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  • Why should I consider using the Source Engine?

    - by dukeofgaming
    I've always been a Valve fan, but now that I have the opportuninty to choose a game engine for a project I'm not sure I want to choose the Source Engine after watching this wikipedia entry. My options essentially boiled down to an open source stack (Horde3D + Zoidcom + Spark + SFML + CEGUI, and well, not OSS but PhysX too), UDK and the Source Engine. My question is (because I really have no experience with it) what would be the technical reasons (not license or other) for any developer to choose the Source Engine over any other open source or commercial option ?, is the Source Engine really worth it as a game development tool or has it time already passed and it is obsolete against other solutions?. Thanks Edit: Precised my question a little more , I'm looking for technical reasons to choose the Source Engine.

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  • Game Engine that allows for objects being placed in-game

    - by user185812
    I am looking for a game engine with multiplayer support that allows for players to place objects in the terrain. (eg. in TF2 one can place teleporters, etc...or in minecraft one can place blocks). I don't need the placeable objects to be interactive like in TF2, but I just need an engine that won't make me code this from scratch. I have decent knowledge of Python, PHP, HTML, C++ and C# (and a small knowledge of Lua scripting, although I have only been at it for a few months) so I should be able to handle most engines. So far I have looked at UDK and Cryengine, and wasn't thrilled with either.

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  • Shader inputs in a general purpose engine

    - by dreta
    I'm not familiar with SDKs like Unity or UDK that much, so i can't check this offhand. Do general purpose engines allow users to create custom uniform variables? The way i see it, and the way i have implemented it in an engine i'm writing to learn 3D, is that there is a "set" of uniforms provided by the engine and if you want to write a custom shader then you utilize uniforms you need to create a wanted effect. Now, the thing is, first of all i'm not an artist, second of all, i didn't have a chance to create complex scenes yet. So my question is, is it common practice to define variables that the engine provides and only allow the user to work with what they're given? Allowing users to add custom programs and use them where they want is not hard, but i have issues imagining how you'd go about doing the same for uniforms.

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  • Any 3D, Isometric, RPG oriented engines?

    - by Don Quixote
    I was wondering if there are any game engines out there that are oriented towards isometric, 3D RPGs such as Diablo 3, Torchlight, Magika, etc.. Most engines I found so far are either oriented towards FPS, such as Cry Engine and UDK, or are far too generic, such as the Irrlicht engine, which will add what I think is unnecessary work on the engine instead of the game. Any chance there are any engines out there that are crafted to be more suitable for RPGs? I would prefer they be in Java, since it's more my forte, but beggars can't be choosers, so C++ is great as well! Thank you.

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  • Where can I find affordable legal advice for game software related inquiries?

    - by Steven Lu
    I am working on simulation middleware which is applicable for game engine implementations. What I would like to do is to make it freely available for use for all non-commercial purposes, while at the same time imposing some percentage of royalty on revenue (above a certain threshold) that is derived from my work. Something very similar to Epic's UDK licensing model. To facilitate the use of my software, I plan to offer binaries (static libs) for several platforms, as well as obfuscated source code which I will freely distribute, in addition to documentation of the API. I simply want to impose the restriction that if you try to make money from it, I get a cut eventually. I'm wondering if there are online forums and such where I am likely to find people who are willing to assist me in terms of learning what sort of things I have to do to get things down on the right kinds of documents. So far a site like this seems to be the most promising.

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  • Shader inputs in a general purpouse engine

    - by dreta
    I'm not familiar with SDKs like Unity or UDK that much, so i can't check this off hand. Do general purpouse engines allow users to create custom uniform variables? The way i see it, and the way i have implemented it in an engine i'm writing to learn 3D, is that there is a "set" of uniforms provided by the engine and if you want to write a custom shader then you utilize uniforms you need to create a wanted effect. Now, the thing is, first of all i'm not an artist, second of all, i didn't have a chance to create complex scenes yet. So my question is, is it common practice to define variables that the engine provides and only allow the user to work with what they're given? Allowing users to add custom programs and use them where they want is not hard, but i have issues imagining how you'd go about doing the same for uniforms.

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  • What is the most serious limitation of Unity?

    - by ashes999
    Having read this heated question about Unity vs. UDK vs. ID something, I'm curious to know: what the repeatedly-hit, most crippling limitation(s) of Unity? In order to keep this question non-subjective, again, I'm talking about the top repeated offender(s) of Unity are. This is something that, as a Unity user, you really wish someone had told you about before you started using it. I have heard from someone that Unity does not deal well with version control, since it generates a lot of binary files (which are un-diffable). This, to me, is not really crippling as I work alone. Thoughts?

