179 Results
I hate Courier, if you'd allow to change between that and Consolas, it'd be great
suXin Programming Reply
Never used Vue, but [URL="https://vuetifyjs.com/components/dialogs"]quick google reveals[/URL] that you have to put a boolean variable into data section and specify it's name in [B]v-model[/B] property, not [B]v-if[/B]
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I'm done with all player's ships except for Super Medusa - [URL="https://i.imgur.com/49zTBnA.jpg"]because it looks ugly[/URL] and has texture problems You can download rips here: [url]https://www.dropbox.com/s/uesm9ucdrjtkic2/RedSun_Ships.7z[/url] Each ship includes Blende...
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I decided it's not worth my time to figure out whatever texture and UV bullshit this game has to replicate it perfectly. I'd rather fix all these issues like above myself, because it's not really that difficult. But here I am with kinda finished [B]Zaibatsu Zu-7 Ryusei[/B]....
suXin Modelling Reply
Having some texture and UV extraction progress, it's making me crazy but I just can't stop working. I'm yet to automate the whole thing. [img]https://i.imgur.com/1Jf4Wsp.png[/img] [editline]23rd October 2017[/editline] AAAAAAAAA fuuuuck everything I'm going to bed no...
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oh boy, after some improvements now I easily got other ships [URL="https://github.com/suXinjke/RedSunRipper"]also uploaded the parser on github[/URL] [img]https://i.imgur.com/atUhc6M.jpg[/img]
suXin Modelling Reply
Several months ago I ripped a ship from Colony Wars Vengeance, now I'm challenging myself with a simillar task for Colony Wars Red Sun, but this time I want to rip atleast all of player's ships and automate this task. Getting the model was more difficult because it consists of...
suXin Modelling Reply
[QUOTE=CarLuver69;52745003]When it comes to scripting languages, my first choice is Lua. As for my most hated language, VB.NET takes the cake. Now for something a little more controversial: I absolutely hate Python.[/QUOTE] Really wonder what you found bad about Pyth...
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Javascript ES6 together with Typescript as for recent. I recommend to check out Typescript to everyone who hated unexpected dynamic Javascript shit yet want to retain some of it's features.
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In case there are people who still want it: [url]https://my.mixtape.moe/elgmlo.7z[/url]
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I want to write [code]if ( fdFile.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY && std::string( fdFile.cFileName ) != "background" ) {[/code] But I wrote [code]if ( fdFile.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY && std::string( fdFile.cFileName ) !== "background" ) {[...
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Tomb Raider streams are still destroying me with dumbest ideas, so when I get to Chronicles it's gonna have this [media]https://twitter.com/suxinjke/status/898779395082645504[/media]
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shit, was going to post dumb question on how to apply low-pass filter SMOOTHLY when the problem was just in huge buffer size setting
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searching google for 'npm array diff' or 'npm object diff' provides several libraries, same if you search directly in npm
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[QUOTE='[aL`H]solokiller`og;52464665']The reason why you need the cast is because there are multiple valueChanged signals: [url]http://doc.qt.io/qt-5/qdoublespinbox.html#signals[/url][/QUOTE] Yeah I know that, otherwise I wouldn't even be able to figure out how to write th...
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I had to make a quick program so I could test a C++ library, but I also needed GUI and I don't like using .NET with C++, so I resorted to Qt It's been a long time since I used Qt, back those days to connect GUI elements I could only write simple things such as [code]conn...
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[URL="https://www.owasp.org/index.php/Main_Page"]I find it weird that I didn't know about OWASP, seem like a good compilation of security practices[/URL]
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[QUOTE=Vloxan;52409830]In terms of SteamID should that also be an index?[/QUOTE] Not sure what you mean exactly. If you plan to use it as primary key, you will have to make a complex primary key which consists both of SteamID and character index, otherwise you won't be abl...
suXin Developing Reply
Keep data atomic as possible. Either have a table of steam_ids and join characters to them, or if you really want to keep it in single table - keep character index as [B]integer column[/B] You'll be able to order characters by index and pick a certain character easily.
suXin Developing Reply
[URL="https://github.com/cocuh/intellij-background-chibichara"]jesus christ[/URL]
suXin Programming Reply
Did anyone have or know someone with the experience of making Level Editor that player can use? (think Trackmania like)
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[QUOTE=Tamschi;52346419]The syntax is outright atrocious though, even without operator overloading it would be pretty easy to make it much more sane by providing functions for those operators (and possibly flipping the innermost layer).[/QUOTE] I remember [URL="https://www...
