tag:blogger.com,1999:blog-53740172024-03-13T13:48:03.815-07:00Rom's RantsFree-Roaming Hostility From A QA/Developer Perspective.Michael Russellhttp://www.blogger.com/profile/14404101180817070293noreply@blogger.comBlogger1344125tag:blogger.com,1999:blog-5374017.post-90629930837598067792024-01-05T11:27:00.000-08:002024-01-05T11:27:05.165-08:00It's 2024<p>Long time, no typing.</p><p>Since my last post in 2022, I left Netflix. I started at Fanatics Betting & Gaming in May 2022 as a distinguished engineer and I've had some fun projects, but I'm still in a bit of an emotional funk.</p><p>I've been working on doing some XNA optimization for RTResolution to try to get around the SpriteBatch batch size limitations.</p><p>I've got my house back to myself for the first time since the pandemic started.</p><p>I've set my profile to private on Twitter. I'm on BlueSky as <a href="https://bsky.app/profile/romsteady.bsky.social">romsteady.bsky.social</a> now.</p><p>Going to be traveling to Idaho for the next four days for a family engagement.</p>Michael Russellhttp://www.blogger.com/profile/14404101180817070293noreply@blogger.com0tag:blogger.com,1999:blog-5374017.post-18123072614408868942022-03-14T16:06:00.003-07:002022-03-14T16:06:48.506-07:00SilenceI haven't had a lot to say over the past bit. My employer shifted into games, so I've had to stop working on a lot of games stuff. Still trying to find the next focus for this blog.<div><br /></div><div>Stay tuned.</div>Michael Russellhttp://www.blogger.com/profile/14404101180817070293noreply@blogger.com0tag:blogger.com,1999:blog-5374017.post-26591999035287616152022-03-14T15:54:00.001-07:002022-03-14T15:54:31.915-07:00Budget Planning<p>I was recently approached about a position which had a mixed bag for compensation. Take-home pay would be one-third lower, but total compensation would end up 50% over my current total comp. I used the opportunity to try to sketch out a rough budget to see what would have to go if I did have my take-home drop by a third each check.</p><p>It was a bit of an eye-opening experience. Realistically, I'm one of the fortunate ones who would be able to withstand a hit that large per check. There are some elements I'd have to modify about my lifestyle, but most of those involve "mad money" or disposable income. Those elements wouldn't vanish from my lifestyle, but would be drastically curtailed.</p><p>I've got a couple of things that would help mitigate that reduction. My Kia is scheduled to be done being paid off by May 2022. My HVAC loan is a large chunk of cash each month, but will be done by end of January 2023. I've got three large expenses coming up in March, April, and June, but nothing major planned for the rest of the year.</p><p>Realistically, I'm considering trying to live with this budget for the next two months out of curiosity. The money that I'm not going to be spending will be split in two: half going to my emergency savings account, and the other half going towards my largest bills.</p>Michael Russellhttp://www.blogger.com/profile/14404101180817070293noreply@blogger.com0tag:blogger.com,1999:blog-5374017.post-90282936276279404792020-06-09T20:01:00.000-07:002020-06-10T19:25:37.050-07:00RTResolution v0.4.0 TroubleshootingRTResolution will be released to the general public on Friday after <a href="https://www.patreon.com/posts/rtresolution-v0-38068123">being released to patrons early today</a>. This post will collect the troubleshooting information from early adopters.<br />
<br />
<b>The game crashes on launch.</b><br />
The RTResolution patcher now drops two files in your save game folder: Terraria.exe and RTRHooks.dll. Make sure you copy both files over to your save game folder.<br />
<b>Update 6/10 7:24pm:</b> Fixed in RTResolution 0.4.2. <br />
<br />
<b> </b><br />
<b>The game won't go over 4096 in any one direction.</b><br />
There are memory constraints within the Terraria process when you start going larger than this. If you want to risk it, try the 8K experimental build. I'm aware of at least one crash at higher resolutions due to an issue inside of Terraria with ultra-high resolutions, though.<br />