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  • Help me choose an engine

    - by Gjorgji
    So far i've been trying to make a RTS in pygame but, i feel like 2d is not enough and pygame has me do a lot of stuff that i would not like doing. What i would like doing is working on the AI gameplay and such and not worying too much about how to display stuff,physics and the like too much. So far Unity has boo which is supposed to be similar to python i wonder if that could work. How similar is it to python should i use this? Other options as far as i can see are ogre3d python bindings and UDK. Which would best suit my needs?

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  • Architects into videogames

    - by Ángel
    I'm an architecture student in my last year. I've always been interested in videogames design. I use 3d Max and Photoshop on a daily basis, and I was thinking about aiming for a career in videogames, starting as a level/environment designer. How should approach it? Is it worthy to spend some time learning UDK or CryEngine? Should I try a smaller but more general software? I know some programming already. Finally, will my skills as an architect be something valuable in the indusrty? Thanks in advance.

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  • Development costs of an indie multiplayer arcade shooter

    - by VorteX
    Me and a friend of mine have been wanting to remake one of our favorite games of all time (007: Nightfire) for a long time now. However, remaking a game likes this is really complicated because of the rights to the Bond-franchise. That site was created months ago, and by doing so we have found some great people (modelers, level designers, etc.) that want to help, but our plans have changed a little bit. Our current plan is to create a multiplayer-only remake of the original game, removing all the Bond-references so that the rights shouldn't be a problem anymore. We still want to create the game using the UDK and SteamWorks for both PC and Mac. Currently there's 3 things I need to find out: The costs of creating an arcade shooter like this. We want to use crowdfunding to fund the project. The best way to manage a project like this over the internet. Our current team consists of people all over the world, and we need a central place to discuss, collaborate and store our files. The best place to find suitable people for this project. We already have some modelers and level designers but we also need animators, artists, programmers, etc. I believe creating an arcade game like this with a small team is feasible. The game in a nutshell: ±10 maps, ±20 weapons, ±12 game modes, weapon/armor pickups, grapple hook gadget, no ADS, uses SteamWorks, online matchmaking, custom games, AI bots, appearance selection, level progression using XP (no unlocks), achievements. Does anyone know where to start? Any help is appreciated.

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  • Questions about XNA

    - by Maik Klein
    I've read tons of different threads about XNA, but I still have some questions. First of all: I have 2 years of experience programming and C# is my main language, so XNA would fit perfectly for me, but I have some concerns. People mentioned that C# has a performance loss compared to C++. Is this true? XNA only supports DirectX 9. I found the ANX framework which is pretty similar to XNA but it is capable of DirectX 11. Would this be a good alternative ? Because I'm worried about the performance loss of C#, I searched for a C++ framework and found SFML. It's based on C++ but can be integrated into C#. I already have some experience with UDK, but I am really interested in creating more by myself ( lighting physics etc ). I didn't start yet, what would you recommend me to use / learn ? I am going to create a first person shooter (3D) and I have plenty of time for this. My aim is realtime lighting, realtime global illumination, image-based reflections etc. I want to develop for Windows. Edit: I found something interesting: OpenTK. It supports the latest version of OpenGL which is on the same level as DX11 (if my knowledge is correct). It makes use of mono.

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  • Getting into game/game engine programming

    - by Darkslash
    So I am interested in learning game programming, but I really have an interest in the lower level engineering in games. I have openGL experience, and I am really interested in learning more about implementing AI, Physics, etc. I have a computer science degree, so I really like getting into technical stuff. Many times when I ask about this sort of thing, I get a lot of "Use an engine", "Use Unity3d", "Why waste your time writing code that already exists", etc etc. My idea was to use simpler libraries such as SFML or XNA so that I could learn how to implement the more complex systems. The thing is, although I do want to write games, I want to learn things that using something like Unity simply doesnt teach you. My goal is not to make a current generation quality 3D game to sell, I just want to make some cool smaller games and learn all I can about the programming side of game development. Is this something that people just do not do anymore? It seems like everywhere I turn people are using Unity or UDK or GameMaker. I fully understand why you would use a tool like these, but I cant see how they would suit my purposes. So where does someone like myself turn? Am I trying to learn something that people just do not bother doing anymore? Is the innovation in this area gone and just all about gameplay now? Im sorry if this question seems silly, but I am genuinely interested in knowing more about this and meeting more people who are interested in this sort of thing.

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  • Developing games using virtualization on macOS (or Linux) [on hold]

    - by zpinner
    From what I've seen, most of the gamedev tools and engines (that could generate cross platform games) are not supported on Mac. Havok/Project Anarchy, UDK, GameMaker, e.g. . Basically, the only options I found are: Unity3d and monogame + xamarin. Unity is nice and I've been playing with it for some time, but the free version is quite limited when we're talking about shaders, that made me consider that as an indie developer, I might want more freedom to experiment new things, without paying the expensive unity license. I didn't try monogame + xamarin yet, and altough XNA is a very nice game framework, I'd like to have more freedom to experiment and finish a game first before paying for the IDE, which is not possible with the current Xamarin business model. That leaves me with the thought that I must go back to windows, which I'd preferably do it partially, if it's possible. Using BootCamp is something that I'd like to avoid, since it's a pain to reboot when changing OS and that would probably force me to become a 100% windows user. Is there anyone actually developing a game using virtualization solutions like parallels or vmwareFusion? How was your experience?

