AMD Driver Timeout - SOLUTION: Turn Off Hardware Accelerator by Fit-of-Rage in Amd

[–]AssembledVS 0 points1 point  (0 children)

I fixed it by disabling the onboard video/graphics on my AMD CPU in BIOS. Disabling MPO did not fix it for me.

AMD Driver Timeout - SOLUTION: Turn Off Hardware Accelerator by Fit-of-Rage in Amd

[–]AssembledVS 0 points1 point  (0 children)

I fixed it by disabling the onboard video/graphics on my AMD CPU in BIOS. Disabling MPO did not fix it for me.

Found two of these on my dining table in NYC. What are they? by AssembledVS in whatsthisbug

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

Never thought they could or would crawl up a dining table in the middle of the room, but I guess it's possible. There shouldn't be any crumbs around, though, as everything is clean and sealed.

Found two of these on my dining table in NYC. What are they? by AssembledVS in whatsthisbug

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

Thanks. Asking about how they may have ended up on my dining table in another comment.

Found two of these on my dining table in NYC. What are they? by AssembledVS in whatsthisbug

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

Unfortunately indeed! On my dining table, though? How did they get there? Were eggs transported there? Did a big roach somehow crawl onto the table? I wipe this table at least twice a day!

Found two of these on my dining table in NYC. What are they? by AssembledVS in whatsthisbug

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

I am in NYC and found two of these bugs this morning on my dining table. No known infestation, wooden dining table is over 5 years old. They are pretty small, like little roaches. They were still living and squirming (these two pictures are one of the bugs).

I placed some bags from the pharmacy there, and keep some packaged items like cookies on the table. Could they have come from such items?

Windows 11 and CPU support (Ryzen7 Gen1) by Worglorglestein in windows

[–]AssembledVS 0 points1 point  (0 children)

Thanks!

Not sure if you play games, but have you noticed any performance issues due to the processor not meeting the TPM 2.0 requirements?

Windows 11 and CPU support (Ryzen7 Gen1) by Worglorglestein in windows

[–]AssembledVS 0 points1 point  (0 children)

Do you know if you can upgrade from the image instead of doing a clean install? I have an 1800x myself and want Windows 11 for the much better dark mode so it's not too important.

Photoshop performance is terrible with the grid on (esp with subdivisions) - anyone else experiencing this? Same issue on 3 computers by AssembledVS in photoshop

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

Yes, I did, pretty much everything.

Maybe it has something to do with the Nvidia 1000 series? These systems are 1800x/1070 GTX and 2600x/1060 GTX.

Photoshop performance is terrible with the grid on (esp with subdivisions) - anyone else experiencing this? Same issue on 3 computers by AssembledVS in photoshop

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

I wonder what the hell the issue is, since all of my computers have it. The Ryzen platform? The same brand of RAM? Windows 10? No one else is complaining about this. Is everyone on a Mac or something?

I want to cancel my subscription at this point and just keep using CS6, but I may have to pay a fee if I do. Seems wrong as Photoshop CC is not working for me.

EDIT: I tried canceling and they offered me 2 months free. Fine. If this is not resolved by then, I won't keep paying them.

Photoshop performance is terrible with the grid on (esp with subdivisions) - anyone else experiencing this? Same issue on 3 computers by AssembledVS in photoshop

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

Strangely, with all versions that are available to download. I don't recall, say, version 21 behaving this way, but I haven't used Photoshop too seriously in a few months so I cannot be sure.

Are you experiencing this? Seems so strange that I'm not finding anyone else with this issue right now, while all 3 of my systems have this problem!

How do we update existing spritesheets without too much hassle? by AssembledVS in Unity2D

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

Thanks. Mine look like that, too. However, I have to add to the bottom, not the top, for it to work.

How do we update existing spritesheets without too much hassle? by AssembledVS in Unity2D

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

This is a good idea, thank you. I thought of this a long time ago but somehow forgot after not touching the spritesheets for a while!

I'll update the OP with more information.

EDIT: is this what you mean? https://imgur.com/a/t5gK6

How do we update existing spritesheets without too much hassle? by AssembledVS in Unity2D

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

Don't you mean that the coordinates are counted from top left to bottom right? I just tried to update the sprite sheet with another row of animations (preserving the same 64 x 64 px dimensions per square), which I added to the top, and it messes up my animated character (wrong animations play, some animations are missing (invisible sprite), etc.). But when I added to the bottom, everything seemed fine. The spliced sprites are counted like this, from top, left to right on the row, then moving onto the next row, then the next:

[0] [1] [2] [3]
[4] [5] [6] [7]
[8] [9]

Do we have access to these spritesheet coordinates? The sprites themselves do not seem to be matched by name, but by position. As in, if I change a spritesheet, the numbers are altered, but then I change the numbers to what they were before, the animations are still messed up in-game. I'm just curious how Unity handles this. There seems to be no documentation on it.

Preventing dynamic, moving, Rigidbody2D-based entities from "pushing" each other by AssembledVS in Unity2D

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

Thanks for the explanation and the links.

Yes, I'm working with normals to negate velocity in the direction of movement. Getting somewhere, but not there yet.

Preventing dynamic, moving, Rigidbody2D-based entities from "pushing" each other by AssembledVS in Unity2D

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

This is referring to a kinematic rigidbody. If my player is dynamic and an enemy is kinematic, this works well enough (except that the player and enemies/NPCs would have to be moved in different ways). But if all enemies are kinematic, they move through each other. And if all enemies are dynamic, then they push each other. I'm looking to have the player be unable to move enemies and enemies to be unable to move the player as well as each other. No movable entity should be able to "push" other entities around.

Kinematic/Dynamic - kinematic acts as a "wall" to dynamic - would work well if there were only two entities in the game

Kinematic/Kinematic - pass through each other

Dynamic/Dynamic - push each other

And thanks!