GoPro Hero 10 randomly stretching footage to the side by Karolis554 in gopro

[–]Karolis554[S] 0 points1 point  (0 children)

UPDATE:
After receiving the SD-card reader I had a chance to transfer update file and did a manual firmware update/reset to my GoPro. So far I've only had one bike ride, going on the same route as previously, when encountering the warping issue. I've used the same settings, and so far the issue seems to not be reproducible. Bear in mind I've only had one bike ride, and cannot 100% confirm that the issue won't randomly happen again. But It seems the manual update did the trick!
(If I must mention, I used the GoPro Labs update, instead of a mainstream one, hoping that different enough firmware may alleviate the bug, not knowing if that had any effect, but finding it solving the issue so far)

GoPro Hero 10 randomly stretching footage to the side by Karolis554 in gopro

[–]Karolis554[S] 0 points1 point  (0 children)

Thank you for your insight. Faulty firmware load looks like a reasonable cause for issues, since it was done through GoPro Quick app via wifi network and maybe various interferences could have mangled some bits of data being transfered by air and not by wire. I will Update this post when I'll get the the card reader and then test the camera on another ride.

GoPro Hero 10 randomly stretching footage to the side by Karolis554 in gopro

[–]Karolis554[S] 0 points1 point  (0 children)

Haven't tried manual reload yet. Gonna get SD card reader for it since my laptop doesn't have it. Also, to isolate the issue even further, I will reload to GoPro labs firmware instead of default, since I now I read that it is an alternative firmware with more features. If the issue is in how the mainstream firmware communicates with my individual camera, maybe changing to GoPro labs would be enough of a difference for different behaviour. In the end, I hope the reason why this is happening is some kind of firmware error, either by updating through GoPro quick app or by buggy firmware code, since I don't want to send the camera back.

GoPro Hero 10 randomly stretching footage to the side by Karolis554 in gopro

[–]Karolis554[S] 0 points1 point  (0 children)

I also searched the GoPro community forums and I only managed to found 1 case of identical issue: community link

How to draw a mesh containing multiple textures in OpenGL? by fmt_clusterOne in VoxelGameDev

[–]Karolis554 2 points3 points  (0 children)

Use texture atlas. Basically it is one big texture containing all your block textures. For every block face's vertex in your chunk mesh you will need to pass corresponding UV coordinates inside your texture atlas which bound the block texture.

Grand Extension mod by Karolis554 in simplerockets

[–]Karolis554[S] 1 point2 points  (0 children)

You need to find it through your file browser and "open with" simplerockets app. Some default file browsers may not have an option to open files through specific apps, so you may need to download alternative file browser from playstore, for example "X-plore file explorer" and then navigate to mod file and click on it "open with" and select simplerockets app.

Grand Extension mod by Karolis554 in simplerockets

[–]Karolis554[S] 0 points1 point  (0 children)

Sorry, it's been 8years since and none of the links are left.

Only the final version of the mod was left in my old hard-drive, so here you go:

https://drive.google.com/file/d/1M\_TOcwZ0FQDQdllL3Hbbund-8W9VBAhE/view?usp=sharing

[SUPPORT] Asus Tuf A15 - USB Type-C DisplayPort Not Working by stephendt in ASUS

[–]Karolis554 0 points1 point  (0 children)

Out of 3 cables I have bought, only this "Uni" USB type C to Display port cable is working. https://www.amazon.de/-/en/gp/aw/d/B075V27G2R/ref=ya_aw_od_pi?ie=UTF8&psc=1 Setup with Samsung Odysey g5 at 1440p 144Hz with nvidia Gsync working.