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Where MongoDB could be used though? Logging? I remember it having high write speeds and you could aggregate logs I guess
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I usually post Half-Payne stuff in HL thread but I think this stuff is also worth it here. I've got Imgui embedded in Half-Life, here's final touches to new game mode menu [img]https://pbs.twimg.com/media/DCCRf5fXgAE7Tj3.jpg[/img]
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It's been about 1 year, seems like now I finally understand Promises and async/await
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Half-Payne mod has additional gameplay mods, but maintaining them became a hassle, even more when I'm going to output additional info about them in the game menu. At the moment, I have to define the mod in my ConfigFile class, then mark the variable that mod is active, then...
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Have you tried other activities besides programming / computer science?
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I have no proper Java experience but I saw Kotlin gaining influence, maybe you should also look into it?
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Someone has weirdest crashes with my Half-Payne mod so I asked to send me crash dumps. I load one of them in Visual Studio 2015, don't get much ideas and try to load another one it doesn't it says it doesn't see my dll file even when I open the dialogue window that wants ...
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[QUOTE=antianan;52185567]git commit --amend?[/QUOTE] I tried to figure out the problem by making small changes, so [I]each [B]succ [/B]had it's purpose[/I] I [B]reset succ[/B] after I solved the problem
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[QUOTE=JohnnyOnFlame;52180554]This commit log seems like something out of a vinesauce stream, really.[/QUOTE] you guessed how bad I was influenced [editline]3rd May 2017[/editline] succ for succ(ess) though
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Digest auth is relatively simple but the certain resource I've been accessing turned up to be really nitpicky on sockets. I wasted my yesterday and half of this day, and now after I've finally solved the problem, I admire the degeneracy of these temporary commits [img]http:...
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[QUOTE=Tamschi;52132803]You can probably tell the TypeScript compiler to use a newer ES version to make it emit it directly.[/QUOTE] Just want to confirm that config directive below preseved async\await "target": "es2017" also realised how retarded the building of t...
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actually this happened recently [media]https://twitter.com/suxinjke/status/852498168373817345[/media]
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[QUOTE=cartman300;52143961]I would not consider this a bad line of code, it's just a clever little trick to convert to another same-sized structure type, send it and convert back on the other side. [editline]24th April 2017[/editline] There are, after all, no side effect...
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Interpret float as int because engine didn't allow me to send it via it's functions [code]#define WRITE_LONG (*g_engfuncs.pfnWriteLong) inline void WRITE_FLOAT( float value ) { WRITE_LONG( ( ( *( int * ) &value ) ) ); }[/code]
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So I found out node.js now supports async\await out of box and decided to try it, only to find out that my typescript node project transpiles async\await by itself and upgrading was not required Anyway I failed to rewrite one of my endpoints to use async\await. I'm not sure...
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Voted miss, most likely it'll be a miss not for the product, but for your time
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Understand DOM and that every element on the page is just a rectangular block nested inside another rectangular block, after that just see how html tags (and then CSS) also define appearance, positioning and behaviour of these blocks.
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Introduction to Algorithms - Third edition
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[QUOTE]ERROR: too many indices [/QUOTE] [QUOTE]Has 66000 polys and 72600 verts. [/QUOTE] lower the polycount or decompose your SMD in several ones
suXin Modelling Reply
[QUOTE=awcmon;51847915]haha oh shit there's a News Node thread about the Max Payne thing suXin's been working on [url]https://facepunch.com/showthread.php?t=1553369&p=51847858[/url] i havent seen him on WAYWO in a while though i swear[/QUOTE] Sometimes I really have ...
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[QUOTE=suXin;51779311]Holy shit I managed to rip a model from my favorite PSX game, first time ever doing something like this. [img_thumb]http://i.imgur.com/sJlcLU1.jpg[/img_thumb] [img_thumb]http://i.imgur.com/9q8nTHt.png[/img_thumb][/QUOTE] and I'm done with the whole...
