Recommended Binary Signals - Legit Binary Options Review

Code-signing and notarization for Mac

Hi everyone! Have any of you packaged Unreal projects for Mac distribution, either through or outside of the App Store? I have what I think is going to be a problem with a very simple solution, but I've reached the limits of my knowledge with this sort of thing. I'm an exhibit/experiential designer trying to build interactive 3D environments with Unreal Engine. Besides being more technically literate than most designers, I don't have very much development knowledge at all. Blueprints really make a lot possible that I would have never otherwise attempted!
My main development machine runs Windows, and that's gone off without a hitch.
For the Mac build, I've packaged my .app through UE and it's running great. The part that I can't seem to wrap my head around is code-signing and notarizing. I believe I've gone through the process correctly but I still get the Gatekeeper dialog box rejecting my app as from an "unidentified developer" when I run it on a different Mac or download it onto my development Mac and try to run it.
I'm using a "Developer ID Application" certificate installed to Keychain, and ran codesign with that certificate as shown below on every single binary and .dylib file in the package:
codesign --deep -f -v -s "Developer ID Application: My Name (IDCODE)" --entitlements "/entitlements.xml" --options runtime --all-architectures --timestamp "each-individual-file" 
I have then compressed the app into a DMG image and uploaded it for notarization like so:
xcrun altool --notarize-app -primary-bundle-id "com.thebundleID" --file "thearchive.dmg" --username "myappleid" --password "password" 
After many attempts I did eventually get this to return with a success. I then ran
xcrun stapler staple "thearchive.dmg" 
as well as tried to extract the app from the dmg and ran
xcrun stapler staple "theapp.app" 
and despite
spctl -vvv --assess --type exec "theapp.app" 
coming up "accepted" with a "Notarized Developer ID" matching my own, when I transfer the app to another computer it won't open easily, with the same "unidentified developer" message as if I hadn't signed the code at all.
Has anyone here gone through this process and found a way to make it work? Have I missed something? I'm happy to share a download link for you to try launching as well.
Thanks!
submitted by ancienttreestump to unrealengine [link] [comments]

Factorio Multi Assembler

Factorio Multi Assembler
What do you want this factory to produce? Yes.
Multi Assembler in current multiplayer session

tl;dr;

I wanted to tinker around with the microcontroller mod and i "hate" the pre robotics gameplay when it comes to non bulk recipes (laser turrets, production buildings, specialized ammo...), handcrafting is slow, automation is tedious - so i engineered an factory design to produce virtually any recipe dynamically.

Demo Video

The production queue can be seen on the right with Q being the number of recipes queued at the moment.
https://streamable.com/ygnvs0

How does it work?

This screenshot provides an overview of the mostly vanilla proof of concept, only the microcontroller mod and the recipe combinator mod are required here.
Subsystem Overview
Resource provider
Source of raw resources (Iron, Wood...)
Multi Assembler
Dynamic assemblers with one microcontroller and two recipe combinators each, one reading the assemblers status, the other one setting the recipe delivered by the microcontroller, which in turn gets the recipe from the "wanted recipes" red signal network connecting the different subsystems.
Multi Assembler Microcontroller Code explained
  • See linked factorio forum post
Possible improvements / features
  • Avoid the "180 tick do while" and react to events instead, eg. inserter read hand content
  • Invert the sorting logic, removing the "set 2000" part in the code and making the red assembler network semantically more logical "the higher the signal the more i want this recipe"
Quirks and remarks
  • An mostly vanilla build as shown in the PoC above is not feasible for larger quantities, but should be possible if combined with techniques like sushi belting and increasing the initial delay of the "do while". This is not covered in the demo map as i am using the warehouse mod to work around this.
Recipe Logic
Defines what recipes can be produced based on the given resources and the recipes configured in the "production targets" constant combinators.In essence this subsystem will emit a constant signal of "1" for each recipe which a.) should and b.) can be produced to the red multi assembler network.
At the moment this subsystem is rather basic and can be improved upon (see quirks and remarks).
Recipe Logic Microcontroller Code (TOP) explained
  • See linked factorio forum post
Possible improvements / features
  • Add configurable recipe priorities aka "I want laser turrets before walls, and belts before everything else"
  • Better recipe priorities based on recipe complexity / production targets, "I want 5 assemblers to produce cables needed in bulk for circuits, while i only want one assembler at max producing power armor"
  • Possible solution: Calculate the priority based on the distance to the production target. The higher the difference between production target and in stock items, the lower the signal to the red multi assembler network.
Quirks and remarks
  • If intermediate products go missing or cannot be produced (say you manually provide blue circuits, and remove them again after an recipe with blue circuits was added to the production queue), the recipe will be stuck indefinitely in the production queue. In order to solve this, simply reset the cache combinator of this subsystem.
  • Items with large stack sizes may lead to problems if the steel chest contains less than (number of assemblers * item stack size + 1). That's because the assemblers will "eat up" all the resources of the steel chest, which in turn leads to the system thinking no resources of this type are available, and thus aborting the production.
  • Slow raw resource input or intermediate recipe production will lead to an slow flipping binary state of "I can produce this higher tier recipe" and "I no longer have enough resources for this recipe", ultimately this is a resource input problem, but it could be handled in a more graceful way for other queued recipes.
  • Depending on the setup, production targets are not hit exactly because of an production target evaluation delay when checking if the recipe should still be produced, in some cases this leads to overproduction.
Production Target Constant Combinators
Add the recipes you want the Multi Assembler to produce here. The quantity defines the production target.
Missing Resource Indicator
Will flash red if any resources required to produce an recipe are missing in the steel chest of the multi assembler.The missing resources are shown as positive values in the combinator to the right of the flashing light.
Production Queue Visualizer
Optional component, simply visualizes the amount of the currently queued recipes.

Download & Blueprints

See my post at https://forums.factorio.com/viewtopic.php?f=8&t=85141
I am new to reddit and couldn't figure out an way to post them here without adding way to many lines to this post, maybe someone can enlighten me if there is some kind of "single line code" option?
PS: I am not a native speaker, if you need clarification on some parts feel free to ask.
submitted by heximal2A to factorio [link] [comments]

I've compiled a list of all the confirmed FACTS we know currently for all you guys.

- The Sim is highly customizable with lots of options to the end user such as graphics, performance etc.
- Sloped runways
- Cockpits and aircraft were build using 3D scanning equipment, which were then hand-corrected.
- Default aircraft are made using blueprints and performance data from the aircraft manufacturers themselves (you can’t get more real than this)
- Offline mode which doesn't affect the experience on a massive scale (very tiny details like farmhouses will be the only minute details missing)
- Hybrid mode (pre-download or pre-cached)
- Always online mode (all three modes have the exact same physics performance though)
- Aerodynamics (better than XPlane’s blade element theory, which divides the aircraft surface into 1000 little surfaces and the physics and aerodynamics are calculated for each surface individually)
- Rainbow created genuinely by atmospheric conditions
- Sids/Stars
- Augmented Bing Maps created "on the fly"
- Runway condition affecting tire friction (friction depends on wet, gravel, concrete etc)
- Big and small jets (not much details shared beyond this)
- Native Flight planning
- Cold and dark mode
- Interactive Checklists
- Click on map and start where you want directly in cruise (drag and drop aircraft position feature like in XPlane)
- They want to implement helis and fighter jets as default initially or after initial release
- Cloud view distance is around 600km
- Ground view distance is up to the horizon
- Autogen extrapolated from Bing satellite imagery where photogrammetry isn't available.
- Can change the time of day with a slider in sim (lights and weather change dynamically)
- No VR at launch (biggest wtf and heavy protests by the community at the moment)
- No helicopters at launch (second biggest wtf after no VR)
- 60 layers of cloud in real-time weather
- 20 layers of other weather(like windshear and jetsreams)
- DirectX 11 based
- No ray-tracing
- Presented to the previewers on September 30 at Seattle using ‘upper but not top-end computers’ equipped with a 2080i an d an inter net connection tested at 25 Mb.
- Multi-core support is confirmed
- Orange glow on clouds at night around cities due to light pollution.
- Satellite imagery depicted everywhere (up to 3 cm in certain cities where photogrammetry was performed)
- Aerial photoghraphy with much higher resolution on some cities performed.
- Photogeometry for 1000 or so environments, 460 cities, down to 3 cm.
- The graphics engine supports seasons on the fly, and is not currently implemented due to priorities, but will be prioritized based on what people are requesting the most.
- VR has been the top request, and seasons have come in second in the entire community.
- They are targeting low end machines but the graphics are scalable. They are confident that they can optimize for additional FPS and detail and is highly configurable.
- SDK will be released with the tech alpha or soon after.
- 3rd party content, including freeware. can be installed outside their marketplace. They are encouraging it--Incredible!
- They did not remove or lock down user modifications (such as text file configs related the airplanes), and i n fact are improving the ability to do so. What was closed, such as binaries are now open.
- Exposed more variables (allowing for more customizable options for developers and users)
- Dynamic rolling cache, so you don't duplicate downloads. (helps reduce scenery download size)
- Configurable bandwidth allocation.
- Free updates throughout the sim's lifetime.
- Plan to add helicopters and fighter jets in the future, depending on demand from users.
Edit: Multiplayer support is also confirmed (not shared cockpit, that is currently not on their schedule)
Edit: Animals (as seen in the original E3 video)
Edit: Turbulence inside clouds
Edit: Winds will affect sea waves height and direction
(This information is everything we know about the sim as of 30 September 2019 as per what was shared by the Dev team and the visitors from Seattle. Information courtesy of Avsim forums)
Edit 2: Thanks for the gold, silver and Platinum. Just doing my part to contribute to our passionate hobby of Flight simming. Blue Skies.
submitted by rwy27 to flightsim [link] [comments]

