View allAll Photos Tagged debugging

• 18mp Rendering

• SweetFX

• Restored Debug Menu

 

Twitter | Tumblr

• 18mp Rendering

• SweetFX

• Restored Debug Menu

 

Twitter | Tumblr

• 18mp Rendering

• SweetFX

• Restored Debug Menu

 

Twitter | Tumblr

• 18mp Rendering

• SweetFX

• Restored Debug Menu

 

Twitter | Tumblr

An idea of some decent pose manager pursues me for long time.

Yesterday I found a way to pick all idles (poses) from ESPs.

Basically this is just a draft and the mod itself is in the similar 'draft stage'.

And I will not rush to implement it

 

What functionality I have in mind right now:

 

- pick ESP/ESM and preview its poses by pressing left or right arrow keys (Alt key must be hold).

- Mark a pose as favourive with Alt-F

- In case no favourite pose list created yet, it asks you to create one, will make it _active_, fav. poses will go into that list

- Create as much pose lists as you can

- Fav. poses will go into _active_ pose list

- Pick any pose list and apply poses

- Assign name to a pose

 

Tiny tech details:

- I don't want to go for MCM each time I need to change something, so there must be as much hotkeys as possible

- Alt key can be replaced with any, as well as other keys

- Ofc., the data must be shareable between other play throughs, users etc

 

The problems:

- You will never know whether the pose is stand or anything as the pose information is spread across bunch of forms in the ESP. Idle's editor name is useless "FNISIDleDuplicate00XXX" in most cases (I use "Halo's poser.esp")

- The data is shareable, but I don't believe in community-generated list of poses. Most of you will start with zero pose lists

- I'd like to use some UI element to display current pose name. Debug.Notification is way too slow

- There will be plenty of dummy T-poses in "Halo's poser.esp"

 

Any idea is welcomed, but don't expect I'll implement everything you will suggest

 

• 16K Tiledshot

• Restored UE3 Debug Commands

 

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"Brothers: A Tale of Two Sons" - 2400x3200 Downsampling , 4xSSAA , Debug camera ,removed debug info , Engine ini tweaks , custom fov, SweetFX , white line removed with photoshop

 

Alternative shot (Widescreen)

  

• UE3 Tiledshot

• Restored UE3 Debug Commands

• Photoshop (Tilt/Cropping)

 

Twitter | Tumblr

• 18mp Rendering

• SweetFX

• Restored Debug Menu

 

Twitter | Tumblr

• UE3 Tiledshot

• Restored UE3 Debug Commands

• Photoshop (Tilt/Cropping)

 

Twitter | Tumblr

Guilty Gear Xrd -Revelator- Debug_20160510171637

Guilty Gear Xrd -Revelator- Debug_20160510171945

• 18mp Rendering

• SweetFX

• Restored Debug Menu

 

Twitter | Tumblr

The Witcher 3: Wild Hunt | Downsampled from ~32MP | Debug Console | HD Reworked Project | Photomode 2inOne | Debug Console Extensions | High Quality Faces | Nvidia Ansel |

- Debug Console Commands

- Reshade

The Witcher 3

Photomode2inone + debug console enabler

Reshade

The Witcher 3

Photomode2inone + debug console enabler

Reshade

Killer is Dead

 

• 5250x7000 GeDoSaTo

• UE3 Debug Commands

The Witcher 3: Wild Hunt | Downsampled from ~32MP | Debug Console | HD Reworked Project | Photomode 2inOne | Debug Console Extensions | High Quality Faces | Nvidia Ansel |

The Witcher 3: Wild Hunt | Downsampled from ~32MP | Debug Console | HD Reworked Project | Photomode 2inOne | Debug Console Extensions | High Quality Faces | Nvidia Ansel |

Dark Souls Remastered

 

• Debug Menu (free camera and timestop. FOV cannot be changed in free camera mode, it is locked)

• 9400x5400 (cropped and downsampled)

• Reshade

"Brothers: A Tale of Two Sons" - 2400x3200 Downsampling , 4xSSAA , Debug camera ,removed debug info , Engine ini tweaks , custom fov, SweetFX

• 18mp Rendering

• SweetFX

• Restored Debug Menu

 

Twitter | Tumblr

This is a debugging image for helping to sort out the lakes tagged as coastline in OpenStreetMap. There are various lakes and areas of water that are not sea that are currently marked with natural=coastline. They should actually be marker natural=water as per guidance on the OSM wiki.

Elite Dangerous 1.3

Reshade Framework 18.7

 

Debug freecam

 

"Brothers: A Tale of Two Sons" - 2400x3200 Downsampling , 4xSSAA , Debug camera ,removed debug info , Engine ini tweaks , custom fov, SweetFX

 

I just love the art in this game.. so beautifull , it's like i want to take a walk there :)

The Witcher 3

Photomode2inone - Debug Console Enabler

STLM 3.0 + Reshade

- Reshade 3.1.1

- Debug mode/freecam/pause

- Wuss mod

 

The Witcher 3: Wild Hunt | Downsampled from ~32MP | Debug Console | HD Reworked Project | Photomode 2inOne | Debug Console Extensions | High Quality Faces | Nvidia Ansel |

Best viewed at original size.

 

I've been having some issues with our MoMA-bound Cabspotting visualization lately, and, as is often the case, ended up having to create another visualization just to figure out what the problem was.

 

Each of the white dots represents a discreet data sample–the location of a specific cab at a particular time. Here, samples for each cab are placed on a separate row and arranged temporally from left to right. More "active" cabs (i.e., the ones with more available samples) are placed at the top.

 

The green and red marks at the top represent the start and end times of the displayed period. For each cab, an algorithm seeks through the list of segments between each sample that fall within them. The hue corresponds to the position in the line between the start and end of the period: Green lines are closer to the start time, red ones to the end time.

 

So, what does it show? Primarily, that there is quite a bit of "bad" data in our set. Those long lines at the bottom indicate extended periods of time during which those cabs weren't transmitting their locations. Most cabs tend to ping the depot every 30-60 seconds, but some do it less than once per hour. For the most part, though, the consistency of that green-to-red column seems to indicate that we've got a pretty good idea of where most of the cabs were in that time period, and with a reasonable degree of resolution.

 

God, I'm such a geek.

Hello, all right?

 

These pictures were taken using the following mods:

 

- Debug console enabler;

- Improved sign effects;

- PhotoMode 2inOne; and

- STLM; and

- Swamp zone lighting mod.

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