<b>Update 6/10 7:24pm:</b> Fixed in RTResolution 0.4.1. Michael Russellhttp://www.blogger.com/profile/14404101180817070293noreply@blogger.com3tag:blogger.com,1999:blog-5374017.post-16796115383958830252020-06-08T14:11:00.000-07:002020-06-08T14:11:01.584-07:00RTResolution v0.4 Released Tomorrow For Patrons, Friday For Everyone ElseI'll be releasing RTResolution v0.4 <a href="https://www.patreon.com/romsteady">tomorrow for patrons</a>. This has the verified biome fix, works for Terraria v1.4.0.5, and is tested in multimonitor scenarios as well. This also unlocks me being able to do more mods in the future the way I used to do them in RomTerraria.<br />
<br />
The build will be released for everyone sometime on Friday.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://1.bp.blogspot.com/-SRLscd2KnWE/Xt6o1LxeumI/AAAAAAAAV9A/WLFeRy8bRF02HgHzaK0ONdFpnx54pcyqgCLcBGAsYHQ/s1600/RTR-4096x600.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="235" data-original-width="1600" height="92" src="https://1.bp.blogspot.com/-SRLscd2KnWE/Xt6o1LxeumI/AAAAAAAAV9A/WLFeRy8bRF02HgHzaK0ONdFpnx54pcyqgCLcBGAsYHQ/s640/RTR-4096x600.jpg" width="640" /></a></div>
<br />
For those of you who have been popping on to my Patreon, grabbing builds, then dropping off...I'm tracking that.Michael Russellhttp://www.blogger.com/profile/14404101180817070293noreply@blogger.com0tag:blogger.com,1999:blog-5374017.post-11497800941070573052020-05-17T10:24:00.002-07:002020-05-20T20:45:49.629-07:00RTResolution v0.3 Released<b><b>Update 5/20/2020 8:42pm:</b></b> v0.3.4 was <a href="https://www.patreon.com/posts/37355716">released to patrons early</a> to help ensure it works fine.<b><b> </b></b><br />
<b><b>Update 5/18/2020 5:24pm:</b> </b>Added v0.3.3 to help with out-of-memory crashes on multimonitor configurations.<b> </b><br />
<b>Update 5/18/2020 1:02pm:</b> Added v0.3.2 to help with multimonitor configurations.<b> </b><br />
<b>Update 5/17/2020 2:21pm:</b> Added v0.3.1 as well for those who are experiencing game balance issues. <br />
<br />
This version of RTResolution is designed to work with the new Terraria v1.4 "Journey's End" patch and does the following things.<br />
<br />
1) It increases the maximum size of a display before a forced zoom to 8192x8192.<br />
2) It increases the maximum size of render targets to help with multimonitor scenarios.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-QXQWyOJlX4s/XsF0l33A9YI/AAAAAAAAVn0/lZD8etfcwO48g3kmKT4sFeDWEQjIU-koACLcBGAsYHQ/s1600/20200517101507_1.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="900" data-original-width="1600" height="225" src="https://1.bp.blogspot.com/-QXQWyOJlX4s/XsF0l33A9YI/AAAAAAAAVn0/lZD8etfcwO48g3kmKT4sFeDWEQjIU-koACLcBGAsYHQ/s400/20200517101507_1.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Terraria "Journey's End" running at 4K with a zoom level of 100%.</td></tr>
</tbody></table>
<br />
<a href="http://hosted.romsteady.net/RTResolution-v0.3.3.zip">Download v0.3.3 here</a>.<br />
<br />
<a href="http://hosted.romsteady.net/RTResolution-v0.3.2.zip">Download v0.3.2 here</a>.<br />
<br />
<a href="https://www.patreon.com/posts/37224468">Source is on my Patreon</a> and will be released for everyone at the end of May.<br />
<br />
Note regarding biomes: I'm still tracing through all the biome logic in "Journey's End" and it's going to take a little time for me to figure out how it works. If you use this mod to enable 1:1 zoom, you might get some biome wonkiness until I figure out all the internal logic and how to patch it. I'm hoping to have something by end-of-month. Michael Russellhttp://www.blogger.com/profile/14404101180817070293noreply@blogger.com29tag:blogger.com,1999:blog-5374017.post-6895967626665306052020-05-16T17:30:00.004-07:002020-05-16T17:34:32.048-07:00Values To Update In Terraria.MainThese are the values I need to update in each assembly for "Journey's End" v1.4.0.1 to uncap the zoom without negatively impacting the game experience:<br />
<br />
Terraria:<br />
Main.cs:<br />
<br />
Update MinimumZoomComparerX to 5120<br />
Update MinimumZoomComparerY to 5120<br />
<br />
Update LogicCheckScreenWidth to 5120<br />
Update LogicCheckScreenHeight to 5120<br />
<br />
Update maxScreenW to 5120<br />
Update maxScreenH to 5120<br />
