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djhexx

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Everything posted by djhexx

  1. There are some libraries like RGB.NET that are attempting to bridge the gap across manufacturers. Would would be cool if iCue could open up a plugin system that can allow developers to extend iCue. Then we can do what we want without having to completely abandon iCue.
  2. Some new updates: The project formerly known as "iHue" is still in production. I think its going to be a really fun tool for RGB enthusiast and gamers to tinker around with. The project started out as a wanna be ambilight clone and has grown into something more of a lighting studio. Although the application is excellent for setting up the typical ambilight setup, we're going to have some features will include some really wild capabilities to customize lighting profiles to synchronize with games in a much more sophisticated way. Stay tuned for a link to the website when it comes up. I'll be preparing some demo material on it as I approach a beta launch.
  3. The project was open source in the beginning, but I have closed the source for now. Unclear if it will go open source, but maybe one day. The discord channel has been disbanded for now and will be relaunched when I get the website up and begin some opening up some beta testing.
  4. No, life got busy. But development is in full effect again and I'm getting close to something. Join the discord for updates.
  5. Some portion of the engine code may be available later, but this project is going closed source for now.
  6. FYI, I'll likely wont be updating this thread much until release unless people post questions and don't use discord. However, progress updates will be there going forward until a more "official" website is set up. I just posted some new teaser screenshots in there. Posting pictures here is a hassle :roll:
  7. As mentioned in the previous post, too early. But I started up a discord channel if you or anyone wants to chat about the code or iHue in general. https://discord.gg/SbvM5vD
  8. You're experiencing the troubles of consuming a highly flucuating code base that is not truly meant to be consumed by users yet. :) It's still a bit early for putting in issues as things are going through major changes / overhauls daily. It's in a much better place now than it was before though -- try pulling latest. You should now be able to load up the UI without a configuration now. If you want to start with a fresh configuration, delete everything in the /Configuration folder except for config.json and it should toss you into a fresh screen configuration screen... I cleaned up some memory leaks too, though I can't be certain it would fix the problem you saw. If you toss me a stack trace for the out of memory exception, I can tell you if it would be a quick fix or something for later. Are you running this in visual studio in debug mode? Try to set a breakpoint where you see errors and see what's going on. If you find anything interesting, let me know.
  9. Oh cool! Nice to hear you're having some level of success! I did quite a few changes in the last few days, particularly on the UI. Just did the most recent commit a few minutes ago. Final device/screen configuration saving will be done soon. If you want to manually configure it, go into the json files in the /Configuration folder and do it there. I did see some memory issues related to the screenshot cropping at some point. I can't remember if it was due to the 1080p problem or just an temporary bug between commits while I was tinkering around. But all is working good on the 1440p resolution and it seems very stable on my end.
  10. Repo is updated, engine revamped, UI is caught up with new engine. Having issues with 1080p which I'll investigate soon. 1080p working will be necessary to call this an official release. Just need to to do a few more things to the UI and add some better logging and exception handling so I can support this thing through a beta run. Must document how it all works too. But feel free to clone/build and take an unsupported shot at running it. Code is ulgy, especially in the UI...but with time I'll get it looking all nice and pretty. :)
  11. I appreciate the gratitude, it helps to inspire! FYI, repo is in heavy flux right now and the engine is being re-written to be much simpler and streamlined. Don't bother with the UI, as it won't work with the new engine yet.. Just run iHue.ConsoleApp project if you want to try out a work in progress console app. Note, you must copy the CUESDK files into the build folder or else it's going to throw an exception. It's not ready for release at all, so clone at your own potential diappointment. :)
  12. You can use the community edition of visual studio found here https://visualstudio.microsoft.com/thank-you-downloading-visual-studio/?sku=Community&rel=16 There is a bug with screen areas that is going to stop it from working at the moment, so unless you're a programmer, I'd recommend avoiding an attempt. I'll have official binaries out for everyone to download once it's ready. Getting very close. Just very busy with other things at the moment. :)
  13. Alright guys, I have been busy working hard on this. So close. Right now I have a working UI to do all the device and screen area configurations. The UI is still rough and there are a few bugs that need to be worked out. I'll likely rebuild the whole thing later. But for now, it's functional. In addition, I have also added the ability to filter out colors that dont meet a certain threshhold (configurable) or another ability to ignore dominant colors that are too far from the chose colors for the screen area. Why do you want things like this? For example, if your screen is mosly black with a big Red blob in the middle, do you want your lights to turn off or red?
