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List of New Supported Games and FAQ.

Hey guys! Here is a list of all the new supported games, you can download the Nucleus Co-Op scripts from the app now, the games listed here that are clickable link you to a guide but all are supported. You can also see all available scripts from the app now by pressing the view all option.
10 Miles to Safety
20XX
100% Orange Juice
200% Mixed Juice!
Abyssal Zone
Acceleration of SUGURI 2
A Hat in Time
Air Missions: HIND
Alien Breed Impact
Alien Breed 2: Assault
Alien Breed 3: Descent
Aliens Colonial Marines
Aliens vs Predator
Alien Swarm: Reactive Drop
Aragami: Shadow Edition
ARK: Survival Evolved
Ashen (steam version only)
Astroneer
Attack on Titan 2
ATV Drift & Tricks
Barony
Binary Domain
BioShock 2
Bit Dungeon III
Blades of Time
Bladestorm: Nightmare
Blood and Bacon
Bob Was Hungry
Borderlands
Borderlands 2
Borderlands: The Pre-Sequel
Borderlands GOTY Enhanced
Borderlands 3
Broomstick League
Bulletstorm: Full Clip Edition
Bunch of Heroes
CastleMiner Z
Clandestine
Cladun Returns: This is Segoku
Chivalry: Medieval Warfare
Citadel: Forged With Fire
Code of Princess
Conan Exiles (16 june 2020 update added Funcom Live Services and now the game is online only effectively breaking the splitscreen script. You need to downgrade to the previous version.)
Contagion
Contra: Rogue Corps
Counter-Strike: Source
Cube World
Cyberdimension Neptunia: 4 Goddesses Online
Daemon X Machina
Damnation
Dark Souls: Prepare to Die Edition
Day of Defeat: Source
Day of Infamy
Deadfall Adventures
Dead Island
Dead Island: DE
Dead Island Riptide: DE
Dead Rising 2
Dead Rising 2: Off the Record
Dead Rising 3
Dead Rising 4
Deathtrap
Debris
Deep Rock Galactic
Desolate
Dinosaur Hunt
Divinity: Dragon Commander
Divinity: Original Sin Enhanced Edition
Divinity: Original Sin 2
Don't Starve Together
Door Kickers
Dragon Ball Xenoverse
Dragon Ball: Xenoverse 2
Dragon Marked for Death
Dragon Quest Builders 2
Dungeon of the Endless
Dungeons 3
Dungeon Siege III
Dying Light
Dystopia
Earth Defense Force 4.1
Earth Defense Force 5
Earth Defense Force: Insect Armageddon
Earth Defense Force: Iron Rain
Earthfall
Enemy Front
F1 2012
Fade to Silence
Factorio
Fallout 76
F.E.A.R. 3
Final Exam
Feel The Snow
Fight The Dragon
Fistful of Frags
Forge Quest
Fortified
Front Mission Evolved
Full Mojo Rampage
Garry's Mod
Gas Guzzlers Extreme
Generation Zero
GOCCO OF WAR
God Eater Resurrection
God Eater 2 - Rage Burst
God Eater 3
God Mode
Grim Dawn
Ground Branch
GTFO
Guns n Zombies
Half-Life Deathmatch: Source
Half-Life 2: Deathmatch
Half-Minute Hero: The Second
Halo Custom Edition
Halo 2 LAN
Halo 2: Project Cartographer
Halo Online ElDewrito
Halo: The Master Chief Collection
Halo Wars: Definitive Edition
Hammerwatch
Hero Siege
Hunted: The Demon’s Forge
Human: Fall Flat
I am Weapon: Revival
Insurgency
Iron Brigade
It came from space, and ate our brains
KATANA KAMI: A Way of the Samurai Story
Killing Floor
Killing Floor 2
Killsquad
Kill to Collect
Lead and Gold: Gangs of the Wild West
Left 4 Dead 2
LEGO Worlds
Livelock
Lord of the Rings War in the North
Magicite
Mean Greens - Plastic Warfare
Mighty No. 9
Minecraft Java Edition
Monday Night Combat
Morphies Law
Mothergunship
NanoWars
Necropolis
Need For Speed Most Wanted 2005
Nioh: Complete Edition
Niffelheim
No Man's Sky
No More Room in Hell
Outbreak
Outbreak: TNN
Outland
Outward
Orcs Must Die! 2
ORION: Prelude
OVERKILL's The Walking Dead
Pacify
PAYDAY: The Heist
PAYDAY 2
Pirates, Vikings, and Knights II
PixARK
Portal Knights
Prevent The Fall
Primal Carnage: Extinction
Pure
Raft
Rage
Remnant: From the Ashes
Resident Evil 5
Resident Evil 6
Resident Evil Revelations
Re-Volt (RVGL)
RimWorld
Risk of Rain 2
Roguelands
Ryse: Son of Rome
Sacred 3
Saints Row The Third
Saints Row IV
Saints Row: Gat out of Hell
Sanctum
Sanctum 2
Scourge Outbreak
Secrets of Grindea
Senran Kagura: Shinovi Versus
Senran Kagura: Estival Versus
Senran Kagura: Peach Beach Splash
Serious Sam 2
Seven Days to Die
Sir, You Are Being Hunted
SkyDrift
Sniper Elite 3
Space Engineers
Space Hulk: Deathwing - Enhanced Edition
Spec Ops: The Line
Spintires
Starbound
Stardew Valley
Star Wars: Battlefront 2 (Classic, 2005)
Strange Brigade
Strength of the Sword: ULTIMATE
Styx: Shards of Darkness
Super Mario 64
Survivalist
Sven Coop
Sword Art Online Re: Hollow Fragment
Sword Art Online: Lost Song
Sword Art Online: Hollow Realization Deluxe Edition
Synergy
SYNTHETIK: Arena
SYNTHETIK: Legion Rising
Takedown: Red Sabre
Team Fortress 2
Teenage Mutant Ninja Turtles: Mutants in Manhattan
Teenage Mutant Ninja Turtles: Out of the Shadows
Terraria
TerraTech
The Blackout Club
The Darkness 2
The Forest
The Haunted: Hells Reach
theHunter: Call of the Wild
The Incredible Adventures of Van Helsing
The Incredible Adventures of Van Helsing II
The Incredible Adventures of Van Helsing III
The Incredible Adventures of Van Helsing Final Cut
The Mean Greens - Plastic Warfare
The Simple Apocalypse
The Watchers
Tokyo Ghoul:re Call to Exist
Tom Clancy's Rainbow Six: Vegas 2
Tomb Raider
Torchlight II
Toukiden: Kiwami
Toukiden 2
Unending Dusk
Unepic
Unloved
Unreal Tournament III
Umbrella Corps
Vagante
Warcraft III: The Frozen Throne
Warcraft III: Reign of Chaos
Warhammer 40,000: Space Marine
We Were Here Together
White Noise 2
World in Conflict: Complete Edition
Wreckfest
XCOM: Enemy Within
Zeno Clash II
Zombie Army Trilogy
Zombie Panic! Source

