Condense or expand the Timeline Options bar with the View > Show Timeline Options command, or by using a new Timeline Options widget and accompanying dialog. Mouse over to see which layer is active at that keyframe. Switch layers are displayed in the timeline. Layers can be copied and pasted between documents with the Edit > Copy Layer and Edit > Paste Layer commands. The new Crop Tool allows you to crop an image layer to a specified area. The application now runs in English, German or Spanish. The following info is from the Anime Studio Pro 10.1 ReadMe:įixes/Improvements in Anime Studio® Pro 10.1 Update ![]() ![]() Here's some more info on the 10.1 update. You can also download the updates directly here: If you own Anime Studio Debut 10 or Anime Studio Pro 10, you can automatically update from within the application. Just wanted to let you know that Anime Studio 10.1 is available now.
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When you move or rename the Sims 4 folder, the game will no longer be able to find it. If it does, then start copying back the files and folders described in the link below: You want to make sure the game plays okay first. Do not add any saves or mods back just yet. The game will create a new Sims 4 folder next time you launch/play the game. Do this by moving or renaming the Sims 4 folder in the Documents folder ![]() Some help sites suggest to reset the Sims 4 folder. If you'd like to read up on more tips, please see link below: Make sure you have placed the cc and mods only one folder deep in the mods folder as the game can not recognize anything buried any deeper. You will need to exit the game and reload it for the mod to show as active when loading the game. This is helpful if you are using script mods. Go to Options Menu > Game Options > Other > to make sure Enable Custom Content and Mods, plus Script Mods Allowed. Make sure both Enable Custom Content and Mods, plus Script Mods Allowed is checked in Game Options: Mods get disabled with each game patch and need to be turned back on. They have a batch file to help fix outdated mods and custom content.Ĭustom Content or Mods Don't Show Up In-Game: The mods and cc will be fine as they can still be found in the mods folder on your desktop. This moves the Mods folder out to the desktop while you test. Go to the Electronic Arts folder\Sims 4 folder in the Documents folder - and Right-click on the Mods folder, select Cut. A vanilla game is much easier to problem-solve. If the game still freezes without the mods and custom content, then leave them out. Folder egs': "Men's Hair", 'Women's Hair', "Men's Bottoms', 'Men's Tops' etc, so that if I come across bugs/problems then at least my CC is organized and ready for the replace/clean cache/play game process. I organize my custom content in sub-folders so I replace one sub-folder at a time. It's a slow process but anything else is a waste of time until this has been done. Step 3: Now do the same as step 2 but with Mods. If it's good, then continue testing the rest of the cc in small batches. Like no freezing, lag, weird/odd glitches. You must delete the game cache and delete the the localthumbcahche.package file after adding each batch, launch the game to test and play it to make sure everything is in working order. Replace CC in very small batches, starting with CC first. Removing the mods folder without deleting the localthumbcahche.package file from your The Sims 4 folder, also isn't enough of a test. Disabling or turning off both mod/cc options isn't enough of a test. Testing like this will help determine if it's a mod issue, cc issue or a vanilla game issue. Quit without saving so that the game will go back to how it looks with CC. If there is no crashing/freezing then you know it was a Mod or some CC causing the issue. Start the 'problem game' to try replicating the issue again. Step 1: Move the Mods folder to the desktop, Delete Game Cache Files and delete the localthumbcache.package file from The Sims 4 folder, in the Documents folder. EA/Maxis aren't responsible for broken mods/cc. If the game works when the Mods folder is removed, then one or more of the mods and/or custom content has become outdated and will need to be removed or replaced. *Note:* Custom content can become outdated with most new game patches. (Thank you Play for sharing these tips!!) Here are some steps to take if you've got mods and/or custom content in your game and are having problems with your game. Steps to Take to Fix Issues with Mods/CC: Custom Content or Mods Don't Show Up In-Game Steps to Take to Fix Issues with Mods/CC ![]() One side advantage of working on the CS:GO port is that that’s what a version of Portal 2 uses and it could mean one day making a Portal 2 VR port (or at least making that easier). We’re not sure at this point how much of a setback switching engines would be. ![]() Or whether we want to switch to the newer CS:GO engine (all of updated maps was done with that version). ![]() One thing we need to finalize before we get too far along is whether we want to continue the project with the Source 2013 SDK version (all the VR work has currently been done to that version). There’s no rough release date for the new Half-Life 2 VR mod, but one sticking point on the current development path is deciding which version of the Source engine to use as a foundation. Cabalistic has also done some magic and has gotten MSAA working for textures too. He also has fixed a lot of game breaking issues that were in the build. In just the last couple weeks, DrBeef has re-written almost all of the VR code to run a whole lot better and even ported the engine’s VR implementation to use Vulcan instead of DX9 with the help of DXVK! (current VR APIs only work with DX11 and above). The goal has been to make sense of the existing work the previous team had done and to polish it enough to get some open source version released as soon as possible in at least an alpha state so that others could contribute to continue to polish it up. In a message posted to the Flatscreen to VR Mod Discord community earlier this Summer the team announced that it is working with some of the mod’s original team and building on work it had already done, with the goal of readying an open-source version of the code so that others can begin contributing in a structured way.Ī couple weeks ago, and stepped up to see how we could revitalize the project and get it out the door. Beef” Brown, who is behind VR mods of Half-Life, Doom, and plenty of others. The project has purportedly been re-rebooted by a team including VR modder extraordinar Simon “Dr. Quest App Lab Passes 500 Apps, Nearly Doubling Those on the Main Store But the Half-Life 2 VR mod may live on yet. ![]() Somehow between then and now Valve made an entirely new VR game, Half-Life: Alyx, which released in 2020 to widespread acclaim. Unfortunately, despite a blessing from Valve permitting the release of the project on Steam, the revamped version of the mod never got completed, having seemingly fallen into development hell. The mod’s original announcement trailer gives an idea of what they hoped to deliver: The team that had made the original version of the mod (compatible only with older Oculus development kits) planned to update it for modern consumer headsets and remaster the game with VR-specific touches like a made-for-VR UI, multiple locomotion methods, and more. If you’ve been following the VR gaming space for a long while, you probably recall back in 2017 when the Half-Life 2 VR mod was announced to significant fanfare. But now a group of proven VR modders is aiming to finally make it a reality. In 2017 the project was seemingly reignited with ambitions to not just update it for the latest headsets, but to remaster the game for VR more broadly unfortunately that effort never came to fruition. Unfortunately the mod eventually lost compatibility with newer hardware as the first consumer VR headsets began to hit the market. Many years before the release of Half-Life: Alyx, a group of fans built a rudimentary Half-Life 2 VR mod which allowed the game to be played with early VR headset development kits. |
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