Onnidan fan forum
Nintendo Switch - News, Updates, and Information
2016.10.20 16:00 Andis1 Nintendo Switch - News, Updates, and Information
The central hub for all news, updates, rumors, and topics relating to the Nintendo Switch. We are a fan-run community, not an official Nintendo forum.
2017.03.14 22:17 Replika, the AI Chatbot by Luka
Replika is a conversational AI chatbot created by Luka, Inc. This is an unofficial fan forum—the biggest Replika community online!
2018.08.16 17:22 TVFandom Fusebox Games
A fan forum dedicated to content from Fusebox Games. The new season of Love Island: The Game "Double Trouble" is available on the App Store and Google Play now!
2023.06.02 17:43 tubbyocharles VRAM or Boot+VGA light on motherboard (new build)
Troubleshooting Help:
Parts list (from Great Intel Build by PCPartPicker.com. The prices were a bit cheaper when purchased ~1 week ago) PCPartPicker Part List Problem description This is my first build. Any help would be appreciated - I've been trying to get this PC work work for a lot of hours now :(
There's two different problems (for both problems, the fans and some LED lights turn on).
The first is I get a DRAM light on the motherboard. This happens when I have 1 stick of Ram in the A2 spot (only works with 1 particular RAM stick - if I use the other in the A2, I get a different error). I've also tried changing the placement as per some people online, so I'll also get a DRAM light when I put 1 stick into B1 and the other stick into B2.
I also get the VGA and Boot lights turning on when using the other stick into the A2 spot, or when I use both sticks (A2 and B2 slots).
What I've done in attempt to diagnose or fix the problem. From
this link, I've tried the following:
- Made sure the 8x socket was plugged into the CPU plug near the CPU (was 8 pin to 8 pin)
- Didn't install standoffs, but they were pre-installed
- Took out the video card and put it back in a couple times. Also, I tried this without the video card, since I read the intel cards without an "F" at the end should be able to run without a dedicated GPU
- Attached two 6+2 connectors from the PSU to the GPU. Also tried it without the GPU.
- Tried with 1 stick of RAM. Have two sticks, one by itself gives me a DRAM light. The other gives Boot+VGA lights.
- Took the RAM sticks out and re-inserted them. Not sure how to check if they're all the way in, but the pins snap back to their original placement.
- Using the A2+B2 RAM slots (also tried each stick one at a time into the A2 slot, and then the RAM sticks into the B1+B2 slot - even though it says it will slow it down if it is plugged into B1+B2, I read that it can help it get past the initial errors)
- Checked the plastic guard (it's in a box, not on the CPU)
- CPU fan is running when the box turns on
- Tried resetting the CMOS 2 times
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2023.06.02 17:17 Sanae28 Should I forbid shipping in this forum?
Forbid shipping could really the only way to have the peace in this forum, but, before making a decision, I want to hear your opinion.
Fans were harassed in this forum, not only for shipping.
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2023.06.02 17:14 LightKnightTian Where does the phrase "[...] yet the wheel keeps turning" come from? Who said it?
I've heard of it on YouTube, especially from the great AllInAll. But who said that? Is it from a book? Or is it just, like, from a fan faction? I couldn't find anything about it on any forum or wiki. Please enlighten me, thank you <3
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2023.06.02 17:03 IAmBeachCities help finding videos or books specifically on sumo technique
TLDR:There are countless resources on all other martials technical execution except sumo: If you google wrestling, jiu jitsu, or judo technique, you will find professionals giving referential advice on the most minute details of science based technique. When I search 10 pages on amazon, every search term on youtube, the best I can find is a book called sumo skills and one called sumo for mix martial arts, watching all
DOSUKOI videos, and don don. . they are maybe a 3/10 on depth compared to literally millions of 10/10 resources for the other martial arts . almost all sumo guides are on keiko and the art and beauty of the sport (which is not lost on me!) and more of a grand sumo analysis. just as an example: Ryan Hall is a professional ufc fighter who makes 5 hour courses online where you can learn about a specific position that no one in the world is better at. they cost $200 for 5 hours of video.
https://bjjfanatics.com/products/flip-em-for-real-by-ryan-hall#cprtstatus=_cp_1!channel!AgND37lObtvy TLDR: Instructions from other arts are not cutting so far. Iv'e been studying wrestling , no gi judo, and bjj because there have infinite instructional videos but they really are not cutting it. sumo is different (respect). The level to which you can impose your power and speed really throws a wrench in the techniques these arts use, not to mention other sports do not have a dohyo where the you can also push them out, not just get them to the floor. plus the belt!! Plus Tsuppari!!
TLDR:There must be a ton of sumo technical videos In Japan: please understand my frustration that after a year all I can find is basically marketing and basics mostly designed for grand sumo spectators(which I am an absolute fan boy for). It is so difficult for me to believe that after 1300 years, and sumo being practice in nearly every middle school and high school in japan, that there aren't detailed instructions on how to do a proper uwatenage other than a superficial illustration or NHK's clips. There must be a huge market of instructional videos for eager parents to work on with their kids. I'm looking for the good instructional videos even if its in Japanese even if I have to pay for the instructions and you for the tip.
TLDR:Its because the forbidden knowledge cannot be found in English I believe the issue is that I cant search in Japanese. if someone can try some searches in Japanese or go on Japanese forums and find what the best videos are (please not just keiko drills or grand sumo fan analysis) you would change my life and the life of some high potential teens in our sumo club (not me I'm old but these kids are amazing and they deserve better). I'm just going to keep searching so please help us! We can scrounge up some cash a pay you! If you live in japan can you ask your sumo coach at your school or anyone you know? we respectfully do all fundamental keiko drills and study Kimarite .
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2023.06.02 16:09 T0TALfps BATTLEFIELD 2042 UPDATE #5.0.0
| Hey Everyone, Season 5 for Battlefield™ 2042 deploys across all platforms on Wednesday, June 7 at 12:00 UTC, while Update 5.0.0 goes live at 08:00 UTC. https://preview.redd.it/7jxh480mpl3b1.jpg?width=1920&format=pjpg&auto=webp&s=6b59ab13929a2efaacda03dc444f53f33e54e9ab What’s new in Season 5? Here is an overview of the new content in the Season 5 Update, alongside highlights for changes and improvements: - New Map: Reclaimed
- New Weapons: XCE BAR, GEW-46 & BFP.50
- New Gadgets: Spring Grenade, Anti-Tank Grenade, Mini Grenade, RPG-7V2
- New Battle Pass featuring all-new cosmetics for Specialists, Weapons, Vehicles and more.
- Quality of Life Improvements: Vault Weapon Attachments & Universal Cosmetics, Reworking Vehicle Loadouts, Specialist Improvements for Dozer & Irish, Squad Management, Damage Unit UI and more.
- Arriving later in Season 5: Further Vault Weapon Attachments, Hourglass Map Rework and further Quality of Life Improvements like Squad Orders.
When can I play? Once Update 5.0.0 is available for play you will be able to jump into our latest map, Reclaimed via 24/7 playlists on both Conquest and Breakthrough. Once the Season is live later on that day, you’ll be able to unlock the Battle Pass contents where the all-new Weapons, Gadgets and cosmetics await you. //The Battlefield Team Stay Informed Follow us on the @BattlefieldComm Twitter account to stay informed on the roll out of our updates. You can also follow along with our tracking of Known Issues and further game changes we’re making via our Battlefield forums. ___________________________________________________ What’s New? https://preview.redd.it/2t9u8zjspl3b1.jpg?width=1920&format=pjpg&auto=webp&s=6740ef676a6a5e1ef494ce2f7a6f7cdaf336a954 New Map: Reclaimed War has descended upon an abandoned industrial facility, slowly being reclaimed by nature in the Czechian region. Fight in and amongst derailed trains, abandoned turbines and warehouses as you work towards secrets hidden within the mountains. View our Reclaimed Flythrough Here: https://youtu.be/isg409g3d24 The Crash Site, featuring the derailed train, is designed primarily as a vehicle combat area, with the Landing Zone an area of forest providing a circular area that will enable close-quarters combat and new sightlines opening up when trees are destroyed. https://preview.redd.it/ayr7gml0ql3b1.jpg?width=1920&format=pjpg&auto=webp&s=8f0929adafa2e558166dd7f9888ab795f2b4c88a You may see the inspiration we’ve taken for the Abandoned Turbine and Military Warehouse. The indoor space of the Abandoned Turbine will enable crossfires due to its verticality and cover. While the Military Warehouse’s floors will no doubt attract snipers and a range of gunplay experiences due to the narrow layout. https://preview.redd.it/co8mioq2ql3b1.jpg?width=1920&format=pjpg&auto=webp&s=19259d1daaf6bc24780e0247f64ecbd3c236a07e Hidden inside the nearby mountain lies The Bunker, forgotten and made up of a central room whose linear space will bring intense, short-range, close-quarters combat. In comparison to this, The Silos is another outdoor area set up for vehicle combat with its generous roads perfect for tank battles. Easy to spot due to its four towers rising up from the ground, The Silos also provides plenty of elevated areas for infantry to get a shot at vehicles dominating the ground. https://preview.redd.it/pabp7bj4ql3b1.jpg?width=1920&format=pjpg&auto=webp&s=e4e0ddc6d2f9ad2d39c806105eb60c064fc29c96 New Weapons: BFP.50, XCE Bar, GEW-46 The weapons arsenal is expanding this Season with not only new weapons, but also further much community requested improvements to Vault Weapons. BFP.50 The BFP.50 is a powerful hand cannon, giving you another sidearm that dishes out heavy damage at close range. Anticipated to become a highly popular choice due to its size, sound and power, we just know you’re going to love this updated version for The World of 2042! https://preview.redd.it/9td7zpfiql3b1.png?width=1920&format=png&auto=webp&s=3956c1d9c838ab24b4e5c97b15a99da6030d0ab0 GEW-46 The GEW-46 assault rifle offers high stability with short-burst fire. Great for the medium-range environments that you’ll experience across the Reclaimed map. https://preview.redd.it/fvgtdvemql3b1.png?width=1920&format=png&auto=webp&s=889956787d599e124d4372750b1425c426c1d254 XCE Bar The XCE Bar is a high-precision bolt action rifle. It has expanded attachment capability to accompany its stopping power, allowing you to quickly swap through attachment options to engage the enemy at various distances. https://preview.redd.it/zz0683zoql3b1.png?width=1920&format=png&auto=webp&s=d10317789d3d63bb78297c16725426b915d29dcd New Gadgets: Spring Grenade, Anti-Tank Grenade, Mini Grenade & RPG-7V2 https://preview.redd.it/ko7te42sql3b1.jpg?width=1920&format=pjpg&auto=webp&s=5749ffb7bb967c9c71281cc2098e4a42ce9e32cf Anti-tank Grenade A bundle of grenades that will detonate on impact against vehicles while dealing substantial damage. Mini Grenade An anti-personnel grenade that can be thrown a longer distance, and after a short delay explodes across a small area. Spring Grenade An old familiar projectile behavior as seen before in the form of the S-Mine or Bouncing Betty. It operates through a spring-activated thruster to reach head-height altitude before imminent explosive detonation. RPG-7V2 Veterans of the franchise will be familiar with this much loved gadget, and we’ve heard your requests to bring this boomstick through to All-Out Warfare from Battlefield Portal. With Season 5, you’ll now have access to use this fan favorite gadget however you see fit! https://preview.redd.it/gmodm37uql3b1.png?width=1920&format=png&auto=webp&s=aa892cfc461d7b2e997d476216b1116dbb1d5e8a New Battle Pass Season 5 brings with it two factions - one that’s cutting-edge, calculating and professional versus a more survivalist group who are savage, independent and ruthless. You’ll see this in the cosmetics available as you play through the Battle Pass, some of the best we feel we’ve ever brought to Battlefield! From Falck’s ‘Regenerator’ Skin at Tier 0, to Dozer’s ‘Overthrower’ Skin at Tier 100. https://preview.redd.it/ia6h6gayql3b1.jpg?width=3840&format=pjpg&auto=webp&s=eab85f779658e6f1495a4ee347f8cef2467cac6c There’s a whole load of items to unlock across 100 tiers of the Free and Premium Battle Pass including cosmetics, XP boosters, and the new premium Seasonal Booster! Additionally, those that were Year 1 pass holders will also receive an Epic Skin and XP booster during the first two weeks of Season 5, as a thanks for continuing to play.