Use the ipchicken address, and as far as I know, any port that isn't 80 should be fine.Zilarrezko wrote:Okay so, I use the 192.168? yadda yadda? or use the one i've been using... which is the one you get from this site. But I know how to portforward, that's not hard. Is there a recommended port to forward? or shall I just choose my own?DaedalusYoung wrote:192.168.0.0 is the ip address for your router. You can only connect to other computers on the home network with this. You will need to open and/or forward the appropriate port in your router's configuration if you want the internet to be able to connect to your computer. Additionally, you may need to disable the firewall on the same port.
"Questions that don't deserve their own thread" thread
Forum rules
Before you make a thread asking for help, read this.
Before you make a thread asking for help, read this.
Re: "Questions that don't deserve their own thread" thread
Re: "Questions that don't deserve their own thread" thread
Last edited by rmcode on Sat Sep 06, 2014 1:56 pm, edited 1 time in total.
- Zilarrezko
- Party member
- Posts: 345
- Joined: Mon Dec 10, 2012 5:50 am
- Location: Oregon
Re: "Questions that don't deserve their own thread" thread
If you explicitly set the filter for each image to say anything other than nearest, nearest... than yes.
Re: "Questions that don't deserve their own thread" thread
So it should be enough to set it once in love.load()? Any idea why the sprites look as bad as they do?Zilarrezko wrote:If you explicitly set the filter for each image to say anything other than nearest, nearest... than yes.
- DaedalusYoung
- Party member
- Posts: 413
- Joined: Sun Jul 14, 2013 8:04 pm
Re: "Questions that don't deserve their own thread" thread
192.x.x.x will only work in a private home network, so if you want a friend to connect to you via the internet, you will have to use the ip you find on that (or similar) site.Zilarrezko wrote:Okay so, I use the 192.168? yadda yadda? or use the one i've been using... which is the one you get from this site. But I know how to portforward, that's not hard. Is there a recommended port to forward? or shall I just choose my own?DaedalusYoung wrote:192.168.0.0 is the ip address for your router. You can only connect to other computers on the home network with this. You will need to open and/or forward the appropriate port in your router's configuration if you want the internet to be able to connect to your computer. Additionally, you may need to disable the firewall on the same port.
I think you can choose any port in between 49152 and 65535. All ports below that are reserved (although will still work), if I'm correct.
Re: "Questions that don't deserve their own thread" thread
Hi all.
Im writing my first lighting shader but it doesnt work properly.
Where i made mistake?
It presents like that:
Im writing my first lighting shader but it doesnt work properly.
Where i made mistake?
Code: Select all
position_x = 0.5 --if i try to use player.x value then screes goes black
position_y = 0.5
extern float position_x;
extern float position_y;
vec4 effect( vec4 color, Image texture, vec2 texture_coords, vec2 screen_coords )
{
vec4 pixel = Texel(texture, texture_coords );
float distance = sqrt((position_x-texture_coords.x)*(position_x-texture_coords.x))+((position_y-texture_coords.y)*(position_x-texture_coords.y));
pixel.r = pixel.r - distance;
pixel.g = pixel.g - distance;
pixel.b = pixel.b - distance;
return pixel * color;
}
- Zilarrezko
- Party member
- Posts: 345
- Joined: Mon Dec 10, 2012 5:50 am
- Location: Oregon
Re: "Questions that don't deserve their own thread" thread
try this
Pulled it out of one of Ref's posts, I'm assuming you're going for the, only have stuff show up around the player?
In that case, just remember to pass the player's x and y position along with a distance you feel suited to you into the shader through the send function.
Code: Select all
extern float x;
extern float y;
extern float dist;
vec4 effect( vec4 color, Image tex, vec2 tc, vec2 sc )
{
vec4 pixel;
float root = sqrt(16*(x-tc.x)*(x-tc.x)/9+(y-tc.y)*(y-tc.y));
{pixel = Texel(tex, vec2( tc.x, tc.y ) );
pixel.r = clamp(pixel.r-0.65*root/dist,0,1);
pixel.g = clamp(pixel.g-0.65*root/dist,0,1);
pixel.b = clamp(pixel.b-0.65*root/dist,0,1);
pixel.a = 0.5;}
return pixel;
}
In that case, just remember to pass the player's x and y position along with a distance you feel suited to you into the shader through the send function.
Re: "Questions that don't deserve their own thread" thread
I noticed that my shader works properly with rendered single image, but when i put it to the game then doing strange things like on screenshot.
Shader changes sprites, not that what is rendered.
Shader changes sprites, not that what is rendered.
- Zilarrezko
- Party member
- Posts: 345
- Joined: Mon Dec 10, 2012 5:50 am
- Location: Oregon
Re: "Questions that don't deserve their own thread" thread
Maybe replace all the texture coords with screen coords,IceQB wrote:I noticed that my shader works properly with rendered single image, but when i put it to the game then doing strange things like on screenshot.
Shader changes sprites, not that what is rendered.
Eh, just tried it and none of this makes sense in my head. Probably how my textures and their UV's are set up. but I did make some funky looking stuff happen, but nothing that you're looking for. But I've never accomplished anything with shaders. One of the higher ups are going to have to help ya man, sorry.
Re: "Questions that don't deserve their own thread" thread
I think problem isn't shader, look at my map drawing script:
Probably problem is combining these two things.
Code: Select all
for y = 1, #map do
local xy = map[y]
for x = 1, #xy do
local number = xy[x]
local number = xy[x]
if number ~= 1 then
love.graphics.draw(tileset, Quads[number], (x-1)*tileW, (y-1)*tileH)
end
end
end
Who is online
Users browsing this forum: Ahrefs [Bot], Bing [Bot], Semrush [Bot] and 4 guests