#bsd comunity
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Please share this!
It's my project, but because of college my friend on Instagram takes care of it! I'm quite busy atm... But in case you don't have Insta and want to join you can text me here.
GERMAN:
Bitte teilen!
Es ist mein Projekt, aber mein Kumpel und Co-Planer kümmert sich auf Insta darum falls noch wer dazu kommen will. Ich würde es auch tun, bin aber zu ��berfordert mit Uni-Kram deshalb hat er die Aufgabe übernommen.
Für den Fall dass ihr kein Insta habt, aber trotzdem in Cos teilnehmen möchtet, schreibt mir ruhig hier.
Ich verspreche euch es wird schön! (Aber auch kalt, also bitte nehmt Jacken mit.)
#bsd#bungou stray dogs#bsd cosplay#bsd comunity#german cosplay#cosplay meetup#man i have no idea what hashtag to use since I barely share my cosplays on here#why not though?#dazai cosplay#bungou stray dogs cosplay
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RETURNING???
but on a different blog... probably... and idk if i will post publicly what that blog will be called.
Below the cut is a telling of what happened, why i quit, and why i am still scared to even use this blog-
Okay so most of ya are from like 2021-2022 when I Was in the prime of my bsd x reader days. I was doing good, was loving the fandom interacting with the asks, love love loveeeeeed all the friends/big sis/mom figures I had on here.
you guys (for the magority) were amazing. I loved handing out free little cheer me ups. I was most popular with my angst and comfort fics. Most notable untruthful blame, that one chuuya x reader and then some dazai x reader i did where reader is dead lol. I liked writing, I still really like it. Hell I started two novels both of which are actually doing better then I had ever expected on both Wattpad and Inkitt. however around the end of 2022 and much of 2023 I started to get Anons that were less then nice. After the whole person ripping off the content i was posting on wattpad situation I got a lot of hate. Mind you I was a minor at the time. Tumblr was my escape from the living ightmare highschool and home had kinda become in those years. I was NOT doing oka mentally- had several eps where I almost deleted so seeing hate for the first time ever in what i thought was a small comunity was like devistating. I ignored it, had a few of you who were there for me ya know just really sweet. they were relentless... i'd block the anon (think tumblr would blobk ips or smth???) but id get another ask in the inbox days or weeks later each worse then the last. It was not healthy and killed my love of the craft if im honest. I stopped answering asks because opening the inbox meant seeing something nasty. I didn't want to however shut down my inbox bc of requests. I would go in do a bunch at once then hold onto them in drafts to post slowly, that's how i did my events and most of my reqs... Then i kinda just dissapeared with a small going on break notice with no intention of actually coming back. I'd be posting less already and as expected it wasn't ever really brought up. nobody noticed and time went by and poof off the face I went. I did an ocassional reblog, answered something in a comment, or posted a random af post but that was it. And despite that i was still seeing the anon pop up in my inbox all the way up until july 2024... yeah TWO YEARS after this whole shebang. Now I've been posting and a bit active for a bit waiting to see and so far my inbox is empty but I am deafly terrified that when/if i post drables or x readers on here again that they will come back. and no i can't handle it. I am in a better place but i have a lot of mental health issues... like a lot... I never wanted to leave but if i hadnt i was afraid i'd end up dragged down so far i'd actually go through with it. people are fucking asses online, escpecally tumblr for some damn reason. Like this site can be brutal as fuck if you reach outside your circle of like 10 people...
💗 so yeah that's what happened and why i am hesitant to post here depite still activly posting on my Wattpad and A03 accounts.
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Bungo stray dogs community
Please join this community
It's so boring without anyone
(credits to the original owner)
#bsd#bungou stray dogs#bungou gay dogs#Bungo stray dogs fandom#bungo stray dogs#fandom#Anime#bungo gay dogs#Community
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Fyodor's way of communication and the planning of meursault arc
In order to understand all the subtilities of the arc we are currently facing, I reread all of fyodor's interactions with other characters in order to get how his way of thinking functions. Well... I'm not a psychologist and don't know much about religion either so I still don't really get his philosophy, but after analysing how he handled several situation I at least got a hold of how he works as a strategy.
Fyodor as a strategist
He uses how people think, not to get them to do what he wants - like it's done by dazai or Mori- , but by placing others in a situation where they do it by their own will... as it is the best way for them to act.
We saw that with how he got rid of ace. First, he got caught willingly. Then, he made ace think that his ability was to plug his oponent in an illusion from where he could never escape. The logical solution to this situation would be to commit suicide according to ace's logic, which Fyodor had saw through. And just like that ace committed suicide.
Sigma is another example. He needed sigma to choose the wrong information to pick in his head, so he needed him to focus on something else. What did he have at disposition? His true nature, that he knew sigma initially intended to know because of Nikolai. With ace it was a lie that got him to his goal, but there, he didn't even need to lie for his plan to work. A single memo as a trigger sufficed. Sigma, also stressed by the gunshots, the thing with the knife and the menace of fyodor's ability, would then decide it's more important to pierce the enemy's secrets.
Just like he placed sigma and ace in situations where their better options are what Fyodor wanted them to do, I think he placed nikolai in situations where his freedom was compromised so that he wouldn't stick to the part of the plan where he needs to die for real.
The birth of meursault arc
He knows nikolai better than anyone else, nikolai himself says it. There's no way he didn't think he wouldn't follow the plan till the end. "But if he knew, why didn't he take any precaution to keep that from happening?" you'll ask. Because that causes no harm to his plan. Quite the contrary actually, he can even use it as he is doing now to get rid of dazai with the nikolai game... Which is his sole goal in the current situation, since escaping can't possibly count as a goal since he placed himself in this situation willingly, and knowing dazai would get there too.
Since he doesn't want to escape, then why choose chuuya as a partner/pon in the nikolai game? Literally a third of the world is vampirised, and there surely are ability users stronger than chuuya... So why did he choose someone who might turn as an enemy in the middle of the battle? Why take that enormous risk?
That's where his strategy pattern interveens. By choosing chuuya, he places dazai in a situation where he would want to get him back. To prove their bond to a man that considers everyone as pons and sinners. To prove that the bond his humanity depends on isn't shallow.
The planning
I said in a prior theory that they were both placing pons right from the start of the game until chap 109. But if the above is true, it means Fyodor was placing pons all along, his start being way before what we expected.
I thought he got to know dazai's way of thinking from their talk in the prison and then used his comunication way to tell fukuchi to send chuuya specifically to the prison, but what if he did that before even getting in prison?
It would all make sense, all the bsd canon events right from the start. He used the guild and the canibalism arcs to get the page and know his enemies. He was pulling the strings the whole time : Moby Dick's fall, Q being used by the guild, the canibalism... But everytime, someone countered his plans. And this someone is dazai.
Nemesis
Up til canibalism, he was discovering his oponents and getting what he needed to make Fukuchi's plan a reality... Until his direct confrontation with dazai and their little talk about human foolishness in the dark allyway where dazai let himself get shot.
I think that's how his curiosity started.
That's also when he felt that he needed to get rid of him, therefore needed to know him better, and then changed his approach. It becomes more direct, more provocative, he let dazai know he is the one pulling the strings. And with how dazai reacts, he already was aware of his functioning ways, beliefs and habits from the precedent battles. With cannibalism, he learns how far dazai is willing to go to counter him, and that's why he was surprised when getting caught in the cafe. He wasn't surprised of being caught, he was surprised of dazai relying on Francis, a former enemy, when he ran out of options.