Frequently Asked Questions & Troubleshooting

(Under Construction, last updated: 06/06/20)
Q: What is Nucleus Co-Op?
A: https://www.youtube.com/watch?v=jbituCgu3Bc
Nucleus Co-Op is a free and open source tool for Windows that allows split-screen play on many games that do not initially support it. The app was originally created by Lucas Assis, Zerofox later took over and added a ton of new features and improvements to support a lot more games. Ilyaki later joined in and brought multiple keyboards/mice support and more great features to the table. The app is currently being developed and updated by these devs: Lucas Assis, Zerofox and Ilyaki.
R-mach too for making and supporting the website that hosts the Nucleus Co-Op scripts.
Also the further development of the app wouldn't have been possible without all the amazing contributions and hard work from the SplitScreen Dreams Discord members (which include the devs mentioned above) that made all the new Nucleus Co-Op scripts and continue to make new discoveries and scripts to support even more games, among them: Talos91, PoundlandBacon, dr. old.boi, Pizzo and many more.
Q: How does Nucleus Co-Op work?
A: Essentially Nucleus Co-Op opens multiple instances of the same game (some games require mutex killing for that or other methods) that will only answer to one specific gamepad (we do this via Nucleus Co-Op custom xinput dlls or xinput plus dlls) and connects those instances via LAN or steamworks online multiplayer emulation (Goldberg Emulator), all while making sure all windows have focus so they can be playable with gamepads or that the instances are playable even in the background. Nucleus then resizes, removes borders and repositions the games windows so you can have synthetic splitscreen to play locally with your friends.
Q: Which games can be splitscreened using Nucleus Co-Op?
A: There are a lot of supported games, all mentioned in the list above. A ton of games are now supported thanks to the amazing program called Goldberg Emulator, developed by Mr. Goldberg, a big thank you to him. Read the Goldberg FAQ linked too if you want to know more.
Q: Where do I download Nucleus Co-Op?
A: You can download latest version from Github. Download the compiled .rar release, don't download the source code zip if you just want to use the app.
Q: How do I use Nucleus Co-Op?
A: Here is a quick video tutorial: https://www.youtube.com/watch?v=hWmvz59i-o0
1.- Download and exctract Nucleus Co-Op (extract using apps like 7-zip or winrar).
2.- Open NucleusCoop.exe.
3.- Click on Download Game Scripts, search for a game in the supported games list and download a script. You can also see all available scripts from the app now by pressing the view all option.
4.- Once the script has finished downloading you will get a prompt asking if you would like to add a game now, press yes if you want to add it now, if you select no proceed to step 6.
5.- Next you need to find where your game's executable is located. If you're not sure, try Googling 'where is (game) installed' and just searching for .exe in the place they tell you to look. For Steam games this is usually something along the lines of 'C:\Program Files\Steam\steamapps\common(game)'. Some games will have their real .exe stashed away in a folder called 'bin' or 'binaries' inside that place. Once you choose the right .exe, add the game.
6.- You can also automatically add games, click 'Auto-Search' and select the drive and path you want to add games from.
7.- Once your game is added, select it in the Nucleus UI and drag the gamepads icons to the splitscreen layout, click on the top-left icon on the layout corner to change the type of splitscreen layout. You can also right click a player in the layout to change the size.
8.- Finally press play and you are ready to go.
Q: Where should I place the Nucleus Co-Op folder?
A: Nucleus Co-Op can be placed almost anywhere(Documents, Downloads, Desktop, etc...) except inside the game files.
Q: How do I play with an uneven amount of players (such as 3 players) without having an empty space?
A: Right click on a section of the splitscreen layout
Q: Nucleus Co-Op doesn't launch, how do I fix it?
A: Here are a few things you can try:
1.- Try updating your Microsoft.net framework, and install/reinstall Visual C++ 2010-2017.
2.- Run Nucleus Co-Op as admin.
3.- Make sure your antivirus program is not blocking Nucleus Co-Op.
4.- Restart your PC, and try again.
Q: I wish to help out with the project, how can I get in touch?
A: Join the Nucleus Co-Op discord community or contact us here in the subreddit.
Q: When support for X game?
A: Not all games are easy to splitscreen, if you want to suggest a game make a post with the title [Request] Name of the game and provide useful information like if the game supports LAN or dedicated servers, if it is available on Steam or in other services, if it uses external servers for online etc. Also you can contact any of our experienced Nucleus scripters here or in the Nucleus Co-Op discord and ask if a script is possible. The main scripter is the OP of this post for instance. Remember that Scripters are limited by the games they own and can test on, so if you really want support for a game to be added consider donating the game to the scripter in question.
Q: How do I know when a script gets updated?
A: Scipt updates are always announced in the Nucleus Co-Op discord server in the channel script updates.
Q: How do I create my own splitscreen script for Nucleus Co-Op?
A: Here is the documentation, open the .js file with notepad to read it. You can also use the other scripts you download from Nucleus as reference, they get downloaded to the Nucleus scripts folder. If you create a working script or if you have any questions about Nucleus scripting you can ask us in the Nucleus Co-Op discord or here in the subreddit, we can help you improve your script so it is fully working for sharing with the community.
Q: Does Nucleus Co-Op work on Linux/Mac?
A: Nucleus Co-Op depends on a lot of Windows functions and APIs, at the moment it only works on Windows 7 and Up. If you are interested in porting Nucleus Co-Op to other operating systems please feel free to contact any of the developers.
Q: Where can I report a bug/issue?
A: Note that Nucleus Co-Op is a tool in development and still in Alpha. Expect bugs, glitches and weird things to happen. Help other people not have these things happen by checking for a solution here and submitting a [BUG REPORT] to the reddit as a new topic or in the comments here, if no-one else has brought it up.
A good [BUG REPORT] looks like this:
Thread name: [BUG REPORT] Simon falling off horse
BUG: Simon falls off his horse.
EXPECTED: Simon should not fall off his horse, right?
CAUSE: I'm pretty sure it's because I have my computer plugged into an auto-blow.
STEPS TO REPRODUCE
1.- Open up Simon Stays On His Horse: The Interactive Video Game of the Movie.
2.- Choose Co-Op and join with another player.
3.- Simon falls off his horse!!!
TYPE: Severe! The gameplay can't continue if Simon isn't on his horse! (Alternatively, Minor if the gameplay can continue but it's just annoying)
NUCLEUS OPTIONS: I played with 2 players using the vertical splitscreen (left and right) on one tv and 2 famicom controllers. I'm using the latest version
SYSTEM: I'm on Windows 3.1 with 4MB of RAM, a 2KHz CPU and no graphics card, playing on a projector. She's a monster.
I'd really like this to get fixed please thanks magic man! -Beanboy"
Keep in mind most scripts are made and tested using the latest legit steam versions of the game, so provide information about what version of the game you have.
Also provide a debug log of the NucleusCoop error, enable the debug log in Nucleus UI settings. You can also ask for support in our discord.
Q: Why is Nucleus Co-Op resizing the game instances incorrectly/the instances look stretched?
A: Try setting your monitor scale to 100% in your monitoTV resolution settings. It is also highly recommended that you add custom resolutions to all your monitors from your AMD/Nvidia/Intel panel (For example if you are using a monitor resolution of 1920x1080 add custom resolutions like 960x540, 1920x540, 960x1080, ect.) that way most games will be able to see and use those custom resolutions and the splitscreen will not look stretched(Example). Note that not all games support custom or widescreen resolutions. Also try disabling the Nucleus status bar in Nucleus UI settings.
Q: Why is Nucleus Co-Op throwing an error message that it can not find a file when launching a script?
A: A lot of scripts edit the game's .ini or .cfg files to force windowed and to adjust the game resolution, so make you sure you run your game at least once and change some graphic settings before running it via Nucleus Co-Op, that way you make sure the config files are getting generated first. If you are still getting the error after doing that, select the game in the UI, click on Game Options and select Delete UserProfile Config Path for all players. Also try disabling the Nucleus status bar in Nucleus UI settings.
Q: Where are my Nucleus Co-Op save files located?
A: Some scripts save to the Nucleus Co-Op enviroment folder located in C:\Users\YourUser\NucleusCoop, you can access each game save file via the Nucleus Co-Op UI too, select a game, click on Game Options and select Open UserProfile Save/Config Path. Other scripts just save in the same file path your regular game saves to.
Q: Why are my in-game frames per second low/better in one instance than in the others when using Nucleus Co-Op?
A: Remember that Nucleus Co-Op opens multiple instances of a game, so depending on the game this can be quite demanding for your PC, to improve FPS and performance try reducing graphics settings like textures and shadows, limit the FPS or unfocus all the game windows so that they get equal priority and the FPS even out, you can do this by Alt-Tabbing to a different window like the Nucleus app window, the game windows will still remain on top, you can also press the windows key+b in your keyboard to unfocus all instances.
Q: My Playstation/generic PC controller isn't working/isn't being detected by Nucleus Co-Op, how do I fix it?
A: Most Nucleus Co-Op Scripts only detect Xinput gamepads. Controllers that work best are Xbox 360, Xbox One and Logitech game controllers for minimum hassle. There are a few scripts that also support Direct Input gamepads but Xinput gamepads are generally easier to restrict to a specific game instance than Dinput gamepads.
If you are using PS4 gamepads try the app DS4windows, look in the settings for an option called "hide ds4 controller" - make sure it's ticked. To ensure it's definitely running in exclusive mode make sure ds4windows is set to load on windows startup, then turn your controllers on while windows is loading. Download the latest version here - https://ryochan7.github.io/ds4windows-site/
If you are using generic dinput gamepads the app XOutput is also useful to emulate xinput gamepads.
The app X360CE version 4 that creates virtual Xbox 360 Controllers inside your Windows operating system is also very useful to emulate xinput gamepads system wide.
Remember that some games detect both dinput and xinput gamepads so even if you are emulating a xinput gamepad the input could still not be restricted correctly because the game is now responding to both the emulated xinput gamepad and to the native direct input of your gamepad, that is why some apps like DS4windows have an "exclusive mode".
Also do not place x360ce xinput dlls in the Nucleus Co-Op files as this might interfere with Nucleus custom xinput dlls.
If you are using steam controllers try this: https://www.youtube.com/watch?v=wy4F2eqTXQ4
Q: Why is my keyboard not showing in the Nucleus Co-Op UI?
A: If a script is only showing gamepads and not keyboard icons that means the script only supports gamepads and doesn't support keyboards and mice in splitscreen yet.
Q: There are many keyboards and mice icons in the UI, how do I know which ones to use?
A: If you press a key in the keyboard you will use or move the mouse their corresponding icons in the Nucleus Co-Op UI will light up yellow. The app can detect keyboard macros that is why sometimes you will get multiple keyboard icons.
Q: Can you play splitscreen+LAN in different PCs?
A: Yes, if you run the game via Nucleus Co-Op in different PCs you can connect all instances you launch via LAN, for example you can have 2 players playing vertical splitscreen in one PC via Nucleus and connect to 2 others playing Nucleus splitscreen in a different PC via LAN. If the script uses steamworks multiplayer emulation you'll have to change the instances steam ids in the other PCs you'll connect to, otherwise the instances launched by Nucleus will use the same steam ids and won't be able to connect to each other. For that you can open the game script .js file in Nucleus scripts folder in the other PCs and add for example Game.PlayerSteamIDs = [ "76561198134585131","76561198131394153","76561198011792067","76561198043762785" ]; that will change the default ids of the first four instances you open in one PC via Nucleus Co-Op.
Q: Does Nucleus Co-Op have any malware?
A: Absolutely not.
Q: This project is Amazing where can I donate?
A: We don't have an unified donation platform yet but you can support the devs individually here: Zerofox, Ilyaki, Lucas Assis.
You can also donate to our main scripters that make the game scripts for Nucleus: Talos91/blackman9
submitted by blackman9 to nucleuscoop [link] [comments]

