Need help develop Browser Extension to send URL from browser using right click menu or of current page to a youtube-dl bat script
2023.06.02 19:22 RedditNoobie777Need help develop Browser Extension to send URL from browser using right click menu or of current page to a youtube-dl bat script
To read about bat script check subreddit wiki
Browser Extension Code -
JS
// background.js chrome.runtime.onInstalled.addListener(() => { chrome.contextMenus.create({ id: "sendToYTDL", title: "Send URL to the most epic yt-dlp", contexts: ["page"] }); chrome.storage.sync.set({ batFilePath: "C:\\path\\to\\yt-dlp.bat" // Default value for the bat file path }); }); chrome.contextMenus.onClicked.addListener((info, tab) => { if (info.menuItemId === "sendToYTDL") { chrome.tabs.query({ active: true, currentWindow: true }, (tabs) => { const url = tabs[0].url; chrome.storage.sync.get("batFilePath", (data) => { const batFilePath = data.batFilePath; chrome.runtime.sendNativeMessage("com.ultimate.ytdl", { url: url, batFilePath: batFilePath }, (response) => { if (chrome.runtime.lastError) { console.error(chrome.runtime.lastError.message); } else { console.log("URL sent to yt-dlp. It's go time!"); } }); }); }); } }); // options.js document.addEventListener("DOMContentLoaded", () => { const batFilePathInput = document.getElementById("batFilePath"); const saveBtn = document.getElementById("saveBtn"); chrome.storage.sync.get("batFilePath", (data) => { batFilePathInput.value = data.batFilePath; }); saveBtn.addEventListener("click", () => { const batFilePath = batFilePathInput.value; chrome.storage.sync.set({ batFilePath: batFilePath }, () => { alert("Settings saved! The universe is in harmony."); }); }); });
2023.06.02 18:34 DreadsinI fucking can't stand people who don't have any respect for anyone else's time
so this morning I want to get a breakfast sandwich real bad, but the place closes at 11:30. I finish my meetings at 11, should have plenty of time, right? They have a super strict cutoff, even 1 min over and you can't order breakfast items So I start driving there. Holy shit. People are just lackadaisically driving half the speed limit, sightseeing, on a fucking major route. There is a fucking LINE of cars behind them. Finally they get off the road, but they come to a literal dead stop in the middle of a 50mph road, sit there for a couple of seconds, slowly sloooooowly turn right as if they're not sure this is the road they should be on, less than 1 block from my destination. Drive took fucking twice as long as it should have FINALLY, I get there at 11:20, still got some time. There's one group that's in line so I think "okay cool it's all good they'll order and I'll have time". They walk tf up to the counter and START LOOKING AT THE MENU just now and start asking stupid af questions like "uhhhhhhh what is a lobster roll" bruh you are in fucking New England coastline wdym what is a fucking lobster roll it's fucking everywhere here did you just get here or something? Do you go to Paris and go "what's a croissant? Never heard of it"? They literally fucking discuss everything on the fucking menu it's so goddamn fucking exhausting, and she's counting out cash to see if she can pay for it. Like what the fuck are you doing the line is now out the fucking door and she's just sitting here fucking oblivious. Also her friends aren't even in line but they're standing obliviously right in the way of the line Then they start a whole argument with the person working the counter cause it's only available for lunch. it's 11:28. They finally finish arguing and she just says "fine then I'll just wait two minutes for lunch to start đ¤" and doesn't fucking move from the counter. Like her plan is literally to fucking wait there until lunch starts and not move. She doesn't even seem to acknowledge other people are waiting Luckily I go there often enough so they just say "the usual?" to me as I'm standing behind her. She literally won't even move from the console to let me pay. Literally right at 11:29. Then I drive home. Same shit. Some idiot completely obliviously driving like a fucking moron way below the speed limit without a single fucking clue where they're going despite GPS having existed for years now. I get home fucking at 12:20. Maybe it's just me but I find these people to be profoundly selfish. You are taking MY time away from me, my most precious asset, and wasting it. And I get pissed when people are like "just relax!" like, fuck you. I have to work like 10 hours a day and be on call all night, you think I want to fucking spend the rest of it sitting behind some person decided that they need to be the absolute center of attention and get everything they want
2023.06.02 18:31 Bidoof2017Easiest way to seal butcher block?
Iâm going to install butcher block as a bar top in my basement. Would I be okay installing it unfinished? If not, whatâs the easiest way to seal it? Iâm not the best at staining so Iâm nervous about screwing it up.
2023.06.02 18:14 heyItsDubbleAHelp with new failing jailbreak
Hey, all I just started my journey to dumping carts from my switch to play on a deck and am running into a blocking issue that I can't figure out. Using the guide below, I got all the way to the step linked, but am running into an issue where the switch announces that any given software could not be started when I attempt to launch the HB menu, it doesn't matter if the game is a cartridge or was downloaded on the system (seems borked either way). https://yuzu-emu.org/help/quickstart/#dumping-games I keep seeing posts about sigpatches for issues like this, but the guides call out that those are for when you had games running previously, but can no longer execute them. phenomenalAny help on a direction to look into would be phenomenol. Thanks!
2023.06.02 18:00 EnesSoftwareMy game crashing when I open my inventory :d
---- Minecraft Crash Report ---- // This is a token for 1 free hug. Redeem at your nearest Mojangsta: [~~HUG~~] Time: 2023-06-02 18:58:02 Description: Rendering entity in world java.lang.NoClassDefFoundError: net/minecraft/class_809$class_811
at com.minecraftserverzone.weaponmaster.itemlayers.HumanoidItemLayer.render([HumanoidItemLayer.java:69](https://HumanoidItemLayer.java:69)) at com.minecraftserverzone.weaponmaster.itemlayers.HumanoidItemLayer.method\_4199([HumanoidItemLayer.java:21](https://HumanoidItemLayer.java:21)) at net.minecraft.class\_922.method\_4054(class\_922.java:145) at net.minecraft.class\_1007.method\_4215(class\_1007.java:66) at net.minecraft.class\_1007.method\_3936(class\_1007.java:43) at net.minecraft.class\_898.method\_3954(class\_898.java:141) at net.minecraft.class\_490.method\_29977(class\_490.java:166) at com.mojang.blaze3d.systems.RenderSystem.runAsFancy([RenderSystem.java:1188](https://RenderSystem.java:1188)) at net.minecraft.class\_490.method\_48472(class\_490.java:166) at net.minecraft.class\_490.method\_2486(class\_490.java:133) at net.minecraft.class\_490.method\_2389(class\_490.java:110) at net.minecraft.class\_465.method\_25394(class\_465.java:98) at net.minecraft.class\_485.method\_25394(class\_485.java:28) at net.minecraft.class\_490.method\_25394(class\_490.java:92) at net.minecraft.class\_437.method\_47413(class\_437.java:121) at net.minecraft.class\_757.method\_3192(class\_757.java:937) at net.minecraft.class\_310.method\_1523(class\_310.java:1218) at net.minecraft.class\_310.method\_1514(class\_310.java:801) at net.minecraft.client.main.Main.main([Main.java:237](https://Main.java:237)) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch([MinecraftGameProvider.java:468](https://MinecraftGameProvider.java:468)) at net.fabricmc.loader.impl.launch.knot.Knot.launch([Knot.java:74](https://Knot.java:74)) at net.fabricmc.loader.impl.launch.knot.KnotClient.main([KnotClient.java:23](https://KnotClient.java:23))
