Cosmetic jar mockup psd free download
So considering so many people had to buy currency just to get the game going, do we feel blizzard should add something to reimburse players?
2023.06.02 15:03 zmmar007 So considering so many people had to buy currency just to get the game going, do we feel blizzard should add something to reimburse players?
For those who aren't aware a lot players were unable to play the game due to an error code. This was especially present on PS5 players although there are some reports of the error occuring on other platforms.
For many players the fix was to purchase in game currency for Diablo IV. By making the extra purchase the game would load. Some players did this as an attempt to fix the problem but found it was unsuccessful.
Blizzard released a statement saying they were aware of the issue and were looking to fix the problem. They urged players not to purchase currency as a fix would come... eventually. The problem was that players already paid for access and the problem of eventually wasn't good enough.
Some players noted they found success by downloading a free game from the PS extra store. This did not work for many. Some people found downloading a PS extra game didn't work but after purchasing currency for Diablo IV they were able to play.
One of the biggest issues here was that players paid extra to play the game early. For every minute of not being able to access the game the decision to spend that extra money for early access was resulting in money lost, even if the amount was significantly small. At some point the money spent to make a microtransaction and access the game was a more viable option than the money wasted having paid for early access without having it.
What is worse is the competition Blizzard announced for hardcore players to reach 100 within a certain amount of time. Any players affected by this issue who were hoping to be a part of the competition were left at a significant disadvantage.
So the question is, should Blizzard reimburse or offer some form of compensation to players who paid extra fees? If not a refund then at least something in game. Perhaps a large sum of in game currency or a cosmetic. Maybe even a free battle pass.
A lot of people were screwed over and feel bad about the experience. I personally was affected which is obviously why I am making this post but at the end of the day it is just a terrible situation players have had to go through.
I think it is up to Blizzard to rectify the issues with the additional costs people had to pay to access the game. But more important is up to us the fans, those affected or not, to demand they are held accountable for the incident.
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2023.06.02 10:52 Freegfx4u 12×36 Wedding Album Vidhi PSD Templates Free Download
2023.06.02 10:39 Freegfx4u Creative Wedding Album Design PSD 12X36 Free Download
2023.06.02 08:03 tyronpiteauvl Tina Lee – Reels Rocketship Download
| https://preview.redd.it/3eaezp0dej3b1.png?width=639&format=png&auto=webp&s=ec622aa09bb86e554180ac64efd39bf9059756e7 Tina Lee – Reels Rocketship Download (14.44 GB) What You Get? MODULE ONE: REELS BASICS Lesson 1: Reels 101 (35 min) Lesson 2: Reels Settings and Updates (34 min) Lesson 3: Reels Cover Pages (8 min) Lesson 4: How the Algorithm Works with Reels (62 min) Lesson 5: Types of Reels (20 min) Lesson 6: Coming up with Reel Ideas (47 min) Lesson 7: Identifying Trends & Hopping on Trends (23 min) Lesson 8: Viral Reel Formula (34 min) Lesson 9: How to Hook Your Viewers (35 min) Lesson 10: The Art of Storytelling (40 min) MODULE TWO: CREATING AWESOME VIDEO Lesson 1: Getting Comfortable on Camera (8 min) Lesson 2: Gear for Recording Video (28 min) Lesson 3: The Secrets to Creating High Quality Videos (17 min) Lesson 4: Camera Movements and Filming Techniques (5 min) Lesson 5: Mastering Transitions (19 min) Lesson 6: Magic of Good Music (40 min) Lesson 7: Tips for Creating Videos Solo (7 min) MODULE THREE: REELS BEYOND THE BASICS Lesson 1: Understanding Reels Insights (35 min) Lesson 2: How to Convert Eyeballs into Follows (28 min) Lesson 3: So You Went Viral! Now What? (18 min) Lesson 4: How to Batch Create Reels (25 min) Lesson 5: How to Repurpose Across Platforms MODULE FOUR: REELS FOR BUSINESS Lesson 1: Reels for Business Owners (27 min) MODULE FIVE: ANALYSIS AND TROUBLESHOOTING Lesson 1: Debunking Reels Myths (10 min) Lesson 2: Reels Troubleshooting: Why Reels Isn’t Working for You (31 min) Lesson 3: Breaking Down Successful Reels (56 min) Lesson 4: Breaking Down Successful Reels Part II (39 min) Lesson 5: Breaking Down Successful Reels Part III INCLUDING SEVEN COMPLETE TUTORIALS: HOW WE MET REEL (16 MIN LONG) I created my first ever viral Reel, the “How we met” Reel, using just my phone, and you can too! Yup, you read that right, you CAN make viral quality content on your phone- this tutorial will show you how! WHAT YOU’LL LEARN: - How to get sounds from Tiktok to use in your Reels.
- How to make sure your audio matches up with your videos.
- Tips for exporting your videos at the best quality.
- The best way to add text to your Reels.
- Creating a clean and cohesive cover photo for your Reels.
5 MIRROR PHOTOSHOOT IDEAS REEL (8 MIN LONG) This tutorial shows you the basics of creating a simple text/image Reel, as well as what you can do to take that Reel from average to amazing using just editing apps on your phone! WHAT YOU’LL LEARN: - How to get sounds from Instagram to use while editing your videos.
- Aligning your images with audio beats for the most dramatic effect.
- Matching your uploaded audio with the built-in Instagram audio.
- The best text to add to your videos to ensure they get views.
HARRY POTTER WINE REEL (28 MIN LONG) If you’re looking to add a little magic to your videos, this tutorial is for you! In this video, you’ll learn how to fill a wine glass (or a water bottle, or a candy jar, or a backpack- the possibilities are endless!) with only your magical powers (and a little help from Photoshop and Premiere Pro of course). WHAT YOU’LL LEARN: - How to use stop motion to create the filling animation.
- Best practice tips for filming creative videos like this.
- Using images to create a video with Photoshop.
- Creating masks to make sections of your video disappear in Photoshop.
- Editing tips for making your videos look their best.
HOW TO DUPLICATE YOURSELF (40 MIN LONG) Ever wanted to hang out with the twin you didn’t have? With this tutorial, you can! Adding a twin can really make your videos stand out from the crowd, and this video shows you how to do it on your computer using Premiere Pro! WHAT YOU’LL LEARN: - Tips and tricks for filming your base videos.
- All the basics you need to get started with Premiere Pro.
- Techniques you can use to get your videos perfectly in sync.
- Masking and color correcting in both Premiere Pro and Photoshop.
- Correcting your audio using audio filters in Premiere Pro.
HOW I CREATED THIS IMAGE BY MYSELF (27 MIN LONG) This tutorial covers everything you need to know about green screens including options for what to do if you don’t have one! If you’re creating a tutorial video or a video where you need to talk over the picture (perfect for BTS tutorials!), this video is a must-watch, and both paid and free options are demonstrated. WHAT YOU’LL LEARN: - Green screen filming 101.
- Masking out your physical green screen using Premiere Pro.
- Masking out your physical green screen using CapCut.
- Importing music from your computer onto your phone to use for videos.
- Best practices for creating voiceovers for your videos
Seamless City Transition Reel (10 mins long) Want to know how to seamlessly transport yourself from city to city? This tutorial covers the core concepts of how to do a simple yet super viral travel Reel, which can also be applied for all other niches! WHAT YOU’LL LEARN: - How to prepare and plan for a seamless location transition
- How to execute each transition to perfection
- 4 tips to help make the transition more seamless
- How to edit to match the sizes of the subject
Outfit Simulation Reel (1 hr long) Ever seen those super fun outfit simulation reels that look impossible to create? This tutorial will break down step-by-step how to create this Reel using Photoshop and Premiere Pro. WHAT YOU’LL LEARN: - How to delete the background from images in Photoshop
- How to create seamless transitions
- How to make simulation graphics
- How to animate the graphics and outfits
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2023.06.01 21:31 RiP_AND_T3AR3D PC* How to make an Overlay for Ultrawide Monitors - Cover black bars.
| Hi everyone, so to summarize I have an Ultrawide monitor and recently played the Capcom Fighting Game Collection, while hyped for SF6. I noticed that this 4:3 games had Overlays on the sides to complete the image basically so you don't have any black borders on the sides since they are a little bit of an eye sore, and as maybe some of you with ultrawide monitors have found out due to Demo/Betas, SF6 doesn't have support for 21:9 or larger aspect ratios. only 16:9 witch apparently is due to the corner mechanics, and the fact that it wouldn't work correctly since depending on the stage you wouldn't be able to see said corners. Anyways after searching everywhere in the internet I found almost nothing regarding the topic and happened to make my own solution to create an Overlay to fill the black bars, not only with SF6 but any other game that you'd like and this is how: So basically I remembered some people putting images on top of Forza to basically create Liveries by coping the image right ? So... - The tool is called Nomacs - Image Lounge, so look it up on Google It's free. this will allow you to put an Image on top of anything and lock it so you can still use anything in the background. Download it and install it, or use the portable version, up to you.
- Then look up for an image that you'd like to use for the overlay, I found a simple high fidelity one to use, and made a Template on Photoshop that I'll share later on, but I'll explain how I made it anyways.
I used this one. - With Photoshop or any other image editing tool create a png in the resolution of your monitor, mine is 2560x1080, and then created a guide rectangle in the middle in the 16:9 ratio of your resolution, mine would be 1920x1080, then I filled up the corners with the image I wanted and removed the rectangle in the middle to leave the transparent space. and save it.
This is how it ended up. - Now open Nomacs, you can either open the Overlay image you made, or drag and drop it in the program wither is fine, now basically you wanna do 2 things, Fullscreen the image. to do so you can press F10 or use the Panel up top ''View > Frameless'', then in order for it to not go behind the game when you open it you need to lock the window, for this you can either use Ctrl+Alt+Shift+B '' Or change the shortcut in Edit > Keyboard Shortcuts > View > Lock Window '' and change it to whatever you want.
- If you've done this successfully, you'll be able to start the game, the image should stay on top and you'll see that you can navigate the menus and the game, and the image will not move or interfere.
This was the result. https://preview.redd.it/8qf7nn4njg3b1.png?width=2560&format=png&auto=webp&s=9117f61ebb9ec4a9b62bde743ba3e003529842cb Hopefully this is of help to anyone interested, or anyone that hates the black bars on the sides, and sorry in advance if I made an error somewhere here, this is my first time posting anything to reddit that's not just a question. I didn't see anything against posting download links but if anyone wants the Photoshop PSD with a template, let me know. Also if there's anyone that's better with image editing or creation, and make some better overlays, please do share em so we can all have different ones to chose. submitted by RiP_AND_T3AR3D to StreetFighter [link] [comments] |
2023.06.01 18:21 brmdamon JavaFX for free software development
I'm trying to learn how to use JavaFX to develop "free" cross-platform software.
By cross-platform I mean both mobile and desktop. Java is a natural choice because its original design goal was "write once, run anywhere" and it it now widely used on mobile, desktop and server platforms. JavaFX is a natural choice for an application framework because it is able to target all those platforms.
My idea of "free" includes being able to build software using command line tools that are themselves free software. Ideally I want to be able to use a script invoking javac, jar, dx, aapt and other low-level tools to build an application. Some of the Java IDEs are nominally free software, but they are so huge that the programmer can never really understand what they are doing. Likewise, many build examples on the web show a command line that invokes gradlew, which in turn downloads gradle, which in turn implements recipes that the developer knows nothing about. I'm not dead set against using an IDE like Eclipse that hides many details from programmer, but I do not want to be dependent on a huge IDE that produces an application package by a process that is essentially magic.
The big stumbling block in implementing this concept of "free" cross-platform is the Android implementation of JavaFX. I admire and salute Gluon for supporting the continuing existence of JavaFX on Android. But most of their examples use their proprietary "compile to native code" tools. No doubt there's a big performance advantage for that approach. But I so far have not found a clear example, reasonably current, showing how to build and run a JavaFX "Hello World" using just low-level free tools.