X-Plane 11.50b9/b10 crashing on startup

Just an hour ago, I installed the GE Engine Mod on my JARDesign A330, and opened the sim and flawlessly tested it out. Now, when I go to open the sim, it crashes on startup. Even after closing it, Steam still thinks it's running, and says:
"An error occured while updating X-Plane 11 (app running)"
Yeah, no. It's not.
So I end the program via Task Manager, then I can start the sim again, but again, crash on startup, have to end program in order to try again, cycle repeat. Tried updating to b10 through Steam, but no difference.
Any help would be appreciated.
Edit: Read my comment - disabling FAA CIFP data caused this.
log.txt for X-Plane 11.50b9 (build 115020 64-bit) compiled on May 14 2020 14:07:49 X-Plane started on Fri Jun 5 15:10:41 2020 This log file is generated automatically by Laminar Research applications and contains diagnostics about your graphics hardware, installation, and any error conditions. If you need to contact tech support or file a bug, please send us this file. NOTE: this file is rewritten every time you start ANY of your X-System applications. Windows 10.0 (build 18363/2) This is a 64-bit version of Windows. CPU type: 8664 Physical Memory (total for computer): 8515026944 Maximum Virtual Memory (for X-Plane only): 140737488224256 CPU 0: Intel(R) Core(TM) i5-9400F CPU @ 2.90GHz Speed (mhz): 2904 CPU 0: Intel(R) Core(TM) i5-9400F CPU @ 2.90GHz Speed (mhz): 2904 CPU 0: Intel(R) Core(TM) i5-9400F CPU @ 2.90GHz Speed (mhz): 2904 CPU 0: Intel(R) Core(TM) i5-9400F CPU @ 2.90GHz Speed (mhz): 2904 CPU 0: Intel(R) Core(TM) i5-9400F CPU @ 2.90GHz Speed (mhz): 2904 CPU 0: Intel(R) Core(TM) i5-9400F CPU @ 2.90GHz Speed (mhz): 2904 X-System folder:'D:\Steam/steamapps/common/X-Plane 11/', case sensitive=0 WGL_ARB_buffer_region WGL_ARB_create_context WGL_ARB_create_context_no_error WGL_ARB_create_context_profile WGL_ARB_create_context_robustness WGL_ARB_context_flush_control WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_multisample WGL_ARB_pbuffer WGL_ARB_pixel_format WGL_ARB_pixel_format_float WGL_ARB_render_texture WGL_ATI_pixel_format_float WGL_EXT_colorspace WGL_EXT_create_context_es_profile WGL_EXT_create_context_es2_profile WGL_EXT_extensions_string WGL_EXT_framebuffer_sRGB WGL_EXT_pixel_format_packed_float WGL_EXT_swap_control WGL_EXT_swap_control_tear WGL_NVX_DX_interop WGL_NV_DX_interop WGL_NV_DX_interop2 WGL_NV_copy_image WGL_NV_delay_before_swap WGL_NV_float_buffer WGL_NV_multisample_coverage WGL_NV_multigpu_context WGL_NV_render_depth_texture WGL_NV_render_texture_rectangle OpenGL Vendor : NVIDIA Corporation OpenGL Render : GeForce GTX 1660/PCIe/SSE2 OpenGL Version : 4.6.0 NVIDIA 445.75 (460/0) OpenGL Extensions : GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_multiview_texture_multisample GL_EXT_multiview_timer_query GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shadow_lod GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_win32_keyed_mutex GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_KHR_shader_subgroup GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_compute_shader_derivatives GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap GL_NV_conservative_raster_pre_snap_triangles GL_NV_conservative_raster_underestimation GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_barycentric GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_memory_attachment GL_NV_mesh_shader GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_representative_fragment_test GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_scissor_exclusive GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_shader_subgroup_partitioned GL_NV_shader_texture_footprint GL_NV_shading_rate_image GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_linked_gpu_multicast GL_NV_gpu_multicast GL_NVX_gpu_multicast2 GL_NVX_progress_fence GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_OVR_multiview GL_OVR_multiview2 GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control sync/fence : 1 pbo_avail : 1 frameblit_avail : 1 framebuffer_msaa : 1 gpu_shad4_avail : 1 shad_lod_avail : 1 array_tex_avail : 1 texture_rg : 1 tex_float_avail : 1 seamless_avail : 1 drawbuf2_avail : 1 packed_stencil : 1 framebuffer_srgb : 1 copy_buf_avail : 1 ubo_avail : 1 gshader_avail : 1 base_vert_avail : 1 tex_multi_avail : 1 depth_float_avail : 1 instance_avail : 1 tess_avail : 1 viewport_arr : 1 tex_storage : 1 buf_storage : 1 multi_bind : 1 clip_control : 1 program_binary : 1 idx in vram : 1 GLSL version : 4.60 NVIDIA/460 (16/4096/124/192/32/4096/4096/65536) anisotropic_avail : 1 timer_avail : 1 tess_avail : 1 geom_avail : 1 viewport_arr : 1 layer_arr : 1 native_reverse_z : 0 has_reverse_z : 1 max iso filtering : 16 max samples : 5 max texture size : 32768 (hardware limit) max tex units : 32 This video card is: DX11+ VR Ready Diagnostics : none CPU count : 6 0:00:00.000 I/GFX: Loaded mapping Resources/shaders/bin/legacy_flat_mapping.xsv with hash: ad193beae74d77c95cb17ad68739d430 0:00:00.000 I/GFX: Loaded archive Resources/shaders/bin/glsl150/legacy_flat.xsa with hash: bb8b34dfdccc7abd652f838c37cfa7b 0:00:00.000 I/GFX: Loaded mapping Resources/shaders/bin/legacy_depth_mapping.xsv with hash: 62707e4ac9145d5c57f570ce1dffcab 0:00:00.000 I/GFX: Loaded archive Resources/shaders/bin/glsl150/legacy_depth.xsa with hash: dd246e217be8a194c9bd5cdfddfe6fa 0:00:00.000 I/GFX: Loaded mapping Resources/shaders/bin/blit_mapping.xsv with hash: 9526dbbe59dc70c77c12a9a86a1f20bf 0:00:00.000 I/GFX: Loaded archive Resources/shaders/bin/glsl150/blit.xsa with hash: 351f47255d30f4df276478e51d901213 0:00:00.000 I/GFX: Loaded mapping Resources/shaders/bin/font_mapping.xsv with hash: 819dd9536fb6712e1295d6e9c33cbd 0:00:00.000 I/GFX: Loaded archive Resources/shaders/bin/glsl150/font.xsa with hash: d1671b36c2e5aacf7d13d9939c4265 0:00:00.000 I/GFX: Loaded mapping Resources/shaders/bin/line3d_mapping.xsv with hash: fabca28739eeadbc7fe1bcd67d6cc21 0:00:00.000 I/GFX: Loaded archive Resources/shaders/bin/glsl150/line3d.xsa with hash: 642430e7c7b9dc33e3cdf87595e07bf9 0:00:00.000 I/GFX: Loaded mapping Resources/shaders/bin/terrain_mapping.xsv with hash: b3f1e0e413fee678f858d19941dec1 0:00:00.000 I/GFX: Loaded archive Resources/shaders/bin/glsl150/terrain.xsa with hash: 351f8bc97940c2db6318989932198ce6 OpenAL loaded: Resources/dlls/64/openal32.dll OpenAL devices: OpenAL Soft Open AL default device:OpenAL Soft OpenAL vendor : OpenAL Community OpenAL renderer : OpenAL Soft OpenAL version : 1.1 OpenAL hardware : OpenAL Soft OpenAL extensions: ALC_ENUMERATE_ALL_EXT ALC_ENUMERATION_EXT ALC_EXT_CAPTURE ALC_EXT_DEDICATED ALC_EXT_disconnect ALC_EXT_EFX ALC_EXT_thread_local_context ALC_SOFTX_device_clock ALC_SOFTX_HRTF ALC_SOFT_loopback ALC_SOFTX_midi_interface ALC_SOFT_pause_device AL_EXT_ALAW AL_EXT_DOUBLE AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_MULAW AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_LOKI_quadriphonic AL_SOFT_block_alignment AL_SOFT_buffer_samples AL_SOFT_buffer_sub_data AL_SOFT_deferred_updates AL_SOFT_direct_channels AL_SOFT_loop_points AL_SOFT_MSADPCM AL_SOFT_source_latency AL_SOFT_source_length Fetching plugins for D:\Steam/steamapps/common/X-Plane 11/Resources/plugins Loaded: D:\Steam/steamapps/common/X-Plane 11/Resources/plugins/PluginAdmin/64/win.xpl (xpsdk.examples.pluginadmin). Loaded: D:\Steam/steamapps/common/X-Plane 11/Resources/plugins/AutoGate/64/win.xpl (Marginal.AutoGate). AviTab version 0.3.16 Loaded: D:\Steam/steamapps/common/X-Plane 11/Resources/plugins/AviTab/win_x64/AviTab.xpl (org.solhost.folko.avitab). 2020-06-05 15:10:42 BetterPushback[xplane.c:539]: This is BetterPushback-v0.48 libacfutils-0e818a4 Loaded: D:\Steam/steamapps/common/X-Plane 11/Resources/plugins/BetterPushback/64/win.xpl (skiselkov.BetterPushback). FlyWithLua: Your system path is D:\Steam/steamapps/common/X-Plane 11/ FlyWithLua: System Dir: D:\Steam/steamapps/common/X-Plane 11/ FlyWithLua: Plugin Dir: D:\Steam/steamapps/common/X-Plane 11/Resources/plugins/FlyWithLua FlyWithLua: Plugin Scripts Dir: D:\Steam/steamapps/common/X-Plane 11/Resources/plugins/FlyWithLua/Scripts FlyWithLua: Plugin Internals Dir: D:\Steam/steamapps/common/X-Plane 11/Resources/plugins/FlyWithLua/Internals/ FlyWithLua: Plugin Modules Dir: D:\Steam/steamapps/common/X-Plane 11/Resources/plugins/FlyWithLua/Modules/ FlyWithLua: Plugin Scripts Quarantine Dir: D:\Steam/steamapps/common/X-Plane 11/Resources/plugins/FlyWithLua/Scripts (Quarantine)/ FlyWithLua: Plugin Version: 2.7.22 build Dec 9 2019 14:41:43 Loaded: D:\Steam/steamapps/common/X-Plane 11/Resources/plugins/FlyWithLua/64/win.xpl (CarstenLynker.FlyWithLua.NG). Ground Handling Plugin by JARDesign v.v.4_010220 for X-Plane 11 Loaded: D:\Steam/steamapps/common/X-Plane 11/Resources/plugins/GndHandling/win.xpl (jardesign.crew.ground.handling). Loaded: D:\Steam/steamapps/common/X-Plane 11/Resources/plugins/HeadShake/64/win.xpl (com.simcoders.headshake). [AOS] [2020-06-05.15:10:42] :> Loading AOS [AOS] [2020-06-05.15:10:42] :> Configuration Loaded [AOS] [2020-06-05.15:10:42] :> Updated license [AOS] [2020-06-05.15:10:42] :> License loaded [AOS] [2020-06-05.15:10:43] :> Weather data loaded successfully [AOS] [2020-06-05.15:10:43] :> Registered and loaded flightplan datarefs [AOS] [2020-06-05.15:10:43] :> Aircraft data loaded [AOS] [2020-06-05.15:10:43] :> Error loading Seasons extension : Installation failed [AOS] [2020-06-05.15:10:43] :> Error loading StaticAircraft extension : Installation failed [AOS] [2020-06-05.15:10:43] :> Error loading GlobalTrees extension : Installation failed Trying to build mipmaps for font D:\Steam/steamapps/common/X-Plane 11/Resources/plugins/SAM//fonts/Poppins-Regular.ttf, tex width 1024, tex height 64, texture data 000001F08F7970C0 [AOS] [2020-06-05.15:10:43] :> Loaded fonts [AOS] [2020-06-05.15:10:43] :> Jetway status indicator initialized Loaded: D:\Steam/steamapps/common/X-Plane 11/Resources/plugins/SAM/win_x64/SAM.xpl (stairportsceneries.plugin.aos). Terrain radar plugin: version 1.18.1.0.gb893e1f Terrain radar plugin: int ver 101801 Loaded: D:\Steam/steamapps/common/X-Plane 11/Resources/plugins/TerrainRada64/win.xpl (drgluck.plugins.terrain_radar). Setting up ServerServer ConfiguredLoaded: D:\Steam/steamapps/common/X-Plane 11/Resources/plugins/stkpconnectowin.xpl (org.xyligo.stkpconnector). Loaded: D:\Steam/steamapps/common/X-Plane 11/Resources/plugins/xPilot/win_x64/xPilot.xpl (vatsim.xpilot.plugin). 2020-06-05 15:10:43 BetterPushback[xplane.c:185]: Failed to hide default X-Plane 11 tug: backup tug file already exists. [AOS] [2020-06-05.15:10:43] :> Menu items loaded [AOS] [2020-06-05.15:10:43] :> Loaded SAM [AOS] [2020-06-05.15:10:43] :> Loading plugin windows [AOS] [2020-06-05.15:10:43] :> AOS window loaded [AOS] [2020-06-05.15:10:43] :> Colors and seasons window loaded [AOS] [2020-06-05.15:10:43] :> Downloading version data from server [AOS] [2020-06-05.15:10:44] :> License and version window loaded [AOS] [2020-06-05.15:10:44] :> Finished loading AOS version 2.0.4 0:00:00.000 D/HID: HID Bridge Running --=={This application has crashed!}==-- 

submitted by EmJeeButterz to flightsim [link] [comments]

Reddcoin (RDD) 02/20 Progress Report - Core Wallet v3.1 Evolution & PoSV v2 - Commits & More Commits to v3.1! (Bitcoin Core 0.10, MacOS Catalina, QT Enhanced Speed and Security and more!)

