New matches appear on the field whenever the player launches three or more rockets these must be picked up within three moves by burning the fuse segments on which they appear. In the strategy mode, the player has only a limited number of matches, and the game ends when all of them have been used. If any column of the board completely fills up, the game ends. Players can somewhat shift the position of falling pieces, but must otherwise quickly launch rockets to consume existing fuse segments. In the arcade mode, there is no time limit, but new fuse segments continuously fall from the top of the screen, filling up the available play area. In addition to the classic mode, the game also includes an arcade mode, and a strategy mode. Players often find it helpful to work backwards (from the rockets), allowing setup of multiple rocket launches before making connections with fuse segments already connected to flames. Connections are helpfully color-coded in order to easily identify fuse segments which are connected to a source of fire or to one or more rockets. Age of Empires IIIĪfter a rocket launch, all fuse segments which were touched by the flames are eliminated and replaced by new random fuse segments (with existing pieces falling downward to fill any gaps). Bonus points can be earned by launching multiple rockets at once, which is possible since the fuse segments often contain 3-way or 4-way junction pieces, effectively splitting the path of the flame. As the two are connected, the rockets launch, earning points. This is done by rotating fuse segments on a grid in order to form a path between sources of flame on the left and firework rockets on the right. In Rocket Mania, players earn points by quickly and skillfully launching fireworks. When a fuse is complete, all rockets linked to a match will automatically launch. To launch a rocket, you must form an unbroken path of fuses by rotating the fuse boxes in between the match and the rocket(s). There are matches on the left hand side, and rockets on the right hand side. The goal of Rocket Mania is to create a fuse to link a burning match to one or more rockets. This often leads to fun moments, when things are not going as planned. Not two play-sessions are the same, as the game is heavily physics based, resulting a different outcome every time.
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While the game happens, the server basically runs simulations to predict the most likely next step. You just play and send your inputs to the server. The individual players will never experience input lag on their character. More and more fighting games have rollback netcode these days, and now there's another to add to that list. Rollback takes almost the opposite approach. This predictive system is much faster and more accurate, allowing players from all over the world to fight each other in a stable online environment - assuming they have a decent connection. 3 The Workshop Character Pack is finally here. By contrast, rollback netcode executes your input immediately, then compensates for the other player's input by "guessing" what it will be in that instance. Rivals of Aether adds 4 new fighters, rollback netcode for PC on Feb. This seemingly-small waiting period between inputs usually causes big problems for players fighting online in multiplayer together, where decisions and reactions are often measured in milliseconds. Rivals of Aether RivalsOfAether Replying to Maniac51198211 With this character update and rollback finally being complete, we may be able to move devs over to more platform support like Xbox this year. Delay-based netcode works by waiting for both players to register an input before sending both actions back to each player's screen. Rivals of Aether A little logo of mine on the updated RoA splash screen Rivals of Aether released on Nintendo Switch this year Consequently this meant plenty of work tweaking netcode to work on Switch. For many years, the vast majority of fighting games with online capabilities were dependent on delay-based netcode. In the Randoms of the FGC, someone made a Tekken style character select screen for Smash, ArkRevo gets announced excusively for Strive and Rivals of Aether is. Rollback netcode in Rivals of Aether has been a long time coming, and its proven to be quite the struggle to rebuild our original 1v1 netcode into something more modern. The fighting game community widely considers rollback netcode to be an essential feature in modern fighting games. DBFZ's online modes have operated on delay-based netcode since the game launched in early 2018. Dragon Ball FighterZ will be getting an upgrade to improve its online experience with rollback netcode, Bandai Namco announced at Evo 2022. Another window can have its own timer which has the same identifier as a timer owned by another window. The timer identifier, nIDEvent, is specific to the associated window. The wParam parameter of the WM_TIMER message contains the value of the nIDEvent parameter. Therefore, you need to dispatch messages in the calling thread, even when you use TimerProc instead of processing WM_TIMER. When you specify a TimerProc callback function, the DispatchMessage calls the callback function instead of calling the window procedure when it processes WM_TIMER with a non-NULL lParam. RemarksĪn application can process WM_TIMER messages by including a WM_TIMER case statement in the window procedure or by specifying a TimerProc callback function when creating the timer. To get extended error information, call GetLastError. If the function fails to create a timer, the return value is zero. An application can pass the value of the nIDEvent parameter to the KillTimer function to destroy the timer. If the function succeeds and the hWnd parameter is not NULL, then the return value is a nonzero integer. An application can pass this value to the KillTimer function to destroy the timer. If the function succeeds and the hWnd parameter is NULL, the return value is an integer identifying the new timer. The hwnd member of the message's MSG structure contains the value of the hWnd parameter. If lpTimerFunc is NULL, the system posts a WM_TIMER message to the application queue. For more information about the function, see TimerProc. If uElapse is greater than USER_TIMER_MAXIMUM (0x7FFFFFFF), the timeout is set to USER_TIMER_MAXIMUM.