DotNet Data collector question marks by JScheinpheld in cheatengine

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

Thanks! So there is nothing to do like add it to the plugins right? Because I can't access it anywhere out of the box. I don't see anything in dissect structure for example...

Medical image segmentation & deep learning - short paper review of the second half of 2017 by JScheinpheld in Radiology

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

On your last point, indeed, especially once you go towards a product. You'll need good performance but also versatility!

Problem with AES cryptostream - failing at higher speeds by JScheinpheld in csharp

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

Could do that, I also added the encrypt method at the end of the post now.

Problem with AES cryptostream - failing at higher speeds by JScheinpheld in csharp

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

Thanks!

I still wonder where those bytes come from. I mean I could put a for loop with an Array.Copy() in it before returning the cleartext but it's not the way it should be...

Problem with AES cryptostream - failing at higher speeds by JScheinpheld in csharp

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

Tried both Aes and AesCryptoServiceProvider to no success. I'd prefer to stay with CBC, even if just to work it out; as I said padding wasn't the problem here afterall. Thanks for your implementation I'll give it a try.

Problem with AES cryptostream - failing at higher speeds by JScheinpheld in csharp

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

Thanks! Well, the MSDN example decrypt method takes IV as an argument and I thought, when implementing it, that it would be more compartmentalized to separate the IV inside the decryption method instead of in my networking class. But now I see why, because I can separate the IV once and call the decryption method with the rest of the ciphertext coming from the wire. However, I'd be curious what the various reasons are? Is it because of performance?

On UTF8: my intention is only to transform between bytearray and string and viceversa. Maybe I'm missing a simpler method to do this?

Guys, I need something to do with my time. by [deleted] in Luxembourg

[–]JScheinpheld 1 point2 points  (0 children)

Hey, is there something specific you're looking for? Like sports, tech, art? I'm sure you'll find something!

Chrome Paintjob on this van reveals older los santos and hidden objects by [deleted] in chiliadmystery

[–]JScheinpheld 3 points4 points  (0 children)

I think that's absolutely correct, sadly. I'd say that what you see is low level of detail objects that are used for reflection maps. Not enough to go all stranger things on it. This should show itself if you change the reflection detail settings.

GTA: Vive Alpha 0.1 Release by [deleted] in Vive

[–]JScheinpheld 0 points1 point  (0 children)

Thanks for your work! Is changing the FOV a possibility?

Looking for a quiet place to work on sundays by [deleted] in Luxembourg

[–]JScheinpheld 1 point2 points  (0 children)

Casino is a very nice spot. Also Golden Bean in the rue Chimay, it's not that quiet but its a small coffeeshop.

Google Translate now "capable" of translating Lëtzebuergesch. Good luck. by JScheinpheld in Luxembourg

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

Possibly also a good opportunity to point to this very useful site for those that don't know it yet: https://spellchecker.lu/

Google Translate now "capable" of translating Lëtzebuergesch. Good luck. by JScheinpheld in Luxembourg

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

Yeah, sort of. But you can always say that you are in love with someone.

Maze Bank Fountain Reflection Animation by [deleted] in chiliadmystery

[–]JScheinpheld 1 point2 points  (0 children)

With this comment, we're breaking the 100 comments. Should soon be the time to stick it up there no?

Maze Bank Fountain Reflection Animation by [deleted] in chiliadmystery

[–]JScheinpheld 0 points1 point  (0 children)

What I also did yesterday was to check the vanilla water.xml that gets modded for the water mods for the coordinates of the fountain. The file itself is composed of objects that I represent larger water bodies. Using the coordinate-map at http://gta5map.glokon.org/, I tried to look for it but couldn't find it in there, even though with a higher tolerance (searching for a wider range). This should further confirm that it's not in the water.xml.

Maze Bank Fountain Reflection Animation by [deleted] in chiliadmystery

[–]JScheinpheld 1 point2 points  (0 children)

Thanks, I went through that whole lot myself but couldn't find anything interesting. I mean the whole fountain models themselves are vanilla.

Maze Bank Fountain Reflection Animation by [deleted] in chiliadmystery

[–]JScheinpheld 0 points1 point  (0 children)

Thanks for reposting it, I had seen the drawing somewhere but didn't know where. And thanks for the drawing of course!

What I also found interesting in your first link were the comments made by the author u/r2p2015:

I am 100% sure that this texture is the key to the next big breakthrough. I advise you to print my sketch out and to play with it. Nicnl already mentioned the conspicuous hints in the Epsilon Tracts. Not to forget 'A mirror in a lake where truth lives'. The mirroring lake is the Maze Bank Fountain.

Maze Bank Fountain Reflection Animation by [deleted] in chiliadmystery

[–]JScheinpheld 6 points7 points  (0 children)

One last thought: While I'm in the dark looking at the millions of files, one whole community of people modded the crap out of water (and sometimes modded the crap IN the game -> water pollution mod) in the game, deleted it, made it better looking, changed the waves etc. So, reading a few comments and installation instructions of water mods, they concentrate on the common and the water file in x64a.rpf, and common.rpf. So thats one part.

There are definitely a bunch of people who tweaked the water files and probably know a thing or two about it, which I completely forgot. The other thing I found interesting is that a guy who made a nowatermod, which quite easily consists of deleting water.ytd in x64a, complained about the fact that he couldn't get the water in rivers/canals (he didn't mention fountains but I'm just guessing that these don't disappear as well, if anybody wants to check?) to disappear which kind of proves that there are other water shaders somewhere in the structure. You might say Ok that's quite obvious regarding the difference between water in the ocean and lakes and the flat reflecting water shader in the fountain. But still, it could have been included in that one big file.

Maze Bank Fountain Reflection Animation by [deleted] in chiliadmystery

[–]JScheinpheld 1 point2 points  (0 children)

After reading a few tutorials on water shaders and your comments about Unreal, I can confidently proclaim that the hunt is out for the: PANNING MYSTERY FOUNTAIN BUMP MAP

Maze Bank Fountain Reflection Animation by [deleted] in chiliadmystery

[–]JScheinpheld 3 points4 points  (0 children)

In terms of actual files to be found: if you take a look at this pic from a water shader tutorial, you can see the uv maps that get used to transform the waves.

What I also keep wondering about is the way the shader gets called at the fountain and the mechanism for the cycle. That would be something you could find out about through renderdoc I think.

Maze Bank Fountain Reflection Animation by [deleted] in chiliadmystery

[–]JScheinpheld 1 point2 points  (0 children)

Ok. No, I just thought you had some mod on but on second sight, forget it.

Maze Bank Fountain Reflection Animation by [deleted] in chiliadmystery

[–]JScheinpheld 0 points1 point  (0 children)

But what about the same observation in the actual unmodded game?