Reddcoin (RDD) Core Dev Team Informal Progress Report, Feb 2020 - As any blockchain or software expert will confirm, the hardest part of making successful progress in blockchain and crypto is invisible to most users. As developers, the Reddcoin Core team relies on internal experts like John Nash, contributors offering their own code improvements to our repos (which we would love to see more of!) and especially upstream commits from experts working on open source projects like Bitcoin itself. We'd like tothank each and everyone who's hard work has contributed to this progress.
As part of Reddcoin's evolution, and in order to include required security fixes, speed improvements that are long overdue, the team has up to this point incorporated the following code commits since our last v3.0.1 public release. In attempting to solve the relatively minor font display issue with MacOS Catalina, we uncovered a complicated interweaving of updates between Reddcoin Core, QT software, MacOS SDK, Bitcoin Core and related libraries and dependencies that mandated we take a holistic approach to both solve the Catalina display problem, but in doing so, prepare a more streamlined overall build and test system, allowing the team to roll out more frequent and more secure updates in the future. And also to include some badly needed fixes in the current version of Core, which we have tentatively labeled Reddcoin Core Wallet v3.1.
Note: As indicated below, v3.1 is NOT YET AVAILABLE FOR DOWNLOAD BY PUBLIC. We wil advise when it is.
The new v3.1 version should be ready for internal QA and build testing by the end of this week, with luck, and will be turned over to the public shortly thereafter once testing has proven no unexpected issues have been introduced. We know the delay has been a bit extended for our ReddHead MacOS Catalina stakers, and we hope to have them all aboard soon. We have moved with all possible speed while attempting to incorproate all the required work, testing, and ensuring security and safety for our ReddHeads.
Which leads us to: PoSV v2 activation and the supermajority on Mainnet at the time of this writing has reached 5625/9000 blocks or 62.5%. We have progressed quite well and without any reported user issues since release, but we need all of the community to participate! This activation, much like the funding mechanisms currently being debated by BCH and others, and employed by DASH, will mean not only a catalyst for Reddcoin but ensure it's future by providing funding for the dev team. As a personal plea from the team, please help us support the PoSV v2 activation by staking your RDD, no matter how large or small your amount of stake.
Every block and every RDD counts, and if you don't know how, we'll teach you! Live chat is fun as well as providing tech support you can trust from devs and community ReddHead members. Join us today in staking and online and collect some RDD "rain" from users and devs alike!
If you're holding Reddcoin and not staking, or you haven't upgraded your v2.x wallet to v3.0.1 (current release), we need you to help achieve consensus and activate PoSV v2! For details, see the pinned message here or our website or medium channel. Upgrade is simple and takes moments; if you're nervous or unsure, we're here to help live in Telegram or Discord, as well as other chat programs. See our website for links.
Look for more updates shortly as our long-anticipated Reddcoin Payment Gateway and Merchant Services API come online with point-of-sale support, as we announce the cross-crypto-project Aussie firefighter fundraiser program, as well as a comprehensive update to our development roadmap and more.
Work has restarted on ReddID and multiple initiatives are underway to begin educating and sharing information about ReddID, what it is, and how to use it, as we approach a releasable ReddID product. We enthusiastically encourage anyone interested in working to bring these efforts to life, whether writers, UX/UI experts, big data analysts, graphic artists, coders, front-end, back-end, AI, DevOps, the Reddcoin Core dev team is growing, and there's more opportunity and work than ever!
Bring your talents to a community and dev team that truly appreciates it, and share the Reddcoin Love!
And now, lots of commits. As v3.1 is not yet quite ready for public release, these commits have not been pushed publicly, but in the interests of sharing progress transparently, and including our ReddHead community in the process, see below for mind-numbing technical detail of work accomplished.
e5c143404 - - 2014-08-07 - Ross Nicoll - Changed LevelDB cursors to use scoped pointers to ensure destruction when going out of scope. *99a7dba2e - - 2014-08-15 - Cory Fields - tests: fix test-runner for osx. Closes ##4708 *8c667f1be - - 2014-08-15 - Cory Fields - build: add funcs.mk to the list of meta-depends *bcc1b2b2f - - 2014-08-15 - Cory Fields - depends: fix shasum on osx < 10.9 *54dac77d1 - - 2014-08-18 - Cory Fields - build: add option for reducing exports (v2) *6fb9611c0 - - 2014-08-16 - randy-waterhouse - build : fix CPPFLAGS for libbitcoin_cli *9958cc923 - - 2014-08-16 - randy-waterhouse - build: Add --with-utils (bitcoin-cli and bitcoin-tx, default=yes). Help string consistency tweaks. Target sanity check fix. *342aa98ea - - 2014-08-07 - Cory Fields - build: fix automake warnings about the use of INCLUDES *46db8ad51 - - 2020-02-18 - John Nash - build: add build.h to the correct target *a24de1e4c - - 2014-11-26 - Pavel Janík - Use complete path to include bitcoin-config.h. *fd8f506e5 - - 2014-08-04 - Wladimir J. van der Laan - qt: Demote ReportInvalidCertificate message to qDebug *f12aaf3b1 - - 2020-02-17 - John Nash - build: QT5 compiled with fPIC require fPIC to be enabled, fPIE is not enough *7a991b37e - - 2014-08-12 - Wladimir J. van der Laan - build: check for sys/prctl.h in the proper way *2cfa63a48 - - 2014-08-11 - Wladimir J. van der Laan - build: Add mention of --disable-wallet to bdb48 error messages *9aa580f04 - - 2014-07-23 - Cory Fields - depends: add shared dependency builder *8853d4645 - - 2014-08-08 - Philip Kaufmann - [Qt] move SubstituteFonts() above ToolTipToRichTextFilter *0c98e21db - - 2014-08-02 - Ross Nicoll - URLs containing a / after the address no longer cause parsing errors. *7baa77731 - - 2014-08-07 - ntrgn - Fixes ignored qt 4.8 codecs path on windows when configuring with --with-qt-libdir *2a3df4617 - - 2014-08-06 - Cory Fields - qt: fix unicode character display on osx when building with 10.7 sdk *71a36303d - - 2014-08-04 - Cory Fields - build: fix race in 'make deploy' for windows *077295498 - - 2014-08-04 - Cory Fields - build: Fix 'make deploy' when binaries haven't been built yet *ffdcc4d7d - - 2014-08-04 - Cory Fields - build: hook up qt translations for static osx packaging *25a7e9c90 - - 2014-08-04 - Cory Fields - build: add --with-qt-translationdir to configure for use with static qt *11cfcef37 - - 2014-08-04 - Cory Fields - build: teach macdeploy the -translations-dir argument, for use with static qt *4c4ae35b1 - - 2014-07-23 - Cory Fields - build: Find the proper xcb/pcre dependencies *942e77dd2 - - 2014-08-06 - Cory Fields - build: silence mingw fpic warning spew *e73e2b834 - - 2014-06-27 - Huang Le - Use async name resolving to improve net thread responsiveness *c88e76e8e - - 2014-07-23 - Cory Fields - build: don't let libtool insert rpath into binaries *18e14e11c - - 2014-08-05 - ntrgn - build: Fix windows configure when using --with-qt-libdir *bb92d65c4 - - 2014-07-31 - Cory Fields - test: don't let the port number exceed the legal range *62b95290a - - 2014-06-18 - Cory Fields - test: redirect comparison tool output to stdout *cefe447e9 - - 2014-07-22 - Cory Fields - gitian: remove unneeded option after last commit *9347402ca - - 2014-07-21 - Cory Fields - build: fix broken boost chrono check on some platforms *c9ed039cf - - 2014-06-03 - Cory Fields - build: fix whitespace in pkg-config variable *3bcc5ad37 - - 2014-06-03 - Cory Fields - build: allow linux and osx to build against static qt5 *01a44ba90 - - 2014-07-17 - Cory Fields - build: silence false errors during make clean *d1fbf7ba2 - - 2014-07-08 - Cory Fields - build: fix win32 static linking after libtool merge *005ae2fa4 - - 2014-07-08 - Cory Fields - build: re-add AM_LDFLAGS where it's overridden *37043076d - - 2014-07-02 - Wladimir J. van der Laan - Fix the Qt5 build after d95ba75 *f3b4bbf40 - - 2014-07-01 - Wladimir J. van der Laan - qt: Change serious messages from qDebug to qWarning *f4706f753 - - 2014-07-01 - Wladimir J. van der Laan - qt: Log messages with type>QtDebugMsg as non-debug *98e85fa1f - - 2014-06-06 - Pieter Wuille - libsecp256k1 integration *5f1f2e226 - - 2020-02-17 - John Nash - Merge branch 'switch_verification_code' into Build *1f30416c9 - - 2014-02-07 - Pieter Wuille - Also switch the (unused) verification code to low-s instead of even-s. *1c093d55e - - 2014-06-06 - Cory Fields - secp256k1: Add build-side changes for libsecp256k1 *7f3114484 - - 2014-06-06 - Cory Fields - secp256k1: add libtool as a dependency *2531f9299 - - 2020-02-17 - John Nash - Move network-time related functions to timedata.cpp/h *d003e4c57 - - 2020-02-16 - John Nash - build: fix build weirdness after 54372482. *7035f5034 - - 2020-02-16 - John Nash - Add ::OUTPUT_SIZE *2a864c4d8 - - 2014-06-09 - Cory Fields - crypto: create a separate lib for crypto functions *03a4e4c70 - - 2014-06-09 - Cory Fields - crypto: explicitly check for byte read/write functions *a78462a2a - - 2014-06-09 - Cory Fields - build: move bitcoin-config.h to its own directory *a885721c4 - - 2014-05-31 - Pieter Wuille - Extend and move all crypto tests to crypto_tests.cpp *5f308f528 - - 2014-05-03 - Pieter Wuille - Move {Read,Write}{LE,BE}{32,64} to common.h and use builtins if possible *0161cc426 - - 2014-05-01 - Pieter Wuille - Add built-in RIPEMD-160 implementation *deefc27c0 - - 2014-04-28 - Pieter Wuille - Move crypto implementations to src/crypto/ *d6a12182b - - 2014-04-28 - Pieter Wuille - Add built-in SHA-1 implementation. *c3c4f9f2e - - 2014-04-27 - Pieter Wuille - Switch miner.cpp to use sha2 instead of OpenSSL. *b6ed6def9 - - 2014-04-28 - Pieter Wuille - Remove getwork() RPC call *0a09c1c60 - - 2014-04-26 - Pieter Wuille - Switch script.cpp and hash.cpp to use sha2.cpp instead of OpenSSL. *8ed091692 - - 2014-04-20 - Pieter Wuille - Add a built-in SHA256/SHA512 implementation. *0c4c99b3f - - 2014-06-21 - Philip Kaufmann - small cleanup in src/compat .h and .cpp *ab1369745 - - 2014-06-13 - Cory Fields - sanity: hook up sanity checks *f598c67e0 - - 2014-06-13 - Cory Fields - sanity: add libc/stdlib sanity checks *b241b3e13 - - 2014-06-13 - Cory Fields - sanity: autoconf check for sys/select.h *cad980a4f - - 2019-07-03 - John Nash - build: Add a top-level forwarding target for src/ objects *f4533ee1c - - 2019-07-03 - John Nash - build: qt: split locale resources. Fixes non-deterministic distcheck *4a0e46e76 - - 2019-06-29 - John Nash - build: fix version dependency *2f61699d9 - - 2019-06-29 - John Nash - build: quit abusing AMCPPFLAGS *99b60ba49 - - 2019-06-29 - John Nash - build: avoid the use of top and abs_ dir paths *c8f673d5d - - 2019-06-29 - John Nash - build: Tidy up file generation output *5318bce57 - - 2019-06-29 - John Nash - build: nuke Makefile.include from orbit *672a25349 - - 2019-06-29 - John Nash - build: add stub makefiles for easier subdir builds *562b7c5a6 - - 2020-02-08 - John Nash - build: delete old Makefile.am's *066120079 - - 2020-02-08 - John Nash - build: Switch to non-recursive make
Whew! No wonder it's taken the dev team a while! :)
TL;DR: Trying to fix MacOS Catalina font display led to requiring all kinds of work to migrate and evolve the Reddcoin Core software with Apple, Bitcoin and QT components. Lots of work done, v3.1 public release soon. Also other exciting things and ReddID back under active dev effort.
submitted by TechAdept to reddCoin [link] [comments]

Episode 9 REDONE ideas

Because of the Reddit character limit, I am posting this separately.
Episode IX - Balance in the Force:
If The Force Awakens was a bad premise executed incredibly well and The Last Jedi was an incredible premise executed badly, The Rise of Skywalker is a terrible premise executed horribly.
I disagree with the popular notion that Rian cornered J.J. because TLJ screwed everything up. I have many problems with The Last Jedi, but Rian took what could have been a visionless carbon-copy of the OT, and gave a new bold direction, an inspiring purpose for this trilogy to exist. It opened up so many possibilities for Episode 9, but J.J. took the easiest soulless path. Episode 9 should never have been the plot conclusion that reverses from The Last Jedi and attempts to be a thoughtless fan service finale that ties up the Prequels and the Originals by redoing Return of the Jedi. Episode 9 should have been the thematic conclusion that wraps up the motifs of the Prequels, the Originals, and The Last Jedi.
The Rise of Skywalker failed to answer the questions that the trilogy has raised. I am not talking about J.J.'s mystery boxes. Sure, I would have liked to learn how Maz got Luke's lightsaber and who Max von Sydow's character was, but I am talking about the thematic questions. What should the Jedi be and where should the Jedi head toward? What should the galactic government be after the failures of the New Republic? What is the will of the Force? What is the balance? Why is Kylo Ren's path wrong? What is the permanent solution to the chaos that has been repeated again? Despite branding itself to be a finale that attempts to unify the whole saga, The Rise of Skywalker answers none of these because killing Palpy again, this time he is 'dead' dead, solves every problem of the galaxy.
The movie fails to wrap up the 42-year franchise, it fails to wrap up what The Last Jedi has set up, it fails to answer The Force Awakens's questions, only raising more questions, it fails to be a fan-service movie, and it even fails to be a fun popcorn movie as its own. This is Spectre of Star Wars. It bafflingly misunderstands what the essence of Star Wars is.
As the title suggests, this new story is about our heroes exploring what balance in the Force means. Balance is not just killing Palpy again and be done with it. Here are the basic ideas. Let's continue The Last Jedi's message about the power of myth and everyman.
EDIT: I have incorporated EmperorYogg's idea.
Crawl:
The flames of resistance burn brightly! Word of mouth about the heroic act of Jedi Master LUKE SKYWALKER has spread from planet to planet and inspired the galaxy anew.
To suffocate growing unrest, Supreme Leader Hux has silenced all communication between neighboring systems. Defiance is punishable by death.
As the First Order struggles to maintain their systems, Lord KYLO REN rages in search of all records of the Force and anyone associated with it, determined to destroy any threat to his power....
submitted by onex7805 to RewritingNewStarWars [link] [comments]

FYI: Penile-Preserving, Laproscopic Peritoneal-Pullthrough GCS with Dr. Heidi Wittenberg in a month-ish

(obviously, throwaway. But I like the username so much I might use it more.)

Intro

I'll be having "Penile-Preserving, Laproscopic Peritoneal-Pullthrough GCS" at MozaicCare, with Dr. Heidi Wittenberg, in around a month. Yep folks, the peritoneal hype train just keeps coming!
The peritoneal tissue will be used for the vaginal canal, and the scrotal tissue for the rest. My penis stays as it is. It's 1-stage surgery but a labia revision afterward is on the table.
This post is 0) giving back to yall, because figuring out this stuff all really sucks without this sub & HiddenStill, 1) to encourage me to discuss post-op stuff afterwards, and 2) to answer questions and address alot of nonsense to be found online about PPT. Because, goddamn, the amount of uninformed "information" flying around about PPT is pretty bad.

Why am I doing this specific surgery?

Why "Penile-Preserving"?

Before I heard that non-binary transfemme GCS was possible, I was pretty ambivalent about it. Of course, I'd much rather have been born with the traditional female parts, but after my orchiectomy last year, I didn't feel like it was worth going further with current GCS tech. I did/do have bottom dysphoria, but it was about not having a vagina, not about having a penis.
Hearing about non-binary transfemme GCS was mind-blowing, frankly. It was all of what I wanted. I am transitioning to binary female (albeit gender nonconforming), but I have my reasons:

Why "Laproscopic Peritoneal-Pullthrough" (PPT)?