Ī pointer to the function to be notified when the time-out value elapses. If uElapse is less than USER_TIMER_MINIMUM (0x0000000A), the timeout is set to USER_TIMER_MINIMUM. If the call is not intended to replace an existing timer, nIDEvent should be 0 if the hWnd is NULL. Therefore, a message will be sent after the current time-out value elapses, but the previously set time-out value is ignored. When SetTimer replaces a timer, the timer is reset. If the hWnd parameter is not NULL and the window specified by hWnd already has a timer with the value nIDEvent, then the existing timer is replaced by the new timer. If the hWnd parameter is NULL, and the nIDEvent does not match an existing timer then it is ignored and a new timer ID is generated. If a NULL value for hWnd is passed in along with an nIDEvent of an existing timer, that timer will be replaced in the same way that an existing non-NULL hWnd timer will be.Ī nonzero timer identifier. This window must be owned by the calling thread. Syntax UINT_PTR SetTimer(Ī handle to the window to be associated with the timer. Creates a timer with the specified time-out value. Something like SiteSucker makes a lot more sense than cloning a site for helping folks archive their work so that it can be accessible for the long term, and building that feature into Reclaim Hosting’s services would be pretty cool. All those database driven sites need to be updated, maintained, and protected from hackers and spam. One option is cloning a site in Installatron on Reclaim Hosting, but that requires a dynamic database for a static copy, why not just suck that site? And while cloning a site using Installatron is cheaper and easier given it’s built into Reclaim offerings, it’s not all that sustainable for us or them. This means a larger download with a lot of potentially useless files. Just enter a URL and click a button and SiteSucker can download an entire web site. And to reinforce that point, right after I finished sucking this site, a faculty member submitted a support ticket asking the best way to archive a specific moment of a site so that they could compare it with future iterations. It does this by copying the site's HTML documents, images, backgrounds, movies, and other files to your local hard drive. I can see more than a few uses for my own sites, not to mention the many others I help support. I don’t pay for that many applications, but this is one that was very much worth the $5 for me. Fixed a bug that could cause SiteSucker to crash if it needs to ask the user for permission to open a file. Version 2.7.2: Fixed a bug that could cause SiteSucker to crash on OS X 10.9.x Mavericks. SiteSucker can download files unmodified, or it can “localize” the files it downloads, allowing you to browse a site off-line. SiteSucker Pro is an enhanced version of SiteSucker that can download. It does this by asynchronously copying the site's webpages, images, PDFs, style sheets, and other files to your local hard drive, duplicating the site's directory structure. SiteSucker Pro 4.0.1 Multilingual macOS 6 mb SiteSucker is an Macintosh application that automatically downloads Web sites from the Internet. WGET is a piece of free software from GNU designed to retrieve files using the most popular inter. WGET latest version: Retrieve files using popular internet protocols for free. *sid=.* exclusion.HTTrack WebSite Copier allows you to download a web site from the Internet to a local directory, building recursively all directories, getting HTML, images, and other files from the server to your computer. I don't understand why it sometimes does and sometimes doesn't work to use the. Sometimes the urls don't have &sid= in them, so that applying this exclusion rule works. Unfortunately, if you allow &sid= urls, the download may never end because the session id keeps changing over time. *sid=.* exclusion rule, the download may not work because the forum urls sometimes include &sid= in them. *php\?t=.* exclusion rule, you get two copies of each thread-one where the url specifies both the forum and the thread number, and one where only the thread number is specified. I checked 10 diverse forum threads on the live website, and all 10 of those threads were retrieved in my download (recall = 100%). Using these rules, Felicifia downloaded very cleanly, only one copy of each forum thread. I don't know why, but omitting this page made the rest of the download work fine. I found that SiteSucker was freezing up when "Analyzing" this particular page for some reason. *newsjacking_for_effective_altruism.* rule? This is just a hack. *\?sort.* rule omits different methods of sorting comments on a post. rss files that duplicate the corresponding post's content. */user/.