Cryengine 5.4 commands - cryengine

I wanted to cap FPS in cryengine. I was advised to use commands r_Vsync 0 and sys_maxfps 30 (I could make a mistake, but in console I used the correct ones), but FPS is still over 360. How can I fix this?

To limit the framerate in the exported game (GameLauncher), you have to enter these two commands in order
r_VSync = 0
sys_MaxFps = 60 (if you want to cap it to 60 fps)
Unfortunately is not possible to limit your fps in the editor because of a design choice. If you really want to limit them, you could check this out, though you would have to recompile the engine.
Here you can also find a complete list of all the console commands with their possible values and effects.
I hope I helped you :)

Related

why can't I get a checkpoint to flash with a script?

I am trying really hard to start with a simple skeleton on Roblox Studio, and then change one of the checkpoints (or all of them) so that they flash.
I thought to do that by using a script that I saw online that changes the transparency from 1 to 0 and back every 1 second.
So I tried this (I added this to all Checkpoints quite consistently in the same way):
and this (for this one I just added the part at the bottom):
but whenever I played in the Studio to test it I always got static checkpoints:
It is either the script is not running, or transparency is not the right way to go or what?
The "Checkpoints" folder has many objects in it that are called "Checkpoint". If you want to flash a particular one from its child script, you could do this instead:
while (true) do
script.Parent.Transparency = 1
wait(1)
script.Parent.Transparency = 0
wait(1)
end
it will only flash its parent (the Checkpoint).

music21: get the voice/program/instrument of midi voice from a flat score?

I have a simple script that uses music21 to process the notes in a midi file:
import music21
score = music21.converter.parse('www.vgmusic.com/music/console/nintendo/nes/zanac1a.mid')
for i in score.flat.notes:
print(i.offset, i.quarterLength, i.pitch.midi)
Is there a way to also obtain a note's voicing / midi program using a flat score? Any pointers would be appreciated!
MIDI channels and programs are stored on Instrument instances, so use getContextByClass(instrument.Instrument) to find the closest Instrument in the stream, and then access its .midiProgram.
Be careful:
.midiChannel and .midiProgram are 0-indexed, so MIDI channel 10 will be 9 in music21, etc., (we're discussing changing this behavior in the next release)
Some information might be missing if you're not running the bleeding edge version (we merged a patch yesterday on this topic), so I advise pulling from git: pip install git+https://github.com/cuthbertLab/music21
.flat is going to kill you, though, if the file is multitrack. If you follow my advice you'll just get the last instrument on every track. 90% of the time people doing .flat actually want .recurse().