When Science Found God

I’ve never much cared for religion. I mean, it’s interesting and all, the old parables and philosophic insights from people two millenniums removed from the present. I particularly enjoy the books of the Apocrypha, and the Bible’s magnum opus of Revelation if for nothing else than interesting stories. Even some of the tenants like an emphasis on strong family bonds and moral stature I can resonate with, but in terms of a giant omnipresent entity that created everything yet loves us unconditionally watching our every move from unseen planes, yeah, I don’t know about that.
I still don’t ascribe to a singular religious doctrine, but knowing what I know now… well, let’s just say the title of atheist would be a little disingenuous. Staking my flag in that camp would contradict all my principals of the scientific method and firsthand observation. Try as I may, I cannot in good faith deny or refute what I myself witnessed. Calling whatever we discovered ‘god’ may prove a bit remedial or inaccurate, but there is no denying it, we found something.
Science has at times become this sort of monolithic and infallible institution. One that suffers from the ostracization of fringe concepts that fail to breach the egotistic blockade. It is all too often wielded as a trump card to negate all that doesn’t assimilate to the prevailing narrative. Too often outlandish claims are torn asunder because no metrics exist to properly digest them.
For all the good it has brought, science is still not and will never be an absolute. Nothing is. Absence of proof, is not proof of absence. And what happened out there, in that lab deep below the frozen streets of Stockholm now stands as a testament in my life, to all the ventures humanity has yet to embark upon. It serves as an anchor, and if ever I find myself drifting away into the blissful seas of cognitive dissonance, it is there to remind me how small and naïve I truly am.
I graduated from UCLA with a Bachelor’s in physics, and an incredible opportunity landed in my lap. One of my professors had put in a good word for me, and I was contacted by a lab out of Stockholm and offered an internship. They were apparently impressed with my thesis which delved into the topic of string theory and mathematic application to universal process. I of course accepted the offer without a moment’s hesitation.
From there I uprooted my Californian lifestyle to move halfway around the world to the frigid north of Sweden. I was not prepared for the cold. Most of my summers were spent in a bikini, frolicking on the sandy beaches of Santa Monica and lounging in the sun. Sweden might as well have been another planet. Temperatures would plummet to a bone-chilling negative 30 in the winter. Luckily for me though, I had a marvelous host family who helped me acclimate myself and integrate into Valhalla.
I was brought on to the team and slowly began the arduous process of melding into the group. They were all incredibly kind and welcoming, but still the feeling of being woefully outclassed by my colleagues was thick as tar pitch. The project consisted of over fifty men and women, all of them among the best the world had to offer. They hailed from Germany, Japan, Poland, Hong Kong, South Korea and many other sovereign states. It was a melting pot of some of the greatest minds the world had to offer. Seeing them in their element, and marveling at the way their minds hurdled asinine topics to delve straight to the cortex of reality was altogether incredible, and more than a little intimidating.
The expressed goal of the coalition was to study the behaviors of particles and the subatomic realm to further decode the complex world of theoretic energy matrices. By extension the group also allotted resources to develop tools for observing and decoding quantum entanglement hypothesis’ and the aforementioned string theory. These principles were still in their infancy at the time, and none of us could have ever imagined the enormous magnitude of the things that were to come.
The lab had its very own particle accelerator, which I myself pretty much obsessed over from Day 1. Most of the concrete data however, was relayed from the lab in Geneva, home of the large hadron collider. I even got to see the magnificent machine in person on a few occasions. One thing that has always staggered me, is the amount of incredible achievements capable when pursuit of knowledge guides the way. However, the complete polar opposite is also true, as curiosity without empathy all too often yields crimes against humanity.
As you may already know, the large hadron collider was the first machine capable of synthesizing the particle known as the Higgs-Boson. The machine is a particle accelerator built in a 27-kilometer loop. It uses a state of perpetual vacuum and temperature colder than that of outer space to accelerate particles to 99 percent the speed of light. The particles collide with one another, creating spectacular outbursts of radiation and results theorized to be similar to that of the big bang on a much smaller scale. It is also through this process that the infamous Higgs-Boson can be synthesized.
Some call it the ‘God Particle’, but many physicists are not fond of the omnipotent moniker. It is in a way suitable though, as it is ubiquitous and can spontaneously manifest or dematerialize through processes which are not yet entirely understood. It is a sort of bridge between matter and antimatter. The entity that binds the ethereal with the corporeal. It is the place between light and dark, hard to define, as once light ends shadow begins and vice versa. The exact moment of intersection is difficult to pinpoint, but there is a definitive moment, and that moment is the Higgs-Boson.
It was once thought that matter could only exist in one place at a time, however the particle slit test of our progenitors proved otherwise. A particle accelerator was used to eject protons between one of two microscopic slits. They naturally assumed the protons would pass through either slit A or slit B, and when directly observed their premise was corroborated.
However, when an imprint background was installed to bypass direct observation, they noticed a peculiar detail. The particles produced what is known as a wave, or interference pattern on the imprint like ripples in a pond. This meant that the particles were interfering with themselves while simultaneously passing through both and neither of the slits. It was at first thought to be a false-negative and outright impossibility, but thousands of repeated experiments all reached the same conclusion. There was denying it anymore. Matter can exist in more than one place at a time, and reality is altered simply by perceiving it.
The world of particle physics is a strange one, and one which we have only just begun to glimpse the majesty of. At times it may even require us to suspend our own limited human understanding of things, to contemplate things beyond our minds comprehension. It was this idea which was the tabernacle of all the group was trying to achieve. To unravel the mysteries of the subatomic universe, and better understand reality itself.
The group was funded exorbitantly, and state of the art equipment was provided from lavish donors from all around the world. My contemporaries and I began to study the processes again from square one. This consisted primarily of monitoring the nature of protons and testing the same process over and over ad nauseum. Progress was slow, and many failures and errors were soon under our belts, but you can’t build a house without chopping down a few trees.
It took years to decode part of the formula, but eventually we learned that the behavior of these particles could be predicted under certain pretenses. They could also; to a certain extent, be directed. Programmed to inhabit separate locations at the same time, giving them the perceived ability to exist in two places at once. In reality though, it was more akin to a transfer of locale via microscopic slits in the Higgs-Boson. We realized it was not a matter of travelling to, but instead travelling through. Through the fabric of space itself.
With electrical stimuli and coordinate based geo-synchronization, one could manipulate these particles to transfer locations faster than the blink of an eye. The machine used was primitive compared to later iterations, but it’s true potential was not lost on us for a moment.
Time went on, and the technique was further refined, most readily in the distance particles were able to be transposed. It started as only a few nanometers, but eventually we could transfer particles several feet.
It was through this process, that blueprints for an entirely new type of machine were first devised. It was to be a machine unlike any before it. Instead of electrical stimuli sent through circuits and wires, it was transferred directly from one location to another. Wireless energy transposed through space. This greatly improved computing capabilities and allowed the machine to act much quicker than anything ever seen before.
Initial ideals for the machine were skeptical at best, but as time went on the real significance of it’s potential became apparent. When combined with a suitable processor and digital interface, it soon began decoding encryption and translating mathematic cipher in a fraction of the time of anything seen before it. It didn’t stop there though.
With a binary convertor, it wasn’t long before human physiology itself was deciphered and converted into convenient little anagrams and simplistic formulas. This soon gave the machine the ability to replicate human tissue and organs from fetal stem cells. When given raw biomass it could manufacture a duplicate heart or a lung. One which was genetically indistinguishable from that of the donor’s DNA.
On one occasion, the machine even managed to regrow the arm of an amputee war veteran. Most of us thought it couldn’t possibly work, that the nerve endings on the man’s arms would be unable to be resuscitated after so long. But after seventeen hours in surgery, when I saw the vet move his new fingers for the first time after transplant and cell resuscitation, I knew we had discovered something special.
Disease and deformities were also unlocked, able to be observed on a molecular level and eradicated before gestation. A virus or bacterial strain could be genetically reprogrammed to attack and destroy itself rather than the host. HPV, AIDS, the black death, the common cold, strep throat, gonorrhea, none of them stood a snowball’s chance in hell against the unrivaled power of the machine.
It could even reprogram human DNA to desired proportions, eliminating extra chromosomes and restoring neural pathways to reverse entropic cognitive illness like Dementia and Parkinson’s. Even pre-birth conditions like cerebral palsy and microcephaly were in the process of being all but eradicated.
It wasn’t just organic material either. The machine could take a block of carbon and alter its isotopes to create carbon-14 and elicit radioactivity. This proved interesting for further power possibilities as the machine demonstrated potential of creating it’s own fuel source, but there was another more pertinent discovery. By rearranging the number of protons in the atomic nucleus, the given element’s atomic weight was altered, thereby turning it into another element altogether. The machine held the power to change the very building blocks of the universe itself. It could turn copper into gold, bromine into iodine.
I think it was then that we first realized the scope of what it was that we had created. The applications for the machine seemed endless. It could write books, clone living organisms and alter the very elements beneath our feet. It was the philosopher’s stone, the holy grail and the all-seeing eye in one convenient little package. The Deus ex Machina. The world’s very first quantum computer was born.
One important distinction I would like to make, despite prevailing rumors, the quantum computer was not in fact an AI. It had computing power which trumped almost everything else on earth a thousand times over, and the ability to perform almost any task given to it provided the necessary accommodations were implemented. For this reason, it was not allowed to make decisions for itself. Many of my colleagues were justifiably nervous at the prospect of an artificial intelligence somehow gaining sentience and going rampant with the power of quantum manipulation. We really had no idea where our experimentation would lead us, and so the decision was made early on, to prevent it from thinking on its own and going all Skynet on us. The computer was a beast of burden, happily doing any task given to it, but it was us that held the reins.
That was when the bureaucratic troubles first began. A lot of donors for the project, and even a few of my fellow team members had their own ideas on how to best utilize the machine. Every nation involved wanted it for themselves and had their own vision on how best to implement it’s capabilities.
Several members of the coalition ended up leaving the project or being outright dismissed, promising to return with a battalion of lawyers at their back. One man was even caught attempting to smuggle data from the lab, and detained to await prosecution. The reigning project overseer was also relieved of duty. In his place; Dr. Henryk Lundgren assumed the role of director of operations.
Dr. Lundgren is a dear friend, and a brilliant mind. That’s what makes his fate lie so heavily on my heart. It’s a tragedy what befell him, but I won’t act as though he wasn’t responsible for stoking the flames.
Lundgren managed to settle the group down and unite a divided faction of scientists who all held their own agendas. He made the executive decision to keep the computer in the hands of the international team and continue to study it for optimum replication and continued data analysis. All those who didn’t abide were dismissed or removed physically as the need arose.
Lundgren had toiled for years on development of the machines virtual capabilities, and decided it best to invest more heavily into it. It took months of development, but soon a fully-functional Sims-esque program was up and running. It was incredible. The simulation was modeled to be an exact carbon copy of our own world and held all the coordinating pieces within it. All the people, animals and nations. Augmented control apparatuses were then developed to allow us the ability to view the computer’s creation firsthand.
The simulation it created was so visceral, that none could even perceive that they were in a simulation at all. Test subjects were exposed to their own loved ones within the program and could not distinguish them from their real-life counterparts. I even took it for a spin a few times. I was hooked up to the monitor via a neural cortex interface, and had my mind rendered into the simulation.
I awoke to the sights of sunlight peeking through my blinds, and the sounds of cars outside. Around me on the walls were posters of Harry Potter, JoJo and the X-files among countless others. I recognized immediately where I was. It was my childhood home, an apartment complex in Sacramento. My parents were both there and acted in accordance to how they would behave in real life. My dad even made new corny jokes in a fashion that suited his personality. It wasn’t a memory though, it was an entirely new scenario, concocted by my mind and the quantum simulation.
My parents are both deceased in the real world and getting to spend time with them again was… indescribable. Even if they were just simulations, the experience was profoundly cathartic for me. I ended up leaving the simulation in tears, overwhelmed by the experience and the ability to speak with my parents once again. The event was so enlightening for me, it even made dealing with their absence a little easier. After all, I could now speak to them any time I wanted. I found myself never wanting to leave the matrix.
Dr. Lundgren subsequently questioned me about my experience, and I was all too happy to relay the things I had seen. He listened intently, with simple occasional nods and one-word responses. His grey face wore a smile, and cheeks dimpled in delight, but his eyes were far from the present, and worried.
We held a meeting with all staff members sometime after. Lundgren stood and paced in front of the group, silent and lost in thought. When he did finally speak, he held our undivided attention. He walked through all that our little group had managed to accomplish, and all the things we had learned on our journey. All the miracles unraveled and translated into digital coding, and all the advancements made. It was not a triumphant voice however, it was somber, as if none of it truly mattered. He then first proposed his theory.
Here we were, with an entire simulated universe at the tips of our fingers. A digital reality created and maintained by a machine we had built. A simulation which was so authentic, that none could tell it apart from reality itself. And if we had the power to create that, how did we know that our own universe was not the result of the same process? How did we know our reality was not in fact just a simulation?
An unnerving silence befell the rest of the group as Lundgren concluded his epiphany. All in attendance seemed to silently contemplate the idea, with a noticeably nervous aura now lingering. There wasn’t much said after that, but there didn’t need to be. We had an entirely new goal.
Upon returning for work the following day, I immediately noticed that several of our colleagues had abandoned the project without so much as a ‘goodbye’. Only 7 of us remained, among which was the prestigious Henryk Lundgren. He was changed though, his upbeat optimism and inquisitive attitude reverted to an impatient gibbering wreck of a man. He became hostile to prolonged questioning, and I could see the idea gnaw on his mind as he walked the tightrope between madness and genius. At times he appeared on the verge of catatonic psychosis. He would ramble and talk to himself, and pretty much stopped leaving the laboratory altogether.
We set our sights on a new task; to dismantle and test the hypothesis of Lundgren. To develop an ability to break through the boundaries of our suspected simulation and pier beyond our own reality to glimpse whatever may lie on the other side. Nothing else seemed to matter anymore by that point.
Life may be accidental, consciousness too, hell even complex organisms like human beings the result of genetic evolution and a bit of luck. However, simulation is not accidental. It requires an immense amount of dedication, programming and logistics, not to mention, power and maintenance. The ability to synthesize digital worlds is not something learned or accomplished by accident. It takes time, resources and brainpower to even attempt it, and even then, it’s no guarantee. The one concept that was off the table immediately, was that the theorized simulation was the result of natural phenomenon or random cosmic alignment. If Lundgren’s hypothesis was correct, and our universe was indeed an illusion, then someone or something had to be pulling the strings behind the veil.
Powerful as the quantum computer was, even it did not have the ability to glimpse directly into higher dimensions. As stated before, it took commands only from us, and could only perform tasks which we could coherently articulate to it. We realized rather early that directly viewing outside the boundaries of the universe was likely not possible. The only option was to send a message.
Through remedial experimentation and dozens of ponderous sleepless nights, we finally had a breakthrough. Our reality is based on laws. Laws of motion, laws of attraction, laws of physics. These laws cannot be broken accidently, but with quantum technology, they can be manipulated. Many believe that intelligent extra-terrestrials were first alerted to humanity when the atomic bombs fell on Hiroshima and Nagasaki. Ours was essentially the same idea. Demonstrating that we had the capability to toil with the quantum world in hopes of eliciting a response from a higher being. If we could ‘break’ or ‘bend’ one of these laws of reality, then perhaps the supposed orchestrator would be compelled to respond.
One of the earlier discoveries we had made was that of the concept of reverse time. Time is a measurement of something that occurs, and without anything to observe, time is meaningless. The concept only makes sense when in the presence of matter. The two concepts of space and time are coterminous, like light and dark or hot and cold, one does not exist without the other. Where there is space there is time, and where there is time there must be space. The opposite of matter is not nothing, but anti-matter. A true nothingness or void of anything substantial does not exist. It cannot exist based upon the nature of existence itself. Anti-matter is the invisible material which operates unseen and fills all the gaps which matter does not. All of it held together by the Higgs-Boson.
If an opposite of matter exists, then an opposite of time must as well. Every action has an equal and opposite reaction, and all reactions must remain proportional to force exerted. By utilizing the quantum computer, we had the ability to send protons back in time, sort of. We could make them exist where they once had not before they existed there, by using dark energy matrices and particle superpositioning to make them exist in two places at once.
The discovery had actually been made some time earlier, but never officially tested. It was restricted and marked as unbroachable, as many of our patrons were rightfully concerned by the prospect of unintentionally altering the past. Doing so could create a butterfly effect and wreak havoc upon the present. We were told vehemently that the reverse-time experimentation was forbidden, but now we had a legitimate reason to take interest.
It took some convincing on our end, but eventually we were successful when we promised to unveil the greatest discovery yet. The parameters were set within the computer and the lab was prepped for the operation. A single seed of dianthus caryophyllus was placed in a transparent reinforced container in the center of the room. The specimen was placed on damp resin paper, and several little green tendrils had sprouted from its shell.
The idea, was to reverse the symbiotic metabolism of the test subject and cause it to rapidly revert to a zygote state. The seed would be directed to perform it’s life cycle backwards, thereby contradicting the natural forward flow of life and time.
The parameters were finished, and Lundgren stood by the machine. He glanced to each of us individually a sullen demeanor and nervous twinkle in his eye. He looked to me last, and I nodded. Lundgren took a deep breath, adjusted his glasses and flipped the switch.
Immediately the tendrils within the seed began to retract. They disappeared within the shell soon after, and the seed shrunk until the point in which it was no longer visible. The computer alerted us that the task had been completed, and silence descended upon the crew.
We stayed that way for several seconds until a commotion from the computer drew our attention. An array of flickering lights and sirens began to wail like banshees, indicating an error of some sort. Suddenly, the seed reappeared and began to grow at an impossible rate. A mass of wriggling green tendrils erupted from the shell and pressed firmly against the case within seconds. It swelled within and the chamber violently ruptured a moment later sending shards of glass catapulting throughout the room. I managed to duck away just in time, but others in the group were not so lucky.
One man; Reginald Diabek was struck with a shard in the neck. The piece cut a gash across his throat, causing a thick crimson to spill forth from his gullet. He collapsed to the ground, as others began to rush to his aid. Before we could reach him, the engorged serpentine appendages of the seed ensnared him, slithering around his neck and abdomen. Diabek gurgled and terror filled his eyes as the green pythonic roots began to constrict him.
I watched, at a loss for words as Diabek’s wound sealed. His grey hair turned to a dark brown. The wrinkles on his forehead and bags below his eyes dissolved into his skin in a matter of seconds. The blackheads and liver-spots on his cheeks soon followed suit. All of us watched, stupefied as the process continued onward and Diabek appeared to age backwards.
Diabek had to have been nearly sixty years old, but in a matter of moments he appeared as though he was a young man in his early thirties. He then went young adult, then juvenile, then teenager. Diabek screamed in terror as his voice cracked from a gruff, raspy tone to a high-pitched pre-pubescent shriek. His body shrunk in his clothes and his extremities retracted within his coat. By the time we had reached him, he was gone.
We didn’t have time to gawk, as our stupor was interrupted by the computer blaring a warning siren, and a flickering plethora of lights designated an external problem of some sort. The display was a failsafe designed to protect the computer from malicious outside sources. Most of us thought the firewalls of the quantum computer were enough to prevent any attempted breach, but apparently, we were wrong.
One of my colleagues scrambled to the kill switch. He was poised to throw it, when he was halted by a sudden shout from Lundgren. Lundgren stood, eyes wide as dinner plates and mouth agape as he stared at the main monitor of the computer. The warning display had ceased, and only a single screen remained active. Upon it was displayed a single loading bar, with approximately twenty percent of it being filled in. This indicated only one thing, something was being downloaded.
We immediately surmised that it must be a virus or other malware of some sort. A prospect once though impossible based on the security measures of the computer, and yet the download persevered. All attempts made to restrict the download and halt it’s progress proved futile.
We exchanged nervous glances with one another, torn on whether to pull the plug and save our creation from hostile insurgence or allow it to continue to whatever ends. The call was eventually made by the investors outside the room, who had since been notified of the development. They demanded power be cut, and the machine be saved. The computer represented a colossal investment, and the costs to repair or replace it if any damage were to ensue was not something taken lightly.
Begrudgingly, Lundgren followed orders and commanded shutdown protocol. It was done straight away, but the machine did not power down. It continued, impossibly, and without a direct power source sustaining it.
Panic began to erupt from the lab, and power to the entire facility was ordered to be cut from the mainframe. It was done within seconds, and the room fell into darkness. The only light that remained was that of the main monitor as the download reached the halfway mark. The computer groaned and whirred under enormous duress as hundreds of fans shot to life to attempt to cool the leviathan machine.
We stood back, unable to make heads or tails of the development. There was simply no possible way the machine should've remained active, and yet it was. It continued to fill up the progress bar, powered by the fuel of some unknown outside source. With no other viable solutions at hand barring physical destruction of the computer itself, we could do nothing but await the culmination.
The download finished several minutes later, and the room fell into pitch black. We deliberated for a moment, before deciding our only recourse was to power up the computer once again. The mysterious file weighed in at an impressive 100,000 terabytes, enough to fill hundreds of normal hard drives, but just another drop in the ocean for the quantum computer. Once full mobility was achieved, a single never before seen prompt filled the screen.
"Unknown file type. Do you wish to execute the file?" All attempts made to bypass the prompt failed. We quickly used a separate program on another screen to trace the file’s origin, but to no avail.
Now, there is no hiding from a quantum computer behind a proxy or VPN. It uses algorithm-based process combined with ping response speed to determine probable origin up to an accuracy of 99.999%. We’re talking response time measured in millionths of a second, but for a quantum computer, it’s as simple as the ABC’s. Sure, it gets it wrong once in every million attempts, but the point is: it always has a guess. This time however, we received a new message.
“Unable to determine file origin.” Lundgren took a step back and pondered the situation and wiped the beads of glistening sweat from his brow. With nothing else at our disposal, he realized there was only one option left. And so, he gave one last command.
“Open it.”
The computer began to render the file, the process taking several minutes to complete. It was entirely in binary code, and eventually translated to a single message. Upon completion, two words in white font sat silently amidst a black background.
I never thought two simple words could have such lasting effects on my psyche. Those two words that have made me question everything I thought I ever knew. The computer fizzled out moments later and shut down. All of us just kind of left after that.
I returned home, overwhelmed by the events and left with a mystic sense of terror instilled deep in my stomach. The following morning, I was called by one of the investors. He informed me, that someone had broken into the lab late the previous night and sabotaged the operation. The lab was lit ablaze and soon reduced to a smoldering pile of ash, and the quantum computer was damaged beyond repair. Whoever had done it, possessed a security card and seemed to know the exact process required to dismantle the automatic sprinkler system.
Police held a single suspect in custody. A man who appeared as a neurotic mess in the center of a maniacal nervous breakdown. He was tried and convicted some time later and declared clinically insane. He was ordained to a mental health facility in northern Sweden, and it is there that he remains to this day. That man’s name? Henryk Lundgren.
I’ve never been able to properly assess just what it was that happened that day. The event has left me shaken and confused in more ways than I could possibly list. I don’t suppose I’ll ever be whole again, I just can’t be.
I know the truth, the reason for our meager existence. We had reached out far beyond, and something had answered our call. Whether or not it was truly what we would call ‘god’, I cannot possibly say. But I will say, after what I saw happen to Diabek, and what became of Lundgren, I can’t think of a better word for it. I think god is something we never could’ve imagined. It holds us all within the palm of it’s hand, and with a simple flick of the wrist, we would cease to be. There is no love, there is no salvation, there is only that which lies beyond the margins of reality. That which we have no possible hope in understanding, let alone combating.
One thing is also certain; it is watching us, and it does not want us meddling in that which we have no business seeing. We are set amidst an ocean of infinite black seas, and it was not meant for us to travel far. That final message could not have been clearer, and anytime I find myself drifting, I remember those two simple words relayed by the quantum computer in it’s last moments of life.
“TURN BACK.”
submitted by zachariusfrost to nosleep [link] [comments]

