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      Linode Critical Maintenance   01/10/2018

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Schtearn

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Schtearn last won the day on December 14 2017

Schtearn had the most liked content!

About Schtearn

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    Mountain Hermit
  • Birthday 08/23/1957

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    http://members.ozemail.com.au/~lmstearn/index.html

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    Male
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    Australia
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    Obliviana

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  1. Windows 10

    Got a totally unlogged slowdown/freeze/lock on the GUI twice recently. The suggestions are to employ some monitoring- but atm going on not starting the buggy logitech keyboard/mouse drivers. Online dism tomorrow, but there's something weird going on- Norton was purged from this rig about 5 years ago, but got this on the bootup: And other similar references to more recently removed directories. Where did all this stuff come from?
  2. [RELz] SKSEQuasiDebugLogTest

    Sounds good. Now a question: class Foo { static std::vector<std::wstring> arr; }; const wchar_t *arrInit[] = { L"one", L"two", L"three" }; std::vector<std::wstring> Foo::arr(arrInit, end(arrInit)); // definition}; std::wstring FormsInfo(wchar_t *arr = 0) { return std::wstring(arr); } And then calling it here const std::wstring &myfoo = FormsInfo(); But it won't convert in the second from void to std:basic_string<wchart_t, std..... Swapping arr and arrinit in FormsInfo doesn't make any difference, Is there a any way of populating newStr with the array? Fun Fact: BBCcode of C languages is broken!
  3. [RELz] SKSEQuasiDebugLogTest

