- Add C:\Program Files (x86)\GNU Emacs 24.3\bin to path
- assoc .h=CodeFile
- 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 ""
- assoc .cpp=CodeFile
- assoc .c=CodeFile
- assoc .md=TextFile
- 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 ""
- 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 |
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 |
# Add this to smb.conf | |
write cache size = 2097152 | |
aio read size = 16384 | |
aio write size = 16384 |
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. |
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" |
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:
- Create a cmyk document
- Draw a color from aco palette