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quarta-feira, 3 de abril de 2019

Maruchan Ramen Wins Nobel Peace Prize



NOTE: This is a work of satire.







Somewhere in Scandinavia, on a crisp October afternoon, Nobel Committee chair, Berit Reiss-Andersen, emerges from locked doors after hours of deliberation, to announce the laureate of the 2017 Nobel Peace Prize. Journalists with cameras and microphones ready eagerly await the results.



"I am proud to announce that this year's Nobel Peace Prize goes to Maruchan Ramen for its efforts to save millions of American college students from death by starvation. Before Maruchan came along, it was expected that college students would go on a Gandhian diet in order graduate, provided, of course, that you survived. Maruchan changed this by deciding that instead of barely subsisting on breadcrumbs and apple cores, college students should subsist on paper noodles and sodium power. Those whose rib cages were otherwise showing could now maintain a minimum ninety pound body weight. It is certainly the miracle of our times that the wealthiest country in the world depends on a Japanese ramen company to feed its citizens seeking basic education necessary to participate in the economy. If anything, Maruchan has saved as many, if not more lives, than Mother Teresa and Norman Bourlag combined."


Questions soon followed.

"Aren't you disturbed by the fact that many take starvation to be an expected condition of basic college education?"

"Starvation builds character. Just ask Gandhi."

"Doesn't it bother you that knock-off Japanese cuisine is more affordable for college students than healthier alternatives like fruits and vegetables?"

"Your Orientalism is showing. Who are we to critique the Japanese by our standards of what is healthy? Don't they live longer than most?"

"Instead of relying on cheap noodles, shouldn't we pressure our political leaders to find solutions to the problem of hunger on college?"

"If college students were well-fed, Maruchan would go out of business, and all the Japanese robots who make ramen would be unemployed. We live in a globalized economy now, and your protectionist complaints would surely lead to a trade war."

"Are the rumors true that Maruchan will have a sexy anime waifu as its new mascot?"

"Of course they're true, it's a major part of the reason why they won the prize."

"Will there be hentai?"

"There's always hentai."


Journalists had attempted to get the reactions of college students to the prize, but at the very mention of food, they proceeded to try and eat the journalists. Alumni who had survived college on a Maruchan-only diet had all died of diabetes before journalists could get to them, as they were too busy paying off student loans to afford dialysis or organ transplant. When journalists tried to get in contact with Maruchan for their reaction, they were too busy fighting over whether their mascot should be a tsundere or a loli to be bothered.










terça-feira, 2 de abril de 2019

Quick Review - Fry Thief By Laid Back Games - Kickstarter Preview

Fry Thief
Designed By: Patrick Rauland
Published By: Laid Back Games
2p | 10m | 12+
Quick Review - Fry Thief by Laid Back Games - Kickstarter Preview
DisclaimerSupport me on Patreon!

Do you like fries (or chips if you're from across the pond)?  Of course you do!  How about salads?  Maybe, but probably not as much as fries.  If you're trying to eat healthy though, then a salad is the way to go, because you can steal fries from your friends, and we all know that food eaten off of someone else's plate doesn't have any calories.  That's a fact* of science!  (*I may not understand the meaning of the word fact.)

If you like to live vicariously through someone else's food you may enjoy Fry Thief, a new, fast playing, asymmetrical card game for two players all about stealing (and eating) fries off of your friend's plate.  The game plays in about 10 minutes and is small enough to carry in your pocket, perfect for getting a few plays in over lunch.

Fry Thief will be available on Kickstarter starting February 5, 2019.  You'll be able to pick up a copy for only $15!
Yummy, yummy fries!
Overview:
In Fry Thief each player takes a plate card and chooses a role.  The fry player starts with all twelve of the fries on their plate and the salad player starts with an empty plate.  The goal of each player is to eat more fries than the other.  The salad player has to steal fries before they can be eaten, though.  Players also have opportunities to dip fries in ketchup to double their points.  When all the fries are gone, whoever has the most points is the winner!
Try to eat as many fries as you can, before your opponent eats theirs!
Fry Thief is super easy to teach and about as easy to play.  Once players decide on their roles and give all the fries to the fry player three cards are dealt to each player.  The salad player goes first and then layer alternate turns from that point on.  On your turn you do three things: 1) Draw a card.  2) Play 1 or more cards OR Draw another card.  3) Draw or discard to your hand size - discard down to four cards if you have more, or draw up to two if you have less than two.  Shuffle the discards any time you need to draw a card and the deck is empty.  That's it!  Easy peasy!

