BUG:Unable to get the value of svelte-select

I used svelte-select as select plugin
The value of svelte-select exists in a hidden input

<script>
  import Select from<EMAIL_ADDRESS>	import { useForm } from<EMAIL_ADDRESS>	const form = useForm();
  let collection = [
    { value: 1, label: "one" },
    { value: 2, label: "two" },
    { value: 3, label: "three" }
  ];
</script>

<form use:form>
	<input name="test" >
<Select name="select" items={collection} />

</form>

<pre>
{JSON.stringify($form, null, " ")}
</pre>

This is a simplified example
svelte-app.zip

Hey, sorry for the delay.
I wouldn't really call this a bug, since svelte-use-form is only expected to work with native HTML5 inputs and in some cases simple components wrapping them.
Still, I'm always open to adding features that can benefit the users of this library if they are sensible. In this case I do not really see an easy fix for making both libraries compatible, since besides how they concretely generate these selects, they also have a special format for the selects input value. This would require a lot of changes to the core logic of this library and would make this library dependent on their implementation.

I'm closing this issue for now but feel free to comment if you believe that there would be a way to make these libraries compatible without the prescribed issues.


Zoom / Pan button default to pan with multiple charts

I enabled zoom / panning on my chart and found a post that helped me hide the zoom / panning toggle button with css.
.canvasjs-chart-toolbar> button:first-child {
  display: none !important;
}

Also to set the hidden button to panning mode.
var parentElement = document.getElementsByClassName("canvasjs-chart-toolbar");
var childElement = document.getElementsByTagName("button");
if(childElement[0].getAttribute("state") === "pan"){
  childElement[0].click();
    }

My problem is, when there is more than one chart on the page, the first chart's button get set to panning but the second doesn't. Heres a JS fiddle showing the problem.
http://jsfiddle.net/v5d8qv3q/

@chriskoh it looks like you are using http://canvasjs.com/ which is different than Chart.js. I would ask the makers of this library regarding your question.


[Feat] GraphQL : Ability to apply middleware to the graphql endpoint

Currently since the GraphQL module boots up the server in $onInit it is not possible to apply middlewares to the /graphql endpoint. Express adds them in the order app.use is called, so by the time $onMountingMiddlewares hook is fired, this is already done.
Need to find a way to apply middlewares in the graphql module BEFORE setting up the graphql server. Possibly a separate registry of gql enabled middlewares and a single middleware applied that executes them? (so that we can use the injector later when that "main" middleware is executed).
I'm happy to help code it, if that design makes sense.

Hello @bsparks ,
You can use $onInit hook on your server to register your middleware.
class ServerLoader {
  $onInit() {
      this.use(MyMiddleware)
  }
}

Server.$onInit is called before $onInit services and modules :)
It should work :)


fix broken links

These links need to be fixed ASAP, especially the one in about_lectures
writing output... [  0%] 404
writing output... [  1%] about_lectures
(line   69) broken    https://github.com/pydata/pandas/blob/master/pandas/stats/math.py - 404 Client Error: Not Found for url: https://github.com/pandas-dev/pandas/blob/master/pandas/stats/math.py
writing output... [  2%] about_py
writing output... [  3%] additive_functionals
writing output... [  4%] aiyagari
writing output... [  4%] amss
writing output... [  5%] amss2
writing output... [  6%] amss3
writing output... [  7%] arellano
writing output... [  8%] arma
writing output... [  8%] black_litterman
writing output... [  9%] calvo
writing output... [ 10%] career
writing output... [ 11%] cass_koopmans
writing output... [ 12%] cattle_cycles
writing output... [ 13%] chang_credible
writing output... [ 13%] chang_ramsey
writing output... [ 14%] classical_filtering
writing output... [ 15%] coase
writing output... [ 16%] coleman_policy_iter
writing output... [ 17%] complex_and_trig
writing output... [ 17%] debugging
writing output... [ 18%] discrete_dp
writing output... [ 19%] dyn_stack
writing output... [ 20%] egm_policy_iter
writing output... [ 21%] estspec
writing output... [ 21%] finite_markov
writing output... [ 22%] geom_series
writing output... [ 23%] getting_started
writing output... [ 24%] growth_in_dles
writing output... [ 25%] harrison_kreps
writing output... [ 26%] hs_invertibility_example
writing output... [ 26%] hs_recursive_models
writing output... [ 27%] ifp
writing output... [ 28%] index
writing output... [ 29%] index_advanced_python_programming
writing output... [ 30%] index_asset_pricing
writing output... [ 30%] index_asset_pricing_grad
writing output... [ 31%] index_asset_pricing_undergrad
writing output... [ 32%] index_classic_linear_models
writing output... [ 33%] index_data_and_empirics
writing output... [ 34%] index_dynamic_programming
writing output... [ 34%] index_dynamic_programming_grad
writing output... [ 35%] index_dynamic_programming_squared
writing output... [ 36%] index_dynamic_programming_undergrad
writing output... [ 37%] index_hs_recursive_models
writing output... [ 38%] index_learning_python
writing output... [ 39%] index_lq_control
writing output... [ 39%] index_lq_control_grad
writing output... [ 40%] index_lq_control_undergrad
writing output... [ 41%] index_multi_agent_models
writing output... [ 42%] index_multi_agent_models_grad
writing output... [ 43%] index_multi_agent_models_undergrad
writing output... [ 43%] index_postgrad
writing output... [ 44%] index_python_scientific_libraries
writing output... [ 45%] index_time_series_models
writing output... [ 46%] index_time_series_models_grad
writing output... [ 47%] index_toc
writing output... [ 47%] index_tools_and_techniques
writing output... [ 48%] index_tools_and_techniques_grad
writing output... [ 49%] index_tools_and_techniques_undergrad
writing output... [ 50%] index_undergrad
writing output... [ 51%] irfs_in_hall_model
writing output... [ 52%] jv
writing output... [ 52%] kalman
writing output... [ 53%] lake_model
writing output... [ 54%] linear_algebra
writing output... [ 55%] linear_models
writing output... [ 56%] lln_clt
writing output... [ 56%] lqcontrol
writing output... [ 57%] lqramsey
writing output... [ 58%] lu_tricks
writing output... [ 59%] lucas_asset_pricing_dles
writing output... [ 60%] lucas_model
writing output... [ 60%] markov_asset
writing output... [ 61%] markov_jump_lq
writing output... [ 62%] markov_perf
writing output... [ 63%] matplotlib
writing output... [ 64%] matsuyama
writing output... [ 65%] mccall_model
writing output... [ 65%] mccall_model_with_separation
writing output... [ 66%] mle
writing output... [ 67%] muth_kalman
writing output... [ 68%] numba
writing output... [ 69%] numpy
writing output... [ 69%] odu
writing output... [ 70%] ols
(line   35) broken    https://economics.mit.edu/files/4123 - HTTPSConnectionPool(host='economics.mit.edu', port=443): Max retries exceeded with url: /files/4123 (Caused by SSLError(SSLError("bad handshake: Error([('SSL routines', 'tls_process_server_certificate', 'certificate verify failed')])")))
(line   86) broken    https://economics.mit.edu/faculty/acemoglu/data/ajr2001 - HTTPSConnectionPool(host='economics.mit.edu', port=443): Max retries exceeded with url: /faculty/acemoglu/data/ajr2001 (Caused by SSLError(SSLError("bad handshake: Error([('SSL routines', 'tls_process_server_certificate', 'certificate verify failed')])")))
writing output... [ 71%] oop_intro
writing output... [ 72%] opt_tax_recur
writing output... [ 73%] optgrowth
writing output... [ 73%] orth_proj
writing output... [ 74%] pandas
(line  310) broken    http://docs.python-requests.org/en/master/ - HTTPSConnectionPool(host='2.python-requests.org', port=443): Max retries exceeded with url: //en/master/ (Caused by SSLError(SSLError("bad handshake: Error([('SSL routines', 'ssl3_read_bytes', 'tlsv1 alert internal error')])")))
(line  330) broken    http://docs.python-requests.org/en/master/ - HTTPSConnectionPool(host='2.python-requests.org', port=443): Max retries exceeded with url: //en/master/ (Caused by SSLError(SSLError("bad handshake: Error([('SSL routines', 'ssl3_read_bytes', 'tlsv1 alert internal error')])")))
writing output... [ 75%] pandas_panel
writing output... [ 76%] perm_income
writing output... [ 77%] perm_income_cons
writing output... [ 78%] permanent_income_dles
writing output... [ 78%] python_advanced_features
writing output... [ 79%] python_by_example
(line   30) broken    http://www.diveintopython3.net/ - 502 Server Error: Bad Gateway for url: http://www.diveintopython3.net/
writing output... [ 80%] python_essentials
writing output... [ 81%] python_oop
writing output... [ 82%] rational_expectations
writing output... [ 82%] rob_markov_perf
writing output... [ 83%] robustness
writing output... [ 84%] rosen_schooling_model
writing output... [ 85%] samuelson
writing output... [ 86%] schelling
writing output... [ 86%] sci_libs
writing output... [ 87%] scipy
writing output... [ 88%] search
writing output... [ 89%] short_path
writing output... [ 90%] smoothing
writing output... [ 91%] smoothing_tax
writing output... [ 91%] stationary_densities
writing output... [ 92%] status
writing output... [ 93%] tax_smoothing_1
writing output... [ 94%] tax_smoothing_2
writing output... [ 95%] tax_smoothing_3
writing output... [ 95%] troubleshooting
writing output... [ 96%] uncertainty_traps
writing output... [ 97%] von_neumann_model
writing output... [ 98%] wald_friedman
writing output... [ 99%] writing_good_code
writing output... [100%] zreferences

The first has been resolved by changing the link in #810 . I have no problems opening the others from the web lectures or notebooks but I suppose some people might.
Where is this output from? I can't replicate it jupinx. What follows is based on the assumption that the output is from jupinx compilation, and is the result of some link-checking process.

I think the economics.mit.edu problems are on their end -- according to this, they have an incomplete certificate chain.
the other errors (tlsv1 alert internal error and Bad Gateway) that were noted in #730 I'm finding a little more cryptic, though I think the latter especially is more likely to be a problem with their server.  I wonder if the tlsv1 error is caused by an outdated version of something (OpenSSL?) possibly on our end but more likely on theirs if it is only a problem with one link.

I'm not sure under what circumstances one of these links actually wouldn't work for a reader--maybe a problem in particular browsers? I haven't found a case where a link actually doesn't work, but one concern might be that the errors are indicative of some problem with jupinx.
@mmcky can you advise whether this makes sense?
If you would like me to have a bit more of a look, do you have any suggestions for where to go next?

hey @mtiley thanks for looking into these things.
Do the links resolve despite these certificate issues? We may need to add an exclusion for these types of errors. Is there anything unique to identify them (i.e. a string) that we could filter them out of the results?