And honestly, what was the point to participate in the battle of dead apple since he wouldn't get anything out of it...? Well.. He did get something actually. He got knowledge on the ennemy he'll have to face for the doa to succeed.
He didn't have to wait for the discussion in the prison to get how dazai treasures his relationships and function in a more general way, he knew all along and that was merely the last adjustments. Just like the prison talk happened because he wanted to know more about the differences in their viewpoint on humanity, that is the only thing that makes them different as persons and as strategists.
Now I'm getting to my point...
That's because of all I explained above that I think he doesn't have a direct way to interact with his allies. He already had all he needed to know when got caught to elaborate his plan and get the situation to how it is right now! He doesn't even need to reach out to Fukuchi!
He could very well had told fukuchi the entire plan before getting in prison.
Even his way of communicating in the canibalism arc (the radio recommendations) could have been to get dazai into thinking that is his usual way of operating. And then suggest he actually had an alike way of communicating in prison by saying 'finding the others way of communicating' simultaneously to dazai. He knew dazai would think he had one just like himself, and that Fyodor would try to understand his, but it was just to lure him and comfort him in his thoughts.
Oh and, everyone agree that Fyodor always planned things in the long run, right?
Anyway thx for reading and good luck to cope with the new chap x)
#just posting a theory that was waiting in my drafts before the new chap#also#What if he already knew dazai way of communicating? Even if he knew it had to do with his heartbeat#how did he know cat girl was in#Meursault? She could very well had been like.. Anywhere in 2 kilometres!#bsd#bungou stray dogs#fyodor dostoevsky
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JPIN MY SERVER IF YOURE COOL
We have
pk
Sys intro chats
Com and darlship chats
Perks
A semi active Comunity centered around bsd darkship n such
Byj
We are semi toxic ans our owner us a lil cray cray
Also we sometimes make unethical jokes
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Alternativas libres y resistentes a la censura para las herramientas digitales cotidianas
Como ya venimos avisando, se está haciendo un esfuerzo global por parte de los gobiernos de medio mundo para censurar e intervenir internet usando la regulación e incluso la coacción y amenazas a las empresas tecnológicas cuando la regulación no la pueden sacar adelante, para imponer la censura, como hemos visto en la UE o en Brasil recientemente.
No paran de llover propuestas y de aprobarse leyes, desde tener que identificar a cada usuario en una red social, a tener que ser identificado para visitar sitios web de adultos, como es el caso de España y su cómicamente denominado por los ciudadanos: "pajaporte".
Puedes leer en un poco más de detalle hasta que punto está avanzando este retroceso de la libertad y cómo se está dañando el último bastión de la libertad: internet. En este artículo.
Aquí hacemos una recopilación de herramientas que respetan la privacidad en mayor o menor medida y que son en muchos casos más resistentes a la censura que las herramientas que solemos usar. Sin embargo usar las herramientas listadas a continuación no es la panacea, más bien, es un primer paso a estar blindado en cuanto a privacidad y seguridad en la red.
En un mundo cada vez más digitalizado, es fundamental buscar alternativas a las herramientas convencionales que prioricen la privacidad, la seguridad y la libertad del usuario. A continuación, presentamos una lista no exhaustiva de opciones que sustituyen a las herramientas típicas, ofreciendo mayor control sobre tus datos y resistencia a la censura:
Sistemas Operativo
Los sistemas operativos son la base de nuestros dispositivos. Windows, macOS, iOS y Android son los más populares, pero no son las únicas opciones. Si buscas mayor control sobre tu privacidad y seguridad, puedes optar por alternativas de código abierto como:
Linux (distribuciones como Ubuntu, Fedora, Debian): Sistemas operativos robustos y versátiles, con una gran comunidad de usuarios y desarrolladores.
BSD (FreeBSD, OpenBSD): Sistemas operativos conocidos por su seguridad y estabilidad.
Navegadores Web:
Utilizamos navegadores web para acceder a internet, y opciones como Chrome, Safari y Edge son las más comunes. Sin embargo, estas recopilan una gran cantidad de datos sobre nuestra actividad online. Para una navegación más privada y segura, puedes optar por:
Firefox: Navegador de código abierto con un fuerte enfoque en la privacidad.
Brave: Navegador que bloquea anuncios y rastreadores por defecto, ofreciendo una experiencia de navegación más rápida y privada.
Tor Browser: Navegador que te permite acceder a la "dark web" y eludir la censura mediante el enrutamiento del tráfico a través de una red de servidores voluntarios.
Ungoogled Chromium: Versión de Chromium sin las funcionalidades de seguimiento de Google.
Almacenamiento en la Nube:
A día de hoy usamos aplicaciones como Google Drive, OneDrive o Dropbox para almacenar nuestros archivos en la nube. Estas aplicaciones son muy útiles para copias de seguridad de todo tipo, compartir archivos, etc. Sin embargo, aunque son útiles y cómodas tienen una contrapartida: al ser gratuitas, tus datos en gran medida son el producto. Aunque es cierto que también tienen versiones de pago, en la mayoría de los casos no evita lo primero. Por ello, si quieres proteger tu privacidad puedes usar herramientas como:
ProtonDrive: Fácil de usar, en la nube, gratuito hasta 1GB de la reputada empresa suiza Proton. Permite cifrado de extremo a extremo y se integra con otros servicios de Proton.
Nextcloud: Autoalojada, requiere gastar tiempo y conocimientos técnicos para su configuración. Ofrece un control total sobre tus datos y una gran flexibilidad.
Syncthing: Herramienta de sincronización de archivos punto a punto, sin necesidad de un servidor centralizado. Ideal para compartir archivos de forma segura y privada con amigos y familiares.
Seafile: Solución de almacenamiento en la nube de código abierto, con opciones de autoalojamiento y planes de pago. Ofrece un buen equilibrio entre facilidad de uso y seguridad.
Tresorit: Servicio de almacenamiento en la nube con un fuerte enfoque en la seguridad y el cifrado de conocimiento cero.
Suite Ofimática:
Microsoft Office, Google Workspace e iWork son las suites ofimáticas más populares, pero existen alternativas de código abierto que ofrecen una funcionalidad similar sin comprometer tu privacidad:
LibreOffice: Suite ofimática completa y gratuita, compatible con los formatos de archivo de Microsoft Office.
OnlyOffice: Suite ofimática online y de escritorio, con un enfoque en la colaboración y la compatibilidad con Microsoft Office.
FreeOffice: Suite ofimática gratuita para uso personal y comercial, con una interfaz similar a la de Microsoft Office.
Calligra Suite: Suite ofimática de código abierto con un enfoque en la creatividad y el diseño.
Correo Electrónico:
Gmail, Outlook y Yahoo Mail son los servicios de correo electrónico más utilizados, pero recopilan una gran cantidad de información sobre nuestros correos electrónicos y contactos. Para una mayor privacidad, puedes optar por:
ProtonMail: Servicio de correo electrónico cifrado de extremo a extremo, con sede en Suiza.
Tutanota: Servicio de correo electrónico cifrado de código abierto, con un enfoque en la seguridad y la privacidad.
Mailfence: Servicio de correo electrónico seguro y privado, con sede en Bélgica.
Posteo: Servicio de correo electrónico anónimo y respetuoso con la privacidad, con sede en Alemania.
