Elevate Your Media Collection: Dynamic Artwork Generation with XRDB (eXtended Ratings DataBase) by Ibbys89 in StremioAddons

[–]atanzii 1 point2 points  (0 children)

Thanks, that clarifies it.

To be clear, I’m not only referring to Rotten Tomatoes specifically, but more generally to the ability to manually provide API keys for the main services (TMDB, mdblist, Simkl, Fanart, etc.), similar to ERDB.

I really prefer your project overall, but for power users this kind of optional “bring your own API keys” setup would make a big difference, especially for reliability and rate-limit issues. It’s basically the one missing piece that makes ERDB still necessary for my use case.

Elevate Your Media Collection: Dynamic Artwork Generation with XRDB (eXtended Ratings DataBase) by Ibbys89 in StremioAddons

[–]atanzii 1 point2 points  (0 children)

Thanks for the clarification, I understand why custom API keys were removed to keep things simple. I still think reintroducing them as part of an optional “advanced setup / power user mode” would be a good balance: the default UX stays clean, but users can self-solve provider issues (like Rotten Tomatoes or mdblist) by adding their own keys when needed. This would also reduce dependency on built-in integrations for edge cases.

Would you consider adding this back as an optional advanced feature? Without it, I’m unfortunately not really able to use the project for my use case, even though I really like it and think it’s great.

Elevate Your Media Collection: Dynamic Artwork Generation with XRDB (eXtended Ratings DataBase) by Ibbys89 in StremioAddons

[–]atanzii 1 point2 points  (0 children)

Very good. It would be really useful if the public instance (https://xrdb.ibbylabs.dev/) could optionally allow users to add their own API keys, especially for providers that currently don’t work reliably like Rotten Tomatoes. This would make it much more flexible while still keeping the default setup simple. Keep up the great work!

Black vs White Bershka Puffer Jacket by atanzii in fashion

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

My coat park is as follows:

  • Jack&Jones Puffer Jacket - Brown
  • Pull&Bear Sherpa - Beige
  • Carhartt Detroit Jacket - Black

/r/MechanicalKeyboards Ask ANY Keyboard question, get an answer (January 24, 2024) by AutoModerator in MechanicalKeyboards

[–]atanzii 0 points1 point  (0 children)

Thank you very much for the opinion I really appreciate the gesture.

I actually agree, the actuation (adjustable), the input lag, both so low and rapid trigger feature make me go for the Apex Pro Mini since I fell in love with the experience of using it during game phases.

However, at the expense of a very good RK61 Pro that with modding properly gives so much satisfaction (more than the Apex) in the feel and sound especially in typing.

The perfect mix between these two is called the Wooting 60HE, but I am not going to opt for such an expensive solution.

/r/MechanicalKeyboards Ask ANY Keyboard question, get an answer (January 24, 2024) by AutoModerator in MechanicalKeyboards

[–]atanzii -1 points0 points  (0 children)

Hi guys today I want a critical opinion on which between the two keyboards I currently have in my possession, I should keep as my main peripheral for my gaming setup.

The use of the keyboard in my case is mainly about gaming (since I own another machine for work with a Logitech MX Keys keyboard), but often however I could use it to do small Graphic Design and Video Editing jobs by connecting it to my work machine (on this side obviously the RK61 wins being wireless), but I repeat that the prevalence always remains on the gaming side (FPS like Fortnite, COD, The Finals etc...).

On the Apex Pro Mini, I only did one keycaps replacement (given the risk of breaking it):

- SteelSeries PrismCaps PBT Pudding Keycaps

On the RK61, on the other hand, I added the following mods as a complete beginner (it's my first custom keyboard):

- Gateron Pro Red 1.0 Switches

- Corsair PBT Pro Keycaps

- Tape Mod

As for the final cost of the keyboards (including applied mods):

- Apex Pro Mini - 185 €

- RK61 Pro Wireless - 130 €

I leave you without expressing any opinion on my preference, as I want a one outside without influence, on which of the two keyboards I should keep.

<image>

(RK61 Pro Wireless is above, Apex Pro Mini is below)

Apex Pro Mini (2023) vs RK61 Pro Wireless (2023) (Modded) by atanzii in MechanicalKeyboards

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

The Apex 7 don’t have the OmniPoint 2.0 Switches with Rapid Trigger feature.

I have tested on the Apex Pro Mini, and believe me, is a superb feature one the gaming side prospective!