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Holy shit I managed to rip a model from my favorite PSX game, first time ever doing something like this. [img_thumb]http://i.imgur.com/sJlcLU1.jpg[/img_thumb] [img_thumb]http://i.imgur.com/9q8nTHt.png[/img_thumb]
suXin Modelling Reply
[QUOTE=xDShot;51774777]here is: [url]https://github.com/Artfunkel/BlenderSourceTools[/url][/QUOTE] Thanks for pointing this out, I really rushed with my search expectations yesterday. I made a pull request, hope it'll get resolved quickly because I'd like people link...
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[QUOTE=xDShot;51774665]That's great! Will you make a pull request for original addon on github repo?[/QUOTE] That would be the first thing I'd consider to do, but seems like there's no repo [URL="https://github.com/trevortomesh/blender-smd"]except for this outdated one[/UR...
suXin Modelling Reply
Would anyone like to contribute to [URL="http://www.moddb.com/mods/half-payne"]my Half-Payne mod[/URL] by putting Max in one of the Half-Life Source maps and making a scene simillar to this? [img_thumb]http://i.imgur.com/PdHKFkt.jpg[/img_thumb] The resulting screenshot w...
suXin Stuff You've Made Reply
Was bored and decided to try to look for camera-related values in memory with cheat engine, so I could look at the ship from other angles. Kinda satisfied with the result, there's spazzing though. I just didn't bother with figuring out what value does what exactly yet. Also...
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I live in a shithole and we don't have fiber. One guy tried to restream E3 live to us one day and at the same time I was watching Vinesauce streams, then I thought 'what if I and everyone else could stream here locally'. This eventually resulted in me making Twitch clone, chat...
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[QUOTE=Proclivitas;51606800]I found that you just have to dive in and start going down the rabbit hole everyday and build a model of how things work since the documentation/tutorials seem of poor quality. It helps to use a mind map software concurrently to take notes.[/QUOTE] ...
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Hnnng I think you still miss my point. Sometimes blueprints end up convoulting mess which seem they would better looking for me if they were written in plain code. But compare time wasted in making a single change in blueprint to making a change in C++ and it will be relativel...
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[QUOTE=Ott;51600613]It's redundant. An artist has a much easier time using blueprints rather than a scripting language, and a programmer isn't a real programmer if they don't know C++. [sp]I don't know C++ :([/sp][/QUOTE] I don't mean to ditch blueprints, it's just that I'...
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[QUOTE=thomasfn;51585108]Cross posting from the UE4 thread. Fixed up [url=https://github.com/thomasfn/klawr]a plugin on GitHub that binds C# to UE4[/url]. Going pretty well so far, it's almost at the state where you could make a game in C# now. [/QUOTE] Seeing this, I ...
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[QUOTE=Tamschi;51484648]That's why you either use [I]Object.create(null)[/I] instead of [I]{}[/I] to create the dictionary (no prototype => no functions accessible by indexing) or alternatively use a custom [I]Dictionary[/I] constructor that gives you something roughly equival...
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My personal favorite was [url]http://www.learncpp.com/[/url]
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I hate losing faith in what you are doing, but gotta keep moving these commits make a period of 2 months [img]http://i.imgur.com/7vhFvTP.png[/img]
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[QUOTE=Helix Snake;51294004]This stuff is happening regardless of whether I use the full blueprint editor or not.[/QUOTE] I wonder if this project ever has been transferred to newer version of engine?
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Bright themes (actually anything bright) would hurt my eyes too if I were working in the dark, how many of you work in such conditions?
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I have no idea why so many people use dark schemes - it hurts my eyes unless I'm in unlit room.
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[QUOTE=Nicolas;51252208]The problem is the CPU usage, it's just too high. Does anyone know how could I fix it?[/QUOTE] while( true ) is taking all processor time it's allowed to use.
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it sucks to know what you want to do, but you have no idea how to do it right and get lost in all those ~examples~ or your own tries of implementing of what's here already just because you don't know the framework well yet that's how I lost 3 hours on figuring out how I'...