  14. Slightly off topic, I'm taking a break from the code to finish up my custom lighting strips. Why is it only slightly off topic? Because if you look at the device configuration page in a previous post, you'll notice I added this concept of "Skip" and "Take" when creating groups. The reason for that is the fact that I've created strips of varying sizes in my setup. For example, under my computer I have 2 strips of size = 3 under my PSU and 4 under the computer right next to that. The problem is, iCue only officially recognizes led strips of size = 10. So with skip and take, I am able to select a specific "strip" and take 3 for the first physical strip. Then I skip 3, take 3 for the second strip and then skip 6 take 4 for the last strip. :) If anyone is interested in custom strips or extension cables, PM me.
  15. Once I get this configuration usable from the UI, I'll toss a link for the binary. For developers in the group, it's all on github if you want to brave it out. Just use the GDI screen generator, not the direct x ones for now unless you're playing rocket league.
  16. Yeah this should work for fans. I dont have any fans to test with though. The fans I have are connected through a H115i PRO which doesn't appear to work with the underlying rgb.net library....yet. But I think fans connected to corsairs fan hub should work in theory since it routes through a commander pro or lighting node pro. Maybe you can help me test this out? :)
  17. Ok so I did a lot of work this weekend and we now have a working version of the device configuration UI. It's a bit rough looking, but we'll improve that. Next up, I need to go back to the screen configuration page so we can link the device groups up to a screen area, and then we're ready to rock a beta test.
  18. How about we skip the manual text file configuration and just build it into the UI? Right now, I can snag a single screenshot, display and draw rectangles. Next I want to make the rectangles selectable and resizeable. When you select a screen area, you'll be able to select a list of devices from your device configuration that you want to assign to that area. :)
  19. device and screen area configurations have been split out into seperate files. Much cleaner. Specific color choices can be made per screen area. Think about this. You can split the entire game screen in to functional color choices per game element (health bar, score box, map, getting shot). Lots of creativity can go into this. I'm thinking about getting saucy and have it select different profiles depending on whether your in game mode or the menu screen, etc. Maybe I'm going overboard haha.
  20. Devices are now dynamically configurable and assignable to screen areas via json configuration file. :) Getting close to something we can beta!
  21. I see. Well as of right now, we've one upped them. As of the latest commit, you can now configure any arbitrarty partition(s) you want from a configuration file. This will lead to some very interesting applications. Example: Rocket League I have included a configuration profile that will change the color of your lighting to match the team you're on. This is done by creating a 1 pixel screen detection area on your teams score (which changes color depending on the team you're on. Now your lighting can match that. Config: { "ConfigurationType": 1, "ScreenAreaDimensions": [ { "FromTop": "20px", "FromLeft": "1065px", "Height": "1px", "Width": "1px" } ], "ColorChoices": [ "Blue", "OrangeRed" ] } Future updates: Color choices per screen area: Currently, I support configuring color choices across all screen areas. Soon you'll be able to assign a list of color choices PER area. Configurable Devices: Device/Screen area assignments so you can customize to your own lighting setup.
  22. By the way folks, I got the fading between color transitions working as well which mitigates / eliminates the flashyness depending on many colors it's configured to generate between the transition. It seems 250 colors between color transitions is a nice sweet spot for fast moving video and games. 1000 (or whatever the max between colors is) is a nicer experience for chilling on the web and such. This setting will be configurable when I release binaries...
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