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  • Nov 30 2017 23:28
    Build #44 passed
  • Nov 30 2017 22:28

    metalbass on master

    Added README file Added empty project structure (compare)

  • Nov 30 2017 21:10

    metalbass on code_coverage

    (compare)

  • Nov 30 2017 21:09

    metalbass on master

    Initial commit (compare)

  • Nov 30 2017 20:59
    metalbass closed #2
  • Nov 30 2017 20:59
    metalbass reopened #2
  • Nov 27 2017 08:33
    Build #41 passed
  • Nov 27 2017 08:32

    metalbass on parallel_tasks

    (compare)

  • Nov 27 2017 08:32

    metalbass on master

    Temp path is only combined once Moved deletion of tem folder to… Cleaned usings on ZippedMdbExtr… and 6 more (compare)

  • Nov 27 2017 08:29
    Build #40 passed
  • Nov 27 2017 08:28

    metalbass on parallel_tasks

    Temp path is only combined once Moved deletion of tem folder to… Cleaned usings on ZippedMdbExtr… and 5 more (compare)

  • Nov 26 2017 11:30
    metalbass opened #7
  • Nov 26 2017 07:35
    metalbass closed #2
  • Nov 25 2017 21:39
    Build #39 passed
  • Nov 25 2017 21:38

    metalbass on dbi_reading

    (compare)

  • Nov 25 2017 21:38

    metalbass on code_coverage

    First working codecoverage (compare)

  • Nov 25 2017 21:35

    metalbass on code_coverage

    (compare)

  • Nov 25 2017 21:16
    Build #38 passed
  • Nov 25 2017 21:14

    metalbass on master

    First version for DbiExtractor Added NearestNeighborPictureBox… Moved ReadCstring to DataExtrac… and 4 more (compare)

  • Nov 25 2017 21:12
    Build #37 passed
leonvantuyl
@leonvantuyl
And yeah we could also make the multiplayer server based. And then include a headless server in the game package. In the end I don't expect huge amounts of people to play the game. And when they do play the game with friends it shouldn't be an hassle to play it.
leonvantuyl
@leonvantuyl
Unrelated question: I see you got a branch open for code coverage with opencover and reportgenerator. Do you have any experience with these packages? For my work I'm trying to run code coverage with these packages but I have several test projects. Can't figure out how to set it up properly for all test projects in 1 solution.
Xavier Arias
@metalbass
about using Unity personal, yes that's what I had in mind as well :)
about the multiplayer, I think that they offer a matchmaking server as a service
https://unity3d.com/es/unity/features/multiplayer
this is for commercial products only haha
in the sense that somebody needs to pay for the traffic and all that
Xavier Arias
@metalbass
about the headless server, that sounds like a great idea; i've never thought about implementing something like that with Unity :)
about the code coverage, I just updated that branch so it's using the new project structure
I did start with that before moving the submodules around and all that hehe
I don't remember the status of it, to be honest. I would love if you could help me with that
I don't care too much about the tools that we use, since I never did user code coverage before
Xavier Arias
@metalbass
one thing I'd like to ask about is that I was thinking about splitting the game code into 2 repos (one for the game code and the other one for the extractor tool)
do you think that makes sense?
Xavier Arias
@metalbass
I'm actually creating issues on the project, I've created one for code coverage #5 . I think that anyone (permission wise) should be able to comment and create issues, right?
Also improved the readme and added the project status here #6 Let me know if you can comment there as well :)
leonvantuyl
@leonvantuyl
Yeah i do think that you should split the code base
I just started using code coverage for a webshop that i'm working on. Too much stuff keeps breaking at the moment so we need more unit tests ;p
leonvantuyl
@leonvantuyl
Are you familiar with the GOG community wishlist?
https://www.gog.com/wishlist/games#search=fallen%20haven
there are 2 threads of people requesting fallen haven 2 to be added to GOG. which probably won't happen.
But you could maybe comment on those threads that you're working on a remake. To lure more people to this project for support
Xavier Arias
@metalbass
splitting: great, will work on that as soon as I get home :)
unit tests: let me know if I can help you integrate it somehow. I'm currently researching on the DBI compressed textures by decompiling the game code, so it' going to take a bit :D
about GOG: great idea, I'll get to that this afternoon
Xavier Arias
@metalbass
I've posted a question on ZenHax about the DBI compression. Do you know any other reverse engineering communities where I can ask? I don't even remember where I posted months ago :D
That post is where I found you atleast ;)
Xavier Arias
@metalbass
and there's where I got redirected to ZenHax :D
I've got an answer on ZenHax, where they describe the compression!
leonvantuyl
@leonvantuyl
And umh maybe you could try reddit or stackoverflow
Xavier Arias
@metalbass
I need to learn more about RE communities haha
btw, I'm writing the decompressor as we speak
there has to be a cleaner/faster way to do this, right?
writer.Write(reader.ReadBytes(chunkLength));
writer is BinaryWriter and reader a BinaryReader. Both are working over MemoryStreams
leonvantuyl
@leonvantuyl
Mmmhhh
So how would you be able to improve that code ?
Xavier Arias
@metalbass
I recall there where methods like CopyTo that work between streams
but I think they just copy whole streams
if they do the same thing internally, I don't know :D
leonvantuyl
@leonvantuyl
yeah that sounds like very specific know how ;p
Xavier Arias
@metalbass
done! the compressed DBIs are read correctly!
leonvantuyl
@leonvantuyl
Nice good job
leonvantuyl
@leonvantuyl
Bug: when you double click the 'install' button it crashes on a busy background worker
leonvantuyl
@leonvantuyl
it works.PNG
got it working ;)
leonvantuyl
@leonvantuyl
Awesome to see all those assets and scenario files
You don't extract the videos ?
Xavier Arias
@metalbass
Great!
About the UI, it needs a lot of work, specially for error handling :)
About videos, I haven't got to that yet, but it must be easy, since we already have the ffmpeg extraction working
Yesterday I was trying to speedup the extraction. It's 4 min 30 seconds on my PC (and we're still need to do more stuff)
Xavier Arias
@metalbass
I got interesting results with the extractio time. I got it down to a bit more than 1:30 on my pc :)
I was thinking that we would benefit from having the SMK extracted files on atlases. Do you know any sprite packing tool that we can use from C#?
At work we use texture packer and unity's built in packer, but I don't think we can use them, since they are premium stuff