<br />
TerrariaServer:<br />
Main.cs:<br />
<br />
Update maxScreenW to 5120<br />
Update maxScreenH to 5120Michael Russellhttp://www.blogger.com/profile/14404101180817070293noreply@blogger.com4tag:blogger.com,1999:blog-5374017.post-28918478886875200312020-05-16T16:07:00.003-07:002020-05-16T16:07:40.425-07:00Journey's EndLong time, no typing.<br />
<br />
Lots of stuff has happened over the last 14 months. I moved full-time to Las Vegas, my granddaughter moved in with me so she could save cash for her future, the United States has entered an untimely death spiral from which it may never fully recover, I've started donating platelets every week, and Re-Logic released its final patch for Terraria, "Journey's End" this morning.<br />
<br />
Here's a heads-up about where we are with RTResolution/RomTerraria and "Journey's End."<br />
<br />
<b>Bad side:</b><br />
<br />
I haven't even looked at Terraria source code in the last eight months. I sat down for a bit and tried to create a tModLoader mod to add in the rain from earlier versions of RTResolution for a request and failed miserably. I donated platelets this morning and woke up after a three hour nap to a ton of requests to update RTResolution via email, Reddit chat, etc.<br />
<br />
<b>Good side:</b><br />
<br />
I'm interested in playing Terraria again. I got asked to play by a former coworker if I could play once "Journey's End" was released, and the changes look interesting enough to draw me in. I finished the major work needed for a work project yesterday, and the polish work should be finished by Monday, so I'm about to have a ton of cycles available.<br />
<br />
So this is what I'm going to do: tonight, I'm going out for a dinner to celebrate my work project being over. Tomorrow, I'll get set back up to develop RTResolution, and start working on the mod then.Michael Russellhttp://www.blogger.com/profile/14404101180817070293noreply@blogger.com3tag:blogger.com,1999:blog-5374017.post-58243614909558514712019-03-20T08:15:00.001-07:002019-03-20T08:16:05.577-07:00Game Mods Moving To PatreonStarting next month, I'm going to be able to block time out for dedicated work on game mods, and starting in September, I'm going to have a dedicated room just for my game development work.<br />
<br />
Work on new mods is going to move to my <a href="https://www.patreon.com/romsteady" target="_blank">Patreon</a>.<br />
<br />
The Terraria mod I'm going to be working on is codenamed TSA (Terraria Server Assistant). Basically, I'm going to be using the Mono.Cecil work that I spearheaded with the Terraria client to expose a lot more information through the server and extend its command support.<br />
<br />
The Quake 1/2 work I'm going to be working on involves making mods easier to make in this day and age.<br />
<br />
The Hollow Knight mod I'm working on is a rather simple tombstone mod so you'll know every place that you died during your entire run.<br />
<br />
The Left 4 Dead 2 work I'm doing involves finishing up some of the unfinished mutations in ShackMutations.<br />
<br />
There's no reason to join or donate unless you want early access as all of the mods will be released for free.Michael Russellhttp://www.blogger.com/profile/14404101180817070293noreply@blogger.com0tag:blogger.com,1999:blog-5374017.post-45561912935493985562019-03-07T20:50:00.000-08:002019-03-07T20:50:00.814-08:00WTF is happening?On RomTerraria: The latest <a href="https://tmodloader.net/" target="_blank">tModLoader</a> should have the same scaling unlocking code that I had in RomTerraria. At this point, consider RomTerraria discontinued unless something insane happens.<br />
<br />
On Electric Eye: Still working on the open source release, although we've started moving towards <a href="https://www.youtube.com/watch?v=AGEXxB-nWMw" target="_blank">EyePatch</a> at work for a more accurate result. The patent I got screwed up the timing, and I'm still waiting to figure out what's going on with the international patent.<br />
<br />