    Added the headers to iPrefix.h, plus suppressed an extra warning: #pragma once // 4018 - signed/unsigned mismatch // 4200 - zero-sized array // 4244 - loss of data by assignment // 4267 - possible loss of data (truncation) // 4305 - truncation by assignment // 4288 - disable warning for crap microsoft extension screwing up the scope of variables defined in for loops // 4311 - pointer truncation // 4312 - pointer extension // 4596 (level 4) identifier': illegal qualified name in member declaration #pragma warning(disable: 4018 4200 4244 4267 4305 4288 4312 4311 4596) // winxp and above #define _WIN32_WINNT 0x0501 #include <winsock2.h> #include <Windows.h> // Common #include <cstdlib> #include <cstdio> #include <cstring> #include "ITypes.h" #include "IErrors.h" #include "IDynamicCreate.h" #include "IDebugLog.h" #include "ISingleton.h" // skse64_common #include "BranchTrampoline.h" #include "Relocation.h" #include "SafeWrite.h" #include "skse_version.h" #include "Utilities.h" // skse64 #include "BSModelDB.h" #include "Colors.h" #include "CustomMenu.h" #include "GameAPI.h" #include "GameBSExtraData.h" #include "GameCamera.h" #include "GameData.h" #include "GameEvents.h" #include "GameExtraData.h" #include "GameFormComponents.h" #include "GameForms.h" #include "GameHandlers.h" #include "GameInput.h" #include "GameMenus.h" #include "GameObjects.h" #include "GamePathing.h" #include "GameReferences.h" #include "GameResources.h" #include "GameRTTI.h" #include "GameSettings.h" #include "GameStreams.h" #include "gamethreads.h" #include "GameTypes.h" #include "GameUtilities.h" #include "GlobalLocks.h" #include "HashUtil.h" #include "Hooks_Camera.h" #include "Hooks_Data.h" #include "Hooks_Debug.h" #include "Hooks_Diagnostics.h" #include "Hooks_DirectInput8Create.h" #include "Hooks_Event.h" #include "Hooks_Gameplay.h" #include "Hooks_Handlers.h" #include "Hooks_Memory.h" #include "Hooks_NetImmerse.h" #include "Hooks_ObScript.h" #include "Hooks_Papyrus.h" #include "Hooks_SaveLoad.h" #include "Hooks_Scaleform.h" #include "Hooks_Threads.h" #include "Hooks_UI.h" #include "InputMap.h" #include "InternalSerialization.h" #include "InternalTasks.h" #include "NiAdditionalGeometryData.h" #include "NiAllocator.h" #include "NiControllers.h" #include "NiExtraData.h" #include "NiGeometry.h" #include "NiInterpolators.h" #include "NiLight.h" #include "NiMaterial.h" #include "NiNodes.h" #include "NiObjects.h" #include "NiProperties.h" #include "NiRenderer.h" #include "NiRTTI.h" #include "NiSerialization.h" #include "NiTextures.h" #include "NiTypes.h" #include "ObScript.h" #include "PapyrusActiveMagicEffect.h" #include "PapyrusActor.h" #include "PapyrusActorBase.h" #include "PapyrusActorValueInfo.h" #include "PapyrusAlias.h" #include "PapyrusAmmo.h" #include "PapyrusArgs.h" #include "PapyrusArmor.h" #include "PapyrusArmorAddon.h" #include "PapyrusArt.h" #include "PapyrusBook.h" #include "PapyrusCamera.h" #include "PapyrusCell.h" #include "PapyrusClass.h" #include "PapyrusColorForm.h" #include "PapyrusCombatStyle.h" #include "PapyrusConstructibleObject.h" #include "PapyrusDefaultObjectManager.h" #include "PapyrusDelayFunctors.h" #include "PapyrusEnchantment.h" #include "PapyrusEquipSlot.h" #include "PapyrusEventFunctor.h" #include "PapyrusEvents.h" #include "PapyrusFaction.h" #include "PapyrusFlora.h" #include "PapyrusForm.h" #include "PapyrusFormList.h" #include "PapyrusGame.h" #include "PapyrusGameData.h" #include "PapyrusHeadPart.h" #include "PapyrusIngredient.h" #include "PapyrusInput.h" #include "PapyrusInterfaces.h" #include "PapyrusKeyword.h" #include "PapyrusLeveledActor.h" #include "PapyrusLeveledItem.h" #include "PapyrusLeveledSpell.h" #include "PapyrusMagicEffect.h" #include "PapyrusMath.h" #include "PapyrusMisc.h" #include "PapyrusModEvent.h" #include "PapyrusNativeFunctions.h" #include "PapyrusNetImmerse.h" #include "PapyrusObjectReference.h" #include "PapyrusObjects.h" #include "PapyrusPerk.h" #include "PapyrusPotion.h" #include "PapyrusQuest.h" #include "PapyrusRace.h" #include "PapyrusReferenceAlias.h" #include "PapyrusScroll.h" #include "PapyrusShout.h" #include "PapyrusSKSE.h" #include "PapyrusSound.h" #include "PapyrusSoundDescriptor.h" #include "PapyrusSpawnerTask.h" #include "PapyrusSpell.h" #include "PapyrusStringUtil.h" #include "PapyrusTextureSet.h" #include "PapyrusTree.h" #include "PapyrusUI.h" #include "PapyrusUICallback.h" #include "PapyrusUtility.h" #include "PapyrusValue.h" #include "PapyrusVM.h" #include "PapyrusWeapon.h" #include "PapyrusWeather.h" #include "PapyrusWornObject.h" #include "PluginAPI.h" #include "PluginManager.h" #include "ScaleformAPI.h" #include "ScaleformCallbacks.h" #include "ScaleformExtendedData.h" #include "ScaleformLoader.h" #include "ScaleformMovie.h" #include "ScaleformState.h" #include "ScaleformTypes.h" #include "ScaleformValue.h" #include "ScaleformVM.h" #include "Serialization.h" #include "Translation.h" // skse64_loader #include "Options.h" // skse64_loader_common #include "IdentifyEXE.h" #include "Inject.h" #include "LoaderError.h" #include "Steam.h" // Done with a handy little regex: ^(.+)$ replace with #include "\1" Placed all the skse directories in the SolutionDir thus: $(SolutionDir);$(SolutionDir)skse64_common\;$(SolutionDir)skse64\;$(SolutionDir)skse64_steam_loader\;$(SolutionDir)common\;$(SolutionDir)skse64_loader\;$(SolutionDir)skse64_loader_common\;%(AdditionalIncludeDirectories) This may not be ideal, but workable for the moment. To keep our conformance mode as yes/permissive, we have to modify the files: Error C2760 in PapyrusArgs.h: becomes and similar repairs in PapyrusEvents.h. For C7510 in PapyrusEvents.h: becomes Same thing, really.
  4. [RELz] SKSEQuasiDebugLogTest

