Releases: thomasneff/LiveSplit.CrashNSTLoadRemoval
2.6 - Support for hardware-accelerated windows, manual black level
Update NST load remover to support capturing hardware-accelerated win…
2.41 - Added a checkbox to disable the plugin
Added a checkbox that can enable/disable the plugin so that multiple vision-based load removers don't interfere with each other.
2.4 - More Accurate Transition Detection
This release features a more accurate transition (fade-outs and fade-ins after loading) detection. If the black level of your captured footage is high - the system will spend the first few load screens automatically calibrating the black level. This will not be necessary and will not take effect for most users.
2.3 - Added removal of transitions before/after loads
By enabling the "Remove Transitions" checkbox in the settings, the component now removes the black transitions before and after loads.
2.1 - Fixed Auto-Update, Autosplitter Bugs
Fixed AutoSplitter breaking when Splits are changed/reordered. Added …
1.9 - Autosplitter fixes and LiveSplit auto-update.
Should fix LiveSplit auto-update. Also fixes AutoSplitter bugs for manually skipping/undoing/... splits.
1.8 - AutoSplitter
Improved detection by a bit, added saving settings, added AutoSplitter. Make sure to always 'Save Layout' so your AutoSplitter settings get saved!
Add this to LiveSplit by going into your Layout Editor -> Add -> Control -> CrashNSTLoadRemoval.
You can specify to capture either the full primary Display (default) or an open window. This window has to be open (not minimized) but does not have to be in the foreground.
This might not work for windows with DirectX/OpenGL surfaces, nothing I can do about that. (Use Display capture for those cases, sorry)
1.7 - Change in detection method, should be more stable now
I modified the detection algorithm to not OR all the feature vector bins, but to match at least 1 full vector.
The default value for "Matching" might be a little low - if it's detecting regular gameplay as loads, you might need to put it a little higher.
Add this to LiveSplit by going into your Layout Editor -> Add -> Control -> CrashNSTLoadRemoval.
You can specify to capture either the full primary Display (default) or an open window. This window has to be open (not minimized) but does not have to be in the foreground.
This might not work for windows with DirectX/OpenGL surfaces, nothing I can do about that. (Use Display capture for those cases, sorry)
1.6 - More robust detection when aku flies through "LOADING"
Add this to LiveSplit by going into your Layout Editor -> Add -> Control -> CrashNSTLoadRemoval.
You can specify to capture either the full primary Display (default) or an open window. This window has to be open (not minimized) but does not have to be in the foreground.
This might not work for windows with DirectX/OpenGL surfaces, nothing I can do about that. (Use Display capture for those cases, sorry)
1.5 - Configurable number of matches, diagnostics
You can now configure the number of matches required to detect a pause. So if you LOADING screen detects not enough matches, you can try lowering this threshold. Keep in mind that this might lead to regular gameplay being detected as paused if the threshold is too low.
I also added "Update Preview" and "Save Preview Diagnostics" buttons. If you have any issues, set up the preview and click "Save Preview Diagnostics" for cases where a load should be detected (Current Matches >= Required Matches). Then send me the created "CrashNSTDiagnostics" folder and a screenshot of your Layout Settings.
Add this to LiveSplit by going into your Layout Editor -> Add -> Control -> CrashNSTLoadRemoval.
You can specify to capture either the full primary Display (default) or an open window. This window has to be open (not minimized) but does not have to be in the foreground.
This might not work for windows with DirectX/OpenGL surfaces, nothing I can do about that. (Use Display capture for those cases, sorry)