On my life: Bought a house. Will be moving first two weeks of September. Planning on retiring in mid- to late-2030.Michael Russellhttp://www.blogger.com/profile/14404101180817070293noreply@blogger.com0tag:blogger.com,1999:blog-5374017.post-92028227717129957062018-02-17T20:51:00.001-08:002018-02-17T20:51:50.882-08:002020 Goal: A Studio<div class="separator" style="clear: both; text-align: center;">
<a href="https://1.bp.blogspot.com/-_25DD10e2s4/WokC0JHlZXI/AAAAAAAAIAM/J1jUfzzNSnEnbIAlrcX_0nQF5CPIv7DRwCLcBGAs/s1600/romsteady-games-logo.png" imageanchor="1" style="margin: 1em; padding: 1em;"><img alt="RomSteady Games Logo" border="0" data-original-height="113" data-original-width="451" height="160" src="https://1.bp.blogspot.com/-_25DD10e2s4/WokC0JHlZXI/AAAAAAAAIAM/J1jUfzzNSnEnbIAlrcX_0nQF5CPIv7DRwCLcBGAs/s640/romsteady-games-logo.png" style="background-color: white;" title="RomSteady Games Logo" width="640" /></a></div>
I'm anticipating having to move next summer, so now that I'm finally debt free, I'm actively trying to save every penny that I can so that when I move, I'm going to be able to purchase wherever I move outright.<br />
<br />
I'm also working on ensuring that I have enough savings to be able to fund three people for 18 months in a lower-cost portion of the United States to build a game that I have designed. I may still have to work full-time elsewhere to fund this endeavor, but this is probably my last shot to see if I have what it takes to be in the games industry the way that I want to be.<br />
<br />
Obviously, this is leading to me trying to scale back my expenses wherever possible and practical. As a result, the current <a href="https://itch.io/jam/shacknews-slow-jam" target="_blank">Shacknews Slow Jam</a> will probably be the last game jam that I contribute prizes to.Michael Russellhttp://www.blogger.com/profile/14404101180817070293noreply@blogger.com0tag:blogger.com,1999:blog-5374017.post-25906368539846129152018-02-11T22:00:00.003-08:002018-02-11T22:01:06.737-08:00Electric Eye Lite - Threading ModelI'm going to quickly go over how the threading model has changed in Electric Eye over the last two years.<br />
<br />
Originally, Electric Eye was single-threaded. The data flow was:<br />
<br />
<b>Thread #1:</b> Get Video Frame → Extract Testable Frame → Get Audio Frame → Run Test Case → Update UI → Repeat<br />
<br />
For our original purposes (reducing our range from 300ms to 80ms), this was fine, but it didn't scale to more complex test cases.<br />
<br />
Our next threading model split in two: our UI/acquisition thread and our test case thread.<br />
<br />
<b>Thread #1:</b> Get Video Frame → Extract Testable Frame → Get Audio Frame → Enqueue Frame → Update UI → Repeat<br />
<b>Thread #2:</b> Dequeue Frame → Run Test Case → Repeat<br />
<br />
Thread #2 used a consumer model based on a lock-free queue from <a href="http://amzn.to/2EVNPyb" target="_blank">C++ Concurrency In Action</a>. However, we started running into issues when we switched over to using <a href="https://docs.opencv.org/trunk/d7/d45/classcv_1_1UMat.html" target="_blank">UMat</a>s in our OpenCV code. Using GPU resources on thread #2 were impacting our UI and causing frame time issues with our acquisition thread.<br />
<br />
Our next threading model had us using three threads: acquisition, test case, and UI.<br />
<br />
<b>Thread #1:</b> Get Video Frame → Extract Testable Frame → Get Audio Frame → Enqueue Frame → Repeat<br />
<b>Thread #2:</b> Dequeue Frame → Run Test Case → Repeat<br />
<b>Thread #3:</b> Update UI when possible<br />
<br />
An early mistake made with this threading model was that we tried to get the video frame into a UMat at the end of thread #1 to speed up thread #2, but this led to us running into resource starvation issues (you can only have so many GPU resources allocated) and it still caused timing issues.<br />
<br />
Our final threading model still has three threads, but we shifted where we extracted the frame.<br />
<br />
<b>Thread #1:</b> Get Video Frame → Get Audio Frame → Enqueue Frame → Repeat<br />
<b>Thread #2:</b> Dequeue Frame → Extract Testable Frame → Run Test Case → Repeat<br />
<b>Thread #3:</b> Update UI when possible<br />
<br />
