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This is bad when you do not want to lose the static address of variables and functions by keeping the base address the same at every execution. Windows applications are often compiled with ASLR enable, that instructs Windows to re-locate the application memory locations in-memory. In the Sonic Mania game's folder create a new file called steam_appid.txt and paste in it the text 584400. We do not want to allow that as it would prevent to keep the debugger attached when launching the game. Disallow to reboot through Steamīy default when you open the game executable of a game it will be closed and re-executed through Steam internal launcher. Remember that the executable name needs to be SonicMania.exe as if you rename it as SonicMania_unpack.exe, for instance, Steam will force to load the original file name anyway. ![]() Download Steamless, select the SonicMania.exe from your Steam copy and press Unpack file. Strip the DRM from the game's executable, allowing to attach a debugger. Also be sure to add the environment variable SONICMANIA_PATH with the value of your Sonic Mania game directory. A git submodule update -init would do the trick. Please be sure to clone the submodules when cloning this repository. The expectations by following this guide is to configure a development environment that will allow you to write the game scripts and test them with just a single click, allowing real-time debugging and breakpoint placement in the code. This will lead to crashes when opening a ring box. It will showcase how to load and play an animation, how to load and play a sound effect, set a collision box manually, show the object in the debug object placement and make it act like an enemy.įor a showcase purpose, rather than acting like a completely new entity this will replace the ring object with the custom Bloominator. Shows the basics on how to create a custom object. ![]() It is a good place to start as you can use it as a playground or as a base to create your new mod. This contains the very minimal information required. This barebone mod is empty and it does not do anything. This is especially focused on scripting functionality, allowing to override the game's logic by creating or expanding existing game objects. These two additions to the game will be placed under the "Game" rules for both the main and catex pages on SRC.īe aware that we will be much more vigilant with the usage of mods from this point forward and necessary measures will be taken if we notice any red flags in runs that are submitted.This repository aims to give a bootstrap to advanced modding techniques with Sonic Mania, using the power of Mania Mod Loader and the revolutionary ManiaAPI. Lastly, I should clarify that all runs on SRC that have used this function in the past will not be affected in any way, due to it having no history of causing any issues for the Mania Mod team regarding verification. Before addressing the next thing in this announcement, please note that audio modding is only supported for any version of the game that supports the method described in the document.Īdditionally, alongside this tutorial requiring the Mania Mod Manager program to be installed: the 'Disable Background Pausing' function is now officially allowed to be toggled! This can be found under the "Codes" tab at the very bottom of the list. If you have any questions or concerns regarding this tutorial then please let me know so I can address them. Here is the Google doc tutorial (w/ pictures) for it. I'm happy to announce that music/SFX mods are now supported for speedrunning! It is a somewhat long process but I tried my best to explain and simplify the steps as much as possible so that anyone can do it. Hello Sonic Mania runners and community members. From an announcement made in the CSSC Discord server: 2Do for windows download2/7/2024 There’s some shared code between the iOS and macOS (just some) but none that’s shared with Android. To state the obvious, 2Do is a native app – which means I wrote the iOS, macOS and the Android apps purely for the aforementioned platforms using their designated Software Development Kits (SDKs) in their respective languages (Obj-C / Java) – all in their own time. For those interested, here’s a glimpse of the dilemma I’ve recently recovered from, but still suffering through. It’s still actively supported, I still care, however it’s also still (due to a series of unfortunate events and setbacks) constantly a work-in-progress. To all those that ask often: 2Do has not been abandoned. The point is, taking a multi-platform, featureful, complex app beyond 2020 has required careful planning and consideration. Okay that sounds like a lot more parts – because they are. The GoalĪs it is with any other app, think of 2Do made up of two distinct parts: the UI (front-end) and