Papercraft gun template

Cubeecraft

2012.01.06 22:54 darkharlequin Cubeecraft

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2015.03.01 17:29 devtastic2 Phantom Forces

Phantom Forces is an FPS game by the Roblox game development group StyLiS Studios, comprised of Litozinnamon, shaylan007, AxisAngle, and Raspy_Pi. In Phantom Forces, two teams -Phantoms and Ghosts- fight against one another to prove their dominance in an ever-growing selection of weapons, maps, and game modes. Project Start: August 2014.
[link]


2012.08.17 22:44 infinitedash MLPOC: Fan-made ponies and other canon species!

A subreddit for fan-created OCs (Original Characters, or Ponysonas) based on the popular show, My Little Pony: Friendship Is [Magic](https://www.youtube.com/watch?v=NFQCYpIHLNQ).
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2024.05.29 08:54 VolarRecords YES THIS IS ABOUT THE HISTORY OF UFOS -- Has the C.I.A. Done More Harm Than Good? - by Amy Davidson Sorkin October 3, 2022

Found this article after doing a quick deep-dive after this post from u/evilez:
https://www.reddit.com/UFOs/comments/1d33m4l/does_anybody_remember_what_podcast_this_was/
"Hello fine ladies and gentlemen! I remember listening to a podcast less than a year ago. The main subject of the podcast was UFOs (I think)... anyways the guest told a story that a congressman or senator wrote a bill that was against the CIA or going to defund the CIA, in the 80's... and shortly thereafter, someone broke into his home, dragged his wife out into the street and stuck a gun in her mouth and told her to kill the bill."
Some light Googling brought up this article about the history of the CIA, the OSS, and Daniel Patrick Moynihan's attempts at defunding the agency in the 90s.
Here's an article about that attempt brought by Moynihan published on the Carnegie Endowment Website on December 20, 2005.
https://carnegieendowment.org/posts/2005/12/the-case-for-abolishing-the-cia?lang=en
Here's the New Yorker piece about all of this from October 3rd, 2022.

Spooked -- What’s wrong with the C.I.A.? -- By Amy Davidson Sorkin -- October 3, 2022

https://www.newyorker.com/magazine/2022/10/10/has-the-cia-done-more-harm-than-good
According to the article regarding the resuscitation of the OSS as the CIA immediately following Roswell and the Twining Memo:
"Many of its officers moved straight to the new C.I.A. Most consequentially, perhaps, four future directors of the C.I.A. were O.S.S. veterans: Allen Dulles, Richard Helms, William Colby, and William Casey."
Here's the New Yorker article in full:
"On January 4, 1995, Senator Daniel Patrick Moynihan, of New York, introduced a bill called the Abolition of the Central Intelligence Agency Act. It had been a rough stretch for the C.I.A. The year before, Aldrich Ames, a longtime officer, had been convicted of being a longtime mole for Soviet (and then Russian) intelligence. Despite having a reputation among his colleagues as a problem drinker who appeared to live far beyond his means, Ames had been given high-level assignments with access to the names of American sources in the U.S.S.R. When the F.B.I. finally arrested him, he was in the Jaguar he used for commuting to work at Langley; by then, he was responsible for the death of at least ten agents. Moynihan said that the case was such a flamboyant display of incompetence that it might actually be a distraction from “the most fundamental defects of the C.I.A.” He meant that the agency—in what he considered to be its “defining failure”—had both missed the fact that the Soviet Union was on the verge of collapse and done little to hasten its end.
He gave a diagnosis for what had gone wrong. “Secrecy keeps mistakes secret,” he said. “Secrecy is a disease. It causes a hardening of the arteries of the mind.” He quoted John le Carré on that point, adding that the best information actually came from the likes of area specialists, diplomats, historians, and journalists. If the C.I.A. was disbanded, he said, the State Department could pick up the intelligence work, and do a better job.
Moynihan was, in some respects, being disingenuous. As he well knew, even if his bill had passed, spies and spying wouldn’t have gone away. The State Department already had its own mini agency, the Bureau of Intelligence and Research. The Departments of Energy and Treasury each had one, too. The Defense Intelligence Agency conducted clandestine operations; U.S. Army Intelligence, Air Force Intelligence, and the Office of Naval Intelligence kept themselves busy as well. The National Security Agency was nearly two decades away from the revelation, by Edward Snowden, a contractor and a former C.I.A. employee, that it had collected information about the phone calls of most Americans, but it was a behemoth even in Moynihan’s time. So was the Federal Bureau of Investigation. There were about a dozen agencies then; now, after reforms that were supposed to streamline things, there are eighteen, including the Office of the Director of National Intelligence (O.D.N.I.), a sort of meta-C.I.A. that has a couple of thousand employees, and the Department of Homeland Security’s Office of Intelligence and Analysis. The Drug Enforcement Administration (which currently has foreign offices in sixty-nine countries) has an Office of National Security Intelligence. Four million people in the United States now have security clearances.
It can be hard to sort out which agencies do what; players in the espionage business aren’t always good with boundaries. Both the C.I.A. and the N.S.A. make use of satellite resources, including commercial ones, but there is a separate agency in charge of a spy-satellite fleet, the National Reconnaissance Office—not to be confused with the National Geospatial-Intelligence Agency, which deals with both space-based and ground-level imaging, or with Space Delta 18, the nation’s newest intelligence agency, which is attached to the Space Force. Abolishing the C.I.A. might do nothing more than reconfigure the turf wars.
[NOTE: both Sean Kirkpatrick and David Grusch worked for the NRO and at least Grusch worked for the NGA]
As the senator from New York also knew, a large proportion of the C.I.A.’s resources are devoted not to intelligence gathering but to covert operations, some of which look like military operations. In “Spies, Lies, and Algorithms: The History and Future of American Intelligence” (Princeton)—one of several recent books that coincide with the seventy-fifth anniversary of the agency’s founding—Amy B. Zegart, a political scientist at Stanford, writes that it’s “getting harder to know just where the CIA’s role ends and the military’s role begins.” Yet the agency’s paramilitary pursuits and related covert activities go back decades. They include the botched Bay of Pigs landing, the brutal Phoenix Program in Vietnam, and a long list of assassination attempts, coup plots, the mining of a harbor (with explosive devices the agency built itself), and drone strikes. These operations have very seldom ended well.
Moynihan’s bill had no more luck than another that he introduced the same day, aimed at ending Major League Baseball’s exemption from antitrust laws. In each case, people understood that there was a problem, but both institutions were protected by the sense that there was something essential, and perhaps authentically American, about them, including their very brokenness. A sudden turn of events can convince even the C.I.A.’s most sober critics that the agency will save us all, whether from terrorists or from Donald Trump. But, seventy-five years in, it’s far from clear whether the C.I.A. is good at its job, or what that job is or should be, or how we could get rid of the agency if we wanted to.
How did we end up with the C.I.A.? A familiar explanation is that the shock of Pearl Harbor made the United States realize it needed more spies; the Office of Strategic Services was formed and jumped into action; and, when the war ended, the O.S.S. evolved seamlessly into the C.I.A., ready to go out and win the Cold War. But that narrative isn’t quite right, particularly regarding the relationship between the O.S.S. and the C.I.A.
[NOTE: We know how ended up with the CIA. ROSWELL.]
The United States has always used spies of some sort. George Washington had a discretionary espionage budget for which he didn’t have to turn in receipts. In the early part of the twentieth century, the State Department had an intelligence-analysis unit, along with a cryptography group called the Black Chamber, which operated out of a brownstone in New York’s Murray Hill until it was shut down, in 1929. The Army and the Navy had cryptography and reconnaissance units, too. When the Second World War began, their operations ramped up dramatically, and, as Nicholas Reynolds recounts in “Need to Know: World War II and the Rise of American Intelligence” (Mariner), these units, not the O.S.S., handled most of the code-breaking. The problem became the volume of raw intelligence. The task of making sense of it and of turning it into something that policymakers could use went to an office within the Army’s military-intelligence division (or G-2), which, Reynolds says, produced “the country’s best strategic intelligence” during the war. That office’s work was directed by Alfred McCormack, a former clerk for Supreme Court Justice Harlan Stone and a partner at Cravath, Swaine & Moore. Many of the people he brought in were young corporate lawyers; the theory was that their training in plowing through mountains of documents made them ideal intelligence analysts.
William J. Donovan, who led and largely conceived of the O.S.S., was also a Wall Street lawyer, but one with an aversion to the “legalistic.” What Donovan envisioned was essentially an array of commando units that would operate stealthily and behind enemy lines. In practice, what he tried to build, according to a colleague, was a “private army.” His escapades often risked too much and gained too little. In late 1943, one of his own officers wrote to him that “the set-up has been incredibly wasteful in manpower and, except for a few spotty accomplishments, has been a national failure.” And it had produced “chaos in the field.” Donovan’s nickname was Wild Bill, but his staff called him Seabiscuit, after the thoroughbred, because of his tendency to race around, engaging in what was basically war tourism. In the end, though, the O.S.S. made real contributions, including through its contacts with the French Resistance. But Donovan’s complaint about D Day was that there was “too much planning.” Counterintelligence and strategic thinking bored him, and the O.S.S.’s analysis division was seen as secondary to its operations.
When Harry Truman became President, in April, 1945, he took a look at the O.S.S. and, in September, 1945, abolished it. About two years later, he signed the National Security Act, which established the C.I.A. (and the Department of Defense), but he didn’t want the new agency to be like the group Donovan had run. Instead, it was supposed to do what its name suggested: centralize the intelligence that various agencies gathered, analyze it, and turn it into something the President could use.
[NOTE: I tried doing some research after reading something yesterday about how the NSA was developed in 1952 under Project Sigma to try and decode "alien" communications. If anyone can offer anything, you'd be helping humanity.]
“It was not intended as a ‘Cloak and Dagger’ Outfit!,” Truman later wrote. He also had to deal with public apprehensions that he might create what a Chicago Tribune headline called a “Super Gestapo Agency”—which is why, in its charter, the C.I.A. was banned from domestic spying.
Reynolds’s book is the best of the recent batch, and the most readable. It does not retrofit the history of the O.S.S. around the assumption that the C.I.A. was the inevitable lead postwar intelligence agency. There were other contenders, including a version of McCormack’s office in the State Department—something like what Moynihan wanted. J. Edgar Hoover argued that “World Wide Intelligence” should be turned over to the F.B.I., with military intelligence subservient to him. In some alternative history, he might have pulled that off; by 1943, he was running undercover operations in twenty Latin American countries. And so things could have been worse.
[WHAT UNDERCOVER OPERATIONS WERE WE RUNNING IN LATIN AMERICANS COUNTRIES IN 1943.]
Donovan was an adept publicist, but what mattered most, in the end, was that he was good, or lucky, when it came to hiring people. Despite the “pale, male, and Yale” stereotype, the O.S.S. was somewhat more diverse than other units, and certainly more eclectic. Among its ranks were Ralph Bunche, Herbert Marcuse, and Julia Child. Many of its officers moved straight to the new C.I.A. Most consequentially, perhaps, four future directors of the C.I.A. were O.S.S. veterans: Allen Dulles, Richard Helms, William Colby, and William Casey. Each seems to have had glory-day memories of the O.S.S., which is to say that each, in various ways, was afflicted with what a general in Army intelligence called “the screwball Donovan effect.” Casey, who put a picture of Donovan on his wall, said of his old boss, “We all glowed in his presence.” Wild Bill lost the bureaucratic fight but won the personnel and mythology wars.
And, of course, the agency found customers and collaborators in the White House. There was no mention of covert action in the law that chartered the C.I.A., but Presidents—starting with Truman—began using it that way. One of the agency’s first operations involved meddling in the 1948 Italian election, to insure the victory of the Christian Democrats. The subsidies and outright bribery of Italian politicians, some of them on the far, far right, continued into the nineteen-seventies.
Almost from its creation, though, there was a sense that something about the C.I.A. was off. The split between covert action and intelligence gathering and analysis was part of it. The director of the agency was also supposed to be the leader of U.S. intelligence as a whole, but, invariably, the person in the job seemed more invested in preëminence than in coördination. That setup remained in place until the establishment of the O.D.N.I., in 2004, a move that thus far has mostly continued a tradition of trying to deal with the C.I.A.’s dysfunction by setting up ever more agencies, offices, and centers. (The N.S.A. was established, in 1952, in response to a series of cryptography-related failures.) “Legacy of Ashes,” Tim Weiner’s 2008 history of the C.I.A.—and still an invaluable overview—takes its title from a lament by Eisenhower about what he’d be leaving his successors if the “faulty” structure of American intelligence wasn’t changed. Since Weiner’s book was published, the ashes, and the agencies, have only been piling up.
Zegart’s “Spies, Lies, and Algorithms” aims to bring that history to the present. Zegart has served as an adviser to intelligence agencies, and she provides a decent guide to our current bureaucracy. Throughout, her book is clear and well organized—maybe a little too well organized, one feels, after taking in the “Seven Deadly Biases” of intelligence analysis, the “Four Main Adversaries” and the “Five Types of Attack” in the crypto area, and the “Three Words, Four Types” that define covert action. (The covert-action words, incidentally, are “influence,” “acknowledged,” and “abroad.”) Not a few paragraphs read like PowerPoint charts; contradictions are displayed without really being reckoned with. She observes that the balance between “hunting” and “gathering” seems off, but, in her telling, the fact that Presidents of both parties regularly turn to the C.I.A. for paramilitary and other covert tasks constitutes proof that doing so is part of the order of things. The impression she leaves is that if it all goes wrong, it’s because some checklist has been missed. One of the top priorities of U.S. intelligence today, she thinks, should be persuading tech companies to get with the program and help out. She moots the creation of yet another agency, to deal with OSINT—open-source intelligence.
In one chapter, Zegart provides a list of scandals involving spying within the U.S. by various intelligence agencies—notably the N.S.A., the F.B.I., and the C.I.A. “All of these activities violated American law,” she writes. “But that’s the point: domestic laws forbid this kind of surveillance of Americans.” How is that the point, exactly? She depicts the Senate’s 2014 Torture Report, which detailed profound abuses in the C.I.A.’s so-called black sites, as a they-said, the-agency-said, who-knows case. She turns it into a parable about the problems with Congress—suggesting that, although the committee structure may have needed rejiggering, the moral compass of those involved in the program of torture was just fine.
Another new volume, “A Question of Standing: A History of the CIA” (Oxford), by Rhodri Jeffreys-Jones, a professor emeritus of history at the University of Edinburgh, offers the insights of a more distant observer. He can be astute about how “false memories” of the O.S.S.’s accomplishments have led the C.I.A. astray. Part of his argument is that the agency has acted as if its influence depended on its standing with whoever is in the White House, thus motivating it to offer Presidents quick fixes that fix nothing. The net effect is to reduce its standing, and that of the U.S., with the public at home and abroad. But Jeffreys-Jones is prone to rash generalizations and pronouncements. He theorizes that, in the run-up to the 2003 invasion of Iraq, George W. Bush’s national-security adviser, Condoleezza Rice, may have been susceptible to “war mongering” due to her status as “a descendant of slaves,” and that the working-class background of the C.I.A.’s director, George Tenet, made him more likely to vouch for the faulty intelligence on weapons of mass destruction used to justify the war. “Social mobility so often leads to conformity,” warns Jeffreys-Jones, himself the son of an academic historian.
During the Vietnam War, the C.I.A. had discouraging intelligence to offer, and, when successive Administrations didn’t want to hear it, focussed on being helpful by providing those supposedly quick fixes. That meant abetting a coup in 1963, spying on antiwar protesters, and launching the Phoenix Program, an anti-Vietcong campaign marked by torture and by arbitrary executions; in total, more than twenty thousand people were killed under Phoenix’s auspices.
Phoenix was run by William Colby, the O.S.S. alum, who was soon promoted to C.I.A. director. At lower levels, discontent about Vietnam fueled leaks. In December, 1974, the journalist Seymour Hersh told the agency that he was about to publish a story in the Times exposing its domestic spying. Whether in a miscalculation or (as Jeffreys-Jones somewhat breathlessly speculates) as an act of personal expiation, Colby gave Hersh partial confirmation. Amid the scandals and the Congressional hearings that followed, Colby angered some of his colleagues, and Henry Kissinger, by laying bare even more. It emerged that, in 1973, Colby’s predecessor had asked senior agency officials to produce a list of things the C.I.A. had done that might have been unlawful. The resulting document, covering just the prior fifteen years, was known in-house as “The Family Jewels,” and was almost seven hundred pages long.
The question of how much it matters who works at the C.I.A. is a perennial one. The influence of Donovan’s acolytes shows that decisions about whom you recruit can, in a formative period or at a critical juncture, make a big difference. But, once an institutional culture has become entrenched, it can be easier to see how the institution shapes the people within it than vice versa.
Wise Gals: The Spies Who Built the CIA and Changed the Future of Espionage” (Putnam), by Nathalia Holt, comes at the question from a different angle. It’s about five women who worked for the early C.I.A.; three also worked at the O.S.S., and one, Eloise Page, began her career as Bill Donovan’s secretary. Holt is also the author of “Rise of the Rocket Girls,” about women in the early years of the Jet Propulsion Laboratory, and “The Queens of Animation,” about women at the Walt Disney Company. Her book contains fine material for a beautifully art-directed streaming series, with set pieces in postwar Paris, nineteen-fifties Baghdad, and nineteen-seventies Greece, where Page was the C.I.A.’s first woman station chief. It even has a framing device in the form of the “Petticoat Panel,” a working group of C.I.A. women that convened in 1953 to document their unequal pay and treatment. Holt quotes the transcript of the meeting at which the leadership of the agency summarily rejected their findings. Helms, the future director, says, “It is just nonsense for these gals to come on here and think that the government is going to fall apart because their brains aren’t going to be used to the maximum.” (In 1977, Helms was convicted of lying to Congress about the C.I.A.’s machinations in Chile.) What the book is not, unfortunately, is a coherent history of the C.I.A., of the era it depicts, or even of these women’s work.
Holt’s research does turn up evidence that Jane Burrell, one of her subjects, was the first C.I.A. officer to die in the line of duty, in a plane crash in France, in 1948, a fact that the agency itself apparently missed. Holt ends her book with a call for a star honoring Burrell to be added to the C.I.A.’s memorial wall. Of the hundred and thirty-seven officers represented there, she writes, forty-five died accidentally, the majority in plane crashes, meaning that Burrell’s case would be fairly typical. Burrell was on the return leg of a trip to Brussels, where she’d been sent to talk to war-crimes investigators about a mess the C.I.A. had created by relying on an agent who turned out to have worked with the S.S. and was now in custody. In that respect, too, Burrell, who had personally handled the agent, was typical of the C.I.A. (After Burrell vouched for him, the man was released.) The subject of the C.I.A.’s postwar relations with former Nazis—some of whom, like Reinhard Gehlen, it helped to install in West Germany’s new intelligence service—and with collaborationist émigré groups is, no doubt, a morass. Holt, alas, manages to make the story even more garbled than it has to be. In the end, she basically treats the whole sordid episode as a learning experience for the Gals.
The problem is that the agency doesn’t seem to learn much. Holt credits Mary Hutchison with helping to build a network of émigré Ukrainian nationalists. Beginning in 1949, the agency parachuted some of them (including one whom Hutchison apparently distrusted) behind the Soviet border, where they were quickly captured—and repeated the same procedure for a number of years. “Despite the catastrophe, the Ukraine operation would serve as a template moving forward,” Holt writes. “The C.I.A. had more success with back-to-back operations in Iran and Guatemala, where covert action was able to deftly oust leaders considered undesirable.” It’s odd to describe these coups as deft. One of Zegart’s handy lists is of the “unintended consequences” in Iran: “religious extremism, a revolutionary overthrow, the American hostage crisis, severed ties, regional instability, and today’s rising nuclear dangers.” Guatemala is still dealing with the violent legacy of the coup that the C.I.A. visited upon it. Then there’s the question of the intended consequences, which were, respectively, to elevate a shah and a military regime. Secret wars tend not to be so secret in the country where they take place.
It was, no doubt, frustrating for Hutchison when, a few years later, her colleagues on the Bay of Pigs task force failed to make use of her Spanish-language skills. But are we supposed to think that the whole misconceived enterprise would have gone off without a hitch were it not for the C.I.A.’s misogyny? One of Holt’s minor themes is that women in the C.I.A. were seen as more natural analysts than operatives—with analysis, in turn, seen as less manly, and less valuable, to everybody’s detriment. But she is more intent on showing that these women were also daring. The main point of “Wise Gals” is that it’s cool that women were in the early C.I.A., and therefore that the C.I.A. itself was cooler than we’d realized. Holt celebrates a big promotion Page got that afforded her access to the secret of a safe containing shellfish-derived poison. You don’t have to be pale, male, and Yale to be complicit in a bungled assassination plot, or, for that matter, a program of rendition and torture.
Why do so many books about the C.I.A. have trouble getting their story straight? It can’t just be the secrecy of the work itself, at least with regard to the earlier years, about which much has been declassified. (Much remains under wraps: Moynihan complained that classification created more than six million supposed secrets in 1993; Zegart writes that the number in 2016 was fifty-five million—not all of which can possibly have been critical.) The aura of secrecy, by contrast, probably does distort the judgment of its chroniclers. And the scope of the agency’s work is a challenge: it’s hard to write expertly on places as far-ranging as the Democratic Republic of Congo (where the agency initially planned to poison President Patrice Lumumba’s toothpaste, and instead ended up handing a quarter of a million dollars to Joseph Mobutu, the country’s future dictator, who facilitated the assassination) and Afghanistan (where the C.I.A. has had forty years of illusory gains and worse losses). But the biggest problem may be the agency’s own pattern of self-deception. Holt, for example, sometimes seems to go wrong when, rummaging through the archives, she gives too much credit to contemporaneous internal assessments of an agent’s or an operation’s worth.
In truth, the C.I.A. has had a “defining failure” for every decade of its existence—sometimes more than one. For Moynihan, in the nineteen-nineties, it was the lack of foresight about the Soviet Union; in the two-thousands, it was the phantom weapons of mass destruction, followed by torture and, in still evolving ways, by the drone-based program of targeted killings, with its high toll of civilian deaths. Barack Obama’s rapport with John Brennan, the C.I.A.’s director from 2013 to 2017, seems to have brought him to accept the view that the killing of American citizens abroad was acceptable, if managed prudently. The overuse of the agency on the battlefield is due not to a military-manpower shortage but to wishful thinking about the benefits of secrecy and of a lack of accountability.
It’s difficult to know, at this point, what the C.I.A.’s next defining failure—or, if one tries to be optimistic, its stabilizing success—will be. Donald Trump has had a complicated relationship with the intelligence community—increasingly capitalized and abbreviated to I.C.—which is presently conducting a damage assessment regarding documents with classified markings that he kept at Mar-a-Lago, his Florida home. He might, of course, be reëlected, and have the C.I.A.’s tools at his disposal again. If the C.I.A. isn’t the place to turn for an expedient solution to foreign-policy problems, neither is it bound to be the place to turn for a solution to our democracy’s political problems.
“If you ask intelligence officers what misperceptions bother them most, odds are they’ll mention ethics,” Zegart writes. She quotes an official who complains that “people think we’re lawbreakers, we’re human rights violators.” She insists that “officers think about ethics a lot.” She portrays the agency as being filled with hardworking moms and dads who do a great deal of “agonizing.” No doubt she’s right. But if the C.I.A. keeps falling down all the same, something must be tragically amiss in the agency’s structure or culture, or both. All the talk of coups and assassination plots, Zegart worries, distracts people from understanding the C.I.A.’s more basic intelligence mission. In fact, the party most distracted by such activities—and by the military role it has taken on—seems to be the agency itself. ♦
An earlier version of this article misstated the numerical designation of the Space Force unit dedicated to intelligence.
Published in the print edition of the October 10, 2022, issue.
submitted by VolarRecords to UFOs [link] [comments]