There are only 16 cards in Fry Thief (maybe a few more if some stretch goals are hit).  Some are red cards that can be played by either player and some are split green and yellow cards.  These can also be played by any player, but each player must play the card for the effect on their side of the card.  The salad player gets the green side and the fry player gets yellow.  Most cards have an immediate effect, like Steal 2 Fries, Eat 1.  Some cards remain in play until their effect is triggered, like the Fork, which lets the salad player steal extra fries the next time they play a steal card.
16 cards make up the core of this game.
The salad player has a few more cards that let them steal fries while the fry player has a few more that let them eat fries.  This creates a tug-of-war scenario were fries are constantly moving back and forth, and eventually getting eaten.  Once eaten, fries are placed in a score pile.  A few cards let you add ketchup to a fry.  Sometimes you get to eat the fry right after dipping it, other times the fry remains in play as a more valuable fry that can be stolen back and forth until someone manages to eat it.  Ketchup covered fries are worth two points, so they can let a player catch up (see what I did there?) if they fall behind.  The game is balanced slightly in favor of the fry player, so if there's a tie the salad player gets the win (because they got free food, and free food tastes better).
Fun for all ages!
In addition to the 16 (or more) cards, the game also includes 12 wooden french fries and 6 wooden ketchup discs (maybe upgraded to splats or ketchup bottles as stretch goals).  Each player also has a play mat with a plate on it.  A rules sheet rounds out the components in the base game.  I know Patrick, the designer, is also testing some additional player powers with several characters, and I believe at least four will be in the base game as well (maybe more with stretch goals).  Those are still being tested and balanced at the time of this review.
Ketchup and fries!
Final Thoughts:

I first played Fry Thief as an early prototype at Protospiel Milwaukee in April, 2018.  I thought it was fun, but still needed some work to make the cards interesting and balanced.  I played again at Protospiel Madison in early December 2018 and was pleased to see that the game had matured quite a bit.  The game was much more interesting and tactical, cards were more balanced, and the game had artwork and components that were close to final.  I had quite a bit of fun playing and was fortunate enough to bring a copy home for this review.
A very early version of Fry Thief at Protospiel Milwaukee in April, 2018.
Playing Fry Thief at Protospiel Milwaukee in December 2018 with the designer Patrick Rauland.
After playing about a dozen games, I've found that Fry Thief still holds up.  Right now it feels like it's balanced a bit too much in favor of the fry player (although I've won games playing both roles), however I've been talking with Patrick, the designer, and a few cards are still being tweaked in order to shift the balance a bit more in favor of the salad player.  The salad player really has an uphill battle, having to steal the fries first.  Given the right combination of cards at the start of the game the fry player can eat two or three fries on the first turn.  This removes a good portion of the potential points from the game very early on, making it even harder for the salad player to gain an advantage.  However, a few cards have been changed since I got my copy, tempering the fry player's strength a bit, and giving the salad player a few more opportunities to make bigger plays.  I think this will really keep the game exciting and balanced.
I've won every game I've played so far...  Just saying...  =)
Fry Thief plays in about 10 minutes, and it's pretty small, so you can take it out just about anywhere.  It has a small table presence, so it doesn't take up much room at all.  It's perfect for playing at lunch at your favorite fast food joint or local diner.  I've had a blast playing it, and my sons have even pulled it out to play on their own a few times (something they only occasionally do with my review games).  If you enjoy fast, tactical fillers, Fry Thief will be an excellent addition to your collection.  It's always a blast to play!

Be sure to check out Fry Thief on Kickstarter on February 5.  It's a great game that you can get for only $15!

Preliminary Rating: 7/10

This review is of a prototype game.  Components and rules are not final and are subject to change.



Did you like this review?  Show your support: Support me on Patreon!Also, click the heart at Board Game Links , like GJJ Games on Facebook , or follow on Twitter .  And be sure to check out my games on  Tabletop Generation.
