the Core Logic / Model / Sync Engine / Plugins / Database (back-end). With these both in hindsight, it has become clearer as to what needs to be done next – for now. I feel like we’re in the middle of a revolution, one that’s just going to take its time. ![]() Or perhaps I had a lot more on my plate ¯\_(ツ)_/¯Īt the time of writing I’ve witnessed two WWDCs since the last update I shared. Perhaps I set the bar too high for myself or perhaps I was having a hard time making decisions. Although this sounds like a lot of work – it turned out to be a lot more. Without going into too much detail – they’re boring, really – the plan was to go into development-overdrive: a major re-write of 2Do’s back-end / UI into pure Swift from the now obsolete, mostly dead Obj-C. A few hiccups, setbacks and unplanned surprises along the way (both in my professional and personal life) – and not to mention the many COVID 19 related niggles. Admittedly, by then I had already lost a lot of valuable time. This is always the perfect time to re-align one’s focus and app-update strategy for the remaining year. Speaking for myself, the confusion only increased as my favorite time of the year approached WWDC. A lot was about to change in so many ways this year. Perhaps for the first time ever, the world truly felt small – united in confusion and hope. Is #3 even possible? (using Indy, I suppose.It was soon after I shared a roadmap in the beginning of 2020, that things suddenly changed for the worse around the world. I like #2, but how would I implement it? ![]() Do you think #1 should be enough? (I'm thinking it's the least I should do, really) #3 could be elegant, or it could be a total kluge, and I have no idea either way, SO: I'd like to do #2, but I have no idea how to do such a simple check (Google was no help). There is a 4th option, bundling the DLLs in the package for Windows users, but I am not interested in being a distributor of someone else's binaries and keeping up to speed on all the licensing requirements. Some things I've thought up (in order of difficulty):ġ- Post a simple README on my SourceForge page that warns people of the situation before downloading, and maybe some instructions.Ģ- Do a check if SSL is installed on the machine at app startup, and popping up a warning (with instructions) if it is not found.ģ- Use a network library other than fphttpclient that contains an SSL implementation, so installing 3rd-party libraries is not necessary. ![]() "But edvard," you might say, "your users downloaded and used your application just fine, this should be trivial." I'd like to say so, but I'd rather be safe than sorry and make it as painless as possible. So that means my Windows users have to search for a binary, download one that matches the architecture of my Pastebin app, unzip the archive, and finally place the. ![]() I did some testing in a Windows 10 VM, and the app works just fine as long as OpenSSL binaries matching the application's architecture are either present in the application directory, or copied to C:\windows\system32. Voila! It works for Linux and Mac, because most (if not all) Linux distributions have OpenSSL installed by default, and Mac users can find it a simple install step away. No problem in the application, because fphttpclient supports HTTPS, so I simply convert all the "http" in my code to "https". Lately, has announced that by August 1st, all calls to the API will be HTTPS-only, and calls to the API over HTTP will be rejected. Simple really, nothing to get excited about. Hello good folks, I have a bit of a problem.Ī while ago, I wrote a Pastebin app. Xplane 11 key too long2/6/2024 ![]() I mean, for version 10 we were flying the space shuttle from de-orbit burn. Q: Do you have any limitations when it comes to the flight envelopes when it comes to altitude or speed? Is anything locked out or can you go to any altitude as long as there is enough air or engine power?Ī: “There is no possible way I would apply any preconceived notion of a flight envelope to any airplane, ever. The cloud height is also independent so a “towering” cumulonimbus is what happens when you make the cloud really tall.” – Ben Supnik (Lead Developer) Coverage is independent, so a broken sky could be a stratus or cumulus layer. The cloud types control the visual properties of the cloud and are available to the flight model. a cumulus cloud can morph into a cumulonimbus cloud over time. A cloud can be cirrus, stratus, cumulus or cumulonimbus, and the engine supports blending between the types e.g. In the new cloud system, the type of cloud and coverage of the cloud are separate. Q: Regarding the new cloud system, will there be support for the individual different types of clouds?