Comments or suggestions would be welcome.
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2023.06.01 18:02 katefeetie Trip Report: 2 Weeks in Tokyo, Hakone, Kyoto, Nara, Osaka, Koyasan and Kanazawa
Since this sub was so helpful in planning, I wanted to share my itinerary and trip report! We had an incredible first time in Japan and I can't wait to go back.
Couldn't fit our (very detailed) itinerary in this post, but if you'd like to download it's here. Medium article version with photos + itinerary is
here.
And our shareable Google map is
here.
About us: - We’re New Yorkers in our 30s who have been planning this trip for about 6 months.
- My bf has been learning Japanese for about a year, and I’ve been learning for about 5 months (a mix of Pimsleur and Duolingo).
- Boyfriend is into history and baseball, I'm into skincare and nature, but we’re both big on food so that was our number one priority.
- He has a peanut allergy and avoids all nuts. He learned to say that in Japanese (私はピーナッツアレルギーがあります - "Watashi wa piinattsu arerugī ga arimasu”), and every restaurant and hotel was understanding and careful. Luckily most cuisine is nut-free anyway, but we managed not to have any close calls in 2 weeks which is amazing.
Some overall learnings: - If I were planning this trip again, I think I would skip Kanazawa. It was a lovely town and the food was amazing, but we wished we had spent that time with a night or two in Osaka instead of just making it a day trip from Kyoto.
- Even if you’re not a baseball fan, Japanese baseball games are so much fun. I’ve never experienced anything like it.
- I packed a suitcase and brought a fold-up duffel bag, and halfway through the trip I moved my clothes to the duffel and just used the suitcase for souvenirs. It was a great idea but we ended up buying an extra suitcase at Donki our last day anyway.
- We both felt a bit underdressed compared to locals, especially in Tokyo. I wish I’d packed more dresses, skirts and trousers and fewer jeans and tees - the only people I saw wearing sweats, athletic wear or cutoffs were other tourists. Obviously you can wear what you want, just be aware you’ll stick out! Also, women are generally more covered up, even on warmer days, to protect their skin from the sun.
- If you go clothes shopping, take your shoes off in dressing rooms. I made a right fool of myself.
- Clothes sizing is wildly different in Japan. Know your cm measurements! Your size here may be hurtful to your ego.
- People line up to get on the train (check the ground for a guide of where to stand) and let everyone off before they get on. This seems obvious, but I’ve been living in New York so long that I wanted to weep tears of joy every time.
- If you’re new to sitting showers: there are two buttons. One is to fill up a bowl of water, and the other is to turn on the handheld shower head. Both automatically turn off a minute after you turn them on, but you can also turn them off manually. You sit on the little stool and there’s usually a mirror in front of you, which is… a humbling experience. There are usually also scrubbing washcloths.
- The worst train station toilet was still nicer than a goddamn Nordstrom bathroom. It was a pleasure to have IBS in Japan.
- At many European and American historical sites, you pay a hefty flat fee to see everything. In Japan, you can usually get into the temple grounds for free, then pay for each individual building you go into. Most were 400-700y/person, which felt really reasonable.
- We came at an almost perfect time (mid-May) weather-wise. Most days it was clear or sunny with a high in the mid-seventies. We definitely got some rain, but less than we were expecting (maybe 3-4 rainy days and 5-6 rainy nights).
Hotel Reviews: Tokyu Stay Shinjuku Eastside (Tokyo): This was a great basic hotel, close to plenty of transportation and right on the edge of Kabukicho. The buffet breakfast was the highlight - a great mix of Western and Japanese breakfast options, including a great miso soup.
Hakone Airu (Hakone): Mixed review here. On the one hand, the in-room onsen and public onsen were both wonderful, and the service was extraordinary. On the other hand, the mix of Balinese and Japanese didn’t quite work, and dinner and breakfast were more confusing than enjoyable.
Hotel Alza (Kyoto): By far our favorite stay. I can’t recommend this place enough, and it was definitely worth paying a little extra. They brought us an amazing bento breakfast in our rooms every morning, they had every amenity we could need (they even re-upped the free sheet masks every day), and the micro-bubble bath at the end of a long day of walking was amazing.
Koyasan Syukubo Ekoin Temple (Mt Koya): This was a great temple experience. Koyasan in general is obviously pretty tourist-y, but Eko-in still made it feel authentic, and dinner and breakfast were both amazing. Your stay includes a meditation class, morning prayers and a morning fire ritual, and you can pay to attend a cemetery tour, all of which were great.
Utaimachi (Kanazawa): We were only here for two nights, but this place was pretty good. Very close to the Higashi Chaya area, where we didn’t actually end up spending much time. Always love tatami mat flooring, and the washedryer was a nice bonus, but we were also right next to the lobby and right under another room so there was some noise.
The Gate Asakusa (Tokyo): A great and very Westernized hotel with amazing views of Shinso-ji and the surrounding area. It’s on the top floors of a building right in the middle of all things Asakusa, but is still pretty quiet. And has a wonderful, deep soaking tub with free bath salts.
Tuesday: Arrival, Shinjuku
1 PM: Arrival at Haneda We got customs and immigration forms to fill out on the plane and everything went fairly quickly. Picked up some cash and Suica cards, went to see about taking the Airport Limousine bus ($10/each) but we should have booked in advance because there wasn’t one for another hour. We ended up taking a taxi (about $50) to our hotel in Shinjuku.
4 PM: Arrival at hotel - Tokyu Stay Shinjuku East Side We dropped our luggage and went to a nearby eel restaurant, Shinjuku Unatetsu. The eel was incredible and not too filling. Wandered Kabuki-cho for a bit, I dragged my bf through all 4 floors of Don Quijote (I had a list of beauty items to pick up), then rested at the hotel.
7 PM: Dinner in Shinjuku (Tsunahachi) We went to Tsunahachi for dinner and got some amazing tempura (I wish we had sat at the bar to watch it being made!) and then crashed by 9 pm, because we are young and cool.
Wednesday: Harajuku, Meiji, and Shibuya
7 AM: Hotel breakfast Up early for hotel breakfast, which has convinced bf to start making miso soup every morning.
9 AM: Shinjuku Station - Pick up JR Passes We went to Shinjuku station to pick up our JR passes, then spent 30 minutes finding the place where we could get them before 10 AM. There was a long line (staff shortage) so we waited about an hour but we got them and headed to Harajuku.
11 AM: Meiji Shrine & Yoyogi Park We walked to Meiji Shrine, stopping at the gardens along the way (well worth the 500y entrance fee, especially on a beautiful day). We were lucky to come across a wedding at the shrine. Then we walked around Yoyogi Park a bit.
1 PM: Lunch (Gyoza Lou) Walked into Gyoza Lou and were seated right away. Incredible gyoza as well as beer and bean sprouts with meat sauce - maybe 10 bucks total for 2 people.
1:30 PM: Shopping/museums in Harajuku We split up so I could do some shopping in vintage stores - Flamingo, TAGTAG and Kinji (my favorite), and bf could go to the Ota Memorial Museum for their Cats in Ukiyo-e exhibit (which he loved). I walked down Takeshita street to meet him and managed to get a green tea, strawberry and red bean paste crepe from Marion Crepes.
3 PM: Shibuya Scramble & Hachinko Statue We grabbed the train to Shibuya, saw the scramble and the Hachinko statue, then entered the maze that is Tokyu Hands. I got some onsen powders for gifts and some more cosmetics. My boyfriend checked out the Bic camera store and I went to Gu, which is like the love child of Uniqlo and Primark. I immediately undid all the “light packing” I did with new clothes.
7 PM: Dinner Reservation - Shinjuku Kappu Nakajima I got us a reservation a few months ago at Shinjuku Kappu Nakajima. It was probably one of the best meals of my life. The omakase came out to less than $100usd each, which felt like a steal.
9 PM: Golden Gai bar (Bar Araku) We wandered Golden Gai and went into a bar where the entrance fee was waived for foreigners called Bar Araku. It was very small but had great vibes, highly recommend. I drank too much sake, which will be a theme.
Thursday: Shinjuku
4 AM: Earthquake The phone alerts are insanely loud! We rushed down to the hotel lobby and the only other people there were fellow foreigners - apparently Japanese people at the hotel knew a 5.1 is okay to sleep through.
9 AM: Shinjuku Gyoen We strolled around in the sun taking photos for about 3 hours. Today is a lot less planned than yesterday - I kind of wish I’d switched the itineraries after how long getting the JR Pass took. We did go to the fancy Starbucks, of course.
12 PM: Lunch (Kaiten Sushi Numazuto) We tried to go to a nearby sushi place but it was full, so we walked up to Kaiten Sushi Numazuto. We were a little disappointed it wasn’t actually conveyor belt sushi (the conveyor belt was for show and you ordered from the staff). Stopped in Bic camera afterwards for a bit.
2 PM: Ninja Trick House We tried to go to the Samurai museum but learned it closed a few weeks ago. A good excuse to go to the Ninja Trick House instead. You’re thinking: “Isn’t that place for children?” Yes. Yes it is. And we loved every minute. I now have a camera roll full of myself being terrible at throwing stars. The dream.
3 PM: Don Quijote More Don Quijote, mostly to get out of the rain. Got my last few beauty products I really wanted and a few souvenirs. An overstimulating heaven.
6 PM: 3-hour Shinjuku Foodie Tour We signed up for a 3-hour “foodie tour” of Shinjuku that stopped at a sushi place, a Japanese bbq spot with insane wagyu beef, and a sake tasting spot. It was great, and we loved our guide, but wished it had stopped at a few more spots to try more things.
9 PM: Walk around Shinjuku We attempted to play pachinko, got very confused and lost $7. Tourism!
Friday: Hakone
7 AM: Set up luggage forwarding to Kyoto with hotel Luggage forwarding is brilliant. We did it twice and it went so smoothly, for about $10 USD per bag. Highly recommend.
9 AM: Transit to Hakone We got to experience Japanese transit at rush hour. I can’t believe I have to go back to the MTA after this. We took the subway to Tokyo station and then the Shinkansen to Odawara, then a train to Hakone-Yumoto. The hotel was only a 20-minute walk away, so we decided to take a more scenic route - which turned out to be a forest hike straight up switchbacks most of the way.
11 AM: Lunch in Hakone (Hatsuhana) We stopped in a soba place called Hatsuhana with a system of writing your name down and waiting outside to be called in. They skipped our names because they weren’t in Japanese, but let us in when they realized their mistake. The soba was made and served by old aunties so of course it was insanely good and well worth it.
1 PM: Hakone Open Air Museum We took the train down to the Hakone Open Air Museum, which lived up to the hype. I’m not normally into sculpture, but seeing it in nature, and the way the museum is laid out, made it incredible. And obviously the Picasso exhibit was amazing.
3 PM: Owakudani, Pirate Ship, Hakone Checkpoint We took the train to the cable car to Owakudani, then the ropeway to Togendai, then the pirate ship ferry to Motohakone. We were running behind so unfortunately had to rush through the Hakone Checkpoint, which was empty but very cool.
6 PM: Dinner at hotel Back to our hotel for our kaiseki meal. The staff spoke very little English and Google struggled with the menu, so we had no idea what we were eating half the time, but overall it was pretty good.
9 PM: Onsen time Experienced my first public onsen, followed by the private onsen in our room. The tatami sleep did wonders for my back.
Saturday: Travel to Kyoto, Philosopher’s Path, Gion
8 AM: Breakfast, travel to Kyoto Took the train to Odawara and then the Shinkansen to Kyoto station. We booked all of our Shinkansen seats about a week in advance but you can also book them on the day, I believe.
1 PM: Lunch in Gion Our Kyoto hotel let us check in early, and then we went looking for lunch. Quickly learned that most every place in the Gion area has a line outside and closes at 2! We eventually found a tiny spot with insanely good ramen. It also had chicken sashimi on the menu but we weren’t brave enough.