2024.05.29 05:39 NeoHyper64 Arcade1Up won't build it, so I did... Soul Calibur XL is here!

Arcade1Up won't build it, so I did... Soul Calibur XL is here!
Some of you may have seen me drop hints here and there (or a full preview on the Super Gameroom Dudes), but 4 months later, I've finally finished my biggest Arcade1Up mod project to-date:
Arcade1Up NBA Jam Shaq XL is now... Soul Calibur XL!
There's a lot that went into this cab, and I basically built the entire thing 2 or 3 times over because of all the trial-and-error as I used new tools, tried new materials, got measurements wrong, etc. It was FAR more complicated than my prior NeoGeo build, but the results are better, too. Here is where I ended up with what went into this beast.
Cabinet ($600):
  • This started life as a standard Arcade1Up NBA Jam Shaq XL cabinet. I didn't want that game, only the shell. So, I only assembled the frame of it.
Control Panel:
  • The 4-player deck was replaced with a fully custom 2-player deck of my own design. I started with a sloped, Midway-style design, but the angle wasn't comfortable for my height (I'm 6'2"), so I settled on a raised, flat design that felt much better. The whole thing is made of melamine-coated half-inch plywood, so it's super strong.
  • The entire deck slides over the factory frame, and re-uses a modified version of the Shaq XL sub-frame to provide full support from below. I also re-used the factory "shelf" with some adjustments (used spacers to make it higher, and moved the mounting poins out to the sides to allow more room for controls and wiring).
  • There's a piano hinge on the back that allows the deck to open so the joystick and button wiring can be accessed. There's also a wireless keyboard in case the PC needs to be controlled.
  • The top features an acrylic panel that was a bugger to measure and cut, but I finally got a version that's about 1/16-1/32" accurate in every dimension. It also attaches to the deck with 4 bolts, just like the Arcade1Up versions (though it's not strictly necessary, because unlike A1U plexi, I put the panel under the button surrounds like real arcades would do).
Art ($300):
  • I contacted several graphics vendors, but some never responded, and others didn't have any Shaq templates and didn't seem to want to get involved. But I'd used Escape Pod in the past with good results, and they had a Shaq template. They also had a Soul Calibur design they had used for a full-size cab. So, we collaborated, and they produced the custom art package that made this happen, including marquee with plexi, side panels, kick panel, and the entire control panel. They're great!
Monitor ($100), Mount + Bezel ($108):
  • Dell 20" 2007fpb 4:3 monitor came from eBay. It only has a DVI input for digital. Everything was de-cased, and the controls were screwed into the back. It's a great looking monitor!
  • Of course, Shaq comes with a crap 19" monitor, so the Dell is a definite upgrade, but not a 1:1 fit. So, I contacted Gus from Karv Design on Etsy, who had done work on my NeoGeo build, and he came through. He had never done a Shaq cab before, but I gave him the exact dimensions and he custom-built a monitor mount, and black acrylic bezel. I messed a few things, but his stuff was spot on! Can't recommend him highly enough!
Audio ($166):
  • Dayton Audio KAB-2150 2x150w Class D Amp ($30) and power supply ($35)
  • Visaton 3.3" speakers ($30) and grills ($11)
  • Powered subwoofer ($90)... this makes such a difference it's not even funny
  • I wanted a "stock" look with the audio and not get into making a custom panel, so I stuck with the same size speakers, but much better quality and power handling. The amplifier is admittedly overpowered for this project, but it had two, important features that were surprsingly hard to find: external controls AND a dedicated subwoofer output. This had both!
Controls ($86):
  • Industrias Lorenzo Eurostick (x2) ($34 total)
  • Happ Competition Pushbuttons (x16) ($34 total)
  • Easyget (Dragonrise) Zero Delay Encoders ($18)
  • I went through probably dozens of combinations of buttons and switches and ended up with something that has a shorter through and minimal click. I wanted a fast response. For the joysticks, I never considered anything other than ILs.
Games ($162):
  • I started with a Raspberry Pi 5, which WAS capable of running Soul Calibur I and II, but it was finnicky. The controllers would randomly disconnect, AND it has a stupid design that lacks an audio out, so I had to pickup an HDMI audio/video splitter that ended up not outputting the video signal accurately and decreased the audio out level significantly. It also added several extra wires. The Pi setup was a total PITA that cost me nearly $200 with everything it needed (board, case, cables, splitter, power supply, etc.).
  • SO... when DIY Retro Arcade started offering the pre-built Core i5 computer with "no junk" Batocera 38 build ($162), I jumped. And boy, was it worth it! The i5 is so much more capable, not to mention STABLE, and getting rid of the HDMI splitter reduced cable clutter AND improved the audio quality significantly! The Batocera build is really good, too! No junk, and lots of good stuff (yes, every Street Fighter, Mortal Kombat, KI, NeoGeo, and other fighting game). This really makes the system.
Special ($152):
  • Faux Coin Door from Arcade1Up ($20)
  • Coin Door Lights from RETRO 530 ($21)
  • Isobar Surge Protector w/ Switch ($105)
  • Control Panel Hinge ($22)
  • LED Strip Light ($6)
Other Materials ($418+):
  • PVC Edge Banding ($20)
  • Melamine Edge Banding ($20)
  • Hand Roller ($9)
  • Side Edge Trimmer ($33)
  • Flush Cut Trimmers ($18)
  • Super 77 Adhesive ($12)
  • Planar Knives ($16)
  • Weatherstripping ($7)
  • L-Brackets ($12)
  • DP to DVI Cable ($12)
  • 12v Power Supply ($9)
  • Various bits, blades, screws, and tools (picked up here and there)... oh, and WOOD! Experimented with lots of MDF, melamine, and acryclic ($250+).
  • And many, many things I ended up not using (t-molding, Pi 5, arcade-spec power supply, lots of buttons, etc.)
Tools (N/A):
  • Some of these tools I had on hand, some I inherited, some I bought. But I used a lot of different stuff... table saw, radial-arm saw, jigsaw, circular saw, drill press, heat gun, iron, hand roller, T-squares, speed square, hand drill, power sander, drill driver, various clamps, X-acto knives, squeegee, various screwdrivers, hammer, tape measures, shop-vac, etc.
TOTAL COST: $2,092 (excluding most tools and everything I bought that didn't get used, or that was thrown out, etc.)

