Da Hood Games Script Hub ^HOT^
Project Luna is a new script hub that relies on stability and quality and is being constantly worked on, it's completely free and no key because this project is for me and my friend to expand more knowledge on scripting in general.Games: Da Hood,
Da Hood Games Script Hub
@Nolix thx, and it's sort of my first script hub i've taken seriously and yes there's bugs but i'm trying to fix as many as I can currently got the Infinite Breathing and Infinite Stamina fixed and I re-worked the Fish Farm in Project Slayers.
Despite the fact that I really liked playing these games, it turned out I really ....sucked.My hand-eye coordination was too bad for fast paced first-person shooter games, and my sense of strategy for real-time strategy games was inadequate, to say the least. The problem was that we'd often play in teams, and so the people in my team wouldsuffer quite a bit thanks to my incompetence :P. The main issue: my thresholds for satisfaction were low, and I was extremely happy whenever the most basic things worked out. In a first person shooter, this meant not dying and my ultimate strategy was to indiscrimately spray everything with bullets. In the strategy games, thismeant not being invaded, or succeeding in a minor takeover of a neighbouring village. On top of that, I was in many ways like the proverbial frog in boiling water. Many real-time strategy games require you to keep check of your kingdom's finances, labour power etc. I could never notice my kingdomfailing, and would ask for a loan from my team-mates after it was too late. Also, I never got better through the two years that we played :p. No matterhow badly we lost, I'd still be happy with something insignificant that had happened in the game.
I'm still trying to get through an old but (I think) cool analysis for a manuscript that's over five years in the making now. The code in the manuscriptitself reflects the need for mutiple coding platforms and how each of them bring its own superpowers with it. All of the image analysis results in the projecthas been done in MATLAB. The stats and analyses have been executed and documentedin R with Markdown notebooks. A collaborator did some additional analyses in MATLAB recently and sent over some new results.
One of the things I've been trying to get done is make some new plots and add some additional analyses from a project I was part of back in 2015. Yes, the project is now almost five years old. The manuscript has gone through one rejection, been revamped a bit and now it's soon to be submitted at its second journal. I actually began working in full steam on the analysis about a month ago, and made a decent amount of progress getting back to R and writing up a new Markdown notebook to document thenew analysis, and that's when I began to realise how (!@#$'ing) hard it is to keep track of experiments, data and analyses that happened anything more than a few months ago.
This is the point where I began to think about what could be done to improve the situation. I have heard from my colleagues who say they always have a fixed folder structure for instance, or that they keep all the 'old' stuff in one folder and the manuscript-worthy stuff in another. I guess there is a lot of room for personal choice. However, the one thing with personal choice is that it means there are some real bad ideas that're not propagated, but even worse, there're some great ideas that don't reach out too! One of the things I picked up from following coding and documentation conventions in the Python world (eg. NumPy docstrings, and using the Sphinx documentation system, is the power and discipline they bring to the way you write code. Using conventions and defined ways of expressing yourself may seem constraining, but in reality I've realised their power. Being familiar with these formats of writing, anyone with a familiarity of the conventions can access my code, and me theirs.
After having worked in a field for over a few years, and gotten comfortable with programming in the language of your choice, you slowly begin to realisethat your work essentially always consists of a set of analyses/tasks which are used again and again. For me, experimentally this means, having scripts ready that will initiate recordings, playbacks, and saving of audio files for the experiments I do. In terms of simulations, it means writing a lot of code, typicallybased on a bunch of acoustics paradigms that are described by a bunch of equations/assumptions.
The point is, there is a feeling some members of the community have that certain computational tasks are well suited to be done with insert favouriteprogramminglanguage. I find this attitude absurd and take it to be a form of irrational favoritism. If a piece of code is not in a coding language I use regularly, the only thing it means is that I may not be familiar with a whole bunch of cool concepts and ideas that the authors use. It doesn't mean the work is sub-standard. This argument cuts both ways, whether the language is an open-source or proprietary platform. If anything at all, if I have to read code written in an unfamiliar language and understand it - it needs to be well-documented! The user/reader needs to understand what is happening in the code irrespective of the actual for and while loops running under the hood.
