Welcome to the guides section of our blog. This catagory is reserved for a lot of the technical things of what we love doing throughout our day to day existence. Some of these deal with some DIY projects we’ve done while others is just our own experience with certain pieces of hardware. Feel free to browse around as there may be something of interest to you.
Accuracy and update CRC.
As a kind note: Many of these guides are based around the personal experiences of those who run s-config.com and may not reflect the correct way of doing something. If you have any problems with what you are reading you can drop a comment in the article or contact us for any modifications or corrections.
StepMania love coming at you! This is a quasi blog and guide on how we got our dance pads to work good with StepMania thanks to the I-PAC. Just keep in mind that my solution is not the cheapest in the world. We were going for a solid solution when I moved my pads from PC to PC.
It appears that some people were interested more in how to extract characters from StepMania in order to understand how the process works. I should note that you should only do this if you want to get a better understanding for how StepMania characters are designed and how the program re-assembles the data structure once it was received. So this is an add-on tutorial explaining how to take a character that you may have downloaded from this site. and then how to view it in MilkShape and even have it animate right before your eyes!
Install all of those dancing characters in StepMania 5.x!
When it comes to Stepmania and the characters that we’ve made. It’s a modders obligation to provide adequate instructions in how to install this so just about any person can follow throw and have dancing characters to go with their favorite game of rhythm. In this blog entry you will find how to install not just our StepMania characters but practically almost any StepMania character that you so happen to find on the net. So without further delay lets begin!
Bullet is the modern physics engine that the OpenSim development team are heading towards during the version 8.x builds of OpenSim. Although it’s only bullet version 3.x it provided a more robust collision detection for regions to make them feel more like the Second Life regions. It is uncertain of Bullet development will continue with the introduction of AviNations code-merge of their updated ODE Physics which allow for better prim sitting and vehicle crossing from region to region. Currently, although you can follow all of the steps and compile bullet onto your Arm based Pi. Bullet simple does not run and you must run Bullet in XNA mode which isn’t optimal.
Update 11/25/2015: ODE / OpenDyanamics engine instructions have been updated to reflect the following changes to OpenSim 9.0 after the merging of code. If you are still looking for the original instructions feel free to click here. as of 11/26/2015 a massive update to the ODE physics called ubODE was introduced to many of the OpenSim environments. Making it run better then bullet on slower machines such as the Pi.