They are working fine for me in Firefox and Chrome, without proxy or VPN. I think the broken messages are caused either by problems with the servers we're linking to or type 1 errors in the checking process, more likely the former. Or the checking process is being more picky than my browser.
I think it's probably still good to be warned about the other problems and to manually check if the links would work for a user, but presumably the main thing we are checking for is 404 errors -- old links to resources that aren't there any more? So I'm not sure that we want to ignore any error here but maybe only the 404s need to be so prominent.
Basically I don't know that much about this process but it doesn't seem to me that these errors are a big problem.
In terms of filtering out (possibly) non-urgent error types, would the error code or name e.g. "502 Server Error" or "SSLError(SSLError("bad handshake: Error([('SSL routines', 'tls_process_server_certificate', 'certificate verify failed')])"))" be enough? For filtering out the errors for these specific links, the URL or host name?
I suppose another option (maybe the best one?) is just to remove links that have these problems.

@mmcky I think this can be closed


grammar and mechanics

capitalization, contractions, places and formal nouns, colons, ampersands, commas, ellipses, en and em dashes, hyphens, slashes, pipes, Canadian spelling

Should we just use the Canadian Style? https://www.btb.termiumplus.gc.ca/tpv2guides/guides/tcdnstyl/index-eng.html?lang=eng

Covered in formatting or content guidelines documentation.


project/REPL: setwd() short cuts needed

the repl needs convenient setwd() short cuts of some sort.
typing setwd, quotes, paths, double backslashes, etc. gets old fast, especially when the directories you care about are right there in the Solution Explorer.   would be great to have two shortcuts:

an "up arrow" which like Explorer takes you up one level
the ability to right click on a node in a project and like "Scope to this", do a setwd(" ") to the highlighted directory.

in the pic below, a menu item to do a setwd("........\shiny-2")

see #1089


JWT Package Namespace Issue

Describe the bug
There is a namespace collision between the jwt and pyjwt packages.
See:

https://github.com/jpadilla/pyjwt/issues/374
https://github.com/GehirnInc/python-jwt/issues/9
https://github.com/GehirnInc/python-jwt/issues/36
https://github.com/pypa/pip/issues/4625

Expected behavior
Be able to use both packages without errors.
To Reproduce
Try to use pyjwt for encoding a new token.   Like this
My Platform
Works locally on Mac in Anaconda virtual environment with pyjwt==2.4.0 and jwt==1.3.1 in the requirements.txt file, but not on GitHub Actions "Python application" CI when packages are installed from the requirements.txt file.

Hi, this issue tracker is for issues with the codebase behind https://pypi.org itself, not the projects hosted on PyPI.
You should report this issue to the tracker for the project in question instead.


Unable to parallelize properly using par_iter or par_bridge

I am using a complex recursion based function. I want to run multiple instances of it across multiple cores and store the outputs in a vector of tuples. I have tested it on Windows 10 and 11 and the program is built using Rust (version: 1.77.1).
The program starts by using multiple cores (50-60%) , but gradually the usage drops until 10% (nearly 1 core worth of CPU) is being used. The task manager shows that all the cores are being used, but not at 100% and the memory usage (2GB) remains constant throughout the run. When I run the single core version, one core is able to reach 100% and the memory usage is 100-200 MB. Single core version is 2.5x faster than the multicore version. I have tried using both par_iter and par_bridge. I also tried to play around with max stack size but to no avail.

Is it possible for you to share your code? Or a similar reproducer? Otherwise, I can only guess at the cause...

The task manager shows that all the cores are being used, but not at 100%

With par_bridge, this could be the threads waiting on the Mutex for the sequential iterator input. If so, that means the iterator cannot produce items fast enough to keep the parallel part busy. Make sure you're doing as much as possible on the parallel side though -- like iter.map(...).par_bridge() vs iter.par_bridge().map(...).
With par_iter, rayon shouldn't be adding much blocking, but maybe you have a Mutex or similar synchronization of your own that's blocking progress?

I don't have mutex or anything. It is a fairly simple code. All the complexity is within the single threaded recursive function.Even the cache for storing results of recursive calls is implemented within the recursive function, so even that's not shared.
I can't share the original code as it is proprietary, but I'll try to create a minimal reproducible example where par_iter doesn't work by this weekend.

Is it possible you're running this in WSL? I recently tried running some code in WSL and because of syscalls it seems to slow down significantly

No. I am running on Windows only.

the most likely is that you have a severe load imbalance : few function calls (=10% of cores) take very long.

Each function call takes ~0.2 seconds on average (tested using single core Rust app).
Currently I am running it on multiple cores using python's multiprocessing module and C++ code packaged using pybind11 and it is able to hit 100% on all cores (tested on 16 core and 20 core intel systems).
I tried using tokio instead of rayon, but there also the same problem. I thought that maybe antivirus was causing the issue but then I ran it inside Windows sandbox, still the same problem.
My personal laptop has 8 cores and the multi core rayon based rust app is able to hit 30-40% there continuously. It is fluctuating a lot though.

the most likely is that you have a severe load imbalance : few function calls (=10% of cores) take very long.

It still doesn't explain the significant slowdown as compared to the single core version

I rewrote the existing C++ code in Rust without giving it much thought. Finally I got the time to investigate. The caching was implemented using level 4 nested vector array which contains a tuple of int and vector of structs. Basically index of each of the level would correspond to each of the function argument. I think it was bottlenecking memory bandwidth. Enough memory was already allocated early on so multiple allocations were not required. After I removed the cache it ran using all CPU cores. I rewrote the caching logic using a fast hashmap at a global level (kind of like redis), and now it is performing as it should.
TL;DR: Caching using deeply nested vector was impacting performance. Replaced it with hashmap based key value store. Now it is performing as it should.
I think this matter is done and dusted. Hence closing the issue.


Fixed the Daemonic Infector "Cleric Domain Spells" spellcasting entry from innate to focus

These need to be recreated: the data is stored differently between focus spells and innate spells.

I juste recreated the spellcasting entry in Foundry and got the same thing. I only reordered the properties to match the old data.


Implement read-rows-acceptance-test pr1

Issue #<10> Adding test case json file and chunk parser

[ ] Tests and linter pass
[ ] Code coverage does not decrease (if any source code was changed)
[ ] Appropriate docs were updated (if necessary)

Will there be more coming to this PR? I might be missing it, but it doesn't seem like any new tests are being run.

Yes there will be one more pr which would run the testcase.

Is it possible to put all of the changes into this PR?

Yes. Will update this pr with testcase change.

You can also see PR #12 for the full test and history as to why I asked for #12 to be broken down.

Ah, sorry that I missed that. My initial thought is not to have code in the repo that we aren't using, but it's not a big deal either way.
Regarding this PR, it looks like the lint task failed. @ajaaym you sould be able to run npm run prettier and have the formatting done automatically.

Codecov Report

Merging #15 into master will not change coverage.
The diff coverage is n/a.

@@          Coverage Diff          @@
##           master    #15   +/-   ##
=====================================
  Coverage     100%   100%
=====================================
  Files           8      8
  Lines         792    792
=====================================
  Hits          792    792

Continue to review full report at Codecov.

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[FEATURE] Improve results sidebar

Your Tasks

[ ] Add a tooltip that says back on hover, to the icon
[ ] Move the results text much further away from the icon

Screenshots

Before contributing, read 👉🏾 this 👈🏾

It's great having you contribute to this project by creating an issue Make sure you are assigned to this before you work on it and you read the Contributing.md file, Thank you! Welcome to the community :nerd_face:

Plz assign this to me

Plz assign this to me

Definitely, thanks for wanting to contribute, Make sure you follow the rules here, else your PR will not be accepted
Good Luck

@amardeep911 an update pls?

Hey @Dun-sin can I take this?

:tada: This issue has been resolved in version 2.20.0 :tada:
The release is available on GitHub release
Your semantic-release bot :package::rocket:


added cloudflare bypass

host d4a.net is not yet tested, but should also work.

not sure if https is working, may use cloudflare https. needs further testing.

they do support https and they have a valid cert for dnshistory.org and d4a.net, but not www.dnshistory.org. But since we are not checking certificate validity, this is not an issue. Should be good to merge.


feat: added WebdriverIO as test framework option

This patch adds WebdriverIO as test framework option with a minimal setup that includes page objects.

@clarkdo anything I can do to move this forward?

@clarkdo thanks for reviewing. I added the wdio packages to renovate.json.

Following PR #528 528


Milestone v3.0.0

:tada: This PR is included in version 3.0.0-rc.4 :tada:
The release is available on:

npm package (@prerelease dist-tag)
GitHub release

Your semantic-release bot :package::rocket:

:tada: This PR is included in version 3.0.0 :tada:
The release is available on:

npm package (@latest dist-tag)
GitHub release

Your semantic-release bot :package::rocket:


Filling static values from csv file

Right now, the mapping window includes the option of auto-mapping of dynamic values
and manual-mapping of static values. I wish I could fill all the static values in one
click, uploading them from a csv file which has the headers defined exactly as the
mapped terms, and only one row of values. No need for a massive copy&paste...
Since this feature is missing, I'm using Bash scripting for copy&paste and then join
the 2 attached files (2-rows.csv is the static values file).
As an alternative, one can use a browser add-on for filling forms using csv, or some
kind of autofill add-on. An example: http://wiki.imacros.net/CSV_input#Input_from_Comma_Separated_Data_.28CSV.29_File

A possible text once (and if) this feature is implemented:
...You can also load all the static values from a dedicated csv file, for filling the
fields below.
The csv file should be created in the following way.
First row:  The exact field names as below. Case-sensitive!
Second row: The static values to be used for ALL occurrences.
Please click here to open your static values csv file.

Best regards,
Menashè

Original issue reported on code.google.com by menashe.eliezer on 2014-07-10 14:04:26

 * *Attachment: [n-rows.csv](https://storage.googleapis.com/google-code-attachments/gbif-providertoolkit/issue-1095/comment-0/n-rows.csv)*
 * *Attachment: [2-rows.csv](https://storage.googleapis.com/google-code-attachments/gbif-providertoolkit/issue-1095/comment-0/2-rows.csv)*

Closing issue as won't fix. If there is renewed interest by other people in this issue, please continue to add your comments or thumbs up to the issue. Thanks


Hungry Serpent Snake game using python

Thank you for contributing @AnilKumarTeegala, make sure to check your contributions on GitHub Pages.


