Author Topic: Programming Megathread  (Read 148909 times)

Some more Killing Floor modding madness. Your client controls the ammo variables for grenades. Giving yourself an infinite amount grenades is as easy as:

Code: [Select]
class'FragFire'.default.AmmoPerFire = 0;
There are also some variables for controlling the speed at which you can throw them, but they're useless for combos because there is still a delay before you can fire a weapon again. In theory it's fixable but I haven't quite found a way to get persistent code running.

EDIT:
And now I've found a way to get persistent code running client side :D There is a menu which loads it's classes dynamically, so I just set the default properties to point to my own and now the sky is the limit....
« Last Edit: April 26, 2017, 12:39:25 AM by SUSHI »



I thought this was petty damn funny
https://www.youtube.com/watch?v=3vI_7os2V_o


looks like tony's got some competition in sourcing

Alright, API support tickets are officially the worst thing ever.

I mean, occasionally I'll email in to a company's API support, with an issue like "Hi, I'm getting a 500 internal server error trying to access this resource on your server" and provide as many steps to reproduce as I can (which in this case, would mean providing the URL I'm hitting, all headers I'm sending, and if it's a POST or PUT request, the payload. Sometimes a Fiddler .saz recording.) And because the issues I email in for are for sure issues on their side, and I provide full steps to reproduce the error, it's usually a one and done deal: I send in one email regarding my issue, and eventually I get one email of response saying "hi, I've found and fixed the issue"


Unfortunately emails like mine are a sad minority of API support cases. I'm working with this guy trying to use our API, on a ticket over a 401 Unauthorized error, with several emails back and forth, trying to get him to understand that a 401 error means the credentials they are sending are incorrect, that I can access the system just fine with the credentials he's sending me, that we haven't changed anything, etc. But he keeps insisting that they haven't changed anything, and that something is wrong on our side.
« Last Edit: May 01, 2017, 12:13:27 PM by Headcrab Zombie »

I've been looking at how the UnrealScript compiler works and interestingly most restrictions in the language are not superimposed (i.e. they're only detected at compile time).

Over the past couple of days, I've created a custom compiler which allows me to:
  • Override methods that are using the final modifier.
  • Access members that are private, protected or constant.
  • Create static arrays with more than 2048 elements.

It is not possible to access private members outside of their classes package. Members which are created as private and transient are checked against when a package is first loaded and it would require a modified client to remove the restriction.
  
I am currently looking into applying these changes to newer unreal engine builds as well as attempting to remove the restriction introduced in unreal engine 3 which prevents modification to defaults at runtime.

Edit:
Transient members are NOT checked at runtime...
« Last Edit: May 07, 2017, 10:31:27 AM by SUSHI »



tfw gcc doesnt meme u like this

It turns out constexpr can kill the beast that is MSVC.. They apparently have fixed it in the latest and greatest..

latest and greatest..
this term kills me because my boss won't quit loving saying it every damn day

this term kills me because my boss won't quit loving saying it every damn day

latest and greatest marketing

latest and greatest phrases

Code: [Select]
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;

namespace comic_maker_
{
    public partial class Form1 : Form
    {
        public Form1()
        {
            InitializeComponent();
            comicmake("C:\\Users\\User\\Desktop\\test.bmp", "test");
        }
        public static void comicmake(string characterimage, string message)
        {

            Bitmap img = (Bitmap)Bitmap.FromFile(characterimage);

            Bitmap msgbox = (Bitmap)Bitmap.FromFile("C:\\Users\\Scotty\\Desktop\\message.bmp");
            //create the image of the msgbox
            for (int x = 0; x < msgbox.Width; x++)
            {
                for (int i = 0; i < 25; i++)
                {
                    msgbox.SetPixel(x, i, Color.Black);
                }
            }
            for (int x = 0; x < msgbox.Width; x++)
            {
                for (int i = 0; i < 25; i++)
                {
                    msgbox.SetPixel(x, 22 + i, Color.Black);
                }
            }
            for (int h = 0; h < msgbox.Height; h++)
            {
                for (int w = 0; w < 25; w++)
                {
                    msgbox.SetPixel
                }
            }
            msgbox.Save(@"C:\\Users\\User\\Desktop\\Possible_Future_Usage\\message.bmp");
            //now apply that msgbox to the image
            /*for (int y = 0; y < msgbox.Height; y++)
            {
                for (int x = 0; x < msgbox.Width; x++)
                {
                    if (msgbox.GetPixel(x, y) == Color.White)
                    {
                        img.SetPixel(x + 250, y + 250, msgbox.GetPixel(x, y));
                    }
                }
            }*/
        }
    }
}
Im working on a comic maker that takes text and makes it into a comic. Example: Person said, "hello there!", and the program will generate an image that has a text box saying "hello there!"
I've also made some other stuff as well, such as a discord bot, a twitch bot, a websever, and a game (which is in WIP).  All in C#.


made videos resizable on my bl embedder script last night

https://gfycat.com/MenacingTenderAndeancondor

it was a big pain in the ass