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PhroZenOne / compile-server.sh
Last active March 20, 2018 12:18
Build EU4 server on ubuntu.
#!/bin/bash
set -e
set -x
PROJECT_PATH=$1
CURRENT_DIR=$( cd "$( dirname "$0" )" && pwd )
if [[ "$PROJECT_PATH" != /* ]]; then
PROJECT_PATH=$CURRENT_DIR/$PROJECT_PATH
@PhroZenOne
PhroZenOne / unreal-installer.sh
Last active August 29, 2015 14:17
Install preforce, checkout project and install all needed for ue4 server
#!/bin/bash
set -e
set -x
export P4USER=$1
export P4PASSWD=$2
PATH_TO_REPO=$3
export P4PORT=$4
#
@PhroZenOne
PhroZenOne / cooking ue4
Created March 28, 2015 23:49
cooking ue4
+ ./Engine/Build/BatchFiles/RunUAT.sh BuildCookRun -nop4 -platform=Linux -project=/home/ubuntu/perforce/ThirdPersonCpp/ThirdPersonCpp.uproject -cook -compressed -allmaps -stage -archive -archivedirectory=/home/ubuntu/out -package -LinuxNoEditor -clientconfig=Development -serverconfig=Development -server -noclient -clean -pak -targetplatform=Linux -utf8output
Running AutomationTool...
AutomationTool exists: Deleting
Deleting all AutomationScript dlls
Compiling AutomationTool with xbuild
xbuild Source/Programs/AutomationTool/AutomationTool_Mono.csproj /p:Configuration=Development /p:Platform=AnyCPU /verbosity:quiet /nologo /p:TargetFrameworkProfile=
Compilation Succeeded
Start UAT: mono AutomationTool.exe BuildCookRun -nop4 -platform=Linux -project=/home/ubuntu/perforce/ThirdPersonCpp/ThirdPersonCpp.uproject -cook -compressed -allmaps -stage -archive -archivedirectory=/home/ubuntu/out -package -LinuxNoEditor -clientconfig=Development -serverconfig=Development -server -noclient -clean -pak -targetplatform=Linu
@PhroZenOne
PhroZenOne / Cooking.log
Created April 4, 2015 08:08
Coocking err nr 12
Running AutomationTool...
Start UAT: mono AutomationTool.exe BuildCookRun -nocompile -nop4 -project=/home/mikaelb/saiaku/MyProject/MyProject.uproject -cook -compressed -allmaps -stage -archive -archivedirectory=/home/mikaelb/saiaku/out -package -LinuxNoEditor -clientconfig=Development -ue4exe=UE4Editor -clean -pak -targetplatform=Linux -utf8output
Program.Main: Running on LinuxHostPlatform
Program.Main: CWD=/home/mikaelb/saiaku/UnrealEngine/Engine/Binaries/DotNET
Automation.ParseCommandLine: Parsing command line: BuildCookRun -nocompile -nop4 -project=/home/mikaelb/saiaku/MyProject/MyProject.uproject -cook -compressed -allmaps -stage -archive -archivedirectory=/home/mikaelb/saiaku/out -package -LinuxNoEditor -clientconfig=Development -ue4exe=UE4Editor -clean -pak -targetplatform=Linux -utf8output -NoCompile
Automation.Process: IsBuildMachine=False
Automation.Process: ShouldKillProcesses=True
Automation.Process: Setting up command environment.
InternalUtils.SafeFileExists: SafeFileExists /home/mikaelb/saiaku/
This file has been truncated, but you can view the full file.
Started by user robinbra
Building remotely on SaiakuWindows (UnrealWindows) in workspace C:\valhalla\jenkins\workspace\valhalla-windows-client
(p4):cmd:... p4 client -o phrozen_jenkins
p4 client -o phrozen_jenkins
(p4):stop:5
P4 Task: establishing connection.
... server: xn--smst-loa.se:1666
... node: saiaku
C:\valhalla\UnrealEngine [(4.11.0-release) +0 ~1 -0]> git status
HEAD detached at 4.11.0-release
Changes not staged for commit:
(use "git add <file>..." to update what will be committed)
(use "git checkout -- <file>..." to discard changes in working directory)
modified: Engine/Source/Runtime/Launch/Resources/Version.h
no changes added to commit (use "git add" and/or "git commit -a")
C:\valhalla\UnrealEngine [(4.11.0-release) +0 ~1 -0]> git diff
This file has been truncated, but you can view the full file.
Started by user Mikael Berglund
Building remotely on SaiakuWindows (UnrealWindows) in workspace C:\valhalla\jenkins\workspace\valhalla-windows-client
(p4):cmd:... p4 client -o phrozen_jenkins
p4 client -o phrozen_jenkins
(p4):stop:5
P4 Task: establishing connection.
... server: xn--smst-loa.se:1666
... node: saiaku
diff --git a/Engine/Source/Runtime/Online/HTTP/Private/Curl/CurlHttp.cpp b/Engine/Source/Runtime/Online/HTTP/Private/Curl/CurlHttp.cpp
index 57fbc87..8ecdc21 100644
--- a/Engine/Source/Runtime/Online/HTTP/Private/Curl/CurlHttp.cpp
+++ b/Engine/Source/Runtime/Online/HTTP/Private/Curl/CurlHttp.cpp
@@ -399,7 +399,7 @@ size_t FCurlHttpRequest::DebugCallback(CURL * Handle, curl_infotype DebugInfoTyp
case CURLINFO_TEXT:
{
// in this case DebugInfo is a C string (see http://curl.haxx.se/libcurl/c/debug.html)
- FString DebugText(ANSI_TO_TCHAR(DebugInfo));
+ FString DebugText(DebugInfoSize, (TCHAR*)StringCast<TCHAR>(static_cast<const ANSICHAR*>(DebugInfo), static_cast<int32>(DebugInfoSize)).Get());
{
"instanceDataWrapper": {
"id": 21,
"timestamp": {
"epochSecond": 1477343895,
"nano": 733000000
},
"instanceData": {
"randomData": "randomString"
},
Welcome to A Journey Through Valhalla, a live action coop-RPG set in the norse mythology.
This is a game that we have search for but not found, so now we're taking matters in our own hands.
What if you could take the difficulty from Darksouls, combined with the cooperative strategies from Rainbow Six? And what if you could jump straight into the action without unceccesary grinding?
Well, that our game!
###You can't handle everything alone.###