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  • Getting into the details of game engine programming

    - by Darkslash
    I am interested in learning game programming, but I really have an interest in the lower level engineering in games. I have OpenGL experience, and I am really interested in learning more about implementing AI, Physics, etc. I have a computer science degree, so I really like getting into technical stuff. Many times when I ask about this sort of thing, I get a lot of "Use an engine", "Use Unity3d", "Why waste your time writing code that already exists", etc, etc. My idea was to use simpler libraries such as SFML or XNA so that I could learn how to implement the more complex systems. The thing is, although I do want to write games, I want to learn things that using something like Unity simply doesn't teach you. My goal is not to make a current generation quality 3D game to sell, I just want to make some cool smaller games and learn all I can about the programming side of game development. Is this something that people just do not do anymore? It seems like everywhere I turn people are using Unity or UDK or GameMaker. I fully understand why you would use a tool like these, but I cant see how they would suit my purposes. So where does someone like myself turn? Am I trying to learn something that people just do not bother doing anymore? Is the innovation in this area gone and just all about gameplay now? I'm sorry if this question seems silly, but I am genuinely interested in knowing more about this and meeting more people who are interested in this sort of thing.

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  • Modular building technique with angles? (A roof)

    - by Mungoid
    Ive been spending a bit of time lately studying the modular buildings of many games and reading/viewing several tutorials about it as well, but almost every example I see uses a plain square building that does not have any angled roof or similar. In all my applications (CS6, Blender/Max, UDK) I adhere to the same grid spacing and I get pretty good results, but trying to make modular angled pieces is confusing me as I'm not sure the best way to approach it. Below is some shots of my template sheet and workflow I have been doing. Should I do the roof separately or is it possible for me to keep it in the same texture sheet? The main issue is below. I have made a couple modular roof pieces but when i try to use them, i end up needing to model multiple other parts to fill gaps based on what roof shape i want. I then model those 'filler' pieces and now i have that much less space left in my texture sheet and those pieces are usually not that reusable for anything else. This is where im not sure how to proceed. If anyone has any links to documents or papers talking about this or advice, I would greatly appreciate it! =-) My main roof pieces with the gaps My power of 2 texture sheet, with 16x16 grid squares. The texture sheet loaded into blender on a 16x16 plane and starting to separate and extrude.

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  • Resources for UnrealScript

    - by Blaenk
    Now that the Unreal Development Kit is out and free to use by anyone, I am pretty excited to try it out. My understanding is that the programming is done through scripting in UnrealScript, I am wondering if any of you guys know of any good articles, tutorials, books, and references for Unreal Script or the Unreal Development Kit. Documentation UnrealScript Reference for Unreal Engine 3 UnrealScript at UnrealWiki Tools nFringe - Visual Studio Extension for UnrealScript Setting up an nFringe UDK project Tutorials Chimeric - Coding tutorials Video Tutorials 3D Buzz Video Tutorials Sorry if I screwed up on this. It's my first community wiki post, let me know if I did something wrong :)

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  • Initial Review - Mastering Unreal Technology I: Introduction to Level Design with Unreal Engine 3