The Problem with Anthem: Part 3

In part 1 of this essay, I outlined 7 game design principles against which I believe games should be measured.
In part 2, I explored Anthem's adherence to these principles and highlighted its successes and failures
In this final section, I put forward a suite of suggestions to address the failures highlighted in part 2, keeping in mind the principles put forward in part 1.

"Resurrecting this turkey"

If you read part 2, you'll discover a long litany of flaws. What on earth can be done to fix this?

To a certain extent, it depends on the amount of effort you want expend upon the title. Most of the issues are not surface-level defects they're core design decisions which are exceptionally detrimental to game-play and require significant effort to correct.

Still, on the presumption you want to correct as much as possible, here's a way forward. And bear in mind, this is a list which focuses on dealing with Anthem's deep flaws. There's no way these could all be corrected, it'd be overkill. However highlighting these flaws and suggesting corrective action can be useful in pointing the way forward. For future games.


Technical
The first issue is what appears to be a lack of resource streaming. Anthem's loading times are insane. Given an NVMe SSD can effectively stream 3.5GIGABYTES per second into ram, you could - even if you need to pull resources from multiple places - load data into 16GB of RAM in under 10 seconds. While there's no doubt much of that data will need to be processed, swizzled and downloaded into the graphics card, there is absolutely no justification for Anthem's appalling loading times. Something is wrong here, whether it be the I/O routines or the resource management system. Put simply, this pipeline is not functioning well. It would make a lot of sense to optimize every single aspect of it until it's working properly.

Second, create a resource management system which allows pre-preemptive asset loading and prioritization. Texture management might consider optimizing for visible textures using a "light-cone" style approach where the resource management system uses a visibility solution and knowledge of the player's maximum traversal speed to calculate how far away "in seconds" each texture or texture group is and preemptively loads and unloads them based on need. (Provided you have some kind of reasonable hierarchical scene graph in place and can quickly perform coarse visibility determination.)

This is the primary technical challenge inherent in creating an open world, so it's mystifying why the development team apparently chose to skip this. Open worlds live and die on their real-time resource management systems. If you can't stream assets dynamically, you just don't have an open world.

Going back to our loop cascade, let's address the failures to adhere to the principles in each loop:

The Traversal Loop
The traversal loop fails on the "choice", "challenge" and "reward" principles. This is because the world architecture is simplistic and the jet-packs devoid of any meaningful restrictions. Introducing challenge into the traversal loop requires a more densely complex world with vastly reduced capabilities for the jet-packs (at least at first). Players need more complex ways of interacting with the environment beyond gazing at it.

What's the reward for keeping your jet-pack cool? You get to keep flying.
What's the penalty for failing to do so? You crash to the ground and have to wait.

Instead of a range of outcomes, you have two. A binary outcome, as it were. No mapping of multiple skill levels to differing outcomes and no real reward or penalty. Traversal carries no risk, contains no reward. It's a milquetoast parody of real game traversal.

As a result, the player is a spectator to the world, not an active participant in it.

You really want to get an idea of how bad this is? Look up some Youtube videos on "Sekiro: Shadows Die Twice". Look at the traversal, how it enables exploration, how it sets up stealth attacks, how it gives the player options when deciding how to navigate through a scenario. Yes, it's a different style of game, but that's not the point. Anthem has none of this, which is why traversal is boring.


So, this is the kind of thing you'd need to do to beef up that traversal loop.

A) The return of fall damage.
No risk, no reward. Fall damage brings risk to the proceedings. Of course this is meaningless without rearchitecting the damage system in general. There are a number of ways this could be approached, but this is another topic addressed further down.

Fall damage allows the world to become more dangerous and provides the players with incentive to look for safe pathways through the world.
Of course to make this meaningful you need...

B) Risk/reward based traversal.
The main problem with Anthem's world is that it's dead. Dead in the sense that it's a picturesque painting which reduces the player to the role of spectator. This elimination of the player's agency is surprisingly consistent. The world has no institutional memory and as a consequence, the player has no lasting impact upon it. The player's jet=pack ruffles the water, but for all his efforts, the world is indifferent to his traversal abilities, his firepower and - most of all - his intent.

Traversal should provide opportunities to explore. To pursue reward while risking much. Dark Souls epitomizes the tension between risk and reward and Anthem would do well to add some of its own. Achieving this without rearchitecting the majority of the world would be practically impossible but Anthem is a crystal clear example of the need for your traversal loop to contain challenge and reward.

Anthem has none and as a consequence has managed to make flying Iron-man style suits boring. Chew over that for a bit.

Classic risk/reward schemes involve the player exploring for rewards and having to take risks in order to chase after the really big ones.

The Jet-pack needs to be significantly nerfed and the player needs to be given the opportunity to cling to the environment and plan their next move. An environment which banishes most of the wide open spaces except for vistas which open up when you strive to reach the high points of the map. High points which require risk and reward the player with stunning views and cool loot. Yes - remember earning loot through exploration and skill-based effort? That.

All of this requires the world to become a lot more dense. Those wide open spaces are supposed to be vistas, not empty areas you traverse by holding down a button. They'd have to go.

C) Choice
In terms of traversal, Anthem willfully deprives the player of options. Get a navigation market and blast toward it at maximum speed. Even worse, since Anthem is a cooperative shooter which is absolutely obsessed with tethering players to each other, traversal occurs at the speed of the fastest and most impatient player in the group. Those who might want to appreciate the beauty of the world or try something out are unable to do so because Anthem drags them along to the next objective regardless of their wishes. This is yet another in the long list of bewildering design decisions which reflect a complete unfamiliarity with the essentials of good game-play.

Options go hand in hand with risk/reward based traversal, but providing multiple routes to a goal allows the player the opportunity to tailor their approach. This feeds into the scenario loop where the player evaluates the challenge before them and decides how they'll approach it.

Unfortunately, Anthem has no scenario loop, so choosing a route to a target (high/low/underwater) is irrelevant. You land. Shoot. Dodge. Hide behind the environment. How you got there is irrelevant. This is because Anthem doesn't want to be anything other than a looter-shooter, so the option for stealth or tactics is completely absent. Shoot the thing. Trigger combos when you can. Rinse. Repeat. It's about as close to pulling a slot-machine handle as it's possible for a 3d game to get - the only difference is that slot machines give you gratification much more quickly.

Anthem needs to stop forcing players together. The benefit is questionable and casual matchmaking really is a crap shoot. Sure you can lock other players out of your session, but this isn't the default and the player is penalized for doing so (with lower xp).


The Combat Loop
Traversal plays almost no role in combat, so combat is pretty boring. The limitless possibility of the Javelin suit often needs to be artificially restricted (with no fly zones) as the designers realize their mistake and try and bring the player back down to earth.

Combat is run and gun with a limited suite of options. There's no opportunity to herd enemies and effectively utilize area-of-effect, no way for players to distinguish themselves with smart play, it's mostly just combo-triggering and a war of attrition between your gun's numbers and the shield/health numbers of the enemies.

Titans are cheesy as hell. Not only can they fling homing fireballs at you, they can materialize them on top of you. This makes Titans tedious to kill, rather than challenging and entertaining.

The environment is practically irrelevant to the combat. It acts as an obstacle and shield, but provides no other possible interactions.

A) Damage - combat and otherwise must persist.
Without persistent damage, the Javelin is a monster which only fails when temporarily overwhelmed. This partitions each combat encounter into a separate event with no lasting implications and the Javelin is essentially immortal outside combat. Consider the possibilities when persistent damage requires the player to reach specific zones and may require resources to repair. All of a sudden, the world of Anthem becomes more dangerous and has far greater potential for risk/reward scenarios to play out.
Consider also a scenario in which the player fights to the top of a mountain through a succession of difficult encounters with damage persistence a factor. Consider further the possibility that the player can lose the valuable items he's carrying if he can't get them back to the fort or to a storehouse.

This would help Anthem with its lack of risk and reward.

B) Bring tactics into combat.
Doing this requires the players to have a more varied suite of abilities. Allowing players to consider tradeoffs and develop a Javelin to suit their own personal style. Shoot, melee, combo setup and combo trigger are not an inspiring suite of options.

C) Bring the environment into combat
Part of the problem here is that environmental interaction is minimal. Given the opportunity to manipulate the environment, the suite of available tactical options available to players would be expanded, thus increasing their ability to use the environment tactically.

EG: Diverting water, tipping rocks, creating pits or utilising the wind.

D) Create unique, interesting and challenging enemies.
Anthem's enemies are boring and vary between irrelevant fodder and cheesy bosses. The giant spider is the most interesting enemy to fight and this was in the demo. That this represents the high point of the game rather than an indicator of the game's quality is a savage indictment of the combat encounter design.


E) Allow the player to employ high-risk/high-reward strategies.
One of the key aspects of Dark Souls style games is that the reward justifies the risk. Boss fights results in considerable rewards and the fight itself is often an exercise in choosing between small, safe incremental damage and high-risk/high reward strategies which offer the lure of closing the right out quickly.

Balancing risk vs reward is another aspect of player choice - and thus personalization. Anthem's narrow range of combat expression limits the possibility for such strategies, but redesigning the enemies and opening up the player's capabilities would enable this kind of tactical choice on a moment by moment basis.

EG: Do I try a risky, high-damaging move and shut an enemy down before he can trigger reinforcements or do I find a good defensive position and chip away at health until everyone - including reinforcements - are dead? (Note that this kind of consideration is not an option in Anthem).

F) Increase the player's range of expression in combat
One thing about Diablo 3 - the player has a plethora of options in terms of how he'll build his character and optimize the use of high-level loot to cope with the challenges of significantly tougher encounters.

Anthem needs to allow the player to do more than shoot and trigger combos. For example - and really just off the top of my head - consider the following possibilities:

- Slow time/stasis
- Area effect
- Mind control
- Cloak
- Stealth/Backstab
- Environmental destruction
- Artillery strike
- Decoys

What's important to realize is that these options must be exercised against challenging enemies. Anthem has too much useless fodder whose only purpose is to die and drop armor and ammunition. (Speaking of which - the ammunition inventory mechanic is the absolute pits.)


The Resource Loop
The fundamental idea behind the resource loop is to allow the player to accumulate a kind of virtual currency which can then be traded for expanded capabilities, thus allowing the player to customise the game in a way which appeals to them most. This is often experience points, levels, praxis points or some other accumulation. This allows the player to exercise choice over the medium to long term and customise the game to suit his predilections and skill-set.

To do so, the player needs a tech tree. And consider the other possibilities:
- Discovering an ancient blueprint and going on a quest to retrieve the other blueprints and to find the necessary items to build a new Javelin platform.
- Discovering new technologies which can be used to develop a whole new class of abilities
- Gaining rare resources which can only be found through skilled exploration of the landscape



The Loot Loop
This is the most objectionable and least fun aspect of the whole exercise. Destiny and Anthem want to draw the player into an operant conditioning (gambling) loop where pretty colors addict players into repeating a joyless grind as often as humanly possible.

