multi-threaded custom search engine problem

I am trying to create custom search engine and everything seems to work fine when I test it using “Test Engine”

also when I select “Use Detailed Harvester” everything works as expected  all 10 pages being scraped
but when I check “Use Custom Harvester” only one page seems being scraped every time I try and I am trying to figure out what am I doing wrong

here is my config from engines.dat

Code:
[Engine37]
Displayname=Seznam
QueryString=https://search.seznam.cz/?q={KEYWORD}&count=10&from={PAGENUM}
MustBeInTag=
MustNotBeInTag=
MustBeInLink=http
MustNotBeInLink=
JustBeforeLink=class="Result-title-link" href="
RightAfterLink="
PageStart=1
PageInc=10
NextPageMarker=title="Další strana"
Translation=%3f=?|%3d==|%26=&|%3a=:|&=&|%2F=/
headerData=Cookie:
Referer=0
SSLVersion=2
Favicon=/9j/4AAQSkZJRgABAQAAAQABAAD/2wBDAAMCAgMCAgMDAwMEAwMEBQgFBQQEBQoHBwYIDAoMDAsKCwsNDhIQDQ4RDgsLEBYQERMUFRUVDA8XGBYUGBIUFRT/2wBDAQMEBAUEBQkFBQkUDQsNFBQUFBQUFBQUFBQUFBQUFBQUFBQUFBQUFBQUFBQUFBQUFBQUFBQUFBQUFBQUFBQUFBT/wAARCAAQABADASIAAhEBAxEB/8QAHwAAAQUBAQEBAQEAAAAAAAAAAAECAwQFBgcICQoL/8QAtRAAAgEDAwIEAwUFBAQAAAF9AQIDAAQRBRIhMUEGE1FhByJxFDKBkaEII0KxwRVS0fAkM2JyggkKFhcYGRolJicoKSo0NTY3ODk6Q0RFRkdISUpTVFVWV1hZWmNkZWZnaGlqc3R1dnd4eXqDhIWGh4iJipKTlJWWl5iZmqKjpKWmp6ipqrKztLW2t7i5usLDxMXGx8jJytLT1NXW19jZ2uHi4+Tl5ufo6erx8vP09fb3+Pn6/8QAHwEAAwEBAQEBAQEBAQAAAAAAAAECAwQFBgcICQoL/8QAtREAAgECBAQDBAcFBAQAAQJ3AAECAxEEBSExBhJBUQdhcRMiMoEIFEKRobHBCSMzUvAVYnLRChYkNOEl8RcYGRomJygpKjU2Nzg5OkNERUZHSElKU1RVVldYWVpjZGVmZ2hpanN0dXZ3eHl6goOEhYaHiImKkpOUlZaXmJmaoqOkpaanqKmqsrO0tba3uLm6wsPExcbHyMnK0tPU1dbX2Nna4uPk5ebn6Onq8vP09fb3+Pn6/9oADAMBAAIRAxEAPwD6G/bX+LfxT8C+J7ax0Oa68P8AhGSBNmq2UfM8pzuDS4JQjoFGCevOeOp/Y78L31pqeseIb74p2vjia/tkiksba8kuDGwbcHcy4cFdxAG0D5zXuPir4keEdNabStSuBqcz5il06zspL9yccq0cSPj/AIEK8IsvhAdf+MnhXxV4C8C33w607T7vztU1G+22gvocjMKWYYkbhkFmCYznBIFeBOk4Yr2ylz67Xen3affY/XcLmFLE5E8tqUFhvdd6nLG1S2qu5WldtWvByd3tbb//2Q==
GracePeriod=0
UserAgent=Mozilla/5.0 (Windows NT 6.1; Win64; x64; rv:56.0) Gecko/20100101 Firefox/56.0
Selected=1
DetailedSelected=1
FollowRelocation=1
AddRelative=
AddFieldValue=
ClearCookies=0
ListMode=0
ReadOnly=0

[Image: VhatEyG.png]
[Image: ZXNUtvn.png]

10 Things your mom never told you about GSA Search Engine Ranker

image

http://asiavirtualsolutions.com/10-things-your-mom-never-told-you-about-gsa-search-engine-ranker/

Allot of people are having a hard time understanding what to do or what is needed to run GSA Search Engine Ranker. I have produced over a 3000 gsa projects in the past 3 years so i do have a little experience when it comes to using of GSA Search Engine Ranker, so I decided to put together a blog post on the essentials things you need to run it and important settings.

