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Config (Shitty).7z


You should see an LED blinking on Intel Galileo. This LED is connected internally to pin number 13, thus proving your system is properly configured and you are ready to explore the IDE. If you are using the first Intel Galileo release, this LED is close to the BATT terminal, as shown in Figure 3-7.




Config (Shitty).7z



This variety of operation systems, with different versions and configurations, can impact how the serial driver works. There are some known problems. The intention of this section is to tell you how to get around those problems.


Now that Skyrim is installed, open up your installation directory and launch Skyrim Launcher.exe. I often keep a shortcut on my desktop to Skyrim root directory folder "Skyrim" for quick and easy access to files that I may need or want to edit (like ENB configuration files). Let the launcher autodetect and set the .ini files in %\My Games\Skyrim.


Configuring enblocal.ini:MOST users won't have to change a lot of the settings here. This is ENBoost, and changing these settings can greatly enhance, or reduce, your performance. Instead of numbered steps, I'm just going to point out key features of interest that I've found have the greatest impact. Other guides are available for configuring this further.


This section of the guide is going to focus mostly on replacing / changing the ui, and adding in some questing content.SkyUI: SkyUI's MCM is required by many mods in order to configure them properly for installation. It also adds in a PC friendly UI, unlike the UI from the default game, which is ... barf-worthy.Alternate Start - Live Another Life: While this is not an actual UI mod, I'm placing it here. It belongs in this section, because it really doesn't fit into any other category.


Basicly rclone is somehow escaping the --include-from UserFiles-Local I would do a filter file but i'm not sure what all i'd have to filter for C:\Users\PC as there are around 25 full items including 23 folders, and 2 files, a link to my backup script to run from cmd by typing in back and having it auto file for me. And then NTUSER.DAT that for obvious reasons I wouldn't want synced (cant carry it over for new windows user/install. as this backup is for re-deploying windows software appdata backups for settings/configs. To replace data I could use VCC but I don't really see a need for it as I wouldn't be able to pluck out certain files for manual restoring, or runing rclone from E: to C: on windows reinstall to copy back settings / game files, qbitt settings, ini files, configs for certain profiles that I have merged over. etc.


Only reason I'm using google is because I have an unlimited main google drive now for a business g-suite. So I'm in the transition of creating a new config file to move over those files to my gdrive (15gb limit removed). and just keep a team-drive as a backup till I can find something either cheaper, or more reliable for backups. as backblaze and aws charge for download/streaming data from the cloud. (media library) If I remember correctly when I looked into it around a year ago. Isn't there a wait time to access the cold/hot storage to push / pull info from it?


I installed and the msys it needs, and the mingwg64 it needs, and I run and this cmake thing it needs (I tried to configure it and press this generate button), by guessing what it misses, the one compile misses another and then you are ending in a fatal not continuing error because the needed dependency is unable to be compiled.


Also, there is no "definitive" guide to building allegro 5 with MinGW-W64. It entirely depends on which versions of the dependency libraries you use, how skilled you are with CMake and configure, and how intuitive you are at solving errors.


resolving dependencies...looking for conflicting packages...:: mingw-w64-x86_64-pkg-config and mingw-w64-x86_64-pkgconf are in conflict. Remove mingw-w64-x86_64-pkgconf? [Y/n] yerror: failed to prepare transaction (could not satisfy dependencies):: removing mingw-w64-x86_64-pkgconf breaks dependency 'mingw-w64-x86_64-pkgconf' required by mingw-w64-x86_64-cmake


There's a cmake-gui option called PREFER_STATIC_DEPS. Turn that on and reconfigure and see if if changes the libraries to static ones. Otherwise you'll have to specify the static libraries yourself. Because otherwise the dynamic libraries will be used to link to, and then it depends on the dlls.