GJJG Game Reviews are independent, unpaid reviews of games I, George Jaros, have played with my family and friends. Some of these games I own, some are owned by friends, some are borrowed, and some are print and play versions of games. Where applicable I will indicate if games have been played with kids or adults or a mix (Family Play). I won't go into extensive detail about how to play the game (there are plenty of other sources for that information and I'll occasionally link to those other sources), but I will give my impressions of the game and how my friends and family reacted to the game. Quick Reviews will only get a single rating of 1-10 (low-high) based on my first impressions of the game during my first few times playing. Hopefully I'll get more chances to play the game and will be able to give it a full review soon.

segunda-feira, 1 de abril de 2019

Monthly Progress Report For My Twitch Channel FuzzyJCats, October 25 Through November 24

Twitch Channel FuzzyJCats

Finally knowing and feeling that I want to stream for my community, and enjoying the process and challenges of improving stream content, as opposed to numbers grasping, I had a wonderful month streaming.

The first day back after my hiatus was rocky and rusty, but I felt the same joy I did the first month of streaming.

I wasn't upset about the drop in numbers (50% drop) as it was fun talking and socializing with chat. It also reignited my desire to improve which can be rather challenging. Being challenged and rising to the challenge makes me happy.

I set up a better schedule for myself, as discussed in the last monthly progress report, and streamed between 1 to 2 hours in the morning after exercise and chores, which worked extremely well for my lifestyle and well-being.

At first even 1 hour was difficult, so I don't know how I was able to stream 4 hrs starting out! But because of my new plan of stating only 1 hr, I can go over if I want to.

At any rate, the interesting thing about not caring about "success" in terms of viewers to the road of Partnership is that I felt more free and daring. I wasn't afraid of making mistakes so I can be more spontaneous.

There was a couple of moments during streaming near the end of November that I felt natural and effortless, though most of the time, I had to really focus and concentrate.

In terms of improvement, I would like to see myself typing less and incorporating ways to support my viewers who are streamers instead of "shouting out" which means typing their link in chat, causing the eyesore that is clutter.

I've noticed when watching streams, when chat gets clogged with auto-messages of auto-bots, it's harder to read what others are saying, as you have to scroll down. It's not aesthetically pleasing to see a block of text. That's the precise reason why I got rid of hydratebot, who reminds you to drink water.


Of course if someone raids and brings their viewers over, you must shout-out and thank the person. I think it's also kosher to shout out your team members. As a member of both Midnight Saloon and Pallet Town, as well as a participant of RoyaleStreamers, I'll have to be cognizant to use the shout-out commands.

Because I was more free, I noticed some of the "bad habits" slipping in, mainly filler words. Therefore, I want to be able to stream content by getting rid of filler words ("so", "now", "like", etc), and replacing them with more meaningful descriptive words. That will definitely improve my content.

Progress made:
  • Improved schedule with less expectations in amount of streaming hours, which helps to reduce burnout
  • Not caring about viewer numbers.
  • Had moments of feeling spontaneous and free during streaming
  • Reinvigorated my wanting to improve stream
Improvements:
  • Getting rid of filler words
  • Decrease typing in chat drastically, which will reduce chat clutter

sexta-feira, 29 de março de 2019

The Ultimate List of The 10 Best URL Shortener Services

  1. Linkbucks

    Linkbucks is another best and one of the most popular sites for shortening URLs and earning money. It boasts of high Google Page Rank as well as very high Alexa rankings. Linkbucks is paying $0.5 to $7 per 1000 views, and it depends on country to country.
    The minimum payout is $10, and payment method is PayPal. It also provides the opportunity of referral earnings wherein you can earn 20% commission for a lifetime. Linkbucks runs advertising programs as well.
    • The payout for 1000 views-$3-9
    • Minimum payout-$10
    • Referral commission-20%
    • Payment options-PayPal,Payza,and Payoneer
    • Payment-on the daily basis

  2. Short.pe

    Short.pe is one of the most trusted sites from our top 30 highest paying URL shorteners.It pays on time.intrusting thing is that same visitor can click on your shorten link multiple times.You can earn by sign up and shorten your long URL.You just have to paste that URL to somewhere.
    You can paste it into your website, blog, or social media networking sites.They offer $5 for every 1000 views.You can also earn 20% referral commission from this site.Their minimum payout amount is only $1.You can withdraw from Paypal, Payza, and Payoneer.
    • The payout for 1000 views-$5
    • Minimum payout-$1
    • Referral commission-20% for lifetime
    • Payment methods-Paypal, Payza, and Payoneer
    • Payment time-on daily basis