Mensajería Instantánea:
WhatsApp, Facebook Messenger e iMessage son las aplicaciones de mensajería instantánea más populares, pero no todas ofrecen un cifrado de extremo a extremo por defecto. Para una comunicación más segura, puedes optar por:
Signal: Aplicación de mensajería instantánea con cifrado de extremo a extremo y un fuerte enfoque en la privacidad.
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You guys can kick me out of the bsd fandom now. There is no explaining this
#what have i done#bungou stray dogs#spoilers#dead apple#dazai osamu#fyodor dostoevsky#fyodor dostoyevsky bsd#shibusawa tatsuhiko#atsushi nakajima#nakahara chuuya#akutagawa ryunosuke#nikolai gogol#fyogol#atsuaku#chuzai#soukoku#you may eject me out of the comunity now#its only fair#oguri mushitarou#bsd oguri#rats in the house of the dead#bsd season 3#my post//#and my fabulous editing skills#i was up all night for this shit
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BSD AU where everything is the same, except Akutagawa only comunicates via a Rashomon-controlled Kermit doll
#bsd#bungo stray dogs#bsd akutagawa#bsd aku#bungo stray dogs akutagawa#beast akutagawa#bsd beast#akutagawa headcanons#akutagawa ryunosuke#ryunosuke akutagawa#bsd wan#bsd au#rashomon#bsd memes
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Hi! can i get a genshin, bsd and mysme mashup? :D
My pronouns are they/them, I'm demisexual demiromantic! I could give you my full typology and birth chart but i think that would be too much, im a ENTP 7w6 sx-sp, capricorn sun, piscis moon and scorpio rising.
I suffer in my 5'1, im tan(? let's just say im tan bc i have no clue how to describe skin tones in English, i have short, red hair but my natural color is more like a dark brown, i have brown eyes
Im spontaneous, observer, i want to say im funny but ngl idk, im anxious and ambiverted more on the introverted side. idk what else to say lol. I'm like 707, najimi osana, luz Noceda, reki Kyan and Entrapta
i love rpg maker games, typology, any kind of horror media, asmr, anime and kpop. im currently hyperfixated on ace attorney, genshin impact, fnaf and cookie run, my special interests are deltarune, undertale and cats. i love plushies, fashion dolls and that's it ig. my favorite animes are saiki, snow white with the red hair, Ouran Highschool Host club, komi can't comunicate, kill la kill and bsd. my current favorite book series is tian guan ci fu ;)
my favorite genshin characters are childe, all the anemo boyband and lisa
i hate red cherries, ren yamai, people that just miss the entire point of characters, homophobia, ableism and racism and i can't think of anything else tbh
i love reading, watching movies and anime, playing videogames, making art and sleeping.
i have adhd and possibly autism :D
anyways thats all
Hello! Sorry this took a while, I've just finished the first half of semester at uni and I'm on break now so I'm catching up on some writing. Hope you like your matchup!
In Genshin Impact, I match you with...

Kazuha is a good match for you in so many ways. He's just the right balance of introvert and extrovert so you won't have to worry about him crossing any boundaries or not expressing his own boundaries.
He's also one of anemo boys so that's also a big plus!
Your spontaneous side is something Kazuha takes great delight in. He's fairly spontaneous himself, often letting his next step be determined by what his heart says.
Having someone close to his heart that shares that nature brings him comfort.
People watching with Kazuha on a lazy afternoon? It's definitely going to happen!
He would also love to read with you and spend time together doing your respective arts.
He'll definitely write poems about your art. For example, if you're into painting, he would love to write poems about whatever you're painting.
Modern AU Kazuha would enjoy watching anime with you. He's not really into any shows in particular but he has a fondness for romcoms and romance anime in general. He'd probably enjoy watching Ouran Highschool Host Club with you.
A relationship with Kazuha is one filled with art and tranquillity. He'll always make sure you feel valued.
In Bungo Stray Dogs, I match you with...

I think Poe is a good match for you, despite you two being the exact opposite of the saying "opposites attract".
You and Poe are very similar but while he is a complete introvert, you have enough extrovert tendencies to help bring him out of his shell a bit.
That's not to say he's going to start going out clubbing every night. Poe is still very much the introvert. But he'll at least be able to have conversations with other people as long as you're with him.
Poe would love it if you would read over his drafts! With your observation skills he's sure you would be able to provide some insight that would make his writing that much better, no matter how small a comment it is.
He'd love to read with you as well. Whether it's one of you reading out loud to the other, reading the same book over the other's shoulder, or reading your own things, he loves the peace that comes with relaxing with another person.
Loves your fondness for plushies! They remind him of his connection with Karl (who loves you as well).
Poe isn't big into horror stuff but he'll sit beside you with eyes closed tight while you watch your favourite horror things. It's one of the ways he can think of to show you his affection.
Poe's not the best at expressing himself, but he'll try his best to show you that he truly cares!
In Mystic Messenger, I match you with...

Jaehee is the most supportive partner anyone could ever have.
She's already got plenty of practice dealing with people like 707 so she'll have no worries interacting with you.
There's no escape for Jaehee. Her boss loves cats. 707 loves cats. You love cats. At least she can go out for coffee with Zen and escape the cat manics (affectionate) for a while.
Okay, Jaehee is a huge fan of Tiān Guān Cì Fú! I don't know why, but I get that feeling. She loves that you love it as well and she would be so happy if you would spend one of her few days off reading the whole series together.
I feel like Jaehee isn't super into anime but it's mostly because she doesn't have time to watch it. Introduce her to some of your favourite shows and she'll cherish the time.
She doesn't get time off very often so most of your time spent together would have to be early morning or late night.
If it's early, Jaehee will be subtly checking her clock to make sure she's not running late. She gets caught up in whatever she's doing with you so she has to be careful so that she doesn't forget about work.
If it's late, you'll have a sleepy Jaehee on your hands. She wants to give you her undivided attention but sometimes her busy schedule catches up to her and she'll start to doze off. She finds your company far too relaxing!
Jaehee is a dedicated and supportive partner who will always take time to make sure you feel cared about.
#writing#fandom#match up#match up request#request#genshin impact#kazuha#kazuha kaedehara#bungo stray dogs#edgar allan poe#edgar allan poe bsd#mystic messenger#jaehee kang
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I've been wanting to draw of each fandom im in but I get discouraged a lot because of the feeling that "I don't belong..."
I really love drawing and i want to be part of the comunity so I draw fanat in hopes of becoming part of it but I suck at socializing
And there are fandoms that I just get too intimidated by (one of those is enstars fandom, I started here by posting enstars fanart but I just felt too intimidated...)
But in the fandoms that I draw fanart I also feel like because I don't really interact I could simply dissapear (like vnc or bsd fandoms...)
I know I need to learn to ignore this kind of thoughts and start socializing but it's hard to do so because I always depend of others
It's terrifying...
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Guyyys
I made a Community Dedicated to side characters and rareships in Bungou Stray Dogs!
I'd love it if you could share this and of course join if you want to appreciate characters like Mark Twain, Ivan or Higuchi - or Black Lizard in general!
Just come in and let'd gooo
#bsd#bungou stray dogs#side characters#bsd higuchi#bsd gin#black lizard#mark twain#ivan goncharov#bsd comunity#bsd community#rareships#bsd rarepair#bsd rareship
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TO DO LIST:
Diluc x Tartaglia/Childe,
Baizhu & Aether,
Albedo x Kaeya,
Cyno x Alhaitham,
Tachihara and Teruko,
Jing Yuan &/x (?),
Vanitas x Noé,
Hawks x Dabi.