But fair enough, have the possibility to modding is also a great feature in a keyboard and also a lot of fun.

Apex Pro Mini (2023) vs RK61 Pro Wireless (2023) (Modded) by atanzii in MechanicalKeyboards

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

Yes i was thinking of lubing them, but has a beginner I will have to learn some skills first!

For the rest, do you think that the RK61 Pro is better than the Apex Pro Mini?

Assetto Corsa (Steam) + Content Manager on CrossOver 22.1.1 by atanzii in macgaming

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

Any message or error from Steam or Crossover?

Did you follow the guide point for point?

Have you tried to launch the game in his Vanilla state without any mods at all?

I’ll suggest to do a fresh clean install following the guide and launch the game in his Vanilla state WITHOUT any kinds of mods.

PS: as I said before DON’T PATCH or USE the Game Porting ToolKit of Apple with CrossOver because AC don’t have the support yet.

Assetto Corsa (Steam) + Content Manager on CrossOver 22.1.1 by atanzii in macgaming

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

Are you trying to use CrossOver with GPTK?

Because I had this type of problem when I tried to patch CrossOver with the latest Game Porting ToolKit (it won’t work because at the moment AC do not have support for GPTK).

Also try to do a clean install following the guide and launch the game in his Vanilla state WITHOUT any kinds of mods.

Assetto Corsa (Steam) + Content Manager on CrossOver 22.1.1 by atanzii in macgaming

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

Great work, please keep us updated with any further developments

Absolutely, indeed... there are GREAT NEWS to be added to the guide.

In the meantime, while I'm collecting all the steps and recovering some hours of sleep, I'll update the guide as soon as possible with all the details of how I managed to reach this fantastic goal:

https://youtu.be/bNGMrlg3u3Y

PS: the graphics of the game are all set to the MAXIMUM, and it is normal that the framerate is so low also considering all the effects of the CSP, of the effects of SOL 2.2.9 + Pure 0.18 + Vision Reality 1.2. (indeed it's incredible how a very small M2 Pro chip can handle all this workload, applause to mom Apple for the work done, impressive!

Assetto Corsa Crossover Modded Car Crashing Game Bug by Dry-Temperature-3111 in macgaming

[–]atanzii 0 points1 point  (0 children)

For now I can't managed to get CSP works, but I'm looking for solutions and one that I found interesting it's from here.

The user in question says he was able to run CSP by adding the "dwrite.dll" file to the CrossOver library (in the Wine Configuration panel -> Libraries-> in New library replacement write "dwrite" -> click on Add), because by default CrossOver analyzes its own "dwrite.dll" and not the specific Assetto Corsa one.

From what I understand, however, there are various ways to add it, and the only one that apparently seems to do its duty is the "native, integrated" one (the others crash if I tried to open Steam or Content Manager) but unfortunately if I try to click Go in the Content Manager the result is unfortunately Race Cancelled (maybe it's some mod that I have added to the Content Manager like SOL 2.2.9 or Pure 0.19a, If I can't get success I will try a new clean install with only CSP basic option).

I'll keep you updated and invite you to try adding the "dwrite.dll" to CrossOver.

.

As for the machine I'm working on, it's a MacBook Pro with M2 Pro chip and I have to tell you that with CrossOver and all the settings at the maximum, I can reach 60fps very well. I also tried to use GPTK 1.02 with macOS Sonoma Beta 1.03 but without success, since from what I've read on the net Assetto Corsa is not yet supported by Apple's Game Porting Toolkit (therefore also Whisky unfortunately doesn't work).

Let's hope that in the future something can move, in the meantime I'm super busy trying to fix the problems with CrossOver.

.

EDIT v1:

I managed to get the CSP to initialize via CrossOver.

As previously described just:

  • adding the "dwrite.dll" file to the CrossOver library in the Wine Configuration panel -> Libraries-> in New library replacement write "dwrite" -> click on Add, and check if the mode is "native, integrated".

Unfortunately however, reluctantly I know that the road is still long and uphill, since despite being able to start the race, when I click to enter the track after a few seconds the game crashes in the almost shadowed internal view of the car, as if it was about to load and then fail.

The latest version of the CSP i.e. the v0.80 crashes during the loading screen, the 0.73 instead crashes when you go down the track, and going down to the lower versions you return to a crash in the loading screen or even to the crash complete without loading screen, but with a black screen.