We are actively ensuring that thread #1 is not using any GPU resources whatsoever. We get our video frame if available (with our exposure controls, this takes us ~3-5ms per frame), grab whatever audio came in during this iteration, generate a FrameData object, and enqueue it up in thread #1.<br />
<br />
In thread #2, we extract out the testable frame using code similar to the <a href="http://romsteady.blogspot.com/2015/07/calculate-opencv-warpperspective-map.html" target="_blank">warpPerspective code I spoke about before</a> with one extra perspective fix and <a href="http://romsteady.blogspot.com/2017/10/patent.html" target="_blank">my patented curved screen code</a>, turn the frame into a UMat, run the test case against the extracted frame and/or audio object that we have, and if we have any changes to the UI, we signal the UI thread that it needs to update now.<br />
<br />
Thread #3 is just a standard UI thread. It does handle getting commands via IPC from our command-line tool as well, but it just routes them into standard UI commands.Michael Russellhttp://www.blogger.com/profile/14404101180817070293noreply@blogger.com0tag:blogger.com,1999:blog-5374017.post-47777685595388364882018-02-04T22:12:00.002-08:002018-02-11T22:01:06.750-08:00Electric Eye Lite - IntroductionIt's still going to be some time before I'm going to be able to do a full source release of Electric Eye through work. Since Electric Eye was revealed to the world, we've done over 100 internal releases and over fifteen new releases to partners. We've dramatically reduced the error bars in our measurements, fixed a lot of bugs, and in general have made a very stable tool. As a result, we have a very stable but very messy codebase.<br />
<br />
Over the next month, I'm going to be talking through a clean implementation of the non-patented parts of Electric Eye and walk through the creation of what will essentially be "Electric Eye Lite" or "EEL."<br />
<br />
Over the next four posts, I'm going to be talking through each of the three threads inside the codebase (data acquisition, testing, UI), the lessons learned over the last two years of working on the tool, and finally bring it all together in a simple, clean codebase.<br />
<br />
All the code will be over on Github licensed under BSD 3-clause.<br />
<br />
Talk to you soon.Michael Russellhttp://www.blogger.com/profile/14404101180817070293noreply@blogger.com0tag:blogger.com,1999:blog-5374017.post-8101225961092363762017-11-08T21:18:00.003-08:002017-11-08T21:18:38.039-08:00Game Jam EntryFor the first time in quite a while, <a href="https://itch.io/jam/shacknews-jam/rate/191371" target="_blank">I finished a game jam entry this last weekend.</a><br />
<br />
It's not the most polished or the most balanced, but the important thing is that I actually released it.<br />
<br />
I've lost count of the number of half-baked and half-finished prototypes I have lying around, so it was important to me that I actually release something this time.<br />
<br />
If you get a chance, please try it and all of the entries to <a href="https://itch.io/jam/shacknews-jam/entries" target="_blank">the Shacknews Jam</a>. So far, I'm partial to "<a href="https://itch.io/jam/shacknews-jam/rate/191434" target="_blank">Run Don Run</a>."<br />
<br />
I'm going to be out of town from Thursday through Sunday this week.Michael Russellhttp://www.blogger.com/profile/14404101180817070293noreply@blogger.com1tag:blogger.com,1999:blog-5374017.post-79125670734746494052017-10-26T18:03:00.001-07:002017-10-26T18:03:27.780-07:00PatentThe first hurdle to releasing Electric Eye as open source has been jumped over: <a href="http://patft.uspto.gov/netacgi/nph-Parser?Sect1=PTO1&Sect2=HITOFF&d=PALL&p=1&u=%2Fnetahtml%2FPTO%2Fsrchnum.htm&r=1&f=G&l=50&s1=9792674.PN.&OS=PN/9792674&RS=PN/9792674" target="_blank">my curved screen correction system received a patent.</a><br />
<br />
Next step is finishing up the current bugfix and getting that into partner's hands, and then I can restart the internal open source process. Michael Russellhttp://www.blogger.com/profile/14404101180817070293noreply@blogger.com0tag:blogger.com,1999:blog-5374017.post-45871163697468974072017-09-11T12:47:00.002-07:002017-09-11T12:47:30.474-07:00Dev Machine DownWhen I woke up this morning, I noticed that there had been a power outage while I slept. When I went to turn on my main rig, all the fans started up, but I didn't even get a beep code. The last time this happened to me, it was because the motherboard had failed.<br />