This will be located on my pinned post, bellow the fandom list.
Hope I'll get to do one in a short time.
#to do list#tickle art#tickle content#tickle comunity#art#genshin impact#genshin impact tickle#genshin tickle#genshin#bsd#bsd fanart#bungo stray dogs#hsr#hsr fanart#honkai star rail#honkai star rail fanart#my hero academia#my hero art#my hero academy fanfiction#mha tickle#mha
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Doom 3 Map Editor For Mac
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Latest beta of this Mac-only editor, shareware, with $10 registration free. Not updated anymore. RHEU 1.2: 125 KB DOS This is a DEU like editor that can be used to make Heretic levels and to convert Doom levels. SLADE 2.0 beta1: Link: 1150 KB sirjuddington Windows SLADE 2 is a portable map editor for Doom. Doom Builder is an advanced, revolutionary map editor for Doom and games based on the Doom engine, such as Heretic, Hexen and Strife. Editor for Doom and.game engines of the Doom community. ReDoomEd for Mac/Linux/BSD (BETA) Port of “DoomEd”, id Software’s Doom map editor for NeXTSTEP (1993) During development of the 1993 Doom game, John Romero & John Carmack wrote a NeXTSTEP application for designing the game's levels, called ' DoomEd '. Jul 09, 2004 it will probobly be tedious enough that 'newbie' mappers arent going to be cropping up all the time to get their 15 minutes of fame, or 15 minutes of infamy (depending on just how awful the map is). I tried my hand at doom mapping about 2 years ago and it just went nowhere. Same with half life. The half-life map editer made me want to shoot my computer (so did the walk throughs).
Doom 3 - Mobius Map Pack. My first mapping efforts for any game theese are my first three levels. They are still in alpha state and I desperatly crave comunity feedback to help me imporve my offerings.
Cheats & Cheat Codes
Multiplayer Map 5 Submitted by: kev_mck90
Alpha Labs 4 Submitted by: kev_mck90
Caverns 1 Submitted by: kev_mck90
Alpha Labs 3 Submitted by: kev_mck90
Defines how fast you are when you walk. Submitted by: kev_mck90
Defines how fast you are when you run/sprint. Submitted by: kev_mck90
Defines how fast you are when you crouch. Submitted by: kev_mck90
All lights turn off. Only light is by flashlight Submitted by: kev_mck90
Gives PDAs/disks of the level you're in. Submitted by: kev_mck90
Defines how high you jump. Submitted by: kev_mck90
Unlock Nightmare Mode Submitted by: kev_mck90
Removes 60 FPS Limit Submitted by: kev_mck90
Lists indicated def file settings Submitted by: kev_mck90
Secret message Submitted by: kev_mck90
Berserk mode Submitted by: kev_mck90
Opens up map editor Submitted by: kev_mck90
Lists images of monsters Submitted by: kev_mck90
Kill all non-moving enemies Submitted by: kev_mck90
Send message to everyone in multi-player Submitted by: kev_mck90
Kill all moving enemies Submitted by: kev_mck90
Toggle hit % to HUD Submitted by: kev_mck90
Toggle sound level display Submitted by: kev_mck90
All keys Submitted by: kev_mck90
Set gamma level Submitted by: kev_mck90
Set brightness level Submitted by: kev_mck90

3rd Person View OFF Submitted by: kev_mck90
Gives you 125 armor Submitted by: kev_mck90
Clear console text Submitted by: kev_mck90
Max Health Submitted by: kev_mck90
Chaingun Submitted by: kev_mck90
3rd Person View ON Submitted by: kev_mck90
Commit suicide Submitted by: kev_mck90
Kills all Monsters Submitted by: kev_mck90
Max Ammo Submitted by: kev_mck90
Your game status Submitted by: kev_mck90
Quit game Submitted by: kev_mck90
Draws your Framerate. Submitted by: kev_mck90
Skip all levels to last Submitted by: kev_mck90
Freeze all on screen Submitted by: kev_mck90
Graphicscard infomation Submitted by: kev_mck90
Invisibility to most enemies Submitted by: kev_mck90
Walk through solid objects Submitted by: kev_mck90
Saves a demo of your playing to an AVI movie file Submitted by: kev_mck90
Game Benchmark Submitted by: kev_mck90
Rocket Launcher Submitted by: kev_mck90
All weapons with full ammo, health and armor Submitted by: kev_mck90
Plasmagun Submitted by: kev_mck90
BFG Submitted by: kev_mck90
Chainsaw Submitted by: kev_mck90
God Mode Submitted by: kev_mck90
Machinegun Submitted by: kev_mck90
Shotgun Submitted by: kev_mck90
Cheat Mode Submitted by: kev_mck90
Unlockables
Mars City Administration Submitted by: kev_mck90
Multiplayer Map 1 Submitted by: kev_mck90
Multiplayer Map 2 Submitted by: kev_mck90
Multiplayer Map 3 Submitted by: kev_mck90
Multiplayer Map 4 Submitted by: kev_mck90
Recycling 1 Submitted by: kev_mck90
Recycling 2 Submitted by: kev_mck90
Site 3 Submitted by: kev_mck90
MC Underground Submitted by: kev_mck90
Monorail Submitted by: kev_mck90
PDAs Submitted by: kev_mck90
Hellhole Submitted by: kev_mck90
Mars City 1 Submitted by: kev_mck90
Mars City 2 Submitted by: kev_mck90
Delta 4 Submitted by: kev_mck90
Delta 5 Submitted by: kev_mck90
Enpro Submitted by: kev_mck90
Hell 1 Submitted by: kev_mck90
Delta 2 Submitted by: kev_mck90
Delta 3 Submitted by: kev_mck90
CPU Submitted by: kev_mck90
CPU Boss Submitted by: kev_mck90
Map game/delta1 - Delta 1 Submitted by: kev_mck90
Comm 1 Submitted by: kev_mck90
Comm Outside Submitted by: kev_mck90
Caverns 2 Submitted by: kev_mck90
Alpha Labs 1 Submitted by: kev_mck90
Alpha Labs 2 Submitted by: kev_mck90
Forum Topics (Latest 5 threads)
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Pretty much the last jewel in the crown that I hadn’t ported to iOS and tvOS was DOOM 3, powered by id Tech 4.
By now you know the drill – here’s the GitHub link for those who want to cut to the chase.
DOOM 3 for iOS and tvOS for Apple TV https://github.com/tomkidd/DOOM3-iOS
Every game or engine I’ve ported so far has had challenges and this one is no exception. Besides the fact that like Quake II there’s no existing ports to iOS, the game itself has two different releases, years apart: DOOM 3, the original 2004 release, and DOOM 3: BFG Edition, a 2012 re-release with enhanced visuals to reflect more modern PC hardware and later consoles. I originally wasn’t sure which one to port, or if I should do both.
After the 2000 release of the Quake III: Team Arena expansion pack, a faction within id Software wanted to do a new DOOM game. A majority of the owning partners resisted the idea, and it was out of character with id’s usual practice of coming up with a new IP. However a large enough contingent threatened to leave that management caved and the new DOOM project got the go-ahead. Carmack announced the decision as well as the precipitating drama and its aftermath (controversial employee Paul Steed was terminated) on his .plan file.