* Lastly, we’re continuing to work on the game beyond Season 5. We are committed to continuing the Battlefield 2042 journey and are working through the best ways to bring new content and experiences for you all. Expect to hear more from us on what’s planned later in Season 5. Quality of Life Improvements Vault Weapon Attachments & Universal Cosmetics https://i.redd.it/1j3epbg5rl3b1.gif We will be adapting Vault Weapons for use with All-Out Warfare attachments during Season 5. To start, we’ll focus on Assault Rifles and Sniper Rifles with attachments for the M16A3, A-91, M416, MTAR-21, AEK-971 and the GOL Sniper Magnum. We’ll continue to provide attachment support for Vault Weapons in subsequent updates. https://i.redd.it/rz04rst7rl3b1.gif With Season 5, we will also be introducing Universal Cosmetics for all Vault Weapons, from Forest Multi-terrain (Unlocked at Rank 0) to Desert Technical (Unlocked at Rank 19) and more. You’ll now be able to decide not only the attachments and versatility of your Vault Weapons, but the look of them too. We’ll also be extending Universal Cosmetic support to Battlefield Portal! Tune in to our Inside Battlefield Podcast, or read our latest Dev Notes blog for full details. Reworking Vehicle Loadouts We’re restructuring vehicle loadouts to ensure their combat roles are clearly defined and to reduce prevalence of explosive weaponry. This will also add further readability on the battlefield to ensure you know what to expect from vehicles when you encounter them. The restructuring of loadouts primarily focuses on our ground vehicles, and we’ll both remove and add weapons to each available vehicle loadout. For example, explosives will no longer be an option for all vehicles, and overall you’ll find more choice through a larger selection of weapons available to you. Let’s use the LATV4 Recon as an example of what that looks like. The LATV4 Recon is one of the most used vehicles in the game, and having explosive weaponry readily available pushed it outside of its intended role as a transport. We’re removing all its explosives, such as the 30mm, 50mm and Grenade Launcher, and will replace them with anti-infantry weaponry instead. https://i.redd.it/j184rmacrl3b1.gif Tune in to our Inside Battlefield Podcast, or read our latest Dev Notes blog for full details. Specialist Improvements Dozer and Irish will receive improvements to ensure they provide similar gameplay experiences as others within their class. Dozer For Dozer we will be enhancing his movement and animations when using the SOB-8 Ballistic Shield. You will now be able to strafe, rotate and pitch with your shield more quickly than previously, as well as being able to traverse ziplines with your shield equipped! Lastly, we’ll also be including two new XP Events to reward further acts of teamplay when playing with Dozer. https://i.redd.it/yazxm1wfrl3b1.gif https://i.redd.it/lr57zuklrl3b1.gif On the receiving end when firing at his shield, we will be increasing its spread and introducing more bullet trajectory upon hitting his shield. This will ensure that during these encounters you still have a fighting chance, and at the very least, won’t be as impacted by your own bullets as before. https://i.redd.it/2n9xpwaxrl3b1.gif Irish Irish will receive a balancing pass to the capabilities of his APS-36 Shootdown Sentinel. We’re doing that by having it cycle through new intercept and recharge states alongside an added short cooldown, versus its previous always-on state. https://i.redd.it/ohe3pnp3sl3b1.gif https://i.redd.it/5bjv1dy5sl3b1.gif We’ve also improved its audio, alongside adding new colors to help you identify which state the APS-36 is currently in. Tune in to our Inside Battlefield Podcast, or read our latest Dev Notes blog for full details. Squad Management Improvements Alongside the Season update we’re also adding improvements to the current Squad functionality. https://preview.redd.it/jnt24yt9sl3b1.jpg?width=1920&format=pjpg&auto=webp&s=e0fb247cecc0cb470fb9894a30fc3b822fe7e678 Squads and Players The Squad Menu is now separated to give you a full overview of all squads on your team. In this menu you can make someone else the leader, and see how many players or friends are in a squad. It also shows class icons so you know how to best complement a squad before joining it. And to add some personal flavor, leaders can also show off their Player Card Tag as the squad icon. We also worked with the narrative team to come up with code names for each squad for that additional personal touch. One of our personal favorites is Gravedigger -- surely the Gravediggers know how to PTFO. We definitely don’t mess with that squad! Create and Join At any time you’ll be able to create or join a new squad directly via the Squad Menu. Previously you could only switch to a random squad, and only from the deploy screen. If you create a new squad then we’ve also added a short waiting period before other players can matchmake into your squad to ensure you can play together with your friends. Easy navigation The Squad Menu was created to make it easier and faster to manage and navigate through squads on your team. While before it was unclear when and how to change squads, you’ll now be able to do that at any time and with only a few clicks. We hope that with this new improved Squad Management experience you feel that you have the control over who you’d like to play with during a match. Once this is in your hands, please stay in touch and give us your feedback about how you feel about it! Later during Season 5 we’ll also add Squad Orders functionality which allows you to work together as a squad to receive increased XP rewards. In short, PTFO - and get rewarded! Tune in to our Inside Battlefield Podcast, or read our latest Dev Notes blog for full details. Other Areas of Improvement Damage Unit Functionality As part of Season 5, you will now be able to decide if you wish to show damage units at the bottom of your screen, at the side of your crosshair, or not at all. This new functionality can be defined to your liking via Options > Display > HUD General > Damage Numbers. Accuracy & Dispersion Changes Since Launch, our Level Design team has been reworking our maps to react to feedback on cover opportunities, and traversal improvements. These changes have also resulted in alterations to combat distances, and our weapons were tuned for these previous distances and combat scenarios in mind. Over time, this has resulted in feedback from you about several weapons being too accurate at long ranges without penalty. With Season 5, we aim to address this gap with balancing the accuracy and dispersion of several categories of weapons. Assault Rifles from All-Out Warfare and their Vault Weapon counterparts will be the first to receive this treatment. You will notice that the maximum dispersion has been increased by an average of 15-20%, and the weapons will now reach that maximum dispersion level when they reach half of the magazine while on full auto, and full spray mode! This should encourage everyone to do smaller bursts instead of prolonged fire towards a moving target, and in consideration with the map rework should increase survivability at longer ranges to encourage further up close and personal combat. We will be assessing your feedback to this change over time and continue to make necessary changes in future updates. New Unlock Requirements for Lis, Crawford, Zain and Blasco Lis, Crawford, Zain and Blasco will now be available as rewards as you gradually gain Player Levels through earning XP. Their previous unlock requirements are no longer available. Go get ‘em! Camera Sprint Movement We have made adjustments to the Camera Movement when sprinting in Battlefield 2042. This change is meant to add physicality to sprinting by introducing more immersive camera movement dependent upon the type of weapon and sprint type that you may be using at that time. You will notice a different amount when using an Assault Rifle compared to an RPG for example. We hope you enjoy this new sense of weight and body motion through the camera. For accessibility you may turn off the new motion in the accessibility options. On top of that, there are also some golden rules to camera motion in FPS games that ensure your understanding of where you are in space, aligned with what the camera tells you, and we have taken the opportunity to improve that further by focusing on rotations rather than translations in space. We look forward to hearing your thoughts! Aim Down Sight Field of View is now active for all players. Normally a scope will adjust your field of view. With this option set to “On”, the field of view will instead be taken from the field of view you chose in general, in your display settings. Some weapons will not be affected if they have specifically been designed to have a certain field of view that should not be changed. Why is this important? The amount of input it takes for your aim to move across screen space changes when field of view changes. Uniform Soldier Aiming calculates your aim rate to take the same amount of pixel distance on screen for a given physical movement of the mouse. In 4.2 we set Uniform Soldier Aiming to On by default ( see our Dev Note for further detail). Setting ADS field of view to On, ensures the consistency achieved by Uniform Soldier Aiming remains the same across various scopes since your field of view will not change when zooming. Like Uniform Soldier Aiming, this will help to build muscle memory, which is essential to aiming in first person shooters. ____________________________________________________ Changelog General Fixes and Options - The QR code to navigate players to the support website is now scannable on android devices
- Fixed an issue where players in solo/co op were being placed in a separate squads when joining on friends
- Added an “Reduce Sprint Camera Motion” option in accessibility settings to reduce Camera Motion for those who are easily susceptible to motion sickness.