This is the part that gets everyone's panties in a bunch.
Addressing the Confusion
There's been alot of noise about Dr. Ting & PPT, as well as some other people. It seems like, with most surgeons, the problem they have with PPT is the laproscopic part. A surgeon needs the training & equipment to use a special robot to go through your belly-button and do crazy stuff in there. Since GCS traditionally isn't done with robots, lots of surgeons don't have that experience/training. Also, there are different types/extents of PPT - as the surgeon for specifics.
As to the "surgeons don't recommend it because there's problems with PPT": hopefully you've read all about how PPT has been used successfully throughout the last few decades for cis women who needed work done down there. PPT is proven tech, just not-so-much for GCS. However! There's not alot of long-term data on PPT, whether for cis or trans people.
As to the "Dr. Ting/etc. stopped doing it": they actually haven't, AFAIK. Ask them yourself if you want a better answer :~).
All that said, it is new-ish tech for GCS, but I feel confident. I've talked with a past patient of Dr. Wittenberg's that had my same surgery, and things checked out. Also watch https://www.youtube.com/watch?v=73pkIWT95Pk (Dr. Wittenberg talks about PPT). Basically, she has a uniquely useful background to perform PPT GCS.
Pros & Cons for PPT GCS (with Dr. Wittenberg)
Pros:
Cons:
So is PPT better or worse than the other methods?!
It all boils down to this.
I've been in the same boat as alot of you - obsessively researching and calculating esoteric Transgender Maths™ to determine what's best and yadahyadahyadah.
If you're keeping your penis, then yes, I'm pretty confident that PPT GCS (with Dr. Wittenberg) is the best option...no one else is even advertising non-binary surgery, let alone PPT. I'm guessing she has the most experience by a wide margin.
If you're not keeping your penis: I dunno, sorry. The big tradeoff seems to be secreting (good) vs. not penile-sensate (bad). However, I know some people (Dr. Ting?) just use PPT for a part of the canal, and used the good 'ole penis/scrotal tissue for the rest. I'd guess that would be the best of both worlds.
Soapbox time about PPT & its reception in the community
Alot of people don't want to admit that newer GCS tech could be (unilaterally) better than the stuff people were doing decades ago, because they've had the old surgeries done and don't want to feel that they're "missing out" on new stuff. Some of these people spread misinformation in an attempt to get affirmation that they aren't, actually, missing out on anything.
It's just simple insecurity, which is endemic in the trans* community, because transphobia & such. With the anonymity of reddit, this misinformation can spread as easily as the truth if one is relying only on the testimony of random users. Please, refer to more reliable sources, including: official surgeon stuff, actual pictures, verified testimony, academic work, and even common sense. Or at least explore a user's history - there's a few usernames who obviously have a bone to pick.
Older techniques have their place, but the recent proliferation of trans* awareness & respectability means that the surgery tech is getting better. PPT is part of this evolution, but I bet I'll have an outdated vagina in as soon as half a decade. This can't be such a big deal to people. Progress in this area will happen for the foreseeable future, and us outdated-vaginas shouldn't be insecure about it.
We all need to chill and not let insecurity or regret get in the way of providing accurate & useful advice to pre-op people.

Why did I choose Dr. Wittenberg?

  1. She does the surgery I want, unlike 99% (100%?) of other GCS surgeons
  2. She's covered by insurance somehow (I swear, all my luck in my life was used up for this)
  3. Her aesthetics are as good as any collection of GCS results I've seen. Fair warning, I've dated enough to be able to spot differences pretty easily, but I'm fine with that for me because, dudes, I'm keeping my penis.
  4. The in-person consultation was good. I've had bad consults, so this actually means something.

Surgery logistics & details (paraphrased from the materials given to me)

Finances, location, pre- & post-op appointments

Pre-op preparation, medications

Recovery & dilation

Important stuff to considebring

EDIT: woah, yall. This (relatively) blew up. Good to know it's useful.
submitted by the_weird_stuff to Transgender_Surgeries [link] [comments]

Can I add your Black Friday 2019 deals to my 100+ Mega List?

Hey,
I was working around Black Friday niche for a few months and prepared 1000+ products' list in my weblog.
Most of the products won't run deals I guess. But I'm super happy to list all your products to my catalog.
I don't need any bucks for getting your product listed.
Don't have an affiliate program? Still no issue. I can add your Black Friday deals to InboxCoupon.
Categories that I cover are nested below.
Comment your product niche/market with the serial number:
  1. Hosting
  2. Themes
  3. SEO
  4. Writers
  5. Laptop
  6. Movie Subscription
  7. Plugins
  8. Internet Marketing
  9. Blogging
  10. Web Designer
  11. Video Editors
  12. Antivirus
  13. VPN
  14. Mobile
  15. Books
  16. Business
  17. Startup
  18. Membership
  19. Mac
  20. Make Money
  21. Page Builder
  22. Proofreading
  23. Microsoft Office
  24. Stock Image
  25. Video Explainer
  26. MacPaw
  27. Themeforest
  28. Codecanyon
  29. Graphic Designer
  30. Courses Online
  31. Email Marketing
  32. Marketer
  33. Web Developer
  34. SaaS
  35. Domain Registrar
  36. Tech
  37. Cloud Hosting
  38. VPS Hosting
  39. Accounting Software
  40. Affiliate Marketing
  41. AI Software
  42. Invoice Software
  43. Collaboration Software
  44. CRM Software
  45. E-signature Software
  46. eCommerce Software
  47. Employee Monitoring
  48. ERP Software
  49. Help Desk Software
  50. Lead Management Tool
  51. POS Software
  52. Real Estate Management Software
  53. Social Media Tool
  54. HR Software
  55. Survey Software
  56. VoIP Software
  57. Website Builder
  58. Shopping Cart
  59. Binary Options
  60. LMS Platforms
  61. Payroll Software
  62. Meeting Management Software
  63. Content Marketing Tool
  64. Local Marketing Tool
  65. SMS Marketing Software
  66. Machine Learning
  67. AR
  68. VR
  69. Webinar Software
  70. Dropshipping
  71. Payment Software
  72. Retail Software
  73. CMS Tool
  74. OCR Software
  75. Website Management Service
  76. DevOps Software
  77. Game Development
  78. CDN
  79. IoT
  80. Blockchain
  81. PDF Editor
  82. Auction Software
  83. Website Security Software
  84. Photo Editor Software
  85. Data Recovery Tool
  86. Task Management Tool
  87. Push Notification Software
  88. Elementor Widget
  89. Password Manager
  90. Forex
  91. Cryptocurrency
  92. Contact Form Software
  93. PopUp Tool
  94. Migration
  95. Image Compression Tool
  96. SSL HTTPS
  97. WooCommerce
  98. Heatmap Software
  99. Prototyping Software
  100. Wireframe Software
Good Luck!
submitted by digitalsathish to Entrepreneur [link] [comments]

Live Q&A 22 [Readers Digest]

Hello fellow redditors,

caught quite by surprise Sub_Octavian organized a Live QnA. And judging by the number of comments ... I got some work ahead of me. As always, the "Q" provides a link to the comment chain of the adjacent question. Starting web radio. Let's go:

********************

Q: Could we get a % damage dealt stat in the postbattle screen? Or maybe in-match as well? And the API as well of course ;)
A: It's in our backlog, and thanks for the reminder. I will refresh the discussion in the team :)

Q: Now that IJN AA was further nerfed with the CV/AA Overhaul, can Atago finally get her missing AA, as well as an updated superstructure to match her actual hull?
A: Missing AA? Atago plane kills score is surpassed by only Baltimore, Cleveland, Kutuzov and Wichita, and only by 1-1,4 frags on average, while all other combat stats are absolutely decent. Pre-rework she was roughly in the same spot, and I don't recall her being strongest AA ship on T8. Sorry, there is no justification for buffs at the moment. As for model improvements, we normally do this for older models from time to time, if there are better references and free resources. If there is room for improvement, she will get them some day.

Q: Will WoWs ever get the same treatment WoT did in regards to graphics, performance, and optimization?
A: I think I commented on it a few times. We do not plan to make any complete and total tech overhaul in one huge updates. We do incremental changes. Some FX improvements here, sound improvements there, x64 client there, etc, etc. For now, there is no plan to change it approach. We will update visual, tech and under the hood part from time to time. Your question is valid and good, but for the future, I want to clarify: WoT and WoWS are different teams, studios and even before WoT engine changed, our common engine versions were very different. There is almost zero point in connecting this games from this point of view.

Q: Given the feedback from the testing, what is your opinion of the concept of the Pobeda/Slava? A lot of people don't seem to like a ship that promotes a very passive, sniping playstyle.
A: It's a WIP ship; pretty soon her testing will be stopped, then feedback and data will be studied and then GD will decide what to do with her for then next test stage. With most obvious options being: to continue with the same concept, but change it to be bettemore balanced/better perceived or to try different concept.
Speaking about my personal opinion. I've been hearing "it promotes passive playstyle" all the time, about everything, for years. Anything people don't like, they slap this "passive gameplay" marker on. In reality, it usually does not affect anything a lot. Campers continue to camp, pushers push. But this time I actually 100% agree with your evaluation. It is a true glass sniper cannon. Yamato and Montana can be very good at long range, too, but unlike Slava, they are not useless in CQC and can push.

Q: What is the status on the gun fire bloom change?
A: Same, in dev queue. Unfortunately, it's a game logic component, so it's in the same bin with, like, Priority sector rework or CV autopilot improvements. We will get there, but we're not ready to increase the priority of this feature to emergency (aka drop everything else and do it ASAP), because, at the time all this gun bloom changes were happening, it was obvious (after several weeks) that the impact is really low. For sure, there IS impact, in some particular cases it can be a game changer, and no denying that we're bringing this back as we promised. But right now, other things are just more important and cover much more players. TLDR - Work in progress, sorry for taking so long, will be done as promised.

Q: Are there any plans to adjust the German battleships?, there are multiple different small changes that could be implemented to make them relevant again. They are fun ships but simply not working in the current meta.
A: I cannot back the opinion that German BB are "not working". If we look at different stats, German BB are in the middle of the group on each tier in terms of WR. They may not have stellar absolute avg. damage, but they're contributing to the team success well enough. Their popularity is also very high, even with all other options which are in the game.
There are a few additional factors, though:
  1. Meta changes indeed, and so does feelings and gameplay experience. I am not arguing that German BB gameplay may feel different, most likely, it does (for me personally - no, but again, I appreciate other opinions).
  2. There are quite a few strong premium/coal/freeXP BB on almost every tier, and a lot of skilled players stick to them. E.g Missouri, Musashi and JB are very solid, very popular, and a lot of good players use them for farm regularly. When such ships are in the group, other ships can feel weaker.
All in all, we're not opposed to improve German BB experience while staying within balance. Right now RU BB are being introduced, and they occupy the same slot of CQC BB. Let's see how their stats settle, how they shake down with German BB and then we will address this question one more time. If there is room for improvements, I don't see any single reason not to give them love. Also, I'm a fan of secondary build BBs, so...you can be sure I will be the first to vouch for that :)

Q: Is WG happy with the effect that CV has on Tier 8 matchmaking? T8 ships are helpless against T10 aircraft, and T8 aircraft are helpless against T10 AA. This is punishing for surface ships and CV alike when being bottom tier in a T8 boat is bad enough already.
A: T8 vs T10 MM situation is roughly the same regardless of the class. As stated before, some global MM improvements are being worked on, and no CV-specific changes are currently planned. We want to improve the experience for T8 in general, for all classes.

Q: Could we ever get a soft-cap for only 1 CV per match like you did for T10 but for all tiers or was it the intention from the start to have at least 2 CVs in a match? Maybe a slightly changed cap for 1 minute or so instead of 3. Bottom tier in a double CV game feel really frustrating, not to say about the amount of spotting they can do.
A: We're not against soft cap for 1 CV on T8 in the same way it's implemented for T10. The problem is T8 CV popularity. We update the data from time to time, and overall, when it becomes viable, we will strongly consider doing this cap. Right now it's not going to work, and I actually did a long post about it here: https://www.reddit.com/WorldOfWarships/comments/b62cx7/just_a_small_clarification_on_mm_cv_limits/

Q: What happend to Viribus Unitis, Yahagi and Leone?
A: I mean some ships are just being put aside for some time, until there is a good moment to release them. It's fine, not all WIP content is scheduled to be release immediately after testing.

