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if the scatman can do it then so can you

Daniel Svensson dsvensson

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if the scatman can do it then so can you
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ts red blue
0 0.000 0.000
5 1.000 0.000
10 1.000 0.000
15 1.000 0.000
20 0.000 1.000
25 0.939 0.061
30 0.920 0.080
35 0.940 0.060
40 0.968 0.032
first3.qwd in FTE
wall match diff
2 2 0
4 5 -1
200 194 6
201 195 6
203 197 6
204 198 6
206 200 6
flagstats comes from parsing broadcasted svc_print's reaching all clients, checking [c]goose in
final3.mvd first3.mvd checks out, but the output from the combined is skewed, scroll to bottom here.
An interesting observation here is that there is increased drift between the demos:
first3 - final3 | drift
start: 198.493 - 198.354 = 0.139
end: 1194.130 - 1193.610 = 0.520
from ast import Bytes
import pandas as pd
import numpy as np
import json
from io import StringIO, BytesIO
import gzip
import base64
demo = "tight2"
mkdir -p dist
fetch() {
name=$1
url=$2
if [ ! -f "dist/${name}" ]; then
echo "Fetching ${name} from ${url}"
curl -s -L -o "dist/${name}" "${url}"
else
echo "Already have ${name}"
#!/bin/bash
rm -rf build
mkdir -p build/target
cd build || exit 1
mkdir pak0
unpak -q -d pak0 ../dist/pak0.pak
@PointClass base(AppearFlags,targetname) size(-16 -16 -16,16 16 16) color(255 128 128) flags(Angle) = misc_camera : "Ingame cinematic camera(No COOP/DM), will fade/move based on times in seconds. The first fade (out) is from previous camera to background colour. The second fade (in) is to current camera view. The linear movementwill start at the same time as the fade in process. Start -> Fade Out(waitmin1) -> Fade In(waitmin2) / Movement (waitmin3) Once 'Fade in' has finshed then the pause timer (wait) starts.Waitmin3 = Waitmin2 + Wait (Sync everything to finish together) To sync the final camera to a player start, finish 22 map units above angles = up/down, angle, tilt left/right 'pitch roll yaw'up/left = negative value, down/right = positive valuedeathtarget, modeltarget & returntarget have to be defined on first cameraBe aware that coop is not supported, so be careful of trigger eventsand decide on a coop not working message2." [
spawnflags(Flags) = [
1 : "Player" : 0 : "Show the player mod
@dsvensson
dsvensson / effectinfo.cfg
Created September 13, 2022 00:27
Arcane Dimensions effectinfo.txt converted to FTEQW particle script
r_part TE_GUNSHOT
{
type cdecal
blend premul_subtract
texture "particles/particlefont"
tcoords 0.000488281 0.437012 0.0620117 0.375488 1 8 0.0625
count 0 0 1
rgbf 1 1 1
alpha 0.125
alpharand 0.25
--- /c/Users/dsven/Downloads/fragfile.dat 2022-09-21 21:38:03.224956000 +0200
+++ /c/Quake2/qw/fragfile.dat 2022-05-04 20:22:30.640857600 +0200
@@ -10,7 +10,7 @@
#META DESCRIPTION "frag messages for DM and TDM, additionaly support KTPRO and KTX mods"
#META AUTHOR "fuh but slightly modified by ezquake team"
#META EMAIL none
-#META WEBPAGE http://ezquake.sf.net
+#META WEBPAGE https://ezquake.github.io/
diff --git a/predict.py b/predict.py
index 4b9df0a..ecc9b74 100644
--- a/predict.py
+++ b/predict.py
@@ -14,6 +14,9 @@ from image_to_image import (
preprocess_mask,
)
+def dummy(images, **kwargs):
+ return images, False