DOOM 3 would wind up being both a sequel as well as a reboot of the previous games. The original games were groundbreaking, using the best technology available at the time and generally not following first person shooter game development trends because there weren’t any. You can point to individual entries here and there as to who did what first, but there’s a reason why for many years first person shooters were called “DOOM clones”. Numerous game developers would license the source code to Wolfenstein 3-D but DOOM changed everything. Apogee, who published Wolfenstein 3-D had a developer spend two years to make another game with the engine, the Sci-Fi Blake Stone: Aliens of Gold. It was ambitious, it added a lot of things that Wolfenstein 3-D never had, and it had the exceptionally bad timing of being released one week before DOOM. I’ve used this analogy before but it’s like being that movie that got released on the same day as the original Star Wars.
In the decade between DOOM II and DOOM 3 (which, like Quake 4, for some reason moved away from Roman Numerals and went with Arabic Numerals – all the more odd when you consider the Roman Numeral version had an official logo at one point) a lot of first person shooter games had come out. Games which tried new things, like Half-Life and its long buildup with the train ride and experiment gone wrong, or System Shock 2 which melded elements of survival horror with interactive elements like a PDA and audio diaries. The designers had to contend with the notion that the gameplay elements had to mesh with the increasing graphics fidelity and resulting realism that modern gamers had grown to expect. The “monster closets” of the original games (do thing in level, trigger door to small room with monsters that now come at you) made less sense in a higher fidelity world.
Flashing forward a bit, the 2016 reboot of DOOM seems to strike an impressive balance between graphic improvements and the frantic gameplay of the originals to the point where it can make the direction they did decide to go with DOOM 3 seem like a giant misfire. In hindsight though, you can understand why they went the direction they did – the original premise of the game was that the main character was fighting his way through or out of a series of Martian bases after a failed experiment caused demons from hell to take over and turn the remaining humans into zombies. Really though they developed the gameplay and conjured up a plot around it later, and not a very thorough plot either. Plots aren’t always necessary in gaming – no one knows why Pac-Man is in a maze surrounded by ghosts, for example, and no one cares.
So when tasked to come up with a sequel/reboot of that concept, and armed with the knowledge that games like System Shock 2 have come along, it makes perfect sense that one angle you try and approach it from essentially takes the form of a survival horror game in the dark. Carmack’s experimentation with advanced lighting and shadowing techniques lent itself to a game where the lack of light played a key role – the player has a flashlight he can use to illuminate the darkness, but he can’t have it out at the same time as a weapon. Designed to increase tension, it became the game’s most controversial decision, later to be changed by mods and modified in the BFG release.
The game had other technological feats up its sleeve, such as the use of 5.1 surround sound which was uncommon on the PC at the time and gaming in general until game consoles with HDMI out started becoming a thing. Early in the development they had contracted with Trent Reznor of Nine Inch Nails to do the sound design and music, which led to several changes in how the engine handled audio since Reznor was a professional engineer (Reznor would later drop out of the project for various reasons and the theme song would be done by tool Tweaker, fronted by Chris Vrenna, a former NIN collaborator). And the level editor was actually built into the game engine, accessible via a command line option, which was something Carmack resisted for years but eventually agreed to.
id Software’s console ports were usually long after the fact afterthoughts, frequently outsourced to others. They had some hand in the SNES port of Wolfenstein 3-D, they did the Atari Jaguar port of DOOM themselves (it famously took Carmack years to find a home for the Jaguar dev kit, he wanted to make sure someone who would actually appreciate it would take it), but their ports of Quake, Quake II and Quake III: Arena were all done by other companies. The console ports of Quake and Quake II actually used different engines and the Dreamcast and PS2 ports of Quake III: Arena featured various differences with the original (with the PS2 port being renamed Quake III: Revolution).
Their plan for the console port of DOOM 3 to the original Xbox was similar in the respect that it was outsourced to a different developer (Vicarious Visions) but rather than being an after-the-fact release, it was developed alongside the PC game, though it featured cut down levels and sounds, was released several months later, but would feature co-op play, which the PC version lacked.
Apparently part of the logic of putting out DOOM 3 on the Xbox, as opposed to also putting out out on the PS2 or GameCube, was that the Xbox was more roughly analogous to a PC with its x86 architecture and Nvidia GPU. Something Carmack said nearly every year in the four or five QuakeCon keynotes delivered during DOOM 3‘s development, whose development apparently took longer than expected, was that the game would be playable on a GeForce 256 (the first GeForce card, followed later by the GeForce 2). Ergo the fact that the Xbox had the rough equivalent, reportedly, of a GeForce 3 era card made perfect sense. In practice, a GeForce 3 was the minimum stated requirement for the game and the GeForce 3 Ti 20 (I think) that I had at the time barely played the game in whatever resolution it was I was running it as. Part of that may have been the back and forth a lot of PC gamers do – namely having to make the decision of whether or not you would prefer a graphically dialed down experience in favor of a higher frame rate, or better graphics at the cost of frame rate. The truth is there probably was some way to run it on a GeForce 256 but whether anyone would want to is another matter.
id Software’s next game RAGE would change course by being simultaneously developed and released for game consoles as well as PC by id themselves, with that generation of consoles being really the first generation where games could be delivered in rough feature parity with the PC.
In any event, it only makes sense that I try and port DOOM 3 next, however like I said there’s issues there too, namely do I do the original DOOM 3 port or the DOOM 3 BFG port. That latter entry on the PC is sort of redundant to some extent seeing as how various mod projects have taken the mantle of improving the graphics of the original game, but since it also shipped on the consoles of the era (360, PS3) it gave an opportunity for the game to be better represented on modern consoles.
The dilemma was further exacerbated by the fact that GOG only sells the BFG edition, not the vanilla one. You can still buy the regular one on Steam where it’s pretty much always $5 or less, whereas the BFG edition is $20 normally.
DOOM 3‘s source code was released in 2011, a few months after RAGE shipped. The following year the BFG edition was released and interestingly enough the source code for it was released the following month (I’m not an expert on this but I believe that they could have not released it under GPL since they could argue it was a derivative work of their original, older source and not a derivative work of the GPL-released code but they went ahead and just released the BFG edition’s code anyway).
In the Quake III: Arena world, the alpha and omega of source ports is ioquake3. I’m not completely clear on the specifics of why or how but basically the community coalesced around this one project. The name was derived from icculus.org (the “io” in the name) so it naturally follows that a similar project would spring up for the DOOM 3 source code, and one did, iodoom3. However, unlike ioquake3, iodoom3 never really took off and stagnated to the point where, if you go to ioquake3’s website it looks like it’s the website of a modern game engine trying to sell you on its use, but iodoom3’s equivalent website tells you that you’re better off using one of two other projects: dhewm3 for the original source code, or RBDoom3BFG for the BFG release. Both of these are mature, well supported projects that otherwise have nothing to do with each other.
As a first step I figured I should at least get the original DOOM 3 running on the Mac in the form of the dhewm3 project. After sorting out a few things I was able to get the project building via a Makefile and soon enough I was up and running. It’s funny, a little while back I spotted a clearance copy of the BFG edition at a Walmart for the PS3 and since I still have my PS3 hooked up for watching movies, I figured I’d fire it up. In playing through it a bit and also playing through the game a bit on the Mac, I realize to some extent id Software chose to copy maybe the worst feature of Half-Life: it’s a really slow game at the start and it takes you a surprisingly large amount of time to get to the part you give a damn about. You go through this whole opening sequence with a slow moving spaceship and then you have to find this one dude, who sends you to this other dude, who sends you to follow this slow moving spider robot thing to go find this other dude, while at the same time there’s this conversation going on to the side which you get to see parts of, and then you get to the good part where everything goes to shit and then you get to start shooting things. The sequence where things go wrong and the people you just walked past become zombies is impressive and still works today, and the amount of time it takes to get to this point (including a spider robot you have to follow) is not bad when you’re strapped in for a journey, but it’s not a great drop-in-and-play game. They would rectify this spectacularly in DOOM 2016 by allowing you to shoot motherfuckers in like the first minute.
