• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. đź”—Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!
GhostWolf
Reaction score
500

Profile posts Latest activity Postings Experience Resources About Medals

  • D
    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

    Minimal installation size is significantly smaller and it definitely feels faster to use. JavaScript enhancements make trying JS development more appealing for sure (I just don't have time atm).
    D
    Deleted member 219079
    Oh, I thought you did, with model viewer. Never mind

    Why did you stop? Was it taking your free time?
    GhostWolf
    GhostWolf
    Because my life finished.
    D
    Deleted member 219079
    Oh cool
    If I have:
    Module.method(...).then(AnotherModule.method);

    Would it work? Module.method returns a promise, but I am not sure if AnotherModule.method can be called unlesss Module requires it?
    GhostWolf
    GhostWolf
    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
    GhostWolf
    GhostWolf
    Eh? where did that come from. I might be rude, but definitely not genius.
    D
    "They never will for Jass though."
    My project isn't dead man..
    GhostWolf
    GhostWolf
    You mean the C++ one? in that case I don't believe you ever mentioned what you are working on.
    GhostWolf
    GhostWolf
    Oh, oops. Now I just feel like an arse, sorry.
    D
    Deleted member 219079
    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.
    GhostWolf
    GhostWolf
    The "delete" operator ALSO doesn't actually delete anything, but your value's key in the object.
    GhostWolf
    GhostWolf
    For fuck's sake with this character limit.

    So let's say:
    JavaScript:
    this.lotsOfMemory = new ArrayBuffer(Math.pow(2, 24));
    
    let reference = this.lotsOfMemory;
    
    console.log(this.lotsOfMemory.byteLength); // => 2^24
    delete this.lotsOfMemory;
    console.log(this.lotsOfMemory); // => undefined
    console.log(reference); // => [object ArrayBuffer] or however it looks
    console.log(reference.byteLength); // => 2^24
    GhostWolf
    GhostWolf
    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.
    GhostWolf
    GhostWolf
    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.
    Chaosy
    Chaosy
    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?
    GhostWolf
    GhostWolf
    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.
    Hi GhostWolf,
    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?
    best regards!
    Emm-A-
    Emm-A-
    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.
    GhostWolf
    GhostWolf
    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.
    Emm-A-
    Emm-A-
    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?
    GhostWolf
    GhostWolf
    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).

    Character limit.......
    GhostWolf
    GhostWolf
    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.
    Lt_Hawkeye
    Lt_Hawkeye
    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?
    GhostWolf
    GhostWolf
    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.
    Idaero Ace
    Idaero Ace
    Ow, ok, thank you :)
    D
    Do you know of any C++ library for Win32 development that takes advantage of C++ concepts?
    GhostWolf
    GhostWolf
    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++).
    D
    Deleted member 219079
    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. :)
    GhostWolf
    GhostWolf
    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.
    D
    Reputation (+1):
    (Post) "why do you even use a mouse" i3 and nano is all i need!
  • Loading…
  • Loading…
  • Loading…
  • Loading…
  • Loading…
  • Loading…
Top