  3. Short.am

    Short.am provides a big opportunity for earning money by shortening links. It is a rapidly growing URL Shortening Service. You simply need to sign up and start shrinking links. You can share the shortened links across the web, on your webpage, Twitter, Facebook, and more. Short.am provides detailed statistics and easy-to-use API.
    It even provides add-ons and plugins so that you can monetize your WordPress site. The minimum payout is $5 before you will be paid. It pays users via PayPal or Payoneer. It has the best market payout rates, offering unparalleled revenue. Short.am also run a referral program wherein you can earn 20% extra commission for life.
  4. BIT-URL

    It is a new URL shortener website.Its CPM rate is good.You can sign up for free and shorten your URL and that shortener URL can be paste on your websites, blogs or social media networking sites.bit-url.com pays $8.10 for 1000 views.
    You can withdraw your amount when it reaches $3.bit-url.com offers 20% commission for your referral link.Payment methods are PayPal, Payza, Payeer, and Flexy etc.
    • The payout for 1000 views-$8.10
    • Minimum payout-$3
    • Referral commission-20%
    • Payment methods- Paypal, Payza, and Payeer
    • Payment time-daily

  5. LINK.TL

    LINK.TL is one of the best and highest URL shortener website.It pays up to $16 for every 1000 views.You just have to sign up for free.You can earn by shortening your long URL into short and you can paste that URL into your website, blogs or social media networking sites, like facebook, twitter, and google plus etc.
    One of the best thing about this site is its referral system.They offer 10% referral commission.You can withdraw your amount when it reaches $5.
    • Payout for 1000 views-$16
    • Minimum payout-$5
    • Referral commission-10%
    • Payout methods-Paypal, Payza, and Skrill
    • Payment time-daily basis

  6. Wi.cr

    Wi.cr is also one of the 30 highest paying URL sites.You can earn through shortening links.When someone will click on your link.You will be paid.They offer $7 for 1000 views.Minimum payout is $5.
    You can earn through its referral program.When someone will open the account through your link you will get 10% commission.Payment option is PayPal.
    • Payout for 1000 views-$7
    • Minimum payout-$5
    • Referral commission-10%
    • Payout method-Paypal
    • Payout time-daily

  7. Ouo.io

    Ouo.io is one of the fastest growing URL Shortener Service. Its pretty domain name is helpful in generating more clicks than other URL Shortener Services, and so you get a good opportunity for earning more money out of your shortened link. Ouo.io comes with several advanced features as well as customization options.
    With Ouo.io you can earn up to $8 per 1000 views. It also counts multiple views from same IP or person. With Ouo.io is becomes easy to earn money using its URL Shortener Service. The minimum payout is $5. Your earnings are automatically credited to your PayPal or Payoneer account on 1st or 15th of the month.
    • Payout for every 1000 views-$5
    • Minimum payout-$5
    • Referral commission-20%
    • Payout time-1st and 15th date of the month
    • Payout options-PayPal and Payza

  8. Adf.ly

    Adf.ly is the oldest and one of the most trusted URL Shortener Service for making money by shrinking your links. Adf.ly provides you an opportunity to earn up to $5 per 1000 views. However, the earnings depend upon the demographics of users who go on to click the shortened link by Adf.ly.
    It offers a very comprehensive reporting system for tracking the performance of your each shortened URL. The minimum payout is kept low, and it is $5. It pays on 10th of every month. You can receive your earnings via PayPal, Payza, or AlertPay. Adf.ly also runs a referral program wherein you can earn a flat 20% commission for each referral for a lifetime.
  9. CPMlink

    CPMlink is one of the most legit URL shortener sites.You can sign up for free.It works like other shortener sites.You just have to shorten your link and paste that link into the internet.When someone will click on your link.
    You will get some amount of that click.It pays around $5 for every 1000 views.They offer 10% commission as the referral program.You can withdraw your amount when it reaches $5.The payment is then sent to your PayPal, Payza or Skrill account daily after requesting it.
    • The payout for 1000 views-$5
    • Minimum payout-$5
    • Referral commission-10%
    • Payment methods-Paypal, Payza, and Skrill
    • Payment time-daily