Would it have to cost this much? No. I'm not a woodworker or craftsperson, but I am a perfectionist. So, the two things combined meant everything took longer and cost more than it probably should. But I also don't think you could legitimately do this build for anything less than a grand, unless you happen to have everything you need sitting around (including a PC and monitor) and can get cheap art, etc. All told, it probably cost me at least $2,500 if I include things that didn't make it into the final product.
So, wouldn't it be better to just buy the real thing? That isn't the point. This is "built not bought" kind of thing. I wanted to see what I could do. And I wanted to prove what an XL could be... I think this did both. And I've owned a real arcade machine... tt was heavy, huge, and finnicky. Not again. And either way, good luck finding an original Soul Calibur machine. They weren't made in large numbers.
Why not just build your own? I could, but that also wasn't the point. Building from scratch is a whole other endeavor, whereas using an Arcade1Up means it "inherently" has Arcade1Up-style dimensions and will fit in with my other cabinets. I also just wanted to do something in the XL size.
Why Soul Calibur? It's a legit awesome game. It has a Metacritic score of 98, making it one of the highest scoring games of all time across all platforms and consoles. And it's easy for anyone to start playing. I have lots of fond memories playing on the Dreamcast, but with its very limited arcade exposure, there's less-than-zero chance Arcade1Up will ever make the game.
Why use the Dreamcast version instead of the arcade game? Surprisingly, Soul Calibur originally ran on Namco System 12 hardware, which was an upgrade of the Namco System 11 hardware that itself was based loosely on the original Playstation 1 hardware design. That meant the arcade version of Soul Calibur was actually worse than the Dreamcast version of the game that followed a year later. The Dreamcast version added better visuals and 3D backgrounds, along with a whole bunch of extra features. This was reported to be the first time a console game performed better than the arcade version upon which it was based.
Would you do it again? No, and also no. I proved it was possible and built the game I wanted in the way I wanted. And it plays great and looks cool. But it cost too much time and money. I learned a lot, and that was invaluable, so I recommend it on that level. Practically speaking, however, there's really no justification to do something like this again unless the market just completely fails to produce the products we want.
Anyway, thanks to anyone who made it this far. I have a lot more pics and some video, and am happy to answer any questions. I also want to thank all of the vendors who helped make this happen, as well as the kind words from PDubs and other supporters along the way.
So, now it's your turn, Arcade1Up... bring us the XLs!

From Shaq to the Legend That Will Never Die!

Yes, that's actually a light under the control deck illumuninating downward.

The edge banding on the control panel mirrors the factory A1U edge banding.

Yes, the entire control panel lifts up to access the controls!

The top panel has audio controls, lighting control, and a master power switch.

Behind the marquee is a powerful amp, upgraded speakers, and full tone controls.

Yep, those are Happ ILs (and that's a piano hinge across the back).

The full back section, complete with acoustic stuffing up top and a subwoofer down below. That's a custom shelf for the PC, too.

A look inside showing inside the control panel from the back.

Thanks for coming to my Ted Talk!
submitted by NeoHyper64 to Arcade1Up [link] [comments]


2024.05.29 04:56 tab_rick Step-by-Step Process of Templating Countertops

Step-by-Step Process of Templating Countertops
Templating countertops is an essential step in achieving a flawless fit and a customized look for your kitchen or bathroom. In this article, we will guide you through the step-by-step process of templating countertops, highlighting their importance, tools required, recommended materials, and common mistakes to avoid.
Whether you are working with granite, marble, or other materials, this comprehensive guide will equip you with the knowledge to master the art of templating countertops.

What is Templating Countertop?

At its core, templating countertops involves creating an accurate template or pattern of your countertop area. This template serves as a guide for fabricators to precisely cut and shape the countertop material according to specific measurements and requirements.
Templating can be done using various techniques, including laser templating countertops and digital templating countertops. This template is essentially a digital blueprint that provides the fabricator with a detailed visualization of the layout and measurements the countertop requires.
https://preview.redd.it/efrp3d2l5a3d1.png?width=640&format=png&auto=webp&s=671935b1913e6c9c06522122c265de79cbd1f185

Why are Templating Countertops Important?

Accurate templating is crucial for several reasons. Especially from the point of view of exact measurements. First, it ensures that your countertops fit perfectly within the designated space, eliminating gaps or uneven edges. Second, templating allows for the customization of countertop shapes, such as curves or angles, resulting in a unique design.
Lastly, precise templating ensures that cutouts for sinks, faucets, and other fixtures align accurately, enhancing the functionality of your space. In addition to this, for an accurate countertop template, removing the old countertops can check the flatness or levelness of the cabinets.

How is Templating Countertop Done?

Preparation

Before starting the templating process, ensure your base cabinets are level, secure, and permanent as any shifts or changes after templating can render the template inaccurate. If you plan to install under-counter appliances, sinks, or cooktops, it’s ideal to have these on-site during templating for templater.

Measurements

Skilled technicians will take detailed measurements of your existing countertop or the space where your new countertop will go. A digital measuring device or a laser template machine can be used to capture this data accurately and efficiently to ensure accurate measurements.

Observe and Mark

Analyze the space and mark down any potential conflict points such as areas with tight corners, uneven walls, or spaces to accommodate your sink, faucet, or other appliances.

Transfer Information

Now, transfer all the recorded information from your kitchen or bathroom space onto a templating material, which may be strips of plastic or corrugated plastic sheets. If you’re using a digital or laser templating system, this would involve uploading the captured data into Computer Aid Design (CAD) software.

Creating the Template’s Edge Profile

The edge profile of your countertop is outlined at this stage. Whether you’ve chosen a square, rounded, or beveled edge, your template should include this detail.

Checking the Template

Ensure you double-check all measurements and details against the template before cutting your countertop material. Don’t forget to consider areas for overhangs or backsplashes.

Fabricating the Countertop

Once verified, the template is sent to the fabricator, who will then use it to shape the countertop material to specified measurements and finishings. The digital template is particularly convenient here, as it can be directly sent to the CNC machines for precise cuts.

Installation

The final step is the installation of your well-measured and perfectly cut countertops into your kitchen or bathroom space.

What Tools Are Required for Templating Countertops?

The tools required for templating countertops vary based on the method implemented. But they are good for getting accurate dimensions. Traditional templating involves tools like hot glue guns, hot melt glue guns, razor knives, beam compasses, and durable templating strips or sheets.
Conversely, for a digital approach, technicians might use specialized laser templating equipment or digital templating software, significantly enhancing precision and efficiency. Regardless of the toolset used, accuracy is the cornerstone of successful templating.

What Types of Materials are Best for Templating Countertops?

A variety of materials can be used in templating countertops, each offering its unique perks based on cost, durability, aesthetics, and ease of maintenance. Granite countertop is popular due to its high durability and elegant aesthetics, hence the need for proficient templating granite countertops.
Quartz countertops are renowned for their scratch resistance and non-porous nature. Solid surface materials offer smooth seamlessness and design flexibility, while laminate provides cost-effectiveness.
More than ever, wood and concrete countertops are finding favor among homeowners for their rustic, organic appeal.

What are the Common Mistakes to Avoid in the Countertop Templating Process?

Many pitfalls can jeopardize the success of templating countertops. These principally include inaccurate measurements, overlooked details concerning the placement of sinks, hobs, or other fixtures, and not factoring in backsplashes and overhangs.
Some countertop materials, such as granite or quartz, may have limitations on the maximum size of a single slab. If your countertop area is large, it may require multiple slabs with seams to accommodate it.
Another frequent mistake is attempting to template before the base units are fully installed and secure. It’s also essential to avoid altering any positioned appliances post-templating, as this can affect the accuracy of the template.
Finally, failing to communicate effectively with your countertop fabricator or not thoroughly checking the template before fabrication may lead to undesired results.

What are the Different Techniques Used for Templating Countertops?

Templating countertops can be done using either the “analog” or “digital” method. The analog method, also known as the stick method, involves using a slab of wood or corrugated plastic and hot glue to create the template. This method, though traditional, is time-consuming and more prone to errors.
More commonly, fabricators now use the digital method, which involves recording measurements using a high-intensity laser and a computerized system or tablet. This method is faster, more accurate, and more efficient, resulting in less material waste.

Conclusion

In conclusion, templating is a crucial step in installing new countertops. This process ensures that your countertops will be a perfect fit for the kitchen or the wall, enhancing both the appearance and functionality of your home. By understanding the process and importance of templating, you can ensure a smooth and successful countertop installation.
For any countertop project, always seek skilled professionals who have the necessary experience and equipment to carry out this task with precision. Remember, the beauty and durability of your final countertop is greatly influenced by the accuracy of your template!
submitted by tab_rick to KKRsolidsurface [link] [comments]


2024.05.29 04:09 Storms_Wrath The Human Artificial Hivemind Part 518: A Falling Tower