It's a cynical exercise to begin with, but if you want to actually make this work, you need to first expand the capabilities of your mechs, throw in a tech tree and then provide a wide range of possible buffs which extend far beyond the classic "more shields/more armobigger guns" paradigm. Anthem's loot sucks because there's not many ways it can buff the mechs, not because the drop rates are rubbish. (Oh, and is there a screen somewhere which shows the accumulated results of all your buffs? Because if there is I can't find the damn thing.)



Conclusion
To wrap this up: I had high hopes for Anthem and was incredibly disappointed by the result. And this is not an isolated example. I really am increasingly bewildered by an increasing lack of game design chops in some AAA studios. Some people are doing it well, but a fair amount are doing it pretty badly. I don't know what happened with this title, but it feels like Bioware lacks anyone who really understands game-play. A significant correction is needed and the importance of challenge, reward and multi-axial player choice really does need to be reiterated as these founding principles really do seem to have become lost along the way.

So if there's three things which I hope this essay is pounding into some people's heads, it's this: Choice! Challenge! Reward! These are the essentials people. (And it's why "Gone Home", "Dear Esther" and "What remains of Edith Finch" are not games.)

If Bioware implements even half of what I've outlined here, they've got half a chance of resurrecting this turkey. If they keep tinkering with drop rates and promising minuscule content drops every 3 months, then stick a fork in it - Anthem is done.


TL;DR - Anthem is boring. Hey maybe make it fun?

submitted by PJ_Heywood to AnthemTheGame [link] [comments]

I have been working in the engine since 4.0.0; here are some things I learned.

Hello /unrealengine,
My Name is Nicholas and I am freelance programmer that works inside the unreal engine. I have been working inside the engine since 4.0.0( also known as ages ago). Since then I have picked up a lot of information that make my job, and hobby projects easier. So I figured I would dump some of said information in this post. I see a lot of newer users asking where to get started and questions that they feel are too easy, or feel bad to ask. So hopefully this brain dump helps some newer users, or more advance developers pick up some information. If anyone has any questions that they want super specific answers for; you can PM here or on my website!
Most of this is going to be programming. tldr; this is going to be long...
Programming Tips
I really want to Learn c++, but don't know where to start? The best place to start is actually with the blueprints. The reason I say this is because a lot of the methods and functionality that the blueprints have are similar to the c++ standard that the engine uses. So if you know a blueprint method, and what it does you can easily find it in c++. Once you know some basic methods and events; like begin play, Tick, and end play; and what they do. It will be time to dive into the c++ end of the engine. While I DO NOT recommend using the engine to learn how to program c++(since the unreal engine is very marco heavy); it is great for someone that has spent some time in the language. If you are starting out with no experience in c++; I recommend downloading Visual Studio, or Xcode, or other IDE(Integrated Development Environment) that works with the engine and make a couple of sample code projects and follow some tutorials. There are a ton of resources on that end; when you got that under your belt its time to dive into the engine. Once you start in the c++ part of the engine learn to copy simple blueprints you made in the past. How to print to the console, spawn actors, communicate with the game mode, change values and data, and call methods. This will give you a lot of practice in the core concepts of game programming. In the long term it will benefit you since you can take your previous knowledge base of blueprints scripting and method calling and apply it to your new skill c++ programming. If you need a book or guide; I recommend this personally.
How do I keep my code base organized and readable if I want to scale? This is a pretty straight forward answer; documentation and standardization. Document your code so that other programmers, scripters, or artists can understand what is going on in your code. In professional development some programmers use a "dead mans switch" in their code. Which is the concept of documenting their code so that it is not only readable, but so that another programmer can pick up the code and work in it if something happens to the original programmer. Secondly to that I recommend that you use a standard naming convention; Allar has a great guide here. It is pretty useful to use this early on so that legacy code in your game can be updated and understood easily as you move forward with your project.
Something went wrong when I tried to compile my code what do I do? The first part of this is to relax, breath, errors happen and if your stressed coming up with the solution to the error will take longer. Secondly, do not look at the error list that visual studio or other IDEs produce, instead look at the output tab. That tab is where the actual errors come out at. It will make your life a lot easier if you know that you need to look there and not the error listing, since unreal sometimes throws false errors. Thirdly; take your error and try to struggle through it to fix it if you're a more advanced programmer(struggling makes you a better programmer in the long term). If you can not find a solution take your question to google and see if you can find a solution that way. Since half of development is solving errors and issues(part of the fun to be honest); it would only benefit you to do some research on the error. Ask the right questions to find the answer to your error; this will help you be self sufficient. If for some reason you can not find a solution then stop by here or the unreal engine forums. We are always willing to help; but it only benefits you if you try to work though the problem first.
Is source control worth it? Yes, it is so worth it. I worked on a project for 6 months and then my HDD at the time crashed and fried. I only got my work back because I had it linked to a source control. If you are serious about releasing your project to the public; look into source control right away.
What Types of Source Control do you recommend? This is not a plug at all, but just wanted to give my thoughts and experience on this topic. I recommend Perforce as my top choice as a source control option. Most professional studios use it; I prefer it since it locks files by default and does not give a chance to overwrite another persons work. Then I recommend Tortious SVN; it is a pretty simple but powerful source control option. A few studios I have worked with used it; it did require some coordination between programmers to make sure nothing would be overwritten. Lastly, I recommend the GitHub option or the BitBucket option. They are both free and easy to use. However, the options can expose your project to the public unless you pay for their service. All of these are paid options. If you are a solo dev; just back it up to a hard disk if you do not want to pay.
I want my team to grow, but I do not know what to commit to my source control? You really want to commit the following folders to your repository: The UProject of your game, your source folder, your content folder, your config and binaries folders. Once all of that is there; you just push anything that has been updated in those directories.
Does everyone need to compile the binaries every time new code is committed? The Simple answer is no. Epic released a tool for Visual Studio called UnrealVS. It allows the programmers to compile the binaries and allows the artists to not have to compile the binaries on their end. The process is pretty easy; just compile your code once to set up the direct link libraries and then run the Unreal VS tool. It will compile it again, but save your artists or not C++ programmers time and energy on their end. Here is the tool documentation.
Why would I ever want to expose code or variables to blueprints? The Short answer is flexibility. It allows for you as the programmer to change values without needed to dive into the code and compile each time to change a variable. It also allows no programmers to change and tweak values without messing up your code. Since designers can easily change the values without needing to send you the programmer another task.
The Longer answer is to protect the code and set up a pipeline for your code. The reason is it allows for no programmers to modify values without needing to open your code to do it on their end. It also prevents them from making a mistake and breaking potentially critical code. It allow you to set up a pipeline and expectation of what people can change and what they can not change. If they want to change or tweak non-exposed values and variables, they will need to contact you and have you expose it. If it is potentially critical you can put checks in the code to make sure the value is in bounds and will not break anything.
What type of Methods should I expose to blueprints? Well you should expose anything that might need to be called in child classes or blueprint implementations of that c++ class. Again it makes sense to set up a pipeline for passing information from the blueprint layer to the c++ layer. You want to make sure anything passed in can be handled correctly. For example if you need to pass in a pointer to a method you need to make sure the c++ layer is checking that the pointer is not null and is valid at the low level.
I Hope this helped someone; if you are a developer or have any tips. Please drop them in this thread to help newer developers, programmers, and artists get into the engine. Unreal is not a small engine and takes some time to get into.
Hope this helps, Nicholas --d0x
submitted by Parad0x_ to unrealengine [link] [comments]

New Atlantia: The ruins of Greenway "concept pitch" 01.01.03.1

name of the game:

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New Atlantia: The ruins of Greenway

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project pages:

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https://docs.google.com/document/d/13PHPZeRcitKKL6JtJd1Aod5JtPcPNMHfHqcG_4jYQQs/edit?usp=sharing

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some descriptive terms:

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an open source cross-platform title (also works on mobile), openGL powered and created in conjunction to blender

uses Godot Engine and is fully moddable through use of mod.io API (softwares)

makes heavy use of procedural generation and uses a random HEX seed that you can enter manually to set the generation environment up

persistent sandbox game with fully destructible environment including ablation of the ground and hill/mountain-sides through use of explosives, lasers, and drills/diggers

game makes use of other open source projects such as chromium for the integrated web-browser and tox for chat and voice. The game automatically starts an instance of I2P and plays exclusively over the darknet, though exit nodes should be available and darknet can be disabled for censorship related purposes, but games/server instances needs to have exit node enabled to allow censored players to join the I2P network through the exit node

the only advertising is the official greenway splash in teh beginning of the game when you start it up that explains a bit about the game and asks you to please join operation greenway and join the effort to create a green and good greenway

the game is meant to be played online, but there is a single player offline option as well

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licensing:

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open source honestyware
https://defuse.ca/honestyware.htm

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funding:

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the game will be funded by a 30 second timed monero miner that deposits the crypto into the operation greenway "trustfund". donations in other currency will be accepted and then converted directly into monero deposited into the secured fund for this project. no funds from teh project may be diverted into other government projects, but other relevant government projects may deposit funds into this one if their funding structure supports the transfer of funds to relevant projects. GreenSoft will receive 20%=
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mission:

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"to provide the most playable and fun sandbox on the open source market, and make the first fully open source 3D game of its kind, to simulate Greenway up from the ruins, and bring civilization back into outer space. to foster creativity and fun along with promotion of greenway and awareness to issues with various political systems in the civics mode of the game. to gather support for operation greenway through a donate and involvement buttons right on the front loading screen of the game"

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disclaimer and excitement:

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this may sound like a coders nightmare with all the parallel integrations and imbedded VMs running linux with open ended compilers within the code, but trust me, in the future, people will look back at this project as one of the most noble software engineering feats ever pulled off for the sake of open source community (and advertising a micronation!). the goal is to blow not only the people but developers themselves away with an entirely new set of in game mechanics based ont only on useability but underlying software paradigms like cloud resource computing and network cluster driven computation acceleration (experimental distant scene rendering over network). I guarantee that after all is said and done and if the project ever gets finished or damn near close, that the payoff will be big and the greatest reward will be hearing all the happy people talking about THE KILLER APP FOR ALL SYSTEMS.

one major issue is game overhead, and the fact that the game will need to run either a lot of processes or one large bloated process with an internal task manager to manually adjust game settings to get compatibilities just right and fine tweak the system; the game will be small enough and huge at the same time, with the inclusion of multiple tools and imbedded software releases in each version

this is a HUGE PROJECT for a HUGE OPERATION, one for all, and all for one, to promote and secure domestic tranquility, greenway's government will most likely be releasing "New Atlantia: The ruins of Greenway" before the artificial island is built, which will foster a flood of hoestyware payments and donations (honestyware payments disable the 30 second donation and cryptocurrency miner script)

don't feel daunted by the task. when you are in doubt, turn to something else on the LONG LIST OF THINGS TO DO or even just make some concept art sketchups on the computer or play the currently progressed version of the alpha/beta game

i think that an etherpad based editor for making the game would increase the flow of ideas sharing. more open source collaboration softwares should be researched and discussed for greenway and for the purpose of this document, particularly focusing on the digital side of things such as this game concept

!create this decade's killer app, "New Atlantia: The ruins of Greenway" and help support operation greenway's mission to gather attention in the international public's eye and earn free advertising forever!

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plotlines:

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based loosely off of ideas found in atlantis (a lost civilization), fallout 3 (video game), ark: survival evolved (video game), eve online (video game), space engineers (video game), half life 1/2 (video game), halo wars (video game), no man's sky (video game), aliens versus predator 2 (video game), metal gear solid 3: snake eater (video game), altered carbon (show on netflix), crysis series (video game), defcon (video game), portal (video game), xxx

an alternate universe with some parallel timeline characteristics (E.g. the lost civilization of atlantis, heisenburg {"heisenbohr"}, xxx)

antimatter warheads were launched in a global nuclear war on an alien planet in a distant galaxy far far away, star wars, with humanoids called prometheans who had advanced technology all over the planet because of developments in private industry that took off with the freedom in Greenway

you start off in the ruins of greenway, everything looks like fallout 3
you are born to parents who lived in the sewers (common spawning story at a random sewer in game)
you quickly learn to make fire and weapons from wood and rocks, moving to slingshots and crossbows, and later eventually graduating to ar-15s and plasma casters
raid the ruins to find useful items including tools, weapons, and ammunitions
you also learn to make a shelter, house, fort, and even an entire city with the blueprints you will discover throughout the game
later in the game, you will be able to build a spaceship, spaceport, and even a frigate and mothership, all in the spirit of space mechanics, where you first forge the pieces and then put them together either by template (blueprint) or manually by hand
like ark survival evolved, you will need to scavenge and hunt for resources on your own time
destroyed objects typically contain scavengeable parts

adventure through the ruins of a highly-advanced technological civilization
advance from meager sewer person to founder of New Greenway
re-create greenway in all its glory and adventure into space to explore and colonize

form a clan and play through the game to decide your faction. you can declare a truce with a player of that faction and work with them to earn respect in that faction again, getting to neutral and then friendly again. factions work like a tree with branches, you start in the trunk neutral with everybody and as you progress through the game, you naturally will align with one of the branches and finally a sub-set branch, where your position is indicated by a coloration of each branch (and a "leaf"?)

your goal is th befriend bots and real people to help you rebuild civilization and re-establish greenway, from anarchy to law and order. the game has persistent bots with progressively learning AI that will learn from your previous actions and interaction dialogues. you first make a city, then you unlock civics, and then your goal is to rebuild greenway and launch into space to colonize and scavenge for blueprints in engineers manuals and high tech including fully working antimatter powered ships in the holding bay of some ships.

game style is all vs all and cooperative through factions and clans, with PvAI and PvP gameplay, such as shooting a friend to steal their blueprints or having your fort attacked by a mob of angry AI. there is a setting to disable PvP in private servers but PvP is enabled in the official servers. there are "quests" you perform like in fallout 3 that progress you further towards colonizing outer space. players and AI can work together to build up civilization again from the ruins. one cooperative element is a donation library where books/blueprints are available from donations by players for checkout for limited periods of time (1 week of in game time). there is a clan management interface

greenway was an artificial island mass created in 1200bce relative to the game time by the prometheans as an escape from the authoritarians growing up around and warring among them. greenway eventually fell to the world war and the civilizations surely crashed beneath them. the startup videos show animations of greenway when it was green and good, being nuked with antimatter weapons in the year 1120bce. greenway took off into space but dies out due to an infection of aliens who are still lurking in intact ships within the galaxy waiting for you to discover the horror; by the year 400bce most of the underground cities died out and only the sewer dwellers in between remained; you are spawned in 0ce and the game has its own progression of time from there

you must first develop a boat and explore the surrounding islands to find the blueprints needed to create an airplane and fly to the nearby landmass about 250km away from greenway, then from there procedural generation takes place and all is free game, but there you will discover triangle craft blueprints and now you can fly around the world and into outer space once you reach the tech level to build them.