Q: Are there any plans to update the Gearing’s model? Currently, it’s proportionally wrong and quite a bit wider than it should be (it should have the same width as a Sumner like the Yueyang).
A: We will update old models from time to time, as we recently did with Yamato.

Q: Do you think AP bomb mechanic in general (not just Graf which is already being tested) needs to be changed and explained better as well? Currently its behavior is too extreme and difficult to predict imo. It either deals 15-25k citadel damage which is super frustrating to the receiving side or deals 2-3k overpen damage which is meh from the CV player view. There is also no baseline stat to compare the penetration number of each kind of AP bombs either, unlike HE bombs which is a fixed number.
A: No. We're quite happy with the current base mechanic, and think that it has good skill / reward ratio. What we're concerned about is AP alpha strike potential on some CV, especially while the general playerbase progresses in terms of skill and learns how to use this armament properly. So there may be some, most likely minor, tweaks in future. But the base concept itself, in our opinion, works well.

Q: Is WG happy with the amount of spotting and the more and more reduced value of concealment in the game?
Same question, only longer:
In the days of old with few/no CVs/RadaHydro concealment was very very powerful and a tool that good players could use to play with for interesting and often tense results.
A: Hello,
CV related part:
Not entirely.
That may not be obvious, but the planned 0.8.4 changes, which, basically, affect the squadron speed WILL influence spotting. And for us, these changes are targeted at dpm and spotting equally. The takeoff delay will affect initial spotting, which we do consider a problem as well.
We cannot promise that it will be enough, but:
  1. I can absolutely confirm that in any case, there is new meta, where there IS more spotting overall. We do not consider it a bad thing.
  2. While working on this issue further, we will try hard to use tweaks, not reworking the mechanic. Which means that options like "CV only spots for itself" and "CV spotting has delay like Radar" are not viable for us at the moment, and we will consider them only if absolutely necessary (everything else won't work).
Overall spotting part:
Not entirely.
All factors combined, we are concerned about spotting in the game. We're fine with meta changing, but would like to keep it soft, when possible. Right now we're concentrated on CV part, as obviously CV rework had big and immediate effect, when we're fully happy with it, we will look at everything else.

Q: Can you give us a penetration value of AP bombs? It's really interesting to know. Thanks.
A:
Hosho (Type 99 25 Mod1): 174
Ruyjo (Type 3 25 Mod1 Mk4): 228
Shokaku (Type 2 50 Mark1): 262
Hakuryu (Type 2 80 Mk5 Mod1): 351
Enterprise (M62): 244
GZ (PD 500): 334 (pre buff)
These should be the base values. Please take this into account:
  1. Penetration capability is always the same, it's not affected by anything.
  2. However, bombs interact with effective armor, so angle matters and they even can bounce.
  3. They have normalization. It's base value is bigger than AP shells, but it's applied non-linearly; if the angle is bad, even great normalization won't help.
  4. Aircraft angle and speed affect bomb speed and trajectory (but bombs do not loose penetration from speed!). Which means that for maximum penetration capabilities we must make the drop as close to 90 degrees as possible -> dropping early. For soft targets it may make sense to drop lately because, as with AP shells, for soft targets you don't want overpens and increasing effective armor turns into a benefit.

Q: Are there any plans to add a german coal or steel ship to the armory in the near future?
A: There are always plans to add ships of all nations and all tiers to the game for all currencies. But in Q&A, we do not make such announcements, sorry. The only thing I can say there are some cool German ships planned for the foreseeable future and I look forward to them myself :-) But that's true for other game nations as well.

Q: Has there been any thought given toward allowing 19 pt captains to further specialize in skills(picked by the player) much the same way the special coal/doubloon captains do now? To clarify I mean skills, not special traits that activate when certain conditions are met.
A: Captains "meta" is something we may want to update in the future, but from all "meta" things at the moment, we have higher priorities.

Q: Are there any plans to address the (imho) imbalance between the volume of almost non-stop damage over time ships have to deal with since the CV rework and the very limited (few heals and repair parties with long cooldowns) possibilities a player has to counter DOT damage, given the fact that surface ships can not disengage against a CV like they could against any surface ship (stop shooting to reduce spotting range, take cover, move away) ?
A: Overall CV balancing and AA improvements will affect his anyways. Less plane speed + better AA counterplay = less strikes = less hits = less damage, including DoT. It does not make any sense to do your proposed change until 0.8.4 and further planned changes are made and do their impact.
Also, their damage structure is not so DoT-reliant as you may think. Torps have very nerfed flooding chance, rockets are not stellar either. T10 CV atm have roughly 6% of flooding and 13,5% of fires in their damage structure, and that's the highest value of the class. T10 cruisers do 21% in fires alone.

Q: Regarding AA, would you consider the outcome of this clip to be working as intended? It’s a 20 second clip, just an Atlanta with DFAA vs Tier 6 torpedo bombers.Without giving too much away, would the future planned changes to AA change this interaction in a meaningful way?
A: We're happy with Atlanta herself. From all non CV ships in the game, Atlanta avg plane kills are surpassed only by Minotaur,Worcester and a couple of USN BB. Relatively to the game, Atlanta has an amazing AA.
However, we're not entirely happy about CV-AA interaction globally, especially in regards to priority sector. We want the combination of AA ship/build + skillful priority sector usage to have noticeably more impact on ship's AA defence, and that's what we're working on right now.

Q: Are there any plans on making secondaries more viable as a build?
We now have a pair of US ships that show that a good build can be fun but that's about it. ManSecs is a waste of 4 points for 99% of ships. Between a T9 BB having 5km guns and the Vanguard having the wrong ones it seems to be an area that's been mostly overlooked.
A: Yes. But it is not simple. I doubt we will make significant changes with current settings, and new secondary mechanics obviously will be a long term project, given other things being worked on. I can say this: we want to do something cool with secondaries, but there is no final decision what and when yet. At the moment we do not treat " secondaries being a fun alternative for just a couple of ship lines " an emergency. It is an area of the game we will eventually revisit, along with many others.

Q: I have a question regarding Catapult Fighter consumables. As of now, they seem rather slow to actually attack enemy aircrafts, and also, the full squadron is depleted even when they shoot down a nearly used-up squadron consisting of, say, 2 aircrafts. Is WG happy with the current efficiency of Catapult fighters? Any tweaks to make players feel more protected when using the consumable?
A: Yes, we're happy with the efficiency of this consumable. It does what it was meant to - inflicts losses on enemy squadron or, in some cases, creates area denial. It's more efficient when launched with good timing, it's less efficient when launched late. It's more efficient if CV plays aggressively, it's less efficient if CV plays carefully. TBH, we're fine with its state right now, and our nearest efforts to improve AA protection will be targeted at priority sector mechanic, not at fighters.

Q: What is WG's opinion on presence of skill gap between players in current reworked CVs? I have personally seen fails in current CVs worse than anything I have ever encountered in old CVs.
A: The presence of skill gap is not a problem (good players should be rewarded, bad players should be punished), the question is in the "width" of this gap, and it's effect on the game: on player's personal performance and on the team. Pre rework CV were very different in this aspect from everybody else. And in this aspect, with all data we have, we don't have any doubts that new CV are much much better than old CV.

Q: While I understand specific changes to a module and/or system would be reserved for the Dev Blog, can you update us on the plans for the system as a whole? Approximate timing of the change?
The number of new T10 ships is continually increasing thus the inventory of ships with and without Legendary Modules grows. Would premium ships ever have a Legendary Module opportunity? What about CV’s?
A: That's not about getting in trouble :) As I've hinted a few times, we're at the design stage. It may be completely new system, or complementing system or just "keep these mods and do more of them". Right now there is truly no answer, and the decision is in the process.

Q: Any chance for a setting to disable the in-game chat (apart from system messages like consumable use and the wheel messages)?
A: It's being discussed right now actually, as there are quite a few requests to do it from the players. We will let you know when the decision is made, of course.

Q: Right now CVs feel very removed from the gameplayloop. A lot of the time as a surface player i feel like just a target / NPC for the damage race between the two CVs. This is made worse by there being basically no interaction between CVs. Fighters are buggy as hell and usually just cancel each other out.
A:
  1. We want to add more counterplay, as stated several times in thisn QnA. Please check out my replies about Priority sector.
  2. Fighter cancelling each other is exactly what we want. If you have a fighter ready you can try to cancel enemy fighter. Also, we don't want them to be "press the button to wipe the enemy out immediately". For now we see that they work as they should.
  3. I play the same game, regularly, on various ships classes and tiers. Sorry, but I feel you are blowing this out of proportion. Some issues? Sure. NPC mode? Eh, no, and it is not backed by stats either. CV damage increase with player skill is relarively higher than on other classes, but WR increase is lower. CV as a class influence battle outcome less than other classes and much less than they used to. Also, please read about new AA mechanic. Auras deal very consistent damage. They were much more RNG pre rework.

Q: What are the alternative ways for players to acquire the Admiral Kuznetsov captain after the Victory event? Will there be a permanent campaign for Kuznetsov similar to the campaigns for Yamamoto and Halsey? Given that Kuznetsov has abilities that give a significant advantage over a standard captain, if players who miss out on the campaign cannot get him later on, they would be significantly disadvantaged during combat.
A: It's WIP, but according to the current plan, there will be means to get this commander afterwards, however, not immediately after the event. For exactly the reasons you state: we don't want newer players to miss out good content. What it will be (a campaign? an armory item?) - I cannot confirm now.

Q: Has there been any updates regarding linux players getting warnings and potentially banned?, I know you guys aren't officially supporting linux but the game runs perfectly under wine it's just the warning system causing issues since the last update.
A: We're looking into it, but unfortunately, as Linux is NOT officially supported, I cannot give any guarantees. Sorry :(

Q: Is there a possibility of another captain skill rework. I feel that AA skills should be separated from secondary skills currently as both suffer from their meh performance together and their significant investment away from skills that increase survivability and/or captain skills that increase comfortability.
A: Some updates are more than possible in foreseeable future. Complete rework - highly unlikely this year or even beyond.

Q: I know that balancing is cyclical, and that you're actively working on spotting and CV balance in general (thanks!), but my question is on the DD side of the equation: Are you seeing as significant of an affect on DD's as a class since rework as the population of DD mains is claiming?
A: DD popularity has decreased of course (what's interesting quite a few DD players have become very active with CV). It is on acceptable level, and to be honest, I don't think it's something very special. We had a lot of popularity fluctuations over the years - at some point BB were over dominating and cruisers were nearly obsolete, and even before thet DD were on top. Right now the class distribution is okay (cruisers did big comeback btw), and with a few changes to CV, most likely, DD and CV populations will bounce back a bit more (more DD less CV).
As for DD efficiency, it's definitely fine stats-wise, but we fully understand subjective, situational factor. Hence the upcoming changes to HE bombs for example, the already done nerfs to the rockets, etc, etc.
Balance is cynical, but numbers is not the only thing we care about. Sentiment has huge weight too, and the biggest challenge is to balance these things before balancing the ships :-)

Q: Are there plans to introduce similar things for the AP shells ? Say at 5,10 and 15km where applicable ? That would be extremely useful for certain ships in deciding whether to use AP or not.
A: Not a priority, as unfortunately, AP shells loose penetration with distance non linearly, they have different trajectories, hit at different angles, and normalize. We're not fans of adding super hardcore information to the client, which the bulk of playerbase will never use. On the other hand, adding this information in interactive and digestible form so it actually helps players to make decisions, is a big task. A good one, but very costly. So it sits in back log for now.

Q: Do you think that the binary nature of HE penetration is a problem when it comes to balancing skills like IFHE and small-caliber guns, or do you guys think that its fine and you can balance it regardless?
A: I do not comment on leaks and speculations ;) But answering the main part, we think that core mechanics of HE is fine, and with 99% probability any further improvements will be "tweaking the knobs" rather then "2020 year of HE rework".

Q: Has the dev team considered "changing/nerfing" IFHE by buffing the consistency of small caliber AP a small amount (like lower arming threshold, OR slightly better normalization, OR slightly better bounce angles, etc.) in order to create a competitor to IFHE?
A: Yes, along with many other options, but there is no direction that we're firmly believe in just yet.