<br />
I've had this machine for about two years, so it was time for me to upgrade anyway. My new machine should arrive in about a week, but I'm going to be on my Mac Mini for the next week or so.<br />
<br />
These things happen.Michael Russellhttp://www.blogger.com/profile/14404101180817070293noreply@blogger.com0tag:blogger.com,1999:blog-5374017.post-15986473349553469802017-08-11T12:54:00.002-07:002017-08-11T12:54:17.185-07:00Minor UpdateRejoined the IGDA.<br />
<br />
Now have a Unity Plus license for the next year.<br />
<br />
Still working on shit.Michael Russellhttp://www.blogger.com/profile/14404101180817070293noreply@blogger.com0tag:blogger.com,1999:blog-5374017.post-64753055769441479182017-07-13T10:39:00.000-07:002017-07-13T10:39:22.478-07:00GMTK Game Jam TomorrowThere's a Game Maker's Toolkit Game Jam starting tomorrow and I'm going to try to livestream my attempt at participating.<br />
<br />
I'm going to set up a simple test stream tonight and if all goes well, I'll post the stream links in a new post tomorrow night. I'll be participating from 6pm PDT Friday through 6pm PDT on Sunday and will put my final bits up on itch.io.Michael Russellhttp://www.blogger.com/profile/14404101180817070293noreply@blogger.com0tag:blogger.com,1999:blog-5374017.post-24279755112580964742017-06-29T21:22:00.002-07:002017-06-30T17:34:38.851-07:00RTResolution Next StepsFirst, the good news. It looks like RTResolution v0.2 properly handles all of the stock use cases. Yay!<br />
<br />
Now for the not so good news. It looks like TModLoader doesn't quite like RTResolution. If so, not that much of a surprise. Getting mods to work well together isn't exactly easy. Ask the Skyrim modding community...<br />
<br />
I don't have an extended weekend coming up like most Americans, so I'm going to be spending the next couple of evenings digging into TModLoader and what's going on when it gets patched with RTResolution. One of three things will happen as a result:<br />
<ol>
<li>I might realize that getting TModLoader and RTResolution to play nicely together will be too much of a pain in the ass and just punt on working with the mod;</li>
<li>I might find the cause and realize that patching it my way would be a pain in the ass so I'll report the issue as a bug to the TModLoader team; or</li>
<li>I'll find the solution and prepare RTResolution v0.3.</li>
</ol>
Stay tuned.<br />
<br />
<b>Update 6/30/2017 5:06pm:</b> TModLoader moves all of the rendering code over to a method called do_Draw. The crash is happening because I don't modify do_Draw.<br />
<br />
<b>Update 6/30/2017 5:17pm:</b> Testing with TModLoader now. Still getting a crash. It's looking for something that I don't touch.<br />
<br />
<b>Update 6/30/2017 5:34pm:</b> Option #2 it is. <a href="https://github.com/blushiemagic/tModLoader/issues/204">Issue filed with TModLoader team. </a>Michael Russellhttp://www.blogger.com/profile/14404101180817070293noreply@blogger.com0tag:blogger.com,1999:blog-5374017.post-2165188333683646152017-06-21T21:48:00.000-07:002017-07-01T14:18:20.275-07:00RTResolution v0.2 Available Now<a href="http://www.romsteady.net/Projects/RTResolution-v0.2.zip">Download here.</a><br />
<br />
This build does only two things for Terraria 1.3.5.3:<br />
<ol>
<li>Removes the forced minimum zoom.</li>
<li>Allows resolutions greater than 4096x4096 (memory allowing).</li>
</ol>
This build doesn't currently work with TModLoader 0.10.0.2. The compiler version that they are using is newer than the version of Mono.Cecil that I'm using and the two don't place nicely together. A ticket has been filed with the TModLoader team. <br />
<ol>
</ol>
Michael Russellhttp://www.blogger.com/profile/14404101180817070293noreply@blogger.com4tag:blogger.com,1999:blog-5374017.post-66870129119004210492017-06-13T22:10:00.004-07:002017-06-13T22:10:57.386-07:00Plans For The Rest Of June 2017This week is all about scrambling to get caught up after being out of the office for two weeks and potentially being out of the office next week.<br />