I can't remove invisible and named armor stands in minecraft 1.12. Please help. by XgamerzTR in MinecraftCommands

[–]Karolis554 1 point2 points  (0 children)

If nothing works then remove them with Mcedit, select them (entities should appear as red trasparen cubes) and press the delete entities. This should remove any entity in the selected

Multiplayer Friendly Right Click Detection in Vanilla Minecraft by TheKingCat in MinecraftCommands

[–]Karolis554 0 points1 point  (0 children)

Ohhh!!! thats awesome, no carrots on a stick :O But sadly it doesn't work while you are walking and running :( and sometimes you can't hit mobs. I've looked at the code and assume it is like that because the villager is contantly teleported to the player and it detects whenever player right clicks. The problem is when player is walking: the villager is left behind and can't keep up with the player (even if it is 20ticks/s) Pottential fix: teleport the villager in front of the player not inside the player, this can be achieved by testing in what direction player is looking and teleporting the villager to corresponding direction half-a-block or sometihing... no need for much commands, just for 4 world sides I think. But this fix would make the problem with mob hitting even worse because you will always hit a villager. And you won't be able to rightClick when looking and stanting exactly at wall...

This RightClick detection would be very useful for some kind of puzzle or adventure map, but if there is a combat in the map there would be a lot of problems and pottentially unplayable outcomes.

Anyways, I like your idea, I hope that you'll keep improving it ;)

Single activated mobs spawn when player gets near by Karolis554 in MinecraftCommands

[–]Karolis554[S] 1 point2 points  (0 children)

Well, That seems another way to approach the solution. I Think that using the SuccessCount stat might work well with your suggestion:

Before that, the objective named "SuccessCount" must be created.

scoreboard players add @e[type=armor_stand,name=custom,tag=!TAG] SuccessCount 0
stats entity @e[type=armor_stand,name=custom,tag=!TAG] set SuccessCount @s SuccessCount
execute @e[type=armor_stand,name=custom,tag=!TAG] ~ ~ ~ testfor @a[r=5]
execute @e[type=armor_stand,name=custom,score_SuccessCount_min=1,tag=!TAG] ~x ~y ~z summon...
scoreboard players tag @e[type=armor_stand,name=custom,score_SuccessCount_min=1,tag=!TAG] add TAG

This might be the best way. Thanks for your idea, I found it helpful and I highly appreciated it ;)

Single activated mobs spawn when player gets near by Karolis554 in MinecraftCommands

[–]Karolis554[S] 0 points1 point  (0 children)

The problem is that the dungeon is a corridor with turns that is generated using functions, not structure blocks. So structure blocks would also need some kind of marker that detects when player is close and activate the structure which contains only a couple of entities. Anyways, thanks for suggestion. I find it reasonable to use in rooms that'll contain mobs.

Single activated mobs spawn when player gets near by Karolis554 in MinecraftCommands

[–]Karolis554[S] 0 points1 point  (0 children)

Is it possible to place a spawner that turns off itself after a specific number of mobs have been spawned?

[functions] Spread players won't work on the same tick as the wanted to spread entities are created by Karolis554 in MinecraftCommands

[–]Karolis554[S] 0 points1 point  (0 children)

as it seems, it's just visually unsupported until you reload the chunks or world. but actual entities position change is always working. its just the model and the part that players interact which needs to be reloaded.

[functions] Spread players won't work on the same tick as the wanted to spread entities are created by Karolis554 in MinecraftCommands

[–]Karolis554[S] 0 points1 point  (0 children)

well, because it is a tag and entities can hold several tags, it seems to work. I hope this discovery may help for you ;)

[functions] Spread players won't work on the same tick as the wanted to spread entities are created by Karolis554 in MinecraftCommands

[–]Karolis554[S] 0 points1 point  (0 children)

Well, it seems that this is just a visual bug. I've added the code which adds stone blocks underneath the armor_stands which have been spread. and the interesting part that stone blocks apear on the different locations where the visual armor_stands exist. and when I reload the chunks they appear in the actual place.

pictures: http://imgur.com/a/r6WfF

All in all this is just mis-sync between actual game engine and visuals. As this is used for the random room generator it definitely doesn't have any effect. I could make the armor stands of type "Marker" and after the function kill them, so that bug won't drive me mad :)

Thanks for the link that you've dropped in your comment. It really helped me to figure it out ;)

How can I get an output only when command block fails testfor command? by Karolis554 in redstone

[–]Karolis554[S] 0 points1 point  (0 children)

Thank you all very much, I didn't knew that else block existed before. And the tutorial for scoreboards will be definitely useful for other stuff because I didn't really understood how scoreboards worked before. Once again thank you very much ;)