    - by Matt Christian
    Recently I purchased 3 large volumes on using the Unreal 3 Engine to create levels and custom games.  This past weekend I cracked the spine of the first and started reading.  Here are my early impressions (I'm ~250 pages into it, with appendices it's about 900). Pros Interestingly, the book starts with an overview of the Unreal engines leading up to Unreal 3 (including Gears of War) and follows with some discussion on planning a mod and what goes into the game development process.  This is nice for an intro to the book and is much preferred rather than a simple chapter detailing what is on the included CD, how to install and setup UnrealEd, etc...  While the chapter on Unreal history and planning can be considered 'fluff', it's much less 'fluffy' than most books provide. I need to mention one thing here that is pretty crucial in the way I'm going to continue reviewing this book.  Most technical books like this are used as a shelf reference; as a thick volume you use for looking up techniques every now and again.  Even so, I prefer reading from cover to cover, including chapters I may already be knowledgable on (I'm sure this is typical for most people).  If there was a chapter on installing UnrealEd (the previously mentioned 'fluff'), I would probably force myself to read it, even though I've installed the game and engine multiple times on different systems. Chapter 3 is where we really get to the introduction piece of UnrealEd, creating your first basic level.  This large chapter details creating two small rooms, adding static meshes, adding lighting, creating and adding particle emitters, creating a door that animates with Unreal Matinee and Kismet, static meshes with physics, and other little additions to make your level look less beginner.  This really is a chapter that overviews the entire rest of the book, as each chapter following details the creation and intermediate usages of Static Meshes, Materials, Lighting, etc... One other very nice part to this book is the way the tutorials are setup.  Each tutorial builds off the previous and all are step-by-step.  If you haven't completed one yet, you can find all the starting files on the CD that comes with the book. Cons While the description of the overview chapter (Chapter 3) is fresh in your mind, let me start the cons by saying this chapter is setup extremely confusing for the noob.  At one point, you end up creating a door mesh and setting it up as a InteropMesh so that it is ready to be animated, only to switch to particles and spend a good portion of time working on a different piece of the level.  Yes, this is actually how I develop my levels (jumping back and forth), though it's very odd for a book to jump out of sequence. The next item might be a positive or a negative depending on your skill level with UnrealEd.  Most of the introduction to the editor layout is found in one of the Appendices instead of before Chapter 3.  For new readers, this might lead to confusion as Appendix A would typically be read between Chapter 2 and 3.  However, this is a positive for those with some experience in UnrealEd as they don't have to force themselves through a 'learn every editor button' chapter.  I'm listing this in the Cons section as the book is 'Introduction to...' and is probably going to be directed toward a lot of very beginner developers. Finally, there's a lack of general description to a lot of the underlying engine and what each piece in UnrealEd is or does.  Sometimes you'll be performing Tutorial after Tutorial with barely a paragraph in between describing ANY of what you've just done.  Tutorial 1.1 Step 6 says to press Button X, so you do.  But why?  This is in part a problem with the structure of the tutorials rather than the content of the book.  Since the tutorials are so focused on a step-by-step (or procedural) description of a process, you learn the process and not why you're doing that.  For example, you might learn how to size a material to a surface, but will only learn what buttons to press and not what each one does. This becomes extremely apparent in the chapter on Static Meshes as most of the chapter is spent in 3D Studio Max.  Since there are books on 3DSM and modelling, the book really only tells you the steps and says to go grab a book on modelling if you're really interested in 3DSM.  Again, I've learned the process to develop my own meshes in 3DSM, but I don't know the why behind the steps. Conclusion So far the book is very good though I would have a hard time recommending it to a complete beginner.  I would suggest anyone looking at this book (obviously including the other 2, more advanced volumes) to pick up a copy of UDK or Unreal 3 (available online or via download services such as Steam) and watch some online tutorials and play with it first.  You'll find plenty of online videos available that were created by the authors and may suit as a better introduction to the editor.

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  • CodePlex Daily Summary for Monday, October 08, 2012