Audio - Overall weapon mix and audio tweaks.
- Specialist movement sounds are improved to match each specialists' gear
- Fixed an audio issue on Stranded where two area types briefly overlap while zip-lining to the ship
- Fixed an audio issue where voice overs are sometimes not present during the insertion phase of the prologue
- Fixed an audio issue where weapon handling sounds are sometimes missing on insertion.
AI & Soldier Improvements - The Penguins have been tampering with the Ranger payload, and it will now take more damage from infantry projectiles. Not the Penguins, the Ranger.
- Fixed an issue where a MCOM in Rush could get stuck in a defuse state if an AI Soldier gets removed while trying to defuse the bomb.
- Fixed issues that resulted in AI Soldiers not trying to avoid some grenades. Don’t ask.
- AI Soldiers will no longer keep moving and firing at the End of Round. They’ll just have to accept that the round is over and there will be another one.
- AI Soldiers will now be able to enter vehicles directly from using a parachute.
- Fixed an issue that would cause the player to be pushed away from bushes when proning near them.
- Made improvements in ensuring the parachute cannot be deployed on smaller jumps between platforms.
Battlefield Portal - Breakthrough is now available within Battlefield Portal. You will be able to create Custom Experiences for Breakthrough and Breakthrough Small via the Web Builder. Due to the complexities of Breakthrough, Custom Scripting will not be available for this mode.
- Fixed an issue that allowed Irish to use his APS Shootdown Sentinel when it was restricted.
- Fixed an issue that caused the Taser Baton melee weapon to incorrectly appear in the Battlefield 3 category.
- Fixed various placeholder names and icons for weapons in the restricted 2042 attachment category.
- The RM68 will now have the correct icon when setting up a Portal experience.
- Attachments belonging to Vault Weapons are now present in the Attachment tab via the Web Builder.
- Adjusted turret speed of the M1A2 from Bad Company 2 and Tiger 1 from Battlefield 1942 to be compatible with aim decouple from body option.
Specialists & Gadgets - RPG-7V2 has received a balance pass to be more in line with All-Out Warfare Game Modes and State of Play.
- A tutorial video for the FGM-148 Javelin and XM370A are now present within the Collection Screen.
- The Collection Screen video for the FXM-33 AA Missile now shows the lock-on prompt as intended.
- The Collection Screen will now display the correct magazine names.
- Updated IBA Armor Plate's Gadget Description to mention that it only protects the torso.
- Deployable Gadgets are now destroyed after a territory control change on Breakthrough or Rush.
- Resolved a number of textual inconsistencies within the Collection Screen on a variety of Gadgets.
- The Repair Tool is now grayed out when pressing/holding shift while using a parachute.
- Fixed an issue where you wouldn't swap back to the last equipped Weapon or Gadget whenever you closed the Call In Military tablet.
- You will now be able to place the Insertion Beacon within areas affected by smoke.
- Fixed an issue that prevented SFX from playing when using Soflam Designator to designate enemy vehicles.
- Fixed an issue which would prevent players from accessing the Soflam Designator’s camera after deploying the Gadget.
- Fixed an issue that caused players being unable to restock on ammo when recently being damaged.
- Firing the Smoke Grenade Launcher no longer self-spots on the minimap.
- Throwing Knives will now benefit from Aim Assist, allowing them to attract and slow down while in hip fire. They will not benefit from snap assistance.
- Players will no longer take damage when destroying Sentry Turrets or Shootdown Sentinels
- Grenades will no longer detonate from other explosions.
Dev Comment: This change has been made so that each grenade will now have a set detonation timer, increasing the readability as opposed to a chain reaction style of play. Players will still be able to shoot a grenade with bullets. - The Penguins have been working hard on their research of the Incendiary Grenade and have found a breakthrough that allowed them to increase the radius by 15%. Toasty.
Concussion Grenade All Recon Specialists will now be able to use the Concussion Grenade. We have also made substantial changes to how the Concussion Grenade works in a couple of areas, based on distance to the player and in comparing the direction of the player upon grenade detonation. The effects of the Concussion Grenade are defined by Near, Far and Frontal scenarios. When it detonates within close range it will heighten the duration and intensity at the point of detonation. Beyond that near range, it will lead to a lessened duration and intensity. This effect is also decided and impacted by if the detonation takes place in front of the player. - Near radius has been increased from 6m to 8m
- Total radius remains unaffected at 12m.
- Increased the angle acceptance in order to be considered a frontal concussion from 60 degrees to 70 degrees.
- Duration at which Concussion Grenade lasts has been increased in the following conditions:
- Near + Frontal Facing from 2s to 2.5s
- Far + Frontal Facing from 1.5s to 1.75
- Near + Side from 0.75s to 1.2s
Prox Sensors Through telemetry and community sentiment, since moving the Prox Sensor out of the throwable slot and into the Gadget Selection field we have seen this gadget decline in relevance compared to the TUGs and other viable gadgets. We have made some adjustments to allow for the Prox Sensor to be an equally viable choice as part of your loadout. - Increased the number of Prox Sensors that can be carried from 1 to 2
- Increased the number of Prox Sensors that can be deployed at once from 1 to 2
- Reduced the radius of the Prox Sensors scan from 20m to 15m, which will offset some of the benefits of these adjustments.
Angel - Fixed an issue that prevented the Tracer Dart from being able to resupply from Angel's loadout crate.
Blasco - The Area of Effect for Blasco’s Signal Jammer will no longer tilt when the Gadget is on a slope.
- Enemies disrupted by Blasco's Signal Jammer will no longer stop revealing their position when the affected player shoots their weapon.
- Blasco’s Signal Jammer will no longer protect itself from spotting.
Dev Comment: We have made this change to help players in locating Blasco’s X6 Infiltration Device, allowing for a better understanding of where to find the device that is blocking their spots. Casper - Enemy or friendly players can no longer climb upon Casper's drone and fly with it.
- Added thermal vision to Casper's OVP-Recon Drone when zooming in.
Dozer - Dozer's deploying shield animation will now correctly play immediately after throwing a grenade.
- Dozer's shield will now correctly play a fling/push away animation in 1st person view when being hit by a rocket, missile or tank shell.
- Fixed an issue that allowed Dozer to jump for an unlimited amount of time while his shield was equipped.
- Dozer's Shield bash sound is now played when hitting enemies at the edge of the melee range.
- Dozer's shield can now destroy the Medical Crate, T-UGS, Anti-Tank Mine, Ammo Crate, C5 Explosive, M18 Claymore, Prox Sensor, and Loadout Crate.
- Fixed an issue which would cause deflected bullets from Dozer's shield to not damage enemy players.
- Fixed an issue that would cause incorrect animations between first and third perspectives with Dozer.
- Fixed an issue where Dozer would be unable to switch weapons when in a prone state while switching from Shield to a Melee Weapon.
- Fixed an issue that caused Dozer to not take damage and enter the heavy hit animation when an RPG would hit his shield.
- Added a unique shield bullet impact sound for Dozer
Falck - Falck's Syrette Pistol projectiles no longer deal damage to Dozer when they hit his Ballistic Shield.
- Falck's Syrette Pistol will now begin to replenish ammo when the reserve is missing ammo (akin to Zain's XM370A), as opposed to waiting for an entire magazine to be missing.
Irish - Fixed an issue that caused the explosion of the Shootdown Sentinel to unintentionally interact with the EOD Bot and remove player input from controlling it.
- Irish’s Deployable Cover will no longer damage players when it is destroyed.
- Shootdown Sentinel State tweaks and louder pre-explosion on sticky
Sundance - Sundance's Anti-Armor Grenade has been removed from the game.
Dev Comment: Sundance’s Anti-Armor Grenade had poor readability which would result in vehicle players being unable to detect between an incoming missile or an Anti-Armor Grenade. Which resulted in being unable to react suitably with countermeasures. Going forward, the only time you will see “Incoming Missile” alerts is when it is actually an incoming missile. Zain - Fixed an issue that would prevent players from setting the Airburst range on the XM370A for specific structures.
- XM370A's Range Number will now display the correct distance when looking through smoke.
Progression - Fixed issue where earning T1 Mastery on the Defibrillator did not reward the "Jack of All Trades" Achievement/Trophy.
- Adjusted Pilot Kill XP to only be rewarded when the victim's air vehicle did not also get destroyed at the same time.
- Avenger and Savior Kills now include who you avenged or saved in the XP log.
Hazard Zone - Fixed an issue that prevented the Javelin from being purchasable in Hazard Zone.
Vehicles - Removed yaw aim restriction from the LCAA Hovercraft, you can now rotate 360 degrees on the second seat.
- Fixed an issue with EMKV90-TOR’s zoom level not working properly on higher FOVs
- Active Protection Systems will now intercept Incendiary Grenades as intended.
- The Active Protection Systems light signal is now working as intended on all graphical settings.
- Fixed an issue which would cause animations to occur when in a vehicle open seat and switching weapons or gadgets.
- VFX trails on dumbfire rockets now continue until the projectile reaches the target.
- Barrage Missiles are no longer missing an audio cue when each rocket is replenished.
- Improved aiming for passengers while the driver is turning the body of the vehicle.
- Fixed an issue where weapon reload sound effects went missing after entering an open seat in a vehicle.
- Fixed a missing key bind in some passenger seats.
- We’ve done a full pass on camera positions on all passenger weapons to ensure they feel similar during gameplay.