at java.base/jdk.internal.loader.BuiltinClassLoader.loadClass([BuiltinClassLoader.java:641](https://BuiltinClassLoader.java:641)) at java.base/java.lang.ClassLoader.loadClass([ClassLoader.java:520](https://ClassLoader.java:520)) at net.fabricmc.loader.impl.launch.knot.KnotClassDelegate.loadClass([KnotClassDelegate.java:226](https://KnotClassDelegate.java:226)) at net.fabricmc.loader.impl.launch.knot.KnotClassLoader.loadClass([KnotClassLoader.java:112](https://KnotClassLoader.java:112)) at java.base/java.lang.ClassLoader.loadClass([ClassLoader.java:520](https://ClassLoader.java:520)) ... 22 more
A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace:
at com.minecraftserverzone.weaponmaster.itemlayers.HumanoidItemLayer.render([HumanoidItemLayer.java:69](https://HumanoidItemLayer.java:69)) at com.minecraftserverzone.weaponmaster.itemlayers.HumanoidItemLayer.method\_4199([HumanoidItemLayer.java:21](https://HumanoidItemLayer.java:21)) at net.minecraft.class\_922.method\_4054(class\_922.java:145) at net.minecraft.class\_1007.method\_4215(class\_1007.java:66) at net.minecraft.class\_1007.method\_3936(class\_1007.java:43) at net.minecraft.class\_898.method\_3954(class\_898.java:141) at net.minecraft.class\_490.method\_29977(class\_490.java:166) at com.mojang.blaze3d.systems.RenderSystem.runAsFancy([RenderSystem.java:1188](https://RenderSystem.java:1188)) at net.minecraft.class\_490.method\_48472(class\_490.java:166) at net.minecraft.class\_490.method\_2486(class\_490.java:133) at net.minecraft.class\_490.method\_2389(class\_490.java:110) at net.minecraft.class\_465.method\_25394(class\_465.java:98) at net.minecraft.class\_485.method\_25394(class\_485.java:28) at net.minecraft.class\_490.method\_25394(class\_490.java:92) at net.minecraft.class\_437.method\_47413(class\_437.java:121)
at net.minecraft.class\_898.method\_3954(class\_898.java:141) at net.minecraft.class\_490.method\_29977(class\_490.java:166) at com.mojang.blaze3d.systems.RenderSystem.runAsFancy([RenderSystem.java:1188](https://RenderSystem.java:1188)) at net.minecraft.class\_490.method\_48472(class\_490.java:166) at net.minecraft.class\_490.method\_2486(class\_490.java:133) at net.minecraft.class\_490.method\_2389(class\_490.java:110) at net.minecraft.class\_465.method\_25394(class\_465.java:98) at net.minecraft.class\_485.method\_25394(class\_485.java:28) at net.minecraft.class\_490.method\_25394(class\_490.java:92) at net.minecraft.class\_437.method\_47413(class\_437.java:121) at net.minecraft.class\_757.method\_3192(class\_757.java:937) at net.minecraft.class\_310.method\_1523(class\_310.java:1218) at net.minecraft.class\_310.method\_1514(class\_310.java:801) at net.minecraft.client.main.Main.main([Main.java:237](https://Main.java:237)) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch([MinecraftGameProvider.java:468](https://MinecraftGameProvider.java:468)) at net.fabricmc.loader.impl.launch.knot.Knot.launch([Knot.java:74](https://Knot.java:74)) at net.fabricmc.loader.impl.launch.knot.KnotClient.main([KnotClient.java:23](https://KnotClient.java:23))
-- Renderer details -- Details:
Assigned renderer: net.minecraft.class\[email protected] Location: 0.00,0.00,0.00 - World: (0,0,0), Section: (at 0,0,0 in 0,0,0; chunk contains blocks 0,-64,0 to 15,319,15), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,-64,0 to 511,319,511) Rotation: 0.0 Delta: 1.0
Stacktrace:
at net.minecraft.class\_898.method\_3954(class\_898.java:141) at net.minecraft.class\_490.method\_29977(class\_490.java:166) at com.mojang.blaze3d.systems.RenderSystem.runAsFancy([RenderSystem.java:1188](https://RenderSystem.java:1188)) at net.minecraft.class\_490.method\_48472(class\_490.java:166) at net.minecraft.class\_490.method\_2486(class\_490.java:133) at net.minecraft.class\_490.method\_2389(class\_490.java:110) at net.minecraft.class\_465.method\_25394(class\_465.java:98) at net.minecraft.class\_485.method\_25394(class\_485.java:28) at net.minecraft.class\_490.method\_25394(class\_490.java:92) at net.minecraft.class\_437.method\_47413(class\_437.java:121) at net.minecraft.class\_757.method\_3192(class\_757.java:937) at net.minecraft.class\_310.method\_1523(class\_310.java:1218) at net.minecraft.class\_310.method\_1514(class\_310.java:801) at net.minecraft.client.main.Main.main([Main.java:237](https://Main.java:237)) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch([MinecraftGameProvider.java:468](https://MinecraftGameProvider.java:468)) at net.fabricmc.loader.impl.launch.knot.Knot.launch([Knot.java:74](https://Knot.java:74)) at net.fabricmc.loader.impl.launch.knot.KnotClient.main([KnotClient.java:23](https://KnotClient.java:23))
at net.minecraft.class\_757.method\_3192(class\_757.java:937) at net.minecraft.class\_310.method\_1523(class\_310.java:1218) at net.minecraft.class\_310.method\_1514(class\_310.java:801) at net.minecraft.client.main.Main.main([Main.java:237](https://Main.java:237)) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch([MinecraftGameProvider.java:468](https://MinecraftGameProvider.java:468)) at net.fabricmc.loader.impl.launch.knot.Knot.launch([Knot.java:74](https://Knot.java:74)) at net.fabricmc.loader.impl.launch.knot.KnotClient.main([KnotClient.java:23](https://KnotClient.java:23))
-- Affected level -- Details:
All players: 1 total; \[class\_746\['DarkRavenn'/94, l='ClientLevel', x=1921.38, y=70.00, z=-997.65\]\] Chunk stats: 1024, 182 Level dimension: minecraft:overworld Level spawn location: World: (0,71,0), Section: (at 0,7,0 in 0,4,0; chunk contains blocks 0,-64,0 to 15,319,15), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,-64,0 to 511,319,511) Level time: 56990346 game time, 78840710 day time Server brand: vanilla Server type: Non-integrated multiplayer server
Stacktrace:
at net.minecraft.class\_638.method\_8538(class\_638.java:455) at net.minecraft.class\_310.method\_1587(class\_310.java:2406) at net.minecraft.class\_310.method\_1514(class\_310.java:820) at net.minecraft.client.main.Main.main([Main.java:237](https://Main.java:237)) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch([MinecraftGameProvider.java:468](https://MinecraftGameProvider.java:468)) at net.fabricmc.loader.impl.launch.knot.Knot.launch([Knot.java:74](https://Knot.java:74)) at net.fabricmc.loader.impl.launch.knot.KnotClient.main([KnotClient.java:23](https://KnotClient.java:23))
New Gadgets: Spring Grenade, Anti-Tank Grenade, Mini Grenade, RPG-7V2
New Battle Pass featuring all-new cosmetics for Specialists, Weapons, Vehicles and more.
Quality of Life Improvements: Vault Weapon Attachments & Universal Cosmetics, Reworking Vehicle Loadouts, Specialist Improvements for Dozer & Irish, Squad Management, Damage Unit UI and more.
Arriving later in Season 5: Further Vault Weapon Attachments, Hourglass Map Rework and further Quality of Life Improvements like Squad Orders.
When can I play? Once Update 5.0.0 is available for play you will be able to jump into our latest map, Reclaimed via 24/7 playlists on both Conquest and Breakthrough. Once the Season is live later on that day, youâll be able to unlock the Battle Pass contents where the all-new Weapons, Gadgets and cosmetics await you. //The Battlefield Team Stay Informed Follow us on the @BattlefieldComm Twitter account to stay informed on the roll out of our updates. You can also follow along with our tracking of Known Issues and further game changes weâre making via our Battlefield forums.