Ī: “Yes. Those who purchase X-Plane 12 during Early Access will receive access to X-Plane 11 as well.” – Thomson Meeks (Marketing) That’s when the community will first be able to get their hands on v12. After that, we will offer a public Early Access. We have that in WED and we do have the shaders to enable this.” – Michael Minnhaar (WED Developer)Ī: “Our first milestone is getting X-Plane 12 ready for a private beta for 3rd-party developers. Q: Will there be support for different color runway markings? For example orange markings instead of white or yellow in Arctic environments?Ī: “Yes, the new apt.dat specs do include this. The system itself is architected to allow showing multiple simultaneous docking jetways in the future.” – Michael Minnhaar (WED Developer) Q: For the new default jetways, Is there any support for say two jetways for wide body aircraft?Ī: “Sceneries can (and do already) show multiple jetways in the parked position, but initially only one of them will be animated to dock. “No requirements yet, it’s too early to say with confidence what is required.” – Sidney Just (Graphics Developer) Q: How does the frame rate/performance of X-Plane 12 compare to X-Plane 11? What kind of computer will I need?Ī: “We expect X-Plane 12 will require more GPU power than X-Plane 11, but no one needs to panic about some of the new features that have been moved to the GPU – the GPU is really good at these things.” – Ben Supnik (Lead Developer) Once you purchase X-Plane 12, you’ll get free incremental updates for the life of the sim, just like we did for v11, X-Plane 11.30, 11.50, etc.” – Thomson Meeks (Marketing) What is the upgrade process like?Ī: “New versions of X-Plane are always a paid upgrade because they represent years of past work by our development team and subsequent work for future of incremental updates. You can expect more changes in a later v12 update.” – Petr Bednar (Scenery Artist) Only some changes will be available for the initial releases of X-Plane 12, notably for airports and urban terrain. Q: Are there any plans to improve the default ground textures?Ī: “Yes, we have a plan to make some improvements. Q: Regarding the weather system, do you have any system where it looks over the mountains and the wind interacts with them?Ī: “ We have had this for many years, actually…” – Austin Meyer (Founder) This keynote is intended to give you an early look into the features that we are developing.” – Thomson Meeks (Marketing) This includes existing add-on ortho-photo scenery.” – Sidney Just (Graphics Developer)Ī: “Nope! Our team is still working hard to integrate features, resolve bugs, etc. We expect the majority of well behaved add-ons to continue to work the way they did in v11, which includes everything from third party scenery and aircraft to general plugins. Q: Backwards compatibility: What happens with stuff that works in X-Plane 11 now? Will it work in X-Plane 12?Ī: “We have made sure that the existing OpenGL bridge continues to work with v12 the way plugins expect. System Recommendations for X-Plane 12 are available here. These have been sourced/adapted from user questions from the internet and our live session at FlightSimExpo. You can watch this presentation above and then scroll down to read a Q&A from our development team. We hosted a keynote event at FlightSimExpo to give the community a taste of what we have been working on for X-Plane 12. Best brushes krita reddit2/6/2024 I usually do 2-3 swipes from top to bottom, just because 1 swipe doesn't quite do it on its own. If you've ever seen Bob Ross make a happy little tree, it's supposed to be a quick and easy way to mimic that. With this brush you can use the Basic-5 Size brush to create a tree trunk, then use the tree brush to quickly create bunches of leaves from top to bottom, using increased pressure as you go to make the leaves larger. Combining the two doesn't give me the results I'm looking for. Scatter: Axis Y only, Strength 43%, Fuzzy Dab with a normal curve.Īny time I enable Fuzzy Dab on a sensor I make sure to disable Pressure. 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Mirror: Horizontally but not vertically, using the Fuzzy Dab setting to randomize the result. ![]() Still, I did manage to create a pretty good cloud brush by applying a 50-pixel gaussian blur to the paint tip "3_texture.png" with GIMP and setting the brush Rotation to Fuzzy Dab.įor trees I've been using a brush I put together with the following settings:īrush tip: chisel bent rough (it's the one that sort of looks like a fuzzy banana) As it turns out, it's pretty difficult to reproduce bristle wet-on-wet painting with just digital methods. Inspiration were drawn from most of the newer Ghibli movies. I tried to fill the background with lots of foliage instead of park equipments. I've also been working on recreating some Bob Ross paintings with mixed results. Client wanted the artwork to be drawn in a modern Ghibli setting. 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