Like ioquake3, yquake2 and most well supported open source games, dhewm3 uses SDL, whereas the original game did not. As I’ve mentioned before, the Quake II port was the first one I’ve done where I used SDL’s iOS support. The Quake III: Arena port was based on Beben III which had gone out of its way to short circuit ioquake3’s SDL support, likely because the effort to get ioquake3 running on iOS predated the availability or viability of SDL on iOS. There were a number of hurdles to overcome with regards to getting one of these engines not only running on iOS with SDL, but also to fit in the CocoaTouch-based shell that I’ve been using. My hope was that after figuring this out I could get other games running quicker and more easily in iOS and tvOS. In the respect that this port took only a fraction of the time the Quake II port did, this wound up being true. But there’s a heck of a twist involved.
Having successfully compiled and run dhewm3 on the Mac via a makefile, I proceeded to try and get it running via an Xcode project. I’ve found that this whole process works best when you take baby steps. You know that the code will compile and run on the Mac, so you try and get it going in an Xcode project. When you run into issues… well you know there has to be some sort of fix because it compiles via the makefile fine. Then you get the code running in the Xcode project for iOS. When you run into issues… well you know it runs in the Xcode project on macOS so see what you may need to do different.
I ran into difficulty with the Xcode project for the macOS version but then I figured out something… the part of the process I didn’t mention yet is that it doesn’t just use a makefile, it uses CMake. CMake is sort of a meta layer above makefiles – when you point it to a directory with the CMake files it creates a makefile with all the stuff exactly like you need it for the platform you need and the location you want to compile the code.
I hate makefiles – I get why they use them and I even agree with why they use them, I just think they’re excruciatingly painful to work with. CMake files aren’t really much better. But CMake does do an extra thing I didn’t know at first (or had forgotten): you can use them to create Xcode projects (or Visual Studio projects, etc.). So I had CMake make me an Xcode project and that Xcode project built perfectly out of the box. I consulted what it does differently to make my Xcode project work and then I was up and running there, too.
So then it was time to actually start the iOS/tvOS project. I took the Quake2-iOS code, removed the actual Quake II engine code, commented out anything that relied on that code being there (like bridging hooks), and went in via BBEdit and replaced anything “Quake2” with “DOOM3”. I then verified that this built and ran despite having nothing to do. Weird having a DOOM 3 app on your phone with a Quake II icon.
Next, I did a wholesale import of the dhewm3 code. It’s a given that it won’t compile out of the box when you do this, so I wasn’t worried when exactly that happened. If nothing else, you have to change the imports of OpenGL include files with imports of OpenGL ES include files.
The next issue was with various other libraries. Coming from the Windows world, it took me a little bit to figure out the UNIX library naming convention is “lib___”. So for example one of the libraries needed was libzip (well, really it’s lzip so this isn’t the best example but go with it) which, like you might expect, is the library for zipping files, or reading the content of zip files. Easy enough. And you can add a reference to it right from the built in stuff in Xcode right out of the box.
Another thing dhewm3 needed (and this is probably the same for the base DOOM 3 source drop) is libjpeg which, unsurprisingly, is the library to read and write jpeg files. And I was thinking – well hell, there’s probably hundreds of those, right? Well maybe there’s more than one but pretty much everything pointed to the same libjpeg, and it’s literally the official library from the Joint Photographic Experts Group where they defined the jpeg standard.
Simple enough, but it’s not an option out of the box with Xcode, at least for iOS projects. Why? Well probably because on iOS they want you to, ideally, use something else like CoreGraphics, Apple’s library for handling graphics. Everything you can do with libjpeg can probably be done with CoreGraphics, though likely not with the same code.
Well, since going in and making everything in dhewm3 point to it’s CoreGraphics equivalent is beyond the scope of what I wanted to do, I instead just conjured up a libjpeg library for iOS.
A practice I saw in some early projects when dealing with iOS and Xcode was the use of embedded projects. Xcode has the concept of a workspace (.xcworkspace) and the concept of projects (.xcproj) and a workspace can have multiple parallel projects. However, a project can also have embedded projects of its own. I didn’t really like this practice and tended to lean towards workspaces or having dependencies with Carthage or something but a distinct advantage of the embedded project approach is that the project gets compiled, correctly, for whatever you’re targeting. When you run an app on the iOS Simulator, you’re running it on an x86_64 processor because that’s what the Mac is. But when you’re running on an actual device it’s an ARM processor. It’s possible to compile the binary in such a way that it basically combines the two but another way is just to link it in as a project and then Xcode just handles it for you. So I had libjpeg included as a project but for libcurl and the associated libraries it uses, I used the compiled versions I had from a previous project (I think it was the Quake III: Arena one).
Once I got past this I kept running into some issues with a C macro. dhewm3 does this thing where a bunch of code that effectively acts as a bridge to GL functions is expressed in the form of a call to a macro that expands them to the necessary functions instead of just including the functions directly. I’m not sure what the advantage is to this approach but basically I couldn’t tell if the issue was Xcode didn’t like the macro or if it was that these were referencing OpenGL concepts that didn’t exist in OpenGL ES, and Xcode, for all its strengths, kinda sucks at being clear or consistent at what is causing the issue.
But around this point I started to figure out that a lot of the remaining compilation errors were due to OpenGL related functionality. With the Quake II project, in the final equation the number of changes needed to bridge the gap between OpenGL and OpenGL ES was actually not that bad. But some searching seemed to indicate this wasn’t going to be the case with DOOM 3 at all. Basically, to pull off some of the stuff DOOM 3 did in 2004 when they delivered it, id had to pull some crazy shit that it appears didn’t make the cut for OpenGL ES, and implementing equivalents looked to be nontrivial.
Like I said, when I did the Quake II project, I found a fork of yquake2 that was targeting Android and so it had the OpenGL ES changes in place and I was able to graft them in. I went looking for something similar for dhewm3 and came up empty handed, but on a second pass it turns out I was too hasty to write off such a concept.
One of the forks of dhewm3 is called d3wasm. It’s a port of dhewm3 targeting WebAssembly which is something I’d never heard of before but I kinda thought that it was one of those deals where someone transcodes C++ to JavaScript to run in a web browser. I was wrong. I don’t really know how it works but it’s not that, although it does work in a web browser. And most importantly it uses OpenGL ES because some subset of that is what WebAssembly uses.
And fortunately the author of d3wasm likes to write long articles like I do so that was cool.
So I grafted over as much of the renderer code as seemed appropriate. A few things didn’t apply, like anything using Emsctipten (WebAssembly thing), but most stuff came over without a hitch and luckily there were few if any things in the code that pertained to changes elsewhere in his source.
After a couple of passes at grafting in code and working though some linker issues it compiled. Whenever this happens I’m thinking “holy shit”, but in this case it was especially crazy seeing as how I had been dicking with this for maybe a week, ten days tops. It took me over a month to get to this point with Quake II.