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I've never done a proper finished game so it's time to fix that in my spare time, starting with Asteroids clone [sp]which must get a multiplayer after it's done, .io like[/sp] [I]good start[/I] [vid]http://webm.land/media/WjtH.webm[/vid]
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[QUOTE=paindoc;51169461]Conflicted as to how I should react. Sort of feel like giggling like a madman, because this much frustration over this simple of a mistake does that to you. I also sort of feel like pressing onward, so I'm going to do that. Proper chunk manager class an...
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[QUOTE=Johnny Guitar;51154607]eh to be completely honest counting for the total ammo is easy, just store it all in an array, then have an enum for each type then use that fat enum stored on the gun to get the value from the array, ez pz[/QUOTE] It's a logical thing to do, b...
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[QUOTE=Shirky;51151493]Can anyone try and explain to me how I can make a modular ammo system for my guns? Rather than storing an ammo types total ammo that the player has in the player blueprint, I would much rather store it in its own blueprint, that way its as easy as creati...
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[QUOTE=DragonAwesome;51143013]To summarize my rambling in a proper question - is there an alternative to gif that is more modern and has a similarly intuitive way of storing frame durations? If not, do you think the above proposed system of mine could be made more convenient f...
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[QUOTE=Goz3rr;51135749]How so? At least in Visual Studio it works out of the box, you can tweak it a bit with tsconfig.json if needed and adding typings is a single line [/QUOTE] I didn't manage to figure out proper install of typings (thought it would be npm-like) and ha...
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I recently switched to using Visual Studio 2015 with Typescript to work on 'that' node.js system. Really glad that I have tight links between my modules now to avoid some of the runtime errors - intellisense points at these. Also generally because of strict types - you always ...
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[QUOTE=Fourier;51123546]:speechless: Embrace buggines? Oh ok. :weeb: Maybe I should just rethink component based design.[/QUOTE] Today I feel like one of the main ways to keep yourself from getting into spaghetti is trying to keep the design tree-like as possible, which...
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I'm ashamed at myself but really glad that I realised [B]shit[/B] if you're making node.js app while trying to keep it manageable and modular, and it also interacts with database and especially if you need transactions you don't do this [img]http://i.imgur.com/FUmVxHU.p...
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[QUOTE=paindoc;51067755]So I'm getting weird access violations when I try to populate the block array in my chunk class. My terrain generation algorithm spits out a 3D array (sized to the chunk size) of 0's and 1's. A 1 means the block is active, and exists in the world. a 0 m...
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Tell me I'm not alone on this git usage when you're still prototyping [img]http://i.imgur.com/14fZl0Q.png[/img]
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attempts in managing a node.js system resulted in me thinking that people overrated 'C/C++ shoots down the foot joke', here in Javascript it seems I can lose all my body parts at once because they are loose.
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[QUOTE=ILiketrainz;50998839]i know jack shit on PHP, can't even see what math is going on[/QUOTE] because most of the functions rely on some kind of library, but there's version without it, and you don't really need PHP knowledge (aside that $ marks a variable) to understa...
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I still don't know why people call C++ a challenge [B]when it comes to learning general concepts[/B]
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[QUOTE=suXin;50709245]I made this question because I had to control that I actually use some kind of derived class which has certain functions, but for some reason I didn't try making them as virtual and I could always call these functions. Now after making these virtual, dyna...
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[QUOTE=antianan;50708882]Calling a virtual function that is only defined in B but not in A will cause an error as there is no pointer to such function in A's vtable. With dynamic_cast everything gets much simplier, as it will just return a null pointer, so calling anything ...
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Can anyone explain me why is this applicable in C++? I'd expect that if I created object of 'A' class, accessing derived functions would result in crash, but I guess it always compiles the whole inhertance chain and I should only care about uninitialized members? [code] ...
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happened while I was figuring out where to hook monster dying during scripted sequences [video=youtube;wGzLFJ9iijo]https://www.youtube.com/watch?v=wGzLFJ9iijo[/video]
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[QUOTE=Disasterpieces;50557183]Its for accessing an online database connected to a website. The program would be on my pc only.[/QUOTE] You just have to use the library provided by DBMS developers (mysql / mssql / postgre whatever). Find and install the library, then read ...