First Previous Wiki
Penny gazed at the quartet of Elders. They were all wearing the merchandise she remembered from the last Judgment, which was exceedingly awkward. Mainly because they were wearing shirts with her face on them. But it was also oddly endearing, in a way. Until now, she hadn't seen too many Elders that were on her side.
Elders that weren't just Kashaunta or the familiar faces she already knew, like Spentha or Rho and Sai, actually showing appreciation of her, felt odd. Even if these ones went a little too far in it.
"You're even more beautiful in person, Liberator," one said.
"Uh, thanks. I appreciate that. I'm glad that you all like me. Rho and Sai told me that you all are interested in something I can give you?"
"Yeah. Maybe a short interview? We won't be like that airhead reporter. We'll ask the good questions."
"Yep, we will."
"Right then," Penny said. "Well, I'm glad to meet you."
"Thank you. Now that we're here, we'd like to know how you plan on taking care of the gang leaders."
"Well, presumably by imprisoning them. I don't think they deserve to die, even if others do. I'll leave that decision up to Justicar and his various judges in the criminal system."
Penny didn't like having to lie blatantly. She wanted to kill the slavers quite brutally, but doing that was a bad idea right now. Saying it also was a bad idea, for a similar reason. And Justicar's system was worryingly preferential to Elders, from what she'd looked up after the meeting with Pundacrawla.
"Aren't you worried that the Judges won't give proper justice?"
"I trust Justicar to do everything that is necessary."
Another lie. Justicar would do whatever he could to maintain his image. Hopefully, that wouldn't be at the cost of the Alliance's very existence.
"Got it. By the way, what's it like being human? Walking on only two legs. It seems kind of unstable. Do you fall a lot?"
A genuine curiosity from them was another breath of fresh air. It was the kind of question a quadruped would definitely ask, which put her more at ease about the nature of what they were trying to do. Even more than their evident support of her, with all the merch they were wearing. Penny felt a smile crack at the corners of her lips, unbidden.
"Not really. We can use our arms to steady ourselves pretty well. Obviously it's not as easy to balance on our two legs as it is with your four, but it's still good enough. In fact, the sprinters in the Olympics use all four limbs, since running as fast as possible also requires pumping our arms. As for what it's like to be human, it's hard to describe. For many of us, it will feel colder or warmer than Sprilnav would feel in the same temperatures, due to thinner skin. Our eyesight is more frontal than yours, given our lack of snouts, so our blindspots are a lot bigger. Our feet require shoes for rough ground, and we heal slower than you by around 20%. We can't really clack our jaws to the scale that you can, though we can make them meet."
Penny bared her teeth, showing as she opened and closed her mouth. It was nice to be able to talk about things like this.
"The Olympics?" one of them asked.
"It's a competition about athletics," Penny said. "Running, jumping, throwing, diving, swimming, skiing, snowboarding, and a lot of sports. There's specific divisions, too. Like how there's a 100 meter dash, 200 meter dash, 400 meter dash, and even an 800 meter dash for those with high levels of psychic energy. Though really, psychic energy and genetic editing have been messing with the events for a while now. And there's a Winter, Summer, and Space Olympics, each with different sorts of events. They move from city to city, though the Space Olympics are pretty much always on either Luna, Ceres, or Mercury. There's a lot more information out there on various events, but it's an old cultural practice revered by the entire species. Even more so since Phoebe's increased the prize pools for everyone."
"How does your species handle space in general? I know that you guys did things way differently before First Contact."
"We did. Mining companies kept tight control on all asteroid mining, while nations controlled planets like Earth and Mars and large planetary bodies like Luna. Supposedly, a few people planned for a cloud city on Venus, but we couldn't risk having such a vulnerable population because they'd have to rely on giant balloons to survive. That would probably be the least secure way to live, given the existence of rogue organizations and all that.
As for spaceships, most of them since we really colonized Luna come equipped with spacesuit bays, zero gravity water and food packs, oxygen tanks, emergency seats, specialized anti-micrometeorite hulls, and radiation shielding. A lot of the older military ships also were equipped with big radiators until World War Three, when it all became masses of drone warfare, with the big ships kept mainly for cargo and lanes where mass drone control was impossible.
Once the Vinarii came and we got shields, we started building big again. After all, it provided a huge number of jobs, and in the post-war economies, especially with VIs in place, a lot of people needed work. But we still go and do asteroid and moon mining, star lifting, and energy gathering. We built an orbital ring around Mercury, the closest planet to Sol, to help with all of that. It doubles as a production hub, too. Now, it's all in more systems and with a lot more friends."
"Speaking of aliens, what theory does your people have on why so many creatures resemble one another? Our jaws are adapted for hard shelled creatures, and we're told that many planets have oddly similar variations of those."
"Crabs."
She guessed what they were getting at.
It is odd, isn't it? Nilnacrawla observed.
Perhaps that is another one of the Source's whims, Penny thought.
Maybe.
A few of the Elders made exclamations of shock.
"You even have a word for them that directly translates!"
Penny chuckled. "Yeah, carcinization is a bit of a meme in the science community. But I've heard the most mainstream theories since the First Contact are that the Source itself is uncreative. It has a certain template of creatures which it largely doesn't alter, though it can take in inputs from beings close to it, perhaps even influencing them."
"Influencing them?"
"Yes. Modern depictions of wendigoes, folkloric creatures from North America, a continent on Earth, are shockingly similar to the Knowers in appearance. The internet depictions of them in particular like to emphasize canine qualities, and often show them with skulls visible directly, and with dark brown or black fur. Recent depictions, as in the past 300 years, differ from their original appearances quite significantly, with the canine characteristics in particular being enhanced.
We have sorted through all known images of these creatures and found roughly 80% similarity with the Knowers and tens of thousands of images that are literally exactly the same as Knowers. The ones we searched all came before World War Three, far before even the First Contact with the Vinarii, much less the Knowers who were entirely underground at the time due to the radiation of their home star. We believe that the Source managed to influence this facet of human culture with the actual existence of a real creature.
Other examples exist, like how the Trikkec look very similar to Komodo Dragons, Vinarii look very similar to insects known as a mantis, and the Acuarfar look exactly like insects known as wasps with the single exception of their furry snouts and green instead of yellow markings. The Sprilnav species itself shares high amounts of similarity with a fictional species known as Elites in early 2000s culture, particularly with your jaws, though you all have red skin instead of grey or brown.
The Junyli, Dreedeen, and the wanderers are the main species without high amounts of appearance in our cultures at some point. This correlates with the idea of the Source being the influencer, as their predecessors all were used to fight it. Many species of the galaxy look like parts of our culture or Earth's creatures. The proximity of these examples makes this far more suspicious than if they were across the galaxy.
But since they existed first, the only answer must be that the Source brought the influence to us first and planted the ideas in our heads. As for the ones which look like Earth creatures, all of them are old enough evolutionary branches that copying from them to Earth makes more sense. Though the references centering around the early 2000s is quite odd, it is also roughly when the internet came into wide existence, so it is also possible the Source gave the ideas a push so they would propagate, for an unknown reason. Like if it seeded the ideas that propagated across the early global network Humanity used."
"Hmm. Fascinating. We've seen evidence of the 'seeding' process among some historical nations near the galactic region of Earth before. So the Source re-uses and alters depictions of life and also life itself?"
"Maybe," Penny said. "Unless the Source is more directly tied to life than we think. There's a conceptual Death, but no conceptual Life. Isn't that odd?"
"Conceptual Life died in the Source war."
How did that really work, though? Penny asked Nilnacrawla.
Imagine a conceptual being. A few of the Progenitors, as well as Narvravarana, went up to try to harvest its power. It refused, and Narvravarana used its unique abilities to try and force the deal.
Why was your civilization like this?
Excess and greed, partly. But we couldn't really do much more expansion. Vertical expansion also had its limits if we wanted to remain relevant for the remaining lifespan of the universe. So Narvravarana, along with a few of the greatest rulers and leaders of Sprilnav society, started looking to other dimensional planes. They figured it was best not to let the problem get too much worse. Or at least, that is what they say. I believe it was to harvest more resources to use against our surrounding enemies.
You didn't have any allies? Penny asked.
At that time, all the powers of the universe were enemies. All the allies eventually merged through millions of years of normalization. We happened to get on the universal stage the earliest, so other civilizations we encountered had little choice but to surrender their independence. Some fought, others didn't, but the outcome was the same.
That seems terrible.
It was, though the other universal civilizations were no better. Some of them just exterminated all alien life they found that couldn't fight back. In that sense, the pre-war Sprilnav civilization was one of the greatest, and that's why I fought for them. Obviously, I'm biased in that regard, though.
Thanks for telling me, father.
No problem, Penny.
She refocused back on the conversation at hand.
"But a thing cannot be alive if it dies. The concept of life doesn't work that way. So maybe the Source just... took in the concept of life? Or absorbed it into whatever psychic energy really is, considering that it's responsible for all of our existence?"
"That's so crazy it might actually be true," one of the Elders said. "You're incredible, Penny."
"Uh, thanks. You're all pretty great too." Her eyes drifted to the images of herself on their clothing. She couldn't really help it.
"I have a question for you."
"Yes?"
"Do you know what I'm fighting for?"
"I assume since you're asking it here, you don't just want a one word answer," an Elder said. "I would say yes, and for the liberation of the Sprilnav from the stain of slavery. Though going deeper into your history, you have also fought for other species, either in wars or just generally moving around. It does look aimless, mostly, since the galaxy's so big. But I'm sure you've got a way through that."
"In some way. Part of why I'm here isn't just about my people. It was at first, I admit that. But as I have lived here, on Justicar, for days and weeks, I've seen you less as alien. It makes it easier for sympathy and easier to break out of simple mindsets. So far, there are many problems, but there are distinct pieces. The first is that many people want to uphold slavery. I'm not sure why, but they do. It isn't profitable, and it isn't moral. Robots are cheaper in every way, and don't need food or water.
That means it's illogical or emotional. So I could try and solve the problem with violence alone, but it won't be addressing the cause, only the symptoms. I need to get to the heart of the matter. And I think it has to do with Elders' memories and the gradual woes they have accumulated going through life. I don't want to tear that away or drug them into believing they're fine. I want to find a way to outlet that productively. The second part I have identified is scale. The galaxy is enormous, and your species is incredibly numerous. I could fight planet by planet for the rest of my life, and liberation would still be difficult.
That also means I'd need a better way of doing things. Maybe an economic or political incentive. Emotional reasons will not work permanently, nor will logic, since we are in this situation. I have found several ways to address this. Sadly, since the gangs are likely monitoring this feed, I can't just outright say my strategy. All I can ask you all to do is to believe. Believe that I have a solution, and that I and those who stand with me are working on it. Believe in me because I believe in you."
None of the Elders questioned or ridiculed her words. Most of it was because they were fans of her. But one of them, an Elder named Rahautiti, had a distinct glint in his eye. Their gazes met only momentarily, but Penny could tell he knew.
And so she appeared in the mindscape, even as they concluded the interview, which would be the first of many. It was a ploy to just talk about human culture and ideals a bit more, to get it out there. Because the hivemind's theory was correct.
In the universe, ideas had power. That power could be weaponized against those who previously stood to gain. The first part of it was the image: Nova as an unbeatable bastion. Lecalicus as the Beast, a monster capable of star-crushing rage. Twilight as... whatever she did. Penny wasn't really familiar with the Progenitor's image too much, and the various names, like the Silent Night or the Smiling Darkness, were just so unbelievably edgy she cringed every time she recalled them.
But Rahautiti understood so she moved her mindscape avatar to see him.
"Hello again, Penny. I am no threat."
"I know. I'm glad that your group is led by someone as capable as you, as well as the other groups you dabble within."
"Who discovered it?"
"Phoebe. You met with Ezeonwha, and the android wanted to ensure you weren't a way for Yasihaut to kill him."
"Yeah. We did get approached about that, actually. We're supposed to kill Ezeonwha when you walk into the Judgment hall. Of course, we won't do this, and she won't be able to retaliate against us easily while there."
"Thank you for your honesty, Elder," Penny said. "It seems I'm in your debt."
"Nonsense. 2,839. That is the number of children I have had. 2,626. That is the number of children of mine which were enslaved. The remaining 213 died in unrelated incidents, with nearly half of those involving slavers killing them. I remember all of their names, and all of their faces, Penny. I want all the slavers in this universe dead."
"I cannot achieve that."
"You cannot," Rahautiti agreed. "Not with my help or even that of Kashaunta and Lecalicus. And certainly not right now. I have not lived this long to be incapable of compromise or patchwork solutions. You show great promise. I understand your aversion to killing and the circumstantial reason why you are not doing so now. I will not grow upset if you do not resume killing when the Judgment ends. Nor do I harbor a grudge against you for the speeding space entity you left outside the room to avoid uncomfortable publicity. You are incredibly young.
A sliver of a life. But you are strong, and you are mature. That sliver of your lifespan already outshines all I could do with a trillion more years, Penny. You are right in that this isn't something you can punch your way through. Trauma is part of why slavery still exists, despite it being a wholly unjust reason for the Elders to make such a sport of it. I am sure you know the story of the war, with a great hero in your head and Kashaunta at your side. My line of work is what I started to help you. Every thought about you being the Liberator, every eye that glances on you freeing slaves, helps you to gather conceptual energy. My talent happens to be great enough to sense the Pact of Blades you have, as well. If you want, I can teach you how to hide the mark on your soul and your mind."
"I would like that, yes," Penny said. "And thank you for being so reasonable. I will ask Kashaunta to protect you from what consequences come for refusing the offer on Ezeonwha."
"There are going to be attacks on him, you know. Him and your ship."
Penny felt an odd feeling in her soul. Cardi's power flared around him, and she squinted at the sky. She just barely saw a sliver of a tentacle. Most would have mistaken it for a normal speeding space entity. But here? On Justicar, with Exile obviously not being the cause?
Only one being would cause that. Fate.
Given the subject of their conversation, it was obvious what was going on.
Penny tapped Rahautiti's jaw, adding a thin mark of conceptual power so she could easily find him again. She focused on the conceptual mark she'd left on Ezeonwha. A twinge of conceptual energy came from it. It was accompanied by various impressions, like fear, pain, and acceptance.
"I have to go," Penny said. "I will be back later. Displace."
She appeared next to the 102nd Visitor Welcome Office but not next to Ezeonwha. It was carnage everywhere she looked.
"Champion!" an unknown Elder yelled. "I am Elder Na-"
Her rising fury surged, and it took all she had not to dismember him. The distant thought of the Judgment stayed her hands, though only just.
Penny's fist collided with the Elder's jaw at twice the speed of sound. A piece of his jaws flew free. Bone fragments hit the ground behind him. Hundreds of soldiers fired on her, and she slammed them to the ground with pure will. Penny tore their guns away and sent them each to pummel the Elder in front of her with as much brutality as she could. His powerful armor wasn't as capable of defense against physical attacks as it was against her psychic energy, and so he fell.
"You... cannot save him," the Elder spat. Fields of psychic suppression fell upon her, reducing her power.
"Manipulation through Determination," Penny growled. "De-"
No! Nilnacrawla said. Do not kill him! Not yet!
"What goes up will go down."
Air hardened around the Elder and accelerated rapidly.
The Elder smashed into the shield five miles above with a speed just slow enough that he wouldn't die. He fell from it and then hit it again at a more modest speed. He'd bounce on that until the Guides came to get him.
But Penny had another target. One she had to save instead of attack.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
High Judge Tassidonia awoke to the sound of explosions. He grabbed his swords, his main gun, and the personal shield he reserved for only the most dire occasions. The sky was erupting in war all around him, and buildings were already falling nearby. The spires of skyscrapers rained down upon the entrances to the Underground, crushing thousands of fleeing Sprilnav under their wide impacts.
His implant identified members of the gangs nearby, making their way to his home.
"Retribution Cycle!" Tassidonia cried. A hidden door opened, and he boarded a small hovercraft that sported a high amount of defensive and offensive technology, a gift from Justicar for dealing with all that he had related to the Judgment. Only this time, he wouldn't be on the next one. But already, the destruction was spreading.
Micro-missiles rained upon friend and foe alike. Several detonated against the layered shields. The mounted turrets on the side of his hoverbike shot lasers into the enemies his implant identified.
"Elder Tassidonia!" an Elder cried nearby. "For the crime of defying the will of-"
Tassidonia called his fury to bear. He rammed his mind into the enemy Elder, disorienting her. She reeled, about to attack, when a thick laser smashed into her chest. It pushed her against the wall, and Tassidonia kept the pressure up until her body melted. He listened to her screams impassively, occasionally sending blasts from his gun at the gangs when their members started to stray too close.
The thick red beam did its work within twenty pulses. His swords began to float beside him, keeping pace as he sped away from his home. The entire apartment complex shuddered and began to lean, its foundation being destroyed by some effect below. Tassidonia abandoned it with only minor regret. He'd known this moment would come. Everything he needed was already with him.
He linked into the Guide network, directing squadrons to attack the breaches he'd identified. Orbital strikes fell upon them in quick succession. Thick beams of light pierced through the lower planetary shields from orbital platforms, their guns honing in on Justicar's enemies. Tassidonia's implant was linked to the grid as well. So when he eyed buildings occupied with too many gang members, orbital strikes fell on them a few pulses later.
Fire and plasma rained all around him. Explosions and smoke blossomed all around him. More missiles fell from his hovercraft. A fighter ship appeared beside him, its simple stealth revealing itself to his eyes. Tassidonia waited for the pilot chamber to open, and his craft stowed itself behind him when he got in. It was fully equipped, so soon, Tassidonia was in full control of a weapon of war.
His first order of business was detecting the gangs' most fortified areas. He peppered those bases in shield-weakening mines, followed by bunker-buster missiles. Several anti-air turrets hit him, but his shields prevented them from taking him down. He dropped three high-end Butcher Androids into the fray of the largest battles.
One of the adjacent fighter wings in the separate shield sector dropped a nuke. At that moment, Tassidonia made a decision.
Whatever insanity was going on right now wasn't worth staying here on his own. He turned his ship upward, narrowly avoiding nearly fifty missiles shot from another gang fortress, which was really just the lower floors of a supermarket. Thick slabs of concrete were being set up by androids and slaves from the Underground. All he could do was watch from above and attempt to mark those that might be a problem.
Justicar's Grand Fleet was moving in, though only the carriers and their escorts were doing anything of any scale. The armies were mobilizing, and it seemed that war had finally broken out. Justicar, while isolated due to the Judgment, would have to win a war that threatened to topple his rule entirely.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Ezeonwha woke when the walls around him shuddered.
An earthquake?
Groggily, he activated the lights in the room. Phoebe's android was charging in the wall. Her limbs swayed with the motion. The walls shuddered again, and the lights went out. Thin, tiny cracks spread in the walls, increasing his worry factors massively. His implant notified him that this wasn't a dream. Distant screams reached his ears, and he went to the window.
Hordes of Sprilnav were running on the ground, tripping over each other to escape. He heard the thump of footsteps approaching from outside. The android activated, standing up.
"Move away from the doo-"
An explosion tossed him across the room. A Sprilnav carrying some sort of mouth weapon faded into view for a moment, smoke recalibrating the stealth field. And then he was gone. Phoebe smashed into the Sprilnav, her fists pummeling the assassin faster than Ezeonwha could comprehend.
Phoebe's arms turned into swords, and she stabbed the Sprilnav at least fifty times in a single pulse. She turned to grab him, but before she reached him, a second explosion sent him flying out of the now-shattered window.
The massive skyscraper loomed large, and he saw the ground beneath it ripple. Dull thumps sounded from below, and large, circular caverns opened beneath the 102nd Visitor Welcome Office. The whole building started to list forward, and Ezeonwha frantically activated his emergency personal shield as he started falling faster and faster. A bullet hit the shield. And then a second one. Gunshots echoed out in the distance, and he saw other Sprilnav falling from broken windows in the falling skyscraper. Gunfire erupted on the streets as Guides engaged a growing army of attackers bubbling up from basements of shops and businesses.
He saw spurts of blood exit the Sprilnav nearest him, bullets tearing holes through the woman's body. Piercing screams surrounded him, a terrible chorus that reminded him of the worst wars he'd fought in. But here, his training could do nothing. She was already dead, and he knew that he was the target of this whole attack. His eyes watered, and Ezeonwha felt so powerless. So useless.
A Corrector emerged from the side of the tilting skyscraper, eyes fixed on Ezeonwha. Then he looked down. Somehow, Ezeonwha knew when the orders had been sent. He knew that it was Astipra in the distance, a jetpack on his shoulders burning a thick flame beneath him.
Astipra looked back at the building and flew toward it. Ezeonwha felt the wind rushing past the shield as pressure. Astipra, far above, vaporized falling chunks of the skyscraper with blasts from his arm cannons. He pressed back against the skyscraper, the jetpack going into overdrive. The metal bent inward, and the groaning and twisting structure continued its fall. Blasts of light from Astipra again vaporized the set of falling chunks.
"Penny," he said. It was almost a prayer, really. His desperate mind was scrambling for whatever it could get. "Please, save me!"
He didn't know if she could hear him. Logically, it was impossible. And in a battle such as this, unlikely as well. Rippling explosions erupted across the facade of the falling skyscraper as rockets struck it. More explosions bloomed as lasers from distant police vehicles, Guides, and Astipra destroyed more of the fast-flying missiles and rockets. They pounded on the world around him, a horde of madness threatening to break his brain. He could feel the wind and gravity equalize as he reached terminal velocity.
And all he could see was the world descending into war around him. The 102nd Visitor Welcome Office continued to slump and lean against Astipra's best efforts. More bullets hit Ezeonwha's personal shield, and peppered the Guides moving over to save him. Air ambulances were shot from the sky. Even small fighter crafts were shot down by powerful ground lasers. EMPs thumped, disabling all the higher functions of his implant before he could think to use it.
A much larger explosion bloomed out, and Ezeonwha followed the rocket's trail to an Elder on the ground, standing in the wreckage surrounding a sudden tunnel opening. The Elder stared at him in glee, and he lined up another shot. Two Guides fell upon the Elder, who flew up using a jetpack to cut them in half with his sword. A hard light hologram lifted a large gun, pointing at Ezeonwha as he fell.
His eyes widened. Ezeonwha did everything he could. He angled his legs and arms. He pushed at the air. He even hefted the meager psychic energy he had, struggling with all his soul to escape the death he could feel was coming to him.
Guides swarmed beyond the shield appearing, while gang soldiers died by the hundreds to carpet bombing. Personal shields sprang up to block the explosions, and the Elder had survived. A thick red laser cut one of the fighters in half from the smoke. Above him, the collapsing facade of the skyscraper consumed Astipra entirely, though large gouts of plasma and thick explosions emerged from within. He could survive if it fell upon him, but Ezonwha could not.
Penny materialized far below, closer to the field of battle. A sweeping wave of gang members began disappearing. A bullet smashed into her head and her stomach, detonating in bright explosions. A personal shield flared and disappeared. Missiles and lasers slammed into Penny by the thousands as psychic energy gathered. A constant roll of words fell from her tongue, but without his implant, they were not translated.
Missiles crumbled into dust. Lasers impacted raw space in front of Penny before bending down and back to their origins, destroying automated turrets. Bullets still hit Penny and the Guides by the thousands, firing too quickly and densely for her to entirely block. But the large ordnance from the gangs continued to work against them.
Penny looked around, confusion evident on her face. But amidst the thousands of wounded and dead Sprilnav falling from the broken windows, Ezeonwha was hidden too well.
Shattering glass could be constantly heard, and he could feel the distant screams in his soul. A bullet smashed into his personal shield again, disabling it. A pulse later, he lost feeling in his legs.
He tried to reach out to her mind, but the war in the mindscape was equally intense. Too many Elders and Guides battling it out along with various suppression artifacts made it all impossible. He could sense Penny's influence, but couldn't directly reach her.
He let out a breath, knowing it to be the final one.
I'm sorry, Penny, Ezeonwha thought.
I wish you luck in the Judgment, and I am sorry I caused this to happen to you.
Penny finally appeared in front of him, eyes wide-
Blood erupted. A searing pain in his head told him his implant had just shorted out. And in the mindscape, he saw a mental attack heading for him, its brutal power evident. He closed his eyes.
submitted by Storms_Wrath to HFY [link] [comments]