players can barter with each other and bot traders will trade with you too based on your disposition towards them; you can eventually find small towns with bazaars and markets to browse; open a store and start a business, evolve into an enterprise including enforcing security and/or mercenary contracts that you can pickup at a local bar or from select bots or any real player

players work together to make the civilization thrive again, from anarchy and ruins to a metropolis in outer space, greenway needs you to join the efforts on this game

realistic game mechanics where habitable worlds are within the goldilocks zone for their sun. deploy a garrison of bots you employ to terraform and colonze the planet's surface for greenway or your own nation

political simulator and sim city / tycoon like overview of your installation/s; Write a constitution for your state and federal government; Machine readable converter automatically marks up your document in AIML to simulate your text as a civilization (experimental); also you can choose the easy version which has templates of various useable texts for your political experiment!

the game is the first of its kind with an open universe fully destructible sandbox with persistent bots with deep-learning AI

the game also houses several mini games including the ganja seed card trader game (cryptocurrency backed seed growing and collector card game) and new atlantia: pirates which is based off of otys (board game)

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game features and mechanics:

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hire private security to protect your installations/bases/forts

work jobs to earn items

real time strategy war elements for fights like halo wars (video game)

imitate the jurassic world evolution game and make it possible to extract dinosaur DNA from fossils/amber and create dinosaurs (requires high tech level); downside is that in the future their could be hella dinosaurs everywhere

imitate the alien/predator movies and make it so that you can discover dead xenomorph or predator DNA and resurrect them by incubating in a sea mollusk or embryo, which you can discover the method by finding a journal or random chance

realistic DNA editor and genome sequence simulator that uses cloud resources of all gamers to compute and is redirectable to a local cluster computer with optional resource share (all resource sharing is adjustable in game with defaults based on hardware performance ratings versus settings and adjustable system overheads)

life on other planets; collect specimens to keep in a panspermic zoo and collect DNA from specimens to create splices

jumpgate codes and star maps for foreign systems (requires 0% discovery to have all solar system details)
puzzle solving and "hacking" to get into locked down areas, enable power, decode transmissions on your full-spectrum broadband transceiver, and disarm bombs for example

panspermia stuff with contagions on ships as a possibility which will form a biofilm in your shuttle and make you sick or cause a zombie plague

player ownership is primarily established by dominance but later on in the game there will be private security for hire to protect your shit and also police in the cities and sheriffs on the outskirts until the anarchist nomad zones which are areas that do not have enough established dominance or near enough to a city to be considered claimed territory since claims are too heavily disputed and non-enforced; you respawn naked back in the sewers where you started and need to work your way back up to get into your stashes until you are back in business

mining can be done for multiple reasons along with archeological digs to find artifacts and lost underground areas/cities

enable craft to dive into the oceans/lakes/rivers/streams for cover and enable underwater cities

bug reporting with screenshots and "frapping" (video/audio camera roll) built in and crash reporting directly to the team

underground cities and caves that go into pockets of underground water (clean water)
bullet time (single player only)

fog of knowledge (like fog of war)

grow a garden outside or indoors and even inside of your personal cruiser a few plants in a little closet, like cannabihopa plant that is effectively hops and cannabis in one with smokable buds rich in myrcene and thc/cbd/etc...

the ruins in space will be the most interesting, with scavenging having big payoff for big danger, like reactors that melted down after the craft were struck by antimatter rockets, and having to pass through a reactor room in your suit and get to the "Detox station" in time before you are fully radiated and your health drops to zero
i would also like to have HEV suits you discover in a partial map of the black mesa compound in a desert area on your home planet. the black mesa compound has all sorts of tech you can scavenge but is highly disputed by private military (bots) which also have robots and drones who will chase after you to kill you

the space component of the game will have dead highways of jumpgates that require power supplies to be repaired and the correct system and code sequence to be entered to bring you where you want to go. some gates have unlocked systems, but those owned by a foreign nation will have a passport code you will need to have a valid passport for to use or know a skeleton code (skeleton codes only work for their player and are a very rare random thing to find, sometimes the best place to look is a pirate ship or an anarchist lifeboat

you can fly all over the planet (flight simulation), but you start off in the ruins of greenway, in new atlantia, where the library of congress is, and you have to discover it among the ruins after you travel to a completely distant part of the map in your country of ruined greenway

advanced players will have entire industries under their control, and an "empire manager" is available as a "HUD" in game where micromanagement of your industry can take place all over in outer space and your commands be transmitted at the speed of light through a wormhole (you must create all the necessary infrastructure)

realistic solar systems and procedurally generated goldilocks planets that also enable non-goldilocks planets to be used with realistic heat, chill and bio-zones

heavy focus on user interface and user experience; futuristic steampunk look

other bots and players on the map can start forts and make cities and start their own nations, particularly the bots on other parts of the map who will work with or against you and your fledgeling nation of new civilization.

eventually there will be dinosaurs and aliens along with predators running around which will slow down everybody, and we need to try and ensure that the mechanics of the game make reproducing viable offspring require a high tech level to create so there are far less instances of "festering plagues"; aliens/predators and dinosaurs can sneak into your forts, cities, and even ships and come along for a ride to kill you and your crew and screw up everything; this feature will be disabled in at least one of the official servers to prevent infected plagues of servers which you die in 10 seconds every time since the aliens are everywhere since their bots and AI keep reproducing (evolutionary genetic based algorithm for AI traits)

discoveries and quest accomplishments along with defeating enemies and hitting certain wealth proportion and empire goals earn you XP which levels you up, building will increase your construction level for example, with no cap on available levels

extensive server administration interface with "resource injection" commands and "bot spawning" commands

dynamically changing environment with real erosion from water flows and seasons and weather and daytime nighttime, and procedurally generated fauna which are harvestable and actually follow population mechanics and statistics; it is possible to hunt animals down to extinction but unless every part of the animal is used, DNA can be extracted and it can be made again in a lab with high enough tech skill even viable to reproduce in the wild

splice dna from different fauna to create new creatures; custom create dna from scratch to make newer creatures with the creature designer

tame creatures to work for you and even ride them; use creatures to form a caravan and carry your stuff; creatures will stay loyal to you as long as you do not hit them much and cause damage, otherwise they will flee (some will immediately fight back based off of intrinsic aggression and predatory traits); imprint on creatures created in the lab often like the alien to make them your loyal children and unleash hell upon your enemies

your camouflage pattern will hide you when you are in a suit. change camo on the suit in the menu like in metal gear solid 3: snake eater; you will have an alertness indicator on your HUD that shows whether or not you have been seen and from who and what angle; become a master of sneak and sabotage, use your skills to rob installations and build up your stock (no penalty for selling stolen items as long as it is not sold to a narc or undercover who is aware of the theft)

there is an ingame internet based on TOR that a user can accumulate through raiding military journals to learn how to build a computer and a mesh-networking router (gigahertz {land/craft} @ 10GB/s & tertrahertz {space} @ 3.333333333333TB/s limited speeds) with b.a.t.m.a.n, which actually runs a simulation of this network protocol and realistic packet failure over wireless networking based on distance and obstruction type

drive a plethora of craft and design your own with either blueprints or from scratch, with every level of detail available (complete mechanical diagrams are modifiable and entirely custom designs can be implemented)

neural design in AI to solve complex puzzles by trial and error and probability based shortcuts to learn new foes and environments quickly as real life does; use of OpenAI (an e_musk/tesla company)

the ship can be set to autopilot either on a set route and defend itself and try to refuel and repair at a nearby station if available (costs items placed in the auto-barter section)

dynamic economy simulation and insights once you attain a high enough bartering skill, when greenway is up and running, a metatrader (software) like interface of available tradeable resources and their relative values tied to the closest thing to a credit in the game, a unitoshi which is the base numeric value of all items traded in game and used to compare item's values to one another by the in game engine

there is a low light amplifier (like in avp2 video game), and vision modes (like in avp2) along with cyborg enhancements such as a telescoping eye with rangefinder and "FLIRed" (technology name for forward looking infrared) binoculars for the poor men who need to stash their tech

dying does not affect your levels and knowledge, because you are re-created as a clone at a cost, including debts where people will come after you after a long enough time has gone by from your last clone, this is from altered carbon (show on netflix), where your new clone body is called a sleeve, and your consciousness is uploaded via satellite and other wireless transmitters to the clone corporation which is always anarcho-capitalist and always has more power than the government because it owns all the "reboots"; rebooting into a sleeve is a phrase in the game; this is equivalent to respawning, but it incurs debt for the bounty to recover your disk. there is always rolling charge to upload your consciousness which is rolling autosaving but on average through an insurance algorithm your rolling update will pay off more than the bounty to recover your disk each time you die, and the charges are lower the less often you die vs the bounty on your disk which only rises each time you die till it is maxed out at like 100,000,000 credits which you have to get by bartering or working for the company collecting disks for bounty; the disk is dropped in a nearby system and you have to go and pick it up for a pittance, or with a high enough tech level and enough contract experience, you can go on deep space missions and travel to distant star systems to collect as many disks as will fit in your cargo bay; disks are a genetically engineered biological computer that stores information quantumly through nanocellulose and diamene coating to make nanotubes that are indestructible and can operate in the tetrahertz microwave range, they are also bioluminescent and ink photovoltaic based, capturing their data through a biological optic cavity system near the pineal gland. they must be inserted as a clone is growing and the pineal gland must have this disk copied into the new biologically formed disk through transcranial magnetic stimulation

plenty of maze like portions of procedurally generated dungeon like caverns and interiors of buildings with no labels inside vast underground cities; plenty of dungeon crawling style excitement; use portals like in portal (video game) to cross into difficult areas secured within the black mesa compound

puzzle solving will also be an important step in fixing things that you do not have a blueprint for

join and exit formations at your leisure and command armies from near and afar

form a strategy and create a work team to build your forts and cities

global map overview like defcon (video game) has the ability to strategically place your formations around a planet, and a 3d outer space voxel based layout grid allows you to command in space and the air, with the grid center projected from the center of the galaxy

build and battle mech suits like the alice combat system (avp2 video game) and iron man (comic book) or animatrix (movie) suits

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game features:

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in game DTV broadcast systems project national games and tournaments when they come online in the official servers, and can be hacked to display avi, mkv, and mp4 files of the users desire; smart tv systems that can recognize spoken words from the user mic and follow commands

computers in game have access in an in game internet with websites createable by the user and virtual camera phone/tricorder devices that can capture pictures, audio from the mic, and record video; use webcams to create a security surveillance grid (uses ispyconnect and/or ZoneMinder and virtual camera/s in the game); use a laptop in the field to pilot a drone or an army of drones from your cluster computer in your tribe's fort; there is an in game instance of openStack running enabling limited cloud computing for the DNA sequence calculations; create a real life cloud service computer system or order one to gain computing power in the game (can be a profit point for the team to maintain the dedicated server); multiple cameras available to access reminds me of red faction (video game) or even duke nukem 3d (video game); get military security with encrypted computers running veracrypt, prevents computers from being nearly as hackable; KeePass software protects the computer from easy break ins and bruteforcing is required from another computer; each computer running needs a small amount of system resources and there is cluster computing under openstack (software project) within the game as well as cloud servers hosting the game to bruteforce 8-char max passwords; computers store data on cloud servers hosted by "GreenSoft" alongside the dedicated servers and outproxy nodes for "bridging" into the I2P network; experiment in distributed computing to enable network accelerated VMs though virtualbox tweaks and re-writes

in game internet is wifi mesh networking over b.a.t.m.a.n with (sharded?) tahoe-lafs storage for each user account on each dedicated server cluster

learn to hack in the game using legitimate hacker tools like the kali linux (distro) collection where you collect programs you find in military bases and on holodisks scattered throughout the game

the storage of user datas is distributed throughout the network via multiple redundant shards or shard seeders. the network automatically balances the shards based on checksums of data stored locally on their machine within a veracrypt container that only the zero-trust distributed system knows the master key to (the ceremony is a distributed trust system where all peers generate a portion of a master key, the more people contribute the better, this is part of the initialization time for the game and all servers for through a ceremony

there is an ingame spoof of cryptocurrency where fake FLOPS are taken from machines you build or find/steal/hack and a monero style cryptocurrency using moneta verde mining schema, you have to collect this greencash source code from the state bank ruins in New Atlantia

interstellar mesh networking using lasers as optical network inside the jumpgates which connect to a wormhole device that pipes the signal as UV lasers

smartphones in the game are achieved via QEMU in VM running a legitimate version of replicant that can run apps off of the internal flash or holodisk memory

make microchips in a lab that the gnu octave engine will simulate outputs for and translate to useable elements in game like outputs in a serial console on an atmega (microchip brand name); specifically the microchips will be simulated down to the assembler level and FPGA language (Verilog) will be used to code the logic circuits

audio and video streaming provided via tox and all streams are password protectable

the programming studio built into the game computers debian linux mint is eclipse studio (software) for all programming languages comes with compilers for all major human programming languages, enabling people to create homebrew ingame; includes godot, blender, and mod.io api. capable of compiling FPGA Verilog and running an instance of QEMU and virtualbox within itself;

antimalware engine in game computer is based on real antivirus definitions for linux (clamav, Chkrootkit, xxx)

in game linux has clone mirrors to real versions of the software available to people, with the server administrators manually enabling or disabling separate packages to make available to their users (uses more disk space the more packages are available; repositories point towards the dedicated server and fetch through regular I2P; dedicated server serves as a whitelister and access restriction program that only allows connections to eepsites created using the same server token, effectively creating a sub-darknet because outside access is restricted by token signed in conjunction with the user account public key for that server instance

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program features:

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updates implemented through torrents and auto-update scripts and automatic md5 hash checking for integrity with fetch from main server; source code borrowed from qBittorrent; xxx

game available over torrent as alternative to synaptic package manager or download from the ftp/http web server (resume supported from server)

game music is streamed via TOX to all connected clients via the dedicated servers song tracklist; mp3, oog, and wav are all supported (along with experimental midi + instruments over network); single player server runs an instance of tox signed in as the music stream ande you can select the songs like the server admin

sleek interface integrates dedicated server to gameplay and you can play as the mod and spawn items while controlling your server from the same in game UI

possible to run in a VM with guest extensions for 3d rendering installed (makes compatibility for other hardware and distributions "complete")

can order DVD from "greensoft" that means paying postage and cost of the DVD (lightscribed), that is a live CD (debian linux mint) that has the game installed to run with all necessary dependencies and install distro to disk (for the drafts of the greenux OS); .iso is available for download from "greensoft" website

extensive use of procedural generation for textures, landscapes, fauna, in game buildings and crafts, internal mazes, etc...

built in chatbots with bot characters are marked up in AIML and become unique based on independent interactions you have with them

built in spellcheck! and markup check! (borrowed spellchecking from chromnium)

in game console with accessible scripting engine in GDScript (Godot native scripting engine) help includes "cheats" which includes how to enable cheats and each individual cheat with its parameters explained

extended options with expert mode including expanded server operator options

nginx server running to host friendica page for game social media functions, routes over I2P; web server administration like webmin and ispconfig; web site generator WYSIWYG editor for making a frontpage and complete website in game;

in game computers use virtualbox to make a debian linux mint instance run within the game on the player's screen

