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  1. Add C:\Program Files (x86)\GNU Emacs 24.3\bin to path
  2. assoc .h=CodeFile
  3. ftype CodeFile="C:\Program Files (x86)\GNU Emacs 24.3\bin\emacsclientw.exe" -na "C:\Program Files (x86)\GNU Emacs 24.3\binrunemacs.exe" -c ""
  4. assoc .cpp=CodeFile
  5. assoc .c=CodeFile
  6. assoc .md=TextFile
  7. ftype TextFile="C:\Program Files (x86)\GNU Emacs 24.3\bin\emacsclientw.exe" -n --alternate-editor "C:\Program Files (x86)\GNU Emacs 24.3\bin\runemacs.exe" -c ""
  8. Create variable ALTERNATE_EDITOR and add C:\Program Files (x86)\GNU Emacs 24.3\bin\runemacs.exe
<iFire> Epic|rcl: Where do I put the GameProject to have it automatically found by UBT in the UE folder?
<raxxy> next to engine
<raxxy> you can call it with -project=/path/to/.uproject iirc
# Include game project in engine
https://answers.unrealengine.com/questions/14440/include-game-project-in-engine-solution.html Accessed: Mon Sep 15 16:08:31 PDT 2014
Copy your game(s) to the root of the engine folder.
Now it should look like:
Engine
Samples

How do I import and use custom fonts?

https://answers.unrealengine.com/questions/35807/imported-fonts-not-working.html - Mon Sep 15 19:44:59 PDT 2014

Xenome

First of all, a font imported the ordinary way will in fact work fine, but not for a TextRenderActor specifically. However, if you use it in a DrawText node in the HUD blueprint, it will perform as expected. Just wanted to point that out.

Anyway - to make a font for TextRenderActors, do this:

<chrismccord> iFire: Can you explain what you need to do? It depens on what your task needs to perform
<chrismccord> iFire: Have you read up on GenServer's yet on Elixir's getting started guide? It might be a good place to start
<chrismccord> iFire: It would go in lib/
<iFire> in phoenix I need to check if a client has sent a heatbeat message
<iFire> or rather
<iFire> if not sent message set a data entry to active: false
<chrismccord> iFire: http://elixir-lang.org/getting_started/mix_otp/3.html
<adamkitt_> in addition to send_after / send_interval in chris's link there's also apply_after / apply_interval which call a function after n milliseconds or every n milliseconds, more info in the erlang docs http://www.erlang.org/doc/man/timer.html
<adamkitt_> I also put together a little library that lets you pass a block to apply_after / apply_interval instead of needing a named function at https://github.com/adamkittelson/block_timer
@fire
fire / gist:ef339ef3df362cfa0a71
Last active August 29, 2015 14:06
Speedup samba
# Add this to smb.conf
write cache size = 2097152
aio read size = 16384
aio write size = 16384
@fire
fire / gist:32f487cbcc58387b91e0
Last active August 29, 2015 14:06
noflow c++ runtime
Thu Sep 18 PDT 2014
[03:16:22] <iFire> Hello anyone?
[03:17:19] <iFire> How hard is it to create a c++ runtime of noflo?
[03:19:19] <iFire> I'm going to assume there's some sort of exchange of the json graphs from the runtime to the node based editor
[03:20:55] <iFire> seems like I have to rewrite all the components D:
[05:10:36] <ensonic> iFire, yep, it you have a c++ runtime, you can't use components writtne in coffeescript
[05:11:15] <ensonic> but you can still setup a flow graph where just a subset of things runs on your c++ runtime
There's cppfbp, microflow and imgflo.
@fire
fire / gist:cd46e1fb1b67c93fff07
Last active August 29, 2015 14:06
How to build ue from commands

How to build ue from commands

GenerateProjectFiles.bat

Build solution UE4.sln with MSVC 2013 and Build target in Win64 and /p:Configuration="Development Editor.

%system.teamcity.build.workingDir%\Engine\Build\BatchFiles\GenerateProjectFiles.bat -project %system.teamcity.build.workingDir%/ProjectMaid/ProjectMaid.uproject -game

Build solution %system.teamcity.build.checkoutDir%\ProjectMaid\ProjectMaid.sln with MSVC 2013 and Build target in Win64 and /p:Configuration="Development

@rem @echo off
@rem ---------
@rem Variables
@rem ---------
@rem Input/Ouput Root Directories
set "source_dir=C:\Users\Admin\Code\Git\quassel"
set "build_dir=C:\Users\Admin\Code\Git\quassel\build"
@fire
fire / gist:40e7594bf3dc9ddea841
Last active August 29, 2015 14:06
Krita bug report: Pallete colours look different than they are

Colors in Krita look different than they actually are.

Suspected problem: Krita directly loads the cmyk values in the aco file into a cmyk color, but assumes it is srgb

Palette aco has cmyk colors.

Test case A:

  1. Create a cmyk document
  2. Draw a color from aco palette