  10. Clk.sh

    Clk.sh is a newly launched trusted link shortener network, it is a sister site of shrinkearn.com. I like ClkSh because it accepts multiple views from same visitors. If any one searching for Top and best url shortener service then i recommend this url shortener to our users. Clk.sh accepts advertisers and publishers from all over the world. It offers an opportunity to all its publishers to earn money and advertisers will get their targeted audience for cheapest rate. While writing ClkSh was offering up to $8 per 1000 visits and its minimum cpm rate is $1.4. Like Shrinkearn, Shorte.st url shorteners Clk.sh also offers some best features to all its users, including Good customer support, multiple views counting, decent cpm rates, good referral rate, multiple tools, quick payments etc. ClkSh offers 30% referral commission to its publishers. It uses 6 payment methods to all its users.
    • Payout for 1000 Views: Upto $8
    • Minimum Withdrawal: $5
    • Referral Commission: 30%
    • Payment Methods: PayPal, Payza, Skrill etc.
    • Payment Time: Daily

Grow Your App Business Internationally Through Localization On Google Play

Posted by Chris Yang, Program Manager, Translation Service

It is not uncommon for developers to have the following concerns and thoughts when considering whether to localize their apps: "I just don't have the time!" "Translation is too expensive." "High-quality translation is just hard to find.'' Does this sound familiar?

At Google, we consider translation a key component of making the world's information universally accessible and useful. This commitment extends not only to localizing our own products, but also to providing tools to help developers and translators more easily localize their apps.

Introducing the Google Play App Translation Service

Available in the Google Play Console, the Google Play App Translation Service simplifies localization of your app user interface strings, store listing, in-app product names, and universal apps campaign ads. Thousands of developers have already used this service to reach hundreds of millions of users worldwide.

Here is an overview of some of the ways it can help:

1. Quick and easy - Order in minutes and receive your translation in as little as two days.

  • Small translation orders can be completed in only two days. All orders are completed in eight days or less.
  • Apply translations directly in the Play Console or download to build with your app.

2. Professional and human - Get high-quality translations by real human translators.

  • All translations are carefully crafted by professional translators just for you.
  • Translation providers are selected by Google based on quality and speed.

3. Value for money - Translate your app for as little as $0.07 per word.

  • Pricing is upfront and simple. You only pay per word for each language you translate.
  • For example, translating 200 words into one language at $0.07 per word would cost only $14.

Ordering a Translation

Find the Translation Service in the Google Play Console:

When you're ready to translate, just select the languages to use for translation, choose a vendor, and place your order.

Select languages to translate into.

Choose what type of content you want to translate.

Easily complete purchase of the service.

Language recommendations

You can also expand your global footprint with translation recommendations that can help increase installs. The recommendations can be found in the Google Play Console.

The language recommendation feature is developed using machine learning and is based on your app's install history and market data.

Did you know that you can reach almost 80% of internet users worldwide with only 10 languages. In particular, the Google Play opportunity in Russia and the Middle East continues to grow. Let us know once you have localized for these markets so we can consider featuring your app or game in the Now in Russian and Now in Arabic collections on the Play Store.

Launching the translation

Once you download the translation, you'll be ready to publish your newly translated app update on Google Play.

Get started with the App Translation Service today and let us know what you think!

How useful did you find this blog post?

In-depth List Of All Driver Settings.

So, you've got the driver installed, and you want to know how to make the most of it.  Let's go through the options one by one.



First up is the "sensitivity" variable.  In povohat's readme for the driver, he writes, "if your intention is to replicate your existing QL mouse settings, set this value to your in-game sensitivity and continue to use this sensitivity value in-game."  It technically multiplies the sensitivity into the driver before acceleration calculations happen, and then divides it out after the calculations are done.  Simply put, keep sensitivity at 1 unless you are coming from Quake Live.

The "Acceleration" variable controls how quickly the mouse sensitivity will go up.  Pretty straightforward - the closer to 0, the closer to "no accel/flat sensitivity."  It's dependent on your mouse DPI and USB refresh rate, so keep that in mind when changing your hardware/mouse software around.  Also note that the Pre-Scales and Post-Scales will change this too!  There is an option in the GUI dropdown "Settings" menu that allows you to scale acceleration to maintain the same slope when changing post-scales and pre-scales.  I highly recommend checking those options once you have an accel curve that you like.