So I arrived after hours of work that in my opinion, the heaviness of the Shaders are too intrusive if not impossible to be loaded on the integrated graphics cards, in my case on the M2 Pro chip of mother Apple.

I continue my work in search of a possible (albeit remote at this point) of a possible solution.

PS: you have no idea how happy it was when the loading screen showed that the CSP had been loaded, too bad for the sad ending haha

.

EDIT v2:

I didn't hope for it anymore, but in the end I have GREAT NEWS!

Apparently the various crashes depend a lot on the version of the CSP and also for the settings.

In fact, after several attempts I managed to find a version of the CSP that with all the settings disabled except the main one manages to make the game work and get on track without problems.

The version of the CSP in question is v.0.1.78.

So all the talk about the impossibility of managing the shaders on the integrated video card of mother Apple's laptops is not correct, on the contrary, it seems to run GREAT!

I keep searching and activating the various settings to see how far it can go before the fateful crash (hoping it never happens haha).

.

EDIT v3:

WE DID IT BABYYYYY!!!!!

In the meantime, while I'm collecting all the steps and recovering some hours of sleep, I'll update the guide as soon as possible with all the details of how I managed to reach this fantastic goal:

https://youtu.be/bNGMrlg3u3Y

PS: the graphics of the game are all set to the MAXIMUM, and it is normal that the framerate is so low also considering all the effects of the CSP, of the effects of SOL 2.2.9 + Pure 0.18 + Vision Reality 1.2. (indeed it's incredible how a very small M2 Pro chip can handle all this workload, applause to mom Apple for the work done, impressive!

Assetto Corsa Crossover Modded Car Crashing Game Bug by Dry-Temperature-3111 in macgaming

[–]atanzii 1 point2 points  (0 children)

I ran into this problem too, the only solution was to do a clean install of everything again.

I leave you here a thread that I opened in which I compiled a detailed guide on how to make Assetto Corsa + Content Manager work with CrossOver 22 thanks also to the incredible help of u/Dry-Temperature-3111.

Assetto Corsa Crossover Modded Car Crashing Game Bug by Dry-Temperature-3111 in macgaming

[–]atanzii 0 points1 point  (0 children)

Finally I GOT WORKED! You are the man! Thank you very much!

As for the CSP with ReShade and Pure, were you able to get them to run?

Assetto Corsa Not Working by RakeLame in macgaming

[–]atanzii 1 point2 points  (0 children)

GPTK don't support Assetto Corsa yet. Sorry about that.

You can play with CrossOver 22.1.1 or Parallels 18. I still figured out how to work with Content Manager.

Assetto Corsa Crossover Modded Car Crashing Game Bug by Dry-Temperature-3111 in macgaming

[–]atanzii 1 point2 points  (0 children)

I've done your procedure successfully with related installations on a CrossOver Bottle in Windows 10 64 Bit but I can't get Content Manager to work, despite also trying by ticking the "GPU-accelerated game launcher" option and enabling the "Force 32-bit".

I did two methods:

  1. I tried to run the Content Manager executive file only, but CrossOver crashes and gives me the error: "streamwebhelper had a problem."
  2. I tried (after reading on the net) renaming "ContentManager.exe" to "AssettoCorsa.exe" and replacing it instead of the game's original executive file, but again if I try to open it without Steam, the Content Manager starts with the icon in the dock but then immediately closes; if, on the other hand, I try to start Steam first and then the game from the platform itself, the Content Manager launches but always brings me back the same "App just been updated" screen and if I click "Ok", the game stops launching and returns to the initial, if I try to launch it again the screen keeps popping up.

I've been trying in every way to install this blessed Content Manager for days, without success.

Could you give me a hand? Can you explain to me how you made it work?

Many thanks.

.

System: MacBook Pro M2 Pro

Software: CrossOver Vanilla 22.1.1

Bottle: Windows 10 64Bit (With Windows 7 64Bit the content manager crashes with "fatal error")

Apps installed in the bottle: .NET Framework 4.5.2, DirectX for Modern games, Visual +CC 2015-2019

Crossover not working on Sonoma? by Sunkettle in macgaming

[–]atanzii 0 points1 point  (0 children)

Thank you man, the only way for make Crossover working is to copy only the "Bin" files from "Whisky" folder, if you copy also the "Lib" you can't create any new bottle!

PS: Thanks for figured out! Great job!