[QUOTE=Radical_ed;50433410]Alt. just make a script that fires when your crosshairs are over an enemies head geometry so that fairfight can't ban ye.[/QUOTE]
This doesn't work for a very simple reason: it pumps up your accuracy is insane levels. A simple anti-cheat could look at your accuracy over the last couple hours and see that you have 95-100% accuracy with whatever weapon it is, and take action from there.
Also, people in games and in real life tap-fire or use bursts. This kind of cheat gives itself away because it only fires when you're aiming at someone, so you'll get insanely specific and weird burst patterns. If you program in a delay for tap-firing, anti-cheats can look at the time in between taps and determine you're cheating too (if it's a consistent time between taps).
[editline]a[/editline]
[QUOTE=TH3_L33T;50432686]Lets say a little bit of both... I am not against it.
[sp]ᴵ'ᵐ ˢᵒ ᶫᵒᶰᵉᶫʸ[/sp]
[editline]edit[/editline]
also I have weather implemented now! This is using the yahoo weather rest api if anyone is interested. Able to get the forecast for the week so can do many fun things!
[IMG]http://puu.sh/pb1Pn/b9a0e5afd7.png[/IMG]
I actually need to do a revamp of the "should send a message" check. Trying to come up with some scoring system to determine if I should send a message to them instead of doing specific checks.[/QUOTE]
I think you could benefit from some more general language, like "hey it's going to be [nice] out on saturday, [blah blah blah]"; using exact temperatures feels too specific.
Also, have you ever considered rant support? Seems like a good fit :v:
[QUOTE=Downsider;50435325]It's a whole system that integrates with Dolphin. End goal is character selection/bans/counterpicks in game UI, and game state/sniffing RAM to figure out who won/lost so you don't have to rely on people not lying about who won and lost. And yeah, it's already built into Dolphin.
I would honestly love some help with the game state sniffing part, I haven't done any of that yet, nor the integration with the existing netplay base.[/QUOTE]
I had a look at the game state, but the Dolphin "Cheat Finder", as they call it, is broken on Mac OS. I'll look again later when I can boot into Windows.
[QUOTE=Asgard;50435101]Don't worry you're not helping and what he has so far is a simple hack that gets caught by VAC within a femtosecond[/QUOTE]
Okay friend
There are 2 types of people in this world
Haters, and believers. You're a hater
[QUOTE=Pro C0d3r;50435774]Okay friend
There are 2 types of people in this world
Haters, and believers. You're a hater[/QUOTE]
Can you code an aimbot to aim for better comebacks
[QUOTE=Nigey Nige;50435793]Can you code an aimbot to aim for better comebacks[/QUOTE]
what?
Hes a hater dude. Haters are the scum of this earth. They need to be ABOMINATED.
Haters come in many forms, but normally like to hate because of pure jealousy.
You know, writing hacks as an educational exercise is fun and all, so I was on your side...
[QUOTE=Pro C0d3r;50435774]Okay friend
There are 2 types of people in this world
Haters, and believers. You're a hater[/QUOTE]
until this post.
I'm doing lines of coke.
Sorry man its just the drugs fuck with my mind and I cant say nice things :(
Another drop in sea of piss
[QUOTE=Pro C0d3r;50435820]I'm doing lines of coke.
Sorry man its just the drugs fuck with my mind and I cant say nice things :([/QUOTE]
If you keep embarrassing yourself on here to the degree that you're ban-on-sight (and keep coming back only to run into the same problem) then I imagine this affects other areas of your life as well and you should really consider not doing that anymore, and seeking help if necessary.
And I don't mean this in a snarky or otherwise hostile way.
If you ever need fastest solution and and can't decide between class and struct, just use classes with pooling. For everything - nodes, arrays, objects...
Stuff gets complex but hey, if speed matters, it's most efficient.
[QUOTE=Icedshot;50434032][...] disorientation and sickness[...][/QUOTE]
Please also add the option to only roll around the view direction to make down down and keep view direction completely manual. At least for me, that would probably be a lot more comfortable under these specific circumstances.
[editline]1st June 2016[/editline]
[QUOTE=Rocket;50438153]Speaking of bots, I made this a while ago:
[vid]http://anime.lgbt/dropbot.webm[/vid][/QUOTE]
I always find it fascinating to watch bots that go through the full normal UI.