I had to figure out which main() function was effectively the real entry point (turns out it’s an SDL_Main() function) and modify that with conditional statements well enough to be the entry point from my CocoaTouch front end but once I did that I figured ok, let’s fire this puppy up and see how far he goes before he shits the bed.
And indeed there were a couple of “make the code look in the right place for the right data files” things and some tweaks to account for the whole thing being compiled into a glob instead of using libraries, but once I got that going not only did I see the video of the id Software logo, not only did I see the quick text of the console flying by, but I was sitting at the damn home screen of the game. And it worked.
I rigged it up to get into a level instead of going to the home screen and suddenly I was in an elevator.
In less than two weeks of screwing with it, I’m suddenly running DOOM 3 on my iPhone. It’s because I had SDL scaffolding set up from another project and because someone else had done the OpenGL ES work but I still didn’t think I’d get this far this fast.
Not that I could go anywhere in the game mind you. The SDL scaffolding was recognizing my game controller like I expected but unlike in Quake II, it didn’t automatically translate to movement in the game. I’m not sure if this is because dhewm3 didn’t have that in place (it’s admittedly an unusual feature for an FPS on a PC) or what but it fell on me to figure our the right way to wire it up. But I had also not disabled the mouse pointer integration in SDL so I could look around a little bit. And tapping was like clicking the mouse button and letting go was like releasing it. Which, since for whatever reason spawning right into this map meant I could very easily throw a grenade which would bounce right off the door and blow me the hell up in this tin can of an elevator.
At this point it’s worth mentioning C++. Every single id game engine prior to DOOM 3 was written in C, not C++. In some ways, as near as I can tell, using C instead of C++ as long as id did was unusual, but it’s hard to argue with the results. Maybe the new hammer is better than the old one but when you’re really good with the old one it’s understandable to want to stick to it.
C was pretty much the original high level language and its syntactical choices (curly brackets, semicolons) would basically be the foundation of programming languages for decades. Sort of like how every fantasy setting for decades resembled Lord of the Rings in some way. Later came this concept of object oriented programming. C had variables and functions but no way to encapsulate an object with its own set of variables and functions. So various groups started to try and implement something like this, sometimes in code libraries, sometimes in new languages. My aforementioned Objective-C was one take on this, which is both why it has “object” in its name and also why it’s a supserset and reverse compatible with C. Another take was C++ which started out its life as “C with Classes”, and this is the one that really took hold in the cross platform application and game development communities. It’s not a complete superset of C (it’s possible to write C code that wouldn’t compile as C++ code, which is why there’s different extensions for .c and .cpp files)
In any event, it was interesting to see how id adapted to this. Most of their use of classes made logical sense and it was neat to see the evolution of it after messing with id Tech engines one at a time for about a year now. However it also meant that some of the tried and true “search for this function name” stuff that had semi-reliably worked for a while now no longer worked because the restructuring renamed things.
So once I figured out how to put basic movement in place and wire up the FIRE and JUMP buttons, I had it load up the regular game, right from the opening in-engine cutscene. And immediately I noticed problems.
The very first time you can control your character you’re on this dock thing and you need to climb some stairs and walk across a bridge to get to the indoor part of the game, except you can’t see the staircase.
And if you look at the ship it turns into this brown polygon.
Assuming you make it across the bridge in the near total darkness you get to a segment where a guy gives you your PDA, except it’s in near pitch black darkness too.
And the Martian surface is basically total darkness as well. Indoor segments mostly looked OK, although unless the lighting contractors do Broadway shows on the side, some of the lighting in there is ate up as well.
Thinking perhaps what I was experiencing was some of the “known issues” part of the d3wasm project, I fired up that version through a web browser and… nope, looks perfect there.
So then I tried it on Apple TV and noticed a couple of interesting things. First, the game ran poorly. Whereas the game is a near-constant 60fps on my iPhone X, it was averaging about 12fps on the Apple TV (4th generation, not the 5th generation “Apple TV 4K”, not that I’m sure that would make much of a difference). But the other interesting thing was: the graphic glitches didn’t occur on the Apple TV. I could see the staircase fine, I could see the dude giving me the PDA fine, the spotlight issue wasn’t on the floor, and I could see the surface of Mars. It did randomly crash at some point after everything went to hell in the game’s plot but the fact that the graphic issues weren’t there on a device years older than my phone was curious.
Doom Eternal Map Editor
Something I’ve taken for granted up to this point is that modern device can run these old engines without breaking a sweat. Of course the $1,000 2017 iPhone can run the game engine designed for a 1999 PC. Even the 2001 game Return to Castle Wolfenstein was more or less running on the 1999 Quake III: Arena engine, and until DOOM 3 that was the most recent one. However, id Tech 4 is different.
When it was released in 2004, it had several detail modes. This isn’t new, id games have had this as far back as the original DOOM, what was unusual is that in 2004 the “Ultra Quality” mode could bring just about any machine to its knees. I’m not sure it was possible to build a PC in 2004 that could do that and if you could, it was going to be extremely expensive. I remember years later upgrading my video card and being elated that everything ran better and faster and then I tried DOOM 3 in “Ultra” mode and it still struggled with it.
In any event I’m not completely sure what the auto-detection criteria is but I think it’s possible that the games are running at Ultra quality which means it’s impressive that the iPhone can run them at 60fps and fit in your pocket, but it makes sense that the less beefy Apple TV would struggle with it.
I tried running it on my iPad Air 1 and it not only wouldn’t even finish loading up a game (ran out of memory for textures, I think) but it also crashed something about Xcode or macOS so hard that only a reboot would fix it, otherwise I couldn’t debug anything else.
I tried an iPad Air 2 and it ran there, and it was a similar deal to the Apple TV – lackluster frame rate, glitch-free visuals. So there was something about the newer iPhone X that caused the visuals to be screwed up that didn’t exist in older hardware.
I did a Beyond Compare with the logs of both the loading up of the iPhone X version and the iPad Air 2 version. And while things like the timings of how long it took to load things are pointless because of the differences in device speed, the one thing that really jumped out at me was that when the engine barks out OpenGL information, on the iPhone X it says this
And on the iPad Air 2 it says this
As a reminder, Metal is the name for Apple’s new 3D graphics API, pretty much their version of Direct3D in that it shines in performance on Apple hardware and is completely proprietary and non-portable, unlike OpenGL/OpenGL ES whose goal is to be portable. Apple has deprecated OpenGL and OpenGL ES and is telling game developers to start new projects on Metal if they can. OpenGL still exists on macOS and OpenGL ES still exists on iOS/tvOS and there’s no timetable for removing them but in all likelihood at some point they will just stop working. Apple is the same company that has changed the processor architecture three times on the Mac and cut off all 32-bit apps on iOS so they’re not afraid to say “fuck the past”, for better or worse.
All of that is to say that “OpenGL ES 2.0 Metal” makes about as much sense as “Jumbo Shrimp” in so far as those are the total opposite of each other. But my guess was – on the iPhone X, on iOS 12 (possibly earlier), OpenGL ES runs on top of Metal, possibly through an emulation layer. That might be one way to ensure that OpenGL ES games continue to run after OpenGL ES is removed from iOS. Possibly this is the reason it runs so well. However, it’s odd that even though both Apple TV and the iPad Air 2 are capable of running Metal, the same thing doesn’t exist for them. I posted the question on Stack Overflow and it was confirmed by someone there – OpenGL ES does run on top of Metal on the iPhone X and there’s no way around it.
