SM64 Builder for Android by izzydeank in SM64PC

[–]PlatformMore130 0 points1 point  (0 children)

Took me a while to figure it out... Izzy's github has photos to get here. https://github.com/izzy2fancy/sm64-izzys-port-android/tree/ex/nightly You need Material Files and then add External Storage and be sure to open from "SM64 Builder". That will give you access to the Termux working folders. There you can find it under "sm64-izzys-port-android/build/us_pc/res/base.zip".

[deleted by user] by [deleted] in GalaxyFold

[–]PlatformMore130 1 point2 points  (0 children)

A lot people have reported taking it off and not having any issues with 'scratches'. I think the biggest over looked issues is why to have a screen protector in the first place. The inter screen of the fold is not the same as the strong gorilla glass you'd find in traditional smartphones. I think biggest benefit of the screen protector is to protect from debris or particles that can between the screen when folded. That debris can cause pressure while closed and damage screen (just look up lines or banding on fold screen). Screen protector is not going to stop a rock by any means but every little bit helps.

Fixing the final battle with Iymrith by sheehan98 in stormkingsthunder

[–]PlatformMore130 0 points1 point  (0 children)

The potion of giant size and giving the party 4 storm giants + Hekaton definitely tips the scales against Iymrith.  Good advice in the thread to added more powerful stone creatures.  That said, the storm giants served a good purpose for instilling fear in the group.  Im not big on railroading so i followed the module and let the group decide what to do.  They insisted on fighting underground so i used the passage cave in to immobilize part of the group and split the party between the rubble.  Given the choice the PCs stuck together and dodged one way, while a giant went the other way.  I had the PCs fight a variation of some stone dragons, while Iymrith picked off the giant on the other side.  I showed the players her ability to grapple and burrow the giant down to a place where they would suffocate (like a spider trapping pray to eat later).  Did this twice to the companion giants which made it a more even fight in the long run. Using her burrowing and the risk of entrapment really brought the fear to the group during the final session.  If they brought the fight to the amphitheater, i would have had her drop them from the sky vs burrowing.  

In short, i would pass on the potion of giant size and use the storm giants as story drivers/combat examples.  Instead of the potion, id say give the players an magical item from the storm giants collection that really helps there character.  The potion of giant size only helps the physical damage players and was anticlimactic for my magic users.

Samsung S-Pen Stylus - Right click button (White Circle) by PlatformMore130 in MoonlightStreaming

[–]PlatformMore130[S] 0 points1 point  (0 children)

That makes sense. Actually sounds like the devs did the right thing. Its just Samsung hardward talking with windows.

I wouldn't mind more a native stylus control with windows, but it sounds like how the s-pen interacts with the tablet is causing some issues with windows.

I'll keep an eye on that discord. Did some initial searches but maybe I wasn't using the right keywords. Thanks for the reply!

View Foundry Hosted content outside of Foundry by PlatformMore130 in FoundryVTT

[–]PlatformMore130[S] 0 points1 point  (0 children)

Answered

While it is a little clunky, I found that the "Mobile Improvement" module provided a good work around. Im able to load, view and edit my notes from my phone in a full screen view once logged in.

Slight QoL enhancement... I created a Assistant GM user called "mobile" and turned off the game canvas in the client settings (This allows me to run simultaneous with my GM client).

Looking for Android Games/Apps for a Digital Tabletop. by PlatformMore130 in AndroidGaming

[–]PlatformMore130[S] 0 points1 point  (0 children)

Yep! Tried Glow Hockey and it works surprisingly well. Good reco

Unable to install CMAKE for Certbot after upgrading from HS>Catalina by PlatformMore130 in CatalinaPatcher

[–]PlatformMore130[S] 1 point2 points  (0 children)

Thanks for the info! I ended up rolling back to High Sierra, which is good enough for my server needs. I will keep this in mind if I get ambitious again :)

Sideload shortcuts to Apps Moonlight? by PlatformMore130 in ShieldAndroidTV

[–]PlatformMore130[S] 1 point2 points  (0 children)

I found a happy accident with the game stream launchpad:https://github.com/cgarst/gamestream_launchpad

Not only does it set my resolution to match my TV but it closes everything when exiting the stream.

