Bob

2013/05/15

In the broad spectrum of things I would imagine that most of you don’t notice or care, but Gneu.org has had a number of things change in the last couple months. I am currently in the process of transferring things over to the new hosting provider (MyHosting.com) where I have more control over my server and have to pay less for better performance. It was a long time in coming and only after a friend of mine (the notorious TJMonk) gave me a kick in my pants recently did I pay attention to the performance i was getting at my previous host.

I apologize ahead of time as the process requires some crafty DNS changes to be able to make it smooth.

Things will settle in shortly.

Helicopter Transport Script – ARMA 3 v1.3

Yesterday I pushed out a new update of the Helicopter Transport script, this time with more flexibility and better stability in multiplayer. Check it out on the BIForums.

Changelog V 1.3 – MP Release

  • Corrected incorrect MP behavior
  • Configuration now present in scripts/transport/init.sqf
  • To transport only need to be off of the ground, within 20m and the difference in speed between transport and cargo needs to be less than 3kmph
  • Cleaned up classification && setup of transports
  • No longer using Hints, reports are handed over via Vehicle chat
  • Lots of MP testing Thanks to TF20
  • Corrects red quads being incorrectly classified

Helicopter Transport Script – ARMA 3

I have just released my ARMA 3 helicopter transport script on the BI Studios forums. Give it a go and let me know what you think.

Current Classifications

  • AH9 – 0 or No Transportation
  • MH9 – 1 or Light Transportation
  • Ka-60 – 2 or Heavy Transportation

Quads and Small boats are class 1, all other vehicles are class 2.

Currently transportable

All boats and land vehicles available in the alpha. Helicopters may not transport each other.

Known Issues

  • Transported vehicles clip through the world.
  • Transported vehicles register the speed of the transporting helicopter.
  • Transported vehicles may be occupied.

Changelog

RC 1
- Initial Release.

[Armaholic] | [Gneu.org] | [BIStudio]

Bitwise Arithmetic – 1

One of the more important concepts to maintain in C programming has got to be it’s focus on creating fast and terse code to do amazing things. Most of the programmers I have worked with have completely brushed over bitwise arithmetic in their careers on the grounds that they are never going to use it. As with calculus, bitwise arithmetic gives us all a different frame of reference, in terms of being able to solve problems.

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Detecting Memory Leaks in C/C++

On Linux valgrind is about as good as it gets. The program runs your application with overridden allocation methods and will alert you to any memory that is allocated and not freed:

$ > valgrind --tool=memcheck -v --track-origins=yes ./yourApp [params] 

On windows you can leverage the crtdbg.h functions, which basically do the same as above, but require you to call _CrtDumpMemoryLeaks() when you are ready to see the report of any memory you did not dump.

Detected memory leaks!
Dumping objects ->
{18} normal block at 0x00780E80, 64 bytes long.
 Data: <                > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
Object dump complete.

Effective UnrealScript – An Introduction

When I first started out programming the problems I faced were monumental:

  • What is a variable?
  • Why do I need a pointer?
  • For the life of christ, who cares about the differences between stacks and queues!?

Well, here I am some many (many, many) years later and it occurred to me an hour ago that the quality of my complication has increased so much that I don’t even know how to answer those questions well any longer, at least not without drawing. I am about to set out on a new side project to help build upon the concepts that many of us take for granted, hopefully delving into something a bit more involved – what to do once you understand these concepts.

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Bob

2012/11/13

I just completed the update to the Programmers Notepad 2 scheme for UnrealScript. The keywords and some base classes are supported. Unfortunately the case sensative flag is not really working with me, but ill be reaching out for assistance in the next couple days. Hopefully I can add it and the API doc to the supported list in the next release!?

UnrealScript Highlighters