2 PM: Philosopher’s Path, Ginkaku-ji We took a bus over to the Philosopher’s Path, which was not busy at all because of the rain. It was pretty, and I could see how great it would look in cherry blossom season. We had to kind of rush to Ginkaku-ji, which was gorgeous nonetheless.
4 PM: Honen-in, Nanzen-ji Stopped by Honen-in (which we had completely to ourselves, thanks rain!) and then Nanzen-ji. My bf is a big history guy and he went feral for the Hojo rock garden. It was very pretty and I’d love to see it in better weather.
6 PM: Food Tour of Gion & Pontocho This food tour stopped at two places (an izakaya and a standing bar) with a walking tour of Gion and Pontocho in between. We also stopped at Yasaka shrine and caught a rehearsal of a traditional Japanese performance.
10 PM: Pain My feet hurt so bad. Bring waterproof shoes, but make sure they don’t have 5 year old insoles. I tried some stick-on cooling acupuncture foot pads I picked up at Donki and they were bliss.
Sunday: Arashiyama, The Golden Pavilion and Tea Ceremony
8 AM: Arashiyama Bamboo Forest The forecast was for heavy rain all day, but we lucked out and only got a few drizzles here and there. We headed to Arashiyama Bamboo Forest in the morning and it wasn’t too crowded. We did have an amazing bamboo dish at dinner last night so now bamboo makes me hungry.
10 AM: Tenryu-ji, Iwatayama Monkey Park Headed over to Tenryu-ji, which was very nice but very crowded, and then to one of the things I looked forward to most on the trip, the Iwatayama Monkey Park. It’s a 20 minute hike up there but it is worth it. Oh my god. Getting to feed a baby monkey made my whole week.
12 PM: Lunch near Arashiyama (Udon Arashiyama-tei) Headed back down to the main road and got duck udon at a little place called Udon Arashiyama-tei. I know I keep calling everything incredible but… yes.
1 PM: Ginkaku-ji Ran into some bus issues (the first time we experienced anything public transit-wise not running as expected!) but eventually got over to Ginkaku-ji. It was also very crowded (seems like Japanese schools are big on field trips, which I’m jealous of) and not my favorite temple, but beautiful nonetheless.
3 PM: Daitoku-ji We were ahead of schedule so we got to spend some time at our meeting place for the tea ceremony, Daitoku-ji. It ended up being our favorite temple, especially Daisen-in, a small and very quiet spot with a great self-guided tour. The monks showed us a section normally closed to non-Japanese tourists with beautiful calligraphy.
4 PM: Tea Ceremony (90 mins) The tea ceremony we booked said it was in groups of up to ten, but it ended up being just us. It was very nice and relaxing, plus we got a little meal.
6 PM: Dinner (Gion Kappa), Pontocho Alley We both nearly fell asleep on the bus back so we took it easy for the night. Went to an izakaya called Gion Kappa which had the best tuna belly we’d ever eaten, then did a quick walk around Pontocho Alley, got treats at 7-11 and went to bed early.
Monday: Fushimi Inari, Nishiki Market, Kyoto Imperial Palace (kinda)
9 AM: Fushimi Inari Our plans to get up super early to beat the crowds to Fushimi Imari were hampered by the fact that we are no longer in our 20s. It was packed by the time we got there, and the amount of littering and defacing done by tourists was a bummer.
11 AM: Tofuku-ji We had planned to go to the Imperial Palace at 10:30 for the Aoi Parade, but decided instead to get away from crowds by hiking from Fushimi Inari to Tofuku-ji, which was beautiful (I’d love to see it in the fall).
12 PM: Nishiki Market, lunch (Gyukatsu) Grabbed lunch first at Gyukatsu (wagyu katsu - delicious) then wandered Nishiki a bit. It’s touristy, but fun.
2 PM: Kyoto Gyoen, Kyoto Handicraft Center It was supposed to rain all day but ended up sunny, so we went back to the hotel to drop off our rain jackets and umbrellas. Stepped back outside and within ten minutes it was raining. We went to Kyoto Gyoen and saw the outside of the imperial palace; it was closed because of the parade earlier and half the garden was blocked off because the former emperor was visiting. Without the palace, Kyoto Gyoen is kind of meh. We walked over to Kyoto Handicraft Center which was also meh, but we picked up some nice lacquerware.
7:30 PM: Dinner at Roan Kiku Noi We had a reservation at Roan Kiku Noi where we had maybe the best meal of our lives. Amazing that it only has two Michelin stars, honestly. Had fun trying to decipher the pain meds aisle at a Japanese pharmacy afterwards and then called it a night.
Tuesday: Day Trip to Nara
8 AM: Travel to Nara We took the subway to the JR and were there in about an hour.
9 AM: Nara Deer Park Two things about the Nara deer. One: if you bow to them, they bow back, and it’s very cute. And two, if you buy the 200y rice crackers to feed to them, do it somewhere where there aren’t very many of them. I got mobbed by like 15 deer and bitten 3 times. My fault for having skin approximately the shade of a rice cracker.
10 AM: Kofuku-ji, Nara National Museum We saw Kofuku-ji and then the Nara National Museum, then stopped at a random little cafe for rice bowls with some kind of regional sauce (I can’t find it now!).
12 PM: Isetan Garden We spent a long time finding the entrance to the Isetan garden only for it to be closed on Tuesdays.
2 PM: Giant Buddha Saw Nandaimon Gate and the Daibutsu (giant Buddha), which are both every bit as enormous and glorious as advertised, as well as very crowded.
3 PM: Kasuga-taisha Shrine Wandered over to Kasuga-taisha shrine, which is famous for its hundreds of lanterns and thousand-year-old trees. There’s a special inner area (paid) where you can see the lanterns lit up in the dark.
4 PM: Wait for the emperor We got held up by a procession for, guess who, the former emperor again. Stalker.
5 PM: Nara shopping and snacks Walked around Higashimuki Shopping Street and Mochiidono Shopping Arcade, bought a nice sake set and an amazing little hand-painted cat, ate some red bean paste pancakes and headed back to Kyoto.
7 PM: Dinner in Kyoto Walked around Pontocho searching for dinner and landed on Yoshina, where we got even more kaiseki. Finished the night at Hello Dolly, a gorgeous jazz bar overlooking the river.
Wednesday: Day Trip to Osaka
7 AM: Depart hotel Started by taking the subway to the JR. Took us about an hour altogether, though it would have been faster if we’d caught the express.
9 AM: Osaka Castle We got to Osaka Castle in time for it to hit 85 degrees out. The outside of the castle is gorgeous, but the line to get in was long and I don’t know if the museum parts were worth the wait, especially with the crowds. The view from the top is nice, though.
12 PM: Okonomiyaki lunch (Abeton) We went to an okonomiyaki spot in Avetica station called Abeton that was full of locals and absolutely bomb as hell.
1 PM: Shitteno-ji, Keitakuen Gardens We headed to Shitteno-ji (our oldest temple yet) which was nice, though the climb to the top of then 5 story pagoda wasn’t worth the sweat. Then we walked over to Keitakuen Gardens, a small but gorgeous garden in Tennoji Park. Had a nice sit in the shade to digest and plan our next moves.
3 PM: Ebisuhigasbi, Mega Don Quijote I am a crazy person, so I had to go to the Mega Don Quijote. We walked around Ebisuhigasbi for a while first, and while I was buying gifts in Donki, my boyfriend entered a sushi challenge for westerners (which turned out to just be “can a white boy handle wasabi”) and won a bunch of random crap! Now we own Japanese furniture wipes.
5 PM: Dotonbori & America-mura We took the Osaka Loop to the Dotonbori area, which was super crowded as expected. We walked around America-mura and enjoyed seeing what they think of us. There are great designer vintage clothing shops here if that’s your thing.
6 PM: Dinner (Jiyuken) We tried to get into Koni Doraku, a crab restaurant, but they were booked up, so we went to a tiny spot called Jiyuken for curry instead. I would do things for this curry. It was the platonic ideal of curry. It was served by old Japanese aunties from a very old recipe, so we knew it was going to be good, but it exceeded our wildest expectations… for <1000y each.
7 PM: Return to Kyoto My feet were feeling real bad (the Nikes may look cool but they cannot support 25k steps a day) so we headed back to Kyoto and packed for our early morning tomorrow.
Thursday: Travel to Koyasan, Temple Stay
8 AM: Bus from Kyoto to Koyasan The transit from Kyoto to Mt Koya is complicated, so we ended up just booking a bus directly from Kyoto Station to Koyasan (which barely cost more than public transit!). We got there bright and early for the 3 hour trip - if you take a bus out of Kyoto Station I definitely recommend giving yourself extra time to navigate to the right bus.
11 AM: Arrive at Eko-in, lunch We arrived in Mt Koya and checked in to our temple, Eko-in. The quiet and the beauty hit me hard and I fell asleep for a few hours. We got a nice lunch at Hanabishi in town.
4 PM: Meditation class, dinner The temple offered a meditation class, which was lovely, followed by a vegan dinner in our rooms. I can’t explain how peaceful this place was.
7 PM: Okuno-in Cemetery We signed up for a monk-led tour of Okuno-in, which was definitely worth it. Came back for some public baths and fell asleep to the sound of rainfall.
Friday: Travel to Kanazawa, Higashi Chaya District
7 AM: Service & ritual at Eko-in The day started with a religious service and a fire ritual at the temple. Both were stunning. I did wish that my fellow tourists had been a bit more respectful by showing up on time and following directions, but luckily, no one has more patience than a Buddhist monk.
9 AM: Travel to Kanazawa We took a taxi through some sketchy mountain roads to Gokurakubashi Station, took two trains to Osaka Station, and then the JR Thunderbird to Kanazawa.
1 PM: Arrive at Kanazawa, Lunch (Maimon) We got into Kanazawa station and went straight for a sushi spot called Maimon, which was delicious. Struggled a bit with the bus system and eventually got to our hotel, Utaimachi.
4 PM: Higashi Chaya District Wandered the Higashi Chaya district a bit. It seemed kind of dead, but maybe we are just used to the hustle and bustle of Tokyo/Kyoto.
7 PM: Korinbo, dinner (Uguisu) Walked down to the Korinbo area southwest of the park and found a tiny ramen spot called Uguisu. Incredible. Some of the best broth I’ve ever tasted plus amazing sous vide meats.
9 PM: Bar in Korinbo (Kohaku) Went to a little upstairs whiskey bar called Kohaku. Boyfriend got Japanese whiskey and they made me a custom cocktail with sake, pineapple and passion fruit that was just insane. They were very nice and talked baseball with us for a while.
Saturday: Omicho Market, Kanazawa Castle, 21st Century Museum
9 AM: Kenroku-en Garden We walked over to Kenroku-en Gardens, which were as beautiful as advertised. I was hurting pretty bad (crampy ladies, just know Japanese OTC painkillers are much weaker than ours, BYO Advil) so we’re moving slowly today.
12 PM: Omicho Market, lunch (Iki-Iki Sushi) Walked to Omicho Market and ate little bits from different stalls, then waited about an hour to get into Iki-Iki Sushi. It was worth it. Some of the best, freshest sushi of my life.
2 PM: Kanazawa Castle, 21st Century Museum of Contemporary Art We walked around Kanazawa Castle a bit, then walked over to the 21st Century Museum of Contemporary Art. It was packed and the line to get tickets to the special exhibits was crazy, so we looked at the free ones and then headed back. Along the way we stopped in a few little stores and bought some handcrafted lacquerware from a local artist.
6 PM: Onnagawa Festival, dinner (Huni) As we walked towards the restaurant, we came upon the Onnagawa Festival on the Plum Bridge, which included a beautiful dancing ceremony and lantern lighting. We went to Huni for dinner, our first “westernized Japanese” restaurant, and it was fantastic. 9 dishes served slowly over 3 hours at a table overlooking the river. Highly recommend if you’re in Kanazawa.
