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crizCraig

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  1. Hi Jusonex, Yes, I've cleaned and rebuilt several times after moving the lib file and everything's continued to work fine. I'm not sure if I cleaned before moving the lib file though.
  2. Ah yes, if you rebase already pushed commits, I can see how that is Very Bad Thing™. Someone had to've "git push --force" to the public branch which leads to fistacuffs at my office ^^. So key takeaway is that rebase is okay when all of your non-published commits are replayed *on top of* the published commits, basically "git pull --rebase". Thanks for the clarification.
  3. Thanks for the reply (and the amazing work by everyone involved with this project). I believe I moved it from "obj\x86\Debug\libcef_dll_wrapper\lib".
  4. Just a note that while setting up the build on Windows 7 and 8, I've needed to move libcef_dll_wrapper.lib to mtsa-blue\vendor\cef3\out\Debug\lib\libcef_dll_wrapper.lib. Note sure if this should go in the build wiki somewhere or if doing something unnecessarily hacky. Seems to work though.
  5. Looks like this a windows 8 problem. http://blogs.msdn.com/b/chuckw/archive/ ... x-sdk.aspx Going to install Windows 7 and see how it goes. A checked windows 8 version sounds suck.
  6. You're right that rebasing changes the commit hash, since part of the hash consists of the parent commit and the commit time, and both change during rebase. However, this is okay as git can handle merging and rebasing makes the history cleaner as it avoids merge-commits which can be very ugly. Rebasing can cause problems though if branches are used instead of tags for versioning since branches are moving targets, unlike tags which are static. It looks like both tags and branches have the name 1.4.1 in the repo on github, so just deleting the branches, and using the tags instead once they're finalized would probably clear things up.
  7. Hello, I'm trying to diagnose the cause of some DirectX errors (D3DERR_INVALIDCALL), but am having a hard time with the directx debug levels set to zero. dxdiag: DirectX Debug Levels -------------------- Direct3D: 0/4 (retail) DirectDraw: 0/4 (retail) DirectInput: 0/5 (retail) DirectMusic: 0/5 (retail) DirectPlay: 0/9 (retail) DirectSound: 0/5 (retail) DirectShow: 0/6 (retail) I've followed the advice of several threads elsewhere to no avail: http://gamedev.stackexchange.com/questi ... -direct3d9 https://social.technet.microsoft.com/Fo ... proinstall http://www.gamedev.net/topic/278167-cre ... validcall/ http://stackoverflow.com/questions/1775 ... wont-stick I've even upgraded Visual Studio to Ultimate and also tried setting the directx 10 debug settings. I'm currently checking the output window of visual studio and do see MTA OutputDebugLine output, but no directx messages. Full MTADiag here: http://pastebin.mtasa.com/326160800 Thanks in advance for your help.
  8. Thanks Hornet! I'm using processLineOfSight to great effect. I can get about 10k / sec and am now working on optimizing to get up to the million pts / sec needed.
  9. Hello, I'd like to emulate a Velodyne LIDAR in MTA for an autonomous car simulator. This would mean a 10Hz 1.3 million point scan of the area around a vehicle. I'm okay with editing the project in C++ if need be, but was wondering if there was a way to do it in LUA. Thanks! Craig
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