    CodePlex Daily Summary for Monday, October 08, 2012Popular ReleasesSofire Suite v1.6: XSqlModelGenerator.AddIn: 1、?? VS2010/2012 2、?? .NET FRAMEWORK 2.0 3、?? SOFIRE V1.6Sofire XSql: XSqlFormDemo: ???? MSSQL ???????ClosedXML - The easy way to OpenXML: ClosedXML 0.68.0: ClosedXML now resolves formulas! Yes it finally happened. If you call cell.Value and it has a formula the library will try to evaluate the formula and give you the result. For example: var wb = new XLWorkbook(); var ws = wb.AddWorksheet("Sheet1"); ws.Cell("A1").SetValue(1).CellBelow().SetValue(1); ws.Cell("B1").SetValue(1).CellBelow().SetValue(1); ws.Cell("C1").FormulaA1 = "\"The total value is: \" & SUM(A1:B2)"; var...Picturethrill: Version 2.10.7.0: Major FeaturesWindows 8 Support!!! Picturethrill is fully tested on latest Windows 8. Try it now.New AboutPicturethrill Dialog Available from "Advanced" window. Describes Version, Developers and other infoFull Installation Information in Control Panel Picturethrill in ControlPanel has full information, including Version and Size. Minor Bug FixesImproved Logging AppDomain Unhandled Exception Logging Delete WallpaperDownload Folder (Saves Diskspace) Advanced Settings "Close" button bug ...VidCoder: 1.4.3 Beta: Fixed crash on switching container types. Updated subtitle selection to only allow one PGS subtitle to be selected under an MP4 container as PGS passthrough in MP4 is not supported and the sub must be burned in.Microsoft Ajax Minifier: Microsoft Ajax Minifier 4.68: Fixes for issues: 17110 - added support for -moz-calc or -webkit-calc to previous fix for calc support. 18652 - if being run under Mono runtime, don't mistake UNIX-style paths for command-line switches. 18659 - added capability to specify JS settings for CSS files that have JS embedded in expressions. Did a lot of internal house-keeping: add DLL support for -pponly switch. Add support for -js:expr, -js:evt, and -js:json to allow easy parsing for expressions, event handlers, and JSON code...Json.NET: Json.NET 4.5 Release 10: New feature - Added Portable build to NuGet package New feature - Added GetValue and TryGetValue with StringComparison to JObject Change - Improved duplicate object reference id error message Fix - Fixed error when comparing empty JObjects Fix - Fixed SecAnnotate warnings Fix - Fixed error when comparing DateTime JValue with a DateTimeOffset JValue Fix - Fixed serializer sometimes not using DateParseHandling setting Fix - Fixed error in JsonWriter.WriteToken when writing a DateT...Readable Passphrase Generator: KeePass Plugin 0.7.2: Changes: Tested against KeePass 2.20.1 Tested under Ubuntu 12.10 (and KeePass 2.20) Added GenerateAsUtf8 method returning the encrypted passphrase as a UTF8 byte array.JSLint for Visual Studio 2010: 1.4.2: 1.4.2GPdotNET - artificial intelligence tool: GPdotNET v2 BETA3: This is hopefully the last beta before final version.RiP-Ripper & PG-Ripper: PG-Ripper 1.4.02: changes NEW: Added Support Big Naturals Only forum NEW: Added Setting to enable/disable "Show last download image"patterns & practices: Prism: Prism for .NET 4.5: This is a release does not include any functionality changes over Prism 4.1 Desktop. These assemblies target .NET 4.5. These assemblies also were compiled against updated dependencies: Unity 3.0 and Common Service Locator (Portable Class Library).WinRT XAML Toolkit: WinRT XAML Toolkit - 1.3.2: WinRT XAML Toolkit based on the Windows 8 RTM SDK. Download the latest source from the SOURCE CODE page. For compiled version use NuGet. You can add it to your project in Visual Studio by going to View/Other Windows/Package Manager Console and entering: PM> Install-Package winrtxamltoolkit Features AsyncUI extensions Controls and control extensions Converters Debugging helpers Imaging IO helpers VisualTree helpers Samples Recent changes NOTE: Namespace changes DebugConsol...Snoop, the WPF Spy Utility: Snoop 2.8.0: Snoop 2.8.0Announcing Snoop 2.8.0! It's been exactly six months since the last release, and this one has a bunch of goodies in it. In particular, there is now a PowerShell scripting tab, compliments of Bailey Ling. With this tab, the possibilities are limitless. It basically lets you automate/script the application that you are Snooping. Bailey has a couple blog posts (one and two) on his tab already, and I am sure more is to come. Please note that if you do not have PowerShell installed, y....NET Micro Framework: .NET MF 4.3 (Beta): This is the 4.3 Beta version of the .NET Micro Framework. Feature List for v4.3 Support for Visual Studio 2012 (including the Windows Desktop Express version) All v4.2 QFEs features and bug fixes (PWM enhancements, lwIP and network driver reliability improvements, Analog Output, WinUSB and latest GCC support) Improved diagnostic information for deployment Decreased boot time Bug fixes Work Item 1736 - Create link for MFDeploy under start menu Work Item 1504 - Customizing lwIP o...MCEBuddy 2.x: MCEBuddy 2.3.1: 2.3.1All new Remote Client Server architecture. Reccomended Download. The Remote Client Installation is OPTIONAL, you can extract the files from the zip archive into a local folder and run MCEBuddy.GUI directly. 