunction%20large.bmp[/img] 4096x4096: [URL="https://dl.dropboxusercontent.com/u/5013896/forum/Facepunch/Programming%20WAYWO/4.2016/StrangeFunction%20extra%20large.bmp"]It looks really nice but is a ~30MB PNG and I don't want to destroy my public links.[/URL]
[QUOTE=tisseman890;50224863]Done! Someone in the Facepunch Droid suggested rotating them, I kinda like it! [thumb]http://i.imgur.com/UJwIbqm.png[/thumb][/QUOTE] Try them inline and before the thread title text? I also think you should put the unread post box a line under the thread names.
I've been dealing with this all semester long... :ohno: [vid]http://anotherprophecy.com/webm/ecliiiipse.webm[/vid]
[QUOTE=No_0ne;50226969][img]http://i.imgur.com/UCfqrRk.gif[/img] Second half of the alpha levels is done-ish[/QUOTE] Hurry up and finish this so I can buy it
[QUOTE=chimitos;50227893]Try them inline and before the thread title text? I also think you should put the unread post box a line under the thread names.[/QUOTE] I did some different testing with the css, and I can't seem to do it, because everything is in a table. :frown: I think I will leave it as is. I think it still works pretty good with the rotation
[B]ITS BEEN A WHILE.[/B] [vid]http://zippy.gfycat.com/UniformWindyBettong.webm[/vid] DX GUI + Config system still working on cVision and its getting better n better
[QUOTE=Tamschi;50227705]Let's say you have a number in base something with decimal point [I]...abcdefgh.stuvwxyz...[/I]. The results are then [I]x = ...bdfh.tvxz...[/I] and [I]y = ...aceg.suwy...[/I] iirc.[/QUOTE] Isn't this just [url=https://en.wikipedia.org/wiki/Z-order_curve]Morton Order[/url]?
[QUOTE=WillKirkby;50231351]Isn't this just [url=https://en.wikipedia.org/wiki/Z-order_curve]Morton Order[/url]?[/QUOTE] In this case it looks like that, yes. Morton order is a subset of this function though, and while the plot in this case looks the same it mathematically isn't.
Got one of those "you are speaking our language" popups from google a few mins ago, I wonder how far back that sort of thing is based on. Hopefully further back than a couple of mins, last searches were "ole", "IOleObject", and "cascading failures" in that order... Otoh last weekend I was looking up stuff related to the neural network used in the ai for the creatures series of games, "a new kind of science" "creature labs ai", "register machine neural network". Naturally it was interspersed with shit like "baby eating statue", "oakville blobs", and tons of crap that can be summarized as "how the fuck do i program this dang universal remote" Missed it because I'd already clicked something, and I haven't written any code in a good while anyhow, doubt it would've went anywhere anyway. Food for thought tho, no? [editline]30th April 2016[/editline] oh and porn
[QUOTE=Sidneys1;50226942]Visual Studio 15, not 2015.[/QUOTE] Oh nice I didn't know about that, they say it has more C++14 support so I will check it out.
[QUOTE=Morphology53;50231616]Got one of those "you are speaking our language" popups [/QUOTE] Did you try going to google.com/foobar/ to see if your invite was still valid?
Hey guys, I'm doing some revision for a MySQL related exam - I'm looking over at some of the test papers from a few years back Kinda struggling to see the difference between ORDER BY and GROUP BY, like I've been reading their meaning on google and sort of understand - which would I use in terms to the question below? Like I think I know but I'm not 100%, thanks! [img]http://i.imgur.com/quPKvD8.png[/img] [img]http://i.imgur.com/13OrsQ7.png[/img]
[QUOTE=cra0kalo;50231316][B]ITS BEEN A WHILE.[/B] [vid]http://zippy.gfycat.com/UniformWindyBettong.webm[/vid] DX GUI + Config system still working on cVision and its getting better n better[/QUOTE] I hope you aren't using the steam account attached to your account to develop this Also, good work! How difficult is it to make cheats for source games?
[QUOTE=phygon;50232815]I hope you aren't using the steam account attached to your account to develop this Also, good work! How difficult is it to make cheats for source games?[/QUOTE] There's not even a reason to attach a phone number to your dev accounts, and you should probably be using -insecure until it's time for testing anyways.
[QUOTE=phygon;50232815]I hope you aren't using the steam account attached to your account to develop this Also, good work! How difficult is it to make cheats for source games?[/QUOTE] phenomenally easy, everything is practically laid out and you will probably not get detected unless your cheat is public in some fashion
[QUOTE=Map in a box;50234035]phenomenally easy, everything is practically laid out and you will probably not get detected unless your cheat is public in some fashion[/QUOTE] That's really cool, I know that essentially the only way to be nabbed by VAC is if you distribute it and someone gets caught. Is there any reading that anyone here could recommend me for developing something similar? Just the bits on actually accessing the game memory etc, I feel like learning how to make something like that program would be a good way to get my foot in the door of lower-level programming and reverse engineering... if it even needs that. To be honest I don't really know dick about this kind of stuff but it interests me.
[QUOTE=phygon;50234130]That's really cool, I know that essentially the only way to be nabbed by VAC is if you distribute it and someone gets caught. Is there any reading that anyone here could recommend me for developing something similar? Just the bits on actually accessing the game memory etc, I feel like learning how to make something like that program would be a good way to get my foot in the door of lower-level programming and reverse engineering... if it even needs that. To be honest I don't really know dick about this kind of stuff but it interests me.[/QUOTE] You basically just get GetInterface(been a bit not sure if thats the actual name) and get the interfaces of things you'd want like the server client one that'd let you get entities, you'd get the vgui one for a spot to detour for rendering things or in a less detectable fashion you'd detour the finalize scene DX function. [editline]30th April 2016[/editline] Be aware that most public methods of detouring are often detected so don't do this on a secure server unless you know what youre doing
[QUOTE=Tobba;50233372]There's not even a reason to attach a phone number to your dev accounts, and you should probably be using -insecure until it's time for testing anyways.[/QUOTE] YEP -insecure +sv_lan 1 is the way to go
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