[editline]1st June 2016[/editline]
[QUOTE=Fourier;50438197]If you ever need fastest solution and and can't decide between class and struct, just use classes with pooling. For everything - nodes, arrays, objects...
Stuff gets complex but hey, if speed matters, it's most efficient.[/QUOTE]
In C#?
[QUOTE=Tamschi;50438328]I always find it fascinating to watch bots that go through the full normal UI.[/QUOTE]
Not the same thing, but the bot everyone uses for Ragnarök Online, which directly connects to game servers, has (or at least had, I think it's deprecated) a feature to [I]provide its own game server[/I] which your regular client can connect to and if you see a GM approaching you can just take over playing normally and the bot will deactivate itself.
[QUOTE=Tamschi;50438328]Please also add the option to only roll around the view direction to make down down and keep view direction completely manual. At least for me, that would probably be a lot more comfortable under these specific circumstances.
[editline]1st June 2016[/editline]
I always find it fascinating to watch bots that go through the full normal UI.
[editline]1st June 2016[/editline]
In C#?[/QUOTE]
Yes, C# and generally other languages too (with objects)
[QUOTE=Fourier;50438753]Yes, C# and generally other languages too (with objects)[/QUOTE]
My boss recently asked me to rewrite a struct-based solution with classes. I disagreed, arguing that the memory overhead would make the solution inefficient (we're talking hundreds of thousands, if not millions of instances). But, I did as he said and rewrote it, and... Classes use considerably less memory.
[QUOTE=Sidneys1;50439010]My boss recently asked me to rewrite a struct-based solution with classes. I disagreed, arguing that the memory overhead would make the solution inefficient (we're talking hundreds of thousands, if not millions of instances). But, I did as he said and rewrote it, and... Classes use considerably less memory.[/QUOTE]
Cool! And also structs need to be always created and released from memory. It's not problem for small stuff but if you move large amount of structs, it gets problematic and can even tax garbage collector.
Btw millions of instances is not really a problems.. you know one million of integers is 32 megabits = 8 megabytes. It's better to use 500mb and save CPU, because even smartphones have 2 gigabytes today.
Don't forget about how structs are often packed, that'd add some size too
[QUOTE=Map in a box;50439328]Don't forget about how structs are often packed, that'd add some size too[/QUOTE]
Structs are smaller in C# (because padding also applies to classes), but they're larger if you box them by default I think.
Regarding allocating and releasing... that's actually not a thing, really. As long as they're on the stack, there isn't necessarily an allocation or deallocation operation (but the memory may get zeroed out by the runtime, which could take a little time).
It's different if you use any base types or interfaces to handle them though, because that always boxes them.
Fourier: Are you sure that last part isn't the reason? Normal structs on the stack should bypass the GC completely.
If you use generics properly, then those boxing conversions don't happen due to machine code instantiation or whatever it's called either. (Basically the runtime will make a copy for every combination of structs in generic type parameters and effectively use static calls, while using constrained virtual calls for class type parameters.)
[editline]2nd June 2016[/editline]
That said, you should generally just choose structs vs classes based on the semantics you need.
Depending on your problem, you may also want to thinly wrap one in the other to use the matching other behaviour. I did that pretty extensively in one of my projects to grab expressions from normal-looking code.
[editline]2nd June 2016[/editline]
[URL="http://facepunchforum.azurewebsites.net/programming/e0sy/what_are_you_working_on_/page/242#post30728578"]This is curious:[/URL]
[thumb]https://dl.dropboxusercontent.com/u/5013896/forum/Facepunch/Programming%20WAYWO/6.2016/firefox_2016-06-02_03-11-49.png[/thumb]
(sorry for the spam over there)
I made an [url=https://github.com/geel9/FPIcon.NET]FP Icon C# Library[/url] and [url=https://github.com/geel9/FPIconConverter]Image Converter[/url].
[vid]https://feen.us/2n7yp7y81e1lqluowjxh.webm[/vid]
Hey it's GeelUI
yet to surpass chui
[QUOTE=Downsider;50435325]It's a whole system that integrates with Dolphin. End goal is character selection/bans/counterpicks in game UI, and game state/sniffing RAM to figure out who won/lost so you don't have to rely on people not lying about who won and lost. And yeah, it's already built into Dolphin.