Max backups to keep, please add this soon. Its in ur todo so good. Any est of time. Also HUGE suggestion, just make the command /backup, /backup reload. doing /ws is counter intuitive. ALSO im pretty sure if you compress em, you can make it World edit compatable for snapshots.IDEAs-change commands as stated above-Make world edit compatible as stated above-save before backup-stop backup when no one is on-Better configurable backup cylce


I tried the experimental Linux build, and the screen only showed flashing colors. It's a old Unity error on Linux, solved by changing Resolution Width and Resolution Height on prefs file (1920x1080 in my case), located at /home/$USER/.config/unity3d/Unbound Creations/Headliner_ NoviNews/


I tried this game with the experimental Linux version, but at launch only a white screen was shown, music and sound worked. Looked at prefs file in config folder and saw Resolution Width and Height were set to 1. Changed them to 1920 and 1080 respectively and now it works fine.


In case any linux users have an issue launching this game where you get a full screen colored image that doesn't do anything, I found this fix on a Steam post mentioned below: "Looks like I fixed the issue for myself. I opened up the prefs file in the folder /.config/unity3d/Unbound Creations/Headliner_ NoviNews/ and changed the values of Screenmanager Resolution Height and Screenmanager Resolution Width to my native resolution, and the game seems to be running fine!"


But then I also put it into UPlay just to be sure it would take.I initially also configured the BattlEye client to be visible in when it prompted for a install but I think this command line outright skips the entire process so you only need this.


I want to run a TSR with the game, its cfg file needs the path to the game and apparently isn't recognizing C:\DOSGames\SWOTL, so was trying to find what other path may be pertinent. (I have this working in a pure DOSBox (no DFend, d/l'd a preconfigured DOSBox) but was told it was mounted incorrectly, plus I like having DFend's menu for starting games.)


Hello, I was using D-Fend Reloaded for many years, but unfortunatelly isnt updated anymore, so I am trying DBGL. Now I want to use all my games configurartions that I did on D-Fend to DBGL, I suppose there is a way to do that but I dont Know how. It will be very painful to start over again, config all the games one by one, oh my god. I did It before with D-Fend, How Ican I "migrate" all the configs and the game folders? Sorry for my bad english, any help will be appreciated.


2022-01-13T15:54:08Z Got powergrep4 mass replaced config entries for XML and I3D files, then used L3DT to generate 4096 x 4096 resolution heightmap image, heightscale is quite large (relatively for american farming) of 78m, wonder if I have to remake the heightmap to be more american looking.


I re-read yesterdays dev diary text and was great to have a recap of what happened, now I know exactly where I left off before crap win10 reinstall mess took over. I was editing objects in GE, I believe created first three grain bins to placeables.xml config file.


Checked in GE and everything loads OK, PMC_Helpers is not there, placeables and storeItems XML config files look OK, okay lets copy current build to fs22 mods dir and try it in-game to see what game engine thinks of it.


Tested splinePlacement v1.3 script from FS19 and it didn't work with the settings I've been using on FS19, the script in general works but just not my settings, as I tried one other very simple configuration of the script with everything disabled and that placed objects just fine. But yeah if I cant place trees then "its not working" heh.


2022-01-20T04:50:23Z Edited "Objects.for.terrains" dir's sellingpoints xml files so that they can be copied over to every terrain dir and then just hook up in placeables.xml config file, they have generic names now so that they sort alphabetically.


When doing these farm yards in placeables.xml config file I was thinking how this could be easier, well would be great to have LUA script to read for example "Location-04" transformgroup and transform (pun inteded) all of it into placeables.xml clipboard copy-paste text or if possible directly into a txt file on HDD.


Smeby in PMC discord gave me a link to german forum (ugh) with rudimentary lua script to get transformgroup name and position/rotation coordinates. I did a quick modification of that lua script and now I can select all objects for the farm yard, run the script and have the names/coords in almost ready to go placeables.xml config file line.


This is caused by storeItems.xml having lines for these placeables, but I am not using these placeables, their XML config files are not present in maps/placeables/... dir. The storeItems.xml file includes these as it was copy pasted from my template "one size fits all" dir. Removed those and error went away.


Then I configured GE keyboard shortcuts to have CTRL-D set to key 1 and CTRL-B to key 2. Those keys are easy to press and then you have ready to place field definition, small yes which doesn't fit very well to larger cultivator_density area, but at least this way its a bit more comfortable to create those many field definitions for the number purpose. 041b061a72


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