ChromeDriver failed to start

ChromeDriver failed to start in 5  seconds
[xolvio:cucumber] Cucumber is running
[xolvio:webdriver] getChromeDriver called
[xolvio:webdriver] startChromeDriver called
[xolvio:webdriver] Entering _startChromeDriver
[xolvio:webdriver] Spawning phantom process binary /home/gildas/.meteor/packages/xolvio_webdriver/.<IP_ADDRESS>c9pccx++os+web.browser+web.cordova/npm/node_modules/chromedriver/lib/chromedriver/chromedriver
[xolvio:webdriver] Spawned phantom process with pid 845
[xolvio:webdriver] Finished _startChromeDriver
(STDERR) ChromeDriver failed to start in 5  seconds /home/gildas/.meteor/packages/xolvio_webdriver/.<IP_ADDRESS>c9pccx++os+web.browser+web.cordova/npm/node_modules/chromedriver/lib/chromedriver/chromedriver
(STDERR)
(STDERR) events.js:72
(STDERR)         throw er; // Unhandled 'error' event
(STDERR)               ^
(STDERR) Error: Phantom failed to start
(STDERR)   at [object Object]._onTimeout (/home/gildas/projects/payfacile/.meteor/local/build/programs/server/packages/xolvio_webdriver.js:386:13)
(STDERR)   at Timer.listOnTimeout [as ontimeout] (timers.js:112:15)
(STDERR)

While investigating, I found something strange: if I look at the files in /home/gildas/.meteor/packages/xolvio_webdriver/.<IP_ADDRESS>c9pccx++os+web.browser+web.cordova/npm/node_modules/chromedriver/lib/chromedriver/ as mentionned in the logs, I find a chromedriver_mac32.zip. Does it mean that an 32bits OSX version is installed ?

btw, the logs are a little confusing: Phantom instead of chromedriver
wrong copy/paste ;)

Sound like the 32 but version could be the issue. What happens if you try to run the chrome driver binary manually from a terminal?
/home/gildas/.meteor/packages/xolvio_webdriver/.<IP_ADDRESS>c9pccx++os+web.browser+web.cordova/npm/node_modules/chromedriver/lib/chromedriver/chromedriver

I think when someone installs the webdriver package, https://github.com/giggio/node-chromedriver/blob/master/install.js should be executed again but this doesn't happen (the same issue like with the phantomjs npm package). This happens just when you run npm install chromedriver.

@samhatoum executing the command returns
cannot execute binary file: Exec format error

@Sanjo You mean that the prb occurs only if I have installed chromedriver with npm ?

Oh nice catch. It's because npm runs another script for install which Meteor doesn't do when you include npms.

Oh ok, :yes: @Sanjo

@djhi try to run node /home/gildas/.meteor/packages/xolvio_webdriver/.<IP_ADDRESS>c9pccx++os+web.browser+web.cordova/npm/node_modules/chromedriver/install.js
That might fix it (for now)

:+1: it works

awesome, I'll get a fix out soon

However, it does not run headlessly (which may be normal, I admit I have little knowledge about this)

that's correct. chrome driver is intended for either debugging, or if you don't want to run phantom at all. I don't have a good way of making chromedriver headless.
It can be run inside a docker container with some virtual frame buffers, but it wouldn't be an easy meteor add xolvio:webdriver installer.
I'm all open to ideas :)

Ok, phantom is good enough anyway and easier to use for CI.
Thanks a lot for this package btw :) Really great work. Can't wait for the parallel version!

On Linux this may work: https://github.com/Sanjo/meteor-karma/issues/4#issuecomment-73928206

@Sanjo nope, this makes chrome fail to start
events.js:72
         throw er; // Unhandled 'error' event
               ^
RuntimeError: RuntimeError
(UnknownError:13) An unknown server-side error occurred while processing the command.
Problem: unknown error: Chrome failed to start: exited abnormally
Driver info: chromedriver=2.14.313457 (3d645c400edf2e2c500566c9aa096063e707c9cf),platform=Linux 3.13.0-45-generic x86_64)

Finally found a way to use ChromeDrivrer and not be annoyed with multiple Google Chrome windows openning and stealing focus: I use devilspie and have 2 worspaces set in my Cinnamon. For those interested, here's the devilspie script to save under $HOME/.devilspie/chromedriver.ds
; generated_rule chromedriver
( if
 ( begin
    ( contains ( application_name ) "Google Chrome" )
  )
  ( begin
    ( set_workspace 2 )
    ( println "match" )
  )
)

NOTES:
For people using xfce: replace set_workspace with set_viewport
There is a gnome GUI for devilspie, gdevilspie
PS: It's not perfect:

I still loose focus for a second when a new window is started. But the annoyance is very short as it give me back my focus
It will apply on all Google chrome windows. I use chromium for web browsing so it's fine for me
On very few occasions, I've been switched automatically on the 2nd workspace. Only happened once but it might occurs from time to time.


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Documentation: longitude min/max values should be swapped

When running the code listed here: http://chancejs.com/#longitude
chance.longitude({min: -77, max: -78});
throws: Uncaught RangeError: Chance: Min cannot be greater than Max.
-77 > -78

Hi @dt-tl ,
That is the expected behavior because you have set a min that is greater than the max.
-77 (your min) is greater than -78 (your max) which is not valid.
You want:
chance.longitude({ min: -78, max: -77 });

Hey victor, I was just pointing out that the official documentation has this issue, and might need to be updated.

Oooooh my apologies, I didn't catch that, thank you very much!
Updated now.


gl_common is still a dependency in Cargo.toml

#652 removed it from all rust code, but not from the configuration file. Was it intentional? Thanks.

Oops, I see you already have #660 to fix it. I'll close my PR.

Oops, I see you already have #660 to fix it. I'll close my PR.


Forward x-request-id header to destination fetcher

Description
Changes proposed in this pull request:

Forward x-request-id header when calling the destination fetcher

 Thank you for your submission! We really appreciate it. Like many open source projects, we ask that you sign our Contributor License Agreement before we can accept your contribution.You have signed the CLA already but the status is still pending? Let us recheck it.

Don't forget that you need to open a PR in compass to bump the PR number of ord-service in the chart's values yaml.
Otherwise the change won't be part of the next release.


Add check for developer environment

Main:
Maven latest, Java 8,
Python:
Python3 is installed and callable via python and python3.
And twine is expected.
#191

https://github.com/apache/systemds/commit/fd3a305b4e2922f23f4e68bbc11d30e8726c7f99


permission.yml split

Dear reader,
I pass regularly to permissions.yml because I find this easier than working through the commands. especially when I have to adjust multiple permissions at the same time.
When players in the meantime received a rank or promoted and I reload the plug-in they lose their rank. it is possible to split the permissions.yml in two separate files:
groups.yml
users.yml
In this way it is also easier when you are editing something.
Sincerely.
Sorry for my English, this is not my main language.

I'm afraid new features are not being accepted for the old 1.x version of PEX. However, I plan to make this possible in the 2.x version for Sponge.


2.0 pbr

@lilleyse, here is the PR as discussed offline.
This adds the function pbrToMaterialsCommon, a utility function for doing lossy mapping from PBR -> Blinn shading. This enables partial loading of PBR models in Cesium until we have a more robust rendering solution for PBR.
Damaged Helmet sketchfab model rendered this way for reference:

@emackey, any input you have here would also be appreciated

Coverage decreased (-0.01%) to 91.939% when pulling d373dc2f38c41b2d78d6291909bd90e3c3804bcb on 2.0-pbr into 1406b32e6ca44c7ba491ee4b3c90fe0285434c18 on 2.0.

Here's a few more examples:

Thanks @lasalvavida, this will get us some mileage until we are able to get full PBR integrated.  Even after that, I wonder if this or some version of this would be useful to keep for slow devices.
We plan to derive full PBR support from https://github.com/moneimne/WebGL-PBR with help from @moneimne, @sbtron, @snagy, and crew.

@lilleyse just like #274, please merge when ready.

This is updated. I'm made the structural changes that needed to be made. As far as material changes go, I've left it mostly as-is. I would say this is good to be merged into the 2.0 branch; material and specifically KHR_materials_common changes should probably be addressed at a later time.

Sounds good @lasalvavida. There are a couple jsHint errors.

Updated

Okay, this should be good now

Coverage increased (+0.01%) to 91.961% when pulling 8f83cc2a5fd66c8e18faf9252ee20c85af761fd2 on 2.0-pbr into 1406b32e6ca44c7ba491ee4b3c90fe0285434c18 on 2.0.

Coverage increased (+0.01%) to 91.961% when pulling 8f83cc2a5fd66c8e18faf9252ee20c85af761fd2 on 2.0-pbr into 1406b32e6ca44c7ba491ee4b3c90fe0285434c18 on 2.0.

Coverage increased (+0.01%) to 91.961% when pulling 8f83cc2a5fd66c8e18faf9252ee20c85af761fd2 on 2.0-pbr into 1406b32e6ca44c7ba491ee4b3c90fe0285434c18 on 2.0.


Video Chat Full Screen Option

My Setup

Operating System: Windows 7 - 10

App Version: 2.15.3

Installation type: .exe then by updates

[x] I have tested with the latest version

[x] I can simulate the issue easily

Description
When you launch a video chat, you can't use the fullscreen option.
Current Behavior
Nothing happen
Expected Behavior
The video chat switch to full screen mode

we are actually evaluating this communication tool in our company and this is showstopper for us too.

Please test if the latest release did solve this. If not please reopen the issue or create a new one and tell us. I will be closing this one for now.
Thank you!


cannot use intelRealsense view

i use D435i to check Device state,but i open the intelrealsen view,it just show

i wonder Is the data cable damaged？

Hi @Czx1813260515  As you have a very old firmware version currently installed in the camera, let's try using a Viewer version that was designed for that particular firmware to see if the error still occurs.  If it does not occur then we can attempt to update the firmware.
Please visit the link below and click on Intel.RealSense.Viewer.exe to download and run the file, which is the 2.38.1 version of the RealSense Viewer.
https://github.com/IntelRealSense/librealsense/releases/tag/v2.38.1**

嗨，由于相机中当前安装了非常旧的固件版本，因此让我们尝试使用专为该特定固件设计的查看器版本，以查看错误是否仍然发生。如果没有发生，那么我们可以尝试更新固件。
请访问下面的链接并单击英特尔实感查看器.exe下载并运行该文件，该文件是实感查看器的 2.38.1 版本。
https://github.com/IntelRealSense/librealsense/releases/tag/v2.38.1**

ok,i'll try it. And interesting thing is when i used same camera and cable to connect my computer by another usb port。viewer show it is usb2.1,but when i connet by usb hub,it can works.i wonder if is the same problem  of old hardware

嗨，由于相机中当前安装了非常旧的固件版本，因此让我们尝试使用专为该特定固件设计的查看器版本，以查看错误是否仍然发生。如果没有发生，那么我们可以尝试更新固件。
请访问下面的链接并单击英特尔实感查看器.exe下载并运行该文件，该文件是实感查看器的 2.38.1 版本。
https://github.com/IntelRealSense/librealsense/releases/tag/v2.38.1**

ok,i'll try it. And interesting thing is when i used same camera and cable to connect my computer by another usb port。viewer show it is usb2.1,but when i connet by usb hub,it can works.i wonder if is the same problem  of old hardware

Hi @Czx1813260515 As you have a very old firmware version currently installed in the camera, let's try using a Viewer version that was designed for that particular firmware to see if the error still occurs. If it does not occur then we can attempt to update the firmware.
Please visit the link below and click on Intel.RealSense.Viewer.exe to download and run the file, which is the 2.38.1 version of the RealSense Viewer.
https://github.com/IntelRealSense/librealsense/releases/tag/v2.38.1**

unfortunately,i download the 2.38.1 version,it also failed.