I would honestly love some help with the game state sniffing part, I haven't done any of that yet, nor the integration with the existing netplay base.[/QUOTE]
What are you using to integrate with Dolphin?
[QUOTE=geel9;50440696]I made an [url=https://github.com/geel9/FPIcon.NET]FP Icon C# Library[/url] and [url=https://github.com/geel9/FPIconConverter]Image Converter[/url].
[vid]https://feen.us/2n7yp7y81e1lqluowjxh.webm[/vid][/QUOTE]
You probably could have made PALLETECOLORSTRING look a little better :v:
[QUOTE=FlakTheMighty;50440930]You probably could have made PALLETECOLORSTRING look a little better :v:[/QUOTE]
it's hidden behind a #region shhhhhh it's okay
I'm working on a [url=https://github.com/geel9/Facepunch.NET].NET Library[/url] for interacting with the Facepunch API. It's not nearly feature-complete, but you can:
-Provide a login token (by scraping your cookie)
-Get the mainpage's forums
-Get a forum's threads
-Post a thread
-Create a forum
-Change a forum's settings
Any tips for making a game trailer for greenlight. I want it to be short(45-1m). Just need some ideas and what I should avoid. The trailer is the first thing people see on the page so I don't want to make a shitty low effort trailer. Let me know if anyone's got ideas or could help
edit:
Also, Will a vac ban affect my status to upload a greenlight game?
[QUOTE=Tamschi;50440023]
Fourier: Are you sure that last part isn't the reason? Normal structs on the stack should bypass the GC completely.
If you use generics properly, then those boxing conversions don't happen due to machine code instantiation or whatever it's called either. (Basically the runtime will make a copy for every combination of structs in generic type parameters and effectively use static calls, while using constrained virtual calls for class type parameters.)
[editline]2nd June 2016[/editline]
That said, you should generally just choose structs vs classes based on the semantics you need.
Depending on your problem, you may also want to thinly wrap one in the other to use the matching other behaviour. I did that pretty extensively in one of my projects to grab expressions from normal-looking code.
(sorry for the spam over there)[/QUOTE]
Well it happened in Unity3D (which uses archaic mono), but when I did lots and lots of operations like (new Vector3(..)) I hit GC.
But when I made temporary Vector3 temp = Vector3.zero, and used that (no new here), only then was GC fine.
learning haskell right now
i wrote a factorial function and was messing around so i tried to compute 420 factorial. i expected it to overflow or something but instead i got
[code]1179832395293178259148587778443982767423908163629667689799210969550884231351169347804766799500510294050388349696532084729374087533384204019322892961178819464698121263533012685335273004294789382652477324465427001701326230145911466316029644714371748823861128004214806081770714277374544632880180009063325310867611466814559562175609414340177417478580290981292661586700768075544788360242053436899439186009859147147653878644064667799709427693731208035920284052203131022083688425805265631534978481761954009800546844281261649619610291306374918025956972209823833523561696079181976208783662818235613615149296343931089295234402130043253489826928097199211074340929916161625854705227595565090740962113793308742649598603963747960941063835474664306971892700806057422478626083960243385932102946293048920279760860198799159782580284293120000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000[/code]
had no idea Integer went this far out
[editline]2nd June 2016[/editline]
holy hell how far does this go
[editline]2nd June 2016[/editline]
turns out it's arbitrarily big
sweet
[QUOTE=Fourier;50441889]Well it happened in Unity3D (which uses archaic mono), but when I did lots and lots of operations like (new Vector3(..)) I hit GC.
But when I made temporary Vector3 temp = Vector3.zero, and used that (no new here), only then was GC fine.[/QUOTE]
I can confirm this, I've also had a project in Unity3D which needed to perform a LOT of operations with vectors, garbage collection was a bitch until I started reusing a vector.
So where can I use this newfangled Facepunch thing I keep hearing about?
Seeing as its already been posted on the main thread, [url]http://facepunchforum.azurewebsites.net/programming/e0sy/what_are_you_working_on_/page/243[/url]
Sorry, you need to Log In to post a reply to this thread.