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Everything posted by Rick
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Ways of communication between two programs running on the same machine?
Rick replied to Masterxilo's topic in Programming
My curiosity was if it would have even said anything and if you would have even known. I don't remember it barking at me at anytime, but I don't think I'm using the security that you are. The only way us to test is for you to go buy HL and play it I guess -
Ways of communication between two programs running on the same machine?
Rick replied to Masterxilo's topic in Programming
Actually even the singleplayer half-life used local networking. That's why I asked. They made it that way so the transition between singleplayer and multiplayer was identical as far as the coding went. So that's why I was wondering. I don't know if COD4 singleplayer is the same way or not though. -
Ways of communication between two programs running on the same machine?
Rick replied to Masterxilo's topic in Programming
Mumbles have you ever played half-life? Did your firewall ask you for permission with that game because I know that does networking between itself even for singleplayer mode. I'm just curious if the firewall gets involved on the same PC networking. -
I believe Josh removed that ability, however the callback should be all you need.
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I think it's a fine line to walk. We are indie game developers and as such don't have a ton of cash. The best thing that could happen right now is that a game comes out and is successful. Then more developers will come to the community which means more money in Josh's pocket which means possibly more hires he could make to improve things. I don't think the answer is nickel and diming a small user base, I think it's growing the user base.
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Ways of communication between two programs running on the same machine?
Rick replied to Masterxilo's topic in Programming
Web services (which would probably fall into local networking but slightly different). -
I see SetColor() was what I was looking for. The SetBlend() worked to give me the normal transparency on the image, but SetColor() allowed me to set the alpha to fade in and out the entire image. Thanks!
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I can't seem to find or remember how to change the transparency value of a texture I load and draw with DrawImage(). So there is no mat file. I'm looking to do a fade in effect with a GUI.
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We can group this with a recent password change or email change and just hold the original email address before it was changed. These things grouped together could help make stopping hackers or catching them early and being able to restore things faster and more automated. This is for an MMO btw. Not sure if I mentioned that.
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Yeah. The idea was to make a way to tell when the user has logged on and the guid's don't match what they were using before. It won't disable anything, but just send a email or text message letting them know that we have a new guid here. Basically it means someone from different hardware has logged on using their uername and pw and could mean they are getting hacked. So the odds are the hackers aren't going to know that persons mac address to spoof it so the email or text doesn't go out.
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still working on itI haven't put this into practice yet but here is the idea. It sounds like you know your goal location. If you do then you have a starting point and a destination point to move something along. Here would be a linear movement from point A to point B where it starts out fast but gets slower as you get to your destination point. double interpolated(double a, double b, double u) { return a + u * (b - a); } int p1x = 0; // current location int p1y = 0; int p2x = 5; // destination location int p2y = 10; int steps = 5; // the higher this number the smaller the movement will be int px, py; // the point I should move to on this cycle px = interpolated(p1x, p2x, (double) 1 / steps); py = interpolated(p1y, p2y, (double) 1 / steps); So for the steps parameter, you can make some sort of calculation on what it should be based on the EntityDistance() between your current location and the destination location. The smaller the number EntityDistance() returns the larger the steps get, which would mean the shorter the first step if between the current location and the goal. You'd have to put some cap on how small steps could get so you eventually reach our goal. I'm not a big math guy so there might be another way to get all the points where they get closer together as you reach your target all at once, but this might give more flexibility if the goal target can move.
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Could you interpolate? You could have a variable amount of points between the current location and the destination. Each cycle check the distance between the current location and goal, then based on that distance you get a number of points to interpolate between. Then move to the first point in one cycle. The next cycle comes around and do it all over again. Because of the variable amount of points the larger the distance the less points you do in the interpolate which will give you a bigger jump to the goal. The closer you get though you increase the number of points you interpolate which gives you smaller jumps to the distance. Then put a cap on the number of jumps so you eventually will get to your goal. This is how I plan on doing network movement smoothing when the final destination between a clients players is different than the server says they should be. This will smooth out the fix between where a player is on my screen vs where the server says they should be. It avoids the instant snapping of the position.
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Oh, nevermind. I see for k,v in pairs(objecttable) do Notify(GetEntityKey(v.model, "name")) end Just kind of strange how some things work the lua way GetKey(), and some need to use the LE function way.
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From what I'm understanding of what you are saying it would mean I could use GetKey("name") (because that's the entities keys), but that doesn't seem to work. for k,v in pairs(objecttable) do Notify(v:GetKey("name")) end
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I'm trying to get the name of other thingoids in a different thingoid. I want to allow to set the name of a thingoid in the settings of another thingoid instead of using a target. Also, is it me or in the class.lua file does it look like there is a Name property but the get and set key methods aren't doing anything with it.
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The sooner this could be done the better. It looks like it might be a pain to wrap lua in a namespace.
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I think that would be best. There is no real reason to use the same function names as a popular library. No sense in rewriting all the lua methods. Just the ones where he does something extra under the hood.
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That's right lua is open source. So I could get the source and put a namespace around it. That's a pain that I have to do that but doable. Thanks!
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I thought I did this before, but I can seem to recall how to get the name of a thingoid. So if I was looking through the objecttable how could I get the name of each thingoid in it? I tried GetKey("name") or just the name property but that didn't seem to work.
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Well I tried using lua in my C++ but I wasn't able to get things to work because Josh made his lua functions the same name and normal lua complains because Josh has the first parameter to his functions being BP. If you have normal lua functions working along side the LE lua commands I'd love to see how you did it.
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Yeah, I guess what I'm asking is could I call the Windmills object:Update() method myself from C++? That's an example and obviously I wouldn't need to do that but if I could then I could call other functions in lua that way, like an object:Initialize() method that I create for an object.
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Has anyone tried running thingoid lua functions from C++? For example the object:Update() method for a specific thingoid? Just curious because I'd like to create an object:Initialize() method that I run on all the objects in my own C++ method. I do this in the editor main lua game file just fine but would like to also have it run from my C++ exe.
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Josh has said that Render() can be better if you don't need something to run every cycle because I think Render() only runs when the camera can view it. You should be able to test this out with this right? Put that code in the Render() function and face the camera away from this object and trigger it and I would assume it won't work because the Render() function isn't being called. So in your case the Update() would be better because it runs every cycle which for this thingoid is needed.
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I always forget about the old forums: http://forum.leadwerks.com/viewtopic.php?f=2&t=2174&hilit=fov
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How can I set the FOV in C++? I notice the editor uses 60 but when I load my scene in C++ it's not the same. I'd like to use 60 also because it looks better in my view.