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CT5

@CT5

Joined May 31st, 2026

  • 8Devlogs
  • 2Projects
  • 0Ships
  • 0Votes
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3h 41m 30s logged

I didn’t have much to do in WD currently, so I decided to create the watchdog process for WD, since it would be needed for the new WD Launcher to pass back errors to the user. Its a pretty simple debugger type of thing for now, but Im going to try and make it a bit better and more readable.

I didn’t have much to do in WD currently, so I decided to create the watchdog process for WD, since it would be needed for the new WD Launcher to pass back errors to the user. Its a pretty simple debugger type of thing for now, but Im going to try and make it a bit better and more readable.

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4h 4m 38s logged

I noticed that the Windows.Xbox.Speech.Recognition idl looked a bit odd and it used stuff from midl2 so I removed the idl and cpp files and pretty much started from scratch. It took me a while to create the idl and get guid and stuff, but setting up the cpp files and tidying it up into 5 files from 30 small file took a lot longer since I had to manually tidy the funcs and add a debugging line to each of them.

I noticed that the Windows.Xbox.Speech.Recognition idl looked a bit odd and it used stuff from midl2 so I removed the idl and cpp files and pretty much started from scratch. It took me a while to create the idl and get guid and stuff, but setting up the cpp files and tidying it up into 5 files from 30 small file took a lot longer since I had to manually tidy the funcs and add a debugging line to each of them.

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4h 25m 58s logged

After a while of debugging Burnout Paradise I was finally able to realise that it was looking for D3D12Device. For some reason it was looking for d3d12 device in a d3d11 dll, so I was considering redirecting it to d3d12. But after a while I just gave up.

After a while of debugging Burnout Paradise I was finally able to realise that it was looking for D3D12Device. For some reason it was looking for d3d12 device in a d3d11 dll, so I was considering redirecting it to d3d12. But after a while I just gave up.

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3h 23m 7s logged

So I was able to get terraria working which was pretty easy since I just had to implement some DX11 stuff. I implemented config support so that you can change your gamertag and gamerscore as well as your controller binds and your keyboard binds via a json file.

So I was able to get terraria working which was pretty easy since I just had to implement some DX11 stuff. I implemented config support so that you can change your gamertag and gamerscore as well as your controller binds and your keyboard binds via a json file.

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1h 39m 39s logged

I finally got the bugs fixed and after a long time of debugging I was able to fix the folder error. I still have a ton of bugs to fix, but the folder one was the hardest one so far.

I finally got the bugs fixed and after a long time of debugging I was able to fix the folder error. I still have a ton of bugs to fix, but the folder one was the hardest one so far.

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2h 51m 48s logged

We finally migrated to github, and I was able to get Github Actions to work. It also caches the cmake dir so that its faster for newer builds. To get Github Actions to build, I had to install windows sdk 28000 and remove the hardcoded dirs in all the CMakeLists as well as properly migrate to vcpkg.

We finally migrated to github, and I was able to get Github Actions to work. It also caches the cmake dir so that its faster for newer builds. To get Github Actions to build, I had to install windows sdk 28000 and remove the hardcoded dirs in all the CMakeLists as well as properly migrate to vcpkg.

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3h 23m 7s logged

So I was able to get terraria working which was pretty easy since I just had to implement some DX11 stuff. I implemented config support so that you can change your gamertag and gamerscore as well as your controller binds and your keyboard binds via a json file.

So I was able to get terraria working which was pretty easy since I just had to implement some DX11 stuff. I implemented config support so that you can change your gamertag and gamerscore as well as your controller binds and your keyboard binds via a json file.

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1h 12m 31s logged

I just finished quality checking the whole app and it is kinda buggy in some places so I decided to write it all down. I want to address these bugs before I work on more features, as well as documenting the code and the Bitwarden/Vaultwarden API. Vaultwarden API is a mess of the old and new Bitwarden API. Anyway I caught a ton of bugs that I will address before finishing off WebSockets.

I just finished quality checking the whole app and it is kinda buggy in some places so I decided to write it all down. I want to address these bugs before I work on more features, as well as documenting the code and the Bitwarden/Vaultwarden API. Vaultwarden API is a mess of the old and new Bitwarden API. Anyway I caught a ton of bugs that I will address before finishing off WebSockets.

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3h 25m 12s logged

I was able to create a stub of windows.kinect so that we could have kinect support and redirect it to Microsoft.Kinect. So far its been working well, but the point of this was to get mc 1.61 to not freeze when playing. It was a lot of repetitive work to get the idl and cpp stubs. The other issue is that mc seems to be giving me the trial version which I need to try and fix. Sonic Mania is completely playable as well which is good.

I was able to create a stub of windows.kinect so that we could have kinect support and redirect it to Microsoft.Kinect. So far its been working well, but the point of this was to get mc 1.61 to not freeze when playing. It was a lot of repetitive work to get the idl and cpp stubs. The other issue is that mc seems to be giving me the trial version which I need to try and fix. Sonic Mania is completely playable as well which is good.

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