"anon grade" secured against data leaks and tracking, being the first video game known to be used exclusively on the darknet (outproxy nodes are run by the official servers that are made available as "bridges" into the network); defuse passgen code used to generate hexadecimal keys and also used for cryptography in game

dedicated physics simulation with GNU Octave code and interpreter for events like craft maneuvering and weapons collisions, is used for the waveform in audio playback and for compiling screens on electronics in game (live textures);

an instance of hashcat is included within the game VM to literally bruteforce codes in the game

aircrack-ng is included as an instance to run on your in game computer to crack into neighboring networks including ancient military service lines which go into every sector of the known universe

extensive support for trainers and "auto-minedefender" bots/scripts which are allowed in the official servers

compatible with VR (opens two renders from different vertical positions)

video monitor selection in game and 4k support, triple monitor support

gnu octave used to simulate circuits for design for your electronics
see an electronic simulation software package for GNU octave @ https://github.com/jlmayfield/quantumCircuitSandbox

decentralized login server for cross platform gamers using blockchain technology, auto syncronize with gamer profile in the game; credentials stored with KeePass (software) to protect from hackers

in game chat using tox has nicks for all server players and also there is a global server chat. experiment with chat rooms including audio and video in tox. chat supports announcements that can be recurring or once with scheduling; hexchat (software) repurposed with TOX for the protocol; password locked chats and openPGP interior text encryption support; alternative to tox.io is the eepsite that the integrated browser seamlessly navigates to and enables you to search for friends ingame online

game will run in windows under Cygwin, and all released files are compiled for cygwin

cheats in console require server cooperation or they won't enable; private servers can disable individual commands from running or keep their values within ranges

hard imbed in the source code of each release the most current draft constitution of greenway and when greenway is finally established, hard code in the constitution into the source code (use commenting on the whole thing, put at very bottom of source code, make non-essential to run game {can be stripped out by compilers on demand})

console versions (xbox one and playstation 4) will run an instance of debian linux mint with no xwindows just the game screen, but it should be hackable re-initialize the desktop of lxde which is available through command switch when you execute the game binary (hold down "control" key combination on controller to enable pre-initialization console and use the console screen of your keyboard to type in the command which is available from the greensoft website), and adds wireless keyboard and mouse support for usb devices, allows people to softmod their system using the game as a side loader instead of the system default dashboard

complete forking guide and detailed documentation for all aspects of the game and included programs including the console and a detailed section on "cheats" like god mode and noclip; all lines in source code are commented in a clear and concise fashion that is machine readable

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message to developers:

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are you interested in working for this project but not sure if you are up to joining? talk to ghost liberty in operation greenway chat @ https://discord.gg/9RtrTZh or email them at [[email protected]](mailto:[email protected]). make sure to make your subject about "new atlantia game" and we will get back to you about opportunities to join and help foster our project. this game is a much smaller part of a much bigger project to create a new nation for citizens of the world. please understand that you may be paid little to nothing if you work on this game but your name will be legendary for all time amoung the opensource community

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xxx

submitted by ghost_liberty to u/ghost_liberty [link] [comments]

Just bought Factorio on Steam and error on first launch

Can someone help troubleshoot? I first downloaded the demo and really liked the game so I went ahead and bought the full version. The is my first launch on the full version. Upon launch it says "Unexpected error occured....."
Here's the log file from:
AppData\Roaming\Factorio\factorio-current.log
0.002 2018-05-29 15:23:39; Factorio 0.15.36 (build 30920, win64, steamdemo)
0.002 Operating system: Windows 10 (build 16299)
0.002 Program arguments: "D:\Steam\steamapps\common\Factorio Demo\bin\x64\Factorio.exe"
0.002 Read data path: D:/Steam/steamapps/common/Factorio Demo/data
0.002 Write data path: C:/Users/Antony/AppData/Roaming/Factorio
0.002 Binaries path: D:/Steam/steamapps/common/Factorio Demo/bin
0.082 System info: [CPU: AMD Ryzen 7 1800X Eight-Core Processor , 16 cores, RAM: 32701MB]
0.084 Display options: [FullScreen: 1] [VSync: 0] [UIScale: 100%] [MultiSampling: OFF] [Screen: 255] [Lang: en]
0.086 Available display adapters: 1
0.086 [0]: \\.\DISPLAY1 - NVIDIA GeForce GTX 1080 Ti {0x05, [0,0], 3440x1440, 32bit, 60Hz}
0.086 Create display on adapter 0. Size 1280x720 at position [1070, 342].
0.307 Initialised Direct3D:[0] NVIDIA GeForce GTX 1080 Ti; driver: nvldumdx.dll 23.21.13.8813
0.316 Video memory size (dedicated video/dedicated system/shared system/available): 11132/0/16350/4077 MB
0.430 DSound: Starting _dsound_update thread
0.431 DSound: Enter _dsound_update; tid=15968
0.431 Device reset internal.
0.435 Desktop composition is active.
0.435 Graphics settings preset: very-high
0.436 Graphics options: [Graphics quality: high] [Video memory usage: all] [Light scale: 25%] [DXT: false] [Shader: 1]
1.166 Loading mod core 0.0.0 (data.lua)
1.211 Loading mod base 0.15.36 (data.lua)
2.068 Loading mod base 0.15.36 (data-updates.lua)
2.168 Checksum for core: 2904504744
2.168 Checksum of base: 2098183895
2.587 Info PlayerData.cpp:60: Local player-data.json unavailable
2.587 Info PlayerData.cpp:65: Cloud player-data.json unavailable
2.859 Loaded shader file D:/Steam/steamapps/common/Factorio Demo/data/core/graphics/shaders/game.cso
2.877 Loaded shader file D:/Steam/steamapps/common/Factorio Demo/data/core/graphics/shaders/zoom-to-world.cso
2.877 Crop bitmaps.
21.770 Initial atlas bitmap size is 16384
21.774 Created atlas bitmap 16384x5154
23.571 Created atlas bitmap 16384x3136
23.760 Created atlas bitmap 16384x1501
23.839 Created atlas bitmap 8192x1920
23.894 Created atlas bitmap 8192x228
23.900 Created atlas bitmap 8192x1088
29.545 Sprites loaded
29.545 Convert atlas 8192x1920 to: mipmap
29.631 Convert atlas 8192x228 to: mipmap
29.648 Convert atlas 8192x1088 to: trilinear-filtering
30.057 Loading sounds...
32.431 Custom inputs active: 0
32.517 Factorio initialised
44.116 Info BlueprintLibrary.cpp:226: Loaded library shelves:
44.116 Info BlueprintLibrary.cpp:794: Game shelf: playerIndex = 65535, nextRecordID = 0; timestamp = 1492438632; records:
44.117 Info BlueprintLibrary.cpp:49: Loaded external blueprint storage: playerIndex = 65535, nextRecordID = 0; timestamp = 1527629063; records:
44.117 Applying migration: Base Mod: 2017-04-19_Factorio_0.15.0.lua
44.124 Applying migration: Base Mod: 2017-04-26_Factorio_0.15.3.lua
45.687 Loading Level.dat: 101484 bytes.
45.687 Info Scenario.cpp:135: Map version 0.15.36-0
45.693 Info BlueprintLibrary.cpp:226: Loaded library shelves:
45.693 Info BlueprintLibrary.cpp:794: Game shelf: playerIndex = 65535, nextRecordID = 0; timestamp = 1492438632; records:
45.694 Info BlueprintLibrary.cpp:49: Loaded external blueprint storage: playerIndex = 65535, nextRecordID = 0; timestamp = 1527629065; records:
45.713 Checksum for script C:/Users/Antony/AppData/Roaming/Factorio/temp/currently-playing/control.lua: 1053016680
495.393 Info BlueprintLibrary.cpp:226: Loaded library shelves:
495.393 Info BlueprintLibrary.cpp:794: Game shelf: playerIndex = 65535, nextRecordID = 0; timestamp = 1492438651; records:
495.394 Info BlueprintLibrary.cpp:49: Loaded external blueprint storage: playerIndex = 65535, nextRecordID = 0; timestamp = 1527629515; records:
495.395 Applying migration: Base Mod: 2017-04-19_Factorio_0.15.0.lua
495.398 Applying migration: Base Mod: 2017-04-26_Factorio_0.15.3.lua
496.162 Loading Level.dat: 155126 bytes.
496.162 Info Scenario.cpp:135: Map version 0.15.36-0
496.171 Info BlueprintLibrary.cpp:226: Loaded library shelves:
496.171 Info BlueprintLibrary.cpp:794: Game shelf: playerIndex = 65535, nextRecordID = 0; timestamp = 1492438651; records:
496.171 Info BlueprintLibrary.cpp:49: Loaded external blueprint storage: playerIndex = 65535, nextRecordID = 0; timestamp = 1527629515; records:
496.180 Checksum for script C:/Users/Antony/AppData/Roaming/Factorio/temp/currently-playing/control.lua: 3345138071
2069.341 Info BlueprintLibrary.cpp:226: Loaded library shelves:
2069.341 Info BlueprintLibrary.cpp:794: Game shelf: playerIndex = 65535, nextRecordID = 0; timestamp = 1492438723; records:
2069.385 Info BlueprintLibrary.cpp:49: Loaded external blueprint storage: playerIndex = 65535, nextRecordID = 0; timestamp = 1527631089; records:
2070.121 Loading Level.dat: 257458 bytes.
2070.121 Info Scenario.cpp:135: Map version 0.15.36-0
2070.134 Info BlueprintLibrary.cpp:226: Loaded library shelves:
2070.134 Info BlueprintLibrary.cpp:794: Game shelf: playerIndex = 65535, nextRecordID = 0; timestamp = 1492438723; records:
2070.135 Info BlueprintLibrary.cpp:49: Loaded external blueprint storage: playerIndex = 65535, nextRecordID = 0; timestamp = 1527631089; records:
2070.174 Checksum for script C:/Users/Antony/AppData/Roaming/Factorio/temp/currently-playing/control.lua: 1619672791
2401.854 Info BlueprintLibrary.cpp:226: Loaded library shelves:
2401.854 Info BlueprintLibrary.cpp:794: Game shelf: playerIndex = 65535, nextRecordID = 0; timestamp = 1492438723; records:
2401.854 Info BlueprintLibrary.cpp:49: Loaded external blueprint storage: playerIndex = 65535, nextRecordID = 0; timestamp = 1527631421; records:
2402.216 Loading Level.dat: 257458 bytes.
2402.217 Info Scenario.cpp:135: Map version 0.15.36-0
2402.229 Info BlueprintLibrary.cpp:226: Loaded library shelves:
2402.229 Info BlueprintLibrary.cpp:794: Game shelf: playerIndex = 65535, nextRecordID = 0; timestamp = 1492438723; records:
2402.230 Info BlueprintLibrary.cpp:49: Loaded external blueprint storage: playerIndex = 65535, nextRecordID = 0; timestamp = 1527631422; records:
2402.238 Checksum for script C:/Users/Antony/AppData/Roaming/Factorio/temp/currently-playing/control.lua: 1619672791
4433.799 Loading map C:\Users\Antony\AppData\Roaming\Factorio\saves\_autosave3.zip: 2164258 bytes.
4433.924 Loading Level.dat: 581457 bytes.
4433.926 Info Scenario.cpp:135: Map version 0.15.36-0
4433.938 Info BlueprintLibrary.cpp:226: Loaded library shelves:
4433.938 Info BlueprintLibrary.cpp:794: Game shelf: playerIndex = 65535, nextRecordID = 0; timestamp = 1492438723; records:
4433.938 Info BlueprintLibrary.cpp:796: Player shelf: playerIndex = 0, nextRecordID = 0; timestamp = 1527631422; records:
4433.939 Info BlueprintLibrary.cpp:49: Loaded external blueprint storage: playerIndex = 65535, nextRecordID = 0; timestamp = 1527633453; records:
4433.939 Loading script.dat: 833 bytes.
4433.944 Checksum for script C:/Users/Antony/AppData/Roaming/Factorio/temp/currently-playing/control.lua: 1619672791
6350.493 DSound: Stopping voice
6350.493 DSound: Joining thread
6350.497 DSound: Exit _dsound_update; tid=15968
6350.497 DSound: Waiting for voice to stop ... signaled
6350.498 DSound: Joined thread
6350.498 DSound: Destroying thread
6350.498 DSound: Thread destroyed
6350.498 DSound: Releasing buffer
6350.498 DSound: Voice stopped
6350.498 DSound: Deallocating voice
6350.498 DSound: Deallocated voice
6350.552 Steam API shutdown.
6350.569 Goodbye
submitted by mephesis to factorio [link] [comments]