2.2.15 was the last standalone release. Changelog for 2.3.1 (32bit and 64bit) 1. All remote MCEBuddy Client Server architecture (GUI runs remotely/independently from engine now) 2. Fixed bug in Audio Offset 3. Added support for remote MediaInfo (right click on file in queue to get ...D3 Loot Tracker: 1.5: Support for session upload to website. Support for theme change through general settings. Time played counter will now also display a count for days. Tome of secrets are no longer logged as items.Team Foundation Server Word Add-in: Version 1.0.12.0622: Welcome to the Visual Studio Team Foundation Server Word Add-in Supported Environments Microsoft Office Word 2007 and 2010 X86 (32-bit) Team Foundation Server 2010 Object Model TFS 2010, 2012 and TFS Service supported, using TFS OM / Explorer 2010. Quality-Bar Details Tool has been reviewed by Visual Studio ALM Rangers Tool has been through an independent technical and quality review All critical bugs have been resolved Known Issues / Bugs WI#43553 - The Acceptance criteria is not pu...DirectX Tool Kit: October 2012: October 2, 2012 Added ScreenGrab module Added CreateGeoSphere for drawing a geodesic sphere Put DDSTextureLoader and WICTextureLoader into the DirectX C++ namespace Renamed project files for better naming consistency Updated WICTextureLoader for Windows 8 96bpp floating-point formats Win32 desktop projects updated to use Windows Vista (0x0600) rather than Windows 7 (0x0601) APIs Tweaked SpriteBatch.cpp to workaround ARM NEON compiler codegen bugCRM 2011 Visual Ribbon Editor: Visual Ribbon Editor (1.3.1002.3): Visual Ribbon Editor 1.3.1002.3 What's New: Multi-language support for Labels/Tooltips for custom buttons and groups Support for base language other than English (1033) Connect dialog will not require organization name for ADFS / IFD connections Automatic creation of missing labels for all provisioned languages Minor connection issues fixed Notes: Before saving the ribbon to CRM server, editor will check Ribbon XML for any missing <Title> elements inside existing <LocLabel> elements...New Projectsamplifi: This project is still under construction. We will add more information here as soon as it is available.autoclubpigue: Proyecto para el auto club de piguecoiffeurprj: coiffeurprjerutufym: erutufym is gnol eht gge.Express AOP: A .NET AOP ToolsFile Slurpee: The purpouse of this application is to help security professionals during their penetration tests. Given a configuration this application will scour the target Guardian - Google Authenticator: Guardian is a windows client application for Google Authenticator - a software based two-factor authentication token developed by Google.ManagedCuda Galaxy Simulator: This project is a test of ManagedCuda and graphics interop to OpenTK to simulate a simple galaxy on the GPU.mostafanote: ????? ???? ??????? ?? ???? ?? ?? ?? ? ?? ??????? ?? ??????? ??? ?? ??? ?? ?? ???????? ??????? ??? ??? ?? ???? ?????? NXT Controller: A simple controller for the LEGO Mindstorms NXTPowerShell Security: PoshSec is short for PowerShell security, a module provided to allow PowerShell users testing, analysis and reporting on Window securityRevenant Raiders - Sunstrider: Tool to provide information about Revenant Raiders - Sunstrider.Run: animal runSharedDeploy: Simple ASP.MVC app , that use 2 types of view : mobile and desktop. In core WebApi, jQuery, jQuery.mobileSkyCoffee: Cafeteria ApplicationSOSA Analysis Module: Analysis program for data from SOSA psychological experiment software.SQL Connector: SQL Connector is a .DLL file that make it easy to comunicate with SQL Server Works in : Windows Desktop Applications ASP.Net Web (MVC - WEB Services) Windows cSQL Job Scripter: SQL Job Scripter is a command line utility that produces scripts of SQL Agent jobs. It will script either to a single file or to one file per job. SQL Server Watcher: A tool for collecting and monitoring information about sql server.Team Build Inspector: An add-in for Visual Studio Team Explorer that monitors the status of build definitions by its latest build, latest good build & underlying source code status.TED Talk Download Manager: "TED Talk Download Manager" provides a central point in which to download multiple TED talks, while keeping track of any talk previously downloaded.Temp project mycollection: My collection temporary projectUnreal Unit Converter: A Simple UDK <-> 3DS Max <-> Meters Unit Converter - with some other stuff.Watermelon Site: This Site is The site of Watermelon Inc. In This Site: Downloads News about Watermelon And more... WiX Extended Bootstrapper Application: An extended WiX bootstrapper Application based on the WiX standard bootstrapper application.Wrox NHibernate with ASP.NET Problem-Design-Solution -C# version: sample code of Wrox NHibernate with ASP.NET Problem-Design-Solution (http://nhibernateasp.codeplex.com/) in C# which is done as a practice