War has descended upon an abandoned industrial facility, slowly being reclaimed by nature in the Czechian region. Fight in and amongst derailed trains, abandoned turbines and warehouses as you work towards secrets hidden within the mountains. View our Reclaimed Flythrough Here: https://youtu.be/isg409g3d24 The Crash Site, featuring the derailed train, is designed primarily as a vehicle combat area, with the Landing Zone an area of forest providing a circular area that will enable close-quarters combat and new sightlines opening up when trees are destroyed. https://preview.redd.it/ayr7gml0ql3b1.jpg?width=1920&format=pjpg&auto=webp&s=8f0929adafa2e558166dd7f9888ab795f2b4c88a You may see the inspiration weâve taken for the Abandoned Turbine and Military Warehouse. The indoor space of the Abandoned Turbine will enable crossfires due to its verticality and cover. While the Military Warehouseâs floors will no doubt attract snipers and a range of gunplay experiences due to the narrow layout. https://preview.redd.it/co8mioq2ql3b1.jpg?width=1920&format=pjpg&auto=webp&s=19259d1daaf6bc24780e0247f64ecbd3c236a07e Hidden inside the nearby mountain lies The Bunker, forgotten and made up of a central room whose linear space will bring intense, short-range, close-quarters combat. In comparison to this, The Silos is another outdoor area set up for vehicle combat with its generous roads perfect for tank battles. Easy to spot due to its four towers rising up from the ground, The Silos also provides plenty of elevated areas for infantry to get a shot at vehicles dominating the ground. https://preview.redd.it/pabp7bj4ql3b1.jpg?width=1920&format=pjpg&auto=webp&s=e4e0ddc6d2f9ad2d39c806105eb60c064fc29c96
New Gadgets: Spring Grenade, Anti-Tank Grenade, Mini Grenade & RPG-7V2
https://preview.redd.it/ko7te42sql3b1.jpg?width=1920&format=pjpg&auto=webp&s=5749ffb7bb967c9c71281cc2098e4a42ce9e32cf Anti-tank Grenade A bundle of grenades that will detonate on impact against vehicles while dealing substantial damage. Mini Grenade An anti-personnel grenade that can be thrown a longer distance, and after a short delay explodes across a small area. Spring Grenade An old familiar projectile behavior as seen before in the form of the S-Mine or Bouncing Betty. It operates through a spring-activated thruster to reach head-height altitude before imminent explosive detonation. RPG-7V2 Veterans of the franchise will be familiar with this much loved gadget, and weâve heard your requests to bring this boomstick through to All-Out Warfare from Battlefield Portal. With Season 5, youâll now have access to use this fan favorite gadget however you see fit! https://preview.redd.it/gmodm37uql3b1.png?width=1920&format=png&auto=webp&s=aa892cfc461d7b2e997d476216b1116dbb1d5e8a
New Battle Pass
Season 5 brings with it two factions - one thatâs cutting-edge, calculating and professional versus a more survivalist group who are savage, independent and ruthless. Youâll see this in the cosmetics available as you play through the Battle Pass, some of the best we feel weâve ever brought to Battlefield! From Falckâs âRegeneratorâ Skin at Tier 0, to Dozerâs âOverthrowerâ Skin at Tier 100. https://preview.redd.it/ia6h6gayql3b1.jpg?width=3840&format=pjpg&auto=webp&s=eab85f779658e6f1495a4ee347f8cef2467cac6c Thereâs a whole load of items to unlock across 100 tiers of the Free and Premium Battle Pass including cosmetics, XP boosters, and the new premium Seasonal Booster! Additionally, those that were Year 1 pass holders will also receive an Epic Skin and XP booster during the first two weeks of Season 5, as a thanks for continuing to play.* Lastly, weâre continuing to work on the game beyond Season 5. We are committed to continuing the Battlefield 2042 journey and are working through the best ways to bring new content and experiences for you all. Expect to hear more from us on whatâs planned later in Season 5.
Quality of Life Improvements
Vault Weapon Attachments & Universal Cosmetics https://i.redd.it/1j3epbg5rl3b1.gif We will be adapting Vault Weapons for use with All-Out Warfare attachments during Season 5. To start, weâll focus on Assault Rifles and Sniper Rifles with attachments for the M16A3, A-91, M416, MTAR-21, AEK-971 and the GOL Sniper Magnum. Weâll continue to provide attachment support for Vault Weapons in subsequent updates. https://i.redd.it/rz04rst7rl3b1.gif With Season 5, we will also be introducing Universal Cosmetics for all Vault Weapons, from Forest Multi-terrain (Unlocked at Rank 0) to Desert Technical (Unlocked at Rank 19) and more. Youâll now be able to decide not only the attachments and versatility of your Vault Weapons, but the look of them too. Weâll also be extending Universal Cosmetic support to Battlefield Portal! Tune in to ourInside Battlefield Podcast, or read our latestDev Notesblog for full details.
Reworking Vehicle Loadouts
Weâre restructuring vehicle loadouts to ensure their combat roles are clearly defined and to reduce prevalence of explosive weaponry. This will also add further readability on the battlefield to ensure you know what to expect from vehicles when you encounter them. The restructuring of loadouts primarily focuses on our ground vehicles, and weâll both remove and add weapons to each available vehicle loadout. For example, explosives will no longer be an option for all vehicles, and overall youâll find more choice through a larger selection of weapons available to you. Letâs use the LATV4 Recon as an example of what that looks like. The LATV4 Recon is one of the most used vehicles in the game, and having explosive weaponry readily available pushed it outside of its intended role as a transport. Weâre removing all its explosives, such as the 30mm, 50mm and Grenade Launcher, and will replace them with anti-infantry weaponry instead. https://i.redd.it/j184rmacrl3b1.gif Tune in to ourInside Battlefield Podcast, or read our latestDev Notesblog for full details.
Specialist Improvements
Dozer and Irish will receive improvements to ensure they provide similar gameplay experiences as others within their class. Dozer For Dozer we will be enhancing his movement and animations when using the SOB-8 Ballistic Shield. You will now be able to strafe, rotate and pitch with your shield more quickly than previously, as well as being able to traverse ziplines with your shield equipped! Lastly, weâll also be including two new XP Events to reward further acts of teamplay when playing with Dozer. https://i.redd.it/yazxm1wfrl3b1.gif https://i.redd.it/lr57zuklrl3b1.gif On the receiving end when firing at his shield, we will be increasing its spread and introducing more bullet trajectory upon hitting his shield. This will ensure that during these encounters you still have a fighting chance, and at the very least, wonât be as impacted by your own bullets as before. https://i.redd.it/2n9xpwaxrl3b1.gif Irish Irish will receive a balancing pass to the capabilities of his APS-36 Shootdown Sentinel. Weâre doing that by having it cycle through new intercept and recharge states alongside an added short cooldown, versus its previous always-on state. https://i.redd.it/ohe3pnp3sl3b1.gif https://i.redd.it/5bjv1dy5sl3b1.gif Weâve also improved its audio, alongside adding new colors to help you identify which state the APS-36 is currently in. Tune in to ourInside Battlefield Podcast, or read our latestDev Notesblog for full details.
Squad Management Improvements
Alongside the Season update weâre also adding improvements to the current Squad functionality. https://preview.redd.it/jnt24yt9sl3b1.jpg?width=1920&format=pjpg&auto=webp&s=e0fb247cecc0cb470fb9894a30fc3b822fe7e678 Squads and Players The Squad Menu is now separated to give you a full overview of all squads on your team. In this menu you can make someone else the leader, and see how many players or friends are in a squad. It also shows class icons so you know how to best complement a squad before joining it. And to add some personal flavor, leaders can also show off their Player Card Tag as the squad icon. We also worked with the narrative team to come up with code names for each squad for that additional personal touch. One of our personal favorites is Gravedigger -- surely the Gravediggers know how to PTFO. We definitely donât mess with that squad! Create and Join At any time youâll be able to create or join a new squad directly via the Squad Menu. Previously you could only switch to a random squad, and only from the deploy screen. If you create a new squad then weâve also added a short waiting period before other players can matchmake into your squad to ensure you can play together with your friends. Easy navigation The Squad Menu was created to make it easier and faster to manage and navigate through squads on your team. While before it was unclear when and how to change squads, youâll now be able to do that at any time and with only a few clicks. We hope that with this new improved Squad Management experience you feel that you have the control over who youâd like to play with during a match. Once this is in your hands, please stay in touch and give us your feedback about how you feel about it! Later during Season 5 weâll also add Squad Orders functionality which allows you to work together as a squad to receive increased XP rewards. In short, PTFO - and get rewarded! Tune in to ourInside Battlefield Podcast, or read our latestDev Notesblog for full details.