- Fixed an issue with shooting soldiers with a vehicle not triggering in combat state for spawning
- Helicopter smart rockets will now lock onto designated targets
- Added overheat sound effects to flak on LATV4 and Hovercraft, as well as Wildcat's Heavy AA.
- The Air-to-Ground Missile no longer locks onto empty vehicles but will keep the lock if the enemy player leaves the vehicle during the lock sequence.
M5C Bolte - Players will no longer be able to shoot through the windshield of the Bolte
CAV-Brawler - The CAV-Brawler's 40mm Incendiary GL ammo box will now be attached to the weapon’s base.
- Soldiers are no longer able to see through their body while in open seats of CAV-Brawler.
- The CAV-Brawler should now display the correct hints while being locked on.
- The CAV-Brawler's 40mm Incendiary projectile can no longer be briefly seen floating in front of the weapon.
EBAA Wildcat - The missing Lock-on SFX when using EBAA Wildcat has been located and is now present.
- Lowered minimum damage of EBAA Wildcat's default primary weapon from 9 to 6
- Damage fall off start distance is now set to 250m for the EBAA Wildcat’s default primary weapon.
- Removed EBAA Wildcat's 30mm primary cannon inherited speed from the vehicle
- Fixed a reload sound for Barrage missile on EBAA Wildcat
EBLC-RAM - The missing Lock-on SFX when using EBLC-RAM has been located and is now present.
- Firing VFX is no longer misplaced on the EBLC-RAM when firing the Missile Launcher.
- EBLC Ram will now be classified as a Heavy Armor vehicle.
Jets - Jets will now benefit from Rocket Pods.
- You will now be able to look back while in the pilot seat of Jets.
- Reduced the dispersion of 30mm cannons on Jets.
- Increased the overheat rate of 30mm cannons on Jets.
- Updated the Third Person Perspective Camera to be more responsive and precise to your inputs.
Tanks - Removed staff shell smart lock on, it now dumb fires like all other tank shells
- Added an ability for staff shell to lock onto all laser designated target for extra damage
- Turret speeds will now be correctly reflected within the Vehicle Weapon loadout screens.
- Added an option to decouple the tank turning from aiming.
Vehicle Loadouts LATV4 Recon - Removed: 50mm Cannon, 30mm Cannon & Grenade Launcher
- Added: Canister Shot, Minigun with Thermal vision, HMG with Thermal vision & 20mm Flak
LCAA Hovercraft - Removed: TOW Missile from the passenger seat with these changes, to ensure that it further aligns this vehicle into its combat role. We feel that despite this item being skill based, a hovercraft should not have access to such a deadly item.
- Added: LMG with Thermal vision, Minigun with Thermal Vision & HMG with Thermal vision
EBAA Wildcat - Removed: 57mm cannon, Rocket weapon pod, Mortar Pod & 40mm Volley pod
- Added: 35mm Dual AA Cannons, Minigun with Thermal Vision & HMG with Thermal vision
MAV: - Removed: Flak Pod
- Added: Incendiary Grenade Launcher
M5C Bolte - Removed: 30mm Cannon
- Moved: Repair System to Slot 1 from Slot 2
- Moved: Missile Launcher to Slot 2 from Slot 1
- Added: 50mm Cannon, Incendiary Grenade Launcher and Passenger Detection Pulse.
M1A5, T28 and EBLC-RAM: - Added: Minigun with Thermal Vision & HMG with Thermal Vision
- Increased: Heatseeker Missile Damage to Air Transport Vehicles
- Lowered: Accepted angle of radar missiles from 10 to 5 (We’re not done with our response to this yet)
Weapons - Fixed an issue that caused the camera to shake erratically when firing the NVK S-22 on PlayStation 4 and Xbox One
- Fixed a visual inconsistency between the AEK-971 weapon model and its icon.
- Fixed an issue where the Factory Barrel Muzzle on the LCMG was invisible while looking through a x2 scope or higher.
- Fixed an issue that causes the RPK Flashlight to cast a shadow of the RPK's muzzle.
- The SWS-10 and DXR-1 no longer clips through the ground while shooting from a prone position.
- Increased the AK24 aim down sight movement speed to be inline with other Assault Rifles.
- Incendiary Grenades now keep doing damage after you've switched weapons.
- Enemy nameplates no longer have a bright glow when looked at through T4 Thermal 2.5x scope.
- Fixed an issue where the SVK bullets were zeroed at a different distance than the rest of the weapons, resulting in high inaccuracies at medium and longer distances. This issue became increasingly visible with the addition of Thermal Scopes.
- Fixed an issue that caused the M26 Mass Underbarrel Launchers to share ammo pools across all the variations
- Fixed an issue that caused the M320 underbarrel launchers on the M16A3 to all fire HE instead of their intended variations.
- Reduced the maximum bullet capacity of the MTAR-21's extended magazine from 50 to 40
- Longshot scope has been updated to read 12x instead of 40x.
- Fixed an issue that caused Weapon Scope Glints to not appear on several 4x and higher scopes and weapons.
- Fixed an issue that prevented the M416's flashlight from being turned on.
- GOL Sniper Magnum now displays its Fire Mode as Bolt Action instead of Single.
- Fixed an issue that caused the Kobra sight to clip through the M16A3
- Fixed an issue that caused the 40mm Smoke Underbarrel Launcher on the LCMG to display an incorrect name in the kill log if a player got a kill with it.
\Requires Season 5 Battle Pass (sold separately) and Year 1 pass to unlock. You must log in during the first 2 weeks of the season to claim your reward. Failure to log in and claim during this period will result in forfeiting the reward.) This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible. submitted by T0TALfps to battlefield2042 [link] [comments] |
2023.06.02 15:37 Sofronyami the tail of Beipiaosaurus doesnt make a "swiping dust away" animation like its bigger theri sibling. EVRIMA IS SHIT!
Hey there, dino-enthusiasts! Have you heard the latest uproar in the Evrima community? It's a tale of tails, and it's got everyone's feathers ruffled! 🦖🦕
So, let's set the scene: Evrima, the groundbreaking game that's taking the prehistoric world by storm. It's got everything a dino-lover could want - somewhat stunning graphics, somewhat intense gameplay, and of course, an somewhat incredible range of dinosaurs to play as, just kidding.
Enter Beipiaosaurus, the quirky little therizinosaurid who's been making waves in the game. With its funky feathers and unique appearance, it's no wonder players have been flocking to try it out. But there's one thing that's got everyone's knickers in a twist... the tail!
That's right, folks – Beipiaosaurus' tail doesn't make a "swiping dust away" animation like its bigger theri sibling. Gasp! The audacity! 😱
Now, we know what you're thinking: "Is this really such a big deal?" Well, to some die-hard the isle fans, it's a catastrophe of Jurassic proportions! They've been taking to the forums to express their outrage, demanding that the developers fix this egregious oversight and restore the tail-swiping animation to its rightful place in the game.
submitted by
Sofronyami to
theisle [link] [comments]
2023.06.02 14:18 Weekly_Sea_7778 Kenny Rogers Home Guitar Course TV Ad
I have been on the hunt for this item for longer than I care to admit.
I have been trying to track down a copy of the Kenny Rogers Home Guitar Course television ad (aka Quick Pickin', Fun Strummin') that aired numerous times in the mid 1970's and have had no success.
I contacted Alfred Permissions, the company that distributed the instructional records and tapes and they did release the product but have no copies in their possession. I've also contacted The Paley Center for Media, they do not have the ad in their archives. The Country Music Hall of Fame does not have the ad. Ira Gallen, who has storage bins and garages full of old videos, does not have the tape.
I've even tried a Kenny Rogers fan group and the Steve Hoffman web forum with no success.
Now the search has come here. Is there a copy that perhaps may be on a locally made VHS, Betamax, or other format of recording that shows this ad still exists somewhere in the universe?
Any assistance, advice, and insight would greatly be appreciated. Thank you for your time.
submitted by
Weekly_Sea_7778 to
Commercials [link] [comments]
2023.06.02 12:48 PsychologicalPilot55 Unpopular opinion Max Bowden overrated by fans
I know this is an EastEnders fan forum. I think I am the only person not impressed with Max Bowden acting. The press and the public reaction to Bowden acting is ridiculous. It just looks like PR. He isn't that good an actor. In fact, I think Max Bowden overacts. I think Max Bowden does a terrible job in the gay romantic scenes with costar Tony Clay. They don't got chemistry at all. I don't believe Ben & Callum are a gay couple in love. Just two straight male actors getting a pay cheque. Tony Clay has phoned in his performances lately. Tony Clay looks bored and not satisfied. I see two young straight men uncomfortable kissing another man. The kisses between Max Bowden & Tony Clay are terrible they look so uncomfortable doing it. They just want to get it over with. Look at how Ravi kisses Denise or Linda kissed Mick. Even the lesbian couple Suki & Eve performance better the kissing so much better. I believe Suki & Eve are in love and a couple. Their kisses are so passionate they do an amazing job. You see the difference. An actor is supposed to make audience believe their characters are gay. I don't see this with Max Bowden or Tony Clay. The kissing is terrible the actors lips are tightly closed. I can tell they are straight actors playing gay men. By contrast, Harry Reid who is also straight in real life his Ben Mitchell character I believe is a gay man. Harry kissed other men passionate with lips wide open. Kate Oates it appears trying to make Max Bowden the next Danny Miller. In fact, I think Harry Reid Ben Mitchell performance much better. Harry's Ben was more human, more empathetic, and I had sympathy. Check Harry Reid performance when his first boyfriend Paul dies just incredible acting . One thing I respect about Harry Reid is how professional he was on and off camera. I am not going to get into details because people can use Google read the articles online themselves. Max Bowden behaviour on EastEnders set not professional at times. Max Bowden is obnoxious he can't take criticism online well. Getting criticism online is part of the job being an actor. It isn't personal. People got a right to say they don't like Bowden performance. Max Bowden definitely gets preferential treatment on the show by the producers. Max Bowden put in the spotlight because the producers at BBC think he can win show a big award. However, this is another summer Ben Mitchell character get spotlight. It just seems unfair to the young male actors in Bowden age group. Harry Reid never got the respect from the British media and fans. Harry Reid is a gentleman on and off the camera. Harry also a better actor and much believable playing a gay character than Max Bowden. Just my opinion.