The camera should be able to work normally on a USB 2.1 connection.
If the camera works normally when connected to a USB hub, are you able to perform a firmware update whilst attached to the hub?
Even if the firmware update is performed on another computer, the firmware is stored in the camera hardware and not on the computer.  So the update will be carried inside the camera when it is taken to other computers.

Hi. What windows version is it?


Can't go install because of replace directives?

$ go install github.com/JFryy/qq@latest
go: github.com/JFryy/qq@latest (in github.com/JFryy/qq@v0.1.1-alpha):
	The go.mod file for the module providing named packages contains one or
	more replace directives. It must not contain directives that would cause
	it to be interpreted differently than if it were the main module.

Thanks for bringing this up, should be good now.
➜  qq git:(main) docker run -it golang:1.22.4 /bin/bash -c "go install github.com/JFryy/qq@latest"
go: downloading github.com/JFryy/qq v0.1.3-alpha
go: downloading github.com/JFryy/qq/cli v0.0.0-20240626034628-3e21f7f0cea6
...


[fix][broker] Fix leader broker log

Motivation
In the broker logs this malformed message could be print by the broker
[main-EventThread] INFO  org.apache.pulsar.broker.PulsarService - This broker is a follower. Current leader is Optional.empty

Modifications
Fix proper message without calling Optional.toString
Verifying this change

[x] Make sure that the change passes the CI checks.

Does this pull request potentially affect one of the following parts:
Documentation

[ ] doc
[ ] doc-required
[x] doc-not-needed
[ ] doc-complete

Codecov Report

Merging #19987 (5e4af62) into master (68c10ee) will decrease coverage by 2.06%.
The diff coverage is 50.00%.

@@             Coverage Diff              @@
##             master   #19987      +/-   ##
============================================
- Coverage     72.89%   70.84%   -2.06%
- Complexity    31619    32573     +954
============================================
  Files          1861     1873      +12
  Lines        137356   151391   +14035
  Branches      15117    18493    +3376
============================================
+ Hits         100131   107248    +7117
- Misses        29271    35438    +6167
- Partials       7954     8705     +751

Flag
Coverage Δ

inttests
25.98% <50.00%> (+1.55%)
:arrow_up:

systests
24.85% <50.00%> (-0.19%)
:arrow_down:

unittests
69.98% <50.00%> (-2.20%)
:arrow_down:

Flags with carried forward coverage won't be shown. Click here to find out more.

Impacted Files
Coverage Δ

...n/java/org/apache/pulsar/broker/PulsarService.java
81.77% <50.00%> (-0.02%)
:arrow_down:

... and 207 files with indirect coverage changes


Add KeySpec output when getting pubkey

Added KeySpec field when getting public key :)
As you know, CustomerMasterKeySpec field has been deprecated at https://github.com/aws/aws-sdk-go-v2/blob/main/service/kms/api_op_GetPublicKey.go#L120

Thank you @zacscoding. This change is included under 3.11.4.


Crash on type

Environment

[x] Extension version: v143.0.0
[x] Visual Studio Code version: Version: 1.53.2
[x] Operating System version: osx 11.2.1
[x] Python version: Python 3.8.2
[x] sphinx version: 3.5.1
[x] A sample of conf.py or its important fragments: included at the end

How it occurs
Every time I type a character in a vscode .rst file the extension crashes. Syntax highlighting seems to work. The extension use to work before and I don't recall changing anything on my end (local virtual env so I'm actually pretty sure nothing changed). On the other hand I updated vscode.
Output
INFO:snooty.main:Snooty 1.8.7.dev0 starting
INFO:snooty.language_server:Started
WARNING:pyls_jsonrpc.endpoint:Ignoring notification for unknown method workspace/didChangeConfiguration
ERROR:pyls_jsonrpc.endpoint:Failed to handle request 1
Traceback (most recent call last):
  File "/Users/cglacet/.pyenv/versions/kune-documentation/lib/python3.8/site-packages/pyls_jsonrpc/endpoint.py", line 113, in consume
    self._handle_request(message['id'], message['method'], message.get('params'))
  File "/Users/cglacet/.pyenv/versions/kune-documentation/lib/python3.8/site-packages/pyls_jsonrpc/endpoint.py", line 182, in _handle_request
    handler_result = handler(params)
  File "/Users/cglacet/.pyenv/versions/kune-documentation/lib/python3.8/site-packages/pyls_jsonrpc/dispatchers.py", line 23, in handler
    return method(**(params or {}))
  File "/Users/cglacet/.pyenv/versions/kune-documentation/lib/python3.8/site-packages/snooty/language_server.py", line 450, in m_text_document__completion
    return self.completions(textDocument.uri, position)
AttributeError: 'dict' object has no attribute 'uri'
[Error - 7:34:42 AM] Request textDocument/completion failed.
  Message: AttributeError: 'dict' object has no attribute 'uri'
  Code: -32602
[object Object]

Sphinx conf.py
In my conf file I have 2 patches to correct bugs I had, the rest of it is pretty standard. Here are the two patches:
"""Patching m2r2"""
import m2r2

current_m2r2_setup = m2r2.setup

def patched_m2r2_setup(app):
    try:
        return current_m2r2_setup(app)
    except (AttributeError):
        app.add_source_suffix(".md", "markdown")
        app.add_source_parser(m2r2.M2RParser)
    return dict(
        version=m2r2.__version__,
        parallel_read_safe=True,
        parallel_write_safe=True,
    )

m2r2.setup = patched_m2r2_setup

"""Patching sphinx titles"""
from docutils import nodes
from sphinx.application import Sphinx
from sphinx.environment.collectors.title import TitleCollector

_process_doc = TitleCollector.process_doc

def process_doc(self, app: Sphinx, doctree: nodes.document) -> None:
    if doctree.traverse(nodes.section):
        _process_doc(self, app, doctree)
    else:
        titlenode = nodes.title()
        app.env.titles[app.env.docname] = titlenode
        app.env.longtitles[app.env.docname] = titlenode

TitleCollector.process_doc = process_doc

Fixed in 1.8.8 release.
You might manually update snooty-lextudio Python package to 1.8.8 (or wait till the next release of the VSCode extension to guide you through).

confirmed upgraded package manually and doesn't crash anymore. Thanks for the quick response.


Fails to detect new raspberry pi 4 that has 8GB ram option

I just tried it at home and it fails. Updating accordingly. List is here and grep for Raspberry: http://standards-oui.ieee.org/oui.txt

Turns out it should recognize it, it is the same OUI as the raspberry 4, so I am not sure what is going on.

Works now! It was because of case sensitivity, fixed in 1.1.4.


[Silent Hill 2] Checklist of Remaining/Wishlist Fixes

Hi @elishacloud and @AeroWidescreen ,
I'm not sure if this is the most suitable place to post this but as I'm doing a play through of SH2 again for the Enhanced Audio project I was make mental notes of the remaining "wishlist" fixes and wanted to post them for posterity purposes.

[ ] Integration of PS2 quality sound files ("Enhanced Audio" project)
[ ] Integration of soft shadows
[ ] Integration of anti-aliasing (possibly done through SMAA?)
[ ] Integration of WineD3D's fixes without having to use WineD3D (wise to do so?)
[ ] Adjust WSF to accommodate new 16:9 FMVs (currently there are still small pillar boxes when FMVWidescreenEnhancementPackCompatibility is turned on). Possibly have two options for this now? 16x10FMVWidescreenEnhancementPackCompatibility and 16x9FMVWidescreenEnhancementPackCompatibility in case some people prefer to use the originals still?
[ ] Fix "Eddie/Laura bowling scene" black fade out regardless if Fix2D or similar is on/off
[ ] Fix camera "pop" during "blood on the road" cutscene when ReduceCutsceneFOV is on
[ ] Adjust fixed camera angles in several spots to hide clipping through wall (possible?)
[ ] Blacken pillar boxes on full screen images at all times (they're grey when in Silent Hill (daytime))
[ ] Black backdrop for pillar boxes when James is transcribing notes on his map
[ ] Make map markings and save screen wording hide behind pillar boxes (possible?)
[ ] Remove one-frame flicker when in-game cutscene changes to motion blur (if not possible then have the option to disable the game's motion blur altogether then in the ini file?)
[ ] Have cursor (used for interacting with full screen images) default to center of screen/resolution each time
[ ] Shadows don't cast over Maria (dead in bed in Labyrinth) or on both Ernest doors (BFaW campaign)

Adjust WSF to accommodate new 16:9 FMVs (currently there are still small pillar boxes when FMVWidescreenEnhancementPackCompatibility is turned on).

ThirteenAG says he's going to take a look at it, so I'm guessing this should be fixed in the upcoming stable build. I'll let you know otherwise.

16x10FMVWidescreenEnhancementPackCompatibility and 16x9FMVWidescreenEnhancementPackCompatibility in case some people prefer to use the originals still?

The issue with that idea is there are some videos you didn't change at all, so if we were to reduce the width to pillarbox them again (16:10) then those videos would get squished in the process.
Alternatively, we could simply offer different downloads. One for angular_graphics' videos, and another for your edited videos. Then nothing with our scaling would have to be changed.

Black backdrop for pillar boxes when James is transcribing notes on his map

Make map markings and save screen wording hide behind pillar boxes (possible?)

I feel like we shouldn't spend time on this kind of stuff when we could be working towards a proper solution instead. In this case, replacing the save screen background with an extended version, and fixing the pillarboxing of the maps. Both easier said than done of course.

Fix "Eddie/Laura bowling scene" black fade out regardless if Fix2D or similar is on/off

I think understand why the developers did what they did here. I believe the black overlay is used to emphasize Eddie's last bit of dialogue "Nobody will ever forgive me." while the cutscene appears to end. My "solution" skips the overlay entirely and goes straight into the transition, but that means the subtitles for that last bit are not visible and some of the emphasis is lost. I'll have to find another way.