2024.05.29 00:00 Last-Dish7663 Hi Devs, this is my opinion why TCM's game balance hasn't improved.

The most problem with this game is the disparity between skilled players partying together on victim side and below average solo victim players.

I know that when 3 skilled players form a party in a another 15v15 competitive game, the effect is immense even though it is a 20% party rate, so it's no surprise that if 100% party team by skilled players at 3v4 TCM, they will be invincible, especially victim side with large number.
In other words, small-group competitive games and party are incompatible, it caused dodge when the party's mark was visible in the previous version due to no fun at all to play against them.
In contrast, GUN. only has a cheap solution to cover up the display, cause they firmly believes that party is the template for managing any online game (for reference, there exists another game of 5v5 where 5 skilled players in a party monopolized the victory and no one played anymore).

From the perspective of an skilled solo family (i.e., not below average or joined in party):

Family is smaller in number than the victims, even a party of skilled Family members can't beat a full party of skilled Victims.
Fundamental, this is because there are absolutely places where a Family can't guard due to the difference in numbers.
It's also common for others to act with Leland's escort and while he is struggling, the others unlock the door and force their way through, and this is another case where the difference in numbers allows them to push through(basically, families are dispersed for security, and if they gather in one place, the other place are unprotected).
I'm not talking about this should be called an admirable tactic on the part of the Victim or not, but I'm talking about a disparity that party can do and solo can't or very difficult.
On the other hand, below average solo Victims are easily killed by the Family and often lament on reddit that the Family is too strong and that they should rework the map of the Family's House, but a good victim party can easily escape the Family's House, so if GUN. rework the balance to suit the below average solos, no one will play Family side.

To solve this problem :

Or whatever it is, if the balance isn't rework to bridge the gap between solo and party, the solo Victims will continue to plead to nerf the Family House and the Family until the end of service.
If you say that party are stronger and deserve it, and that it's nonsense to close the gap by handicapping them, then please tell the solo Victims instead of me and GUN. that "you guys should be the victims of our privilege".
Also GUN. can shut up the solo victims by declaring that GUN. only cares about the privileged who can form party and not about balancing the game on a solo premise.
submitted by Last-Dish7663 to TXChainSawGame [link] [comments]


2024.05.28 23:43 SlasherNL Besides some weapon buffs, some terminid mechanics need a massive overhaul

Besides some weapon buffs, some terminid mechanics need a massive overhaul
https://preview.redd.it/2m92vczvg83d1.png?width=523&format=png&auto=webp&s=a2174c8145bef44387480354bcf63b9663b906cd
From bottom to top:

Bile Titans

FLAWS: Bile Titans are badly designed. Why do they have extra armor when spitting? And why does the spit slow you when you are not even visibly hit? one of the most janky hitboxes out there. Also why is the weakspot on top of his armored head? Why when you shoot the sacs, the abdomen are now suddenly impervious for most small arms? Make it make sense
MY TAKE ON REWORK:
It's mouth should be the weakspot and it should no longer gets extra armor when spitting. Blowing out the mouth with heavy weapons should explode the head for a satysfying confetti kill. It's spit should no longer slow you when you don't get hit. Only when you actually get hit.
Shooting out the sacs with medium pen should make the abdomen a real weakspot for ANY small arms fire. So you actually have to get close and shoot out its back with 1 clip of any gun and it would die into a nice satisfying piñata gore fest. RISK versus REWARD equals fun. (high risk, high payoff.)

Chargers

FLAWS: ohh boy the charger. Those big armored dudes that impervious to damage to 90% of all your loadout. See that big orange abdomen sack at his back? Nope, thats not his weakspot. The stripped legs and the big ARMORED head is. Also you when hit it with a heavy weapon while its charging; it's going to roller skate. Nice mechanic (not).
Also did you know when the charger missed you and it's doing it's stand still animation; its armor on all legs is temporary removed for like 1.5 second? What a BS inconsistent mechanic. You also need to bring heavy weapons to kill these ones because shooting abdomen is slow and boring with any light arms. Making weapon variety non existent.
MY TAKE ON REWORK:
It's head is no longer a weakspot. But it's legs can be stripped of armor from the front with penetration level 4 AMR, Autocannon, HMG have this. The back of the legs can be easily shot with any medium pen with ease. It's orange abdomen is a weakspot for any small arms. Like you can blow out it's abdomen with any full/half clip from any weapon. This again makes risk versus reward more fun. You rodeo it one time and you get rewarded with the kill. Or you can kill it from the front with more heavy oriented weapons. So TLDR: heavy weapons for the front, light/medium weapons for the back. Good balance. Good risk versus reward.

Bile Spewers and Nursing Spewers

FLAWS: these fat green and orange bastards can move faster than brood commanders and warriors with their tiny legs. Makes sense /s. (didnt they lower the speed of these mobs in a patch? why dont I feel it?) Also they move silent. Their weakspot is also the armored head so not the mouth. Makes sense /s. Bile Spewers green sack is pretty armored but when they go artillery mode its even more armored! WHAT A LOVELY SENSICAL WORLD.
MY TAKE ON REWORK:
It's head, mouth should be the weakspot. It's green sack should take more damage and no longer gets armor when in artillery mode. They also move slower. To make the game more challenging lets say he poops out a pair of Bile Spitters / Scavengers once in a while.

Shriekers, Bile Spitters and Pouncers

FLAW & REWORK: Those tiny green bugs are called bile spitters. They slow you with every spit. Like more than half of the mobs. Now that isnt a big flaw. The biggest flaw is how often they spit and how often they slow you without even hitting you. fix that damn hitbox AH.
Those shriekers are just annoying. Thats it. Annoying. While you are on the way to destroy their nest you constantly have to swat a few down because eventually they become too many. They could rework these mobs like they actually move in a tight swarm so more weapons are easily to deal with them in a single clip. This makes dropping multiple in a few seconds more fun.
Pouncers are just annoying aswell, they leap over your fire airstrike and nib at your toes. AH just make it so they don't always leap at you but make it less frequent.

Hunters

FLAWS: Hunters. the bane of many but without these critters fighting terminids is too easy. They also have cool mechanics like evading your line of fire and trying to flank you. But... why does this mob also have slow? Also their tongue attack has a deceptional large hitbox. Doesn't make sense. Also why are they sometimes so tanky? For something so agile and small you would expect the bug to always die from one AMR shot but NO somethimes it won't kill them. I think it has to do with the wings. When you shoot the wings it stops the bullet penetration and it barely gets hurt. even when the bullet should hit center mass after and kill it. But that is my theory.. needs further testing.
MY TAKE ON REWORK:
Remove the slow. Also remove the self stim interruption that shit is just annoying as hell. Make it less tanky since it's HP is very inconsistent based on where you shoot at it and we're golden.

Stalkers

Stalkers are actually a good designed challenging enemy. Though they are a bit too tanky for something so quick and supposedly sneaky. I also think they should behave more like hunters. Going for the flank and actually stalk you before engaging you. When you are in combat it should try to get this opportunity to kill you OR when you have your back turned to it. The bug should behave more like an assassin and opportunist.
Also maybe add a weakspot when you shoot one of its front legs it should no longer have the speed to engage you but limp with 50% speed.

Scavengers, Brood Commanders, Warriors and Hive Guards

Are good designed. When you die by them it's actually your fault and not some janky mechanic. Brood commanders should be the template for an enemy mob. Not too tanky, you can shoot of its limbs and it will limb at you. Shoot off its head for a quick kill but deal with the enraged headless commander but you can back it off with a melee attack. Brood commanders can also call backup with 2 warriors and that seems fair and cool.

This post is based off personal taste after spending 204 hours in Helldivers 2, let me know what you think.

submitted by SlasherNL to Helldivers [link] [comments]


2024.05.28 21:55 dudleyknows Halifax Bluenose Half-Marathon race report (thankfully with no broken men on a Halifax pier!)

Race Information

Goals

Goal Description Completed?
A Complete Yes
B Sub 1:55 Yes
C Sub 1:50 Yes

Splits

Kilometer Time
1 5:20
2 5:05
3 5:14
4 5:01
5 5:03
6 4:57
7 5:15
8 5:07
9 5:16
10 5:04
11 5:07
12 5:17
13 5:00
14 5:08
15 5:33
16 5:14
17 5:22
18 4:53
19 4:55
20 5:13
21 4:59
22 4:23
This was my second half-marathon, and my first race report, so hopefully I figured out how to use the template correctly!
My first half was last fall, and I mainly focused on finishing. I came in with a sub-2 in that race, which was my stretch goal, and I felt pretty good the whole way through the race. This half was the first time I really felt like I pushed myself.

Training

I've been running fairly consistently for about 2 1/2 years but haven't been following a specific training plan. However, my runs largely align with most of the suggested programs I've reviewed. In any given week, I have 2 - 3 easy runs of about 10-12km, one tempo / interval style run, and a long run of about 16km or 1 1/2 hours. In 2024, I've been averaging about 175km a month so I felt pretty comfortable with my base.
I've suffered a little bit from indecision on what sort of goals I wanted to set for myself as a runner and competing in this half. Part of me really wants to just stay focused on being out, having fun and finishing a distance that would have felt completely unattainable to a younger me (I'm 42 now, and was a heavy smoker / drinker in my younger days - when I ran casually in my twenties, I'd have a smoke as soon as I finished, which makes me want to gag now). But another part of me wanted to see what would happened if I pushed myself a bit and finished without a lot of gas left in the tank.
I knew based on the training I was doing that I could likely push myself come race day. Two weeks prior to the event, I went for a tune up / check in run and did a full half to see how I was feeling. It was a PB of around 1:52:30, so I took this as a sign that I should go for it on race day and see what I could do!
One other aspect of my training is that I tend to do most of my runs around 9 to 9:30 in the morning, and would often be fasted (but with lots of water). I made sure to get used to eating some food before my longer runs though, so this wouldn't be an issue on race day. I knew if I really pushed myself I was taking a big risk not having adequate food before the race. I also don't take anything with me on my long runs, and decided that I would not stop for water / gatorade during the race. In the race last fall I stopped for some water about halfway through, choked on it from lack of experience drinking from a cup while moving and proceeded to have cramps for 10-15 minutes so I really wanted to avoid this!

Pre-race

The weather forecast leading up to race day wasn't great, showing a high chance of rain falling during the race itself, with cool temps in the low-40s / mid single digits (Celsius). This was tough, because the days before and after were glorious spring days, with a mix of sun / cloud and idyllic running temps. Last year, I did the Bluenose 10k and there was a vicious cold wind during the race - you had to push just to go downhills. And in the half last fall (the Valley half), a tropical storm was just wrapping up as the race got going. I'd hoped to finally have a run with decent weather, but I'm also living in Nova Scotia, so ...
Luckily as it got closer to rain day the chance of rain dwindled, until we were left with a cold, grey, windy morning. Classic Halifax day!
My plan was to take a bus which is about 10 minutes from my house and would get me to the start line about one hour before the gun. I set my alarm for 5AM and woke up at about 4:15. Overall slept pretty good the night before, so I just got up then and began my morning routine.
I had two rice cakes with peanut butter and a banana about 5:30, with my usual two cups of coffee. Also drank about 1L of water, and stopped drinking water about 6AM to avoid having a sloshy belly. I also had a lara bar as I left the house at 6:10 to walk to the bus station.
It was cold outside, with a lot of moisture in the air, making it feel that much colder. I didn't want to bring a bag or extra gear to the race so I was just wearing my race gear. Shorts, t-shirt, hat and airshed pro pullover (love this thing for spring running!). I was going to race in my Saucony Truimph 20, they'd been feeling really good on my long runs.
I get super paranoid about missing buses so I arrived at the station 25 min ahead of when it showed up. This would have been ok but the cool temp was bringing me down a bit. I did some light bouncing and otherwise huddled in the glass enclosure out of the wind. Luckily the bus was on time, unluckily the driver didn't think it necessary to have the heat on that morning.
When I got off, I couldn't believe how much colder it was in downtown Halifax, mainly on account of the wind being that much stronger. My teeth started chattering as I walked toward the start lines, and I started to feel legit worried that I may get cold enough before starting that it would affect my performance. I immediately went to a portapotty, as much to warm up but also to take advantage of the shorter lines at this time. I came out and walked around for a bit as it was too early to start truly warming up. I found a large tent that was going to house the post-race massage crew and went in there. It wasn't much warmer but it was out of the wind, and I was able to calm the shaking down finally.
The full marathon started at 8AM, the 10k at 8:10 and the half at 8:20. I headed back to the portapotty for a final wee break around 7:50 knowing the marathoners / 10k people would be heading to the queue. I proceeded to do my usual dynamic warmups with 4-5 min of light jogging to get the legs moving. Then to the corral!