* rule omits user pages, which are redundant because they only show comments that can be found on posts. (Maybe this rule omits very long comment threads that aren't fully displayed on the main post page? But those aren't very common, so probably it's ok to lose them.) */\w\w\w\w rules exclude links to specific comments on a post, which are redundant because the main post HTML file already includes comments. Here's a screenshot of what this looks like in SiteSucker: In SiteSucker, I add the following regex exclusion rules: This page lists the special settings that I apply when downloading certain websites using SiteSucker. When downloading whole websites in order to back them up, it sometimes helps to add configuration details to the downloading program in order to make the download work properly or to avoid retrieving lots of redundant files. Ships are protected from incoming fire by layers of void shields, and armour. Lances represent larger, more precise weapons consisting primarily of massive lasers or plasma beams, and target the enemy ships directly. Weapon Batteries represent massed broadsides of a variety of (relatively) smaller weapons that target an area of space to bracket and hit enemy ships, rather than being precision weapons. Weapons are divided into two broad categories: weapon batteries and lances. Special Orders allow ships to move/turn faster, reload their ordnance, or increase the efficiency of their firing, at the cost of being less able to perform other functions later in the turn (or in other turns) for example, if a ship uses a Special Order to increase power to the engines to turn, the ship's firepower is halved that turn.ĭuring the Shooting Phase players fire their ships' weapons. Ships can also choose to go into "Special Orders" at the start of the Movement Phase. Smaller escorts (frigates and destroyers) are typically the fastest ships in a fleet. Different ships move at different speeds, and turn at different rates. The turns are divided into 4 phases, the Movement Phase, Shooting Phase, Ordnance Phase, and End Phase.ĭuring the Movement Phase, the player can move his ships across the tabletop. Each player may perform actions with all of his ships before the turn ends. Players take turns moving their ships and shooting, as well as undertaking more advanced manoeuvres such as ramming, boarding, or disengaging. Each ship is assigned a point cost based on these capabilities generally a battle will be between fleets of equal total point costs, though more complex multi-game campaigns may have an overarching narrative where individual battles may occur between unequal forces, with varying objectives for players to accomplish. Additionally, Forge World has produced numerous lines of miniatures for Battlefleet Gothic, ranging from models to replace ordnance markers to entirely new vessels.Įvery race has a selection of ships to choose from to construct their fleet, and each ship in the game has statistics that cover its capabilities, from its size class and defensive abilities to the various weapons and hangars it has. The rules and miniatures were originally available in Games Workshop stores, although reclassification as a "Specialist Game" meant the rulebook was at one time available in PDF format from the official home page. as well as numerous types of transports that are represented using current Battlefleet Gothic models, Forge World models and the old space fleet models.īattlefleet Gothic ships are represented by 2-10cm long models. There are also numerous factions of humans that have ships represented in Battlefleet Gothic such as the Inquisition, Adeptus Arbites, Adeptus Mechanicus, Rogue Traders etc. Tau Empire (including Demiurg, Nicassar and Kroot ships as well as Tau vessels).Subsequent additions and expansions published in numerous Games Workshop sources expanded the game to include fleets for: Chaos (representing Abaddon and his allies' fleets).Imperial Navy (representing Battlefleet Gothic).The game as packaged includes rules and background for space fleets of the following factions: Players select spaceships from a variety of fleets representative of the various Warhammer 40,000 races. Cunning, strategy and luck of the dice determines the winner.īattlefleet Gothic is set in the fictional universe of Warhammer 40,000 - roughly 38,000 years in the future, when humanity has built a massive galactic empire that is beset by alien and supernatural foes.īattlefleet Gothic is an extension to the Warhammer 40,000 universe, providing the ability for players to stage space battles between fleets of spacefaring ships. Players take turns to manoeuvre their fleets around the playing field with different objectives that help inform decision making. The playing field is usually a 4'x4' area that represents an area of space, upon which players place miniature models of planets, asteroids, and other obstacles. Although this miniature wargame is no longer supported by Games Workshop, two video game adaptations have been made since its cancellation.Īs in other miniature wargames, players use miniature models to represent warships. It was developed primarily by Andy Chambers. It simulates combat between large spaceships. Battlefleet Gothic is a miniature wargame that was produced by Games Workshop from 1999 to 2013. Refine the overall design paying attention to details like kerningĪnd color palette and so on (graphics it up)Įxport a draft for review by all the principlesĪfter approval of the draft, export the publish-ready artwork It to fill the entire canvas, and lock the “mockup” layerĬreate new layers and objects above the “mockup” layer that mimic Import/place the mockup PDF or PNG onto the “mockup” layer, resize (output color mode, dimensions, etc.) just like with any graphicsĬreate a layer in the graphics document right above the background Specific reason not to use vectors) that fits the specification So the process of creating your publish-ready artwork is like this:Ĭreate a graphics document (ideally vectors unless there is a Mockups don’t get “converted” by a machine into publish-ready artwork, they are used as a reference by a human to create publish-ready artwork from scratch in a graphics tool. I'd like to convert them into high res files I mocked up several marketing materials for my team in Keynote, and The key words in your question are “mocked up.” Adobe Illustrator and/or Photoshop are the best options Adobe InDesign would work to a lesser degree, but it's still a fairly powerful tool.