Fix camera "pop" during "blood on the road" cutscene when ReduceCutsceneFOV is on

You already know what idea I have to fix this, so I'll let you know how it turns out as soon as I have a chance to test it.

The issue with that idea is there are some videos you didn't change at all, so if we were to reduce the width to pillarbox them again (16:10) then those videos would get squished in the process.

True. But the only ones I didn't change were the bonus trailers for SH2 & 3 not pertaining to the game themselves. However I do see your point. But...

Alternatively, we could simply offer different downloads. One for angular_graphics' videos, and another for your edited videos. Then nothing with our scaling would have to be changed.

Good point. So long as the user's resolution is set for 16:9 then our newly edited videos should play with no black bars anywhere (after ThirteenAG adjusts things). Once we get a little further along I'll update the Installation Guide to both offer both video formats and the installation instructions.

I feel like we shouldn't spend time on this kind of stuff when we could be working towards a proper solution instead. In this case, replacing the save screen background with an extended version, and fixing the pillarboxing of the maps. Both easier said than done of course.

I know that it may be nearly impossible to allow for different size/resolution full screen images due to complications you mentioned. That got me wondering about an alternative solution:
Could you combine several of your full screen fixes into one? Basically doing what I did for the 16:9 FMVs? So you'd zoom in on the full screen images as you've down to remove the letter boxing and then stretch the images horizontally ever-so-slightly to remove the pillar boxes. While there would be some image stretching you wouldn't crop off any of the images as what's currently being done to remove the pillar boxes, if that makes sense.
This may also fix the Hotel elevator button dilemma. But on that same note, there's no saying how the interactive full screen images would behave stretching them like that.

I think I understand why the developers did what they did here. I believe the black overlay is used to emphasize Eddie's last bit of dialogue "Nobody will ever forgive me."

You're probably right. Team Silent were masters at this. Notice how, when you first meet Eddie in the apartment bathroom, when he says, "Honest," it's extra loud compared to his other dialog? I always loved that little detail...

"Game map & save screen fix: Currently, if you're on the streets of Silent Hill during the day time the pillar boxes are grey, not black. This is true for any area where the game has set the time of day to "day" (and not "night"). Image Example."
Since the grey pillar boxes' color is actually a loading zone color, it is possible to change the color manually.
In my sh2pc.exe these three addresses hold RGB values for loading zone color:
sh2pc.exe+542C50 (00942C50) byte = red channel
sh2pc.exe+542C51 (00942C51) byte = green channel
sh2pc.exe+542C52 (00942C52) byte = blue channel
Setting them to 0 would output pure black loading zone color and therefore black pillars on map and save screen. You could make a function that would store loading zone color values upon opening map / save screen and swap it with zeros to make it black. Then load the stored loading zone color back upon closing map / save screen. It's not an elegant solution but it could work.

I also managed to investigate an issue with James' split animation during boat cutscene.
In my sh2pc.exe file this 4 byte address sh2pc.exe+4BB78C (008BB78C)  holds a value of FFFFFFFF<PHONE_NUMBER>) before the boat cutscene is  triggered for the first time and it gets nullified (value is changed to  00000000) upon triggering the cutscene. It stays nulled afterwards. If  you reload and manually change the value back to FFFFFFFF and then  trigger the cutscene again — James animation won't be split.
I guess a solution here could be making a function that would do a  conditional check of  sh2pc.exe+4BB78C being 00000000 and changing it to  FFFFFFFF in such case. Since I don't know if that address has any  impact on the gameplay somewhere else apart from that boat scene, I  would make such function based on current room index or something that  could make the check work only in location after Eddie's boss arena and  before the actual boat sequence (pier location).

Mentioning @AeroWidescreen in this discussion.
@Bigmanjapan since you're discovering ways to do conditional checks would you be able to find a way to keep the hanging meat loaded the entire time during this cutscene?
https://www.youtube.com/watch?v=XY5kRFLcYO8&feature=youtu.be
Also, I didn't catch it at the time, but at the 0:35 mark in the video the meat directly behind Eddie also disappears.

 If I watch the cutscene in 1920x1080p internal resolution, then I won't observe the glitches you had.
https://youtu.be/Vt6zMl8aMJM (I have one glitch on 00:09 but I don't have ones you had)
Also your video is more "zoomed-in" than mine, which, I believe, is directly tied to the "meat" glitches. In SH speedrunning Discord server it was recently discovered that some camera aspects change depending on the resolution (making camera more tilted down if resolution is progressively lowered). I know how to control camera boundary boxes, trigger (switch) areas, projection, various rotations etc but I have no idea what is that dynamic parameter that is changed in accordance to resolution. Will search more.

The internal resolution is set to 320 x 240 on mine. I believe this is the reason why. This is in reference to how the camera wasn't positioned correctly in certain areas of the game when a higher resolution was used injunction with the Widescreen Fix.  Here is one video example:
https://www.youtube.com/watch?v=Eiq3XdYot14

@Bigmanjapan

it was recently discovered that some camera aspects change depending on the resolution (making camera more tilted down if resolution is progressively lowered).

This was changed in the widescreen fix to have the camera always behave the way it does in 640x480. I don't know if that's the cause of this issue though.
@jdkubiak

Edit: Yeah, I see what you mean about my cutscene being more zoomed in now. Must be directly tied to the much smaller resolution.

Are you sure it's not because you have ReduceCutsceneFOV enabled?

Are you sure it's not because you have ReduceCutsceneFOV enabled?

Ah! So many variables! Yes, that was the issue. When I disabled ReduceCutsceneFOV my camera was zoomed the same as @Bigmanjapan .
More importantly, when ReduceCutsceneFOV was disabled the "meat glitch" didn't happen except for one quick instance that is seen in Bigmanjapan's video at the 0:09 mark:
https://youtu.be/Vt6zMl8aMJM
@AeroWidescreen is there a way to disable ReduceCutsceneFOV just for this particular cutscene whether it's be enabled or not by the user?

*I personally think that quick glitch at the 0:09 mark is acceptable to not worry about if ReduceCutsceneFOV can be disabled for the entirety of the cutscene. That particular glitch at 0:09 is so fast, and at the edge of the screen, I wouldn't consider it to have a major impact on the tone/mood of the cutscene. And if advanced fog is enable it would be even harder to notice.

@AeroWidescreen I see, that's interesting. Seems that 640x480 camera fix solves more issues than it creates, so no point in fixing meat glitches by reverting it back to default. I will just in case try to adjust camera angles' values via game files to fix that one gitch at 0:09.

Have the cursor (used for interacting with full screen images) default to center of the user's screen/resolution each time

Do you want to mimic a consoles' pointer which is always initially centered?
As far as I can tell on PC version mouse pointer's travel area is limited by 640x480 (512x480 visible area) size regardless of set resolution (pointer area gets "stretched" on screen area created by resolution). I guess it wouldn't be much of a problem to find a check that game engine has on entering 2D events (inventory, map, puzzles etc). Set mouse pointer coordinates to 256x240 each time the check is performed.
sh2pc.exe+541358 (00941358) = pointer horizontal position
sh2pc.exe+54135C (0094135C) = pointer vertical position

Do you want to mimic a consoles' pointer which is always initially centered?
That may be preferable. This fix was suggested because when both Fix2D and FullscreenImages are enabled the cursor is completely off screen (this is because the fullscreen images are scaled to crop the letter boxing).
You have to start moving the cursor around randomly until it comes back into view. But if the cursor was always centered by default you wouldn't have to wonder which direction the cursor is hiding off screen.
Here was the original thread on scaling the fullscreen images:
https://github.com/ThirteenAG/WidescreenFixesPack/issues/337

@Bigmanjapan
By the way, I think the solution you're proposing for the boat animation is great. I gave it a look a few weeks ago, but I had no luck finding anything. If I remember correctly, each cutscene has its own number assigned to it: 00, 01, 02, 03, etc. so changing the value back to 0 for that one cutscene should be trivial.

@AeroWidescreen I may be completely off with my understanding of this but if you'd humor a non-programmer/-modder's thoughts:
So the internal resolution of the game's camera determines how severe the meat glitch is, yes? Meaning, if I were NOT using the WSF, and had the game's resolution set to something very small like 320 x 240, a lot of the hanging meat would disappear because it would be actually be off-camera in that tiny resolution? And so the larger the resolution the more meat will show due to the increase in camera size?
And the way the WSF works is that while the projection I'm seeing is 1920 x 1080 the game is "rendering" the environment under the pretense of 640 x 480? (Apologies for probably grossly minimizing this concept.)
You mentioned how you adjusted this to fix prevalent camera bugs while in-game here.
That fix was to alleviate "live" camera angles; ones that change on-the-fly depending on how you move James. Because the Eddie cutscene using "pre-made" camera angles (the player can't adjust these) can you tell the WSF to temporarily change the internal resolution from 640 x 480 to something larger while this cutscene plays (by using the cutscene's unique identifier)? Then, when the cutscene ends, the WSF goes back to using 640 x 480 like before?
Again, I may be totally off mark here with all of this but if any of this is remotely how the WSF works/fixes things could that be a possibility to fix the meat glitch?

By the way it is possible to make SH2 PC display japanese language if you replaced .mes files with those from Xbox ISOs. Could make it a part of the project.

I don't know a thing about how this game works, but if any the target should just be have independent interface/subtitles/dubbing.

By the way it is possible to make SH2 PC display japanese language if you replaced .mes files with those from Xbox ISOs. Could make it a part of the project.

Nice! If you wouldn't mind sharing the .mes file I can add this as an option to the Installation Guide at a later date.
Are there additional language options for the subtitles as well in the Xbox version? (I no longer own an original Xbox to test...) Would the European Xbox releases have more language options than the North American versions?

Are there additional language options for the subtitles as well in the Xbox version? (I no longer own an original Xbox to test...) Would the European Xbox releases have more language options than the North American versions?

As far as I remember Xbox versions work just like PS2 versions when it comes to language selection. NTSC-U and NTSC-J versions of both platforms have Japanese and English language available to select in Options menu. PAL versions of both patfroms have English, French, German, Italian, Spanish.
NTSC-U PC version have Japanese language "cut" and only have English available and PC PAL version have English, French, German, Italian, Spanish.
The thing is, these language selection restrictions are artificial. Every region version of every platfrom has  all message files in their file structure and it is possible to select any language including Japanese by bypassing language selector restriction via memory editor.
There is an issue with PC build tho. For some reason Japanse message files in PC builds have weird encoding issue which renders Japanese text to "??? ??? ?????" signs. Transfering Japanese message files from an Xbox build solves this issue.
One additional issue with PC build is that there is no japanese text for PC menu (which appears when you press Esc button during gameplay), since there is no such menu on console versions. Someone would have to make translations for menus and find a way to inject them into game's message file structure.
This video shows how easy it is to hack language selector and issues with original Japanese message files  (this is done on NTSC-U version which only have English available by default): https://youtu.be/n3W73pCOZIc

Nice! If you wouldn't mind sharing the .mes file I can add this as an option to the Installation Guide at a later date.