Other Areas of Improvement
Damage Unit Functionality As part of Season 5, you will now be able to decide if you wish to show damage units at the bottom of your screen, at the side of your crosshair, or not at all. This new functionality can be defined to your liking via Options > Display > HUD General > Damage Numbers. Accuracy & Dispersion Changes Since Launch, our Level Design team has been reworking our maps to react to feedback on cover opportunities, and traversal improvements. These changes have also resulted in alterations to combat distances, and our weapons were tuned for these previous distances and combat scenarios in mind. Over time, this has resulted in feedback from you about several weapons being too accurate at long ranges without penalty. With Season 5, we aim to address this gap with balancing the accuracy and dispersion of several categories of weapons. Assault Rifles from All-Out Warfare and their Vault Weapon counterparts will be the first to receive this treatment. You will notice that the maximum dispersion has been increased by an average of 15-20%, and the weapons will now reach that maximum dispersion level when they reach half of the magazine while on full auto, and full spray mode! This should encourage everyone to do smaller bursts instead of prolonged fire towards a moving target, and in consideration with the map rework should increase survivability at longer ranges to encourage further up close and personal combat. We will be assessing your feedback to this change over time and continue to make necessary changes in future updates. New Unlock Requirements for Lis, Crawford, Zain and Blasco Lis, Crawford, Zain and Blasco will now be available as rewards as you gradually gain Player Levels through earning XP. Their previous unlock requirements are no longer available. Go get âem! Camera Sprint Movement We have made adjustments to the Camera Movement when sprinting in Battlefield 2042. This change is meant to add physicality to sprinting by introducing more immersive camera movement dependent upon the type of weapon and sprint type that you may be using at that time. You will notice a different amount when using an Assault Rifle compared to an RPG for example. We hope you enjoy this new sense of weight and body motion through the camera. For accessibility you may turn off the new motion in the accessibility options. On top of that, there are also some golden rules to camera motion in FPS games that ensure your understanding of where you are in space, aligned with what the camera tells you, and we have taken the opportunity to improve that further by focusing on rotations rather than translations in space. We look forward to hearing your thoughts! Aim Down Sight Field of View is now active for all players. Normally a scope will adjust your field of view. With this option set to âOnâ, the field of view will instead be taken from the field of view you chose in general, in your display settings. Some weapons will not be affected if they have specifically been designed to have a certain field of view that should not be changed. Why is this important? The amount of input it takes for your aim to move across screen space changes when field of view changes. Uniform Soldier Aiming calculates your aim rate to take the same amount of pixel distance on screen for a given physical movement of the mouse. In 4.2 we set Uniform Soldier Aiming to On by default (see our Dev Note for further detail). Setting ADS field of view to On, ensures the consistency achieved by Uniform Soldier Aiming remains the same across various scopes since your field of view will not change when zooming. Like Uniform Soldier Aiming, this will help to build muscle memory, which is essential to aiming in first person shooters. ____________________________________________________
Changelog
General Fixes and Options
The QR code to navigate players to the support website is now scannable on android devices
Fixed an issue where players in solo/co op were being placed in a separate squads when joining on friends
Added an âReduce Sprint Camera Motionâ option in accessibility settings to reduce Camera Motion for those who are easily susceptible to motion sickness.
Audio
Overall weapon mix and audio tweaks.
Specialist movement sounds are improved to match each specialists' gear
Fixed an audio issue on Stranded where two area types briefly overlap while zip-lining to the ship
Fixed an audio issue where voice overs are sometimes not present during the insertion phase of the prologue
Fixed an audio issue where weapon handling sounds are sometimes missing on insertion.
AI & Soldier Improvements
The Penguins have been tampering with the Ranger payload, and it will now take more damage from infantry projectiles. Not the Penguins, the Ranger.
Fixed an issue where a MCOM in Rush could get stuck in a defuse state if an AI Soldier gets removed while trying to defuse the bomb.
Fixed issues that resulted in AI Soldiers not trying to avoid some grenades. Donât ask.
AI Soldiers will no longer keep moving and firing at the End of Round. Theyâll just have to accept that the round is over and there will be another one.
AI Soldiers will now be able to enter vehicles directly from using a parachute.
Fixed an issue that would cause the player to be pushed away from bushes when proning near them.
Made improvements in ensuring the parachute cannot be deployed on smaller jumps between platforms.
Battlefield Portal
Breakthrough is now available within Battlefield Portal. You will be able to create Custom Experiences for Breakthrough and Breakthrough Small via the Web Builder. Due to the complexities of Breakthrough, Custom Scripting will not be available for this mode.
Fixed an issue that allowed Irish to use his APS Shootdown Sentinel when it was restricted.
Fixed an issue that caused the Taser Baton melee weapon to incorrectly appear in the Battlefield 3 category.
Fixed various placeholder names and icons for weapons in the restricted 2042 attachment category.
The RM68 will now have the correct icon when setting up a Portal experience.
Attachments belonging to Vault Weapons are now present in the Attachment tab via the Web Builder.
Adjusted turret speed of the M1A2 from Bad Company 2 and Tiger 1 from Battlefield 1942 to be compatible with aim decouple from body option.
Specialists & Gadgets
RPG-7V2 has received a balance pass to be more in line with All-Out Warfare Game Modes and State of Play.
A tutorial video for the FGM-148 Javelin and XM370A are now present within the Collection Screen.
The Collection Screen video for the FXM-33 AA Missile now shows the lock-on prompt as intended.
The Collection Screen will now display the correct magazine names.
Updated IBA Armor Plate's Gadget Description to mention that it only protects the torso.
Deployable Gadgets are now destroyed after a territory control change on Breakthrough or Rush.
Resolved a number of textual inconsistencies within the Collection Screen on a variety of Gadgets.
The Repair Tool is now grayed out when pressing/holding shift while using a parachute.
Fixed an issue where you wouldn't swap back to the last equipped Weapon or Gadget whenever you closed the Call In Military tablet.
You will now be able to place the Insertion Beacon within areas affected by smoke.
Fixed an issue that prevented SFX from playing when using Soflam Designator to designate enemy vehicles.
Fixed an issue which would prevent players from accessing the Soflam Designatorâs camera after deploying the Gadget.
Fixed an issue that caused players being unable to restock on ammo when recently being damaged.
Firing the Smoke Grenade Launcher no longer self-spots on the minimap.
Throwing Knives will now benefit from Aim Assist, allowing them to attract and slow down while in hip fire. They will not benefit from snap assistance.
Players will no longer take damage when destroying Sentry Turrets or Shootdown Sentinels
Grenades will no longer detonate from other explosions.
Dev Comment: This change has been made so that each grenade will now have a set detonation timer, increasing the readability as opposed to a chain reaction style of play. Players will still be able to shoot a grenade with bullets.
The Penguins have been working hard on their research of the Incendiary Grenade and have found a breakthrough that allowed them to increase the radius by 15%. Toasty.
Concussion Grenade All Recon Specialists will now be able to use the Concussion Grenade. We have also made substantial changes to how the Concussion Grenade works in a couple of areas, based on distance to the player and in comparing the direction of the player upon grenade detonation. The effects of the Concussion Grenade are defined by Near, Far and Frontal scenarios. When it detonates within close range it will heighten the duration and intensity at the point of detonation. Beyond that near range, it will lead to a lessened duration and intensity. This effect is also decided and impacted by if the detonation takes place in front of the player.
Near radius has been increased from 6m to 8m
Total radius remains unaffected at 12m.
Increased the angle acceptance in order to be considered a frontal concussion from 60 degrees to 70 degrees.
Duration at which Concussion Grenade lasts has been increased in the following conditions:
Near + Frontal Facing from 2s to 2.5s
Far + Frontal Facing from 1.5s to 1.75
Near + Side from 0.75s to 1.2s
Prox Sensors Through telemetry and community sentiment, since moving the Prox Sensor out of the throwable slot and into the Gadget Selection field we have seen this gadget decline in relevance compared to the TUGs and other viable gadgets. We have made some adjustments to allow for the Prox Sensor to be an equally viable choice as part of your loadout.
Increased the number of Prox Sensors that can be carried from 1 to 2
Increased the number of Prox Sensors that can be deployed at once from 1 to 2
Reduced the radius of the Prox Sensors scan from 20m to 15m, which will offset some of the benefits of these adjustments.
Angel
Fixed an issue that prevented the Tracer Dart from being able to resupply from Angel's loadout crate.
Blasco
The Area of Effect for Blascoâs Signal Jammer will no longer tilt when the Gadget is on a slope.
Enemies disrupted by Blasco's Signal Jammer will no longer stop revealing their position when the affected player shoots their weapon.
Blascoâs Signal Jammer will no longer protect itself from spotting.
Dev Comment: We have made this change to help players in locating Blascoâs X6 Infiltration Device, allowing for a better understanding of where to find the device that is blocking their spots. Casper
Enemy or friendly players can no longer climb upon Casper's drone and fly with it.
Added thermal vision to Casper's OVP-Recon Drone when zooming in.
Dozer
Dozer's deploying shield animation will now correctly play immediately after throwing a grenade.
Dozer's shield will now correctly play a fling/push away animation in 1st person view when being hit by a rocket, missile or tank shell.
Fixed an issue that allowed Dozer to jump for an unlimited amount of time while his shield was equipped.