    It's a mystery, because including the SKSE directories thus: $(SolutionDir);$(SolutionDir)skse64_common\;$(SolutionDir)skse64\;$(SolutionDir)skse64_steam_loader\;$(SolutionDir)common\;$(SolutionDir)skse64_loader\;$(SolutionDir)skse64_loader_common\;%(AdditionalIncludeDirectories) None of them log as included in the build- except the forced iprefix common ones (see Windowsproject2 above). Does forcing break something I wonder?
  5. [RELz] SKSEQuasiDebugLogTest

    Didn't know about VS Code. Is that a pared down version of Visual Studio? It should be enough for what you want to get a fork underway, - perhaps start another thread or continue on this one? Got a AHK regex replacer handy here- might look at a few things tomorrow.
  6. [RELz] SKSEQuasiDebugLogTest

    Thanks. The proper way is with #include, but there's bizzaro behaviour when say with including common/iConsole.cpp, when that file has the statement: #include "common/IConsole.h". So it's actually looking for common/common/IConsole.h. Can't see any way out of this without a mass string replace of "common/ & "SKSE64/ and attendant subdirectories. Doable, but extra work! ... That's bad luck about the account- there's no problem if a single user though. MS have made it plain they definitely want the cash from anything organizational!
  7. [RELz] SKSEQuasiDebugLogTest

    The lot. Account problems. Is that the Microsoft Account? It's an MIT license- any specific problem there?
  8. [RELz] SKSEQuasiDebugLogTest

    It's okay now, thanks. But a question, in WindowsProject2 it was possible to easily call the SKSE (or was it Boost) function DebugLog only if a subset of the Common files were specifically included as source files. IDataStream.cpp IDebugLog.cpp IErrors.cpp IFileStream.cpp IPrefix.cpp ITypes.cpp and corresponding header files. But the rest of SKSE? Don't know if that can be done without breaking its entire structure- but thinking that invoking something like "Pathtofile\Some SKSE Function" would be great if possible. Humour me, just want to try a few things other than the standard method of importing. ... Are you using VS2017? Here's the rulesets drop-down list- cool, but you can only pick one. Other than that it's a bit of a rigmarole defining your own- something for the VS team to improve?
  9. PrgLnch: Yet Another Game Launcher

    Thanks, yes, didn't even twig that PrgLnch logged you as having only one monitor. Well now, it's a definite brick wall, as there appears to be quite a bit involved in even detecting an Eyefinity or NVIDIA Surround config. Updated docs, and posted up new version.
  10. Random Stuffz

    Q: What was the likely compressed format of the Trump emails before they were destroyed? A:
  11. Searching for an old game

    Found! Windows may prompt for DirectPlay to be installed- took about a minute on this slow connection.
  12. RelZ: MyReels 3.1 (Redivivus)

    As a token of gratitude for the testing efforts, here's a Fruit machine: It's a 97.2% game, but got very lucky with 5 croupiers with two substitutes on the top line! Extract to a subdirectory of MyReels and run. Click the symbols on the left for substitution info. Fruits.7z
  13. [RELz] SKSEQuasiDebugLogTest

    Thanks for looking. I really should filter the log- it's full of winsock & winioctl crap that MS (or someone not me )should fix . Yow, should have researched more- the DefWindProc was wrong. It's little things like that that may have caused issues with Bigger Directories. Will have to recheck that. The issue with Peek Definition is acknowledged- but not holding any breath for a quick fix any time soon. There's a whole lot of other more important tickets in the queue, but they update quite often.
  14. Sexism in Comics

    The name is Woman: Wonder Woman!
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