View allAll Photos Tagged debugging
The Witcher 3: Wild Hunt
- 3840x1620 downsampling
- jim2point0's Cheat Engine Table (free cam, FOV, timestop, ToD)
- Debug Console Enabler (free cam, FOV, tilt, character switch)
- ReShade SweetFX
The Witcher 3: Wild Hunt
- 3840x1620 downsampling
- jim2point0's Cheat Engine Table (free cam, FOV, timestop, ToD)
- Debug Console Enabler (free cam, FOV, tilt, character switch)
- ReShade SweetFX
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
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
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
//`~Please login... Ready.
//`~Enter the password... Ready.
//`~Access granted.
//`~Open soundpage #25... Ready.
Today, June 6, 2076, our research laboratory Luna 113 actually completed the work on the project 67! Hurrah, comrades! *The sound of champagne corks flying out* We, the hell week debugged droid legs, eventually had to install more than 80 pseudo-muscles, more than in any other course, we burned hundreds of gyros and stabilizers, but still found the best middle ground! Today, without the dubious, one of the most memorable day for all time of existence of our laboratory.
However ... But hey you, I'm a blogging! *Khmm* So, what I .. Ahh...But we still need to make an armor for prototype. Pseudo muscles are very strong and durable, but the bullet hit will be problematic to fix all of the difficulties with regenerative capabilities of muscles. *The party is in full swing, does the music* Oh, Hey, keep me a whiskey! *Gently* Assholes ... So, we closed the energy core with layer of armor which can withstand hits from Gauss-type gun. Oh, hell! I forgot to set the hidden bayonet in the hand of the prototype bayonet! * Music violently punches, heard cries of joy * Aw, crap, I'll do it tomorrow. And now, I want to have some fun, drink and girls :D
//`~End of page.
//`~Prototype data:
Height: 2,43 meters
Weight: 97,8 kg
The mask on the face is made for not frighten civilians, because the skull shape is not the most joyful.Also, includes UK-403 visor.
Err.. fuckin' proportions >_<
"Brothers: A Tale of Two Sons" - 2400x3200 Downsampling , 4xSSAA , Debug camera ,removed debug info , Engine ini tweaks , custom fov, SweetFX
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
I just love the art in this game.. so beautifull , it's like i want to take a walk there :)
This is a version of Stackduino.
A slightly battle damaged, but so far mostly functional Stackduino 2 prototype.
Working:
- power regulation (4.96v)
- pushbutton on/off (although will probably add a stronger external pullup to Vin for reliability)
- ATMega 328
- FTDI usb interface
- Optocoupler camera interface
- mcp23017 hardware interrupts firing correctly using a sample sketch from www.gammon.com.au/forum/?id=10945 - my code using a customised Adafruit library currently not though. Some code debugging required.
- A4988 Stepper driver
- LTC4412 power switching with battery
Resolved:
- Digole OLED displaying strange characters instead of spaces and variables. This was a fault in the screen.
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 |
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.
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
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
Game: The Witcher 3: Wild Hunt
Resolution: 3840x2160
Tools used: 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
Advanced menu > Debug Settings and CameraOffsetRearView Z=0.000 can make it easier to navigate through low-ceiling spaces. Camera is vertically level with your avatar instead of pointing downwards.
Shinya Arimoto’s third publication with Tokyo-based publisher Zen Foto Gallery is a deep dive into the world of bugs, critters and insects. Shot between 2010 and 2019, Arimoto travelled to the mountainous areas of Okutama and Hinohara – far away from the city but still part of Tokyo Prefecture – to capture moths, mantises, worms, spiders, snakes, frogs and other animals up close. Brilliantly, Arimoto intersperses photographs of abandoned architecture as traces of past human activity, widening the scope of his series. For Arimoto, the city of Tokyo and these mountainous areas belong to different sides of the same coin, and insects – beings that clearly belong to a different realm of nature than us – transcend the boundaries between these sides, free to move back and forth between the two. Arimoto captured another world within Tokyo, dominated by the most successful creatives on the planet, unimpressed by the ongoing sprawl of the asphalt and cement megalopolis.
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
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.
For various reasons (most of all to use proper 1.8v logic on the RAM bus) I switched FPGA boards. Now I'm using a pretty low-level breakout board from Spark Fun which gives access to all the pins on a Spartan 3E (XC3S500E). Two of the I/O banks are running at 3.3v, and two are configured for 1.8v I/O.
While I was at it, I also built a new USB interface using an FT2232H Mini Module from FTDI. This USB interface supports high-speed trace logging (over 27 MB/s currently) as well as configuring the FPGA and setting up runtime parameters (like clock frequency, read/write tracing, etc).