Dozer's Shield bash sound is now played when hitting enemies at the edge of the melee range.
Dozer's shield can now destroy the Medical Crate, T-UGS, Anti-Tank Mine, Ammo Crate, C5 Explosive, M18 Claymore, Prox Sensor, and Loadout Crate.
Fixed an issue which would cause deflected bullets from Dozer's shield to not damage enemy players.
Fixed an issue that would cause incorrect animations between first and third perspectives with Dozer.
Fixed an issue where Dozer would be unable to switch weapons when in a prone state while switching from Shield to a Melee Weapon.
Fixed an issue that caused Dozer to not take damage and enter the heavy hit animation when an RPG would hit his shield.
Added a unique shield bullet impact sound for Dozer
Falck
Falck's Syrette Pistol projectiles no longer deal damage to Dozer when they hit his Ballistic Shield.
Falck's Syrette Pistol will now begin to replenish ammo when the reserve is missing ammo (akin to Zain's XM370A), as opposed to waiting for an entire magazine to be missing.
Irish
Fixed an issue that caused the explosion of the Shootdown Sentinel to unintentionally interact with the EOD Bot and remove player input from controlling it.
Irishâs Deployable Cover will no longer damage players when it is destroyed.
Shootdown Sentinel State tweaks and louder pre-explosion on sticky
Sundance
Sundance's Anti-Armor Grenade has been removed from the game.
Dev Comment: Sundanceâs Anti-Armor Grenade had poor readability which would result in vehicle players being unable to detect between an incoming missile or an Anti-Armor Grenade. Which resulted in being unable to react suitably with countermeasures. Going forward, the only time you will see âIncoming Missileâ alerts is when it is actually an incoming missile. Zain
Fixed an issue that would prevent players from setting the Airburst range on the XM370A for specific structures.
XM370A's Range Number will now display the correct distance when looking through smoke.
Progression
Fixed issue where earning T1 Mastery on the Defibrillator did not reward the "Jack of All Trades" Achievement/Trophy.
Adjusted Pilot Kill XP to only be rewarded when the victim's air vehicle did not also get destroyed at the same time.
Avenger and Savior Kills now include who you avenged or saved in the XP log.
Hazard Zone
Fixed an issue that prevented the Javelin from being purchasable in Hazard Zone.
Vehicles
Removed yaw aim restriction from the LCAA Hovercraft, you can now rotate 360 degrees on the second seat.
Fixed an issue with EMKV90-TORâs zoom level not working properly on higher FOVs
Active Protection Systems will now intercept Incendiary Grenades as intended.
The Active Protection Systems light signal is now working as intended on all graphical settings.
Fixed an issue which would cause animations to occur when in a vehicle open seat and switching weapons or gadgets.
VFX trails on dumbfire rockets now continue until the projectile reaches the target.
Barrage Missiles are no longer missing an audio cue when each rocket is replenished.
Improved aiming for passengers while the driver is turning the body of the vehicle.
Fixed an issue where weapon reload sound effects went missing after entering an open seat in a vehicle.
Fixed a missing key bind in some passenger seats.
Weâve done a full pass on camera positions on all passenger weapons to ensure they feel similar during gameplay.
Fixed an issue with shooting soldiers with a vehicle not triggering in combat state for spawning
Helicopter smart rockets will now lock onto designated targets
Added overheat sound effects to flak on LATV4 and Hovercraft, as well as Wildcat's Heavy AA.
The Air-to-Ground Missile no longer locks onto empty vehicles but will keep the lock if the enemy player leaves the vehicle during the lock sequence.
M5C Bolte
Players will no longer be able to shoot through the windshield of the Bolte
CAV-Brawler
The CAV-Brawler's 40mm Incendiary GL ammo box will now be attached to the weaponâs base.
Soldiers are no longer able to see through their body while in open seats of CAV-Brawler.
The CAV-Brawler should now display the correct hints while being locked on.
The CAV-Brawler's 40mm Incendiary projectile can no longer be briefly seen floating in front of the weapon.
EBAA Wildcat
The missing Lock-on SFX when using EBAA Wildcat has been located and is now present.
Lowered minimum damage of EBAA Wildcat's default primary weapon from 9 to 6
Damage fall off start distance is now set to 250m for the EBAA Wildcatâs default primary weapon.
Removed EBAA Wildcat's 30mm primary cannon inherited speed from the vehicle
Fixed a reload sound for Barrage missile on EBAA Wildcat
EBLC-RAM
The missing Lock-on SFX when using EBLC-RAM has been located and is now present.
Firing VFX is no longer misplaced on the EBLC-RAM when firing the Missile Launcher.
EBLC Ram will now be classified as a Heavy Armor vehicle.
Jets
Jets will now benefit from Rocket Pods.
You will now be able to look back while in the pilot seat of Jets.
Reduced the dispersion of 30mm cannons on Jets.
Increased the overheat rate of 30mm cannons on Jets.
Updated the Third Person Perspective Camera to be more responsive and precise to your inputs.
Tanks
Removed staff shell smart lock on, it now dumb fires like all other tank shells
Added an ability for staff shell to lock onto all laser designated target for extra damage
Turret speeds will now be correctly reflected within the Vehicle Weapon loadout screens.
Added an option to decouple the tank turning from aiming.
Added: Canister Shot, Minigun with Thermal vision, HMG with Thermal vision & 20mm Flak
LCAA Hovercraft
Removed: TOW Missile from the passenger seat with these changes, to ensure that it further aligns this vehicle into its combat role. We feel that despite this item being skill based, a hovercraft should not have access to such a deadly item.
Added: LMG with Thermal vision, Minigun with Thermal Vision & HMG with Thermal vision
EBAA Wildcat
Removed: 57mm cannon, Rocket weapon pod, Mortar Pod & 40mm Volley pod
Added: 35mm Dual AA Cannons, Minigun with Thermal Vision & HMG with Thermal vision
MAV:
Removed: Flak Pod
Added: Incendiary Grenade Launcher
M5C Bolte
Removed: 30mm Cannon
Moved: Repair System to Slot 1 from Slot 2
Moved: Missile Launcher to Slot 2 from Slot 1
Added: 50mm Cannon, Incendiary Grenade Launcher and Passenger Detection Pulse.
M1A5, T28 and EBLC-RAM:
Added: Minigun with Thermal Vision & HMG with Thermal Vision
Increased: Heatseeker Missile Damage to Air Transport Vehicles
Lowered: Accepted angle of radar missiles from 10 to 5 (Weâre not done with our response to this yet)
Weapons
Fixed an issue that caused the camera to shake erratically when firing the NVK S-22 on PlayStation 4 and Xbox One
Fixed a visual inconsistency between the AEK-971 weapon model and its icon.
Fixed an issue where the Factory Barrel Muzzle on the LCMG was invisible while looking through a x2 scope or higher.
Fixed an issue that causes the RPK Flashlight to cast a shadow of the RPK's muzzle.
The SWS-10 and DXR-1 no longer clips through the ground while shooting from a prone position.
Increased the AK24 aim down sight movement speed to be inline with other Assault Rifles.
Incendiary Grenades now keep doing damage after you've switched weapons.
Enemy nameplates no longer have a bright glow when looked at through T4 Thermal 2.5x scope.
Fixed an issue where the SVK bullets were zeroed at a different distance than the rest of the weapons, resulting in high inaccuracies at medium and longer distances. This issue became increasingly visible with the addition of Thermal Scopes.
Fixed an issue that caused the M26 Mass Underbarrel Launchers to share ammo pools across all the variations
Fixed an issue that caused the M320 underbarrel launchers on the M16A3 to all fire HE instead of their intended variations.
Reduced the maximum bullet capacity of the MTAR-21's extended magazine from 50 to 40
Longshot scope has been updated to read 12x instead of 40x.
Fixed an issue that caused Weapon Scope Glints to not appear on several 4x and higher scopes and weapons.
Fixed an issue that prevented the M416's flashlight from being turned on.
GOL Sniper Magnum now displays its Fire Mode as Bolt Action instead of Single.
Fixed an issue that caused the Kobra sight to clip through the M16A3
Fixed an issue that caused the 40mm Smoke Underbarrel Launcher on the LCMG to display an incorrect name in the kill log if a player got a kill with it.
\Requires Season 5 Battle Pass (sold separately) and Year 1 pass to unlock. You must log in during the first 2 weeks of the season to claim your reward. Failure to log in and claim during this period will result in forfeiting the reward.) This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.