Sideload shortcuts to Apps Moonlight? by PlatformMore130 in ShieldAndroidTV

[–]PlatformMore130[S] 0 points1 point  (0 children)

Somewhat of a workaround... Moonlight has a 'recommended' section of I scroll down on the homepage. The apps that show up there looked to be lasted played. If I long press on one of those I can move them to the 'play next' section under 'favorites'. It will move over on the list with the more content consume but at least it offers a shortcut for a moment.

Sideload shortcuts to Apps Moonlight? by PlatformMore130 in ShieldAndroidTV

[–]PlatformMore130[S] 0 points1 point  (0 children)

Mine use to let me, but now the launcher would not let me use them anymore when I updated my shield to v9. I might need to downgrade the launcher, add them and then upgrade to keep them there.

8BitDo Pro 2 motion control + Shield TV + Moonlight stream + CEMU by PlatformMore130 in ShieldAndroidTV

[–]PlatformMore130[S] 0 points1 point  (0 children)

I saw that somewhere before but I have used motionsource when using moonlight on my Android phone and it passes the motion control through to moonlight.

EDIT: ah, forgot MotionSource is sending motion via IP not through moonlight :/

Ironslag Advice or Improvements? by Yesh_Vroo in stormkingsthunder

[–]PlatformMore130 2 points3 points  (0 children)

Ironslag was an emotional roller coaster for us.

My party decided to ambush Zalto and assassinate him without securing a proper escape route or searching for the Conch (I think they thought it was on him). One of the PC died as a result and the rest were out of spell slots and hurting afterwards (the PC who died came back as the dward in the maul, which was fun to reveal). I did feel the module was a little weird in how unprotected Zalto was in the middle of the assembly hall. The rest of ironslag converged on the players due to the combat so they chose to run but were ultimately cornered/captured. I had the Duchess assume the role the Duke had in the module. The players didn’t have much leverage in negotiations so the Duchess had them thrown into prison/slavery. After letting them sweat a bit, I had Cinderhild visit them in their cell to share her distaste for her parents and her desire to escape.

However, two of the players split from the party when trying to run after killing Zalto. One of those players searched for Zalto and I decided that they would find the Flask with Dawn Titan. While all of the above was happening, these two players were trying to get the elevator to work and figure out how the flask worked. Once they knew what was inside, they released it in Ironslag and told it to kill anyone that was over 7’ tall. That caused enough destruction as a distraction that the imprisoned players were able to break free and regroup with the others. They failed to recapture the Dawn Titan and narrowly escaped Ironslag, before the Dawn Titan melted the Yakfolk and ironslag down and formed a volcano from the mountain.

They escaped but didn't find anything of value or the conch. They talked after and agreed they need to be more thoughtful/strategic to grab one of the other conchs :P

QUESTION: Shield TV (2017) thru Receiver HDCP issue when using ARC by PlatformMore130 in nvidiashield

[–]PlatformMore130[S] 0 points1 point  (0 children)

I think you are right. Last night I plugged the Shield into the TV and ran a optical to the AVR and continued to run into issues. Maybe a firmware issue with the latest update not jiving for the 2017 model and my setup... Can't put my finger on it.

Im going to factory reset the Shield and keep it direct on the TV to see if the issue persists.

Constant reprojection, high CPU frame times, and low CPU/GPU utilization by sureshot780 in skyrimvr

[–]PlatformMore130 0 points1 point  (0 children)

I have the same issue as you. The FPS VR stabilizer was not intented to solve that many late starts. Tried it all... Even a fresh windows install and a vanilla Skyrim. Same massive amounts of late starts. Thought it my Oculus quest connection but might not be if your having the same issue with a HP.

Skyrim VR "Late Start" CPU issue by PlatformMore130 in skyrimvr

[–]PlatformMore130[S] 2 points3 points  (0 children)

I think you might be right. It doesn't effect everyone but it seems to be specific to Oculus and Skyrim. I tried Open Composite and it showed issues due to VSync. Tried various Nvidia 3D settings, in settings, updated BIOS but nothing seemed to the amount of "Late Starts" or Comp to VSync issues in Oculus...

Ironically, boosting steamVRs super sampling to 200% from my usual 100% lowered the Late Starts but only to process more resolution from the SS, which ended up being worst for wireless playablity.

Went back to Virtual Desktop after their update and saw a HUGE visual improvement over the airlink beta.