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  • CodePlex Daily Summary for Saturday, April 07, 2012

    CodePlex Daily Summary for Saturday, April 07, 2012Popular ReleasesHarness - Internet Explorer Automation: Harness 2.0.3: support the operation fo frameset, frame and iframe Add commands SwitchFrame GetUrl GoBack GoForward Refresh SetTimeout GetTimeout Rename commands GetActiveWindow to GetActiveBrowser SetActiveWindow to SetActiveBrowser FindWindowAll to FindBrowser NewWindow to NewBrowser GetMajorVersion to GetVersionBetter Explorer: Better Explorer 2.0.0.861 Alpha: - fixed new folder button operation not work well in some situations - removed some unnecessary code like subclassing that is not needed anymore - Added option to make Better Exlorer default (at least for WIN+E operations) - Added option to enable file operation replacements (like Terracopy) to work with Better Explorer - Added some basic usability to "Share" button - Other fixesLightFarsiDictionary - ??????? ??? ?????/???????: LightFarsiDictionary - v1: LightFarsiDictionary - v1WPF Application Framework (WAF): WPF Application Framework (WAF) 2.5.0.3: Version: 2.5.0.3 (Milestone 3): This release contains the source code of the WPF Application Framework (WAF) and the sample applications. Requirements .NET Framework 4.0 (The package contains a solution file for Visual Studio 2010) The unit test projects require Visual Studio 2010 Professional Changelog Legend: [B] Breaking change; [O] Marked member as obsolete [O] WAF: Mark the StringBuilderExtensions class as obsolete because the AppendInNewLine method can be replaced with string.Jo...RiP-Ripper & PG-Ripper: RiP-Ripper 2.9.30: changes NEW: Added Support for "DirectUpload.net" links NEW: Added Support for "PixRoute.com" links NEW: Added Support for "ImagePicasa.com" links FIXED: "PixHub.eu" linksCommunity TFS Build Extensions: April 2012: Release notes to follow...ClosedXML - The easy way to OpenXML: ClosedXML 0.65.2: Aside from many bug fixes we now have Conditional Formatting The conditional formatting was sponsored by http://www.bewing.nl (big thanks) New on v0.65.1 Fixed issue when loading conditional formatting with default values for icon sets New on v0.65.2 Fixed issue loading conditional formatting Improved inserts performanceLiberty: v3.2.0.0 Release 4th April 2012: Change Log-Added -Halo 3 support (invincibility, ammo editing) -Halo 3: ODST support (invincibility, ammo editing) -The file transfer page now shows its progress in the Windows 7 taskbar -"About this build" settings page -Reach Change what an object is carrying -Reach Change which node a carried object is attached to -Reach Object node viewer and exporter -Reach Change which weapons you are carrying from the object editor -Reach Edit the weapon controller of vehicles and turrets -An error dia...MSBuild Extension Pack: April 2012: Release Blog Post The MSBuild Extension Pack April 2012 release provides a collection of over 435 MSBuild tasks. A high level summary of what the tasks currently cover includes the following: System Items: Active Directory, Certificates, COM+, Console, Date and Time, Drives, Environment Variables, Event Logs, Files and Folders, FTP, GAC, Network, Performance Counters, Registry, Services, Sound Code: Assemblies, AsyncExec, CAB Files, Code Signing, DynamicExecute, File Detokenisation, GUID’...DotNetNuke® Community Edition CMS: 06.01.05: Major Highlights Fixed issue that stopped users from creating vocabularies when the portal ID was not zero Fixed issue that caused modules configured to be displayed on all pages to be added to the wrong container in new pages Fixed page quota restriction issue in the Ribbon Bar Removed restriction that would not allow users to use a dash in page names. Now users can create pages with names like "site-map" Fixed issue that was causing the wrong container to be loaded in modules wh...51Degrees.mobi - Mobile Device Detection and Redirection: 2.1.3.1: One Click Install from NuGet Changes to Version 2.1.3.11. [assembly: AllowPartiallyTrustedCallers] has been added back into the AssemblyInfo.cs file to prevent failures with other assemblies in Medium trust environments. 2. The Lite data embedded into the assembly has been updated to include devices from December 2011. The 42 new RingMark properties will return Unknown if RingMark data is not available. Changes to Version 2.1.2.11Code Changes 1. The project is now licenced under the Mozilla...MVC Controls Toolkit: Mvc Controls Toolkit 2.0.0: Added Support for Mvc4 beta and WebApi The SafeqQuery and HttpSafeQuery IQueryable implementations that works as wrappers aroung any IQueryable to protect it from unwished queries. "Client Side" pager specialized in paging javascript data coming either from a remote data source, or from local data. LinQ like fluent javascript api to build queries either against remote data sources, or against local javascript data, with exactly the same interface. There are 3 different query objects exp...ExtAspNet: ExtAspNet v3.1.2: ExtAspNet - ?? ExtJS ??? ASP.NET 2.0 ???,????? AJAX ?????????? ExtAspNet ????? ExtJS ??? ASP.NET 2.0 ???,????? AJAX ??????????。 ExtAspNet ??????? JavaScript,?? CSS,?? UpdatePanel,?? ViewState,?? WebServices ???????。 ??????: IE 7.0, Firefox 3.6, Chrome 3.0, Opera 10.5, Safari 3.0+ ????:Apache License 2.0 (Apache) ??:http://extasp.net/ ??:http://bbs.extasp.net/ ??:http://extaspnet.codeplex.com/ ??:http://sanshi.cnblogs.com/ ????: +2012-04-04 v3.1.2 -??IE?????????????BUG(??"about:blank"?...nopCommerce. Open source shopping cart (ASP.NET MVC): nopcommerce 2.50: Highlight features & improvements: • Significant performance optimization. • Allow store owners to create several shipments per order. Added a new shipping status: “Partially shipped”. • Pre-order support added. Enables your customers to place a Pre-Order and pay for the item in advance. Displays “Pre-order” button instead of “Buy Now” on the appropriate pages. Makes it possible for customer to buy available goods and Pre-Order items during one session. It can be managed on a product variant ...WiX Toolset: WiX v3.6 RC0: WiX v3.6 RC0 (3.6.2803.0) provides support for VS11 and a more stable Burn engine. For more information see Rob's blog post about the release: http://robmensching.com/blog/posts/2012/4/3/WiX-v3.6-Release-Candidate-Zero-availableSageFrame: SageFrame 2.0: Sageframe is an open source ASP.NET web development framework developed using ASP.NET 3.5 with service pack 1 (sp1) technology. It is designed specifically to help developers build dynamic website by providing core functionality common to most web applications.iTuner - The iTunes Companion: iTuner 1.5.4475: Fix to parse empty playlists in iTunes LibraryDocument.Editor: 2012.2: Whats New for Document.Editor 2012.2: New Save Copy support New Page Setup support Minor Bug Fix's, improvements and speed upsVidCoder: 1.3.2: Added option for the minimum title length to scan. Added support to enable or disable LibDVDNav. Added option to prompt to delete source files after clearing successful completed items. Added option to disable remembering recent files and folders. Tweaked number box to only select all on a quick click.MJP's DirectX 11 Samples: Light Indexed Deferred Rendering: Implements light indexed deferred using per-tile light lists calculated in a compute shader, as well as a traditional deferred renderer that uses a compute shader for per-tile light culling and per-pixel shading.New ProjectsAdvertising Management: Ph?n m?m qu?n lý qu?ng cáoAgile Compact Database: It is database for all. AssemblyTransformer: AssemblyTransformer is a tool for modifying .NET assemblies using Mono Cecil. It handles the entire transformation process including strong name signing and offers a simple command-line interface and a basic framework for creating and configuring specific transformations.Cafe For You: Ph?n m?m gi?i thi?u và qu?n lý quán cafeClient-side Templated Script Control: Allows a developer to add a repeater-style templated list control to a web page that will be data bound client-side, and may respond to client events. The control may be data bound by a web service call on initialization, and may also have it's data source set via client code.CRM Project - Beginner Sample: Sample to help beginners to start in C# development. Ejemplo para ayudar a quienes inician con el desarrollo en C#.Deployment Made Easy: The goal of this project is to make deployments to windows servers easy using the web deployment toolEasyCMS: EasyCMSExcel to SQL Server Database Bulk Transfer: Quick and simple WPF tool to allow users export data from an Excel spreadsheet to a SQL Server database table. Provided as is. But if you need any help let me know. HTML Client demo for WCF RIA Services: Demo application with HTML client (upshot.js + knockout.js) on WCF RIA ServicesKOI: Kinect Open Interface: Kinect Open Interface, KOI, provides a way to detect and have the user confirm 11 gestures for your UI. Please read my blog for info: http://www.kinecthelp.com/2012/04/koi-kinect-open-interface.htmlLazyWinAdmin: LazyWinAdmin is a Powershell script to manage local or remote machine ressources.LCDSmartie dll to display Audio spectrum on Windows 7: An LCDSmartie plugin that displays anything being played as an audio spectrum.LiveHelpChatApp: With Live chat help you can provide online / Offline help to your client it has facebook style chat for online and offline users Download and EnjoyMailSender: Small tool for sending mail messages contains multiple attachements with sum size bigger than allowed size. You can drag'n'drop attachments and click send - application split all attachments to parts and sent it separately. There is not address book yet. Mauricio: Mauricio Lima PageMiddleware and Enterprise services foundation: Define a model of deployment and management for Middleware and enterprise applicationsMyFirstPro: This is a test projOld Games Launcher: Old Games Launcher is a combined DosBox frontend & a Direct Draw game/application starter.Pharmakos Studio: Pharmakos Studio is an extensible IDE. It was originally written specifically as an UnrealScript editor for the UDK, however it is being written so that any language can be supported via plugins.Proyecto Eclipse-Android: Proyectos con Eclipse-AdroidProyectos II: Proyecto para Farmaciapullsource: pull source directsource filterQuizzer: Awesome program for quizzes and tests.Solution Settings for Visual Studio: Solution Settings for Visual Studio allows a file containing settings such as formatting, fonts and colors to be included with a project. When the solution is opened, these settings are automatically applied, and when it is closed, the changes are reverted.sundance: test test testWebcomic Reader: A little Idea for an on-, and offline usable, touch-friendly Windows 7 Webcomic Reader.WinRT PathTextBlock: WinRT PathTextBlock is a control that overcomes some of the limitations in the built in WinRT TextBlock, such as not being able to outline the text, and not being able to distort the text, for example to draw it along a circle. Previously, you could use a tool like Expression Design to create the text and export it as a Path, but this wouldn't work for text that needed to be specified at run time. This control allows you to specify the Text property and it will generate the proper Path obj...Yaplex open source projects: Yaplex open source projects????API SDK-VB6(oauth2): ????API SDK-VB6(oauth2)????????API SDK VB6: ??????????API SDK vb?

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