10 PM: Why does the bathtub have a phone We went back to our hotel, struggled with the automated bathtub, and enjoyed our last night on tatami floors.
Sunday: Travel to Tokyo, Tokyo Giants Game, Ueno Park
7 AM: Travel to Tokyo Grabbed a taxi we arranged the night before to Kanazawa Station - it would have been an easy bus journey but our number of bags has increased - and boarded the Shinkansen for Tokyo.
12 PM: Travel to Tokyo Dome and Tokyo Dome Park Dropped our bags at our hotel in Asakusa, then headed for Tokyo Dome. We got there a little early to look around - there’s basically a full mall and food court and amusement park there. We grabbed some beers and some chicken katsu curry that was delicious.
2 PM: Tokyo Giants vs Chunichi Dragons Japanese baseball games are so. much. fun. This was a random mid season game, and the stadium was full and people were amped. I’ve been to many American baseball games and never seen fans this excited. We also scored some fried cheese-wrapped hot dogs on a stick and a few more beers and had the time of our lives cheering for the Giants.
5 PM: Ueno Park After trying and failing to find the jersey we were looking for, we walked to Ueno Park and looked around a bit. It was lovely, but we were exhausted and full of too many beers, so we headed back to Asakusa.
7 PM: Dinner in Asakusa There was a festival all day around Shinso-ji and there were a ton of street vendors and day-drunk people when we arrived in the afternoon (as a native Louisianan, I approve) and it seemed like the partiers were going on into the night. We ducked into a restaurant for some buckwheat soba (never got the name, but it was only okay) and tucked in early.
Monday: Tsukiji Food Tour, Kapabashi Dougu, Akihabara
8 AM: 3-hour Tsukiji Food Tour + lunch We started the day with a Tsukiji food tour, which ended up being my favorite food tour of the 3 by far. The guide was great, and we stopped by a dozen food stalls and sampled everything from mochi to fresh tuna to octopus cakes. We finished with lunch at Sushi Katsura, where our chef prepared everything in front of us.
12 PM: Imperial Palace, Don Quijote We were planning to spend the afternoon exploring the Imperial Palace and Edo Castle Ruins, but it was hot and the palace was closed, so we walked to Taira no Masakado's Grave, then headed back to Asakusa for, you guessed it, Don Quijote. I did not intend for this trip to be “guess how many Don Quijotes I can visit” but here we are. We bought another suitcase and I filled it with food and gifts to bring home.
3 PM: Kappabashi Dougu We walked Kappabashi Dougu and browsed kitchenwares while wishing we had a bigger kitchen, an unlimited budget and a way to get a hundred pounds of porcelain home in one piece.
6 PM: Akihabara dinner + games + drinks We took the train to Akihabara, got dinner at Tsukada Nojo, then played games in a few arcades and ended the night at Game Bar A-button, which lets you play vintage handheld games while you drink.
Tuesday: Senso-ji, Flight
9 AM: Breakfast, Senso-ji We got breakfast pancakes at Kohikan, then walked around Senso-ji and the surrounding shopping streets for a while.
12 PM: McDonald’s Look, I couldn’t leave Japan without doing it, okay? I got the Teriyaki Chicken Burger (too sloppy and sweet) and bf got the Ebi Filet-O (he said it tasted exactly like a Filet-O-Fish). It was not great but I deserve that!
3 PM: Cab to the airport I caught the flu on the flight home and have now been in bed for a week! Welcome back to America, baby.
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2023.06.01 13:53 maskgirlnft Lawrence Bernstein – Million Dollar Hard Drive Players in Print
| Lawrence Bernstein – Million Dollar Hard Drive Players in Print https://preview.redd.it/ax4fjt0wae3b1.jpg?width=500&format=pjpg&auto=webp&s=c9503a664d1959d315310f7de2b014549f067572 I am writing today to sell you the world’s most expensive computer hard drive of blockbuster ads and response boosters. And with that sentence, I’ve just broken a cardinal rule of sales letter writing – I’ve told you up front what I’m selling, instead of warming you up first. If you think that’s unusual, in just a moment I’m going to break some more. Why? Because this is no ordinary hard drive and to be truthful, it’s not for everyone. You’re busy and probably don’t have the time to read this through to the end only to discover the price and content of this unusual offer are out of reach for 99% of those reading this. So, with your permission, I’m now going to break another rule and tell you the price right up front. It’s the world’s most expensive hard drive for creating winning direct response advertising and. It’ll set you back a whopping $100,100 That’s £81,056 in pounds. €95,112 in euros. And finally, let me break one more rule while I’m at it. Sales letters like this are normally heavy on the guarantee. They promise unconditional and instant money back if you don’t like the product for any reason. Want to know what the guarantee is with world’s most expensive hard drive? It’s precisely the same as with ANY print ad insertion, DRTV spot or direct mail drop. Zip. Zero. Zilch. That’s the REAL world of high level direct response. and business. So, if you want a friend, get a dog. And if risk-free “voyeurism” is your thing, stop reading. The Internet is awash with “zero-risk” products and you can download one thousand thirty one $97 e-books instead. Why have I chosen to break all the rules? Because this drive breaks all the rules as well. Announcing the 17-pound FedEx laden with your new direct response SUPER POWERS for 2017. 2018. 2020 and beyond 1,853 HEALTH & BEAUTY print ads. Everything under the sun. (“Health & Beauty MegaBase” on Million Dollar Hard Drive) HIGH TICKET Selling (Part 1): “How to turn $49 investment newsletter subscribers into high ticket buyers. for a $10 Million week. (“High Ticket” on Million Dollar Hard Drive) 634 FINANCIAL ads. DM packages & print with 15,000 fully searchable keywords. Investment newsletters, trading systems and software, options advisories, penny stock pitches and more. (“Financial MegaBase” on Million Dollar Hard Drive) CRIMINAL CLOSER’S Manual: The Feds shut them down. but not before this rogue firm booked $250 million in sales. This 76-page training manual was mandatory reading for employees. (“Criminal Closers” on Million Dollar Hard Drive) KILLER CHIRO campaign grew this franchise from a handful to HUNDREDS of clinics. 29 ads. 134 total chiro ads. (“Killer Chiro” on Million Dollar Hard Drive) 30-page checklist for writing “Story Ads that Sell.” (page 600, Players in Print Volume 3) ALT-HEALTH. 320 Direct Mail control packages. (DM Health MegaBase on Million Dollar Hard Drive) 4-foot-11 marketing GIANT’s fool proof knock-off insurance. and $200 million payday. 52 ads. (“4-foot-11 Marketing Giant” on Million Dollar Hard Drive.) SELF-HELP secrets: 209 DM packages and print ads. (“Self-Help” on Million Dollar Hard Drive) Supplement Swipes. 352 proven print ads. (“Supplement Swipes” on Million Dollar Hard Drive) RETAIL COPYWRITING dwarfs mail order. and this treasure trove of 420 long copy ads TROUNCED the competition. (“Retail Copywriting” on Million Dollar Hard Drive)HEALTH INFO-MARKETER’s secret stash. No pills or potions here. The secrets of selling health related books, reports and plans. 185 winning ads. (“Health Info Marketing” on Million Dollar Hard Drive) “Dentorials” that pull. 69 print ads. (“DENTAL” on Million Dollar Hard Drive) PREPPER products. Market of hillbillies, paranoids and cooks? Think again. The survivalist’s market continues to soar. and high ticket products abound. 124-page lesson for selling $10,000 power generators. 84-page “how to” for pitching $500 freeze-dried food rations. a 30-page control for moving cases of colloidal silver kits. (“High Ticket” on Million Dollar Hard Drive) FASCINATION FILES. 134 pages. Ad collection sent unsolicited to direct response legend, Marty Edelston. His friendship worth a thousandfold the check. (“Fascination Files” on Million Dollar Hard Drive) HOT NEW direct response lead for 2017. $8.5 million in sales and 80,000 new customers thanks to this unlikely lead. Working like gangbusters in health and wealth. (“Hot New Lead” on Million Dollar Hard Drive) $1,300 GOLD? The greatest silver and gold print ad swipe file there is. from a 50-year copywriting veteran. 75 ads. (“Silver & Gold” on Million Dollar Hard Drive) Socialist’s SALES SECRETS. He once boasted in a headline: “Do You Realize (blank) is the Largest Book Publishing Enterprise Ever in Existence?” But since he sold HUNDREDS of millions of books, none can quibble. His 223-page title testing manual. and greatest ads collection. (“Socialist’s Sales Secrets” on Million Dollar Hard Drive) Ultimate Trading Swipes. 75 DM packages. (“Trading Swipes” on Million Dollar Hard Drive) Pain Relief 151 winning print ads. (“Pain Relief” on Million Dollar Hard Drive) PICK-UP artist in print. Mild mannered agency-man by day. pick up artist by night. His pioneering print campaign. (“Pick Up” on Million Dollar Hard Drive) WEIGHT LOSS. Many marketers don’t have the risk tolerance for it. But if you do. try this: 1) a good advertising lawyer and 2) this weight loss swipe file of 171 current and recent print ads, including: supplements, weight loss centers, hypnosis, and cosmetic surgery. (“Weight Loss” on Million Dollar Hard Drive) FUNDRAISING fortunes. Ogilvy’s response boosting dynamite (not in any of his books). British advertiser’s £147.7 million windfall in 2015. Virginia farmer’s formidable fundraising secrets. €278 million raised in 2015 by this monolith… submitted by maskgirlnft to GlukomOnlineShop [link] [comments] |
2023.06.01 08:03 tyronpiteauvl Rache – Standout Shopify Download
| https://preview.redd.it/o37k74jesb3b1.png?width=705&format=png&auto=webp&s=82d400e270b1fd569091086c0cec24629429e766 Rache – Standout Shopify Download (21.93 GB) What You Get? Level One: SHOPIFY Fundamentals Every exceptional online shop starts with a blueprint. Before we even dig into the code, let’s explore the Shopify 2.0 design & development workflow from strategy to launch. What better way of looking under the hood than a walkthrough of your feature-rich base theme, Esencia? We will work on an actual case study for the brand, Estudio Persona. - The Standout Checklist from design to launch
- Design Strategy for eCommerce + our most raved about Website Strategy Template.
- Wireframe Design Principles
- Efficiently configuring Shopify websites: from product set-up to order testing.
- Exploring built-in features, sections, and templates
- Building websites with accessibility, performance and speed in mind.
- Leveraging Shopify 2.0 features: store filtering, variants and the magic of metafields
- App and Features Library
No prior knowledge of Shopify, Adobe XD or Figma is required. Level Two: SHOPIFY CSS Looking to spruce up the online shop a bit more? It’s time for us to fix those product aisles by styling them using CSS. In recreating the Creativa mockup, you’d be surprised with how much you can actually do in your Shopify Code Editor. - Scoping the right selectors for typography & layout
- Responsiveness and Cross-browser testing and Smart Coding Techniques to make sure customizations are properly applied even when the theme is duplicated.
- Creative layouts using pseudo- & background elements
- Adding engaging animations
- Efficient methods to install custom fonts
All CSS concepts can be applied to ANY Shopify theme (free or paid) Level Three: SHOPIFY Liquid Believe me, you can build your own template! I’ll be demonstrating the process of how you can build your own “designer template” similar to how I built Esencia Theme. - Beginner guide to Liquid and JSON
- JSON and Liquid basics to make customization options available to users.
- Adding custom sections & elements to existing themes
- Streamlining & optimizing your Shopify backend
- Learn how to build your own “designer template”
All Liquid & JSON concepts can be applied to any Shopify theme (free or paid) Level Four: BUSINESS UNIT Once you’re fairly confident with your tech skills, we can start talking about what else you need to know about running a Shopify design business. Here are the things that trip up many people in the beginning: how to find your ideal clients, price at a premium, and stand out. - Defining your Brand Promise to attract the right clients
- Onboard with Confidence using our proposal templates, discovery call scripts, welcome guide and contract references.