Xbox_japanese_mes_files.zip
In conclusion, first step would be unlocking language selector by modyfing sh2pc.exe to provide access to all languages, second step would be adding lacking Japanese texts in the game's message structure.

Thanks for this info! Accessibility to non-English speakers would be very beneficial. With fans all around the world, inclusiveness would be great.

In conclusion, first step would be unlocking language selector by modyfing sh2pc.exe to provide access to all languages

So if this can be unlocked could users simply click the < and > arrows beside the language choice to switch? (The same as adjusting other options.) Theoretically it wouldn't crash the game or anything?

second step would be adding lacking Japanese texts in the game's message structure.

Would that be as simple as dropping the Japanese message files back into the PC game's directory? Or would there be more steps involved?

This video shows how easy it is to hack language selector and issues with original Japanese message files (this is done on NTSC-U version which only have English available by default):

To confirm: Your title screen shows "Director's Cut" on the logo. Do you mean that you are using NTSC .exe with a PAL install of the game?

So if this can be unlocked could users simply click the < and > arrows beside the language choice to switch? (The same as adjusting other options.) Theoretically it wouldn't crash the game or anything?

In theory, yes. Languages should be switchable via game's own "<" and ">" buttons without any crashes. I do that in the video via memory scanner and game doesn't crash, no reason why it would crash once language selector is "unbound".

Would that be as simple as dropping the Japanese message files back into the PC game's directory? Or would there be more steps involved?

I don't know yet. I (or someone else) would have to see from what files menu polls it's text data and try to change it as an experiment.

To confirm: Your title screen shows "Director's Cut" on the logo. Do you mean that you are using NTSC .exe with a PAL install of the game?

I always thought that if there is an aura around texts in main menu, then it is an NTSC build, if there is a plain text, then it's a PAL build.
Either way, my build have only English available by default, so it should be NTSC one regardless of logo in the main menu.

I always thought that if there is an aura around texts in main menu, then it is an NTSC build, if there is a plain text, then it's a PAL build.

I believe you are correct. But if you install the PAL version then swap out the .exe with the NTSC version you will keep the PAL menu background image but have the NTSC "fat" menu font. But the "fat" menu font is the only true menu font for this game. :)
@AeroWidescreen if this can be looked in to and patched in the WSF I can include the corrected Japanese message files (after they've been tested) as a packaged download with the .exe on the Installation Guide no-CD step.

More importantly, when ReduceCutsceneFOV was disabled the "meat glitch" didn't happen except for one quick instance that is seen in Bigmanjapan's video at the 0:09 mark:

What about increasing FOV slightly for that cutscene? Seems to solve the issue entirely: https://youtu.be/3z_9o7atcFc
@jdkubiak @AeroWidescreen

Nice! How much could the FOV be decreased (to stay closer to the original) while preserving all the hanging meat? Is there a set threshold/limit?

In my tests the minimum amount of change needed for the meat to be loaded in fast enough is 12%.
Original FOV is 1.147019982.
New FOV is 1.147019982 * 0.88 =1,00937758416

So for the cursor starting position, how about we modify the vertical boundaries so that it can't go off-screen to begin with? I was hesitant to do it before because I wasn't able to fix the other mouse problems until now.
Original value = 240
New value = 180 (240 × 0.75)
Vert Mouse Boundary (fullscreen images)
006B2210 43340000 // 180.0f
004A2D6C 000000B4 // 180 integer
Vert Gamepad Boundary (fullscreen images)
006B001C 43340000 // 180.0f
004A314F 43340000 // 180.0f
004A2DD2 43340000 // 180.0f

how about we modify the vertical boundaries so that it can't go off-screen to begin with?

The primary purpose of centering the cursor was to help players if their cursor stayed off-screen from a previous puzzle, so if you can prevent it from going off screen to begin with then that would be an even better solution to the issue!
Never realized that could've been a solution; nice one, Aero.

I'm recording footage for the upcoming, updated demonstration trailer showcasing more of the game's fixes and am currently capturing how ReduceCutsceneFOV benefits the game. It especially helps with most of the ending cutscenes.
Anyways, while recording, I think I found the true monster of Silent Hill 2, lol! Pay attention to Jame's jaw, or lack thereof:
https://youtu.be/8cxeUV1ianQ
Just sharing for laughs. :)

Never seen body parts disappear like that but I gotta tell you, once you skin Eddie's textures on James model — that is also a worthy nightmare material.
Does anyone here possess a physical SH2 PC NTSC copy? I mean a yellow box version, either small or big one (http://crimson-ceremony.net/lostreleases/item.php?id=shgame_sh2dc-pc-usa1 / http://crimson-ceremony.net/lostreleases/item.php?id=shgame_sh2dc-pc-usa2)

I need images of all 3 CDs made via Alcohol120% with "Securom NEW 4/5/7" Datatype option selected. Do you use Discord? Bigmanjapan#7081

Anyways, while recording, I think I found the true monster of Silent Hill 2, lol! Pay attention to Jame's jaw, or lack thereof:

Still not as nightmare inducing as Maria's eye teeth from the HD collection.  ugh

@Bigmanjapan send me a message through this contact form:
http://www.igotaletter.com/siteinfo/contact/

Still not as nightmare inducing as Maria's eye teeth from the HD collection. ugh

lol! Indeed!

In case you missed it, we put a fix into d3d8to9 for the red tint issue in the FMVs when using Intel GPUs.

Nice! And my apologies: I know the lighting issue was fixed for that one scene but didn't realize the red tinting was also addressed. Thank you Elisha; and crosire!
I'll also add this improvement to the next, upcoming demonstration trailer. :)

Hi @AeroWidescreen ,
I come bearing reports:
Increased draw distance: Everything seemed to play correctly. I saw no visual oddities and no game crashes from this mod!
Rowboat animation fix: I re-loaded the shipping dock save point probably 10 times in a row and the animation bug never occured. However, it seems to negatively affect James' rowboat animation (once he starts rowing). I'll try to explain: If you hold down just the right or left arrow James will only row with that corresponding paddle. Then, once you press up again (or right + up or left + up) he will start to use both paddles again. It seems, with this mod in effect, he doesn't switch paddles when changing directions. Or, if he does, it takes him an unusually long time to do so.
Please refer to this YouTube video:
https://youtu.be/HhMznTfYYPk
In the first game load I'm not using your modified .exe. So when I get in the rowboat I immediately steer right towards the light then press up on the keyboard to start going forward. Notice how when I stop turning right James begins to use both paddles?
Then, on the second game load I'm using your modified .exe. I steer right to center myself on the light and, once centered to that light, start to row forward. But notice how James only continues to use the one paddle. Even if I change directions he'll only use that one paddle in his animation. After a good, long while he'll begin to use both again (or the other if I start to steer the other direction then) but by that point you're already half way across the lake.

In my sh2pc.exe file this 4 byte address sh2pc.exe+4BB78C (008BB78C) holds a value of FFFFFFFF<PHONE_NUMBER>) before the boat cutscene is triggered for the first time and it gets nullified (value is changed to 00000000) upon triggering the cutscene. It stays nulled afterwards.

Aero, to confirm with you mod fix, does this value return to 00000000 upon cutscene end? Or does it stay as FFFFFFFF now even past the cutscene end? That perhaps may be the issue at play if so.

I can replicate your issues with rowing animation by freezing FFFFFFFF value on the address.
Don't know what fix Aero has applied to sh2pc.exe buy the value should only be set to FFFFFFFF one time before the boat cutscene.

Aero, to confirm with your mod fix, does this value return to 00000000 upon cutscene end? Or does it stay as FFFFFFFF now even past the cutscene end? That perhaps may be the issue at play if so.

I can replicate your issues with rowing animation by freezing FFFFFFFF value on the address.
Don't know what fix Aero has applied to sh2pc.exe but the value should only be set to FFFFFFFF one time before the boat cutscene.

Yeah, that's definitely my mistake. I think my method locks it at FFFFFFFF during that cutscene until something else in the game overwrites it. I'll upload another exe for you guys to test later.

Ladies and gentlemen of the modding community,
Gaming horror news site Rely on Horror just published a story about the Silent Hill HD Collection  where they anonymously  interviewed a member of Hijinx Studios (the dev team who was in charge of and failed at remastering the games). It's an important read to those involved with modding the PC game or have any sort of general interest in the Silent Hill series as a whole.
Upon reading that article, I want to thank each and every one of you again for what you are doing here; improving the PC version as you are.
I can't tell you how disheartening it is to go on the Silent Hill subreddit and see countless posts along the lines of, "Just beat Silent Hill 1 (from the PS Classics digital store)! Really loved it and will get the SH HD Collection next to play SH2 and 3 because I don't have an original PS2 anymore."
This is all because people want to play this beloved game on newer platforms/displays but their choices in doing so are limited and they're completely unaware of how bugged playing the game on newer consoles truly is. It breaks my heart a little thinking that people's first-time experience with SH2 may be done in a bug-riddled environment through consoles and that will be how they think SH2 normally should play.
But upon the next updated demonstration trailer I'll release I plan to push that video (showcasing many of you, the modders', improvements) hard to as many outlets as I feasibly can. The PC version is fast becoming the go-to choice (due to reasonable PC requirements and ease of use) to play this game that many people may have not considered as a choice previously.
So I'd like to give my heart-felt thanks to you all once more. It truly warms my heart seeing all you talented people coming from different ends of the Earth for the common goal of giving this special game the HD treatment it truly deserved. Silent Hill 2 is loved by so many and there are many new-comers wanting to see what the buzz was all about with this game each and every day. The vast majority of these people are silent or simply unaware of the hazards in playing this game on consoles besides PS2/Xbox. You all are helping so many others out with the time and talent you're putting towards these mod improvements.

Launch the game.
Run "test.exe" and press 1 to toggle the fix.

The exe is simply a generic trainer generated by Cheat Engine. I only did it this way so I didn't have to waste time looking for a code cave and modding sh2pc.exe.

Okay guys, try this:

Unfortunately, it did not work for me. I tried it both ways: Pressing "1" one time (upon game load) and re-loading the "shipping dock" save multiple times and also pressing "1" off/on again between each re-load. James' animation was still wonky as he entered the boat upon every subsequent load.

