Is there any explanation?
For your incredible seriousness here? I don't think so.
I don't know how much you care for VS releases, but they released Visual Studio 2017 yesterday: https://www.visualstudio.com/en-us/news/releasenotes/vs2017-relnotes
Oh, I thought you did, with model viewer. Never mind
Why did you stop? Was it taking your free time?
Because my life finished.
If I have:
Would it work? Module.method returns a promise, but I am not sure if AnotherModule.method can be called unlesss Module requires it?
I am not sure what the question is. AnotherModule.method will run (assuming the first promise is fulfilled), but it will run with the global "this".
GhostWolf, the Genius and Rude* XD
*comparing to other Hive geniuses, sometimes
Eh? where did that come from. I might be rude, but definitely not genius.
"They never will for Jass though."
My project isn't dead man..
You mean the C++ one? in that case I don't believe you ever mentioned what you are working on.
Oh, oops. Now I just feel like an arse, sorry.
IDC if you're an ass to an ass...
Well it extracts map script > parses the extract > injects parse result,
so it can include optimization before injection.
Character limit, meh.
Also if I am too annoying just say fuck off and I will do so.
The "delete" operator ALSO doesn't actually delete anything, but your value's key in the object.
For fuck's sake with this character limit.
So let's say:
this.lotsOfMemory = new ArrayBuffer(Math.pow(2, 24));
let reference = this.lotsOfMemory;
console.log(this.lotsOfMemory.byteLength); // => 2^24
console.log(this.lotsOfMemory); // => undefined
console.log(reference); // => [object ArrayBuffer] or however it looks
console.log(reference.byteLength); // => 2^24
After "reference" goes out of scope, the actual memory could be reclaimed by the GC when it decides to do so.
If what you want is to free memory, and not just remove references, then you have no direct control over this.
The garbage collector will free an object when nothing else references it.
Quick question, I got a <input> HTML element, and when pressing enter I should do something with the value of that element, I figured that part out.
However, I don't want the event to execute unless the box is "active". You know when the blinking line appears when writing? How can I filter that?
Figured this is such an easy thing (presumably) so did not want to create a thread for it.
Although I am not sure in what situation you can press enter to send the input, while at the same time it's not focused. If you can do that, it's a browser bug.
I tried but it does not work.
I check if "document.activeElement == this.chatBox" which passes every time I press enter even if the blinking marker is now showing in the input box. (this.chatBox)
I console.logged it and it writes out <body>, so because this.chatBox lies within body it does not work?
You seem to contradict yourself.
Input tags are supposed to work when you press enter and the marker is shown, that's one of the signs that your input is in focus.
I don't really think I can suggest you anything concrete without seeing code, at this point.
It would be cool, if your mdx checker could be used with custom models, that use custom textures, but that are not uploaded to the resources. Is there any chance to use that tool in that way?
I have a problem with invisible textures on some models in custom alternate animations. So I guess this is not the tool for that puprose... Nevertheless, it is awesome and thanks for the reply.
I am not sure what you mean by invisible textures, but I'll be happy if you share the model and/or textures, so I can examine it.
I am also considering adding a smaller Blp tester, so if your textures are the issue, it could be interesting.
And if it's not the textures, then it's something in the model, so interesting too.
sure I will do as soon as possible. I am very happy that you consider testing these examples for your tool! Will contact you tomorrow about that :)
Hi, You mentioned in a thread that deleting a sequence does not delete the key frames. Does that mean that deleting the sequence in mldvis and optimizing it does not completely delete the sequence? If so, is there a good tutorial you can link me regarding deleting key frames using text and regular expressions?
If you read how to use them, and convert your model to MDL, you can quite easily figure out the patterns you need to select keyframes and do something with them (delete, change, whatever).
By the way, it's very simple to check what mdlvis does - delete a sequence and save your model - if the model has shrunk by only a handful of bytes (I think it was around 30?), then it only deleted the metadata, and if it shrunk by a lot, then it deleted also the keyframes.
Thanks for the info.
Hello, I wanted to ask about model animation and file size. What really make the size big, the key frames or the amount of frames used?
The amount of frames doesn't change anything, that's the whole idea of having keyframes in the first place!
If you have 10 keyframes and each one takes 20 bytes, you get 200 bytes, regardless of whether they happen over 10 frames or 1000000 frames.
Ow, ok, thank you :)
Do you know of any C++ library for Win32 development that takes advantage of C++ concepts?
I hardly think you apply for the former, and the latter is becoming pretty irrelevant nowadays, with not only good libraries that handle all of the stuff you generally don't care about (creating a window, event loops, GUI, etc.), but also many things becoming standard in recent C++ versions (11, 14, and soon 17, with things like networking, threads, and tons of stuff I can't think of since I don't use C++).
This all makes me squirm. D: I think I will go with progressive exposure to C++, starting with exception blocks and <de>constructors. But thanks for advices, I'm sure I will use boost eventually. :)
Don't worry, research and experiment, and soon enough you won't understand why you wanted to use the caps-locked hell called Win32 API :)
You should probably find some updated place to learn from though, some site that has dedicated information for C++11 and newer, since that will ultimately let you avoid learning old irrelevant stuff that you'll replace later with updated code.
Hopefully this is a quick question.
I am supposed to convert an entire instance of en object to JSON.
This returns -1 though instead of all the variables contained within the class. (this.x, this.y, this.z)
JSON.stringify always returns a string (except if given undefined) as far as I can tell.
Do you mean it returned "-1"?
Can't really say anything, since I have no idea what you're trying to stringify, however your toJson method is not standard, if you meant it to be.
If you define toJSON, it will be standard.
However, in this case, your function is actually pointless, since it's doing the same exact thing that would happen without it.
The point of toJSON is if you want to control the way serialization works, you don't have to use it if you don't need any special behavior.
(thanks, silly character limit)
Hey Ghostwolf, sorry to disturd you but this is crucial. Do you have some knowledge on Batch files? I am trying to create a function which resets the user's resolution to its original one but i cannot find any clues from the net...
I hardly have any experience with Windows Batch files, but you are asking two different questions.
1) How to change the resolution.
2) How to get the original resolution.
I am assuming that by original resolution you mean the native resolution of LCD monitors?
So when you search for information, you should probably search for these two questions separately.
Hey man, I got a question about MDX data.
I wondered how the engine chooses which texture should be used.
A lot of models have multiple textures, but that means that only the texture coordinates per vertex arent enough and what about one vertex that has texture x when used in one polygon and that has texture y when used in another polygon?
Each geoset references a material, which is composed of layers, each referencing a texture.
In addition, each material layer references a texture coordinate set that it uses.
That is, geosets aren't restricted to one set of texture coordinates - you can have multiple ones, and each layer can use whichever you want.
This doesn't have many uses in Warcraft, but I saw people use it for fake shadows.
Every material layer is a separate draw call, so there is no real multitexturing in Warcraft.
Boooo *Haunting ghost sounds*
Hmm how to add you again? I forgot how to add people on hive :C +rep though
Ralle told you're working on 3D viewerr for maps?
so is it working. why wont you finish it?
Because of reasons that are not at all your business.
It works again. See http://viewer.hiveworkshop.com/map/
Like I said, it's clearly not finished, nor will it probably ever be.
dude youre a tool
Thanks for helping Ralle in solving the server issues.
Ah, I see, thank you for having a look!
Separate names with a comma.