submitted by
PsychologicalPilot55 to
eastenders [link] [comments]
2023.06.02 12:19 Bic44 OWS looking for unskilled, casual drivers who just want to have fun driving Old, Weird or Slow cars (details below)
| There's a lot of Gr racing leagues and events. Blistering fast cars that give a thrill and favor highly skilled racers. I'm not one of those people. I enjoy driving all the oddball stuff. Or the classics. I love seeing a field of mish-mash cars. That Honda S800 trying desperately to hold the lead in a straight with a Dodge Challenger and Maserati Merak hot in pursuit is my idea of a good time. So, this is the start of a little corner of GT for all of us fans of the off-the-beaten-path cars. My idea is simple - meet, have 3 - 5 short races then a main event. No BoP here, just tune your cars how you like to fit the restriction and race. The idea isn't necessarily to win, it is to do two things (besides having fun) - practice good racecraft and enjoy seeing other's cars. I don't want anyone to feel intimidated, I want varying skill levels. A place where you can swap a couple parts in or restrict poweadd ballast to fit the PP and race. We all have lives, I'm no exception. I want people to be able to jump in with 5 minutes of prep if they want. You can use whatever aids you like. Competitive without being intimidating. Obviously, crashes happen and it's a part of racing. And I expect this could potentially attract new racers (you're wholeheartedly invited!), so don't feel bad if you've caused a wreck. Having said that, please do not drive aggressively. That hole that you might just be able to squeeze through? Don't take it. Gone off into the grass a bit? Be careful re-entering. GTplanet has a good racecraft guide here https://www.gtplanet.net/forum/threads/the-good-racecraft-guide.183891/ If you follow that AND remember this isn't a 'winning is everything' mentality league, you'll be just fine. So join me - let's see those cars gathering dust in your garage. Maybe we'll even see some historic liveries or nice original ones! And to add to this (sorry for all the text!) we have a new event that we've made even more beginner friendly. Two discord friends put their heads together to come up with this, and we had the first trial run this week. It was a blast! Im just going to copy and paste her words "Hey Reddit! You have probably seen a few posts here recently about a league called Old, Weird, and Slow. The league is growing quickly and we’re having a ton of fun over there. Through some conversations over there, some of the other moderators and myself have identified a need for a (North American timezones) weeknight race. The idea is to have an event with a short weekly time commitment (<2 hours a week for practicing and racing). We race on Wednesday evenings at 8:30pm eastern time, with a 30 minute practice session opening at 8pm. The primary car focus of this club is on fun, small cars like kei cars, roadsters, hatchbacks, and smaller coupes and sedans with relatively low hp. We announce the cars and tuning regulations for each week’s race on Sundays on our discord, but don’t announce the tracks until 30 minutes before race time so no one feels like they need to spend a ton of time preparing and/ or risk falling behind if they don’t. Like our parent league, newcomers and veterans alike are welcome to come take part in an environment that puts fun, inclusivity, a love of cars, and community over die-hard competitiveness. In our “Petits Gâteaux” league, it’s also our goal to create environment where everyone feels free to ask technical questions and share set-ups and strategies in an effort to deepen our understanding of the game. If you’re interested, more details can be found on our Discord. We hope to see you out there!" We also have a time trial currently running, and another league that's a slightly more in-depth experience. While this isn't a one-stop shop for all racers, we hope we can attract all sorts that want some laid back races. Hope to see you there!!! https://discord.gg/2FuPjQuCAF submitted by Bic44 to granturismo [link] [comments] |
2023.06.02 11:31 DrawingAdept6069 Hello Security Process causes High CPU usage on Windows 11
| Process called "Windows Hello Security Process" (Ngclso.exe) is constantly causing CPU load between ~8 to 25%. https://preview.redd.it/duafnonymk3b1.png?width=979&format=png&auto=webp&s=4b58208130040e06d64c752d229cf2f5ba7668fa Brand new Lenovo Thinkpad X1 Yoga 8th Gen Laptop: - Product number: 21HQ002WMX
- Processor (13th Gen Intel(R) Core(TM) i7-1355U)
- Memory (15.68 GB)
- Windows 11 Pro Version 22H2 (OS build 22621.1702)
- Stock lenovo installation (that is just added to company domain)
Tried the following: - terminating the process - it just restarts immediately
- searching 'Services' and 'Startup programs' for the application, cannot be seen or prevented from starting there
- Updated all drivers & everything with Lenovo Commercial Vantage -application
- installed all Windows updates
- disabled Fingerprint scanner and Face rec. from Device Manager
- disabled Windows Hello via registry (Computer\HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\PolicyManager\default\Settings\AllowSignInOptions)
https://preview.redd.it/k1b7j2yxnk3b1.png?width=322&format=png&auto=webp&s=468705f34f5653110e4f9fae47e7199cc90e82e5 Basically the same issue that someone had here, tried all I could think of to fix/disable Hello-features. There doesn't seem to be any reason for this process to run since it's not actually doing anything. Don't really need Hello for anything either, I logon using just pwd anyway. Computer keeps running hot with unnecessary fan noise decreasing battery life :( Anyone having the same issues or got any suggestions what I could try next? Is this some weird Lenovo-issue or related to Win11? Never had anything similar with Win10 using previous Lenovo X1 from 2018. submitted by DrawingAdept6069 to WindowsHelp [link] [comments] |
2023.06.02 09:47 Other-Requirement277 Famous Filipina Genshin Impact content creator & her boyfriend bullied me, and her follower doxed me
Alam niyo na kung sino si girl.
So it started when I commented dun sa isang video niya. It wasn’t only me who pointed out na may mali sa video niya about info ni Diluc. I honestly forgot about which specific aspect dun sa video, basta it was misleading and spreading misinformation. No pinned comment to correct it, nor no correction mismo sa video. So ayun, there were a handful of comments pointing it out and she skipped reacting to those.
I commented (now deleted) why she wasn’t addressing the issue, because it was important for her as a content creator to give correct information as not to mislead players into spending resources and even real life money. And ang laki na ng following niya.
Aguy. The girl went bat crazy. She sent paragraphs of reply sa comment ko and her boyfriend chimed in, mas grabe yung bf niya personal attack talaga. Na gulat ako kasi ng effort sila mag reply sa comment ko but not address her mistake?
Other mean comments followed suit from her other fans. But one specific followers recognized my username (I didn’t know him) kasi, at that time, I was active sa PH Genshin groups. Said simp defended her and doxed me - he gave out my real name and which group I was from. I literally froze and wanted to vomit. My Youtube username was not my real name, I dunno how the guy found out. I reported the matter to Youtube and they did nothing kasi apparently they don’t focus on the comment section when filing serious reports, more on the video sila and there was no option in the report to specifically point out such comment.
So to protect myself, I deleted my comment along with girl and her bf’s mean comments dun. Youtube still didn’t do anything about my report.
Sobrang sad ko lang because of how girl handled the situation. Hinde ba pwede she talk civilly since sikat siya na content creator? Super red flag din yung bf niya who instead of helping correct her, naging rabid guard dog na tuloy who attacks anyone who points out a mistake she made.
Because of that incident, I stopped being active sa Genshin groups. People are so quick to be mean to real life people while defending pixels in an online game. I get anxious everytime nakikita ko siya online and avoid her videos. This came up lang kasi I just saw her sa Conquest.
I just wanted to vent that not everyone who presents themselves online as sweet are what they really are irl. She wasn’t even trying to hide it. She’s a bully and she’s fueling others to allow bullying. I’m sure she doesn’t even remember this incident, but I do and it brought up a lot of past bullying trauma, and so much so that I don’t enjoy interacting with the Genshin PH community anymore.
If you do find yourself in an arguement online, maybe try not to attack that person personally? Is that so hard to do? Stick sa arguement and don’t be an ass, lalo na if you’re an influencer.
I learned my lesson din how toxic this community can be. I don’t engage na, I only comment on forums to give advice or to help lower AR players with in game stuff. Yun lang. And hugs to anyone who went through online bullying!
submitted by
Other-Requirement277 to
OffMyChestPH [link] [comments]
2023.06.02 08:51 Sanae28 About the Misugi fans ... I mean the really fans of Jun Misugi ...
Actually online there's a blacklist or better a blocklist of them.
I must admit that I'm the first person that banned all them more than a time and I'm ready to do this again and again to protect this forum and all the other fans (even the true fans of Misugi).
I think that it's wrong define these persons Misugi fans, because the most is salty tsubasaxyayoi shippers, in fact they went jealous, when Tsubasa talked with Michael about his wife without remembering Misgugi's girlfriend (Please someone can explain to me, why Sanae's husband should care about Misugi's girlfriend?)
It's clear that in the fandom of 'Captain Tsubasa' there's is a 'ship war' ongoing:
TsubasaxSanae (the endgame) vs TsubasaxYayoi (YayoixMisugi ... always poor Misugi)
This thing is extremely strange, because Tsubasa married Sanae more than 25 years and there's the 0% of possibility that Tsubasa, a day, can leave Sanae and the twins for Yayoi, because Tsubasa loves his wife.
In fact they only apparently venerate Misugi, but it's clear that they prefer Tsubasa (like me), beacuse they always compare the poor Misugi with the protagonist (like Yayoi).
It must be 'Because in war and love everything is legit', right?
And, a shipper, never stop shipping, not even if the protagonist is married?
Basically Misugi is nothing more than a material/object man.
I'de like to know if there's someone who likes Misugi simply, because he's Misugi.
People is tired to read ...
"Misugi without his problem ... " and I could say "And Hyuga with his father ..."
Is there a true fan of Misugi somewhere or not?
I'de like to have some opinion, because I've understood that the true fans of Misugi need to be protected, like all the other fans of the fandom.
Please note well.