I've mostly seen people recommend the PS2 version of SH2

Yeah, but the issue is it's easy to recommend that but hard for many of those asking because they never kept their older consoles (such as the PS2 or Xbox). Because of that, this is a duty I feel obligated to perform whenever I come across such a situation.

the original PS2 release still isn't available on PS4. Correct me if I'm wrong.

Correct, and it probably never will be due to Konami's gross disinterest in preserving its gaming legacies. Funny enough, it was me giving up on PS4 releasing SH2 in their PS2 library that ultimately led me to looking for improvements with the PC version which led me to you guys. It was the best thing Sony could not have done, if you ask me. :)

Unfortunately, it did not work for me. I tried it both ways: Pressing "1" one time (upon game load) and re-loading the "shipping dock" save multiple times and also pressing "1" off/on again between each re-load. James' animation was still wonky as he entered the boat upon every subsequent load.

Ugh, my mistake again. Same steps as before:
Download

Beautiful. Worked like a charm this time, Aero!

@AeroWidescreen @elishacloud @Nisto @ThirteenAG @Bigmanjapan
I made a post on the Silent Hill subreddit basically reminding folks of how awesome the PC version of the game has now become:
https://www.reddit.com/r/silenthill/comments/8k7oe0/experience_silent_hill_2_on_pc_in_widescreen_hd/
And there's one comment in particular over there so far I'd like to share with you, the modders, here. I think it's well written, heartfelt, and nice to read considering this person seems to be in the PS2 camp for the game:

Clearly you guys are still hard at work in making the PC port one of the best ways to experience the game. While I first played the game on the PS2 back when it first came out (all the way back to when I was still in Elementary school. I feel old), the only physical copy for consoles that I have of the game is for the original Xbox. IMO, it's the second best version of the game you can play, right behind the Greatest Hits edition of the original PS2 game, the one that comes with the "Born from a Wish" scenario and other additional content that got added to the Xbox version and every future edition of the game onward while still maintaining the best visuals and performance out of all the other versions. If you've got a decent PC to play games on, I'd recommend that you just try emulating the Greatest Hits PS2 edition of the game if you want the completely original experience of the game but with all the extra content of later ports, but I'll be happy to see the PC port modded to where it could be a viable alternative to just emulating the PS2 Greatest Hits edition of the game since it wouldn't require more beefy hardware like you would if you wanted to emulate it upscaled and modded/hacked.
The only problem with playing a modded version of the PC port, as has been already pointed out by other users, is getting your hands on an actual copy of that version of the game. I wanted to try and buy a copy of the PC port at one point before I saw how limited in quantity they seemed to be (while I was looking for them, anyway), and they were pretty expensive on average - for me it was difficult to find a copy in good condition that was under $100 and had more than just the disc. If getting your hands on a PC port of the game wasn't this much of a hassle, then I'd say go right ahead and grab yourself copy and try out all the mods that have been made for it, because going by everything listed on this post alone it sounds like the PC port is already a pretty good option for players to look into, and is only going to get better as time goes on. Being able to play an upscaled version of SH2 with PS2-style visuals/performance with minimal hardware requirements would honestly be a pretty killer deal, IMO.
Anyway, I will finish this post of mine by congratulating all the people who're hard at work at making all these mods to the PC port of SH2 - you guys are wizards creating something possibly truly magical among all the various ports of the game that are out there. It's guys like you who help keep the legacy of the original, superior version(s) of the game alive, unlike that abortion of an HD remaster that was the Silent Hill: HD Collection. I'll keep cheering for you guys as you continue the work you've set out to do - good luck!

https://www.reddit.com/r/silenthill/comments/8k7oe0/comment/dz7xxee

And that's why, with such amount of brokenness and changes, I don't see how you wouldn't have a batter time just rewriting the engine altogether.
Can't you jump onto the sh3redux train?

Why bring down the mood now, namely after all these new recent fixes? You have people leaving comments and praise elsewhere (such as on Reddit) to all the modders here doing all this good work and it feels like you're completely ignoring what they've already done.
The improvements to this game have come a significantly long way and seemingly have no signs of stopping. And for stubborn problems you have the modders inching closer to a solution every day. So I ask: What's the issue with the fixes they're doing that are proven to work?
Why ask to remake a game engine from the ground up when there's a high chance those folks don't have that type of experience to do so when they can mod the game using tools/experience they're already familiar with?
You've mentioned remaking SH2's engine before but, judging by the lack of responses the last times, I'd have to imagine that being a more monumental affair than what's realized. And it still goes back to my question: What these talented folks are doing works so why completely negate all the hard work and time they've already put into this?
I'm not arguing remaking the engine from scratch could have benefits but why do so when the groundwork has already been laid and you have the architects (the modders) doing what they do best and expanding upon the foundation to create beautiful work?

I mentioned it exactly because the mood was high and a very lot of people seemed to care, thus justifying it
Sorry... bye.

Don't leave, mirh. It's just, I can't recall any particular posts within these SH2 mod fixes over the past 6-9 months where you congratulated or encouraged the modder's work; only mentioning how the time/work that's already been done could have been better suited through other avenues for the game.

@Bigmanjapan whenever the hanging meat does disappear are there any values that change during these moments when viewing it through a hex editor?

@Polymega Thanks for the link, some of the comments were interesting to read. Here's a recent one that stood out:

I last tried this several years ago, and had no luck getting any of it to work with my US PC copy of the game. Now, it's working great, and playing great! I'm shocked at how good it can really look.

So it seems some people simply didn't know about the improvements being made until now. Your guide really helps a lot.

@Bigmanjapan whenever the hanging meat does disappear are there any values that change during these moments when viewing it through a hex editor?

I haven't forgotten about this, by the way. Been busy is all. I haven't forgotten about the language selection stuff either.

whenever the hanging meat does disappear are there any values that change during these moments when viewing it through a hex editor?

There are thousands of values being changed at that moment due to all the processes in the game engine. IMO meat is always loaded in from the very beginning of the cutscene. What we see is a camera culling issue which is present due to unnatural FOV.

Hey, no worries there, friend. I actually brought this up again because I found this just now while fiddling with the chainsaw SFX a little more:

https://youtu.be/zY3m9EsQvj4
As you can see, I change camera projection while James stays still and the logs textures load/unload based on the projection value alone. Then I zoom out debug's camera and logs stay loaded all the time, because they probably are fully within camera's culling spread this way.
Again, a camera issue. I also tried increasing back side draw distance with no positive results.

I need images of all 3 CDs made via Alcohol120% with "Securom NEW 4/5/7" Datatype option selected.

@Bigmanjapan Just got this "made via Alcohol120%" 3CD images from a friend, I can provide if you
still need it.

@lakeviewhotel I would also love to have those images, if you don't mind. When reverse engineering, I don't like the idea of looking at a modified executable, because, in the case of No-CD patches, I don't know what may have been stripped away.

@Nisto I can share small yellow box NTSC and UK/FRA PAL builds' images if you want them.

@Bigmanjapan Think what I've got was the small one, cause the discs were wrapped in black paper sleeves. Didn't know that you've already got this version, すみません!
@Nisto Sure thing! Here is the link: https://mega.nz/#!6WJDwaRR!wfZvmUathLdzW51pVTSQ2vdmpTOxLmBT2GM2gkBpgfQ

@lakeviewhotel Thanks for this!
@Polymega It seems with this version of the game some of the image IDs are off by 4. For example, instead of Diary on Roof being 7C, it's 78 (0x7C - 0x4 = 0x78), but then something like the Pyramid Head painting is exactly the same. This causes some of the letterboxed images not to scale to fullscreen.
Do you think there's an image or file missing? Because different exes have no effect.

Hi @AeroWidescreen ,

Do you think there's an image or file missing? Because different exes have no effect.

Are you asking if there's an image/file missing in that particular .exe or overall in the game?
I know for a fact the game has in its files/memory but doesn't use a version of Angela's photograph:
https://github.com/ThirteenAG/WidescreenFixesPack/issues/337#issuecomment-332630169
However, it may be worth bringing up again how I found two different versions of the notepad on the table for the clock puzzle from the PS2 disc rip:
https://github.com/ThirteenAG/WidescreenFixesPack/issues/375#issuecomment-379924659
I think this is worth mentioning again. I don't know if the PC version has these two different versions because you mentioned how, while there is two versions of A notepad image, it's of the same one but one's slightly less saturated and used in the "memos" section:
https://github.com/ThirteenAG/WidescreenFixesPack/issues/337#issuecomment-333335576
I'm not sure what else it could be? If you can give me some more details I'd be happy to help you further!
Also, please check your email, Aero.

@Aerowidescreen oh, I understand now. You were talking about this in relation to @lakeviewhotel 's rip.
Do you think it was a fluke during Installation?
I emailed you a link to my PC small box Alcohol rip. I can also install my copy on another PC if you'd like? I can then send you my game's "data" folder for comparison or you can tell me what to look out for.
Just let me know how I can help.

@Polymega Yeah, sorry if I wasn't clear enough. Maybe it was a fluke. I merged them all into image before installing, so maybe something went wrong there. Again, I'll take a look this weekend. I thought maybe you knew more about this version of the game than I did. Thanks for the email though!

I was always under the completely non-scientifical impression that the NA and EU copies were the same except for the main menu BG image and font.

@Polymega I think you're right, but some of the textures have a small difference in their header. See: https://i.imgur.com/KXimTqr.png
That's from the SH2 I got from lakeviewhotel, I will try the others later.

@Bigmanjapan @AeroWidescreen @Nisto
Oh snap! Good news (especially for you Bigmanjapan): I really thought I already traded my open North American big box copy of the game but I still have it! (Found it in my office closet.)
I will get you guys Alcohol copies of the following soon:
North American Big Box:
http://crimson-ceremony.net/lostreleases/item.php?id=shgame_sh2dc-pc-usa2
Polish Big Box:
http://crimson-ceremony.net/lostreleases/item.php?id=shgame_sh2dc-pc-pl1
I also have this copy (SH2 DC PC UK):
http://crimson-ceremony.net/lostreleases/item.php?id=shgame_sh2dc-xbox-eur1
But, @Bigmanjapan , to confirm: You already have this one through an Alcohol rip, correct?

@AeroWidescreen @Bigmanjapan @Nisto @elishacloud
Check your emails when you have a moment. I've sent files that may help with any future testing/modding you may do for the game.

@Polymega Many thanks. Both EUs have the same image IDs, while both NAs have the same images that are off. I don't think it's a big deal yet. There's a good possibility I can add the other hexadecimals to the existing list and it might not interfere with anything in the EU version. Testing, testing, testing.

@Polymega @lakeviewhotel Thanks for the uploads.
Basically, all PAL builds (UK / FRA / Polish checked) are identical down to a single byte, NTSC big box and small box builds are indentical as well. One can use CD1 from any build (both PAL and NTSC) to emulate protection.