Welcome to Spell Token Daily!!!!!! đŽ đđ§ââď¸đŞđŤâ¨âď¸đđ (VPN/Workaround required for US based IP addresses!! Geoblocking has been activated by the abracadabra team to avoid any SEC backlash!!) â Helpful LINKS and INFORMATION can be found underneath the disclaimer!!! đ¸đŚ Disclaimer: Consider all information posted here with several liberal heaps of salt, and always cross check any information you may read in this chat with known sources. Any trade information posted in this open chat may be highly misleading, and could be an attempt to manipulate new readers by known "pump and dump (PnD) groups" for their own profit. BEWARE of such practices and exercise utmost caution before acting on any trade tip mentioned here. \*\*Please be careful about what information you share and the actions you take.\*\* Do not share the amounts of your portfolios (why not just share percentage?). Do not share your private keys or wallet seed. Use strong, non-SMS 2FA if possible. Beware of scammers and be smart. Do not invest more than you can afford to lose, and do not fall for pyramid schemes, promises of unrealistic returns (get-rich-quick schemes), and other common scams. Credit: CryptoCurrency â> Always DYOR!! (Do Your Own Research) <â đđ§ââď¸đŞđŤâ¨âď¸đđ Promoted blog post â> BEAM THAT $MIM!! https://mirror.xyz/0x5744b051845B62D6f5B6Db095cc428bCbBBAc6F9/4_E1MwJsRmmZuuqVIljI2GGoF8CZi1vtA0mg0x-Gvng đŽ FOR SPELLCASTERS IN GEO-BLOCKED TERRITORIES - USE A VPN! (Proton VPN, Surfshark VPN) and change IP location to one outside of the blocked region. (If abracadabra.money still shows as being unavailable when connected to an accepted IP, open the menu in the top right corner of the page and hit the first option that says âAppâ and the page should load correctly) It is possible to fork the abracadabra UI as well!! For more information on forking a UI â> https://docs.github.com/en/get-started/quickstart/fork-a-repo FOR SPELLCASTERS HAVING AN ISSUE SWAPPING MIM - Write down your wallet recovery key!!! Uninstall and Reinstall the wallet, enter your recovery key, then retry the swap. FOR SPELLCASTERS INTERESTED IN BURNING SPELL TOKEN - Send $SPELL to â0x090185f2135308BaD17527004364eBcC2D37e5F6â (Token Contract Address) â> https://etherscan.io/address/0x090185f2135308bad17527004364ebcc2d37e5f6 đŽ Staking: (Check https://wenmerl.in for each âbuybackâ and âcollectionâ)
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Has anyone tried the Sew Station table with an electric lift? I need something stable for my Juki that can support both the machine and has enough surface area to support quilts while I'm sewing. I have checked the large units at several fabric stores and they cost a fortuneâ$5k and up. This table is about $1,800. The other option I'm considering is the Sewezi Grande and adding a few Husky butcher block workbenches to add more surface area. Both tables come with an acrylic insert. Any advice would be most welcome!
2023.06.02 14:20 ChessolinI have no idea how to do butcher block, but mom requested one. How do I unwarp the boards?
I'm using facegrain because that was the only way I'd have enough wood. It's a hardwood, walnut? A bitch to saw. So I what's the best way to stick these together, given that some curve? Mom wants it as a butcher block top for a kitchen island. Gonna have to sand the hell out of it to get rid of the saw Mark's. Still new to a table saw.
2023.06.02 08:46 Sweaty-Ad8900Day 1 of my journey to experience Rain World with minimal spoilers
When I started up the game I freaked out due to my fan going into maximum overdrive upon going afk on the main menu for a bit to switch to the purple lizard. I play on ps4 and I donât know why it does this. When I looked at the character selection I noticed the monk, survivor, and hunter. Hunter was unable to be picked so I had to choose either Monk or Survivor. I ended up picking Survivor because I have played difficult games before, I donât care if I die as long as the game is good. While I was watching the cutscene, my fan was screaming at me to turn it off, almost as if a bomb was going to go off. I ignored it and watched the sad opening cutscene with no context. Honestly, it was pretty sad, and I think that it did great at setting the mood for the rest of the game. Because this game is about survival, I made it my goal to die as few times as possible. Despite my goal, I died quite a few times, which is pretty frustrating. It is difficult surviving in such a dangerous place. Makes me think that I would not have a chance at surviving stranded in the wilderness. I started the game by following where the little yellow thing wanted me to go. That is how most of the beginning played out. I maxed out my stomach, followed yellow dude, and hibernated. My gameplay changed when I encountered a different little yellow thing resembling a plant. I donât know what it is but I am able to eat it. I think that it keeps my level at where it is whenever I die, with only one use each time. I know this because I started to explore more and I intentionally ignored where yellow dude wanted me to go. This resulted in me figuring out that I canât just face everything head-on like other games. Even in Minecraft, Dark Souls, and Sekiro, you can have a reliable offense or rely on mobility to face your problems. But in this game the enemies have the same if not better mobility than you. At first I would fight the lizards using a bunch of rocks I found thinking, âIf I hit them enough times, they will dieâ. I learned through browsing this subreddit a bit that I need to use spears to attack and deal damage. I still havenât killed an enemy yet. Ever since then, I stopped trying attack everything. A few deaths later trying to explore and I experienced my first drowning. It was an intense experience. I donât know how they did it, but I always fear for my life when it starts raining. I managed to go to what I call level 3 or 4 and I found the blue little dude. I donât know what they do though. It appeared twice because I died both times I managed to get it to come out. After a while, I realized that the red symbol on the map where there is a gate corresponds to one of the symbols I get when I level up. I came up with a new goal; survive until that level and unlock the gate to go see what lies ahead. I ended up doing just that and I headed over to the gate. At first, I didnât know that there was a floor because Iâm still not used to the 2d elements in this game, so I jumped to the other closed gate because I saw that there was an indent that I could stand on. Took me a bit to realize that there was ground right there. Also, a little side note, why are there heaters and why do the gates cause water to run through the area when they are activated? If this is a spoiler to the lore then donât tell me. After I go through the gate, I arrive at the industrial complex(?) and find the next safe area. It is at this point that I would like to mention that I didnât really learn how stealth works yet. It was only after I looked at the non-spoiler faq on this sub that I realized I needed to try to be smart about how I played the game. This revelation made the game more fun to play. I started to explore the new area but I encountered a purple lizard. I encountered one before and after a little bit of observation, I learned that they are capable of climbing EVERYTHING. Normally, this wouldnât have been a big deal. But, I was in the middle of learning how to climb, so I was startled and started to make irrational decisions. Rather than trying to get into the safe area (I donât know if the lizard was blocking the way or not), I continued trying to climb. After way too much effort, I managed to just barely avoid death about three times and climbed up to the next area. It was then that I encountered a new lizard, a blue one. I quickly learned that it could float through the air. Because it was in the way, I had no choice but to give up because there was a purple lizard chasing me from below and a blue lizard chasing from above. So I jumped off the tower into the area I was at previously, and so did the purple lizard. Then the blue lizard came into view from above, I have nowhere to go and died. This was an especially sad moment because not only did it not save that checkpoint, it also took away the level I needed to get past the gate, so I spawned all the way back at the last safe area I hibernated in. Lesson learned, hibernate in a new area before exploring. After a long break to do something else I came back and quickly leveled up and made way to the safe area again. It was at around this time when I started to learn how the stealth and movement mechanics worked. The game started getting more intense probably due to the immersion I felt. I explored a bit more and found out some new enemies; white lizards, weird birds, my negligence to look at the time, and fall damage. I still donât know what white lizards do, but I am currently too scared of trying to find out. I also forgot to mention that I encountered these leech mosquitoes that I could eat back in the dirt area. I started eating one, but then all of a sudden, the big leech got mad and prepared to strike. I wasnât dumb and I tried to run away, but I didnât expect how it was going to attack. Because this game is new to me, I wasnât used to how everything attacks in this game and it one-shot me. Lesson learned, donât mess around with anything big no matter what. Iâm starting to catch up to where I am at currently.
2023.06.02 02:53 BoyOHBoy124Application nvcontainer.ex has been blocked from accessing Graphics hardware.