"Sensitivity Cap" is the glorious variable that determines where acceleration stops kicking in.  It's a multiplier of your base sensitivity (post-scale and pre-scale variables), so a cap of "2" means that accel will only double your sens from its slowest.  If you want to maintain muscle memory for flicks, you'll want to scale the sensitivity cap with post-scales and pre-scales too (Settings dropdown in the GUI).

"Speed Cap" is a gimmick.  I say this because I specifically asked povohat to add it :).  If you've ever been in a game with a vehicle that limits you from turning too quickly, that's what the speed cap feels like.  I asked for it to see if you could use it to get perfect turning rate circle jumps in Quake.  It's really not that useful though.

"Offset" determines how long it will be until mouse acceleration starts to kicks in.  You can effectively make the sensitivity flat (no accel) for a short period of time, then let the accel raise it up after that threshold is met.  This is nice in theory, but I found that having an offset made it difficult to get used to small changes in the curve.  I keep mine at 0, but if you have a curve with a non 0 value that you are happy with, that's quite fine.

"Power" determines the exponent of the curve.  If you set it to 2 (the default), acceleration is linear.  If you set it to 3, you have a parabola.  Personally, I like linear accel, but I did try stuff like 2.5 for a while and enjoyed it.  Similar to the offset, I found straying from the default made it harder to adjust to small changes to your accel curve, but there's nothing fundamentally wrong with using non standard values.

"Pre-Scale X"/"Pre-Scale Y" is a flat multiplier on top of everything (separated into horizontal and vertical mouse movements), but it occurs before the acceleration and offset calculations.  Changing this has a tendency to change a few other things inconveniently... I recommend using the next values:

"Post-Scale X"/"Post-Scale Y" is what you will change to affect your starting sensitivity before the acceleration kicks in.  It also impacts the other variables you will be changing, but not as dramatically as the Pre-Scales, and as seen above there are options to make the important variables scale with changes to your Post-Scale X value.  The X value is for left/right, Y is for up/down.  If you want to have your horizontal sensitivity the same as your vertical sensitivity, there is a check box under settings to lock Y to X.

"AngleSnapping" allows you to make mouse movements that are close to a right angle be snapped to a right angle - basically it lets you draw horizontal and vertical lines with your mouse easier.  I haven't found much use of it in FPS games, so I keep mine at 0.

"Angle" is a rotation of the initial mouse movement before any other calculations are performed.  It is there to correct for any oddly placed mouse sensors.  If you move your mouse perfectly left/right on your mousepad and see that it isn't moving perfectly left/right on screen, you might want to tweak this value.

The Crew For PC IN 2GB Highly Compressed


 The Crew System Requirements (Minimum)

  • CPU: Intel Core 2 Quad Q9300 @ 2.5 GHz / AMD Athlon II X4 620 @ 2.6 GHz or better
  • CPU SPEED: Info
  • RAM: 4 GB
  • OS: Windows 7 SP1, Windows 8, Windows 8.1 (64bit)
  • VIDEO CARD: NVIDIA GeForce GTX 260 or AMD Radeon HD 4870 (512MB VRAM with Shader Model 4.0 or higher)
  • PIXEL SHADER: 4.0
  • VERTEX SHADER: 4.0
  • DEDICATED VIDEO RAM: 512 MB

The Crew Recommended Requirements

  • CPU: Intel Core i5 750 @ 2.66 GHz / AMD Phenom II X4 940 @ 3.0 GHz or better
  • CPU SPEED: Info
  • RAM: 8 GB
  • OS: Windows 7 SP1, Windows 8, Windows 8.1 (64bit)
  • VIDEO CARD: NVIDIA GeForce GTX 580 or AMD Radeon HD 6870 (1024MB VRAM with Shader Model 5.0 or higher)
  • PIXEL SHADER: 5.0
  • VERTEX SHADER: 5.0
  • DEDICATED VIDEO RAM: 1 GB

DOWNLOAD GAMESIZE: 21GB 2GB PARTS

PART 1

PART 2

PART 3

PART 4

PART 5

PART 6

PART 7

PART 8

PART 9

PART 10 

PART 11

PASSWORD

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WARNING:


• WE DO NOT ENCOURAGE PIRACY. THESE LINKS ARE INTENDED FOR BACKUP PURPOSES ONLY. DO NOT DOWNLOAD THE FILES IF YOU DO NOT OWN THE ORIGINAL MEDIA.
• FOR VISITORS OF THIS WEBSITE, PLEASE DONT FORGET TO SUPPORT THE SOFTWARE DEVELOPERS, IF YOU LIKE ANY GAME, BUY IT!


