Turn on cheats
sv_cheats 1
Noclip + noclip speed
noclip(on / off)sv_noclipspeed 0.3(default 5)
Remove HUD and viewmodel
cl_drawhud 0(1 to re-enable)r_drawviewmodel 0(1 to re-enable)
Turn on cheats
sv_cheats 1Noclip + noclip speed
noclip (on / off)sv_noclipspeed 0.3 (default 5)Remove HUD and viewmodel
cl_drawhud 0 (1 to re-enable)r_drawviewmodel 0 (1 to re-enable)There are as many ways to write an RFC, tech design, proposal doc, as there are ways to skin a cat. Here's the structure I'm currently using.
It looks a bit heavyweight, but it's possible to skip or collapse sections in less formal environments. But it's still useful as a framework for thinking through the proposal
| ,----------. ,-----------------. | |
| | Producer |------------------------>| Schema Registry | | |
| `----------' `-----------------' | |
| Hi. Can I register a schema S1? | |
| It looks like this {avsc} | |
| ,----------. ,-----------------. | |
| | Producer |<------------------------| Schema Registry | |
Cloudflare, the CDN provider, suffered a massive outage today. Some of the world's most popular apps and web services were left inaccessible for serveral hours whilst the Cloudflare team scrambled to fix a whole swathe of the internet.
And that might be a good thing.
The proximate cause of the outage was pretty mundane: a bad config file triggered a latent bug in one of Cloudflare's services. The file was too large (details still hazy) and this led to a cascading failure across Cloudflare operations. Probably there is some useful post-morteming about canary releases and staged rollouts.
| /* | |
| ff7MapToObj | |
| by Omzy (osamarah@gmail.com) 09/05/2010 | |
| [REL] thread at: http://forums.qhimm.com/index.php?topic=10717.0 | |
| See my WIP at the MDMD forums: http://z9.invisionfree.com/industrialpolygons/index.php?showtopic=562 | |
| Description: Converts a final fantasy 7 .map file to an .obj file that can be opened in various 3d rendering programs. | |
| Requires: lzscdec.exe (by NFITC1) and .map files (wm0, wm2, wm3 from data/wm) must be in same directory. | |
| Download lzscdec.exe from http://www.mediafire.com/?hwyyk2zjjjj |
| LOCATION DESCRIPTION | |
| 0x60818 camera x, left to right increasing |
| "use strict"; | |
| function matchWildcard(match, str) { | |
| match = match.replace(/\*+/, '*'); | |
| let sn = 0; | |
| let m, s; | |
| for (let mn = 0; mn < match.length; mn++, sn++) { | |
| m = match[mn]; | |
| s = str[sn]; | |
| if (m === '*') { | |
| // Bail out at end of match |
^ see above
This article is an extract of months of reading about the PS1 GPU and its inner workings. Writing a PS1 emulator is no mean feat, so I would like to help anyone who finds that there is not enough info online about the GPU. I tried to keep it as simple as possible so that it can be understandable by anyone with some basic familiarity with how GPUs work. There might be mistakes in my thinking throughout so any corrections are welcome. Introduction
The PS1 GPU is arguably one of the most complex parts of the whole machine. It does not have any shader support, so it has specialized functions for drawing specific shapes (See NOCASH PSX docs for more info on those). The simple ones such as "Draw monochrome quad" are easy to understand and implement. But how about the textured ones? I always had no clue on how these work. I mean there is some information online about it, but I could not wrap my head around why there are things called "Textured Pages" and "CLUT tables" and how texels get fetched from VRAM. So I am w
| type Stringable = string | { toString(): string } | |
| export function toCSV <T extends Stringable>(items: T[][]): string { | |
| return items.map(row => row.join(',')).join('\n') | |
| } | |
| export function markdownTable (items: Stringable[][]): string { | |
| const asStrings = items.map( | |
| row => row.map(item => typeof item === 'string' ? item : item.toString()) | |
| ) |