Race

I lined up by the 1:55 pacer, and my initial plan was to stay a few steps ahead of him for the first 5-10km. I felt confident I could maintain at around the 5:20 to 5:25 mark and still have plenty left to get through the back half of the course. In addition to my sub 1:50, I wanted to try and run my fastest 5km at the very end of the race (more on that soon) so i needed to find that balance of moving well and conserving energy.
It was finally time and we were off! After being out in the cold for 1 1/2 hours, it felt amazing to finally be moving!
It was a new route this year for the half, and I was excited to give it a try. It had us going through the North End of Halifax for a few km before turning and heading down to the waterfront. It then went along the harbour on the wharf for km 6 - 11 before turning up towards Point Pleasant park. Then it was 1km up through a neighbourhood before starting a roughly 7km loop through Point Pleasant Park, a beautiful park on the south end of the Halifax peninsula. The final 2km were a very slight climb back up to the Emera Oval where the start / finish line were located. The route basically takes you through the whole Halifax peninsula, so it's a great way to catch some of the best sights for anyone who wants to visit!
Despite my initial strategy of hanging close to the 1:55 pacer, I also wanted to really try to listen to my body and energy levels, and adapt my effort on that. After 1km, I was feeling good! I decided to start to push my pace up ahead of schedule, and found myself about 100ft behind the 1:50 pacer. My new strategy was to basically hold there, and begin to push past that pacer later in the course.
Because of the colder weather, there weren't as may people out as there might otherwise be, but still some friendly faces and groups of people lined the route with some motivating cheers and signs. This is the part of the races that I have really loved! Knowing that all of that support is for everyone in the race regardless of time or ability is such a source of positivity for a community! I heard someone say that one of the things that sets running apart from other sports is you never hear anyone booing, and the cheers are equally for the person in first place and last place.
I continued to feel great and strong through the first half of the course. The waterfront was actually a bit tricky in spots due to narrowing sidewalks and sharp turns around buildings. Nothing too crazy, but you had to be mindful of your steps and direction to avoid bumping into people, although the crowd had thinned out a bit by this point.
As we got into Point Pleasant, there is a pretty decent hill that you need to climb that starts around 15km. I'm lucky (?) that my normal training routes include a lot of elevation gains, and while my pace slowed for the climb, this was also where I made my move and went past the 1:50 pacer. I knew if I could get out of the hill and still be feeling good that I had a solid chance to finish strong and hit my stretch goal!
As we left the park and had the final 5km to go, I started to really turn it on. I wanted to try and run my fastest times in the final parts of the race, and was also able to achieve that, with km 18 and 19 being 1st and 2nd splits of the day.
HOWEVER - as I passed the sign for 20km, my body communicated to my brain that I was a complete idiot, and should have settled for breaking 1:50 without the added push at the end. I have never in my life experienced this kind of split sensation (no pun intended) of wanting to push myself harder than I ever have physically, and wanting to just take my foot off the gas and cruise across the line without collapsing. I started to negotiate and motivate - "almost there, just go for it, etc etc" - but my gosh it was tough. As we got to the final km, the finish line was further than it was in my mind, but I kept pushing. A few other people were dropping to walks, and it was so hard to not slow it down.
Somehow, I kept going, and as we reached the final 100m or so I opened it up and was able to sprint across the finish where my family was waiting and cheering me on!

Post-race

It feels hard to say this kind of thing, but I was so damned proud of myself! Like I said, I have never truly pushed myself in my life the way that I did for this race, and I felt like I couldn't have done any better than I did.
I made my way to the refreshment tent and slammed some water, bananas, yogurt tubes and juice boxes. My sons love this part of the races, as they get to enjoy some cookies and other treats before lunch.
While I don't have any other races on the schedule right now, it's hard to no think about pushing for a sub 1:45 at the Valley half this fall. With less elevation and (maybe??) good weather, it seems doable. But I also want to try and just enjoy myself and the time I get to be outside moving.
Made with a new race report generator created by herumph.
submitted by dudleyknows to running [link] [comments]


2024.05.28 19:57 engineeeeer7 Prismatic Starter Builds for The Final Shape Launch

Intro

It is me again, your friendly neighborhood Prismatic Build planner. I started to actually think of what I needed for The Final Shape (TFS) launch and a big thing is finding loadouts that work for the starting slate of abilities we get for Prismatic from the Prismatic Deep Dive. So here I want to list out some builds that I think will be useful.
Tl;dr: If you just want quick shots of builds check this album: https://imgur.com/a/9VINdU7
Here are the categories of Prismatic Builds:

Starter Builds

All Starter Builds use the same starting Fragments: Facets of Dawn, Hope, Protection, Purpose, Ruin. You may not be able to slot all 5 depending on fragment slots. Drop Dawn if the build isn't weapon focused. Drop Hope if you don't need class ability. Drop Ruin if you don't have Ignitions or Shatters.

Refined Starter Builds

Other Prismatic Builds

I have a few resources here:
Hopefully this helps people out. Let me know if you have questions or comments. More build guides to come.
submitted by engineeeeer7 to destiny2builds [link] [comments]


2024.05.28 18:01 engineeeeer7 Prismatic Starter Builds for Final Shape launch

Intro

It is me again, your friendly neighborhood Prismatic Build planner. I started to actually think of what I needed for The Final Shape (TFS) launch and a big thing is finding loadouts that work for the starting slate of abilities we get for Prismatic from the Prismatic Deep Dive. So here I want to list out some builds that I think will be useful.
Tl;dr: If you just want quick shots of builds check this album: https://imgur.com/a/9VINdU7
Here are the categories of Prismatic Builds:

Starter Builds

All Starter Builds use the same starting Fragments: Facets of Dawn, Hope, Protection, Purpose, Ruin. You may not be able to slot all 5 depending on fragment slots. Drop Dawn if the build isn't weapon focused. Drop Hope if you don't need class ability. Drop Ruin if you don't have Ignitions or Shatters.

Refined Starter Builds

Other Prismatic Builds

I have a few resources here:
Hopefully this helps people out. Let me know if you have questions or comments.
submitted by engineeeeer7 to DestinyTheGame [link] [comments]


2024.05.28 14:23 AutoModerator Chris Orzechowski - Email Copy Academy (Download)

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submitted by AutoModerator to ThaieGiam [link] [comments]


2024.05.28 11:49 No-Cranberry-9207 need help

i want to ask about on what should i prioritise putting mills on, how to create a decent offensive division that would be cheap, should i make air which i never do because researching takes so long, should i try to get cheap tanks for an offensive template basically for more piercing or whatever people use it for. i am playing as Lithuania and i Play Formed Polish Lithuanian commonwealth. i use my mills for arty, guns ,support, trucks, aa. i get plc by the time i hit late 1938 early 1939. i was thinking of using tanks and planes but i dont know in what order i should do them or if its even possible by the time ussr attacks me. kinda stuck so id like some tips or pictures somewhere to copy down stuff and practice. thank you
submitted by No-Cranberry-9207 to hoi4 [link] [comments]


2024.05.27 21:51 Top-Apple3045 Does anyone have this template?

Does anyone have this template?
I need to know if anyone has this template without the watermark. I tried to look in the links but they either don’t have it, or have a link to a website thats not available anymore. So if you can, please send this template here as a link reply. (Pdfs or pngs)
submitted by Top-Apple3045 to papercraft [link] [comments]


2024.05.27 18:08 johnreed1917 Choosing an alternative rules-system to 5e

Hey all, you might’ve seen an earlier version of this post floating around on Facebook; pardon the extremely-long post in advance.
TLDR: between SWADE, BRP/BRUGE, AGE, and GURPS, what’s the size and key dynamics of each community/market - and thus, best for widest reach?
I am a very novice TTRPG designer working on a modern-fantasy, pirate-and-parapolitics-themed setting with tactical realism mechanics for some time now. Initially starting as a 5e project due to my familiarity with that rule system and the large market share, I’ve found myself increasingly unhappy with that system meeting the specific needs and desires of my campaign, largely for mechanical reasons. I would very much like to get my work published in the near future (or at least self-publish), and while 5e has probably the biggest user-base - as well as the rules and content I understand the most - I’m just not clicking with adapting it to the needs of my setting, beyond any licensing concerns. In a context of mechanics versus player base, it is now a competition between SWADE, BRP/BRUGE, AGE, and GURPS. I know PbtA is also a common favorite, but honestly… I like crunchy a little bit more.
I don’t particularly like money or care about making a ton of it, but recouping investment in the project is desirable, and I’d like to have as wide an audience as I can to share my work with. It would also be cool to do this for a living, but expecting my first project to deliver me into that seems a bit naive. Regardless, I feel horribly uninformed in factoring in community dynamics, commercial viability, and player bases into my decision-making process. I would thus appreciate any insights on making a decision between any of those systems, beyond mere beginner’s advice (which I’ll also take, don’t worry). While I could really see any of them working out, I’d like to know my horizons a little more.
IMPORTANTLY, I will include additional context regarding my setting below, and my initial thoughts/concerns with each system I’m considering below that. Even without considering all that additional information, I’d appreciate any tips people can give me - in other words, feel free to stop reading here or merely skim the rest of the post.
Setting:
The setting starts in roughly contemporary times on an Earth-like planet, assuming the existence of a globalized, advanced-industrial political economy that exists alongside fantasy species and newly-industrialized magics both quickly and slowly adopting to the era’s high technology. Nonetheless, there exists various levels of economic underdevelopment in the global periphery, including the campaign’s immediate geographic setting, a Pacific-esque archipelago. While not drawing any cultural, religious, or political inspiration from it, I’ve generally envisioned the area the campaign starts in - a tropical island, the southernmost feature of a larger archipelago - similarly to the southern Philippine island of Mindanao in terms of both climate and geography as well as industrialization and infrastructure. The archipelago in general has a long history of both direct and indirect colonial rule and uneven economic development across its territory. Throughout the previous era, it also experienced large-scale foreign settlement and subsequent migrant waves, initially led by more privileged corporate settlers from imperial core countries soon followed by various refugee and labor import communities. The southernmost island’s largest city is a semi-anarchic coastal port run by a pirate’s guild, various organized criminal groups, street gangs, and political militant movements with only the barebone leftovers of a mayor’s office and municipal bureaucracy. Subsidiary settlements, such as an economically-depressed, suburban-esque corporate colony; a shantytown for immigrant laborers; an indigenous people’s village; an ancient monastery surrounded by a small town; and a Mennonite-like commune are dotted across the countryside amidst steep highlands and lush, dense jungles. The planet also features an inhabited, subterranean underworld that may connect to the campaign’s main island. It’s modern yet vaguely Third World setting puts it somewhat at odds with cyberpunk/higher-tech campaign elements, which has proven a bit of a challenge: any shop inventories, recommended vehicle supplements, modern item rules, applicable content inspirations from other campaigns, and related resources are very much welcome in addition to answering my main question.
Other features:
As an aside, if anyone also has any guides on addressing potentially-controversial social, cultural, and political themes in TTRPGs, I’ll also take anything you’ve got.
Cursory system analyses:
Appreciate all of your feedback on any of the points made in this post, as well as any other thoughts or pieces of advice to offer. If you’ve got any questions or comments you’d rather share privately (as well as business offers), please let me know in a direct message.
submitted by johnreed1917 to RPGdesign [link] [comments]


2024.05.27 14:08 Ox_Gunnery From and ignorant point of view whats so hard?

From an ignorant pov whats so hard about implementing new stratagems??
Yes, apart from “you cant just add every small thing everyone wants”… i know
Im referring to logical things that people have mentioned plus its a PvE game.. something being too powerful doesnt matter much when you factor in all the other mechanics of the game.
For example: ¿Whats so hard about adding a ammo bag that can be connected to any machine gun to give it a huge belt?
¿Dont want to do the last one? Fine, what so hard about giving us a backpack fed minigun?
¿Whats so hard about adding melee weapons?
¿Whats so hard about adding more mech variants when you can just copy the template and change the arms?
¿Why cant we have a flamethrower mech or a electric mech?
¿Why lock us into only 2 mech variants and not give more?
Power doesnt matter when youre getting chased by hubdreds of hunters lol, plus everything else.
Again its questions from an ignorant PoV, i know game development isnt easy, its not like they can code and implement this in one day, i know that. Its more so the proof of concept
submitted by Ox_Gunnery to Helldivers [link] [comments]


2024.05.26 21:18 Capable-Base3180 Krypton7887s Superman II The Movie (The Kryptonian Cuts)