Q: Are there any new operations in development?
A: Apart from some..interesting special events - no. Our efforts in terms of game modes will be concentrated more on enriching PvP and making cool events this year.

Q: Is there any chance to increase the punishment for afk and bot at asia server? Since the chinese server stopped update and remained at 0.7.3. There are many players from Chinese server moved to Asia server since last year. Bots are everywhere, You can meet at least 1 bot or afk players per team per match. Situation are even worse at low Tier during morning and midnight server time. It is just not fun to play with such numbers of bot and player who fire once every 5 mins.
A: Yes. And not only for Asia. Actually, we're readdressing our system right now to better detect and better suspend the accounts which looks like "bots". Whether they are bots or just zero-effort farm accounts played by 10 ppl, is not relevant - we know they ruin the experience for fair players. So there will be improvements here in the near future.

Q: Are there any plans to introduce a game mode without carriers anytime soon?
A: No (apart from various events, that can be "no CV", "no BB" and "no whatever class, because it's an event").

Q: Any plans on completely rebalancing Graf Zeppelin, now that its biggest weapon --- speed --- has been nerfed 40 knots? Any plans for further AA/CV balance that you can share at the moment?
A: Question 1: no, the speed boost mechanics is being changed globally and systematically. It's not a GZ nerf, it's a global mechanics nerf affecting all CV in the game. In the meantime, GZ retains her individual quality - high speed, with DB and TB planes having 181kt of base speed while other CV at this tier have it in 130ish range. What's more, her DB are being buffed. Better accuracy, more comfortable attack and, what's IMO even more important, higher bomb speed and penetration. The numbers do not seem huge, but in game it can be a difference between penetrating or not penetrating armor deck, especially against higher tier ships. And we all know that citadel hit is very desirable when you use AP bombs. If GZ will be weak after the changes for some reason, she will be improved in some other way - that's a standard workflow.
Question 2: everything we can share ATM is in Dev Blog.

Q: Special commander Kutznetov has a much less specialised (ship reaches <10% HP) special ability activation threshold. This was because Yamamoto and Halsey’s were considered too specific (score a kraken, ect.).
With this in mind, will there be a revision of Halsey and Yamamoto’s special ability threshold?
Is this activation threshold something we could see in future special commanders of other nations?
A: The idea is that we want to try slightly different concept.
Right now we have guys like Doe Brothers (no super talents, improved skills), Epic Yamamoto and Halsey ( improved skills, super rare and super epic talents), and now we want to try Kuznetsov as "less improved skills, less epic, but easier to trigger talents".
Right now we're not 100% sure of the further developments. But if Kuznetsov is successful, I'm pretty sure there will be more commanders like that for other game nations. At the same time Yamamoto and Halsey future in this case is an open question. Should they be reworked, removing their mega epic effect in favor of less good/easier to trigger? Or should we get the alt.versions? Or maybe all 3 types of commanders will co-exist to suits different tastes :-) We will see.

Q: Have you considered making AA rewarding or at least the investment for AA specs less costly?
It requires a substantial investment to specialise any ship for AA, yet there is next to no control.
A: Yes, and that's kinda in the plan. To reward more for AA control and/or AA loadout. Without making ships like Mino into "I evaporate you in a second before you even notice", preferably.

Q: Will the Yueyang ever be rebalanced to account for the unnecessary nerfs a few patches ago?
A: As any other ship, YY can be changed in the future, but we do not consider the nerf "unnecessary", happy with the result, and there is no reverting planned. YY sits firmly in the middle of T10 DD in terms of damage, WR, frags and other stats. At the same time, YY audience skill curve is not special (as opposed to Daring for example), so her relative performance is also fine. She's the least popular T10 DD, but always was like this, and her popularity is still acceptable to us. She used to be OP, now she's OK. Can it be "more OK" (better) while staying within acceptable balance? Yes, as many other ships, too. So we will consider it for the future updates.

Q:
  1. Citadels that are small in size and are placed in the stern. In the case of the Enterprise almost none existent.
  2. Automatic fire and flood control damage
  3. High resistance to fire and flooding
  4. The automatic movement control moves the CV in reverse. This has the effect of not exposing a citadel that is already hard to get to.
What is the rationale for these design features?
A:
  1. Citadels in the game are being defined according to a specific set of rules. CV citadels follow this set as well, and their citadel placement has nothing to do with rework. From what I see in game and in stats, they can be easily citadeled in most cases.
  2. Already explained long time ago in DevBlog.
  3. Same.
  4. Same.

Q: When will the Midway and Hakuryu get their Legendary Module back? They got frozen after 0.8.0 and currently cannot be used (although they can be earned).
Personaly I would love to see the Midway get its old jets back from the Closed Beta when the Legendary Upgrade gets mounted. Dont know how it should balanced, but it would be cool to look at nonetheless
A: I'm not 100% sure they will, actually. Because in our plans, we want to readdress the Legendary Mod thing overall. Maybe there will be some other system instead. Or maybe there will be changes. There is no exact decision right now; it may turn out that these mods will appear in some time as a part of current system, or they may be replaced (for all ships) with something completely new. Or these systems will co-exist. Sorry, in all fairness, we don't know ourselves right now :-)

Q: In about another 6-8 months, when it is finally admitted that the CV rework has failed, how will WG attempt to repair the damage done?
A: While "never say never" is true (looks at Halloween subs), we don't have any indication that CV rework is a failure. It has some issues, part of which are still to be resolved, it has some negative constructive feedback, and, sorry to say that, I mean no disrespect, it also has some echo-chamber hatred sentiment, which is not really constructive, too.
As you can guess, no developer is interested in making the game worse, less popular, less enjoyable, etc. WoWS is the result for our effort, it's main career project for most of us, and it's huge part of our lives. From all main audience metrics, overall results of CV rework are good. From balance metrics, CV rework is good. Some players being unhappy or salty is of course NOT good, but:
  1. We're addressing the players concerns, and working on feedback points.
  2. We had the gut to rework the class from scratch, and none of us had pink dreams that CV rework would suit absolutely everyone.
If you disagree, fine, everyone is entitled to own opinion. And I apologize if the game is worse for you as a result of out efforts to make it better. Obviously none of us can be happy about it. But in all honesty, I am not going to admit something I don't believe in, while the full picture looks good and the game is alive and kicking. Even if this sub has turned into CV hate fest for some players, when many positive opinions are actively mocked and downvoted.

Q: My clan is one of the top Naval Battle clans in the world. We set the pre-damage star record with 164 stars and put up 245 last week. We have really enjoyed the game mode and how it brings the clan together.
However, the change to damage from base XP had a HUGE side effect last weekend. A strategy I saw was to div in a co-op game with two other players and have them not fire their guns until the player going for the star gets their damage. This makes what was a fun game mode very boring, especially when more players take advantage of this. Can WG either to go back to base XP or only allow Naval Battles to be done in randoms? Thank you.
A: Feedback appreciated, most likely we will get to XP and think about damage more.

Q: Will there ever be high tier operations It would give me great feels to play operation Ten Go as Yamato/Musashi at Leyte or something with Missouri
A: Unfortunately our current efforts are mostly switched to PvP maps and modes, and to thematic events. For now, we're not able to spend any significant resources on Operations, simply because there are things much bigger chunk of playerbase cares about.

Q: Kinda two questions stuffed in one, but. Will there ever be considered doing a BB line split for RN and KM, for Battlecruisers? Having vessels like HMS Renown would be awesome.
A: There is no reason for not adding new interesting lines, but I am not announcing them on QnA ;)

*******

That went quicker than I thought! As always, I have omitted super obvious questions that result in a "This is confidential" answer. Also: If I have forogotten any important question OR a link is broken, let me know.
Enjoy reading!
submitted by Vectoranalysis to WorldOfWarships [link] [comments]

NotItgv3 crashes when playing a song

This song and many others crash as soon as they begins and I don't understand why
OpenITG PC FUCK DEV crash report (build 14)
--------------------------------------

Crash reason: The Acesses have been violated (AV)

Thread: Main thread
.\ScreenGameplay.cpp:3094 HandleScreenMessage(6)
.\Screen.cpp:117 ScreenMessage(10)
.\ScreenGameplay.cpp:3094 HandleScreenMessage(10)
.\ScreenGameplay.cpp:3094 HandleScreenMessage(73)
.\ScreenGameplay.cpp:3094 HandleScreenMessage(0)
Thread: Decode thread
.\arch\Sound\RageSoundDriver_Generic_Software.cpp:206
.\arch\Sound\RageSoundDriver_Generic_Software.cpp:206
.\arch\Sound\RageSoundDriver_Generic_Software.cpp:206
.\arch\Sound\RageSoundDriver_Generic_Software.cpp:206
.\arch\Sound\RageSoundDriver_Generic_Software.cpp:206
Thread: Mixer thread
Thread: MusicThread
.\RageFileDriverDirectHelpers.cpp:222 C:/Users/waddl/OneDrive/Desktop/NotITG/NotITG-V3-1-QuickStart/Themes/SIMPLY LOVE (NITGV3)/*
.\RageFileDriverDirectHelpers.cpp:222 C:/Users/waddl/OneDrive/Desktop/NotITG/NotITG-V3-1-QuickStart/Themes/*
.\RageFileDriverDirectHelpers.cpp:222 C:/Users/waddl/OneDrive/Desktop/NotITG/NotITG-V3-1-QuickStart/Themes/SIMPLY LOVE (NITGV3)/Sounds/*
.\RageFileDriverDirectHelpers.cpp:222 C:/Users/waddl/OneDrive/Desktop/NotITG/NotITG-V3-1-QuickStart/Themes/SIMPLY LOVE (NITGV3)/*
.\RageFileDriverDirectHelpers.cpp:222 C:/Users/waddl/OneDrive/Desktop/NotITG/NotITG-V3-1-QuickStart/Themes/SIMPLY LOVE (NITGV3)/Sounds/*
Thread: Worker thread (MemoryCardWorker)
.\RageUtil_WorkerThread.cpp:149 HandleRequest(0) done
.\RageUtil_WorkerThread.cpp:175 HandleRequest(0) OK
.\RageUtil_WorkerThread.cpp:147 HandleRequest(1)
.\RageUtil_WorkerThread.cpp:149 HandleRequest(1) done
.\RageUtil_WorkerThread.cpp:175 HandleRequest(1) OK
Thread: Worker thread (/@mc1int/)
.\RageUtil_WorkerThread.cpp:149 HandleRequest(8) done
.\RageUtil_WorkerThread.cpp:175 HandleRequest(8) OK
.\RageUtil_WorkerThread.cpp:147 HandleRequest(9)
.\RageUtil_WorkerThread.cpp:149 HandleRequest(9) done
.\RageUtil_WorkerThread.cpp:175 HandleRequest(9) OK
Thread: Worker thread (/@mc2int/)
Thread: DirectInput thread
Thread: Pump thread
.\arch\InputHandler\InputHandler_Win32_Pump.cpp:107
.\arch\InputHandler\InputHandler_Win32_Pump.cpp:111
.\arch\InputHandler\InputHandler_Win32_Pump.cpp:107
.\arch\InputHandler\InputHandler_Win32_Pump.cpp:111
.\arch\InputHandler\InputHandler_Win32_Pump.cpp:107
Thread: MovieTexture_FFMpeg(/Songs/DDR ACE/Arifureta sekai seifuku/Arifureta sekai seifuku.avi)

