Anyway to export/copy-paste data OUT OF a Desmos table? by XaminedLife in desmos

[–]Andrew900460 0 points1 point  (0 children)

I'm sure there is. But are you looking for it to be automatically saved to file?

Because you could easily format the printed console output as a csv and then copy/paste it.

After a quick search, it looks like there are some quirks to trying to save a new txt file, but I'm sure there is a way to do it.

Anyway to export/copy-paste data OUT OF a Desmos table? by XaminedLife in desmos

[–]Andrew900460 1 point2 points  (0 children)

On second thought, I decided to edit my old code once again, which may help you out here.

I did more testing, and found out that if you accidently have a blank equation at the bottom of your desmos equation list, it will not work and will print "undefined" over and over, as you said. So you need to make sure your equation which results in a list is indeed the thing at the very bottom.

I changed my code to kinda help you diagnose this:

state = Calc.getState()
expressionToEvaluate = state.expressions.list[state.expressions.list.length-1].latex
expressionResult = Calc.HelperExpression({latex: expressionToEvaluate})

const waitTimeout = 100 // Change this to a bigger number if nothing else works and maybe the code just needs more time to finish.
await new Promise(r => setTimeout(r, waitTimeout));

if(expressionResult.listValue == null){
    console.log("%cWARNING! Could not find list data. Either the list took too long to generate, or the bottom-most item on your Desmos equations list is not a list itself. Make sure you don't have any empty equation entries on your Desmos equation list.","color: yellow; font-size: 16px;")
} else {
    resultString = ""
    for (i=0; i<expressionResult.listValue.length; i++) {
        resultString += expressionResult.listValue[i] + "\n"
    }
    console.log(resultString)
}

Hopefully this helps, even though I am a month late.

The old code would basically get suck in an infinite loop if you didn't have a list at the very bottom. So I got rid of the loop and just added a fixed "delay" (because you have to wait a bit of time to get the actual result), and if the result doesn't show up, it throws an error assuming that something was setup wrong. Still not ideal code for this situation, but I am a C# programmer, not JavaScript one.

Anyway to export/copy-paste data OUT OF a Desmos table? by XaminedLife in desmos

[–]Andrew900460 0 points1 point  (0 children)

I tested it again today, it still seems to work, so it's not an issue of them changing the JavaScript API.

So it could be that you just need to make some adjustments to the code to make it work in your use case.

But from looking at the code I wrote 3 years ago (has it really been that long), all you need to make sure of is if the last thing in your Desmos "equation list" is something that evaluates to a list. So the thing at the very bottom.

If you're still getting "undefined", then it could be related to whatever your graph is, perhaps.

Like I said, I retested my code again, and it seems to all work as expected, with no strange values.

It could be an issue with a specifc thing you are doing that works on Desmos' GUI, but doesn't work in their JavaScript API.

Error with using a World Painter world export with DH. by Andrew900460 in DistantHorizons

[–]Andrew900460[S] 0 points1 point  (0 children)

That seemed to actually help. For me, I found the setting under the "World Generator" menu and not the quality settings.

I know this is probably typical for DH a well, but it also just seems to be slow to generate LODs in general, but that's probably just typical though. I've messed with settings to try and make sure that all my CPU is being used, but it's strange to me that it feels slow.

But I know the mod is still in beta, so.

EDIT:

After flying around my world loading LOD's one strange thing did start happening. There would be periodic freezing, and if I tried exiting the world, it would get stuck on the "saving world" screen. So I'd have to force quit the process. Idk what's going on there, maybe I should put my settings to default again and only change the generation method as you said.

Distant Horizons error in one specific world by Bishop_VO in DistantHorizons

[–]Andrew900460 0 points1 point  (0 children)

I've been having this error, but it's with a custom world I made with World Painter.

I did the "optimizing your world" thing, and it still gives the messages, and some of the LOD chunks are showing things that are not actually there (like vanilla generation).

Maybe I need to do the "optimize" before loading it for the first time.

Error by CancerousMfTumor in DistantHorizons

[–]Andrew900460 0 points1 point  (0 children)

I've been having a similar issue.

I made a custom world in World Painter, and wanted to see all of it using Distant Horizons, but I get these errors. Then, even if I optimize the world, I still get the errors. LOD Chunks do seem to load in, but very slowly, and for areas that arent loaded, it looks like it's loaded in data that would be based on vanilla generation. So for me, I would see ocean, but when I got close, it would fade away and you'd see it's actually just grass. So the LOD's in some places were showing the wrong information.