Earlier today, I put my computer into sleep mode, but before I did that I fully close out of some programs in the 'Show hidden icons' tab. But I accidentally closed out of 'NVIDIA Settings' I thought nothing of it, so I put my computer into sleep mode, when I turned it back on, a notification popped up saying 'Application nvcontainer.ex has been blocked from accessing Graphics hardware.' and I don't know how to fix it. Clicking on the notification gets rid of it, until I click off of the notification menu and go back on it. Running nvcontainer.exe as admin didn't work. I restarted my computer and it didn't work I updated my drivers through GeForce Experience and nothing changed. And I tried to update my drivers through Device Manager and nothing changed. https://imgur.com/IrIx6zX
2023.06.02 02:47 FlameFlox[TOMT] [Movie] [late 00s-early to mid 10s] Likely obscure thriller film that I can't find
So basically I've tried to compile a list of every movie I've ever seen and there's this one movie in particular that's escaped me. I must have watched it around 4 or 5 years ago on late night television and it just so happened to be on (I wouldn't be able to recall the channel). It was a pretty mediocre film and all I can remember is most of the plot which I'll explain: (Apologies for the long post) The film follows a young, white couple (I don't remember what the guy looked like but the woman was about late 20s to early 30s, quite short with curly, light brunette hair and blue eyes) with their relationship having difficulties (I remember the description of the film putting an emphasis on that). I believe that one day at a restaurant, they are invited to this mansion where there's several other couples (like half a dozen maybe). I believe this part of the film is dedicated to getting to know the other couples and discussing the relationship difficulties between our main characters. The female protagonist ends up befriending an older couple where she and the wife express unease about the mansion and I think the older woman ends the conversation by saying they'll try and leave or call the police or something to that effect. I believe once the night has passed, the main protagonist notice the older couple have gone missing. The other patrons seem unbothered by it and just assume they left and I believe the couple hosting sends out a search party. Or at least pretend to. I believe the chain of events that follows is that the protagonists feel something is definitely going on and investigate the house and I believe the woman finds a sort of camera room where they were all being filmed throughout the house. Could have just made that up but I do believe she does find something incriminating and convinces the male counterpart that they need to get out as soon as possible. However, their escape plan is foiled as they are captured by the hosts and wake up to find themselves strapped to hospital beds side by side. This is when the host couple and a surgeon I believe reveal their master plan all along which I don't remember (it might have been organ harvesting but that's a complete guess). It's also revealed that they had already killed the older couple. Though when all seems lost, they somehow manage to escape their restraints (and I think one of them stabs the surgeon with a scalpel) before running into the darkness at the front of the house to where they can escape. They steal a jeep from the hosts and sleep the night off in a forest far away from the house. In the morning, I believe the woman feels guilty for leaving all the other patrons behind in the house to be next on the chopping block so decide to contact the nearest police officer (who if I remember correctly kind of resembled Stanley Hudson from The Office - just as a general description) who joins them to investigate the house and the couple. I don't know if he turns up empty originally and then more action unfolds as the host couple hunt down their escapees, but at some point he definitely finds out that the couple are up to no good and tries to have them arrested. However things don't go to plan and a shootout takes place at the climatic part of the movie. The police officer is killed rather swiftly and our protagonists are taken hostage. However, the protagonists manage to wrestle the weapons into their possession to gain the upper hand. Oh yeah. There was also a sort of geeky character who I think has some association with the female protagonist, possibly through work. I only remember him because it cuts to him a few times watching the climatic showdown through one of the spy cameras and reacting accordingly when the couple have the advantage and disadvantage. So in the end, the bad guys are arrested and the other patrons are freed (I think from a shipping container or something to that affect) and it goes without saying that the protagonists' relationship grows really strong after the ordeal. TL;DR: Main couple with rocky relationship are invited to a party or something along with several other couples. There, one couple disappears and it turns out they and other couples had been murdered for organs or something to that effect. Then the main couple escape and contact the police who investigates but is killed in a final fight between the host couple. The protagonist couple win and their relationship is at its peak and all is well. [To help even further I've listed films that I've ruled out that have come up during my everlasting search for the film (unless anyone wants to assertively overrule any of them)] -Blended (2014) -Couples Retreat (2009) -The One I Love (2014) -Marriage Retreat (2011) -The Invitation (2015) -Get Out (2017) -The Menu (2022) -Welcome Home (2018) -Old (2021) -Gone in the Night (2022) -Vivarium (2019) -Perfect Strangers (2016) -A Perfect Getaway (2009)
I really enjoyed the premise of this game and it was fun, however, it is not optimized for Xbox so I had to play on my pc, since a few menus are unresponsive on Xbox.
Workshops and steam generators lose inventory upon load.
AI doctors set to first aid will pick people up but they never use medkits on anyone
Range of self defense for colonists is: actively being shot/point blank, needless to say they died often when I wasn't in time for raiders
Stuck in transit after travelling off world
Laser miner is available to research despite not actually being in the game
AI have weird behavior around platforms and ladders, will refuse to do work orders if platforms are in a stair shape, sometimes stranding themselves on the stairs
AI will not refuel the smelter with ores
Midway through the game cooks stopped butchering animals even after having empty resource silos
Setting colonists to mine is good for clearing an area but they usually leave materials behind
Enemies sometimes spawn inside of base borders (between external doors I put walls 8 blocks out so they would stop jumping them)
The game is only in 1.0 so the bugs are understandable, definitely need to be fixed, also the research tree definitely needs expanding, possibly with more objectives, as there is only one really easy boss
2023.06.02 02:24 RagingNoodle42The Golden Citadel Chapter 3 Part 2
First/Previous/Next Happy Friday Everybody! Here's the second part of Chapter 3. As always comments and suggestions are more than welcome. Enjoy! The Golden Citadel Chapter 3 Part 2 Sooner rather than later, to Mannad's almost inaudible relief, they had made it through the maze of tunnels and reached a hole to the surface. All she needed to do was climb yet again, except instead of a ladder it was a pile of rubble. Far easier in a way, at least this time she wouldn't have to exert herself going straight up. The incline and abundance of handholds was far more forgiving to her than she would have thought, not needing to climb far either as she merely needed to cover the single height of the tunnel before she was standing in the exposed chill of the open air. Wind and dust blew gently around her whilst she stood and revelled in the exposure. "Guess you haven't seen the sky in a while" said Shand as they walked up beside Alice. "Even before I was frozen, my life was labs and orbital stations" she replied. "Iâve seen plenty of skies. Just rarely from the ground." "I canât imagine growing up without a sky. But we donât have green anymore. Not like this planet. In our capital the only nature remaining are isolated to the parks. Instead, skyscrapers go as far as the eye can see with the occasional spacescraper reaching up like giant fingers of the Empress grasping the void. Hell, from my living hab alone you can see the dawn sun rise above the peaks of the spires, the way the light strikes and reflects off the glassâŚ" Shand trailed off. They stood there in silence, each lost in their respective memories. Alice broke the shared silence between them âI tried asking earlier but you were cut off. So tell me, please, just how long was I asleep for?â Shand seemed to shift awkwardly, as if she had been dreading the question. âI'm sorry, I donât know for sure. Hundreds of orbits at least. Maybe a thousand. Thereâs something else as wellâ Alice looked at her, wondering what more there could possibly be. Shand continued âSince you woke up you seemed to have been under the impression weâre fellow survivors of⌠whatever happened. Iâm sorry but weâre not. Weâre not even from hereâ Alice grabbed Shand by the arm in an attempt to get them to look at her âWhat do you mean youâre not from here?â âMy race are the Leasha. We came to colonise and strip mine the system before detecting your bunkerâs faint signal. We barely picked it up, the only reason being weâre far removed from Sovereignty spaceâ Shand informed her. âSurely you must have picked up something else besides me when you approached? Anything at allâ Alice begged. âWhen we arrived in orbit we did very thorough scans. Beyond basic plants and lower food chain lifeforms⌠Iâm afraid we didnât find any signs of civilisation.