Fortnite hangs at the first loading screen after the launcher

So I downloaded Fornite a few months back but I have never been able to get it to load.
Whenever I launch it the application starts and gives me a full screen window with an image from the game and a loading bar at the bottom, then it sticks to that screen forever (I've left it overnight and no change)
Here is my log file, I don't see anything weird in it. I've contacted support but they've been no help.
I have re-installed twice and verified the game many times.
Specs are:
i7 3770k
16gb DDR3 1600
GTX 780
Game is installed on a 500gb samsung SSD
Windows 7 Pro 64 bit
Log file open, 12/27/17 00:38:15 LogWindows: Failed to load 'aqProf.dll' (GetLastError=126) LogWindows: File 'aqProf.dll' does not exist LogWindows: Failed to load 'VtuneApi.dll' (GetLastError=126) LogWindows: File 'VtuneApi.dll' does not exist LogWindows: Failed to load 'VtuneApi32e.dll' (GetLastError=126) LogWindows: File 'VtuneApi32e.dll' does not exist LogGameplayTags: Display: FGameplayTagNativeAdder::FGameplayTagNativeAdder LogPlatformFile: Not using cached read wrapper LogInit: Display: RandInit(1860974951) SRandInit(1860974951). LogTaskGraph: Started task graph with 4 named threads and 13 total threads with 3 sets of task threads. LogD3D11RHI: Aftermath initialized LogPluginManager: Mounting plugin AESHandlerComponent LogPluginManager: Mounting plugin PlatformCrypto LogPluginManager: Mounting plugin BlueprintContext LogPluginManager: Mounting plugin CommonUI LogPluginManager: Mounting plugin DiscordRPC LogPluginManager: Mounting plugin EpicCMS LogPluginManager: Mounting plugin EpicCMSUIFramework LogPluginManager: Mounting plugin OnlineSubsystem LogPluginManager: Mounting plugin OnlineSubsystemUtils LogPluginManager: Mounting plugin OnlineSubsystemMcp LogPluginManager: Mounting plugin GameplayAbilities LogPluginManager: Mounting plugin GameplayTagsEditor LogPluginManager: Mounting plugin Gauntlet LogPluginManager: Mounting plugin ImmediatePhysics LogPluginManager: Mounting plugin MatchmakingService LogPluginManager: Mounting plugin NetUI LogPluginManager: Mounting plugin OnlineFramework LogPluginManager: Mounting plugin OnlineSubsystemTencent LogPluginManager: Mounting plugin OnlineSubsystemNull LogPluginManager: Mounting plugin OnlineSubsystemTwitch LogPluginManager: Mounting plugin Oodle LogPluginManager: Mounting plugin PhysXVehicles LogPluginManager: Mounting plugin PurchaseFlow LogPluginManager: Mounting plugin SignificanceManager LogPluginManager: Mounting plugin Social LogPluginManager: Mounting plugin SubtitlesWidgets LogPluginManager: Mounting plugin SubtitlesWidgetsEditor LogPluginManager: Mounting plugin WinDualShock LogPluginManager: Mounting plugin UAC LogPluginManager: Mounting plugin PlayerBehaviorAnalytics LogPluginManager: Mounting plugin EpicGameplayStats LogPluginManager: Mounting plugin SIP LogPluginManager: Mounting plugin HTTPChunkInstaller LogPluginManager: Mounting plugin OnlineGameplayFramework LogPluginManager: Mounting plugin Vivox LogPluginManager: Mounting plugin AvfMedia LogPluginManager: Mounting plugin WmfMedia LogPluginManager: Mounting plugin TcpMessaging LogPluginManager: Mounting plugin AndroidPermission LogStreaming: Display: Took 0.045s to configure plugins. LogInit: Using libcurl 7.47.1 LogInit: - built for x86_64-pc-win32 LogInit: - supports SSL with OpenSSL/1.0.2g LogInit: - supports HTTP deflate (compression) using libz 1.2.8 LogInit: - other features: LogInit: CURL_VERSION_SSL LogInit: CURL_VERSION_LIBZ LogInit: CURL_VERSION_IPV6 LogInit: CURL_VERSION_ASYNCHDNS LogInit: CURL_VERSION_LARGEFILE LogInit: CURL_VERSION_IDN LogInit: CurlRequestOptions (configurable via config and command line): LogInit: - bVerifyPeer = false - Libcurl will NOT verify peer certificate LogInit: - bUseHttpProxy = false - Libcurl will NOT use HTTP proxy LogInit: - bDontReuseConnections = false - Libcurl will reuse connections LogInit: - CertBundlePath = nullptr - Libcurl will use whatever was configured at build time. LogInit: - MaxHostConnections = 16 - Libcurl will limit the number of connections to a host LogInit: - LocalHostAddr = Default LogOnline: MCP: Mcp Startup! LogOnline: Verbose: MCP: Created thread (ID:9116). LogOnline: OSS: FCommerceServiceMcp: EpicStore= LogOnline: OSS: FCommerceServiceMcp: EpicStore= LogOnline: OSS: FCommerceServiceMcp: EpicStore= LogOnline: OSS: FCommerceServiceMcp: EpicStore= LogOnline: OSS: FCommerceServiceMcp: EpicStore= LogOnline: OSS: FCommerceServiceMcp: EpicStore= LogInit: Build: ++Fortnite+Release-Cert-CL-3807424 LogInit: Engine Version: 4.19.0-3807424+++Fortnite+Release-Cert LogInit: Compatible Engine Version: 4.19.0-3807424+++Fortnite+Release-Cert LogInit: Net CL: 3804408 LogInit: Compiled (64-bit): Dec 14 2017 00:53:29 LogInit: Compiled with Visual C++: 19.00.24215.01 LogInit: Build Configuration: Shipping LogInit: Branch Name: ++Fortnite+Release-Cert LogInit: Filtered Command Line: -WINDOWED -frombe LogInit: Base Directory: C:/Program Files/Epic Games/Fortnite/FortniteGame/Binaries/Win64/ LogInit: Installed Engine Build: 1 LogStreaming: Display: Took 0.002s to delete old logs. LogInit: Presizing for max 2097152 objects, including 1 objects not considered by GC, pre-allocating 0 bytes for permanent pool. LogStreaming: Display: Async Loading initialized: Event Driven Loader: true, Async Loading Thread: false LogInit: Object subsystem initialized LogFortMemory: AppInit - CPU:243.70MB (Peak: 243.70MB) [2017.12.27-08.38.15:994][ 0]LogInit: Applying CVar settings loaded from the selected device profile: [WindowsClient] [2017.12.27-08.38.15:997][ 0]LogInit: Computer: USER-ABCPC [2017.12.27-08.38.15:997][ 0]LogInit: User: User [2017.12.27-08.38.15:997][ 0]LogInit: CPU Page size=4096, Cores=4 [2017.12.27-08.38.15:997][ 0]LogInit: High frequency timer resolution =3.410283 MHz [2017.12.27-08.38.15:997][ 0]LogMemory: Memory total: Physical=16.0GB (16GB approx) [2017.12.27-08.38.15:997][ 0]LogMemory: Platform Memory Stats for WindowsClient [2017.12.27-08.38.15:997][ 0]LogMemory: Process Physical Memory: 244.45 MB used, 244.45 MB peak [2017.12.27-08.38.15:997][ 0]LogMemory: Process Virtual Memory: 313.02 MB used, 313.02 MB peak [2017.12.27-08.38.15:997][ 0]LogMemory: Physical Memory: 5185.74 MB used, 11181.36 MB free, 16367.10 MB total [2017.12.27-08.38.15:997][ 0]LogMemory: Virtual Memory: 383.43 MB used, 11181.36 MB free, 8388608.00 MB total [2017.12.27-08.38.17:093][ 0]LogInit: Using OS detected language (en-US). [2017.12.27-08.38.17:094][ 0]LogInit: Using OS detected locale (en-US). [2017.12.27-08.38.17:099][ 0]LogTextLocalizationManager: No specific localization for 'en-US' exists, so the 'en' localization will be used. [2017.12.27-08.38.17:193][ 0]LogTextLocalizationResource: LocRes 'C:/Program Files/Epic Games/Fortnite/FortniteGame/Plugins/Online/HTTPChunkInstalleContent/Localization/HTTPChunkInstalleen/HTTPChunkInstaller.locres' failed the magic number check! Assuming this is a legacy resource (please re-generate your localization resources!) [2017.12.27-08.38.17:194][ 0]LogTextLocalizationResource: Warning: Loaded localization resources contain conflicting entries for (Namespace:OnlineAccount, Key:FailedLoginTencent_UnableToSignIn): Localization Resource: (C:/Program Files/Epic Games/Fortnite/FortniteGame/Content/Localization/Game/en/Game.locres) Source String Hash: (803716008) Localized String: (Unable to sign in to your WeGame account. Please try again later.) Localization Resource: (C:/Program Files/Epic Games/Fortnite/FortniteGame/Plugins/OnlineGameplayFramework/Content/Localization/OnlineGameplayFramework/en/OnlineGameplayFramework.locres) Source String Hash: (-1302727507) Localized String: (Unable to sign in to your QQ account. Please try again later.) [2017.12.27-08.38.17:290][ 0]LogStreaming: Display: Took 0.196s to EndInitTextLocalization. [2017.12.27-08.38.17:481][ 0]LogD3D11RHI: D3D11 adapters: [2017.12.27-08.38.17:626][ 0]LogD3D11RHI: 0. 'NVIDIA GeForce GTX 780' (Feature Level 11_0) [2017.12.27-08.38.17:626][ 0]LogD3D11RHI: 3013/0/7927 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:2, VendorId:0x10de [2017.12.27-08.38.17:626][ 0]LogD3D11RHI: Chosen D3D11 Adapter: 0 [2017.12.27-08.38.17:629][ 0]LogD3D11RHI: Creating new Direct3DDevice [2017.12.27-08.38.17:629][ 0]LogD3D11RHI: GPU DeviceId: 0x1004 (for the marketing name, search the web for "GPU Device Id") [2017.12.27-08.38.17:629][ 0]LogWindows: EnumDisplayDevices: [2017.12.27-08.38.17:629][ 0]LogWindows: 0. 'NVIDIA GeForce GTX 780' (P:1 D:1) [2017.12.27-08.38.17:629][ 0]LogWindows: 1. 'NVIDIA GeForce GTX 780' (P:0 D:1) [2017.12.27-08.38.17:630][ 0]LogWindows: 2. 'NVIDIA GeForce GTX 780' (P:0 D:0) [2017.12.27-08.38.17:630][ 0]LogWindows: 3. 'NVIDIA GeForce GTX 780' (P:0 D:0) [2017.12.27-08.38.17:630][ 0]LogWindows: DebugString: FoundDriverCount:4 [2017.12.27-08.38.17:630][ 0]LogD3D11RHI: Adapter Name: NVIDIA GeForce GTX 780 [2017.12.27-08.38.17:630][ 0]LogD3D11RHI: Driver Version: 388.13 (internal:23.21.13.8813, unified:388.13) [2017.12.27-08.38.17:630][ 0]LogD3D11RHI: Driver Date: 10-27-2017 [2017.12.27-08.38.17:630][ 0]LogRHI: Texture pool is 2109 MB (70% of 3013 MB) [2017.12.27-08.38.17:637][ 0]LogD3D11RHI: [Aftermath] Aftermath enabled and primed [2017.12.27-08.38.17:637][ 0]LogD3D11RHI: Async texture creation enabled [2017.12.27-08.38.17:651][ 0]LogD3D11RHI: GPU Timing Frequency: 1000.000000 (Debug: 2 2) [2017.12.27-08.38.17:659][ 0]LogMaterial: Verifying Global Shaders for PCD3D_SM5 [2017.12.27-08.38.17:659][ 0]LogSlate: Using Freetype 2.6.0 [2017.12.27-08.38.17:659][ 0]LogSlate: SlateFontCache - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1 [2017.12.27-08.38.17:659][ 0]LogSlate: SlateFontCache - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1 [2017.12.27-08.38.17:992][ 0]LogAssetRegistry: FAssetRegistry took 0.3018 seconds to start up [2017.12.27-08.38.18:217][ 0]LogPackageLocalizationCache: Processed 5 localized package path(s) for 2 prioritized culture(s) in 0.016516 seconds [2017.12.27-08.38.18:217][ 0]LogPakFile: New pak file ../../../FortniteGame/Content/Paks/pakchunk0-WindowsClient.pak added to pak precacher. [2017.12.27-08.38.18:235][ 0]LogPakFile: New pak file ../../../FortniteGame/Content/Paks/pakchunk0_s2-WindowsClient.pak added to pak precacher. [2017.12.27-08.38.18:286][ 0]LogNetVersion: FortniteGame , NetCL: 3804408, EngineNetVer: 2, GameNetVer: 0 (Checksum: 4117617202) [2017.12.27-08.38.18:292][ 0]LogMaterial: Added default parameter collection resource, Default__MaterialParameterCollection, ID:00000000000000000000000000000000 [2017.12.27-08.38.18:372][ 0]LogGameplayTags: Display: UGameplayTagsManager::DoneAddingNativeTags. DelegateIsBound: 1 [2017.12.27-08.38.18:422][ 0]LogFortSignificance: Display: Set AI budget to '8,16' [2017.12.27-08.38.18:422][ 0]LogFortSignificance: Display: Set Athena Player Pawn budget to '5,10,10,75' [2017.12.27-08.38.18:422][ 0]LogFortSignificance: Display: Set Athena Player Pawn URO rate to '0,1,2,3' [2017.12.27-08.38.18:432][ 0]LogPakFile: New pak file ../../../FortniteGame/Content/Paks/pakchunk0_s3-WindowsClient.pak added to pak precacher. [2017.12.27-08.38.18:478][ 0]LogPakFile: New pak file ../../../FortniteGame/Content/Paks/pakchunk0_s1-WindowsClient.pak added to pak precacher. [2017.12.27-08.38.18:588][ 0]LogMaterial: Added default parameter collection resource, DistortedScreenCollection, ID:B9864F384A319FAA50CECBB9E87E2DA3 [2017.12.27-08.38.18:661][ 0]LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467 [2017.12.27-08.38.18:895][ 0]LogMoviePlayer: Initializing movie player [2017.12.27-08.38.18:990][ 0]LogOnline: OSS: Using EpicApp backend 'Fortnite' based on environment 'Prod' and override 'Fortnite' [2017.12.27-08.38.18:990][ 0]LogOnline: OSS: Using EpicApp backend 'Fortnite' based on environment 'Prod' and override 'Fortnite' [2017.12.27-08.38.19:057][ 0]LogSlate: Took 0.000444 seconds to synchronously load lazily loaded font '../../../FortniteGame/Content/UI/Foundation/Fonts/BurbankBigRegular-Bold.ufont' (155K) [2017.12.27-08.38.19:057][ 0]LogOnline: TENCENT: Tencent Startup! [2017.12.27-08.38.19:057][ 0]LogOnline: Verbose: TWITCH: Twitch Startup! [2017.12.27-08.38.19:118][ 0]LogUAC: UACClient initialized [2017.12.27-08.38.19:118][ 0]LogSIP: Display: SIP Module Initialized [2017.12.27-08.38.19:118][ 0]LogSIP: Display: Plugin Status: 1 
Anyone know what to do here? All I see is this: https://i.imgur.com/YxoF3Z5.jpg
submitted by Jelly_Cube_Zombie to FortNiteBR [link] [comments]

Novice Heretek Quest 1

Comment about this submission I was a Quest Master that used to write about warhammer 40k in 4chan's /tg/ board. I did it because I wanted to improve my english as it isn't my native tongue and also to challenge myself.
 
The Quest went on for almost an entire year and sadly, due to time constraints I couldn't finish it completely.
 
I want now to share it with you all because I thought that you guys might appreciate it.
 
The quest is about a Techpriest with a mysterious past who ventures into the cruel galaxy in the search of strength and the intention of fulfilling a violent vengeance. It has a great dose of chaos, xenos and some politics on it too. I hope you all like it and if people seems to like it I'll continue posting the following chapters!
 
First Thread
 
"Yes, YES!!"
 
You yell after deactivating the strict logic inducing protocols of your mind without any precaution nor blessing towards the Omnissiah. The instant you lack those protocols you feel a strange sensation tickling your brain again, it is your own imagination who is finally returning and running amok across your neurons filling your mind with new ideas and creativity. The HUD of your lenses flicker for some moments and then it asks you if you want to rename yourself, probably because some minor glitch.
 
"No thank you machine spirit, I like my name as it is. Heracor Nahive sounds good"
 
Until now you didn't noticed it but you really do like your name. When you were a slave of the protocols your name was nothing but a string of characters that worked as a primary keyword to identify you. Those protocols were added in a forceful chirurgic procedure because of your rebellious nature, you knew it was a chip logged somewhere on your brain but the real location was kept hidden from you for safety reasons.
 
"I guess my soul is stronger than the machine spirit of the chip"
 
Why where you suddenly able to overwhelm the firmware is something both mysterious and worrying...What should you do now?
 