Documenting code well is not a trivial task, and not something which can be done well over a couple of days. The closest task to documenting a codebase is writing a (scientific) manuscript. Things keep changing, you realise a bunch of things over a series of iterations, and even then there may be details lying around from the time you actually created the manuscript file itself.
The Unity shader code for reconstruction is found in UnityCG.cginc and is using the method from Appendix A10 ShaderA small script that contains the mathematical calculations and algorithms for calculating the Color of each pixel rendered, based on the lighting input and the Material configuration. More infoSee in Glossary/CPU code for Irradiance Environment Maps from Peter-Pikes paper.
From the opening moments of picking your character, all the way through the bizarre conclusion, this game is a 100% perfect representation of the show. Loyalty to the source material, the voice actors from the show, and a well-built script come together to create a game that would make a TV censor twitch. The JRPG-style combat has you summoning the guy from City Wok and Matrix-Jesus, and using Jew-jitsu as Cartman slings his usual insults. If you are a fan of the show, you should pick this up. Check out our review, mmkay?
While we did disqualify all remakes and updates from our site top ten, we were all happy to give them their due in our personal lists. Grand Theft Auto V was near perfect when I reviewed it, and David agreed with his review on PlayStation 4. When a game is already this amazing, what do you add to it other than higher-resolution graphics? How about all new vehicles, an expanded soundtrack, multiplayer for up to 30 people, double the draw distance, a first person mode, as well as swipe controls, visual chase indicators, and police chatter on the DualShock controller for PS4. Rockstar pulled out all the stops on this one, and it stands out as one of the best games on any platform.
Ubisoft makes amazing AAA games, but they also occasionally step away from the mountains of money and long development cycles to make something amazing. Rocksmith 2014 is one example of that, and Child of Light is another. Built on the UbiArt Framework engine, Child of Light looks like a painting come to life. As Travis said in his review, it only takes a few moments with the game to ensnare you and leave you hooked. The game is a 2D platformer, but it mixes nicely with an Active Time Battle combat engine to create some compelling gameplay. Throw in a fresh take on multiplayer and a new twist on our favorite fairy tales and you can see how such a small title can burn so very, very bright.
So I've been working on a template to revamp the way the Skyrim:Spells pages work. See Skyrim:Firebolt for an example. Basically, I felt there was more to say about the individual spells than could be easily listed in one page per school. The fact that Firebolt, Fire Ball, Fire Rune, Flames, and Fire Cloak really don't give much in the way of details about how these spells work in practice is a major oversight, I think. Sure, they all do Skyrim:Fire Damage, but they work in completely different ways, so I think it's worth having individual pages for them. Unlike previous games, there's no Spellmakers, so the spells we have are all the spells there are, which means we don't really have to think about them in terms of effects so much. Each spell is more or less unique, so it makes sense to list them separately. (You can also add useful tips, such as how using Ice Spike makes it very easy to find the corpses after the battle because the spikes stick around and glow.) I'd also like to include optional images of the spells in action on these pages. The template could probably use a bit of tweaking still, so if anyone else wants to take a crack at that, feel free. In particular, I'm thinking some of the features might need to be made optional, which could make things challenging. I tried to make the ones on the same row related fields, so that if you use one, you'll probably use the other, but that might not hold true for all spells. Also not sure where to put things like "Speed", which only affect projectile spells. (And that data is harder to find in the CK - I'm not sure where it came from actually.) Opinions? TheRealLurlock (talk) 15:49, 17 December 2012 (GMT)
If anyone has been working the CS data or code in the past month or knows where the new tables ACHR_VMAD_Record, casting_type_Lookup, and scripts came from and the new field AllItems.mod_status let me know. Overall there are 115 new records in the CSData_SData database alone on content3 that don't exist on db1. -- -- Daveh (talk) 15:07, 12 January 2013 (GMT) 041b061a72