- Notion Dashboard for eCommerce Projects
- Offering Shopify Design Intensive + bonus Dubsado Template
- Discovery Questionnaire and Website Copy Prompts
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2023.06.01 05:44 _spookyhamster_ Looking for temporary alternatives to therapy
(Sorry, I had initially posted this on
BDDvent but I figured it belonged here instead)
TW: Eating disorders, cosmetic procedures, injuries
Before you suggest me getting therapy:
I can't right now. I'm unemployed and I seriously cannot afford it, I have no insurance (I'm not in the US) and unfortunately, there's no way for me to get any professional help anytime soon.
So here I go. Please be kind to me. English is not my first language and I am feeling very vulnerable.
I (24 F) was diagnosed with OCD about two years ago, only to realize I've probably had it for most of my life, and it has messed up my entire existence in many many ways, now more than ever. When I hit my 20's I started noticing how badly I'd react to any change regarding my physical appearance. Unknowingly I always struggled with eating disorders (I used to purge and restrict as a child, and during my teens, not knowing what orthorexia was, I followed a very rigorous meatless diet that led me to serious health issues -I went back to eating meat recently after 13 years and my relationship with food is way better now-) But all this time I just thought I was a very healthy and disciplined person.
Two years ago I went under a cosmetic procedure that changed the appearance of my face (microblading) and the person who did this procedure on me did a really bad job, leading me to the worst crisis I've had in my entire life (Needless to say I've lost people I love to gruesome tragedies, endured poverty, trauma, and many many issues, as most humans do, and NOTHING had ever emotionally destroyed me like this. That's when it hit me that what I was feeling was not normal: I couldn't leave my house for a year, attempted S, and used all my savings on getting the microblading removed, it was a long and extremely painful process. Thank God the removal procedure worked on me.
I did take a few therapy sessions during this time of my life, and this doctor suggested that I might have BDD. We worked on accepting the impact that the whole microblading experience was making on my face, my life and my confidence, and it all worked pretty well. I accepted the uncertainty and discomfort of living with a botched face.
But almost two years have passed since then, I've stopped drinking, I eat whatever I want, and I go out with my friends and keep in contact with them, but regardless, I'm noticing that the problem persists. Three months ago I accidentally cut my hand while shaving and it left a scar. A 1/4 inch keloid scar that has cost me nights of sleep and has led me to SI a few times.
Today I was very proud of the way my legs looked after working out, but I accidentally hit a sharp table and got a cut/huge and painful bruise on my tight. I promised myself that I would not think too much about it. It's not a big deal, It's not a big deal...And here I am. I just cried and I'm feeling so distressed about it that I felt the need of using my Reddit account for the first time in years just to ask for some direction.
I can't keep living like this. I don't know how, my mind had never felt this broken. I know I can't say I was free and happy growing up, but in comparison, it truly feels like it. Yes, I grew up feeling ugly and hating myself, but I'm an adult now and a scar is making me cry every night. Any advice on surviving this?
Something is very wrong with me and I don't know how to stop it.
Does anyone have any book recommendations? a youtube channel? any type of free access information where I could find some helpful answers? EDIT: I just downloaded the workbooks from the subreddit resources, I'll print them all first thing in the morning!
TLDR : I can't afford therapy and every little imperfection on my body is dramatically affecting my life. I'm OCD diagnosed, just discovered I also have BDD, the suffering is unbearable and I don't know what to do.
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2023.05.31 16:34 LinsaFTW FlameCord: The ultimate BungeeCord fork for a secure and fast Minecraft network
Do you want to run a BungeeCord server without worrying about hackers, bots, exploits and DDoS attacks? Do you want to boost your server’s performance, stability and compatibility? Do you want to enjoy new features and functionalities that BungeeCord doesn’t offer?
If you answered yes to any of these questions, then you need FlameCord, the best BungeeCord fork that enhances your server’s security and speed. FlameCord is a drop-in replacement for BungeeCord that inherits all the features of Waterfall, plus some exclusive ones, such as:
- Antibot System: FlameCord has a powerful antibot system that filters out malicious traffic and minimizes the impact of bot attacks and exploits on your server. FlameCord uses advanced packet security, IP detection, firewall and anti-spam features to protect your server from bots.
- Performance Improvements: FlameCord reduces CPU and RAM usage by optimizing and reusing code, fixing memory leaks, replacing heavy tasks with faster ones, using libdeflate for compression/decompression, and disabling exception logs. FlameCord also supports TCP Fast Open for better connection performance.
- Exploit Fixes: FlameCord fixes major exploits, performance flaws and bugs that BungeeCord has, and that have not yet been fixed in Waterfall. FlameCord also adds new methods for developers to have better API access.
- Customization Options: FlameCord allows you to customize your server’s settings and messages with a user-friendly config file. FlameCord also supports HEX colors and custom MOTD without losing performance.
- Geyser Compatibility: FlameCord supports Geyser, a proxy that lets Bedrock Edition players join Java Edition servers. It supports most Java features and cross-play between different platforms.
FlameCord is compatible with all BungeeCord plugins and versions, from 1.7 to latest. You don’t have to change anything in your server, just download FlameCord from the official website, replace your BungeeCord.jar file with FlameCord.jar, and start your server. It’s that simple!
Don’t settle for a mediocre BungeeCord experience. Upgrade to FlameCord today and discover the difference. Visit
https://builtbybit.com/resources/flamecord-ultimate-antibot-system.13492/ to learn more and download FlameCord for free. You will love it!
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2023.05.31 16:31 LinsaFTW How to secure your BungeeCord server with FlameCord
If you run a BungeeCord server, you know how important it is to protect it from hackers, bots, exploits and other threats. But did you know that the default BungeeCord software has some serious security flaws that can compromise your server and expose your data?
That’s why you need FlameCord, the ultimate BungeeCord fork that enhances your server’s performance, security and stability. FlameCord is a drop-in replacement for BungeeCord that fixes many of the common exploits and vulnerabilities that plague BungeeCord servers. With FlameCord, you can:
- Prevent bot attacks and spam with advanced anti-bot features
- Block malicious plugins and commands with a powerful firewall
- Detect and stop proxy and VPN users with IP detection
- Optimize your server’s resources and reduce lag with performance improvements
- Customize your server’s settings and messages with a user-friendly config
- And much more!
FlameCord is compatible with all BungeeCord plugins and versions, so you don’t have to worry about breaking anything. Just download FlameCord from the official website, replace your BungeeCord.jar file with FlameCord.jar, and start your server. It’s that easy!
Don’t let your BungeeCord server be vulnerable to hackers and exploits. Switch to FlameCord today and enjoy a faster, safer and better BungeeCord experience. Visit
https://builtbybit.com/resources/flamecord-ultimate-antibot-system.13492/ to learn more and download FlameCord for free. You won’t regret it!
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2023.05.31 15:58 Embite A Comprehensive Guide to Railroads Online
Hello new/returning player! Whether you're considering buying or you've just installed it and don't know where to start, there's a good chance you have some questions about the game. I've been playing pretty much since launch, and since the Discord imploded and the in-game tutorial kinda sucks, I figured this would be a good place to put together a comprehensive guide to everything you need to know about Railroads Online. Feel free to scroll through the headings to find what you're looking for!
Is it worth the money? Railroads Online is exactly what it says on the tin and exactly what you see in the trailer. There are railroads, they are online, and you do have complete freedom to build your own railroad in a sandbox environment. If that's your cup of tea, try it! Steam's refund policy allows you to refund the game if you have less than 2 hours played and you've owned it for less than 2 weeks, so even if you don't like it when you start, you have a safety net. That said, this game is in
early access. And, the regularly-updated branch is a
beta to the early access, so it is seriously lacking polish in certain areas. This game is physics-based, and that can take a toll on performance for trains longer than a dozen cars, and the Beta branch reportedly has some people's GPUs on their knees. Updates also regularly introduce bugs, ranging from mildly amusing to make-sure-you-back-up-your-save-file. For some people that sort of thing is understandably not worth $35, while for others it gives the game character. I've gotten close to 10 hours of playtime for every dollar I spent on it, so obviously I'd be inclined to say it's worth it, but everybody's experience will be different.
Note: The following guide is geared towards the Beta version of the game. This version has the most features, looks the best, and receives regular updates, though there are a number of known performance and stability issues. The majority of it still applies to both versions of the game regardless, though the largest changes have been to track laying.
Getting Started
Warning: Remember, this is Railroads
Online. There is no "offline" mode, strictly speaking, but you can drag the "player limit" slider down to 1. If you're going to play with other people,
use a password. If you ever forget to, and someone comes in and undoes all of your hard work, you will never forget again. You have been warned!
Your first railroad So, you've launched the game! Congratulations! Now what? Well, it's probably good to get yourself oriented first.
The game spawns you in on the spawning platform. The three tracks you've spawned next to are permanent, and they are where new equipment spawns when you purchase it. You are given Betsy, a flatcar, and $2000 for free, and the rest is left up to you.
Before you run any trains, you'll need to build some track to run them on. Take care here, because there is no edit tool; if you build something, the only way to change it is to delete sections and rebuild. Measure twice, cut once, and make it look nice the first time so you don't have to redo it later. Or something.
Press G to bring up the majority of your sandbox tools: Track Construction, Facilities, Locomotives (the shop), Demolish, Rerail, and Logging, plus the Respawn button. I will cover all of these tools in time, but for now, all you need to be familiar with are the Track Construction tab, the Demolish tool, and the Logging tool.
Track Construction Track laying in this game has been... fucky... for a long time. It's a LOT better now than it used to be, but I still recommend downloading RROx (Railroads Online Extended) and using the fast sprint cheat when you're building. It will save you hours (not to mention the other features it offers).
First of all, everything in this game except for rolling stock is FREE! Go nuts! Want to triple-track the main? You can! Want to fill the entire southern half of the map with water towers? Your call! Fun first, safety third. Anyway:
In the Track Construction menu, you will be greeted by a bunch of track options. Feel free to place them wherever to get an idea of what they are.
The first row is, of course, 3 foot narrow-gauge rail. The I, II, and III varieties are identical except for the amount of ballast. I has some, II has a bit more, and III has a lot. On cliff faces, too much ballast can cause ugly clipping, so it's best to use tier I when you can and step it up if it's too short. The game will not let you place a node if the spline is not supported by ground or some other structure at every point.
The default building mode is spline mode. Click once to place the first node, and click somewhere else to place the second node. Boom! You've placed your first track segment. If you click on the ground, it will face whatever direction your UI currently says it's facing, but if you click on another piece of track it will do its best to connect to the other node as smoothly as possible. This can result in some janky turns if you're not careful, so keep that in mind. There are keybinds to rotate the endpoints to face the direction you want them to.
Track will not snap to another track unless you see the glowing chain link icon above it. If you don't see it at first, walk around a little, staring at the desired connection point until you trigger the hitbox.
The other building mode is circle mode. It does what it says on the tin– your track will follow a circular arc with the radius you specify. Use smaller segments if you can, because for some reason the angles get weird if you try to do more than 90° in a single segment. In this mode, you can snap to existing track on your first click, but it will not snap to another track for your second click because it only cares about following the circle. This build mode is useful for a number of reasons, not least of which being the ability to see what your maximum turning radius is. A 30 meter radius is the minimum, but on your main line you should aim to stay above 60-100 meters to avoid derailments at high speeds.
Next in the menu: switches. If you know what trains are, you probably know what switches are. In RRO, if a switch is pointing one way, and you come in from the other, it will automatically align with you to let you through,
unless A.) you are in a handcart, or B.) it is the 3-way stub switch. Also note that they are not perfect mirror images of each other (not sure how they managed to mess that up but oh well), which may cause problems when creating complex structures like yards.