I could block shipping in every moment remove any post or comment about shipping.
submitted by
Sanae28 to
captaintsubasa [link] [comments]
2023.06.02 04:50 heisei Old fandom active again makes me feel young and happy
I feel like I am back to 15 again with friends giggling and passion sharing over small details of our favorite manga (Japanese comic for anyone who doesn't know).
In the 90s, Slam Dunk - the basketball manga swept many Asian teenagers off their feet and set the foundation for basketball way everywhere. During that time, we waited weekly for a cheaply made book with funny mistranslations. I joined forums, used mIRC and torrent and waited for days for a file to download. It was so hard to reach out to internal fandom and fan related works so we were in our own bubbles.
This year with new Slam Dunk movie released, the old fandom rose again from the dead of silence. People my age flocked to cinema to watch, people who already have bald head and kids in high school. It's such a fever dream coming true. I had never been an active fan in any fandom, only lurking around and consume contents. But this time is so different. This is my youth and my favorite. I actively collect materials, Internet helps me to reach out to fans in China, Korea, Japan likewise. We have so many things to gush over about. I met new fan who is still in high school, university and we have no barrier between us, just sharing passion.
After kid, I have been so busy, I was so lost in life that I forgot I could be this happy and be myself again. New work and new fandom gives me a sense of new excitement. But old fandom rise again after decades of going off-radar is completely different. It's like meeting old friends, going back to become a teenager who has nothing but being carefree.
This time of the year is the best time I have had for a very long time.
submitted by
heisei to
CasualConversation [link] [comments]
2023.06.02 03:43 DwnRange Elden Ring 1.00 (PS4 hard disk) questions
Today I decided to play on my PS4 Pro console (normally I'm playing on an upgraded PS4 Slim) - I remove the ER hard disk from my Slim slap it into my Pro and load it up, and NO I did not bother to go online to get an update patch as I wanted to see how the game plays on 1.00 - (nary a problem yet with the game, just weirdness).
Question # 1 - has anyone here on the ER Reddit forum ever played ER 1.00 straight off the disk?
WTF - I get to the Church of Elleh on a new game and notice Kale has no Throwing Daggers in his inventory - infact his inventory is completely different, he's got a Dagger and a Short Sword, some Shields I do not recognized and the cook books have different names on 'em (Deserter's Cookbooks 1 and 11) - and when I look at the Switch Display screen it says "Expands crafting repertoire", all 4 of the cookbooks I've bought say the same thing too......????
Question # 2 - different rune names, most of the Skulls randomly found now say Pauper's Rune, with found gaveyard ones saying Fringefolk's Rune 1, Fringfolk's Rune 2 - 3 - 4 etc......., is this the way the game was setup to play originally on the 1.00 ER disk?
I go to grab the Smithing Stone off the Bridge southeast of Gatetown Ruins and the Somber Smithing Stone below (heading toward the Tolls Wagon and I get instead some Trina's Arrows and a Gravity Stone Fan - seems everytime I go to grab something "it's completely different from what I gotten after getting ER and uploading console patch 1.07.
It's an entirely different game - ya cannot jump on your horse if your character is "crouch/sneak walking", ya have to stand up to trigger Torrent.......
I now have 6 - Smithing Stone Shards, 3 - Large Smithing Stone Shards, 1 Hard Smithing Stone Shard and 2 - Large Hard Smithing Stones............................, and I got most of 'em where normally one gets them but not always..... I haven't even been to the Roundtable yet to see how I upgrade with these.
It's different but I'm liking it.
submitted by
DwnRange to
Eldenring [link] [comments]
2023.06.02 02:47 Fun_Report6609 I did everything wrong....
| But it all seems to be working out! Background. I (50F)have been dealing with some pretty bad depression for the last 3-4 years or so. I started looking into micro dosing shrooms a couple of years ago, ordered a few syringes, tried an all-in-one bag that ended up being contaminated (the 2 unused bags were contaminated as well)and didn't try again. I read about Uncle Ben's tek, but never tried it. Bought a few bags at the Dollar Tree and Aldi (off brands) This was 2 years ago. The other syringes have been in the fridge since then. So a few weeks ago my roommate's cat was sick with an upper respiratory infection so I went to mixed up some oral meds and couldn't for the life of me find a syringe to accurately measure. So I remembered the syringes in the fridge. I grabbed one, pulled out 4 bags of expired brown rice, barely swiped them with alcohol, didn't sterilize my needle between bags, didn't shake or roll the syringe to mix it up, didn't turn off the AC or fans, didn't put any fresh air holes, and didn't have any micropore tape, so I didn't cover the injection site. I sat them upright, in a bathroom cabinet above the hot water heater (it stays warm in there) and then washed the syringe and went and dealt with the cat. All 4 bags spawned. 2 took longer than the others. I put the two first bags, one in each 1 gallon Ikea box about a week ago and did the second 2 yesterday. They look amazing! I am going to start giving the first 2 some FAE and let the other 2 colonize a while. I have since re-read all of the stickies in this forum and have bought more rice and some micropore tape since I have two more syringes. I know I did absolutely everything wrong, but I guess luck was with me this time! submitted by Fun_Report6609 to unclebens [link] [comments] |
2023.06.02 02:43 qwertyuiop924 [Doom Modding] "We made TNT too cool": The story of Final Doom and the original paid mods controversy
The Doom community is, currently, dealing with the drama of a contender for map of the year being dropped on the forum by a mapper who wishes to remain anonymous (to the point that mods had to step in and lock the thread over issues with invasions of privacy). This is not a write-up of that drama, because that drama is not over. However, it did get me thinking, and I realized that nobody had ever done a writeup of what I consider to be
the Doom drama. The big one. And who better than I, who was not even born when it happened, to talk about it?
Well, probably a lot of people. But I'll do my best to try and tell it anyways.
Prelude In 1993, id software released Doom. While it wasn't the first first-person shooter, or even the first FPS made by id software, it would be the game that would define their legacy. It was fast, it was visceral, it was tremendously technically impressive for the time, it felt
good to play, and the first eight levels were free (well, nine if you count the secret level).
If this was all there was to it, Doom still would have been an important marker in the development and popularization of the FPS genre. But there was something more. id had noticed that people had begun making custom levels for their earlier games, figuring out the file formats on their own and distributing patched versions of game files with brand new level sets. This resulted in John Carmack, id's star programmer, made a radical proposition: Open the floodgates, and
explicitly support custom content.
While this was the subject of some debate within the company, in the end, Carmack's side won. Within days and weeks of Doom's release, id's bsp compiler (which generated the data Doom needed to make levels playable at an acceptable framerate) would release, along with documentation for Doom's wad file format and the various kinds of data "lumps" that lived inside of it (NOTE: despite the stated commitment to do so, I can't find much evidence for documentation outside of the source code for the bsp program itself. Combined with allusions to reverse-engineering in some of the wiki articles I consulted while writing this, I get the sense that at the very least, what information id provided was not quite sufficient on its own). Doom itself was consciously designed to separate maps and data from the guts of the engine (although many elements such as enemy behavior was still hard-coded) and would also be outfitted with the ability to accept a list of patch wads to load in order on top of the official wad from id, which could be used to replace assets, music, and levels with custom ones without copying and redistributing game data files. Any custom wads could then be distributed over the internet with id's blessing, free for anyone who bought the full version of Doom to download and play. The one snag was that because id built Doom on beefy NeXTStep workstations instead of the PCs that players used, they actually couldn't release their mapping tools: they would have been impossible for almost anyone else to run anyways, unless they wanted to toss Steve Jobs's company a truly eye-watering amount of money. The mapping software would have to come from the community itself.
In many respects, this was the birth of PC modding culture as we know it. No, Doom was not the first game with user-generated content, but the arrival of the internet into the homes of Mere Mortals combined with the release of a smash hit game that actually encouraged users to make and share mods resulted in a large community of mappers and players. A community, in fact, that remains intact 30 years later. There are probably new Doom maps being released as I speak.
However, it would take some time for mapping tools to be developed by the community and for mappers to get the hang of them. Maps really really started releasing in 1994, and because Doom 2 was released in October of that year, most of the Doom community jumped over to that game pretty dang quickly. Doom 2 is in many ways a standalone expansion for Doom 1, using exactly the same engine with relatively few upgrades behind the scenes, but it's the product of more experienced mappers (the team at id had gotten practice making Doom 1, after all). Crucially for the modding community, it also added a lot of new
stuff to the game: the chaingunner, revenant, mancubus, hell knight, arachnotron, pain elemental, and, of course, the dreaded arch-vile were all added to the game, as was the iconic super shotgun. Having to do without all of these upgrades, which really did make more varied and interesting gameplay possible, was enough to dissuade most mappers from going back to the original Doom.
By 1995, Doom mappers were firing on all cylinders. Meanwhile, inside of id, Quake was in the middle of development hell.
Outside of id, companies were making money off of downloading a bunch of Doom wads off the internet, sticking them on a disk for people who still didn't have convenient internet access, and selling it. These compilations were notorious inside the community for 1) taking mod authors' content, redistributing it, and profiting off of it without permission, and 2) being generally of extremely poor quality, even featuring maps that would outright crash the game. All the same, the developers within id looked at the money junk like
D!Zone was making off of
their game with envy. Doom, it seemed, still had some life in it, and plenty of people willing to pay for new content. What it needed was an expansion pack. Between Quake and other projects (supporting the development of Hexen, and creating the bonus episode Thy Flesh Consumed for The Ultimate Doom, a commercial boxed copy of Doom 1 that could hopefully reach those unwilling or unable to mail order it from id), nobody at id had time to make a full-on expansion on their own.
So if D!Zone is making bank off community maps... why not just pay members of the community to make maps for an expansion?
The first result of this experiment in trying to be D!Zone was
Master Levels of Doom 2, a pack of 20 levels (21 counting the secret level) created under contract with id by members of the community and released just before Christmas in 1995. It also came packed in with extras including Maximum Doom, a collection of 1380 levels downloaded from the internet (most of which, of course, aren't very good). As far as I can tell, the community consensus on the Master Levels proper are... fine, especially for the era, but aren't really anything special. I've never heard anyone describe them as "must-play content."