654ed307: avcodec!pixelFormatTags [65480000+64ce0+8627]
77545c60: ntdll!bsearch [774d0000+75c00+60]
77510dfc: ntdll!RtlFindActivationContextSectionString [774d0000+40670+78c]
7751082a: ntdll!RtlFindActivationContextSectionString [774d0000+40670+1ba]
7751082a: ntdll!RtlFindActivationContextSectionString [774d0000+40670+1ba]
77510355: ntdll!RtlDosApplyFileIsolationRedirection_Ustr [774d0000+3fd60+5f5]
775103b3: ntdll!RtlDosApplyFileIsolationRedirection_Ustr [774d0000+3fd60+653]
775100ba: ntdll!RtlDosApplyFileIsolationRedirection_Ustr [774d0000+3fd60+35a]
77510135: ntdll!RtlDosApplyFileIsolationRedirection_Ustr [774d0000+3fd60+3d5]
77510135: ntdll!RtlDosApplyFileIsolationRedirection_Ustr [774d0000+3fd60+3d5]
7751082a: ntdll!RtlFindActivationContextSectionString [774d0000+40670+1ba]
7751082a: ntdll!RtlFindActivationContextSectionString [774d0000+40670+1ba]
7750e223: ntdll!EtwNotificationRegister [774d0000+3d9d0+853]
7750e232: ntdll!EtwNotificationRegister [774d0000+3d9d0+862]
775103b3: ntdll!RtlDosApplyFileIsolationRedirection_Ustr [774d0000+3fd60+653]
775100ba: ntdll!RtlDosApplyFileIsolationRedirection_Ustr [774d0000+3fd60+35a]
77510135: ntdll!RtlDosApplyFileIsolationRedirection_Ustr [774d0000+3fd60+3d5]
77510135: ntdll!RtlDosApplyFileIsolationRedirection_Ustr [774d0000+3fd60+3d5]
7751754a: ntdll!RtlFreeUnicodeString [774d0000+46440+110a]
7751737b: ntdll!RtlFreeUnicodeString [774d0000+46440+f3b]
7750fa6c: ntdll!RtlDeactivateActivationContextUnsafeFast [774d0000+3f9d0+9c]
7751712e: ntdll!RtlFreeUnicodeString [774d0000+46440+cee]
7751714c: ntdll!RtlFreeUnicodeString [774d0000+46440+d0c]
7751714c: ntdll!RtlFreeUnicodeString [774d0000+46440+d0c]
77518ef4: ntdll!RtlCultureNameToLCID [774d0000+48c40+2b4]
77554432: ntdll!wcstok_s [774d0000+7e2a0+6192]
77518f4e: ntdll!RtlCultureNameToLCID [774d0000+48c40+30e]
77518e98: ntdll!RtlCultureNameToLCID [774d0000+48c40+258]
77518f5c: ntdll!RtlCultureNameToLCID [774d0000+48c40+31c]
77513779: ntdll!RtlAllocateHeap [774d0000+41f00+1879]
7751774c: ntdll!RtlEqualUnicodeString [774d0000+47660+ec]
775178ac: ntdll!RtlEqualUnicodeString [774d0000+47660+24c]
775178ac: ntdll!RtlEqualUnicodeString [774d0000+47660+24c]
74c5bf1b: KERNELBASE!GetNamedLocaleHashNode [74b50000+10a890+168b]
654a6191: avcodec!ff_avg_qpel16_mc32_old_c [65480000+22fb5+31dc]
77519664: ntdll!RtlMultiByteToUnicodeSize [774d0000+49080+5e4]
77516c02: ntdll!RtlFreeUnicodeString [774d0000+46440+7c2]
77526636: ntdll!RtlInitializeCriticalSectionEx [774d0000+56390+2a6]
7752668a: ntdll!RtlInitializeCriticalSectionEx [774d0000+56390+2fa]
77513779: ntdll!RtlAllocateHeap [774d0000+41f00+1879]
775123b0: ntdll!RtlAllocateHeap [774d0000+41f00+4b0]
77511f3e: ntdll!RtlAllocateHeap [774d0000+41f00+3e]
77511f3e: ntdll!RtlAllocateHeap [774d0000+41f00+3e]
769e87c0: msvcrt!malloc [769a0000+48730+90]
65483e12: avcodec!DCT_common_init [65480000+37e1+631]
654dd4ac: avcodec!ff_er_frame_start [65480000+5d47c+30]
654ece74: avcodec!pixelFormatTags [65480000+64ce0+8194]
654ef3a3: avcodec!pixelFormatTags [65480000+64ce0+a6c3]
654f827d: avcodec!pixelFormatTags [65480000+64ce0+1359d]
654f856b: avcodec!pixelFormatTags [65480000+64ce0+1388b]
6548232a: avcodec!avcodec_decode_video [65480000+2305+25]
004fcf5f: int FFMpeg_Helper::DecodePacket(void)
004fd270: int FFMpeg_Helper::GetFrame(void)
004fde7f: bool MovieTexture_FFMpeg::DecodeFrame(void)
74c61260: KERNELBASE!SleepEx [74b50000+1111f0+70]
74c611df: KERNELBASE!Sleep [74b50000+1111d0+f]
004fdffd: void MovieTexture_FFMpeg::DecoderThread(void)
004fe45d: static int MovieTexture_FFMpeg::DecoderThread_start(void *)
00502bfe: unsigned long StartThread(void *)
775365fd: ntdll!RtlGetAppContainerNamedObjectPath [774d0000+66540+bd]

Static log:
OpenITG PC FUCK DEV
Compiled Mon Aug 27 23:52:52 2018 (build 14)
Log starting 2019-10-08 15:36:17
VFS: No patch data found
======= MOUNTPOINTS =========
mountpoints ..... ..... /
mem ..... (cache) ..... /@mem/
oitg ..... C:/Users/waddl/OneDrive/Desktop/NotITG/NotITG-V3-1-QuickStart/CryptPackages ..... /Packages/
dir ..... C:/Users/waddl/OneDrive/Desktop/NotITG/NotITG-V3-1-QuickStart ..... /

Loading window: win32
Windows 6.2 (unknown NT-based) build 9200 []
Memory: 2047mb total, 4095mb swap (2836mb swap avail)
Video driver: Intel(R) HD Graphics 610 [Intel Corporation]
25.20.100.6518, 1-9-2019 [pci\ven_8086&dev_5906&subsys_832a103c]
Drive: "ST500LT012-1DG142 1003" Driver: iaStorAC DMA: N/A
Drive: "hp DVDRW GUE1N UE00" Driver: iaStorAC DMA: N/A
Sound device 0: SpeakeHeadphone (Realtek High, 10.0, MID 1, PID 100
DirectSound Driver: Primary Sound Driver
DirectSound Driver: SpeakeHeadphone (Realtek High Definition Audio) {0.0.0.00000000}.{f23efd79-c41c-404a-beca-69e744800acc}
DirectSound sample rates: 100..200000 (continuous)
Sound driver: DirectSound-sw
WARNING: Couldn't find any SM, DWI, BMS, or KSF files in '/Songs/DDR ACE/ACE FOR ACES/'. This is not a valid song directory.
WARNING: Couldn't find any SM, DWI, BMS, or KSF files in '/Songs/DDR ACE/CHAOS Terror-Tech Mix/'. This is not a valid song directory.
WARNING: Couldn't find any SM, DWI, BMS, or KSF files in '/Songs/Otaku's Dream Mix 5 -Pad-/Otaku's Dream Mix 5 -Pad-/'. This is not a valid song directory.
WARNING: Couldn't find any SM, DWI, BMS, or KSF files in '/Songs/Puyo Puyo Revolution/Puyo Puyo Chronicle - Domination (Rafisol Battle)/'. This is not a valid song directory.
Loading courses.
WARNING: Course file '/Courses/LCDSRT/Stage 3.crs' contains an invalid #METER string: "Intense"
WARNING: Course file '/Courses/LCDSRT/Stage 4.crs' contains an invalid #METER string: "Intense"
WARNING: Course file '/Courses/LCDSRT/Stage 5.crs' contains an invalid #METER string: "Intense"
WARNING: Course file '/Courses/LCDSRT2/Stage 4.crs' contains an invalid #METER string: "Intense"
WARNING: Course file '/Courses/Puuro/warpdrive.crs' contains an invalid #METER string: "NORMAL"
WARNING: Video renderer list has been changed from 'opengl,d3d' to 'opengl'
Mode: ICD 32 (888) 8 alpha 16 depth 64 accum
OpenGL shading language: 4.50 - Build 25.20.100.6518
Paletted textures disabled: GL_EXT_paletted_texture missing.
Attempting Shader Compilation: attribute vec4 TextureMatrixScale;
void main() {
gl\_Position = (gl\_ModelViewProjectionMatrix \* gl\_Vertex); gl\_TexCoord\[0\] = (gl\_TextureMatrix\[0\] \* gl\_MultiTexCoord0 \* TextureMatrixScale) + (gl\_MultiTexCoord0 \* (vec4(1)-TextureMatrixScale)); gl\_FrontColor = gl\_Color; 
}
OGL Vendor: Intel
OGL Renderer: Intel(R) HD Graphics 610
OGL Version: 4.5.0 - Build 25.20.100.6518
OGL Max texture size: 16384
OGL Texture units: 8
OGL Extensions: GL_3DFX_texture_compression_FXT1 GL_AMD_depth_clamp_separate GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_cl_event GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conditional_render_inverted GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_robustness_isolation GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_separate_stencil GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_polygon_offset_clamp GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shader_framebuffer_fetch GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_compression_s3tc GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod_bias GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_IBM_texture_mirrored_repeat GL_INTEL_conservative_rasterization GL_INTEL_fragment_shader_ordering GL_INTEL_framebuffer_CMAA GL_INTEL_map_texture GL_INTEL_multi_rate_fragment_shader GL_INTEL_performance_query GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_texture_compression_astc_hdr GL_KHR_texture_compression_astc_ldr GL_NV_blend_square GL_NV_conditional_render GL_NV_primitive_restart GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
GLU Version: 1.2.2.0 Microsoft Corporation
Attempting Shader Compilation: attribute vec4 TextureMatrixScale;
void main() {
gl\_Position = (gl\_ModelViewProjectionMatrix \* gl\_Vertex); gl\_TexCoord\[0\] = (gl\_TextureMatrix\[0\] \* gl\_MultiTexCoord0 \* TextureMatrixScale) + (gl\_MultiTexCoord0 \* (vec4(1)-TextureMatrixScale)); gl\_FrontColor = gl\_Color; 
}
Windowed 640x480 32 color 32 texture 0Hz NoVsync AA
Found 2 DirectInput devices:
0: 'Keyboard' axes: 0, hats: 0, buttons: 256 (buffered)
1: 'DDR Mat for PlayStation(R)3' axes: 4, hats: 1, buttons: 13 (buffered)
Found Pump pad 0
WARNING: Theme element 'Fonts/ScreenDebugOverlay title' could not be found in 'Themes/SIMPLY LOVE (NITGV3)/' or 'Themes/default/'.
WARNING: Theme element 'Fonts/ScreenDebugOverlay line' could not be found in 'Themes/SIMPLY LOVE (NITGV3)/' or 'Themes/default/'.
Attempting Shader Compilation: attribute vec4 TextureMatrixScale;
void main() {
gl\_Position = (gl\_ModelViewProjectionMatrix \* gl\_Vertex); gl\_TexCoord\[0\] = (gl\_TextureMatrix\[0\] \* gl\_MultiTexCoord0 \* TextureMatrixScale) + (gl\_MultiTexCoord0 \* (vec4(1)-TextureMatrixScale)); gl\_FrontColor = gl\_Color; 
}
WARNING: ScreenSelectPlayMode::OptionOrderLeft out of range
WARNING: ScreenSelectPlayMode::OptionOrderLeft out of range
WARNING: ScreenSelectPlayMode::OptionOrderRight out of range
WARNING: ScreenSelectPlayMode::OptionOrderRight out of range
WARNING: ScreenSelectPlayMode::OptionOrderAuto out of range
WARNING: ScreenSelectPlayMode::OptionOrderAuto out of range
WARNING: Speed mod 3x does not exist in the list of possible speed mods, using default...
Players joined: P1
Language: english
Current renderer: OpenGL
Theme: SIMPLY LOVE (NITGV3)

Partial log:
00:52.636: 512x256 ( 1) _difficulty icons 6x1.png
00:52.636: 256x256 ( 1) MenuTimer numbers 5x3.png
00:52.636: 8x 8 ( 1) _blank 5x3.png
00:52.636: 1024x128 ( 1) _wendy numbers nospacing 1x12.png
00:52.636: 2048x128 ( 1) _wendy score 1x15.png
00:52.636: 512x512 ( 1) _eurostile normal (mipmaps) 16x16.png
00:52.636: total 10610112 texels
00:52.636: Zeroing this update. Was 0.001766
00:52.636: Song::LoadFromSMFile(Cache//Songs/3455556375)
00:52.644: old bga -1 -> new bga 1, 0.000000, 0.000000

-- End of report
submitted by CatkidNeb to Stepmania [link] [comments]

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Top 4 Apps of June 2020 Tech Oriented

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