Basically, all PAL builds (UK / FRA / Polish checked) are identical down to a single byte, NTSC big box and small box builds are indentical as well.

Nice! This is good to know, especially for @AeroWidescreen 's current research into full screen image addresses.

Also, what's an overall stance on James' walking bug on the stair before the final bossfight? If you walk forward, he will stutter at each 2nd-3rd step. Strafing works normally.

I don't believe that's a bug. I'd need to check the PS2 version but I believe it also does that here.
I think this was the developer's way of simulating stair movement (because you move slower going up stair in real life and other games do this too) without having to make a new set of animations for the stair climb.

Also, what's an overall stance on James' walking bug on the stair before the final bossfight?

Yeah, the PS2 version also does this. I always assumed this was intentional by the devs to either simulate walking up stairs or to add a little more suspense before finally meeting Mary/Maria.
But you're right: There's no other staircases in the game that I can think of that also do this...
Maybe it is a bug after all?

@AeroWidescreen @Bigmanjapan @Nisto
No problem! I've been reading all the threads to catch up with you, you guys are truly amazing!
Sadly I know nothing about ASM or the other programming skills, so just hope I can contribute something at least...
Hi@Polymega, I saw your comment here and yesterday I've discovered something new in the HD Collection (XBOX 360), like the high res menu background and savebg pictures (all 1152* 720 px), I'd like to test them or modify but I don't know how to put the them back correctly. I'm using the sh texture explorer 2.1, but I have to resize them before the replacement, the high res texture will be compressed :(
Here's the link of all high res backgrounds:
https://drive.google.com/drive/folders/1DYRKCcEPAOWMXQw02cKlL8VJpeyKO9uj?usp=sharing
*There's a edited version of savebg2.raw in the PNG folder, I added a background and few filters just to keep the consistency...though I'm not sure.

@Nisto
For the audio porting, for example, when I'm extracting bgm_001.xma (bgm_001.adx in PC version) by using xmash 0.8, it gives a .pos file for every riff wave header which is for looping. Is that means something? The sound quality of PS2 version is still better than HD Collection though.

Besides I'm working on a chinese localization for SH2, although there is one now (use d3dhook to insert a new font). But I wanna do it in another way, which means only to add font textures so the other language options can be saved. Thanks to my friend and finally now we can change the japanese .mes files properly.
Sorry for offtopic again. I was almost give up until I found this thread, just want to say thank you for all your hard works and giving me hope.

Hi @Polymega , I saw your comment here and yesterday I've discovered something new in the HD Collection (XBOX 360), like the high res menu background and savebg pictures (all 1152* 720 px)

This is great! @elishacloud and @AeroWidescreen have discovered breakthroughs with hopefully being able to implement HD static images in the game so these save screens should come in handy!

I'd like to test them or modify but I don't know how to put the them back correctly. I'm using the sh texture explorer 2.1, but I have to resize them before the replacement, the high res texture will be compressed :(

Yes, unfortunately, when using SH Texture Explorer, you have to resize the images. Not only that, but I believe that software also degrade's the image's quality even further (beyond just the resizing). If positive results come from Elisha and Aero's research with the HD image mod, we should be able to skip using SH Texture Explorer altogether.
@brunibunny has a way of saving the high res images as DDS format so we won't have to use SH Texture Explorer. But, I just check the Google Drive images, and it looks like you already have these particular images saved in DDS format!
In summary: Hopefully in the future we'll be able to use high res images without having to reduce their size/resolution and without having to use SH Texture Explorer. :)

@lakeviewhotel The PC version already does contain loop information in the BGM .adx/.aix files. The thing is, we wanted to convert the PS2 renditions to uncompressed WAV files, because ADX compression introduces various defects. But it doesn't natively support looped WAV files, and I don't think it supports .pos files either (even if it did, all WAV "files" in the game are either concatenated together into one file, or they're part of a virtual filesystem, without companion files and whatnot).

@lakeviewhotel  Using higher res images requires memory modifications that elishacloud is working on in conjunction with sound improvements. It's been proven possible with only one issue that needs be ironed out. But these images you've extracted are really helpful, especially the start backgrounds!

Just curious, in which case that Maria's save background with watery overlay is displayed in HD Collection?
I always thought that watery overlay comes from the well with the first red tablet in main scenario. And that a player looks at James from the back side of the tablet, just like in SH3 player looks at Heather from the back side of the halo sign. Does it makes sense to use background with watery overlay in Born from a Wish if it's a main scenario thing?

Maybe it is a bug after all?

Strangly enough, if you push against the wall, James will run at full speed which is 4 (float).
https://youtu.be/bOFoZhcsmus Used in speedrunning: https://youtu.be/qD2s0s7h1QQ?t=404
James/Maria acceleration sh2pc.exe+1BB10A8 (01FB10A8) float

Strangly enough, if you push against the wall, James will run at full speed which is 4 (float).

Haha, yeah, I used this tactic back when I speed ran the game. If James' body is 45 degrees to the stair/railing he won't slow down.
Although, seeing it again in action, it really does look like it was intentionally programmed this way. Only because he slows down in perfect sync with his own footsteps.

@Polymega @AeroWidescreen @Nisto
Thanks for replying, I'll stop messing around with the files for now and leave it to you professionals!

I always thought that watery overlay comes from the well with the first red tablet in the main scenario.

@Bigmanjapan Wow I've never thought of this.. now I can't agree with you more. I'll think twice if I do modding again, thank you :)

https://youtu.be/tsFSUmSzGiQ
New issue to add?

https://youtu.be/tsFSUmSzGiQ
New issue to add?

Nice catch on the animation glitch. I guess it happens so quick I've never noticed before. It looks like his model just needs to be rotated 180 degrees? Maybe a value that has a negative in it instead of a positive? Or vice verse?
But, I did always notice how a pool of blood forms on the Mannequin before it awakens in the PC build. I always thought that was odd...
In fact, I had to Photoshop/edit out the blood for my next, upcoming demonstration trailer:

Also, the specularity of the Mannequin on the PC build is much more pronounced:

I always wished the specularity could be removed from the monster before obtaining the light. (Basically, tricking the game into thinking the flashlight on the mannequin dress is "off" but only for the Mannequin monster.) I know in the PS2 build the Mannequin has specularity like this but it doesn't seem near as much. I actually removed it on the upcoming video as well just for nicer presentation purposes:

Would you like to make a ticket and add it to this repository? We have a lot of conversations/testing for all sorts of different things throughout the same thread(s).

Would you like to make a ticket and add it to this repository?

Sure. I might try to remove the flicker on the mannequin and the blood stain while I search for animation fix.

@SiarMortal I don't think this warrants making a thread of its own or anything but here's an example of adjusting ReShade filters to get a PS2-like levels for color/contrast/gamma while keeping the PC on brightness level 3 (default):
http://widescreenfix.townofsilenthill.com/SH2/ReShade_Example.htm
It's important to note that it'd be impossible to make the corrections 1:1 identical to the PS2 build. This is due to the game being written completely different for both platforms which also affects smaller things like flashlight intensity, fog opaqueness, etc.
It's also worth noting that the ReShade filter affects everything which means it also affects the levels of things such as the menu, save screen, etc. This is because ReShade doesn't know when and when not to apply the filters in the game.
But in-game, as you're playing, it's a respectable look-alike to the PS2 version.

a pool of blood forms on the Mannequin before it awakens in the PC build. I always thought that was odd...

This blood stain is formed via three layers.
Change their Y coordinates to shift them underneath the floor. I don't know if something else accesses the addresses, so a single change of value to 128 upon entering the room should be fine. Better to leave the addresses unfrozen to make sure it doesn't break anything else in the game later on.
sh2pc.exe+556364 (00956364) float
sh2pc.exe+5563BC (009563BC) float
sh2pc.exe+556414 (00956414) float
Change them to 128 to shift them beneath the floor.
https://youtu.be/0Brt9z60Rew

These three addresses control flickering on the mannequin. NOPing functions that write to them and setting the value, for example, to 1 — removes flickering but also breaks the flashlight.
Maybe some manipulation with the addresses upon entering the room but before the flashlight pick up and reverting it to default after the pickup?
sh2pc.exe+4A0020 (008A0020)
sh2pc.exe+4A0028 (008A0028)
sh2pc.exe+4A002C (008A002C)
https://youtu.be/HHz0iCFWqpA

I'm afraid it's not that simple. I found all the addresses that control it's position and it seems that the way his legs positioned are entirely different to consoles' versions. Simply rotating it won't do.

I think the largest issue with this is that the Mannequin does a complete 180 flip. Because of how drastically the creature must move to be back in the right position it's noticeable even at just one frame long.
If you can get the creature rotated to the correct angle so it doesn't "flip" over upon activation I seriously think that would suffice. Because, even if the Mannequin's legs are slightly different I would bet no one would notice when it comes to life. It's the entire body flipping that is large enough on-screen to become noticeable, if that makes sense.

If you can get the creature rotated to the correct angle so it doesn't "flip" over upon activation

The issue is that 180 flip is scripted, no matter what it's initial position is, the flip will occur.
https://youtu.be/DvD4NsmjmM0

Well that's just both silly and frustrating... And is a downside of the Quick Save feature then. On PS2 the devs would never need to worry about that.

I don't know if it'd help you guys but I extracted my PS2 save files of SH2 to use with PCSX2. You can download them here:

It definitely helped me. I've had the game running without a hitch in PCSX2 for awhile now, but I've never got around to doing a full playthrough. I don't have to rely on YouTube videos for comparisons anymore. Thanks for this.

@Polymega Thought you might find this interesting. With a little bit of trial and error I was able to create a custom zoom and movement for the map like I was trying to do before. I don't have any plans on implementing it, but it's cool to see that it's possible to fix the pillarboxing without having to replace the textures.
Ignore the markings not being synced when zooming; I didn't feel like going through the trouble of fixing that for this video.
https://youtu.be/KpK7YC84qmc

:open_mouth: I don't find that interesting; I find that sexy.
As you said: I know with the hopeful advent of implementing widescreen 2D images we probably won't need to completely fix the full screen map images but it's super nice knowing you found a solution as a back up.
Plus, I know this is both something that's been requested of you for a long time and something you've wanted to properly fix for quite some time. So I'm sure it's a wonderful relief just for yourself to have this egg finally cracked. Your talents always amaze!

Moving This Issue to Silent-Hill-2-Enhancements
Everyone, I am moving this issue to the Silent-Hill-2-Enhancements project.  Some comments were not able to be moved, but they can still be referenced here.
Please put all comments in the New Issue.  Thanks!


Removed videoUrl in learn-about-tertiary-colors.english.md

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Closes #39594

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