The 90° crossover piece is your friend when designing parallel tracks. You can chain them together to ensure equal spacing, matching angles, or you can simply use them as placeholder nodes to snap your track to if you need to delete part of it. Two crossover pieces are far enough apart for two trains to pass each other comfortably, so it's handy for smoothing your double-tracks, if you choose to build them. The 45° crossover piece is also good, for when you want a spacer piece that's slightly longer than the 90°, or if you don't want your simple wyes to be a hundred feet across. (Still waiting on that 10° crossover, Astragon.)
Turntables are what you expect them to be. The plain Turntable I is small enough to fit in some tight spaces like yards, but a lot of locomotives will only fit on Turntable II. Turntables have historically been a bit buggy, particularly if you reload a save while something is on it, so be wary.
The bumper is a bumper. 'Nuff said.
Embankments are ballast without the rail. They're nice as decoration around the base of certain structures, or as filler in between the tracks in yards, or as ballast for bumpers and crossovers. You can also access a similar trackless version of the stone wall by using its drop-down menu.
Bridges and stone walls work exactly the same as ballast track: they will not allow you to place a node if the spline is not supported everywhere. However, there is a workaround for this: nodes can be supported by ballast. If you use small enough segments, 3 Ft Rail III can be used to cross gaps using just the previous segment's ballast as support. If you fill the gap with ballast, you can place your bridge on top of it, and then remove the ballast later. You can pretty it up with some stone walls as supports, if you want to.
And that's everything currently in the Track Construction menu! The Engine Shed and the Coaling Tower also have small pieces of track, but they are kept in the Facilities menu.
Note: You can make it to pretty much every industry in the game with less than a 3% grade. In real life, this is considered pretty steep, but in-game you can get away with even steeper track if you can't be bothered to work out the best path.
Demolish Tool The demolish tool is delightfully simple. It deletes things! By default, it only deletes rail, but that can be changed with the drop-down menu. Be very careful using the "All" option-- you could accidentally delete your rolling stock.
The Logging Tool The logging tool will probably be your second most-used tool, right after track construction, because everywhere you want to place track, there are trees in the way. You can click almost anywhere on the tree to remove it, and it does this for free, but you might have trouble removing a tree if the bottom two-thirds of it are buried in ballast. If spam-clicking feels tedious, you can hold down the mouse button until the saw finds a part of the trunk that it likes.
That should be everything you need to know to build your first railway!
Industries
In Railroads Online, your objective is
money. Moneymoneymoneymoneymoneymoney.
But u/Embite, I hear you ask,
how do I GET
money? Well, I'm glad you asked! The answer is
industries.
There are 9 industries in RRO, which you can see on the map: the Smelter, the Sawmill, the Logging Camp, the Freight Depot, the Iron Ore Mine, the Oil Field, the Ironworks, the Refinery, and the Coal Mine.
Each industry has inputs and outputs. For example, the Logging Camp has two output platforms: one for logs and one for cordwood. To load a car with the output, simply position your railcar where the crane drops the cargo and click the crane to start loading. For some outputs like the iron mine, there's a chute instead of a crane, but it's the same idea. When you unload a car, the cargo teleports to the side you clicked on, so make sure you're standing on the platform that you want to deliver to.
The inputs and outputs for each industry is listed in the table below.
Location | Input | Output |
Freight Depot | Anything | Nothing |
Logging Camp | Nothing | Logs, Cordwood |
Sawmill | Logs | Beams, Lumber |
Iron Ore Mine | Beams, Lumber | Iron Ore |
Smelter | Iron Ore, Cordwood | Raw Iron, Rails |
Coal Mine | Beams, Rails | Coal |
Ironworks | Lumber, Raw Iron, Coal | Steel Pipes, Tools |
Oil Field | Beams, Steel Pipes, Tools | Crude Oil |
Refinery | Lumber, Steel Pipes, Crude Oil | Oil Barrel |
You should notice a few things:
- Logging Camp has no inputs. This is where the supply chain of RRO starts. The lumberjacks do all of their work for free, and they will never run out of logs, or cordwood.
- Freight Depot (the big warehouse near spawn) has no outputs. This is where you can return to sell whatever products you've collected and turn them in for straight cash. You get the same amount of money regardless of which buyer you send cargo to, so it's recommended that you try to deliver to another industry whenever possible, since you get money AND more cargo to sell, rather than just the money. If all you need is money though, the Freight Depot is where to go.
- There is a clear progression from one industry to the next. I've ordered the table so that once you've connected to one industry in the list, your railroad will have access to all of the cargo needed for the next industry down.
While it's best to try and deliver to new industries whenever possible, sometimes (especially early on) you will simply run out of money for all the new railcars you need to haul the stuff. For the early game, my best suggestion is to run beams from the sawmill straight to the freight depot. Stake flats (which carry beams) are among the cheapest rolling stock, and each carload is worth $72, compared to $60 for a flatcar of logs. You only need 3 beams per car, so it's fast to load and unload. While cordwood is also easy to do, with each carload worth $80, each flat is much more expensive to buy, and each car carries 8 units of cordwood, making the loading time much longer. Plus, many more industries use stake flats than the cordwood flats, so you will be investing in the future of your railroad as you go.
Another way to make money in RRO is via Firewood Depots and Coaling Towers, which brings us to the next available construction tool,
Facilities Facilities are buildings you place down yourself to facilitate the management of your railway. At the top of the menu are the Sand House, the Firewood Depot, and the Coaling Tower. They're very self-explanatory: The Sand House contains sand to refill your locomotive's sander, the Firewood Depot is where you restock on firewood, and the Coaling Tower is where you restock on coal. The Sand House is, as far as I can tell, unimplemented as of 5/29/2023, but the others are very important. In RRO,
you need to produce the fuel that runs your railroad.
Firewood Depots are easy to stock, not least of all because they spawn in full of firewood, in case you run out in the middle of nowhere. To refill a Firewood Depot that has been exhausted, you simply unload any form of wooden cargo (logs, lumber, beams, or cordwood) onto the side of the platform that doesn't have firewood on it. When designing your yards, it's always smart to make space for a firewood depot, because the platforms are spaced far apart and most locomotives in RRO run on firewood.
Coaling towers do not spawn in stocked with coal, and coal is not available until about half of the map is connected by your railroad, so coal-fired locomotives will be a late-game commodity. Once you have access to them, though, they are restocked in much the same way as firewood depots.
Water towers are also important. Without water, your trains have no steam, so place these wherever they're convenient. They refill slowly on their own.
Engine sheds are purely cosmetic in this game, since the locomotives don't require servicing or shelter. They are, however, available in a variety of nice paint schemes, and a roundhouse is a great way to spruce up any boring-looking switching yards.
The last facility is the Telegraph Office, which is the most convenient structure in the game. Wherever on the map you place one, your map will be updated with a brown box with a T in it. Clicking his box allows you to teleport to any telegraph office from anywhere else in the game, saving you a lot of walking between industries and yards.
Locomotives (the shop), and Companies The shop is where you use your hard-earned money to buy locomotives and rolling stock. You can check your funds in-game by pressing P. The "tier" of an item is the level your player needs to be in order to purchase it. Your level increases every time you deliver cargo to an industry. When other players join your game, they can join your company by pressing Tab and clicking "Join Company" next to your name. When they do this, any delivery they make will count as a delivery for you, not them, which increases your money and XP much faster than doing it all alone. Employment is forgotten when the player relogs.
Rerailing Rerailing is finicky. Basically, you click "rerail," spam LMB on whatever you're trying to rerail until its name appears in the UI, and then walk around looking at track until it appears where you want it to. You can flip it around with LMB, and then drop it with RMB. Rerailing on switches currently seems to be a little broken.
Respawning This option will send you back to the spawn yard if you ever manage to get stuck. It was more useful before telegraph offices were added, and most of the gamebreaking ways to get stuck have been patched, but if you want to use it you simply click and hold until you respawn.
Trains!!!!!!1!1!!!
Now, with a line of track connecting your spawning yard with the logging camp, you're ready to finally fire up your Porter 0-4-0 and run some trains! In case you're new to operating a steam locomotive, here's a quick rundown of the controls:
Controls First, open up the firebox and throw a few logs on the fire. Pick up logs with LMB, look at the firebox until the UI displays its temperature in the top left, and throw with RMB. You can throw logs back onto the pile if you picked up too many (you can hold up to 5 at once). Now you have to wait for the fire to heat up, which then makes the boiler heat up, and then you will finally see the dial on your pressure gauge increase. Once you've got pressure, you can move the locomotive.
The big lever above the firebox is the regulator, aka the throttle. It basically controls how fast your built-up steam enters the cylinder, or in other words, how much power you're sending to the piston, and by extension, the wheels.
The lever coming out of the floor is the reverser (or the Johnson bar), which controls at what point in the cylinder's stroke steam is allowed to enter the chamber. All the way forward means that steam comes in anytime it would push the wheels forward, and all the way back means that steam comes in anytime it would push the wheels backwards. In between, it controls whether the steam flow is constant, or if it comes in short bursts. Or, at least, that's how it works in real life. IRL you can achieve more efficient steam usage by setting the reverser bar near the middle and letting the regulator stay open; however, in RRO, as far as I can tell it simply multiplies the % the regulator is open and the % that the reverser is set and uses that number as the "go amount." So, for all intents and purposes, the reverser is just another regulator (in RRO).
The lever to the right of that is the brake. Betsy (i.e. the Porter 0-4-0) has a mechanical brake, meaning it applies braking force as long as you have it on. In some locomotives, though, the brakes are powered by a steam-powered compressor, which you need to activate yourself via a valve somewhere, or else your brakes will have no effect.
The whistle and the bell do as you expect. There is another handle which opens the cylinder cocks, which as of 5/29/2023 is purely cosmetic, as are the sanders. IRL, cylinder cocks are used to blow condensed water out of the cylinders, and sanders are used for extra traction in slippery conditions.
Finally, most locomotives have lamps that you can turn on and off with LMB, or by using the steam-powered generator, if it has one.
And that's pretty much it! Different locomotives have different features, and levers are often in slightly different places, but they all operate on the same general principles. Locomotives are also often specialized for a particular job. For example, engines like the Eureka are specialized for high speeds with low power, while engines with shorter wheel bases like the D&RGW Class 48 are specialized for sharp turns and yardwork, while the geared locomotives like shays and heislers are specialized for steep tracks in mountainous terrain. You can find a number of resources online to find statistics for each of the different RRO locomotives.
Coupling The 3 foot narrow-gauge railway in RRO uses what is called "Link and pin" coupling, which uses, unsurprisingly, links and pins. To couple two cars together, you need enough space to fit a link between them. Press LMB to insert a link in the coupler.
Only one car should have a link. Once the link is in place, push the cars together and use RMB to place a pin in both couplers. Et voila! Your train is now longer.
Tender locomotives have unique couplers. First of all, instead of a link, tenders are connected to the cab by a drawbar. Press LMB on the tender, then back up the locomotive and use RMB to hitch it to the drawbar with a pin. For locomotives with cowcatchers, the front is outfitted with a drawbar as well, which can be extended and retracted with LMB. This link is weaker than the usual link-and-pin, so only use this for short, slow trips or yardwork.
External Tools
While straight-up modding RRO is currently very difficult, there do exist certain external tools to help provide you with a more enjoyable experience with a game that is, at times, excessively grindy.
RROx RROx, or
Railroads Online Extended, is by far the most useful RRO extension I've come across. It offers a real-time minimap (that maps your rail lines for you!), remote control of locomotives, cranes, and switches, unrestricted teleporting, cheats like free money, fast-sprint and flight, as well as optional access to all of these features for other RROx users that join your game. It even provides everything necessary to create a plugin of your own, if you're so inclined.