â the Leasha officer revealed. Alice let go of the arm sheâd been holding like a vice. She turned to get away from the person before her who wasnât even human. They had looked human, but she should have known better. Surface appearances in a galaxy with multitudes of races inevitably overlapped. Shand attempted to comfort her as she stepped back. âDonât leave this place without a memory, this could be the last time you see the sky of your homeâ "It doesnât matter anymore anyway." Alice said curtly as she wandered away to find a secluded spot, not waiting for an answer or permission. âWhat good is the sky when everyoneâs too dead to see it anymoreâ She rushed away with long strides, around the corner of a rockslide that had formed a wall encircling where they had exited the bunker, almost like a guard keeping it safe. Checking over her shoulder that none of the aliens had followed her, she reached out with her right hand and a holographic menu appeared before her, projected from the chest plate of her suit. She tapped an icon in the upper left and the seal around her helmet popped, releasing a small amount of pressure with a slight hiss. Dismissing the blue light with another wave of her hand, she reached up and lifted her helmet off her head, revelling at the feeling of fresh air on her unnaturally pale face. Her short coal black hair fluttered slightly with the breeze and dust blowing around her. Alice closed her eyes and basked in the faint rays of the setting sun that had nurtured the Earth for so long. The warmth running across her body like the caress of all those she was leaving behind bidding her farewell. She opened her red eyes again and looked at what had become of her world. The sight was almost too much to bear and tears threatened to well up. The once grand city nestled below the mountain range was no longer even a ruin like she had thought she had seen on the camera. For a moment she could picture in her mind's eye how it was in its prime, with the packed walkways between spacescrapers that reached like the fingers of giants towards the edges of the atmosphere. Skies full of the majestic ships flitting about like worker bees tending to their queens. But as much as she could imagine, it was undeniable it was gone forever and the image faded. Mangled wreckage rusting away to nothing marked the mass grave in front of her. Encroaching vines marred the souls staring back at her. Sightless eyes staring at her from between the shadows. All who had perished in the final moments, helpless before the inevitable fire that had consumed them. She wished she could have stayed there forever, letting her bones form with the earth. What was one more corpse amongst the untold billions. She wished it hadnât even happened. That the fathers and mothers and children before her had never suffered the fate that had been inevitable by the end. Mercilessly butchered by those who had sworn to protect them. The anger suffusing her being from earlier threatened to bubble back up again. A scream begged to be bellowed from the depths of her chest to the silent sky, one last howl to ward off the night. Balling her fists, she struggled to contain her primal rage. Instead, she swore a promise to the innumerable souls watching her. Begging her for vengeance so they could finally rest. An innumerable mass listening from beyond the veil for the promise they demanded. Iâll make them pay. All of them But just hurting them wasnât enough. Not to satiate the shades before her. Iâll make them hurt until the last of them begs for the mercy they never showed us. And then Iâll wipe them out from the face of existence. Her helmet slammed back on her head, automatically sealing with a small hiss. Deep and long breaths helped to find her composure she needed to maintain in front of the strangers. Earth held nothing for her now. It was a memorial of the past and better left to the guardianship of the dead and damned. She'd miss the sun but at least now she wouldn't be trapped underground or alone. She moved back towards the awaiting shuttle. The others had extricated themselves from the hole and were milling about while Yurisa appeared to be talking on her radio again with how her head was cocked. Shand was waiting nearby for her to return and walked with her to the strange shuttle. The lines put her in mind of a ray with two too many fins meeting at the tip. As she walked she could almost feel the heat from the burning questions Shand must have been desperate to ask but still managed to hold back. "Take any seat you like that's free" said Yurisa as she walked past. The rear of the shuttle was open and the rest of the squad had already boarded the troop compartment inside. Ten seats lined either side of the walls, two being taken up each side around the middle of the sections. Iftan and Mannad were on the right with Doane and Hedi on the left. Alice was unsure where she should sit, nervous at sitting with beings she didn't know or how they would behave. Most of all she didn't want any pestering questions on the flight out of atmosphere. So she took a seat on the left just on the inside of the doorway, the furthest she could get from anybody else in the cramped vessel. Shand came on behind her and sat next to Doane with the commander taking up the rear and ending up opposite Shand, next to Mannad. A voice came over a hidden speaker as the boarding ramp began to rise with dull motorised hums. "Ladies and gentlemen, especially the ladies, we have a short flight back to home base with a slight chance of buffeting, please keep your seatbelts on and any in flight entertainment will be provided to you by our lovely steward" "Can it Seash!" yelled Iftan. If the pilot heard him or not over the whine of the engines spooling up Alice didn't know. Instead she turned and looked out of the long window which lined the wall behind her. The ground gave away without a jolt as they took off into the sky, slowly building up speed as they climbed. The cityscape fell beneath them to slowly be replaced by a horizon of gold and green. She was happy to see green, at least her planet wasn't completely dead and maybe she could return one day. The golden hues of the sunset sky slowly gave way to pale blues which thinned to the pitch black of space. She couldn't see their destination even if she craned her neck, the shuttle was approaching in a manner where the ship was hidden from view. Instead, Alice watched the Earth slowly rotating below, the night side as dark as the space surrounding it. It was odd to see none of the city lights she had known so well when growing up in one of the orbital stations as a child. She remembered how she would watch the small glittering patterns like fireflies frozen in the dark. She could even name all the cities just from the patterns alone. But now there were no fireflies, no cities, no lights. The only glittering came from the stars in the void. Her home was replaced by a large mass of purple metal of an outer hull as the shuttle must have been approaching a docking hanger. Certain enough, the purple hull was replaced just as quickly as it had appeared with dull grey utilitarian metal. As the shuttle turned she could see mighty doors beginning to close behind them, like a giant maw sealing them inside the belly of the beast. The tiny ship settled in position inside the wide empty space and engines whined back down. The boarding ramp opened again as the soldiers began to collect their equipment and disembark onto the far larger vessel. Alice remained in position, remembering what the commander had said about quarantine. Shand disembarked with a small wave before Commander Yurisa motioned for Alice to follow her. Disembarking behind the stern woman, Alice spotted two purple beings in long light blue fully sealed uniforms with clear plastic breathing masks affixed to their faces waiting for them. The similarity to how human they appeared should have startled her, they even appeared to have been anticipating it with tensed stances. After the revelation given to her from Shand, she had been fully prepared for creatures ranging from the completely bizarre to those not so dissimilar to herself, like the wider galactic community she had seen in the education vids growing up. These people comfortably fell into the latter. Two eyes, two ears, mouth, nose and even hair. If it werenât for how they were bright purple she would have thought they were human. As she stared the more she noticed. As similar as they were, they were still distinctly alien. Their facial features were slightly too sharp, the eyes a fraction too large and the same colour as their skin, the mouths smiling wider than a human could. The effect was disconcerting, like they didnât mean the expressions they were pulling. And their ears were pointed. Almost like elves of fantasy crossed with bats. A thin waxy sheen formed a layer on top of it all, like a second skin. As she studied the features of these people, she noticed how the sheen was attached to the masks they wore. Which meant that it wasnât part of their anatomy after all, but rather a way to form a physical barrier not unlike a hazmat suit. âThese are the medical staff who will be performing the scan, please follow them to the quarantine roomâ said Yurisa. The kindly smiling aliens waited patiently for Alice to overcome her initial shock at the sight of what her rescuers actually looked like beneath all the heavy armour. She looked at Yurisa. The commander must look similar to them beneath that helmet she realised. Shand too. And the others. Perhaps it was the way they had seemed so unguarded around her and the full body coverings creating an illusion within her mind, but it only now hit her that her rescuers were truly alien. Seeing that she still wasnât moving, one of the kindly aliens took her gently by the arm and began directing her towards a door opposite the exit ramp of the shuttle. Her steps fumbled across the unfamiliar metal floor of the hanger. As she was led off, Alice turned her head back in time to see the commander remove her helmet, revealing her own light purple skin. A small smile was also on her face, although not as large as the ones the medical personnel sported. Yurisaâs piercing and equally purple eyes gazed back at her, somehow looking into her own, past the glass faceplate. A slight chime and smooth whoosh of the door admitted Alice into the quarantine room. The alien let go of her arm, allowing her to step inside. Another chime and whoosh of the door closing and the Commanderâs gaze was cut off, replaced by a plate of glossy glass and metal. Looking at her new surroundings Alice saw the room was made from the same dull grey metal of the hanger. Perhaps the entire ship followed this pattern. It would be exciting to find out, not to mention meet the rest of the crew. A cushioned bench jutted from the wall to her right which Alice sat down on. There was nothing to do but wait for the scans and think. Thoughts she had forced to the side in the moment began to catch up with her now she had time to pause. The first moment of peace after the completely overwhelming past few hours. Alice bent over, hiding her head in her arms from any cameras that would definitely be watching her. Rage and sadness battled for domination in her mind. Which would come out the victor only time would tell.