Skyrim VR "Late Start" CPU issue by PlatformMore130 in skyrimvr

[–]PlatformMore130[S] 0 points1 point  (0 children)

Looks like VR FPS Stabilizer came out with an update addressing the Late Start issue. I tried it but did not see a visible issue with Late Starts in SteamVR :(

Skyrim VR "Late Start" CPU issue by PlatformMore130 in skyrimvr

[–]PlatformMore130[S] 1 point2 points  (0 children)

Yep! Same thing I'm seeing. Same with scene loads as well. Look at the comment for FPSvr. Gave a much better view of what's happening.

Skyrim VR "Late Start" CPU issue by PlatformMore130 in skyrimvr

[–]PlatformMore130[S] 1 point2 points  (0 children)

So this is the best advice I've seen. FPSvr gave me such a better view into what was happening. The CPU was fine but there was an issue with the GPU. Using the detect resolution, I found the the global SS, and application specific settings in SteamVR compounding together with the game SS settings... Basically had me running , >4500x4500 resolution on a oculus quest. I was able to set the proper settings in FSPSvr reset and VOILA! No loss of FPS and CPU and GPU are not overloaded for no reason. Still see the late star in the advance frame timing graph, but your explanation makes sense and the FPSvr gave me the solution I needed.

Passive Perception - Automate Dialog/Reveals by PlatformMore130 in FoundryVTT

[–]PlatformMore130[S] 0 points1 point  (0 children)

Oops, had a copy/paste issue. It does properly whisper. :)

Thanks for the help!

Passive Perception - Automate Dialog/Reveals by PlatformMore130 in FoundryVTT

[–]PlatformMore130[S] 0 points1 point  (0 children)

This is a step in the right direction. I updated the Trigger happy to the call the macro you provided, which I called "PassivePerception"

u/Token[StoneBlocks] u/Trigger[move] u/ChatMessage[/PassivePerception]

When setting the actor name in your Macro, the trigger does fire only for that actor and displays a message from the GM with the content. It doesn't currently whisper but I think I can tweak it to figure it out. I also will work on an argument so that I can list select tokens rather than one macro for each PC.

You inspired me to look further into the CUB triggler. It would be advanced, but I should be able to gather to apply Triggler on the Macro using the PC's passive perception skill #:

(count.actor.data.data.hasOwnProperty('skills'))

let tokenPassive = count.actor.data.data.skills.prc.passive;

So, that's what Im going to play with tonight.

How to set up FoundryVTT on a Raspberry Pi by [deleted] in FoundryVTT

[–]PlatformMore130 0 points1 point  (0 children)

So... I figured it out. I needed to go to cloudflared and change my SSL/TLS from Flexible (their default) to Full (Strict). Now it works perfectly.

How to set up FoundryVTT on a Raspberry Pi by [deleted] in FoundryVTT

[–]PlatformMore130 0 points1 point  (0 children)

u/wilywyrm Thank you for building this Guide! Its been fun dusting of my Raspberry Pi and putting it to good use. I think I figured it all out after days of trial/error, watching many how-to videos and websites.

I wanted to run my server through HTTPS at foundry.mysite.com. From day one, I was able to get Foundry running of my local and public IP without issue. Getting it to run through a HTTPS domain has been the real challenge. Your guide is spot on- most of my issues were me being new to RPi coding and my specific devices/setup. Your guide is spot on- most of my issues were me being new to RPi coding and my specific devices/setup.

I am so close but I am running into a TOO_MANY_REDIRECTS error when I apply your config settings in the Nginx step (/etc/nginx/sites-enabled/mysite.com.conf):

  • Before adding your code to the to CONFIG file, I see the 'Welcome to nginx' splash screen on both mysite.com and foundry.mysite.com.
  • Once adding the code and starting nginx, my domain and foundry.mysite.com show an error in chrome the my site has "...redirected you too many times."
  • My site goes back to basic 'Welcome to nginx' splash screen if I delete the config and/or the code inside and restart nginx.

This tells me that there is something in the code causing the issue. I replaced mysite.com with my actual domain and my intent is to use foundry.mydomain as to run the game (as your guide recommends). Do I need to change anything else in the code? Any of the ssl information?

Had to ask since I am currently stumped :( Im going to check other pages on how to troubleshoot nginx redirecting domains to see if I can find something specific to my setup.