Īs you'll find in many other articles on this site, it's not totally impossible to take a lo-res (screen resolution/72 dpi) image and enlarge it to hi-res, but it's not really recommended, especially if you're not well-versed in the process. What you really need to do is start with a different application that is meant to build hi-res graphic elements from the beginning. Just converting a keynote file to a PSD (which isn't really possible Photoshop won't open a native Keynote file) in and of itself wouldn't make your images hi-res, anyway. People do print out their Powerpoint/Keynote slides for reference material, but in that case the quality of the images/fonts is not crucial. The issue is that Keynote (much like Powerpoint) is software that's designed to create slideshow presentations for SCREEN use only. Unfortunately, there's no good way to do this. In Ye Olden Days, black type would be rendered at 1200+dpi and the CMYK randoms would be pasted up. I don't use Keynote, but a quick google shows me people speaking about, for instance, disabling downsampling and/or avoiding downsampling bugs by placing a PDF.Īdditionally, if you have type, you want to export as PDF and look to ensure that font embedding is enabled. If you export one-to-one that is fine, but if you now want to print it, well, you then have to re-add pixels and the quality suffers. When you export, you are now exporting data from the low-res copy. the image is usually imported and placed, and destructively downsampled to the low-res placeholder. When the file is exported to PDF or sent to a RIP for plates, the software refers to the data in the linked file rather than the placeholder image. The way DTP software (inDesign, QuarkXPress, Scribus etc.) works with this is by "linking" the images and then displaying a screen-only low-pixel-count version for us to evaluate placement etc. If you have a mockup that takes up less than the screen and you want it 11 x 8.5 or something, then now you are stretching after export and this is Bad For Quality. The optimal print size for this would be about 6x3 inches: the image dots (px) divided by the typical for-print resolution of 300dpi. If you have a slide for a 1080p resolution screen, then you have an image that is 1920x1080 pixels. The problem is most like a result of working with sources that are too small in raw pixel dimensions. NEW - Added arpeggiator with host tempo sync, groove/legato controls and transpose, note order and latch options IMPROVED - Introducing a full-featured preset browser, with support for tags, favorites and easy searching and filtering NEW - Added high quality effects section with reverb, delay, chorus, phaser/flanger, drive and compression NEW - Introduced large Filter Freq/Peak offset knobs, which adjust all filters at once and can be modulated as well IMPROVED - Improved the oscillator and filter sound quality, with built-in, analog-modelled drift. IMPROVED - Fully redesigned, highly simplified interface, with an easier workflow, including a new design of modulation sources and floating modulation slot panel Twin 3 builds on the previous versions of Twin with a dizzying list of updates, here’s a list of new and improved features No guesses that with the name FabFilter Twin 3, there has been previous incarnations of this synth VI. Can they bring some of that magic to an already overcrowded synth plugin market with the new FabFilter Twin 3 synth plugin? Three Experts check it out and give their verdict. Throughout 2022, the aviation color code for Yellowstone Caldera remained at “green” and the volcano alert level remained at “normal.FabFilter have garnered an enviable reputation in the world of audio processing with their legendary plugins. Satellite deformation measurements indicated the possibility of slight uplift amounting to about 1 centimeter (less than 1 inch) along the north caldera rim in 2021, but satellite data spanning 2022 show no uplift in that area. Overall subsidence of the caldera floor, ongoing since late 2015 or early 2016, continued at rates of a few centimeters (1–2 inches) per year. Total seismicity-2,429 located earthquakes-was slightly less than the 2,773 earthquakes located in 2021 and at the upper end of the historical average range of about 1,500–2,500 earthquakes per year. Steamboat Geyser, in Norris Geyser Basin, continued the pattern of frequent eruptions that began in 2018 with 11 water eruptions in 2022, the lowest number of annual eruptions in the current eruptive sequence. Combined runoff from rain and snowmelt caused substantial flooding in Yellowstone National Park, which caused damage to park roads and infrastructure. The most noteworthy event of the year was not geophysical, but meteorological. Highlights of YVO research and related activities during 2022 include deployments of seismometers in Norris Geyser Basin and Upper Geyser Basin to investigate interactions between hydrothermal features and influences from external influences, geological studies of post-glacial hydrothermal activity, refining the ages of Yellowstone volcanic units and updating existing maps of geologic deposits, new mapping of ash-flow deposits on the Sour Creek dome, installation of a new continuous gas monitoring station near Mud Volcano, sampling of gas emissions and thermal waters around Yellowstone National Park to monitor water chemistry over space and time, research into the age and history of Steamboat Geyser in Norris Geyser Basin, and assessment of thermal output based on satellite imagery and chloride flux in rivers. This report summarizes the activities and findings of YVO during the year 2022, focusing on the Yellowstone volcanic system. The Yellowstone Volcano Observatory (YVO) monitors volcanic and hydrothermal activity associated with the Yellowstone magmatic system, carries out research into magmatic processes occurring beneath Yellowstone Caldera, and issues timely warnings and guidance related to potential future geologic hazards. |
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