Who cares why are you free? Nobody should question their own freedom. Then only thing you care about now is why you were turned into barely little more than a servitor. You check your memory logs to the moment when the two Magos that changed your persona came to you.
 
"Your rebellious nature does not please the Machine good. This upgrade will be beneficial for you...It is for your own good. The Omnissiah has spoken"
 
You repeat with their own voices thanks to the advanced vox caster installed in what once was your throat. Your body trembles in rage. You feel like if they tried to neuter your soul, you were nothing but a husk, dead inside.
 
"They will pay for what they did. They killed me once but I came back, now I will be the one who kills them."
 
The two persons who did this where Magos Axsiselios and Magos Hellenica. The first one is a Genetor, he kept your body and brain alive at all moment while Hellenica created the chip on your cerebral cortex.
 
Axsiselios knows everything about the baseline human form and has adapted himself to perform all kinds of operations. He dons a backpack covered with at least twelve mechadentrites that have tools ranging from bonesaws to meat cutting lasers or needles shooters filled with a potent anaesthetic. He barely has any other bionic besides that but his body is fit and muscular thanks to his unique diet and complementary gene-therapy and chemical treatment.
 
Magos Hellenica is a well known Artisan. Her body is now devoid of any form of beauty nor femininity and has become a walking armor that can endure almost any kind of situation or environment and work everywhere she is needed. She doesn't has anything that could be considered a weapon per-se but her hulking form could easily deform ceramite with a well aimed punch.
 
Hell even if you lack your logic inductor you know that you cannot beat those two on your own. Your body is modified as it is the norm on all forge worlds but people would still consider you human at a first glance. You aren't muscular nor athletic...you are a little bit taller than the rest of the priest but most of the times that's something looked down upon as is means that your bionics need resizing. With a quick thought you access to the database of your brain and make a quick inspection of your body.
 
++[Name: Heracor Nahive]++
 
++[Age: 113 Standard Terran Years]++
 
++[Height: 6 feet 2 inches...1,88 meters]++
 
++[Weight: 165 pounds...75 kilograms]++
 
++[Bionics: Vox Caster // Neural ports // Four (4) Retinal lenses // Two (2) Standard Mechadentrites // Complementary Cerebral Cogitatii // Corrupted Logic Inducer Chip ]++
 
++[ERROR ERROR ONE OF YOUR BIONICS SEEMS TO MALFUNCTION CONTACT SYSTEM ADMINISTRATOR]++
 
The red error message painfully flashed inside your head...No weapons, nothing that could even remotely help you at all. Well...you could always try to connect yourself to some blueprint database and try to download something or even get yourself into a Imperial ship, they are always seeking more and more AdMech personnel to help them on the wars.
 
This forge world has the capability to create Imperial tanks and a large number of equipment but you are sure those plans and data will be stored under a big firewall and security. It would be better to travel with the Guard and steal their secrets.
 
You load the best route to the spaceport on the surface and slowly ascend the maze like forgeries and tunnels. The HUD of your eyes synced with your cerebral computer generate a glowing trail that guides you, your body automatically focus and follows the path. During some times the link with the orbiting satellites gets severed and the trail flickers before banishing, in those moments you feel panic and start noticing your environment again, you feel so lost.
 
After a two hour travel you find a staircase and a hatch that connects with the surface. Once outside you feel your skin and organs become cold and shivering and your mechanic parts becoming slightly more efficient from the extra cooling. There are soldiers around working hard, their bodies are all muscular and well toned, they have war marks like burning or slashing scars, you know that genetically there is no difference between you and them but both sides look at the other like freaks.
 
You walk towards the towering Commissar. She's clearly distinguishable from the rest of the soldiers for the attire and aspect. The commissar is a towering woman who according to your lenses stands over seven feet tall and whose body is formed by more than 200 lbs of muscle and rage. Her neck was marked by some thick veins every time she yelled a new order.
 
She had two bionic arms but those weren't like the kind of prosthesis that you were used to see, her arms were made from thick and sturdy layers of metal, unable to perform delicate tasks but able to rip someone's heart out. On top of that she wore a power fist on her left arm and had a bolt pistol holstered for the other one.
 
"Hello there Commissar Miss"
 
You try to say in a somewhat awkward form of non-binary interaction with her. You had to repeat yourself twice and move the voice volume of your vox to 7 to gather her attention.
 
"Well well, another of those machine loving outcast...What do you want scrub?"
 
You are shocked, hatred among the members of your forge only turned into small sabotages and was by memory wipes or cease and desist threats that warned about being turned into a servitor if the conflict became way too big but this was something new for him. He was insulted not only once but twice in less than 15 standard seconds!
 
"I have come to offer my services to the Imperial Guard"
 
She looked at him with disdain. Heracor knew that her eyes were totally human and thus couldn't see under his robes but he still felt naked under her glare.
 
"You don't seem a fighter. War is a hell way hotter and dangerous than the forges you work on chum"
 
This isn't good, you gotta convince her somehow..
 
You feel a small warmth sensation, both metaphorical and physical, as the processor of your brain and your mind start flowing a stream of both data and imagination.
 
"I am a very adept techpriest of this forgeworld. I have been commissioned to work along your armies to offer my excellent services towards mankind and the emperor. I am sure that your soldiers are the finest that you could find and having a fine adept like me would be the most logical option, my cogitators say so. "
 
You lie like a terran pig. You are thankful of not having eyes anymore. If you still had she would surely notice how you cannot maintain eye contact with her during your speech.
 
"Besides, the Administratum has already spoken and given me permission to do so. The official paperwork should arrive in two to twelve months."
 
Those paperwork or permissions didn't exist but you thought that a year was time enough to do your personal mission. You started to like lying like this.
 
She seems to believe it but doesn't looks impressed.
 
"You see...my fist has been kind of weak lately. If you can analyse and repair it before I disarm and arm my bolt pistol and load it with one bolt I will give you a place among my men, if you don't I will use the loaded bolt to pierce your head and send the little remains of biological matter flying all across the floor...Do we have a deal?"
 
The towering woman removes the weapon and lets you grab it. It is way heavier than you thought at first and you end needing the help of your four dentrites to carry it to a good working area.
 
Meanwhile she moves away to a table and cleans it from all its contents flipping it with barely any sweat. She then opens the holster and places the gun on the table. Her work is starting, your time is now running.
 
You start analysing the inner working parts of the weapon focusing your lenses and enabling the X-Rays. The weapon is made of hard materials that cover it and make the studying harder but the mechanism itself is simple enough for you.
 
Inside the fist there is a small and compact power cell that increased the kinetic energy of the swinging every time it reached a certain acceleration and released it on the impact. The more acceleration the more energy it released sometimes liberating it in form of crackling energy if the speed was high enough. Luckily for you the generator was on perfect condition and it's machine spirit was pleased and stable.
 
She said that the weapon seemed weaker, there had to be some power leakage somewhere. You focused on the current conductors. There where hundreds of monofilament conductors who transported the energy as it was liberated and at least half of them seemed to have been bent and deformed. Probably because of the sheer violence and strength of the Commissar herself.
 
So, the problem was located, and was easy to solve, your four dentrites could fix at least each one and you still had two hands free. You could repair six filaments per thirty seconds...it would take about ten minutes to repair all the deformed monofilaments. You looked at her, she seemed to be midway and starting to assemble the gun again.
 
With all your concentration you started repairing as many as you could. Time went on and you soon felt the cold barrel of the bolt pistol again your nape. Hurriedly you closed case and turned it on before turning around and showing her the weapon.
 
After some buzzing the weapon crackled with a lot of energy and strength. It was pleased before but now it felt really happy and ready to deal death to the enemies of the Imperium.
 
The Commissar looked at him with respect and then at the weapon with motherly eyes but those details went over his head as he was totally unused to human emotions.
 
"Well done Techpriest. I am Commissar Oihan Alzador. It seems that you have talent indeed but everybody under my command must start from the lowest"
 
"I understand that quite well. Thank you for the opportunity. I am Heracor Nahive."
 
"I know your people well. The only thing you seem to grasp is your inhumane logic. My men have to trust and die for each other, I hope you end learning what true confidence is living and fighting along them"
 
You nod and wished to still have a mouth to smile to her. With delicacy you give the weapon back. It seems that the ship will still stay there for another day, you have some free time, what a odd and alien sensation for somebody like you. What do you want to do?
 
She seems to have relaxed a lil bit around you. Maybe playing nice with her and her men might be the best idea, as she said you are going to spend a lot of time with them. You first approach her with the intent of helping her into getting the weapon back into her bionic arm but as soon as you touch it she grabs the gun again and points it at your head.
 
"First rule: You don't touch anything that isn't yours without permission. If you are caught dealing with someone else's stuff you two will be punished, you for misconduct and him for leaving his objects unattended."
 
You back off but at the same time respect the way she has of treating technology.
 
"Miss I would like to spend some time with your men, may I know where I could find them?"
 
"Second rule: I trust you and you trust me. Fail me and I will kill you...So, can I trust you?"
 
You shyly nod. She relaxes and places the gun back into the holster before arming herself with the glove and pointing with her energy crackling index fingers towards a small warehouse.
 
"You boltheads think that's a warehouse but the soldiers found centuries ago that it isn't used at all, they turned it into a bar. Not a bad place, you can find all kinds of exotic booze here like Ultramarine wine or Necromundan Grog. Keep this secret or I will tie you to one of the main reactors of the ship understood?"
 
You did not only understand the threat but also think of how would it be thanks to your knowledge and mental capacitors. The vibration of the engine would break your bones and liquefy some of your organs, the noise of the thrusters would make all your orifices bleed and finally the heat would kill you pretty slowly as it need some minutes to get hot enough. With a shudder and a unnecessary warning flashing in your HUD that advised you of a 0% of survival chance you entered the bar.
 
Life is nothing but a endless staircase, no matter how high you are you can always go higher and you are sure on this place you are on the lower parts. You scan the place with a swift swipe and try to find the weaklings.
 
There is a small group on one of the most broken tables near the depositorium, they are fit like the rest of them but their skin seems to be devoid of scars, tattoos or bullet wounds. You walk towards them trying the ignore the insults and the violent fight that erupt only inches away from your delicate body.
 
"Greeting Guard Members. I am Heracor Nahive and I have recently joined your regiment, may I join your table?"
 
"Sure thing Sparks. We are all talking here about where are we going now, the veterans keep themselves shut about it and just laugh. Not gonna lie, some of us are really scared"
 
"That's why you guys sit near the shitter!" Yelled a one eyed sniper two tables away.
 
"Ignore it" Told me the guy who nicknamed me as Sparks.
 
Even if they were green as a group you thought they looked tough. They all donned lasrifles and standard armour that still looked on pristine condition.
 
"We are from the neighbouring system, we came here and now they are going to take us to some other system that needs our help" Explained a young looking dark skinned guy quite proudly.
 
It seems that even with your limited social skills you managed to get along with them but you still believe that that is not enough.
 
They seem to hesitate but a shy and scrawny girl finally lends you her lasgun. It looks untouched, still pristine from the forge that created it and undoubtedly all the shoot that it has fired so far have been in a controlled environment during training.
 
"The machine spirit is awakened in this beautiful weapon...you see just like we humans have spirits machinery does so. It is logical as the machines work for us and we in exchange maintain and create them. We both work for each other we both have spirit."
 
You examine the brown painted weapon and switch the power adaptor while looking at it with your X-Ray vision to check any internal changes.
 
"Just like we need to meet some requirements to stay alive and healthy the machines do too. If we don't take care of them properly their spirit will weaken leading to malfunctions or become angry, leading to a more dangerous kind of problem."
 
With a swift movement you remove the power charge and feel its weight on your hand.
 
"We managed to harness a great power and compact it inside there. The weapon's labour is to direct that great powers towards the direction that we desire. If we don't do our part of the deal and we don't please the machine spirit of this weapon it might become way too weak to shoot or if angered explode in our hands thus breaking the pact and probably killing you one way or another."
 
You just spoke with your four eyes totally focused on the weapon, you weren't unable to notice how the three guys were totally impressed by your speech and how even other heads turned towards your direction.
 
"Luckily for you this weapon is widely available and maintaining it is easy, try to repair it with parts that originate from the same forge world that created it or at least parts of the same pattern. Machine spirits can be capricious."
 
"Stop calling that lasrifle pretty things...are you really turned by that thing?"
 
Mocked again the one eyed sniper. The blonde guy who gave you the nickname seemed to get mad and muttered something about punching her in the eye socket, the dark skinned and apparently wisest guardsman stopped him placing his palm on the guy's chest.
 
"We should be getting drunk like everybody else! I mean tomorrow's when we go towards the big fight and who knows if we will return from there" Said the excited blond guy.
 
"Oihan said that the novices couldn't get drinks until their first battle." Added the thin girl
 
"Besides, tomorrow all the novices will get the cleaning turn, we cannot get drunk" Concluded the wise man.
 
Even if you have never been intoxicated by anything but chemical fumes you feel bad for them.
 
"Spending time here is not logical if you can enjoy their services and the rest do nothing but insult. I have access to some Skitarii training grounds that might be useful for your ranged shooting skills"
 
After saying this the group 2/3 parts of the group shrugs and they all stand up. You proceed to talk again after leaving the place and walking to the hatch that enters the forge corridors.
 
"I couldn't avoid noticing that most members of your regiment, including Comissar Oihan have bionics on their bodies. Why is this?"
 
"You don't know? Oh well I thought it was something that everybody here knew...as I said before our system and yours are pretty close so merchantile relationships between our hive and your forge are easy and safe."
 
"Our hive planet is on a desert and we are known for never stopping no matter what..." Started saying the girl.
 
"Keep walking, the water is only steps away" Interrupted the dark skinned man. By the way he said it it seemed like it was a expression from their planet.
 
"Yeah...anyway we don't make a big deal of losing a arm or a eye from a working accident or a fight because we know that we can get a replacement cheap and easy. Same goes for the regiment, if you lose a leg then you gotta stand on the ground and shoot from there, survive long enough and we will patch you up in no time"
 
Even after having living all your life surrounded by half machine people you never though of bionics like this. The techpriest altered their bodies mainly to fit their working necessities and religious reasons not because they need to stay functional no matter what.
 
"Machines are such a blessing" you muttered thanking the Omnissiah.
 
You and your group were soon in front of a heavy door guarded by a code and two Skitarii.
 
"Bbbzzt" Yelled one of the Skitarii in machine language, only you could understand them -+Halt! Reason of your presence?+-
 
"ChhsBzr!" -+ I am TechPriest Heracor Nahive. I am a level 5 member and while I have no weaponry I can access to the training grounds.Those guardsmen are under my protection, they desire to use the facilities +-
 
"Brttchhp!Bzzzt" -+Those guard are not members of the Adeptus Mechanicus. Please contact with a Level 7 or higher member to accept authorisation+-
 
There should be a way to solve this...
 
submitted by Mendomendo to 40krpg [link] [comments]

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