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[QUOTE=Ac!dL3ak;50555827]So wait, all strings are stored in a global clusterfuck, with just ids being passed around that point to specific points in the clusterfuck? It definitely has some benefits, but modification would be a bitch.[/QUOTE] modification is a bitch and ...
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[QUOTE=suXin;50554328]Hell knows what Half-Life actually does with STRING management[/QUOTE] There's so called absolute pointer [B]stringBase[/B], all STRINGs (aka string_t) are just [B]ints[/B] that contain an offset for [B]stringBase[/B], using which you can get the actu...
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fuck you half-life just fuck you so much I'm just hysterical at the moment So when you do 'impulse 101' it just does hardcoded function calls [code] GiveNamedItem( "item_suit" ); GiveNamedItem( "item_battery" ); GiveNamedItem( "weapon_crowbar" ); GiveNamedItem( "wea...
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oi [vid]https://my.mixtape.moe/llwtcz.webm[/vid]
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[QUOTE=cartman300;50532183]Uh what? You can just cast the float to an int. [code] inline void WRITE_FLOAT(float value) { WRITE_LONG((int)value); } [/code][/QUOTE] I need to keep the fractional part while still being available to send the float using the engine c...
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goldsrc engine you motherfucker why do you have READ_FLOAT but not WRITE_FLOAT, making me do c++ bullshit first time in my life [code]#define WRITE_LONG (*g_engfuncs.pfnWriteLong) inline void WRITE_FLOAT( float value ) { WRITE_LONG( ( ( *( int * ) &value ) ) ); }[/code]
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*missed nonweb waywo*
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Long time ago there was a thread in photoshop contests about Facepunch trading cards. Since then I thought it would be really cool to make an actual game from this (since no one did that yet) and it can grow into great collaborative project. I'm thinking of trying to implem...
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oi [img]http://jesusfuck.me/di/Y5NK/die.png[/img]
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Worked on HUD today. Surprisingly there's not too much left to do for core concept. I may yet to work on weapon behavior during slowmotion. [vid]http://webm.land/media/GPGb.webm[/vid]
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Ripd some sounds from Max Payne, including sweet painkillers, which replace medkits and have to be used manually. Armor is obsolete to motivate usage of slowmotion. And the most precious feature of today: appropriate death cam. [vid]http://webm.land/media/c48L.webm[/vid]
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I was implementing painkillers for Half-Payne today and eventually had to output painkiller count on HUD, I decided just to copy my code for slowmotion charge for now, everything went alright, but the game always crashed telling me that I tried to send [B]bogus[/B] message and...
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[QUOTE=Gamerman12;50033546]haha, that's pretty much exactly what it is. Speaking of which, since I haven't posted in awhile, here's some new gameplay stuff[/QUOTE] It's just that long time ago I had an idea that someone would make a Trackmania style game but on foot, with ...
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[QUOTE=Pat.Lithium;50033276]whoever was making that parkour racing game, i'm borrowing that idea for my uni project. we were given the restraint of either making a fps game or a racing game so i took the opportunity to make both in one.[/QUOTE] holy shit do you mean it'...
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Found time to work a little on Half-Payne, made a diving move which is basically the same as long jump module but allows to jump in any direction, it turns slowmo automatically until you land. The slowmo charge is now exhaustable and it was a pain to setup HUD for it (though ...
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C++ with Qt for personal favorite C# when it's required Python to do some quick shit, also used it with Django for one project, so I would count HTML CSS JS too.
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Decided to ditch dynamically changing host_framerate because it was unreliable, sometimes still you would go too fast because it wasn't catching up to the changing FPS. So I did what I initially considered to do but didn't know how - put an actual FPS cap, which would be work...
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[QUOTE=suXin;49877850]getting into half-life modding [vid]http://webm.land/media/iHpr.webm[/vid][/QUOTE] Just managed to make proper and constant slowmotion. Maybe you've seen or tried to change host_framerate, but the problem is that it depends on rendered FPS (host_fr...
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getting into half-life modding [vid]http://webm.land/media/iHpr.webm[/vid]
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Does anyone have the experience with DOS progamming? I want to try it but having trouble with picking the tools and setting up the workflow. Basically if you worked with it, what did you use for work?
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