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28Mm Dog Tag Miniatures Italian WW2 Motorcycle Review


Sometimes it's worth waiting for a miniature to come along and anyone with a 28mm Italian WW2 Desert Force will have been waiting for some motorcycle borne troops to come along, we can thank Dog Tag Miniatures for answering our prayers.

A new company these were initially avaliable on Kickstarter but are now on general release, I ordered some before Xmas and thought it would be a good idea to put a review out there, having first built and painted one of the models. Link to their website below,

https://www.dogtagminiatures.co.uk/shop/italians/


Above is a short video, looking at the content of one of the packs of models, whilst below is a discussion and still photos of the same topic.

Contents of the 5 man squad code.
Above is a photo of the 5 man squad which includes, 1 Moto Guzzi Motorcycle and 1 Sidecar Combo and 5 figures (both bikes two up and 1 in the sidecar).

The models are resin cast with very good detail, the figures come with a selection of seperate heads, some of the other packs have excess heads and there seems to be plenty of variation in the ones I recieved.

Detail on the models is excellent and they are well proportioned, they do however contain quite a bit of flash (as you can see from the photo), they are easy to clean up but I advise taking great care as the resin is quite soft and I can see it would be easy to accidentally chop off the wrong bit if you got a bit excited with the craft knife.

Contents of a Despatch Rider Code showing spare head
I have made up a couple and had no major problems other than the clean up, the handlebars are cast in metal and I recall reading somewhere that the part was too difficult to cast in resin so they went for a metal option.

Trike model, built awaiting paint
Above is an example of a complete model from the range. I wanted a 10 man squad so I bought, the 5 man unit and the Trike along with an additional Sidecar Combo and 2 Despatch Riders for just short of 60 pounds, there is a 10 man unit for £35 (10 men on 5 bikes all two up) but I wanted the different models even though they were more expensive.


Above is a short video of a completed model, I did one of the Sidecar Combos as an example, I will do a full post when the unit is complete however I have to say they painted up great. The faces are particularly nice and really suit my style of painting. There is a bit of a flash mark on the front of the Sidecar which I missed on my initial clean up but otherwise I am very happy with the result.




Above are some stills of the finished model to look at. All in all a great addition to any Italian Army of the period, just be careful when you clean the casts up. Recommended 👍

quinta-feira, 28 de março de 2019

Out In The Shadows: Dark Mod 2.07 Released

The hide-and-seek simulator The Dark Mod (TDM) has had a new release as of last week. For those who don't remember, TDM is a Doom 3 mod-gone-standalone that aims to recreate a similar game experience to that of Looking Glass Studio's Thief series. It is known amongst both stealth game aficionados and free software enthusiasts as a project of exceptional quality, with a dedicated community of content creators. The latest release 2.07 focuses on stability and performance.

Since we last reported on this amazing project, the game has progressed leaps and bounds both in content and quality. The extensive loading times and performance irks that plagued the initial standalone releases, from the project's early emancipation from Doom 3 game asset and codebase requirements, are now mostly a thing of the past, and are set to be improved even further, as multi-core support has finally been added to the engine (albeit as an experimental feature). Future updates will bring the game to OpenGL 3.3, transferring processing power from the CPU to the GPU.

On the graphics department, the implementation of advanced shadow maps promise near real-life shadow behavior. Improved antialiasing will generally upgrade looks for those with more powerful machines.

The release has also seen the addition of more Creative Commons licensed assets (under CC BY-NC-SA 3.0) and map modules, which are free to use in either TDM fan missions or in any other mod or game project. Many fan missions are available under the same license, with incoming releases almost every month. They can be downloaded through the in-game GUI or by accessing the mission portal.

For further information you can access the full changelog here.


Code License: GPLv3
Assets License:
CC BY-NC-SA 3.0