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Next week, I have to fulfill a summons for jury duty so I may or may not be working on any given day.<br />
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On June 25, I'm going to be a wheel monitor for the Netflix float in the San Francisco Pride Parade.<br />
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After that, I'm hoping to get back to my personal projects.Michael Russellhttp://www.blogger.com/profile/14404101180817070293noreply@blogger.com0tag:blogger.com,1999:blog-5374017.post-18516333606346389362017-06-11T18:32:00.001-07:002020-05-17T11:05:19.261-07:00RTResolution v0.1 Available Now<b>Update 5/17/2020 11:05am Pacific:</b> <a href="https://romsteady.blogspot.com/2020/05/rtresolution-v03-released.html">v0.3 released</a>.<b> </b><br />
<b>Update 6/21/2017 9:48pm Pacific:</b> <a href="http://romsteady.blogspot.com/2017/06/rtresolution-v02-available-now.html">v0.2 released</a>.<br />
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This should give you 1:1 pixel resolution at resolutions above 1920x1200 in Terraria 1.3.5.3.<br />
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<b>To clarify, the only thing that this mod does is remove the forced minimum zoom level in Terraria. </b>If you open the options and the lowest value for zoom is higher than 100%, this will let you set your zoom to 100%. <br />
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Note that this currently requires that you have the <a href="https://www.microsoft.com/en-us/download/details.aspx?id=49981" target="_blank">.NET Framework 4.6.1</a> or higher installed.<br />
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The most common complaint appears to be this not running or appearing to have crashed on run. Rebooting, then running RTResolution again, appears to fix this for the vast majority of users. <br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-irDWd5IltPI/WT3vKZM3trI/AAAAAAAAE7o/coAt90FKmk8VCvqhieTNA4__ahtpDg4LwCLcB/s1600/20170611175925_1.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="900" data-original-width="1600" height="360" src="https://1.bp.blogspot.com/-irDWd5IltPI/WT3vKZM3trI/AAAAAAAAE7o/coAt90FKmk8VCvqhieTNA4__ahtpDg4LwCLcB/s640/20170611175925_1.jpg" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Showing 1:1 pixel resolution at 3840x2160 in Terraria 1.3.5.3</td></tr>
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Michael Russellhttp://www.blogger.com/profile/14404101180817070293noreply@blogger.com19tag:blogger.com,1999:blog-5374017.post-14752201679810427522017-06-10T18:46:00.001-07:002017-06-10T19:20:39.660-07:00Back in TownI have returned to the Bay Area and will resume work on RomTerraria tomorrow afternoon.<br />
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Tonight is reserved for something else...<br />
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<a href="https://3.bp.blogspot.com/-1U0MKWg7lA8/WTyg4LbNGDI/AAAAAAAAE4s/EeL2bIILsq8gEfzPYqp459TYdN9G3NEIgCLcB/s1600/IMG_20170610_181312.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1200" height="400" src="https://3.bp.blogspot.com/-1U0MKWg7lA8/WTyg4LbNGDI/AAAAAAAAE4s/EeL2bIILsq8gEfzPYqp459TYdN9G3NEIgCLcB/s400/IMG_20170610_181312.jpg" width="300" /></a></div>
<br />Michael Russellhttp://www.blogger.com/profile/14404101180817070293noreply@blogger.com0tag:blogger.com,1999:blog-5374017.post-82129106385514705132017-06-07T08:26:00.001-07:002017-06-10T19:20:39.665-07:00Pinball Hall of FameWill be flying back home tomorrow where I will have access to my development environment again.<br />
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In the meantime, <a href="https://goo.gl/photos/tunzB9i6tyWZtmvs5" target="_blank">here are several photos from the Pinball Hall of Fame</a> in Las Vegas.Michael Russellhttp://www.blogger.com/profile/14404101180817070293noreply@blogger.com4tag:blogger.com,1999:blog-5374017.post-21226652206792423252017-05-31T11:13:00.002-07:002017-05-31T11:13:36.897-07:00Out Of Town Until June 8Will hopefully resume updates then.Michael Russellhttp://www.blogger.com/profile/14404101180817070293noreply@blogger.com0