This will be usefull for people planning on starting with GSA SER or are allready using it but need some help.

Topics covered are as below:

Things You Need

  • GSA Captcha Breaker

  • TXT Captcha Solver

  • Recaptcha Solver

  • SERengines.com

  • Proxies

Important Settings

  • Auto Throttling

  • HTML Time Out

  • Blacklist Filter

  • Advance Settings

  • Indexing

The information is free of charge, you dont have to subscribe or pay anything

http://asiavirtualsolutions.com/10-things-your-mom-never-told-you-about-gsa-search-engine-ranker/

Exporting models from Crocotile3D to Unreal Engine 4 (.obj). Texures are always blurry. I want crisp, clean textures

Can anyone help me? I am exporting models with textures (.obj) from Crocotile3D to Unreal Engine 4. I want them to be crisp and clear, as in the left image (Crocotile editor), but only get blurry, as in the right image (Unreal editor). Whether I export the model at scale x 1 or greater doesn’t make any difference. My textures are 16×16 pixels.

I have watched endless videos and tinkered with settings but been stuck for two days. Any help or advice will be much appreciated!

Crocotile3D,, Unreal Editor, Crocotile Eport Settings

2D engine design/architecture: transformations

Hello! I’m working on this hobby little 2D engine in JavaScript because I want to learn how all this things are implemented and architectured in general. Internet is full of resources but most things are mathematical or theoretical stuff, there is very little about implementation or architecture for small 2D engines like the one I’m working in. So, this is my context and at the end are some questions I hope you can help me with:

I have a Body object that has different properties like (pseudo-code):

Body {     angle: float     scale: float     acceleration: 2d vector     velocity: 2d vector     position: 2d vector     update: function() } 

A Body object also has a Model object, which has (pseudo-code):

Model {     points: Array of [x, y] points     fillColor: string (hex)     transform: function(rotate, scale, translate) } 

The transform function receives Angle, Scale and Translate, and returns a new transformed instance of the model.

On every frame I will update the Body object to represent the current state: adding accelerator vector to velocity, velocity to location (and some similar stuff to update the angle and scale if required):

Body {     update() {         this.velocity.add(this.acceleration)         this.location.add(this.velocity)         this.acceleration.reset()      } } 

Once the Body object is updated I must do a world-transform of the model so that I can start doing physics related stuff (like collision detection/resolving, interaction forces between bodies, etc). After that I will do a view-transform, to transform the world-objects into the “perspective” of some other object.

At the moment this is my solution is based in keeing three instances of the Model object withing the Body object, like this:

Body {     model: the original *Model* with no transformations     model_world: result of *Model.transform(body.angle, body.scale, body.location)*     model_view: the result of transforming **model_world** instance with viewport properties } 

Questions:

  • Do you think there is a better way to handle model transformations? Like maybe one the do not require the Body object to mantain the three instances of the three transformations itself, perhaps.

  • Can you please give me some suggestions on how to better organize this functionality for a simple 2D engine?

Thank you very much in advance!