Railroad Studio railroad.studio is a free online save file editor for RRO. With it you can replace trees, rename/repaint locomotives and rolling stock, delete track, cheat in money, etc. Currently the go-to save editor.
Technical Bits
Just some extra technical bits that are worth knowing:
- A lot of the game's files are stored in your AppData/Local folder under the name arr, a name inherited from the devs' previous game, American Railroads.
- Your save files are stored in %localappdata%\arr\Saved\SaveGames.
- A number of config settings are stored in plaintext .ini files in arSaved/Config/Windows, where you can edit settings like the maximum view distance beyond what is usually allowed. The maximum setting typically allowed is 3, but I've increased this to 10 without any notable performance drop. Nevertheless, edit settings beyond supported values at your own risk. The game needs to be restarted for settings changed in this way to take effect.
Miscellaneous Tips
- All controls can be rebound in the controls menu.
- You can change your POV with V, and you can lean left and right with R and T.
- If you prefer to drive with the GUI instead of in first person, you may have an easier time finding the button prompt by standing in front of the locomotive rather than inside it.
- Placing a switch, then a 45° on the turnout, and finally another switch so that the straight edge is parallel with your first switch, creates two lanes that are far enough apart to fit the switch's lever on the inside.
- If you back far enough away, track and ballast hitboxes will despawn and let you place things inside of them.
- There is a large, flat plateau northeast of the smelter that is a convenient place for a yard connecting the smelter, iron mine, and coal mine.
- There is a lot of space for a yard just over the hill west of the freight depot.
- The un-deletable track southeast of the spawning track is for the shop.
- The game keeps a list of every tree you've cut down and uses this to load the map, which (allegedly) makes the game take longer to load if you cut more trees than you need to. Use a save file editor like railroad.studio to replace missing trees.
- The walkway on Bridges II is always on your left as you build it.
- You can snap track to turntables if you rotate it to where you want the connection to be.
- Firewood depots only replenish the piles if every pile is missing at least 5 logs.
- If you're strapped for cash, loading a car with logs and then immediately unloading that car to a firewood depot on the other side is fast, easy money. This is pretty cheaty though, so you might as well save yourself some time and just use a save file editor.
- A switch's turnout is about 10 degrees.
- Locomotives don't respond to changes in the controls until a 1-second timer counts down. The timer resets every time you make a change, but letting go (releasing left-click) applies the change immediately.
That's pretty much everything I've got. I hope that this guide has been of use to you! If I forgot something, got something wrong, or you have an idea for how to improve this guide, feel free to leave it as a comment below. Happy railroading!
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2023.05.31 01:46 Gaemon_Palehair Can someone help me get Setris (sand tetris) working in gaming mode?
They have a windows and a linux version. The winows .exe runs via protontricks when I click it, but added to steam as a non-steam game, it fails to launch in gaming mode.
The Linux version...I'm not even sure which file I'm supposed to click. There's no .appimage or anything. There's a .jar, and a file with no exstension.
The game is "pay what you want" so if you're willing to help you can download it for free and consider donating if you end up liking it:
https://mslivo.itch.io/setris submitted by
Gaemon_Palehair to
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2023.05.30 20:26 NoWrap3153 The best adhesive and shell fill
I posted this on the Nerf Reddit for someone asking about reducing shell creaking. It works really well for repairs and body work for integrations. Not sure if someone already posted about this recently. A modder that knows more about modding than I ever will taught me about this. Feel free to add to it. I have it listed as cosmetic but the bond it creates is structural if you let it cure long enough. Generally 24 hours is long enough.
There is a solution that works very well but it takes some work and is a permanent, irreversible mod once done. You can take pieces of plastic from the shell of nerf blasters and dissolve them in a glass mason jar of pure acetone from Home Depot or a hardware store. Make sure you use a glass jar with a metal lid. It will take about a day for the plastic to dissolve into a goey liquid. You can add more acetone if you need to thin the “slurry” once it is completely dissolved. If it is too thin, leave the lid off for half an hour at a time until it reaches a consistency thick enough to work with.
Next, open the blaster and remove the internals completely. Take care (and may pictures) to remember how they go together so you can put the blaster back together when you are done.
Once you have the shell into two halves without internals, speared the homemade mixture on any seams/joints of the blaster. Be careful not to get it on any springs or moving parts or they will be ruined. Let it dry overnight and the next day it should be hard enough to replace the internals and close the blaster.
I used this technique on many blasters to reinforce the shells but in particular on a revolitnator and a modulus ecs-10 that were commissioned builds. It works very well but is incredibly messy and time consuming.
A few things to note:
• You MUST use ABS plastic. The best place I have found to get them is from Nerf brand shells. Many off brand blaster shells won’t work. • Most internal plastic is not ABS and won’t work for dissolving. The mixture also won’t stick to most internal pieces properly so trying to use it to fix catches and plunger rods, etc won’t work. • Most small orange plastic pieces on a Nerf shell are not ABS and won’t work. Triggers, sling mount pieces, some barrels/muzzles, and the like are not abs and won’t dissolve • You will need to have a thin metal rod of some kind and pure acetone on hand to work with the mixture frequently. The acetone inside the jar evaporated quickly while the lid is off and it will thicken inside the jar to the point where it is almost unmanageable after 1-3 uses. Add a little acetone, stir, close the lid, and wait a few mins to thin the mixture. • Be careful. The mixture sticks to almost anything and will ruin clothes, tools, furniture, carpet, etc. Work with it like you are working with wet paint that can’t be cleaned up. • Similar to paint, multiple thin coats are better than 1 thick coat. You can add a little more if you don’t get the desired results after each application. Removing this stuff once it sets will damage the shell plastic since it is a chemical reaction that literally melts the two plastics together. • Patience is key. If you need the blaster to use any time soon, don’t try this. If you aren’t patient in general, don’t try this.
Good luck!
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2023.05.30 19:33 Freegfx4u 18X24 Photobook Album Design PSD Free Download
2023.05.30 18:24 Trash_Emperor Need help with recovery of a file that I know is still intact.
I spent a long ime doing line art of a file yesterday and today I tried to open it and got the "unexpected end-of-file" error (Yes I want to make back-ups but my computer is old and fucky with that). After trying the usual: AutoRecovery folder (empty even though the setting is on), temp folder, opening with Krita/photopea/Gimp//Fireworks/etc. All I can manage is opening the file where every pasted reference image is visible but all the line art is blank.
The weird thing is, I downloaded PSD recovery software that allows you to at least preview the corrupted file, and the preview showed an image of the file with all the line art intact as I saved it yesterday (Of course it's $70 a month so not an option).
Does anyone recognise this problem or have positive experiences with free PSD recovery software?
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Trash_Emperor to
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2023.05.30 13:42 Silent-Phil Graphics effects in the four elements - Shaders in 2D game
| Hello everyone! We are a small team that has been developing a 2D strategy game called Norland - a medieval kingdom simulator - for several years now. This is our second article about 2D rendering of various effects in our game. You can read the previous article here. Just to remind you, the game is a 2D one and is being developed on the Game Maker Studio 2 engine. Today, we will be discussing four elements - water, fire, earth, and air. What graphical effects do they encompass? Let's find out. https://i.redd.it/1o7iwm2gzz2b1.gif Water Currently, water doesn't have a profound impact on the gameplay in Norland - you can't build structures on it, that's about it. You can't catch fish or construct ships yet. Nevertheless, it still needs to be rendered somehow. It all started with the development of a mockup (a fake screenshot of the game drawn in a graphics editor). As the initial water reference, I used a screenshot from the game Graveyard Keeper, adjusted to our color palette. Artists created the tiles for the shoreline for us, but they struggled with the actual water surface. So, I had to come up with its appearance myself. I recommend using the \"Match Color\" function in Photoshop. It was specifically with the help of this feature that I adapted the color scheme of the Graveyard Keeper screenshot to our desired colors. The coastline tiles were drawn by our artists, but they had some difficulties with creating realistic water surfaces. Therefore, I had to come up with the appearance of the water myself. Mockup I had a rough understanding of how to create a shader for water - a seamless texture with "caustics" is overlaid on water tiles, and waves and ripples are simulated by moving the UV coordinates of the water surface over a special noise texture (effect commonly known as Displacement). I found the caustics on OpenGameArt, but I don't remember where I got the texture for shifting the UV coordinates - they are found online under various names (e.g., bump mapping water texture). https://preview.redd.it/m13qcsizxz2b1.png?width=1400&format=png&auto=webp&s=66b63e978bf62e4758378f58f521985fd9969de8 The effect is simple - at each point, I take the r and b components of the Displacement texture color, which represent the shift value, and add it to the texture coordinates of the caustics. Additionally, the Displacement texture is looped and constantly shifted in a certain direction (which corresponds to the direction of water ripples). The final effect in the game engine The same effect in SHADERed I recreated this shader in SHADERed, and if you're interested, you can view its implementation and experiment with your own parameter values and textures. The project can be downloaded here. You can see the code of the fragment shader by double-clicking on \"Simple\" in the project's \"Pipeline.\" Fire Initially, to create the effect of burning houses, only particles were used. However, I quickly encountered a problem: to achieve a dense and vibrant fire effect, a significant number of particles were required. This, in turn, negatively affected the game's performance (Game Maker Studio 2.3 is not the most performant engine), especially when a fire spread across half of the city. Moreover, I wasn't satisfied with the resulting effect - the fire seemed insubstantial and didn't blend well with the environment. You can see the results of this work in the game's announcement trailer. So, to avoid game lag, it was necessary to reduce the number of particles. However, even with the initial particle count, the effect still appeared insufficiently dense. Therefore, a different approach was needed. In the end, I came up with a solution that involved a small number of particles and a special fire shader applied to the building texture, creating the desired density of the effect. The effect consists of several components: - Creating a fire texture from Perlin noise, overlaying this texture on the building, and animating the result (simple upward movement of the fire);
- Darkening the building texture and subsequently "dissolving" it (effect commonly known as Dissolve) to fully destroy the building engulfed in fire;
- Several types of particles - smoke, scattered sparks from the fire, and an older fire effect that was used on a much smaller scale than before.
