What I did today

Well, after 4 ridiculous weeks of being unwell enough to stay in bed 20 hours a day and not be able to use the computer without getting dizzy, I finally seem to be improving! I managed to spend the day making a new logo for my game which is a great achievement. I will eventually make some different resolution versions for various uses and possibly a vector version.

Still reading research papers: http://cg.tuwien.ac.at/~zsolnai/gfx/separable-subsurface-scattering-with-activision-blizzard/

P0Tkr4HaIVk

This looks good, glad to hear your are better man.

Thanks for the input! Something like this?

http://stateoffortune.com/pictures/screenshots/alpha1/beachsmall.jpg

I made the beach bigger as well, I love going to the beach so why should it be so small? :slight_smile: The transition to stone and snow also uses the new formula.

Mike

I made this technically last night since I fell asleep at my keyboard (don’t have much time to code, so I have to take advantage of every second!), but I would still like to share it!

It’s my new ā€œversion controlā€ system (for a lack of a better term) that interfaces with Dropbox to update my change log with a single click! The ā€œAdditions/Bug Fixesā€ box is for any new changes/bug fixes I made, and the ā€œSubtractionsā€ box is for any features I removed since the last version released. The ā€œVersionā€ box is the version number I am releasing this change log and update as. The ā€œViewā€ button actually takes the text from the three text boxes, and converts it to HTML so I can have a quick look at what it will look like when it is pushed to my game’s launcher:

The ā€œPublishā€ button is where all the meat is really at: it downloads my ā€œupdate.htmlā€ file (which is displayed in my game’s launcher), appends the new changes to the file, then pushes it back to Dropbox and updates the old ā€œupdate.htmlā€ file.

Later on I plan to include the ability to upload new versions of my game files, and to pull down old change logs and edit them just in case I make a mistake. What I’ve done can basically be described as a deployment system, I think. Whatever it is, I’m actually very happy I no longer have to manually pull files, edit them, and then push them back to my Dropbox account! +1 for being a lazy developer :slight_smile:

Added zbrush polypaint colour loading to my *.obj loader. don’t ask why, its just because i can ;D

Today is my birthday :smiley:

happy birthday! :slight_smile:

Happy bd! I wish you a nice finished project that you can be proud of :slight_smile:

Happy Birthday death_angel! ;D

Today I created a github repository for all of my shared code. You can download the code and demo for my DNA simulation tool.

Link to GitHub :slight_smile:

Happy 7-hour-later-from-when-you-said-it Birthday!

Bought a breadboard and a 16 pin Integrated Circuit.

EDIT: After some research, I found out It’s just an IC Socket. It holds the actual IC.


http://i.jeviny.pw/JY5e.png


http://i.jeviny.pw/8SCs.png

  • Jev

Wha- What is it?

I think he didn’t plug in his DVI cable all the way in. At least that’s the closest thing I can think of that’s happened to me…

Got yaw, pitch, and roll AABB ESP working in my Battlefield 4 ā€˜hack’. This is getting fun.

http://puu.sh/exsHR/cf90ac010c.jpg

… holy crap, I don’t even know where to begin doing this kind of thing! How did you do this? That looks incredibly cool!

Reverse engineering the game to get the offsets to variables using IDA and a dump of the game. For example, ClientGameContext has a static pointer at 0x142471d58. The PlayerManager offset from that is 0x60 so if you read in memory the pointer 0x142471d58 you get the address of ClientGameContext in the game. readInt64(pointerGameContext + 0x60) gets you the PlayerManager offset. There’s an array pointer at pointerPlayerMan + 0x548 which you can loop through for all ClientPlayers. So on and so forth.

Of course there are a few tricks and alignment things sometimes and externally I can’t call virtual methods but that’s basically it. If I inject a DLL and hook into one of the game’s functions I can build an SDK to fit the data structures of the game and then I’m able to do things easier, including calling virtual funcs.

Thanks :slight_smile:

Why! Don’t release anything. I play BF4 and I would hate to see it filled with hackers.

Started learning HTML5/Javascript stuff. Will port my old 4K Competition entries. I think Java is dying…