Programming Pimpage Thread

Grab your favourite IDE and tinker with the innards of game engines

Re: Programming Pimpage Thread

Postby Gary on Sat May 18, 2013 9:27 pm

Thanks! That helps a lot! I've been trying to improve my programming skills lately. So I'm going back and doing stuff I wanted to but couldn't in the past.
Have a question related to modding or something I posted? Something that needs staff attention? I haven't been active lately, but feel free to PM me or message me on Steam(link below)

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Re: Programming Pimpage Thread

Postby Major Banter on Fri May 24, 2013 10:17 pm

Can someone install that manhack code into Stroll for me plz?

Or I can wait til summer and see what you're up to, Stoop :wink: :wink: :wink: :wink:
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Re: Programming Pimpage Thread

Postby stoopdapoop on Thu Jun 13, 2013 2:55 am

Code: Select all
   bool m_FullScreen;
   bool m_VsyncEnabled;
   ID3D11Device* m_Device;
   ID3D11Debug* m_D3dDebug;
   ID3D11InputLayout* m_Layout;
   ID3D11InfoQueue* m_D3dInfoQueue;
   ID3D11Texture2D* m_DepthStencilBuffer;
   ID3D11DeviceContext* m_ImmediateContext;
   ID3D11DepthStencilView* m_DepthStencilView;
   ID3D11DepthStencilState* m_DepthStencilState;
   ID3D11RenderTargetView* m_BackBufferView;
   ID3D11RasterizerState* m_RasterState;
   ID3D11VertexShader* m_VertexShader;
   ID3D11PixelShader* m_PixelShader;
   IDXGISwapChain* m_SwapChain;
   FPSCounter* m_FPSCounter;
   Shader* m_TestShader;
   Camera* m_Camera;


hehehe, Not really code, but that happened partly by accident in one of my headers. I noticed that the profile nearly made a nice triangle, so I just cleaned it up a little to make it a little more"perfect".

and Banter, shoot me a message on steam. If you'd like we can pick up where we left off.
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Re: Programming Pimpage Thread

Postby ScarT on Thu Jun 13, 2013 8:01 pm

What are we working on :)?
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Re: Programming Pimpage Thread

Postby Jangalomph on Thu Jun 13, 2013 8:04 pm

Dx11 engine, called poop engine. Its great.
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Re: Programming Pimpage Thread

Postby Jeeves on Thu Jun 13, 2013 8:23 pm

ScarT wrote:What are we working on :)?



¬_¬ You first...
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Re: Programming Pimpage Thread

Postby stoopdapoop on Thu Jun 13, 2013 8:55 pm

Janga's right, and it is great.
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Re: Programming Pimpage Thread

Postby SM Sith Lord on Sat Jun 15, 2013 1:36 pm

I'm working on getting Valve to respond to my request to buy a Source engine license. Then I can go back to coding. :)

Most interesting thing I've coded lately is the groundwork for Anarchy Arcade's async JavaScript API for its in-game HTML-powered screens. It works just like Facebook's API, except it communicates with Anarchy Arcade's process instead of Facebook.com. :P
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Re: Programming Pimpage Thread

Postby MrTwoVideoCards on Sat Jun 15, 2013 8:19 pm

protip: bug the shit out of them.
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Re: Programming Pimpage Thread

Postby Gary on Sat Jun 15, 2013 9:41 pm

Since I'm most likely going into programming, I wanted to get some actually useful knowledge. So I'm playing around with client-server stuff. I'm going to have a mod connect to my SQL database, write stats to it, and then have a page display the stats. I'll probably also find a way to have the website do something to the mod. I don't actually plan on making a mod like this, but I wanted to work in stuff I have been playing around in for the past few years.

I just started late last night, and can't do shit most of the day due to my fucking download cap slowing speeds to less than half a mbps. But I'll get there. Gotta learn some SQL and php first. And how things communicate.

WIP Personal website: http://garyjs.com/hl2stats (the mod/client part hasn't been started yet, I just tossed random values in the database so I had something to read) The website will likely be mostly custom, unless I have to install a form or blog or something along those lines.


By the way, is php compiled by the server or something? I notice in my source files on the server, php code is in plain text(of course), but if you try to view the page source after it's loaded in the browser, the code is gone(compiled?). I wanted to know at what stage this is done. Since my SQL database password is in the php code( I didn't know if that was safe, so it's only able to access the read only user).
Have a question related to modding or something I posted? Something that needs staff attention? I haven't been active lately, but feel free to PM me or message me on Steam(link below)

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Re: Programming Pimpage Thread

Postby ScarT on Sun Jun 16, 2013 1:07 am

PHP is server side code so it's not visible on the client (if you upload a file with the extension with phps you'll be able to view the source code in that). Putting the password in is safe.
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Re: Programming Pimpage Thread

Postby zombie@computer on Sun Jun 16, 2013 7:37 am

Php is stored as text on the server, compiled EVERY FUCKING TIME A CLIENT REQUESTS A PAGE and then executed. That is mostly the reason larger sites dont use php but some flavour of .net, asp or Java, Ruby etc. Lots of other reasons to look away from php. Its implementation is often messy, function signatures with random argument sequences, no usefull debugging possible, etc. But its easy to learn i guess.
I think Zend allows you to precompile php files and store them as bytecode, increasing execution time.

But yeah, just store the password as plain text in php, no problem.
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Re: Programming Pimpage Thread

Postby Gary on Sun Jun 16, 2013 7:52 am

Thanks guys. I kinda like php now. I guess coming from cpp it's not terribly difficult to learn.
Have a question related to modding or something I posted? Something that needs staff attention? I haven't been active lately, but feel free to PM me or message me on Steam(link below)

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Re: Programming Pimpage Thread

Postby stoopdapoop on Thu Jun 27, 2013 8:05 pm

Image

oh dear. I guess that's what happens when I compressed my vertices' UV coordinates but forgot to update the vertex buffer descriptions entirely.
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Re: Programming Pimpage Thread

Postby Jeeves on Thu Jun 27, 2013 9:29 pm

Hey Stoop, you've piqued my interest with this. In what way do the UV coordinates get compressed?. Is it a case of somehow changing them from ints to chars, like with some hash function?; or does it involve maps or something?.

Excuse the profound ignorance. Thanks in advance
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