But I'm not here to talk about the Master Levels. I'm here to talk about id's
other community project, born a few months before the Master Levels released (another note: it's not actually clear to me when the Master Levels started development. I suspect was already in the pipeline by the time October of 1995 rolled around). Because that's the one that made people angry.
Dynamite Ty Halderman did not fit the stereotype of what a Doom player is supposed to look like. By the time the first game released, he was on the verge of turning 50. However, he was tasked with benchmarking the effects of networked Doom on overall networked performance (due to some mistakes made in development, early versions of Doom could cause performance problems for other computers on the network, causing it to swiftly be banned at universities around the world upon release) for his work. Therefore, him and a few of his co-workers set up a test network and set about playing some coop Doom to get a sense of how bad the problem was. Bad news: it was bad. Good news (at least, for the Doom community): Ty Halderman was now thoroughly hooked on Doom. And he started to get involved in the modding scene before the first mapping and modding tools were even really entirely ready and done.
Around late 1994, early 1995 (according to Ty's recollections from 1998, at least), talk began on the doom-editing mailing list of getting a bunch of mappers together and doing a big wad with a bunch of levels. It's not clear to me that the plan was to fully replace all 32 levels of Doom II, as eventually did happen, but the project was certainly ambitious from the jump. John Romero even chimed in to say that it wouldn't be worth it because Quake would be out by that fall (severely underestimating both Quake's development time and the dedication of the Doom community). This group, apparently, split in half: one team wanted to do something more ambitious, utilizing sprite edits and binary patching tools like dehacked to make something akin to what we'd now call a partial conversion. This group would ultimately not manage to release a wad. The other group, headed up by Ty himself, wanted to simply make a pack of levels on top of Doom 2. This group would see considerably more success, getting their own mailing list and (as online collaborative projects so often do) shrinking from a group of something like 100 interested people to a team of more like 30-40 people who actually got the work done.
I have never found a satisfactory explanation for how it happened, but somewhere in this juncture, this modding team was named. They called themselves The New Technology. But they would go down in Doom history simply as TeamTNT.
Lighting the Fuse By late 1995, two things were becoming clear. One, Quake wasn't coming out yet, and two, TeamTNT's megawad (the community term for a wad with at least 15 levels) was nearing completion. Given the name "TNT: Evilution", it had been announced on usenet and hype was building. A release date was announced. The New Technology: Evilution would be released as a free download at midnight on the night of October 24th, 1995.
: What's TNT?
TNT is an episode replacement for Doom2 featuring the best of the best levels/graphics/sounds. All new stuff.
You have been warned.
I want you to picture yourself as a Doom fan on October 24th, 1995. You're hyped. You're excited. You sign onto Usenet to check out the latest Doom news. And then you see a message from TeamTNT's PR coordinator, going under the user name "H2HMud", with the subject line "TNT is coming
". You click it. And you see this message:
TNT IS COMING tick...tick...tick.... Opps! On Doomsday, Oct 10th, we announced that TNT would be released in "2 weeks"
That's tommorrow, but we ran into a snafu. We'll probably have things worked out by Friday, so please bear with us.
--TeamTNT
Heh, no wonder id now says "as soon as it's finished"
Friday comes. And that's when you see this message.
The New Technology: Evilution (1995/10/27 Press Release)
Hi again.
I know many are waiting for TNT: Evilution to be released today.
The snafu that occured Monday was this:
We made TNT too cool, at the 11th hour, we were contacted about the possibility of it being released commercially and asked to delay release until Friday so they could determine if they wanted it.
They do.
Futher discussions are currently underway.
The upshot of this is that TNT will probably be released in stores around the world in January.
I will post further information as soon as I can.
--H2HMud (TeamTNT PR coordinator)
P.S. no, sorry, I am not at liberty to provide any further information at this time.
Detonation
Behind the scenes, Ty Halderman received a message from John Romero, only hours before TNT was set to go live.
"Hey - release date is tomorrow, eh? Are you guys selling this, or would you like us to do it? If you didn't release this on the net it would be more valuable in retail."
Within an hour, Evilution's leadership, the Quality Control Team, met up with John Romero on IRC. And I mean really, if one of the lead developers of the game you were modding reached out to you and said the company behind the game wanted to publish your mod as an official product... how could you turn down an offer like that?
Thus begins what may well be the very first paid mod controversy. Doom community members were confused and upset. People weren't even sure who was publishing the project, and at least a few posters accused the original build-up in hype around Evilution of being a PR stunt to draw attention to the commercial release.
I personally am willing to make the commitment that whatever company publishes this can count my group out of its customer base -- for any product it releases. Selling Wads is fine, but promoting and hyping it and then saying -- oh, it was just too cool -- is in rather poor taste.
When id started out, they intended for people to have FUN with level editing, not to make a profit off their (id) work. Although I can understand the desire to go commercial, this being such an organized project of such scope, I am sure there are wad editors out there (like me) who, even though they aren't as good, are learning and will one day be as good, who would be willing to do such a project for free in the future.
TeamTNT was put in a tight spot by even entertaining Romero's deal. As H2HMud put it,
The fact is we were left with several options: (a) just lie to everyone who was looking forward to checking out TNT:E by telling some lame story about an indefinite delay (utterly unacceptable); (b) just say nothing (rude and unacceptable); (c) come out and inform the public of as much as we can at the time and take all the heat that might result from it (the only honorable course of action).
Users seemed to be split on whether or not selling wads was was okay. The author of a Doom level editor jokingly asked for a cut of the profits if TeamTNT had used his software. Others were... well, as hostile as you'd expect to the idea of paid mods:
Ask yourself: Would YOU buy a .wad when there's people like me, [a list of mappers] and others turning out perfectly good wads for free, because we enjoy doing it? No you bleeding well wouldn't. If you want to make 50 dollars, sell it. If you want lots of praise, lots of users and a nice warm feeling inside, give it away. Get me? I will never BUY a PWAD.
As it should be a freeware project! There are far to many good, nay I say GREAT, wad authors making their wads freeware why would any one want to pay for any!
You may get a few dollars - although Doom will never die, Quake is just around the corner - but is it worth the contempt and disgust of the entire Doom community?
Others thought it was unethical to do because... well, the team had already said the wad would be released for free. Still others argued that it was spitting in the face of the programmers who wrote the free programs mappers depended on, on the assumption that the mappers would put out their works for free as well. Still others resolved to make their own megawad with blackjack and hookers:
Hey, wait just a darn minute here! The TNT team isn't the only people out there who can design/build/assemble a 32 level PWAD collection. Sure, we all wanted to play TNT and I was really looking foreward to killing time with it till Quake came out but, now that's not gonna happen.
I have a suggestion: Let's build our own 32 level PWAD and release it for free BEFORE the January release of TNT.
All we gotta do is come up with a name, build a WWW page, and throw together 32 kick ass single player Doom 2 levels. I'll bet we can even have some new graphics and sounds.
(as far as I know nothing ever came of this)
Meanwhile, TeamTNT had their own internal struggles. Getting published wasn't all sunshine and roses: the team was not very well credited in the release (one reviewer of the Playstation release, which included the master levels, mistakenly noted that the Evilution levels were "id originals"), and id forced them to make quite a number of changes (id wanting to ensure that the game was playable with a minimum of 8MB of RAM meant some levels had to be made smaller, and there were various other other matters of how the maps played). All while still suffering the ire of the community.
Radioactive
The official release of what would be dubbed Final DOOM actually has two parts. The first is TNT:Evilution. Unbeknownst to TeamTNT, two of their members would be making the second part as well.
Dario Casali saw Doom for the first time because a friend of his has a PC at school. Then he started playing it. Him and his brother Milo both then got into Doom mapping. As to why, according to Dario:
Being able to fight my brother in a world that I had created was a huge attraction for me.
I'm think that's half-joking. But only half.
Anyways, Dario and Milo joined up with TeamTNT and submitted 8 levels to Evilution, four of which id would eventually cut. Around the time John Romero contacted TeamTNT with a publishing deal (it's not clear to me whether it was after or before, but I very much suspect after), Dario and Milo decided to build an 8-level wad and put it online, which took about a month. I don't think this wad was ever released, because Dario then decided to send the wad to American McGee at id. id, upon seeing the work, were impressed. So they asked Dario and Milo if they could make 31 levels in four months or less. Against all sanity and reason, they agreed, and four months later they delivered a full 32-level wad to id to make up the second half of Final Doom. Which was quite surprising to the rest of TeamTNT, who didn't know anything about the deal.
This wad be known as the Plutonia Experiment. Remember that name.
Aftershock
Final Doom released on June 17th, 1996, to a critical response somewhere between negative...
If Final Doom offered new monsters, new weapons, or even new challenges, this would be a very different review. Sadly, all three are lacking in this release. The only tangible benefit Final Doom offers over its predecessors is 64 new maps to play. When you consider that there are literally tens of thousands of levels that can be downloaded off the Internet for free, you have to wonder why a mere 64 levels lists for $54.99!
and vaguely ambivalent:
Final Doom is a blast on the PlayStation, even if nothing is really new.
Inside the Doom community, which most definitely did want more Doom, most people did end up buying a copy of Final Doom, eventually. While a few community members would continue to snub TeamTNT for years, most people were perfectly willing to let go of the initial outrage. As Linguica, admin of Doomworld said in 2003:
The controversy quickly died down, but the scars still remain. (Not really.)
But then, I hear you ask, why is this worth a hobby drama post if it didn't have an impact?
Because while the initial wave of outrage didn't have a longterm impact, the choices TeamTNT made absolutely did.
