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Messages - Subsky

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46
General Modding & Programming / Other Games / Re: ClientInfo etc
« on: January 12, 2009, 02:00:14 pm »
The Stalker MP SDK. :icon_thumbsup

47
I am certainly no electrical engineer, but I'm highly motivated and determined to learn.  I don't understand what you were saying about relay circuits- but with a few books, pen, pencil, paper and the internet I'm sure I could work it out.  Not in a day, of course- and not to your level or confidence or expertise but to a satisifactory level.

The problem is: most kinder hackers want to become elite overnight and they give up when they realise it isn't going to happen.

48
Programming involves solving problems intelligently.

How many people sign up to TKC each week asking the same questions- only to be referred to the search feature.

If you can't think for yourself C++ is not for you!

49
Nice tutorial Sym, although I do believe basic C++ is beyond the intellectual capacity of most people here.

What are you thoughts on the language by the way?

50
Key logger ?

Sorry Cptn but that reply is really unhelpful.

51
i sent you a link in PM, could you use something like JxCapture?
its got rectangular region capture and object capture of any UI element like window, button, menu, etc

Thanks for the link Sym.

I had a look at the API documentation; and it appears you can set Java keyboard and mouse input hooks.

I've never programmed in Java before, and although it may do the job with some effort- what I'm really looking for is some kind of pre-built keyboard (and possibly mouse) capture and playback application.  Record input sent to a Java app specifically; and then play it back with the hit of a hotkey for e.g.  I'm sure this problem has surfaced before and there is a good solution out there.

Subsky

52
I want to record keystrokes in a Java window (with good precision) and am wondering if anyone could name a program that will also playback those recorded strokes?

53
Player Zone / Re: My Major Work for this Semester (3D Game/Engine)
« on: December 08, 2008, 12:36:38 pm »
Mmmm...sorry I do not agree 100%.
The engine is generally set and concrete.
To make a game "new" demands new artwork which changes with each game even while the engine has not changed.

I would say given today's "products" that the artwork end of the project is the "real meat of the game" so to speak.


It's not about agreeing or disagreeing Z- that's just how it is in the industry.  Unless companies can afford to fork out $$$ to licence Unreal Engine 3 (which is often not a realistic option), they must buy licences for each of the essential middlewear products they want to feature in their game.  It is a time consuming task to properly integrate each seperate product into a game framework that is rigid but flexible enough to allow future enhancements.  If only things were set in concrete- but theory is different from practice and there exists no luxuries.  Even with careful planning and documentation; software is inevitable to change.

The most time consuming tasks in my experience have been planning/developing the game engine and content creation tools.

54
Player Zone / Re: My Major Work for this Semester (3D Game/Engine)
« on: December 08, 2008, 09:31:50 am »
what do you have planned for this?

i wana play :D

Job placement actually  :icon_laugh.

Existing artwork/map with an existing engine?

All assets in the video are original.  I was not responsible for making the models in the video- but I independently built many sample scenes to test the physics interactions.

That is how games go together anyhow....the art work is the really hard part and engines get re-licenced and recycled everytime a new "product" comes out.

Certainly not.  Artwork is actually one of the easiest aspects of game programming as people can visually see the amount of progress an artist is making and input/feedback can be provided straight away.  Complex programming tasks require weeks of coding before seeing a single thing on the screen.  Designing a games framework is even harder still- you need to know all the specifications of the libraries you decide to use, and must have good OOB skills in order to integrate them.  I've been told managing people is the hardest- and I imagine it probably is.

Try to work with inexperienced, ignorant C coders who insist on functional programming.  I recall the project manager hard coding literal numeric constants (up to 41) in a big switch statement, and on a seperate occasion using 20 if states in a row testing strings like "1" to load a certain resource (when they could just specify the path to the resource).  It's just not fun at all.

55
Player Zone / My Major Work for this Semester (3D Game/Engine)
« on: December 07, 2008, 08:44:50 pm »
As most of you may be aware- I have been studying Game Design & Development for the past 2 years; and am finally at the end of the course.

I've made some pretty interesting stuff- and I'd like to show you my major work.

Think of the 2D Tower Defence style of gameplay- and add a 3rd dimension.

There you have it- Crimson Assault.

Check out a video of it on youtube.

Subsky

56
Vietcong 1 & 2 / Re: Vietcong is Really Dead
« on: December 02, 2008, 05:45:48 pm »
I like Cats.

57
Off Topic / Re: AMD Phenom II @ 6.3Ghz
« on: November 27, 2008, 08:04:27 am »
Clock speed increases are impressive, but hardware manufacturers are up against huge challenges, and single core processing is no longer where the future lies.

As a game developer I can say with confidence the future is in parallel processing; 64 and 128 CPU cores and beyond are how developers should be thinking.

Up until a few months ago speed increases were (almost) free to programmers.  Now, developers need to change the way they design and implement systems to take advantage of this and it's not easy (trust me)!

58
Vietcong 1 & 2 / Re: Vietcong is Really Dead
« on: November 17, 2008, 02:53:52 pm »
LMFAO......so in your case its: "....get rid of all enemies...." and what does your right mouse button?  :icon_zorro

Bans all logged in admins. 

I kid you not.  :icon_teehee

59
Vietcong 1 & 2 / Re: Vietcong is Really Dead
« on: November 17, 2008, 08:05:11 am »
OMG i cant believe that cpthankey is gonna stop hacking vc.....

Whos gonna make unlimited ammo now!!  :icon_o_o

lol.

60
Vietcong 1 & 2 / Re: Vietcong is Really Dead
« on: November 16, 2008, 05:51:52 pm »
A little hint:

W: move forward
A: move left
S: move backwards
D: move right

And a small special: left mousebutton --> get rid of an enemy

That's strange- my left mouse button kicks everyone out of the server for HRADBA cheating :S.

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