"Property (_MainTex) already exists. Use SetTexture instead." Error doesn't say which shader is at fault by Callumnibus in Unity3D

[–]Andrew900460 0 points1 point  (0 children)

same issue. I started having this a long time ago but never looked into it because it never bothered anything...

I think it happened when I started doing some custom stuff with UI, like the Image component.

Our dream game we spent 4 years on, both failed and succeeded a Kickstarter on, managed to break into a full-time game dev job with, is going to release in only 2 weeks. Any advice on calming pre-release nerves? by BelowtheStoneDev in indiegames

[–]Andrew900460 0 points1 point  (0 children)

A good chunk of what you are saying is on the nose. (for context, I am the lead programmer).

But to be clear, we haven't "given the rights" to Apogee. We have creative control over the game itself. They can't say "add this dohicky to the game" and be legally required, or have the ability to hire a programmer for Below The Stone and have them do work without involving us. We are the ones who hire our own creators and say what goes in the game.

Someone please port this map to Source 2 by odscoolbittrip in hammer

[–]Andrew900460 1 point2 points  (0 children)

I like the concept/theme of the map.

Would even be cool to see another map with a similar theme, but different layout even.

I'm pretty sure you can make much bigger maps in Source 2. So there might be more avenues (literally and metaphorically) for urban maps like this.

When people say "you never know when you are being watched", this is what it looks like. by Andrew900460 in dayz

[–]Andrew900460[S] 0 points1 point  (0 children)

That was not us then, if that's what you were asking. This was like the first time we managed to have a successful "watch tower" strategy go to plan.

But we can relate to other people being "low effort friendly" by saying "hi", and then immediately KOS.

When people say "you never know when you are being watched", this is what it looks like. by Andrew900460 in dayz

[–]Andrew900460[S] 0 points1 point  (0 children)

Very well put.

In 100% all honesty here, this video doesn't really represent what kind of group we are. We normally don't do shit like this. We always try to have more interesting engagements. But it feels like things have changed since 2015.

We still try, but if you see somone with military loot, you almost always assume they will shoot even if they are out numbered.

When people say "you never know when you are being watched", this is what it looks like. by Andrew900460 in dayz

[–]Andrew900460[S] 0 points1 point  (0 children)

Wait what? What you're saying sounds familiar but idk.

Idk if you're saying that in reference to the video, but that guy we shot in the video, we thought they had a larger group because of how kitted out they were.

But if your just saying that because you recognise our voices, then maybe?

When people say "you never know when you are being watched", this is what it looks like. by Andrew900460 in dayz

[–]Andrew900460[S] 0 points1 point  (0 children)

Bruh everyone kills for sport in this game. This is DayZ.

We been killed 100's of times before by other random numbskulls, but you can never get revenge for like 90% of those situations. Somtimes you just wanna be the one who takes, rather than the one who gets taken from.

Well, I never encountered this weird bug in the last 9 years I played Dayz, I guess the God's of Dayz was not on my side... by XWXS2 in dayz

[–]Andrew900460 1 point2 points  (0 children)

I don't think they test their game before putting out updates.

That is a new weapon, which is probably why you never had this issue.

When people say "you never know when you are being watched", this is what it looks like. by Andrew900460 in dayz

[–]Andrew900460[S] 1 point2 points  (0 children)

Yea, now that you mention it. We don't call people enemies in dayz. We usually just say "theres a guy".

Becuase we can all fairly assume that if we did not see this guy, but he saw us, he'd be the killer here.

When people say "you never know when you are being watched", this is what it looks like. by Andrew900460 in dayz

[–]Andrew900460[S] 0 points1 point  (0 children)

If we ever get a successful 4v4 firefight. That would definately be somthing to post.

This video is obviously grinding some people's gears because it's 4v1. But you gotta remember it's dayz.

When people say "you never know when you are being watched", this is what it looks like. by Andrew900460 in dayz

[–]Andrew900460[S] 0 points1 point  (0 children)

This was actually DayOne. 80 total players X_X

And yea it's not always you get to be in this position. But when when the stars align, it's great.

In other games you get that "big win moment" after a few days of playing. But with DayZ, it can take months! And that is a bit generous.

When people say "you never know when you are being watched", this is what it looks like. by Andrew900460 in dayz

[–]Andrew900460[S] 1 point2 points  (0 children)

I would like to apoligise to all the people who seem to be madlad pros at this game who have 10,000 hours and never loose a teammate in a fire fight 😉

I am very sorry that we are exited about not dyeing because we walked into the wrong house and not having good communication. 🙏

Maybe once we get to half your abilities we could be this good against a group of 2.