Because for whatever else you could say about it, Final Doom was good. Evilution itself is widely considered to be entirely fine. Most seem to agree that the quality is a bit inconsistent, some really love it, a few consider it dull or bad, but most Doom modders think it's solid, and it's doing some good stuff (like making a conscious effort to build maps with a greater sense of immersion). The real star of the show, however, is Plutonia. It was like nothing else anyone had seen. The Casali brothers were bored of playing Doom 2 on hard and wanted a meatier challenge. In the process, they had built levels like nothing else that was out at the time. Plutonia, to this day, is extremely highly regarded, and has been cited as an influence by just about every well-known mapper out there. On Doom's 25th anniversary, mapper and community member Not Jabba had this to say:
Although the Casalis’ work leaves plenty of room for improvement, it’s fair to say that they laid so much groundwork that there wasn’t a whole lot left to lay, and that all combat-oriented mapping has been a series of footnotes to Plutonia.
BOOM
There is one more piece of fall-out from this whole incident. In 1997, Doom went open source when id released version 1.10 of Linux Doom, a version of the code that had been modified and cleaned up as part of plans for a book about the Doom source code that never ended up being released. This code had to be ported back to DOS (this is the origin of the term "source port" to refer to an open-source version of a game engine). TeamTNT were still around, and Ty Halderman, alongside Lee Killough, Jim Flynn, and others, set about making their own TeamTNT official source port. This port would become known as Boom.
While Boom wasn't the most advanced sourceport, it had a lot of the extensions mappers really wanted to use (and removed a lot of annoying limitations that mapping for the original game required you to be aware of), it was stable and worked fairly well, and crucially it was extremely accurate to Vanilla Doom so demo playback worked well so long as the compatibility level was set right (I don't have time to explain that sentence, but it's a good thing, and speedrunners really care about it). This popularity and the relatively conservative nature of its additions to Doom meant that even most source ports that weren't just forked from Boom directly implemented its new features, and "Boom compatible" was the most featureful map format that was widely implemented across almost all sourceports for about 20 years. It's still a popular format to this day, both out of appreciation for its limitations and because of its wide compatibility, and although Boom itself fizzled within a year, its descendants are still widely used (most notably, the speedrunner-focused DSDA-Doom).
What does this have to do with Final Doom? Well, Final Doom made part of it possible. The reason that accuracy to vanilla was a problem was that Linux Doom 1.10 did not behave identically to Doom 1.9. Boom was more accurate to Doom 1.9 than any other engine (well, any other engine that didn't subsequently copy Boom's fixes) because, thanks to their relationship with id, TeamTNT was granted temporary access to the DOS Doom 1.9 source code (which could not be released in its entirety for legal reasons) in order to resolve incompatibilities. Meaning that Final Doom resulted, strangely, in source ports being better.
Where are they now
TeamTNT kept on going through the rest of the 1990s and even the early 2000s. They would put out another 32-level megawad, Icarus: Alien Vanguard, also in 1996. 96 was actually TeamTNT's most prolific year: on top of all that, they put out two deathmatch megawads, 32 maps each, and Eternal DOOM, another singleplayer 32 level mapset which was originally being developed by Team Eternal (I believe Team Eternal merged into TeamTNT? The wiki doesn't totally make it clear). When you're the biggest mapping group in the entire Doom community, you can make a ton of massive map packs in one year I guess. After that year, their wad output would slow down, but wouldn't entirely end until 2008. As far as I can tell, TeamTNT didn't exactly disband, more just kind of slowly faded away.
John Romero left id software to make Daikatana, which you can read about here on hobbydrama. Apparently he's pretty chill nowadays, and he made a surprise comeback to Doom modding, with Tech Gone Bad and SIGIL being his most high-profile releases. His maps were generally well-received, with Tech Gine Bad even snagging a bonus Cacoward, but are generally seen as just solid rather than particularly revolutionary.
Milo Casali went on to work for a number of gaming companies, most notably Ubisoft Toronto, and seems to still be doing level design work.
Dario Casali left the Doom mapping community and after a brief stint modding for Quake he was snapped up by a brand new videogame company in Belleview Washington who were very eager to hire some talented Quake mappers to design levels for their first videogame: an FPS by the name of Half-Life. Dario was at Valve until quite recently, and has worked on many of your favorite Valve games if you like Valve games. While it's rarely clear what each designer worked on at Valve, I believe he was the primary person responsible for Half-Life's multiplayer maps. So if you get nuked on dm_crossfire, just remember: It could have been archviles.
Ty Halderman remained an important and respected member of the Doom community, taking over as admin of the /idgames FTP archives (one of the largest archives of Doom wads on the internet) in 1997, and remained so for almost 20 years, being a consistent and professional member of the community. In 2014, Doomworld gave him the Espi Award for Lifetime achievement for his contributions the the community. In 2015 Ty Halderman passed away at the age of 69, due to complications from a brain tumor. The community would mourn his passing over the following months.
Final Doom was a weird, awkward mess of a product, released after the public had moved on from Doom, incensing the community during its production, and improbably going on to shape the Doom mapping and modding scene as a whole. Ultimately the drama is just a footnote. But I thought it was an interesting one.
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2023.06.02 01:44 QueenKosmonaut Literary references in BE
Hi everyone, basically I am stuck at home for the foreseeable future thanks to chronic illness. To help pass the time I've been getting back into reading. I've seen a number of different literary references Conor has made over the years in his various projects come up in fan forums, but I haven't been able to find a definitive reading list anywhere. I'm coming up on the end of my current library order list and I would love if anyone could give me some titles that Conor has referenced in his songs, or really anything other suggestions you might have!
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2023.06.02 00:17 eau_rouge_lovestory Need F1 Fans‘ help from around the world to surprise a friend
Hello all I would love F1 fans from around the world to participate in a little surprise for my F1 obsessed friend who’s down in the dumps.
He loves loves loves F1 and one of his most treasured moments in his life is when Verstappen beat Hamilton on the last lap of the last race of the season to clinch the championship.
He has not had the best few years recently, is depressed and not doing so well. The only silver lining in his week is when there is a race and Verstappen wins.
So I want to surprise him with something crazy and extraordinary and I’m hoping that with all of y‘all‘s help I can make it happen.
Since he watches every race diligently I would love to have him see someone in the audience holding a flag or poster saying „friend _name, you are loved“.
And maybe he feels a bit better every time he sees that at a race and it’ll cheer him up just a little bit.
I’m therefore, asking for help from fans who are attending races around the world to help me make this happen.
Even if I get to do this at just a few races and not all races in the rest of the season it would be lovely.
If you’re attending a race and would like to cheer a fellow formula 1 fan up please reach out to me. If this isn’t the right forum to post or if I should pick a different flair then please delete and let me know where else I could go to find lots of f1 fans who would be open to this idea.
Thanks for any help you can offer at all. I also posted it over at
Grandprixtravel and some kind people said they would try.
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2023.06.01 23:22 Calm_Logic9267 Rolex 3235 running as it should after rebuild
A month or so after getting the LV back from warranty service, it is running like it should.
I now have a watch that performs to specs (actually better), instead of the -8, -14, steadily worsening amplitude problem.
A lot of people say their 3235 problem came back after a while. We'll see what mine does.
To all of you here in the forum who shrug off the issue, not bothered when a $10K+ Rolex keeps time like a $300 Laco, all I can say is that you and I are not the same. You are apparently a buyer of men's jewelry. I buy watches that I expect to perform well.
Currently, my LV is back to that.
(And hold your fire, Casio and Seiko fans, I'm not interested in quartz comparisons.)
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2023.06.01 21:35 Darkt1mes PlayerFinder Beta - Now Supporting Diablo IV
| We are delighted to announce the beta release of PlayerFinder, your ultimate app for connecting with fellow players to form groups in Diablo 4. One app, all your LFG needs in the world of Sanctuary! The PlayerFinder team consists of dedicated Diablo fans, and we believe it's essential to prioritize Diablo 4 as one of the first games to be included in our beta launch! What is PlayerFinder? PlayerFinder is a mobile application (soon to be available on desktop) designed to match you with gamers who share similar play styles, progression goals, character classes, item preferences, and more for Diablo 4. Playing Diablo 4 alone can be a daunting experience, especially when it's meant to be enjoyed in co-op. How many times have you wished for a reliable group to tackle challenging dungeons or conquer formidable bosses? We aim to bridge that gap and make it effortless to find like-minded players, specifically tailored to Diablo 4. Our goal is to reignite the excitement of cooperative play, reminiscent of those unforgettable Diablo LAN parties and endless nights of adventuring with friends! No more endless waiting on forums or hoping for chance encounters in the world of Sanctuary. Features Discord VoIP Integration - We've made it seamless to use Discord for in-game communication across different platforms. Connect with your group regardless of whether they're playing on PC, Xbox, or PlayStation. Lobby Chat - Utilize our real-time lobby chat to communicate and strategize with your group before embarking on your Diablo 4 adventures. PlayerFinder also provides quick access to user game account information, enabling you to swiftly add one another and dive right into the game! Advanced Lobby Filters - Fine-tune your group selection with precise filters that cater to your preferences, ensuring you find the perfect team of Diablo 4 players. Push Notifications - Receive real-time push notifications about player updates and lobby status, even when you're not actively using the app. Stay connected and never miss out on a potential group opportunity. Friends List - Build a network of fellow Diablo 4 enthusiasts who love the game as much as you do! Why not just use Discord? Discord is a fantastic platform for community building, but when it comes to finding specific teammates for Diablo 4, it lacks essential features that streamline the process. PlayerFinder fills those gaps, enabling you to spend more time playing and less time waiting. How do I join? It's simple. Visit our website at: https://playerfinder.gg/ or download the application from the App Store or Google Play store. Stay updated on all the latest news, upcoming features, and participate in weekly beta meetups with the developers to help shape the future of PlayerFinder by joining our dedicated Discord server: https://discord.gg/playerfinder submitted by Darkt1mes to diablo4 [link] [comments] |
2023.06.01 21:23 InformationHorder Alternate Jets fan internet communities?
If Reddit
kills off 3rd party apps I'm going to have a hard time using the site. Is there an equivallent
NYJets type of forum or fan page anywhere else that's not a cesspool and worth a look?
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2023.06.01 19:40 OldMcGroin PC Ports, Decompilations, Remakes, Demakes, Fan Games, Conversion Mods, Texture Packs!
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