Krypton7887s Superman II The Movie (The Kryptonian Cuts)
Hi new profile and minor changes here from Krypton7887.
Superman II The Movie (The Kryptonian Cuts) a project that lasted 2 and a half years which serves as a Final Cut in my interpretation. Taking the best from Lesters cut released in 1980 and the best of Donners Cut eventually released in 2006 and should have been the only cut originally. Using Lesters Cut as the template and taking out the parody and leaving in the humour from both cuts. Minor made up powers remain but invisibility and that cellophane S is gone!
These cuts serve as a sequel too Superman The Movie the released version and not the original script. So since Superman the Movie had time travel, none of these Cuts have time travel.
My Cuts are heavily influenced by Schizopolis23s Ultimate Cut and Leeonheart22s Intergrade Cuts and both editors Vfx feature in this cut.
All 4 Editions are in MP4 and have 2 different file sizes.
Large Files average 7GB 1080p Small Files average 3GB 720p
No deleted scenes were used.
Running times with Fanediting warning against piracy!
Blue Edition 2:09:40 Green Edition 2:04:28 Red Edition 2:06:19 Yellow Edition 2:04:24
Alternate ending Editions changes are after Blue Edition changes.
SPOILER ALERT
CHANGES
BLUE EDITION (Main Cut)
Removal of Criminals been sentenced to the Phantom Zone again, we seen it in first movie and don’t need too see it again.
Green Crystal added at start of Credits from Lester Cut.
Lester Titles removed and recap of first movie.
Donner Titles added and brightened the Credits slightly.
Christopher Reeve moved to top Billing.
Visuals behind Creative Consultant Tom Mankiewicz sped up to match the John Williams Score.
A Krypton7887 Fan Edit Title added.
Additional Vfx Leeonheart22 and Schizopolis23 titles added.
Clark enters the Daily Planet and meets a workman at the office door and he helps him get through the door. Voice over dubbing removed. Natural voice only from workman.
Clark Enters the alley way to change into Superman with flying shot replaced with a flipped shot.
Shot of Superman flying too Eiffel Tower cut as we see him 3 times.
Shot of Superman coming up the Eiffel Tower cut ever so slightly before bad Vfx becomes clear.
When the criminals break free from the phantom zone , bad visuals removed and a flash of bright light added as featured in other fan edits but recut this from scratch myself.
Zod, Non and Ursa head for earth with a shot of Zod inserted from Donner Cut shouting free.
Bad voice dubbing cut just before “Artemis, Houston calling come in please”
Lex and Miss Tessmacher scenes with Lara all removed and replaced with Jor-El (Brando)
Jor-El educational Crystal about trees. Miss Tessmacher saying she likes trees. Then Lex saying So does your average Cocker Spaniel removed.
At Niagra falls Clark says too Lois “Golly isn’t it beautiful” and Lois replies “Yeah it’s gorgeous gorgeous” This features in all cuts. Second gorgeous removed.
When boy falls into Niagra falls we see him fall 3 times , cut it down to 2.
Shot of Miss Tessmacher walking away from Lex to find toilet added while Lex listens to Jorel. This scene always annoyed me as one minute she’s there next minute she’s not. Toilet joke not included!
Ursa bitten by a snake removed. Ursa using her laser beam from alternate angle added. Vfx added by Leeonheart22. Ursa should not be able to be bitten by a snake, she’s has superpowers.
Policeman’s chat in car about food removed.
When Zod points the gun at himself then fires it , his stunt double has been removed.
When Non lifts the police car. Voice over from policeman that clearly isn’t him removed.
When Superman flys to the tropical island scene. This has been edited so there’s no wait for Superman to fly into shot.
When Soldiers attack Zod with fire , Donner footage used as Lesters footage just never sat right with me.
Ursas blinking recut and edited out.
Laser beam of criminals destroying Monuments added. Vfx by Leeonheart22.
All Superman and Clark scenes with Lara removed.
All Clark scenes with Jor-El from Donner Cut added.
White House attack , Zod firing gun added. Non throwing man through wall added.
Lois and Clarks journey to Diner with no snow removed and driving on wrong side of the road basing the movie is set in America/Canada.
Lois and Clarks journey driving to Diner in snow added.
Lesters footage of Clark transitioning to Donners footage of Clark in the Fortress of Sollitude from dark to light Vfx by Schizopolis23.
Shot of Atlas in Daily Planet from Lester footage kept in before transitioning too mostly Donner footage in the Daily Planet attack by the criminals. Tried too keep the continuity of Lois and Jimmys hair as it looks totally different in the Lester footage.
When Non lifts Perry White up and bangs his head off the ceiling you can see a crew members arm supporting the lift. Crew members arm edited out.
Voice over of Zod saying to Non and Ursa “Wait here” removed. Clearly not Terence Stamp.
Roadworkers and general public looking up clearly wrong way around as you can tell by No Entry sign. Flipped round the right way.
Zod throws construction at Superman and instead of looking away scene edited too next frame so it looks like he didn’t look away and he shouldn’t he’s Superman.
BATTLE OF METROPOLIS (Faster Fights, Faster Flights)
My most time consuming part of this cut was speeding up the fight scenes, flight scenes and adding some flying sounds but not too the point of ridiculous but where it looks as if it was filmed this way.
Flying scenes along Hudson sped up with additional flying sounds.
Zod kicking Superman into Statue of Liberty sped up.
Superman kicking Non sped up.
Ursa hitting Non with pole sped up.
Tower falling too the public sped up as was too slow.
Superman’s flight down too catch tower sped up slightly.
Superman flying down too over heating tanker sped up and his landing.
Superman’s fight with Non sped up edited slightly shorter.
Ursa throws a manhole cover at Superman throwing him against a car at great pace. My favourite edit. Check out the original scene and how slow it was back in the day.
Non and Ursa throwing bus at Superman sped up slightly.
When members of the public shout “Superman is dead”, “Let’s go get them” followed by “I know some Kung Fu”. Kung Fu talk removed as it just didn’t sit with me going up against Superhumans.
When the criminals start blowing everyone away with there Super breath most of the parody has been removed.
A shot of Superman pulling back the wreckage too reveal the S on his chest has been inserted from the Donner Cut.
Lesters footage with the final fight at the fortress of Solitude removed. No invisibility and No cellophane S
Donners footage of final fight at Fortress of Solitude inserted.
When Zod says too Lex “Activate the machine” it sounds like a Smurf! Audio lifted from Lester footage and placed over Donner footage and it was Donner that shot the scene!
Alternate shot of Superman lifting Zod reinserted from a distance.
Superman score cut short in Donner Cut after Superman lifts Zod to some action music and it didn’t sit right with me.
So Ken Thorpe score lifted from Lester Cut placed over Donner Footage until after Lois punches Ursa. Sounds more Epic and fitting.
Superman destroying Fortresss of Solitude inserted from Donner Cut
Balcony break up speech inserted from Donner Cut
Daily planet Amnesia Kiss with new transition too Superman Flying American Flag.
Diner scene removed.
Superman Flyby over Earth.
Superman II Logo inserted.
Donner Titles inserted.
Removal of Superman III coming soon as this cut does not set up Superman III.
Post Credit - Diner scene added and recut for dramatic effect.
GREEN EDITION (Alternate Ending)
Balcony break up (Last time he sees Lois)
Daily Planet scene removed.
Superman Flys American Flag (New transition from Balcony scene)
Superman Flyby over Earth.
Superman II Logo inserted.
Donner Titles inserted.
Removal of Superman III Coming soon…
Post Credit - Diner Scene added and recut for dramatic effect.
RED EDITION (Alternate Ending)
Balcony Break up.
Daily Planet Scene - On the understanding that they have broken up and she is willing to play along like the same old Clark and the same old Lois like she said on the balcony. With a subtle reminder she’s willing too keep his secret she says too Clark “You know your really Super” (This scene is the only change out of all 4 editions as I wasn’t happy with the quality).
Diner scene
Superman Flying the American Flag.
Superman Flyby over Earth.
Superman II Logo Inserted.
Donner Titles inserted.
Removal of Superman III Coming Soon.
YELLOW EDITION (Alternate Ending)
Balcony break up (Last time he sees Lois)
Diner Scene
Superman flys American Flag
Superman flyby over earth
Superman II Logo Inserted
Donner Credits inserted
Removal of Superman III Coming soon.
Thanks again for your support , comments and ideas, if messaging me please have manners and don’t be abrupt or you’ll probably not get a response. I’m usually quite quick in answering.
Hopefully it won’t be another 2 and a half years for the next project!
Krypton7887 🙏
PLEASE SUPPORT THE ORIGINAL VISION OF BOTH DIRECTORS AND THE FILM COMPANY AND EVERYONE WHO WORKED HARD ON THESE MOVIES AND BUY THE ORIGINAL COPIES.
THANK YOU.
submitted by Capable-Base3180 to fanedits [link] [comments]


2024.05.26 03:39 masterofpiss SMG4 Theory: The MK News Media Conspiracy Part 1/2

SMG4 Theory: The MK News Media Conspiracy Part 1/2
Now as you all know, I've been on break for the last few weeks, and originally, I had plans for this break to go on until early june. However, with the release of the episodes: Mario the Exploro, and SMG4 doesn't meme for one second, I have decided to end my break early because not only is mr.puzzles already back, but we have some major implications that he's just a mere puppet for some higher power.
Originally, I called this higher power "The Reviewers," because they were reviewing mr.puzzles's work (Image 3) and seemed to know more than they let on, and this led me down a literal paper trail until I found something that changes EVERYTHING that we thought we knew about mr.puzzles, the adware saga, and potentially even the show itself.
You see, the infamous scene at the start of the puzzlevision movie (Image 3) that I've been mildly obsessed with these last few weeks has a detail that I originally missed my first time viewing. This detail in particular is a piece of context around the dialogue itself, this being that it's presented like a news segment (Hell, the wiki straight up calls the voices "news reporters" (Image 4)). You see, THIS is the detail that would lead me to my inevitable conclusion about what the reviewers truly are.
Now, I know some of you are thinking that this scene is just a one time thing that we DEFINITELY haven't seen beforehand. However, what if I told you that not only have we seen the reviewers before, but that it's been right under our noses THE ENTIRE TIME? You see, in some of the community posts leading up to the puzzlevision movie, we would see mr.puzzles reading newspapers that would say how mr.puzzles's shows were failures despite them being rated 3.5, 3.8, and 4 stars (image 5), which is actually really good for a piece of media. Despite this however, they would still slam his works, almost as if they're trying to get him to snap and follow the script that the reviewers have in mind, but here’s the kicker here, the reviewers AREN'T ACTUALLY THE THE REVIEWERS. You see, the reviewers are actually called The Mushroom Kingdom News Media, and considering that we've seen their newspapers twice before they got fully voice acted lines (which according to no null, is a massive piece of evidence towards them being important in the near future because Niles, Clench, and some others are infamous for having fully voice acted lines), it's all but certain that not only is the Mushroom Kingdom News Media our enigmatic reviewers, but that they also might be behind mr.puzzles's origins.
Now with this in mind I decided to see if there was ANYTHING else I could dig up regarding the Mushroom Kingdom News Media, and surprisingly, there's genuinely quite a bit that originally went over our heads. You see, throughout the latter half of the saga as well as some episodes afterwards, we've seen multiple instances of newspapers and other news related imagery that further adds to the importance of this group. Now, the earliest of the instances that I've managed to uncover happens right at the end of wotfi 2023, during which, we see a newspaper covering the arrest of Mario and Marty (image 6), and what's at the top you ask? THAT'S RIGHT, IT'S MUSHROOM KINGDOM NEWS, SMG4 WAS SETTING THE MK NEWS MEDIA UP SINCE WOTFI 2023, IF NOT EARLIER, which is absolutely insane on smg4's part if you ask me. Now, the second of these instances is ACTUALLY AN ENTIRE SMG4 EPISODE, with the episode in particular being SMG4 news. You see, throughout the episode we see multiple different news cases as smg4 and smg3 slowly get fed up with each other, ending with smg3 spreading fake news, and smg4 potentially dooming smg3's bomb cafe. Now, I know you're probably asking why this episode would be important towards solving the MK News Media aside from being a news parody, and my answer lies within not only the news headlines but also the behavior that smg3 emits near the episode's end. You see, while the headlines of each news segment may seem unimportant, one of them actually hints at certain things going on behind the scenes regarding smg3 (image 7), that being how his cafe is currently on the rocks and could face shutdown. This line is of course, hints towards how the recent failures (at the time) of smg3's coffee and bombs would eventually lead to smg3 desperately trying to save his dying business however he can, until smg4 pushes him towards his limit near the end of the episode, causing the events of trash friends. Now, originally, I thought that this was mr.puzzles trying to target smg3. However, considering that we see the MK News Media push mr.puzzles into creating the puzzlevision movie (Image 3), it's highly likely that the MK News Media was the one responsible for the subtitles in SMG4 NEWS, as well as the decline of smg3's coffee and bombs, which does beg the question, "If the MK News Media was responsible for these two instances, then how many instances are they truly responsible for?", Now, I'll be answering this in the second part of this theory, but in the meantime, I want to cover smg3's behavior near the episode's end. You see, at the episode’s end, we see smg3 using his power in the newsroom to influence outside events via fake news (image 8). Examples of the damage he causes are shown when he makes the veggitalians and teletubbies fight each other after a peace agreement (top of image 8), causing the stock market to crash after claiming that Elon Musk bought the entire internet (bottom of image 8), and some other instances. Now, originally this scene seemed unimportant. However, with the release of puzzlevision and the heavy emphasis on news related media in recent memory, it's becoming more and more likely that this scene is an example of Chekhov's gun, (For those of you wondering what Chekhov's gun is: Chekhov's gun is a narrative principle where an element introduced into a story seems unimportant at first, but later takes on great significance. (Note: the extended definition of Chekhov's gun can be found in image 9)). You see, I believe that this scene might potentially be hinting towards the true behavior of the MK News Media, that being that they're influencing THE ENTIRETY of the smg4 universe from behind the scenes, so certain characters can do actions that The MK News Media wants them to, which is something that we see with both mr.puzzles and smg3, and as you'll see in part 2 of this theory, the MK News Media is responsible for way more of the events in the smg4 universe than you think.
Anyways, I should move onto the other news related instances that we see in smg4 during and after the adware saga, so let's continue. Now, the next instance of news related imagery doesn't happen until the 5-part adware saga finale. You see, on the puzzlevision.tv website, we would see a specific newspaper featuring the current puzzlevision episode (image 10), which would become a popular meme template after the smg4 fans realized that they could download it. This meme template would say on the headline, "The News", followed up by the subtitle saying "the most important news from around the world". Now, most of you are probably thinking that this debunks my earlier point regarding the community posts. HOWEVER, this instance states, "THE NEWS", not "MUSHROOM KINGDOM NEWS (MEDIA)", meaning that the newspaper shown here is NOT THE SAME as our current suspect, so we can remove this potential possibility.
Finally, our most current instance in this pattern of news related instances ACTUALLY HAPPENED IN THE RECENT SMG4 EPISODE WHERE SMG4 AND SMG3 MADE A MASCOT HORROR. You see, at multiple points in the episode, we see instances of newspapers saying, "Da Newz" (Image 11). Now, of course, this obviously isn't the same news company as the MK News Media, and is more than likely smg4's news company instead, due to the contents of the newspaper as well as smg4 holding it when discussing Spanky's Surprise Party (upper middle of image 11). HOWEVER, THERE IS ONE VERY SPECIFIC DETAIL THAT WE SEE AT THE EPISODE'S END. You see, this detail specifically states "Others may ask why is this here?" (Bottom of image 11) This detail right here is a potential smoking gun because, if this newspaper isn't important whatsoever, THEN WHY ON EARTH IS THIS LINE HERE?! It truly feels like smg4 knew EXACTLY what he was doing by putting this line in this episode, because it's potentially confirming the idea that the newspapers are a Chekhov's gun towards the MK News Media becoming a major group of characters in the TRUE finale of the Puzzlevision storyline, and with this in mind, I'd like to head into the next section of the theory, The MK News Media's role in the smg4's universe, so let's begin.
END OF PART ONE (Note: Part 2 will more than likely release on Monday because I'm going to be be pretty busy on Sunday, so stay tuned.)
submitted by masterofpiss to SMG4 [link] [comments]


2024.05.26 00:12 Least_Preference_781 What can i use with this kit

Hey guys i picked up a oem g19 gen 5 lower parts kit and complete slide, its all brand new glock parts minus the frame (parts are from the same gun), my question is what frame along with the rails do i need to use? I have all the py2a jigss, templates, rail templates however nothing anywhere specifically says use these pieces with these componenta, i k now the rails are built into the gen 5 frames from oem but im sure someones made this work b4, any guidance would be stellar
submitted by Least_Preference_781 to fosscad [link] [comments]


2024.05.25 12:46 TaleBabatto Game keeps crashing when fast traveling or waiting.