Fishbowl effect correction in raycasting engine suggestions (pseudo 3d projection)

I’m writing a simple raycaster in golang and I have some problems understanding perspective correction. The code is simple, the main rendering loop is this:

    curVector := playerVector.NewRotated(-curFov / 2)     rotateStep := curFov / float64(screen.Width()) // Angles per screen row     // Traverse each row of our screen, cast a ray and render it to screen buffer     for i := 0; i <= screen.Width(); i++ {         curVector.Rotate(rotateStep)          hit, distance, tile, tileP := rayCast(curX, curY, curVector, viewDistance)          if hit {             // distToHeight is basically linear (screen.Height()/distance)             drawTexturedWallColumn(screen, tile, i, distToHeight(distance, screen.Height()), tileP) // Project walls on screen         }         // drawSpritesColumn(screen, i, curVector, distance) // Project sprites on screen     } 

So I just cast rays with even angle intervals and get this fishbowl effect: enter image description here

So, I understand that the problem is with angle intervals and sphere projected rays with the same length. I found this question How can I correct an unwanted fisheye effect when drawing a scene with raycasting? and tried to implement the same logic:

leftVector := playerVector.NewRotated(90)     // Traverse each row of our screen, cast a ray and render it to screen buffer     for i := 0; i <= screen.Width(); i++ {         progress := float64(i)/float64(screen.Width()) - 0.5 // -0.5 to 0.5         stepX := (playerVector.X + progress*(leftVector.X*2)) // *2 to make 90 FOV         stepY := (playerVector.Y + progress*(leftVector.Y*2))         curVector := Vector{X: stepX, Y: stepY}          hit, distance, tile, tileP := rayCast(curX, curY, curVector, viewDistance)          if hit {             // distToHeight is basically linear (screen.Height()/distance)             drawTexturedWallColumn(screen, tile, i, distToHeight(distance, screen.Height()), tileP) // Project walls on screen         }         // drawSpritesColumn(screen, i, curVector, distance) // Project sprites on screen     } 

But the result is almost the same (FOV variable is not used here but it’s around 90, it’s not important at the moment). The difference is that this one has a more “linear” fishbowl effect because of evenly spaced intervals (progress variable): enter image description here

So, I don’t know how to fix this, I also tried to use perpendicular distance (distance*cos).

What Other Softwares or Tools I Need to Run GSA Search Engine Ranker Easily?

Hi everyone! This is my first time in this forum and unfortunately I’ve got questions about GSA Search Engine Ranker. So, I’ve read that it can helps me to automate my work or project in term of link building. But later I know, using GSA SER will also need the other softwares an tools, for example the one to bypass repatcha, etc. So, since I am new to this software, what else I need to buy so I will be possible to provide my budget and help me building links without doing many things that will take more of my time?

At the moment while I am asking this, I have not been using the GSA SER that I’ve installed in my laptop since I have no idea how to start my link building project. I have seen some tutorials but I am ended up confusing. So, before I am getting any further about that, I hope there will be someone or two of you will help me to know which tools I will need to buy so I can prepare my money for them. I really need a help in this and I hope will get answers.

Before, since my goal is to build backlinks that can be indexed for my blog, I have listed some of the softwares and tools from this site which are:

  1. GSA Search Engine Ranker
  2. GSA Auto Website Submitter
  3. GSA Captcha Breaker
  4. GSA SEO Indexer
  5. Backlink’s Indexing Services

Are the above tools and softwares enough?

Hino Engine Parts suppliers

Quick Details
Place of Origin:QUANGZHOU, China (Mainland)/ JApan
OE NO.:HINO P11C
Size:OEM SIZE
Material:Forged Steel
Type:Crankshaft
Car Make:For HINO
Model Number:HINO P11C

Hino P11C crankshaft forging steel in good condition

Hino p11c engine parts Piston
Hino p11c  engine parts Piston ring
Hino p11c engine parts cylinder liner
Hino p11c engine parts full gasket kit
Hino p11c  engine parts main bearing and con rod bearing
Hino p11c  engine parts water pump
Hino p11c engine parts crankshaft
Hino p11c  engine parts oil pump