Please adhere to... ...safety protocols I also transferred this effect to SHADERed. Earth If you simply apply a tiled texture to the surface, it doesn't matter how good the texture is - as the camera moves away, it will look unpleasant. To achieve an acceptable result, it is necessary to somehow break the obvious repetitiveness of the pattern. Example of poor tiling Initially, I had the idea to generate various-shaped and colored grass clumps and then randomly scatter them across the entire map. I was satisfied with this approach - it lasted for almost a year, but as the game is getting closer to release, it was time to revisit this task for polishing. These pre-drawn \"blots\" were randomly distributed across the map The downside of using clumps became evident - to ensure even coverage of a map sized 31,500 x 22,500, a large number of decals would be required, and they would inevitably intersect with each other, creating overdraw (excessive rendering of pixels that won't be visible on the screen due to object overlap). And it turned out that there might not be enough of them. Moreover, the shape of these clumps is predetermined, so creating new ones would require manual work in the editor. Therefore, I came up with another solution - generating a diverse surface pattern directly in the shader (GLSL Fragment). varying vec2 v_vTexcoord; varying vec4 v_vColour; varying vec2 v_vTexelPosition; uniform float u_fMidAlpha; uniform float u_fBrightAlpha; uniform float u_fGrassScale; uniform float u_fMidScale; uniform float u_fBrightScale; uniform float u_fGrassSmooth; uniform sampler2D u_sPerlinNoise; uniform sampler2D u_sGrass; void main() { float scale = 10000.0; float threshold = 0.5; float threshold_step = 0.02 * u_fGrassSmooth; float mid_noise = texture2D(u_sPerlinNoise, v_vTexelPosition / vec2(scale, scale * 0.7) * u_fMidScale).r; mid_noise = u_fMidAlpha * smoothstep(threshold - threshold_step, threshold + threshold_step, mid_noise); float bright_noise = texture2D(u_sPerlinNoise, v_vTexelPosition / vec2(scale, -scale * 0.7) * u_fBrightScale).r; bright_noise = u_fBrightAlpha * smoothstep(threshold - threshold_step, threshold + threshold_step, bright_noise); vec3 back_color = vec3(134.0, 131.0, 63.0) / 255.0;vec3 mid_color = vec3(113.0, 112.0, 55.0) / 255.0; vec3 bright_color = vec3(157.0, 151.0, 70.0) / 255.0; vec3 final_color = mix(back_color, mid_color, mid_noise); final_color = mix(final_color, bright_color, (1.0 - mid_noise) * bright_noise); vec3 grass = mix(vec3(1.0), texture2D(u_sGrass, v_vTexelPosition / vec2(scale) * u_fGrassScale).rgb, 0.64); gl_FragColor = vec4(final_color * grass, 1.0); } The code for this shader is relatively simple - a tiled Perlin noise texture is fed into it, and the smoothstep function is used to cut off areas that are darker than a threshold value. I perform this operation twice, but the second time, the noise texture is scaled and offset differently to avoid repeating patterns. Then, the spots are colored with designated colors and blended together based on alpha, and finally, a tiled grass texture is overlaid. In addition to the texture itself, various decals such as grass clumps, rocks, and dirt spots are placed on top of the grass. However, they are required in much smaller quantities than before. Here's the result before and after the effect. https://preview.redd.it/1fh8cpyayz2b1.png?width=3014&format=png&auto=webp&s=51753c6117c6a7f863a2fb6097d0df214a8e990a https://preview.redd.it/kqms2kebyz2b1.png?width=2581&format=png&auto=webp&s=4608f8e4235ce5a7f02d4969b75e7172fa9bfba4 Air Actually, this section is not specifically about air but rather about color grading. However, I needed to align it with the overall concept of natural elements in the game ;) LUT (Look-Up Table) is a technique that is well-known in the photography and videography communities. Its purpose is the same everywhere – to colorize an image in a specific way. A LUT is essentially a texture (usually 512x512 pixels) that encodes the entire RGB color range. Imagine it as a cube divided into layers. The texture may look something like this: Neutral LUT texture that will not change colors after applying the color correction shader The idea is that each RGB color corresponds to a specific pixel in this texture (the RGB components of the color are used as coordinates in the texture). For example, for the color red (#ff0000), it would be the top-right pixel in the first square. The job of a color grading shader is to change the color of each pixel in the image to the color corresponding to its pixel in the LUT texture. The only thing you need to do manually is prepare these LUT textures, but it's a fairly straightforward process. For example, let's say we want to create the effect of a sunset with a shift towards red tones. We take a screenshot from the game, load it into a photo editor, and start playing with color parameters using various tools like Hue/Saturation, Brightness, Contrast, etc. Personally, I would focus on shifting the Hue towards red and increasing saturation, but feel free to let your imagination run wild. You could, for example, saturate only the red color and make everything else gray (hello, Sin City). https://preview.redd.it/m8mm2aycyz2b1.png?width=1543&format=png&auto=webp&s=405236d0e08e3ebfce7ffe00103f5bb2e3415309 https://preview.redd.it/99g6h8edyz2b1.png?width=1165&format=png&auto=webp&s=c5b5bafdfcd44dff82c4179bb037dc1055429a3e https://preview.redd.it/tz36r2sdyz2b1.png?width=1551&format=png&auto=webp&s=b1e16ca79798cd1770cf0bbc628a6eb1e1f1e9cf Next, you apply the same color adjustments to a neutral LUT texture. The result would look like this: LUT texture to which color adjustment settings have been applied Now, if you pass the render of our game through the color grading shader with this texture, the game will look exactly as the image was adjusted in the photo editor. varying vec2 v_vTexcoord;varying vec4 v_vColour; uniform sampler2D u_sLut; precision highp float; //Number of colours per channel (64 is standard) #define COL_N 64.0//Square root of COL_N #define COL_S 8.0//Reciprocal of COL_S #define COL_R 0.125 vec3 look_up(vec3 col) { vec3 index = clamp(floor(col.rgb * COL_N - 0.5), 0.0, COL_N - 1.0); vec2 coord = (index.rg / COL_N + mod(floor(index.b * vec2(1, COL_R)), COL_S)) * COL_R; return texture2D(u_sLut, coord).rgb; } void main() { vec4 base_color = texture2D(gm_BaseTexture, v_vTexcoord); gl_FragColor = vec4(look_up(base_color.rgb), 1.0); } In Norland, we use a set of five different LUT textures, each corresponding to a specific time of day – morning, day, evening, sunset, night – as well as a special texture for artificial lighting. At any given time, two textures are active and blended together to achieve a smooth transition in color grading. For example, if morning starts at 6 am and day starts at 12 pm, at 8 am the color grading will be a mix of 33% morning LUT and 66% day LUT. https://preview.redd.it/mu8vo39fyz2b1.png?width=883&format=png&auto=webp&s=bd86c6e896ad974fe6e966408cbd9f6ce54254b8 Day and night cycle There are many other effects in the game (artificial lighting, rain, blood, equipment damage, etc.) of varying complexity, but there's still much work to be done (I'm currently brainstorming how to create snow and winter). But that's a story for another time. I hope you found it interesting! Thank you! submitted by Silent-Phil to IndieDev [link] [comments] |
2023.05.30 08:56 mockey_co Box Mockup - Free Download
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2023.05.30 06:29 Massive-Vacation3235 What Is WarZone? Why Is Warzone So popular?
Warzone typically refers to Call of Duty: Warzone, which is a popular free-to-play battle royale video game. It was developed and published by Activision as part of the Call of Duty franchise. Warzone was released on March 10, 2020 and is available on various gaming platforms such as PlayStation, Xbox, and PC.
In Call of Duty: Warzone, players participate in online multiplayer battles where they fight against other players in a large-scale map. The objective is to be the last player or team standing by eliminating opponents. The game features a variety of weapons, equipment, vehicles, and strategies to enhance gameplay. Warzone also incorporates elements of the broader Call of Duty universe, allowing players to utilize characters and weapons from other Call of Duty games.
Why Is Warzone So popular?
There are several reasons why Call of Duty: Warzone has gained significant popularity: - Established Franchise: Warzone benefits from being part of the long-running and highly successful Call of Duty franchise. The series has a dedicated fan base that eagerly embraces new releases and experiences.
- Free-to-Play Model: Warzone is available as a free-to-play game, which means anyone can download and play it without having to purchase the base game. This accessibility has contributed to its popularity, as it allows a wide range of players to join in without any financial commitment.
- Battle Royale Genre: Warzone falls into the popular battle royale genre, where a large number of players compete against each other until only one individual or team remains. Battle royale games offer a mix of intense combat, strategic decision-making, and the thrill of being the last one standing. This genre has attracted a massive player base due to its competitive nature and the adrenaline rush it provides.
- Cross-Platform Support: Warzone supports cross-platform play, allowing players on different gaming platforms (such as PlayStation, Xbox, and PC) to play together. This feature enhances the player pool and makes it easier for friends to team up, regardless of their chosen gaming platform.
- Regular Updates and Seasons: Warzone receives frequent updates and new seasons, introducing fresh content such as maps, weapons, game modes, and cosmetic items. This regular stream of updates helps keep the game engaging and maintains player interest over time.
- Integration with Call of Duty: Warzone integrates with other Call of Duty games, allowing players to unlock content and use characters and weapons from the broader franchise. This integration appeals to fans of the series, who enjoy the familiarity and connection to the larger Call of Duty universe.
- Streaming and eSports: Warzone's popularity has been further amplified through streaming platforms like Twitch and YouTube, where many popular streamers and content creators showcase their gameplay. This exposure, combined with the game's potential for high-stakes competitive play, has contributed to its success in the realm of eSports.
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2023.05.30 02:54 eyebrow1984 How common is cheating?
Since I've downloaded this game on PC recently I've noticed a lot more cheaters than when I first started playing on console back before skeleton thrones was released. Most of the time it's been reapers some examples I've seen are: a reaper going from emissary 1 - 5 in a span of 30 seconds at some outpost, players taking no damage/being stunned/killed despite being hit multiple times, and some brig player 1 shotting me. The first one I've been told might've been an exploit, the second one was explained to me as perhaps an issue of the hitreg system and/or lag, but this 3rd one really bugs me so I'll explain what happened in a bit of detail so mabye I can get an answer if this was cheating or mabye just a bug or something. NOTE: I have my game headphones on as I play in the roar when sound cues are not needed and player ships are rare
I'm don't seek out PvP, I know the name of the game is sea of THIEVES but I really just don't enjoy PvP and prefer the calmer grindier aspects of PvE, I'm not extremely bad at PvP and have sunk a fair share of ships and thus I can tell when a crew is bad or very disorganised.
I was in the roar, at the outpost turning in a chest of sorrows and rage since I didn't want them on my boat while I was carrying out my second athenas voyage which I suppose this is how these guys found me and my ship, I was below deck getting some food when I take some holes from cannon fire and see a brig has pulled up, I have a bunch off loot from the athena quest that I decided to sell at least my athena chest atancient spire outpost since was not confident in my ability to take a 3-man brig and at least wanted to sell my most expensive item. After repairing the holes I lowered the sails and began taking off east and then I noticed 2 things, not 1 of the three people tried to board my sloop to prevent me from repairing, they didn't lower the anchor next to my ship to continue to blast my ship and in fact they lowered the anchor a considerable distance away from my ship allowing me to escape easily, I later learned the crew consisted of a crab, a reaper costume wearer and an assumed fresh spawn since he had not cosmetics expect the stater sailor stuff and no titles. They raised the anchor and swiftly gave chase but I knew I could get to the outpost first, while sailing I started to question their competency due to what transpired at morrows peak, their ship had decent cosmetics so I would assume they would have s o m e combat experience and know how to take on a ship and especially a 1 man sloop no less, while sailing to the outpost, the 3rd kraken experience I have had happened at this point in which a defeated the kraken after destroying 3 tentacles and then it bashed my ship and then fled, battling the kraken allowed the brig to catch up so I was in a rush to sell my athena chest, forgetting to repair the kraken damage so my ship sunk next to the outpost and I sold my chest, their ship then anchored and they began to harpoon my left over loot. At this point I can't sell all my loot with them here so I decide to see if they have a keg that I can sink them with and at the very least I can fuck with them a bit since I have nothing to lose but firebombs to spare.
While they are distracted with my loot I sword dash over to their boat incure a little bit of damge which is healed by my overheal quickly once i boarded their ship from the opposite side that is using the harpoon with no resistance from their crew and once aboard I spot the fresh spawn taking my loot below deck for some reason, I then climb the ladder to the crows nest and i see the crab following, since they spotted me, I assume this crows nest will be my last stand and I can drop some firebombs from up there too since they had no kegs, I reach the top, whip out my sword and face the ladder and swat away the crab with 3 swings then I pull out the firebombs but before I could throw any, the reaper costumer wearer appears and before I could pull out my sword I am instantly cut down by his soulflame cutlass, full health with some excess meant nothing there was not even a 3 swing combo he had only just got up the ladder and I was instantaneously smitten and sent to the ferry of the damned, I then swiftly left the game since its getting late here in England.
TL:DR - A seemingly oblivious crew had a member that cut me down in one shot while I had full health with overheal.
Is cheating really common in this game because this is the second time I've dealt with possible PvP cheaters and I've only been in proper combat like 4 or 5 times, feel free to explain what happened if you think there's an explanation to this so I can mabye try to deal with it in the future, sorry this post was so long, I decided it was best to explain the context fully so the situation was fully known to everyone.
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eyebrow1984 to
Seaofthieves [link] [comments]
2023.05.29 23:39 Freegfx4u 18X24 Photobook Album Design PSD Free Download