I followed the Viva New Vegas guide and installed their mods plus a bunch of others, totaling 163 mods. The game ran smoothly for weeks until the other day, when it started to CTD basically every time I try to fast travel to anywhere. I changed nothing to my load order so I don't get why is happening now.
This is my load order (it is upside down):
+Weapon Retexture Project - WRP +Mostly Fixed FaceGen Tints (NV or TTW) +NPCs_separator +Project Hairline +Megaton Hairs - Vegas Edition by zzjay +Mannequin Races - TYPE4 +Mannequin Races - body fix +Mannequin Races +Hair and Face models_separator +MM's Vanilla Hit Marker SFX +Hitmarker Sounds +ADS - Backpack - Jump Sound Effects MONO +Aim Down Sights - Backpack - Jump Impact sound Effects +All Explosion Sounds Overhaul +MNTLs Energy Weapons Sound Pack +Bullet Snap Redux - Espless +JSRS Sound Mod 2.0 +Sound_separator +Truly HD Main Menu and Loadscreens (incl. TTW) +Desert Natural Weathers - NV - TTW +Wasted Rocks Normals +A Little More Lamplight +Atmospheric Lighting Tweaks (Interior Lighting for FNV and TTW) +High Resolution Bloom NVSE +Cloud Upgrade NVSE +Interior Rain +3D Rain +Climate Control - 3D Rain +Climate Control - Rain +High Resolution Water Fog - Water Aliasing Fix +TYPE4 - seam textures templates +TYPE4 - seam templates +TYPE4 - Heads +TYPE4 - Body and Armors +Simple Interior Lighting Overhaul +Energy Visuals Plus 2.0 - NV and TTW +Visuals and Graphic_separator +Bullet Impact LOD Increased ESPLESS +Dismemberment Tweaks +IMPACT - Compatibility Edition (JIP LN) (DLC - TTW - All Mods) +IMPACT +Misc_separator +Enhanced Movement INI +Enhanced Movement +B42 Weapon Inertia +Frozen 3rd Person Feminine Movement +NV Compatibility Skeleton +Faster Pip-Boy Animation +B42 Inspect - aka Animated Ammo and Weapon Condition Checking +Realistic Movement +Ragdolls +Dramatic Staggering +Better Stand Up Animation +360 Movement +Diagonal movement +Dramatic Inertia - 3rd Person Movement Overhaul +Iron Sights Recoil Animations kNVSE +FNV Clean Animations +Anniversary Anim Pack +Animations_separator -Aim View Switcher -Complete Respec +3rd Person Camera Overhaul +WASD Menu Controls +New Vegas - Enhanced Camera +Essential Vanilla Enhancements Merged +Bad Touch NVSE +Faster Sleep-Wait +Cookable Grenades +Better Caravan +Delay DLC Redux +Follower Tweaks +B42 Optics - ESPless +Bullet Time Improved - a JAM addon -Just Sprint Plus - Expansion for JAM and JVS +JAM - Just Assorted Mods +Physics' Based Ballistics +Immersive Recoil 2.0 +B42 Dropmag and One in the chamber +Walking Inertia +FPS Weapon Lowering +Gameplay_separator +Character Kit Remake - Teeth +Character Kit Remake +Mojave Nights +Morinn's Upscaled Vanilla Armor Textures (MUVAT) +Improved LOD Noise Texture -NMCs_Texture_Pack_For_New_Vegas 3 -NMCs_Texture_Pack_For_New_Vegas 2 -NMCs_Texture_Pack_For_New_Vegas 1 -Collision Meshes - OJO BUENO compatibility +Collision Meshes FNV +Bullet Tracers For New vegas +EXE - Effect teXtures Enhanced +Iron Sight Inertia - espless +Models and Textures_separator +Consistent Pip-Boy Icons v5 - Addendumb +Consistent Pip-Boy Icons v5 - Dynamicon +Consistent Pip-Boy Icons v5 - Vault Girl Extension +Consistent Pip-Boy Icons v5 - Extension +Consistent Pip-Boy Icons v4.4 - mod patches +Consistent Pip-Boy Icons v4.4 +Map Marker Icons +Weapon Hotkey Icons +Consistent Pip-Boy Icons v5 - Framework Plugin +MAPMO - Main and Pause Menus Overhaul +High Resolution Screens +FOV Slider +Custom Health and AP Visuals +JIP Improved Recipe Menu ESPless +Menu Search +Faster Main Menu +High Res Local Maps +Clean Companion Wheel +Clean Vanilla Hud +VUIPlus - Dialog Background Add-on +Vanilla UI Plus (New Vegas) +The Mod Configuration Menu +User Interface_separator +Weapon Mesh Improvement Mod +Landscape Texture Improvements +Viewmodel Shading Fix - NVSE +Consistent Spread - Firearms Accuracy and Wobble Fix +Muzzle Flash Light Fix - NVSE +Impostors and LOD Flicker Fix +Swimming Creatures Fix - ESPless +Strip Lights Region Fix +ExRB - Extended Roombounds +Crafting Consistency Fix +Depth of Field Fix - NVSE +External Emittance Fix - NVSE +Fallout Alpha Rendering Tweaks - NVSE +Aqua Performa - Strip Performance Fix +MoonlightNVSE +Elijah Missing Distortion Fix +Misc Audio Tweaks and Fixes +Climate Control NVSE +Pip-Boy Shading Fix NVSE +Improved Lighting Shaders +PipBoyOn Node Fixes +skinned mesh improvement mod +New Vegas Mesh Improvement Mod - NVMIM +Iron Sights Aligned +ISControl Enabler and Ironsights adjuster (now ESPless) +Viewmodel Shake Fix - NVSE +Smooth True Iron Sights Camera +VATS Lag Fix +Combat Lag Fix (NVSE) +lStewieAl's Engine Optimizations +ActorCause Save Bloat Fix +Improved AI (Navmesh Overhaul Mod) +Items Transformed - Enhanced Meshes (ITEM) +MAC-10-83815-5-0-1711796567 +lStewieAl's Tweaks INI +lStewieAl's Tweaks and Engine Fixes +Yukichigai Unofficial Patch - YUP +Unofficial Patch NVSE Plus +Bug fixes_separator +AnhNVSE +BodySlide and Outfit Studio - v5.6.3 - Hotfix +Auto-Save Manager +Sound Extender +SUP NVSE +HDR Save Image Patch +KEYWORDS +Basic Console Autocomplete +Console Paste Support +Improved Console (NVSE) +Yvile's Crash Logger +FNV Mod Limit Fix +UIO - User Interface Organizer +kNVSE Animation Plugin +NVTF - INI Presets - texture modding preset +NVTF - New Vegas Tick Fix +ShowOff xNVSE INI +ShowOff xNVSE Plugin +JohnnyGuitar NVSE +JIP LN NVSE settings INI +JIP LN NVSE Plugin +Utilities_separator +Fixed ESMs *DLC: CaravanPack *DLC: ClassicPack *DLC: DeadMoney *DLC: GunRunnersArsenal *DLC: HonestHearts *DLC: LonesomeRoad *DLC: MercenaryPack *DLC: OldWorldBlues *DLC: TribalPack *Unmanaged: VM_Recoil
I've read that NMC texture pack may cause some problems to I tried to disable it but the game still CTD. I've the crash logger mod but I don't know how to read it and what's the problem LOL. If the plugin list is needed let me know. Any help is appreciated.
submitted by TaleBabatto to fnv [link] [comments]


2024.05.25 06:50 Wolfy701 Custom Calem & Meowstic Papercrafts (Based off of Project SEKAI)

Custom Calem & Meowstic Papercrafts (Based off of Project SEKAI)
There will probably never be a Calem figure made, so I’ll just make one myself. I made these by editing a template from Project SEKAI’s papercrafts and you can even download these two yourself in the last slides
submitted by Wolfy701 to PokemonMasters [link] [comments]


2024.05.25 02:36 Ambitious_Squash_175 Ryza Atelier Papercraft (S.V) https://www.mediafire.com/file/stajmntnfxs8tye/ALTERIA_RYZA.rar/file

Ryza Atelier Papercraft (S.V) https://www.mediafire.com/file/stajmntnfxs8tye/ALTERIA_RYZA.rafile
I want to share this template that own to S.V (Quiero compartir esta plantilla que le pertenece a S.V) https://youtube.com/@s.v.papercraft?si=BTVr1aaqyoXOIUrn
submitted by Ambitious_Squash_175 to Papercraft_trade_gift [link] [comments]


2024.05.24 15:58 QueenOfTheHours Beginners Purchase Recommendations

Hello! I’ve recently discovered this game and I want to get into playing it. I don’t have any real experience painting miniatures but it looks like a lot of fun modifying and painting hotwheels to play this game. Any recommendations on what I should buy to get started both playing and building?
Obviously I need hotwheels and the booklet, I’ve seen dice and movement templates on Etsy as well. I’d love recommendations on where to get little plastic guns and mods for the cars.
submitted by QueenOfTheHours to gaslands [link] [comments]


2024.05.24 14:00 avtolik Changelog from the last week [17 - 24 May]

Hello, here is the latest changelog.
Content: * added propane lantern recipe by descende * Add three new locations to Aftershock by AltairreAtsu * Add Snow Cones and Snow Machines by TheMurderUnicorn * Adjust black powder fouling by misterprimus * Prepper Militia Community by RanikOrtega * Adds the last remaining natural frog species native to New England. by TheSaddestGoomba * gas forge recipe learned from fabrication books by descende * Overhaul and flesh out Barry Isherwood's rescue mission by MNG-cataclysm
Features: * Ski mask has been sublimbed by Kamejeir
Balance: * remove guns from behindcounter by mischief * Adjust Pile of Leaves Deconstruct/Smash by TheMurderUnicorn * Finished Auditing vehicle parts json for breaks_into by TheMurderUnicorn
Mods: * [MoM] Allow people to ask Rubik about the alien flora scattered around by Standing-Storm * [Magiclysm] Being grabbed makes SOMATIC spells harder to cast by Standing-Storm * Being mute prevents casting VERBAL spells by Standing-Storm * [MoM] Zombie looks-like + slightly reduce skyscraper lab break area spawns by Standing-Storm * Update Diviner Missions and Forge Merchant Dialogue by TheAthenaCabin0 * Add new homullus mutations that increase equipment durability by b3brodie * [MoM] Switch Stutterstep effect to an enchant percentage by Standing-Storm * [Magiclysm] Update Dark Sight to scale with spell level by Standing-Storm
Bugfixes: * Make Skunks Less Bloodthirsty by TheMurderUnicorn * Prevent segfault when butcher target disappears by inogenous * Characters' spellbooks will not load invalid spells by RenechCDDA * Fixes issue where loading a forge with coal does not work by Procyonae * Add foraging activity to outpost faction camp by 790 * Pseudo terrain appearing in fields when using mods is fixed (won't affect existing fields) by Procyonae * Removes MP18, PLR 16, OA 93, M231, Mossberg Brownie by Holli-Git * Fix a typo in consumption.cpp by osuphobia * Fix for massive slowdown when NPC crafting speed drops below 0.0 by adamaxis * Fix crash from reachability zones checking dead NPCs and mark reachability zones for hallucinations by Procyonae
Infrastructure: * refactor cataimgui::draw_colored_text by db48x
Build: * Update Flatpak manifest to use clang and include the default soundpack by AshenColors
None: * added roof to A/C carrier by PatrikLundell * Explicit roofs on workshop version 2 expansion by PatrikLundell * Sane-ify in-vehicle movement size checks by RenechCDDA * Weekly Changelog 2024-05-13 to 2024-05-20 by kevingranade * Explicit roof on storehouse 1 by PatrikLundell * Update AppStream metadata to 0.G release by AshenColors * Fix some formatting in the document by cosing * Backport #71328 by Procyonae * Backport #72662 by Procyonae * Backport #72615 by Procyonae * Standardize tolerance messages by TealcOneill * Bug report issue template: some more detailed instructions by NetSysFire * change JSON_INFO.md "inherits_flags" by Brambor * Fix: throwing items from outside the inventory by Brambor * New issue dialogue: remove discussions, two more resources by NetSysFire * Added roof on airport ATC tower by PatrikLundell * Minor string and item category changes by Karol1223 * Added explicit roofs to storehouse 2 by PatrikLundell * Added explicit roof to garage 1 by PatrikLundell * Backport #73689 by Procyonae * Rename fd_reality_tear back to fd_fatigue (fix tilesets, migration) by RenechCDDA * Bark (inherit upgrades & fix missability) by Kamejeir * Add size prefixes to some items by Uwuewsky * Backport #71410 by Procyonae * Backport #72154 by Procyonae * Backport #70397 by Procyonae * Backport #72515 by Procyonae * Backport #70755 by Procyonae * Backport #70957 by Procyonae * Backport #72064 by Procyonae * Flagify muting by Venera3 * Backport #70831 by Procyonae * Backport #70938 by Procyonae * Explicit roof on garage version 2 by PatrikLundell * Updated MAGIC.md by OromisElf * Update documentation on petfood by OromisElf * Increase search radius for LIXA in Hub01 Mission by TheAthenaCabin0 * Minor Nesting by reusityback * Don't try to get non-existent spellbook spells by RenechCDDA * Correct the crimes against dinosaurs by Karol1223 * Refix #52307 Enchanted Tailor's kit can repair parabolan wool by Maleclypse * Added roofs to farm expansion 1 by PatrikLundell * Backport #73901 by Procyonae * Backport #71681 and #71846 and #71861 by Procyonae * Backport #70743 by Procyonae * Changed XE batteries to use tool_magazine category. by Maddremor * Finish removing wolves from the wilderness spawns by Karol1223 * Make Forge of Wonder Globally Unique by Maleclypse * [ Aftershock ] Adjust some trait names and descriptions to Aftershock lore by Maleclypse * Backport #72225 by Procyonae * Backport #71380 by Procyonae * Backport #71428, #71432 and #71449 by Procyonae * Fix eggplant disassembly by Karol1223 * Adds Holli to Triage Perms by Holli-Git * Remove reliance on legacy connection group flags by Procyonae * Backport #73820 by Procyonae * typified activity_actor by PatrikLundell * Backport #71425 by Procyonae * Minor house mapgen fixes by Karol1223 * explicit roofs on canteen 1 by PatrikLundell * [My Sweet Cataclysm] Fix the candy gator faction error by Karol1223 * Weekly Changelog 2024-05-06 to 2024-05-13 by kevingranade * Backport #73818 with correct branch name and target by AshenColors * Backport #72858 by Procyonae * Reset wait popup on activity finish by irwiss * Backport #70843 by Procyonae * Wool staple recipe now needs 7 felt patches. by SomeGuyIGues * Just some minor JSON fixes I can't categorize properly by Karol1223 * Routine i18n updates on 18 May 2024 by kevingranade * Backport #70868 by Procyonae * Backport #72780 by Procyonae * Backport #73525 by Procyonae * Backport #70696 by Procyonae * Backport #73127 by Procyonae * Backport #73055 by Procyonae * Backport #71103 by Procyonae * Backport #70639 by Procyonae * Backport #72843 by Procyonae * Backport #71352 by Procyonae * Retain non-solid contents when installing vehicle parts by irwiss * canteen 2 roofed by PatrikLundell
submitted by avtolik to cataclysmdda [link] [comments]


http://activeproperty.pl/