MakerEngine Model
For BENZOM314, OM352, OM360, OM366 REF. FORGING, OM442
For COMMINSK19  REF. FORGING
For DAIHATSUDL, DG
For MITSUBISH4D30, 4D31, 4D31 REF. FORGING, 4D32, 4D33, 4D34, 4D34 REF. FORGING, 4D34T,
4D55, 4D56, 4D56-T2, 4G33, 4G41, 4G54, 4G63, 4G63  REF. FORGING, 4G64,
4G64 REF. FORGING, 6D14, 6D15, 6D16, 6D16 REF. FORGING, 6D17, 6D22,
6D31, 6D34, 6DB10, 8DC11, 8DC91, S4S
For TOYOTA12R,13B,14B,2E,2KD,2TR,3B,3K,3L,3Y/4Y
For BEDFORD330
For ISUZU10PE1,4BC2,4BD1,4BD1 REF. FORGING,4BE1,4HE1,4HE1T,4HF1,4HF1 REF. FORGING,
4HG1T, 4HG1 REF. FORGING, 4JA1, 4JB1, 4JB1  REF. FORGING, 4JB1T, 4ZA1, 4ZB1,
4ZD1, 4ZE1, 6BD1, 6BD1T, 6BG1  REF. FORGING, 6HH1, 6QA1, 6SA1T, C223, C240
For NISSANFD6, FE6, FE6T, J08C, ND6, NE6, PE6(M14), PF6, RD8, RE8, RE10(NUT),
RF8(FLAT), RF8(NUT)
For KOMATSUS6D95 REF. FORGING
For CAT3304, 3306, S6KT
For HINOEP100, ED100, EF750, EH700, EK100, H06CT/H07CT, H07C, H07D, J08C,
P11C REF. FORGING
For DEUTZF8L413 REF. FORGING

MakerEngine Model
For BENZDE22,OM352 REF. FORGING,OM355 REF. FORGING,OM422 REF. FORGING,OM447
For COMMINSNH220/D80,NT855/D85,6BT REF. FORGING,6CT REF. FORGING,M11 REF. FORGING
For JOHN DEERE 6300,4219
For IVECOIVECO2.5L 98454453,4010,4912,3910
For MITSUBISH4D30 REF. FORGING,4D32 REF. FORGING,4D35,4D55 REF. FORGING,
4D56 REF. FORGING,4D56T2 REF. FORGING,4D95,4G32,6D15 REF. FORGING,   6D15T,6D16T,6D34T,6D40,6DB1T,6DS7,6G72,6G74,8DC9,8DC92,S4E
For TOYOTA15B,1AZ,1B,1C/2C,1DZ,1E,1HZ,1KZ-TE,1RZ/2RZ,1Z,1ZZ,22R,2B,2J,2L,2L-2,2LT,2Y,4AF,
4AFE,4AFG,5AFE,5E,5K,5L,5R,7A,7K,8A
For ISUZU4BC2 REF. FORGING,4BC2-II,4HE1 REF. FORGING,4HE1T REF. FORGING,
6BD1T REF. FORGING,6HE1,6SD1,6WA1,6QB2
For MAZDAVA,NA,R2,SL/T3500,FE,E5,WL84/51, FE(B-200)
For NISSANTD27,BD30,CK12,DG,EB300,ED30,ED33,FD6T,H20,NE6 REF. FORGING,
PD6,PE6T(M16),RF10(FLAT),RH10,SD22,SD23,TD42,VG30,Z5660,Z5661
For KOMATSU S4D95,4D95D,4D95L,S4D102,S4D105,4D130,S6D95,S6D102,S6D105,S6D108,S6D110,
S6D125,S6D125 REF. FORGING,S6D140,S6D155,S6D170
For CATS4K,4N7693
For HINOEM100,DS70,EB300,EF550,EF750+,EH100,EK100-Ⅱ,EL100,H06CT REF. FORGING,
J05C/J05E,J08CT,M10U,V22C,W04D,W06E
For DEUTZF4L912 REF. FORGING,F6L912 REF. FORGING,
F1L511,F2L511,F2L1011,F3L1011,F3M1011F,BF4M1011F,
F4L1011,F2L912,F3L912 2136928,F4L912 2138819,F4L913,F4L914,F6L912,F6L913
Hino Engine Parts suppliers
website:http://www.mancaparts.com/hino-spare-parts/hino-engine-parts/