Controlling light using midi inputs

I currently am using Max/MSP to create an interactive system between lights and sound.
I am using Philips hue lighting which I have hooked up to Max/MSP and now I am wanting to trigger an increase in brightness/saturation on the input of a note from a Midi instrument. Does anyone have any ideas how this might be accomplished?
I have built this.
I used the shell object. And then feed an array of parameters into it via a javascipt file with the HUE API. There is a lag time of 1/6 of a second between commands.
Javascript file:
inlets=1;
outlets=1;
var bridge="192.168.0.100";
var hash="newdeveloper";
var bulb= 1;
var brt= 200;
var satn= 250;
var hcolor= 10000;
var bulb=1;
function list(bulb,hcolor,brt,satn,tran) {
execute('PUT','http://'+bridge+'/api/'+hash+'/lights/'+bulb+'/state', '"{\\\"on\\\":true,\\\"hue\\\":'+hcolor+', \\\"bri\\\":'+brt+',\\\"sat\\\":'+satn+',\\\"transitiontime\\\":'+tran+'}"');
}
function execute($method,$url,$message){
outlet(0,"curl --request",$method,"--data",$message,$url);
}
To control Philips Hue you need to issue calls to a restful http based api, like so: http://www.developers.meethue.com/documentation/core-concepts, using the [jweb] or [maxweb] objects: https://cycling74.com/forums/topic/making-rest-call-from-max-6-and-saving-the-return/
Generally however, to control lights you use DMX, the standard protocol for professional lighting control. Here is a somewhat lengthy post on the topic: https://cycling74.com/forums/topic/controlling-video-and-lighting-with-max/, scroll down to my post from APRIL 11, 2014 | 3:42 AM.
To change the bri/sat of your lights is explained in the following link (Registration/Login required)
http://www.developers.meethue.com/documentation/lights-api#16_set_light_state
You will need to know the IP Address of your hue hue bridge which is explained here: http://www.developers.meethue.com/documentation/getting-started and a valid username.
Also bear in mind the performance limitations. As a general rule you can send up to 10 lightstate commands per second. I would recommend having a 100ms gap between each one, to prevent flooding the bridge (and losing commands).
Are you interested in finding out details of who to map this data from a MIDI input to the phillips HUE lights within max? or are you already familiar with Max.
Using Tommy b's javascript (which you could put into a js object), You could for example scale the MIDI messages you want to use using midiin and borax objects and map them to the outputs you want using the scale object. Karlheinz Essl's RTC library is a good place to start with algorithmic composition if you want to transform the data at all http://www.essl.at/software.html
+1 for DMX light control via Max. There are lots of good max-to-dmx tutorials and USB-DMX hardware is getting pretty cheap. However, as someone who previously believed in dragging a bunch of computer equipment on stage just to control a light or two with an instrument, I'd recommend researching and purchasing a simple one channel "color organ" circuit kit (e.g., Velleman MK 110). Controlling a 120/240V light bulb via audio is easier than you might think; a computer for this type of application is usually overkill. Keep it simple and good luck!

gem5 cache statistics - reset and dump

I am trying to get familiar with gem5 simulator.
To start, I wrote a simple program with
int main()
{
m5_reset_stats(0, 0);
m5_dump_stats(0, 0);
return 0;
}
I compiled it with util/m5/m5op_x86.S and ran it using...
./build/X86/gem5.opt configs/example/se.py --caches -c ~/tmp/hello
The m5out/stats.txt shows (among other things)...
system.cpu.dcache.ReadReq_hits::total 881
system.cpu.dcache.WriteReq_hits::total 917
system.cpu.dcache.ReadReq_misses::total 54
system.cpu.dcache.WriteReq_misses::total 42
Why is an empty function showing so much hits and misses? Are the hits and misses caused by libc? If so, then what is the purpose of m5_reset_stats() and m5_dump_stats()?
I would check in the stats.txt file if there are two chunks of
---Begin---
---End-----
because as you explained it, the simulator is supposed to dump the stats at dump_stats(0,0) and at the end of the run. So, it seems like you either are looking at one of those intervals (and I would expect the other interval to have 0 for all stats); or there was a bug in the simulation and the dump_stats() (or reset_stats())didn't actually do anything. That actually happened to me plenty of times, but I am not really sure as to the source of this bug.
If you want to troubleshoot further, you could do the following:
Look at the disassembly of your code and find the reset_stats.w and dump_stats.w
Dump a trace from gem5 and see if it ends up executing the dump and reset instructions and also what instructions (and how many) are executed before/after.
Hope this helps!

Editing Timeline from CCB file in cocos

I did some research into this and couldn't really find anything, so if this is a repetitive question I apologize. but anyway I have made a CCB file in CocosBuilder and I would like to start the timeline, for example, at one second instead of playing from the beginning. Is there a way to do this? Thanks for the help guys.
Edit: i would like this to be done in the code.
I am using 2.2.1 Cocos2DX version. I think there is no option to play it from given interval. But you can tweak yourself to get it done. (Not simple one)
You have to go to CCBAnimationManager and there you get "mNodeSequences".
It is dictionary and you get difference properties there like "rotation position etc..."
values there.
Internally AnimationManager reads this value (These values are specified in your CCB)
and puts in runAction queue.
So you have to break it as you want.(Ex. 5 min timeline you have. But you want to start
from 1 min then you have run first 1 min Actions without delay and for remaining you
have properly calculate tween intervals.
It's long procedure and needs calculation. If you don't know any other simpler way try this. If you know pls let us know (Post it).