So on a lark I wrote to the author of d3wasm and asked, since he had rewritten the entire renderer of DOOM 3 and I had only pasted in some files, did he have any advice on where I should start looking. He wrote me back and suggested a few things, like turning off lighting passes, tweaking a few console variables, etc. I did and while none of those presented clear solutions, I nevertheless started to understand a bit better how the rendering engine worked and how I could narrow down where the issue is occurring.
I had noticed a value calculated differently between the two devices, but consistent per-device, and I started to write a long email to the d3wasm author on what all I had tried and if he knew how this value was calculated when I had a rubber duck moment and realized the one thing I hadn’t tried to search for when looking up information on Stack Overflow and found this question on why WebGL GLSL scripts weren’t working on iOS when running through a Metal device like iPhone X – apparently there’s this line in GLSL scripts that specifies the floating point precision to be used in calculations. d3wasm, as well as the project mentioned in the question, specify low or medium precision, but for them to work in the Metal layer they have to be high precision.
Once I changed the precision to high, everything worked great and correctly on the iPhone X. Especially once I got the native resolution running as well.
I was elated. And in playing through some more, I came to realize that the places where I thought everything was working were not working as well as I had thought.
Note that as of right now I haven’t gone in and done the tweaking necessary to make the game dial down its detail level in order to run on the Apple TV at a framerate matching the iPhone. I will probably add that soon, possibly also adding the ability to change the detail level on the Options screen. All the “fun” of PC gaming now on tvOS.
Most of what came next was both typical and unique. Typical in that I had the usual things – like how I needed to get the physical and virtual controls working, and unique in that I had to wire things up a little differently as well as overcome some new things.
I added a crouch button since not only is crouching possible in this game but it’s required to progress in a few places. But this is the first id Software game I’ve ever done where you have to reload, and so that needed a button as well. Your weapon reloads if you try and fire it while empty but in some heated battles that’s not good enough.
Then there was the PDA. The PDA in DOOM 3 is probably the clearest sign someone played the System Shock games and wanted to emulate that. Early in the game you’re handed your PDA and it’s sort of hilarious since it’s this enormous thick tablet you’re… I guess carrying around? It’s good because it’s a way to add some extra depth to the game without being necessary if you don’t want to bother with it. At various places in the game you run into doors which don’t unlock unless you have the clearance from someone else’s PDA, which you usually find on desks or on corpses. Truth be told it’s probably entirely possible to play through and finish the entire game without ever touching the PDA, but there’s other things in there like lore or emails from people which are everything from story beats to fake spam to codes saying what the combination to some safe is so you can get more gear, ammo, etc. Truth be told it’s pretty neat, though the lore parts and their optionality would be in DOOM 2016 as well, just without the need for some literal in-game device.
The thing is when you’re in the PDA you need to be able to maneuver with a mouse. I’m actually not sure how the console ports handle this, but the way I had the game set up the controller wasn’t handling the mouse pointer, and I’m not sure you’d want to either. I mean you’re on a touchscreen device using a controller to move a cursor on a screen that’s emulating… a touchscreen device. Really ideally I’d have the taps you make on your phone screen just match the PDA’s cursor but I wasn’t able to figure that out in time.
I started to go down figuring out how to emulate the mouse pointer with drags of your finger but then I remembered SDL by default actually maps the mouse to your finger dragging and touching the screen to mouse clicks. It’s the reason I could turn around in the elevator with the grenade and toss the grenade but not actually go anywhere. I had disabled this but re-enabling it when you’re in the PDA was a quick and easy way to get the basic effect I wanted.
Really I re-enabled the dragging part but I disabled the actual mouse “clicks” unless you’re in the PDA since the mouse “clicks” otherwise would be firing your gun in the regular game and maybe you want to fine adjust your viewpoint but not actually fire your weapon. For this to be effective though I reduced the size of the virtual “button” to change your weapon – you can still tap your weapon and switch it but it’s a smaller hit area, and the top part of the screen now no longer goes through them either. I also put an invisible button in the bottom right of the screen to call or dismiss the PDA. When you get something new for your PDA this is the part of the screen that shows an icon so this made sense to me.
This wound up coming in very handy for other in-game screens – at various places you have to interact with touch screens and in the regular PC version of the game this winds up causing you to lower your weapon and now your crosshairs are a mouse pointer. The problem I had there was that you instinctively want to tap once you’ve moved the cursor in place but you’re in the game, not the PDA, so it doesn’t work. And if there’s a foolproof way to do this I couldn’t figure it out but it mostly works. If you find yourself unable to stop firing just open and close the PDA until I figure out how to fix this. But you can also just press the fire button or trigger and do the same thing. A lot of the screens are basically “eye level” so you don’t really need to tilt up or down to use them but sometimes you do.
The flashlight I went so far as to repurpose what was the F1 button in Quake II to be an actual flashlight icon. The flashlight is a regular weapon you can get to by scrolling the mouse wheel but you frequently need to switch right to it or right back so they implemented a button for that – I mapped it to the flashlight icon and on a MFi controller, it’s the left trigger. It still has the “can’t have both at the same time” issue like before but it’s at least sort of intuitive with this quick switch icon/button.
Most of the rest of the work was just on the cosmetics – like menus, colors icons, etc. Since this isn’t a Quake game the Quake font is pretty much out, so instead I used this font commonly associated with the Diablo games. It may seem weird to use that font but it’s what they used on marketing materials and the making of book
The last cosmetic thing was pretty much the icons. One of the things I’ve liked about making these ports of the DOOM games is that the “DOOM” logo, with the whole angled letters and so forth, pretty much never changes. It changes appearance but it’s pretty much the same basic shape, so you can make the logos to where each one just takes over the position of the other.
However for the iPhone icons I had made the DOOM logo take up as much of the icon as possible, but since they did the “3” in DOOM 3 as a superscript number (like the Alien 3 logo, I guess?) this means the “DOOM” part of that icon would be smaller and wouldn’t match the other icons. And I’m an OCD weirdo so that bothered me.
So I went to the trouble of making the other DOOM app logos have the same sized “DOOM” logo on them. I originally made each of the logos centered but the “3” off to one side and just negative space on the left just looked dumb so I just offset the DOOM 3 logos. I had also added this kinda cool background to the expansion pack icon and the regular icon looked kinda bland with just a black background so I added a stock photo of Mars to it. But now I see the cool background of the expansion pack icon is barely noticeable but whatever I’ve already spent too much time on this
Japamala prayer in malayalam audio download. Auto tune efx torrent. We’re a happy family
So anyway, this project went so quickly and the resulting game is so relatively involved that I feel like I’m forgetting something, so I don’t know, maybe watch this space for updates. I even had most of this article written a few weeks ago and I probably could have had it done sooner but for some real life responsibilities.
Doom 3 Map Editor
I only have a video of the iPhone version for now because I want to get the performance on Apple TV better before capturing that.
If anyone wants to contact me I can be reached at [email protected].
Eureka DOOM Editor | HomePage
Wolfenstein 3-D source articles: iOS | tvOS videos: iOS | tvOS DOOM source articles: iOS | tvOS videos: iOS | tvOSDOOM II source | articleFinal DOOM source | article Quake source | article videos: iOS | tvOSQuake II source | article videos: iOS | tvOS Quake III: Arena source | article videos: iOS | tvOSReturn to Castle Wolfenstein source | article videos: iOS | tvOS DOOM 3 source | article video: iOS
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La picazón anal puede ser un síntoma de enfermedades peligrosas: Principales causas y tratamientos El picor o prurito anal es un problema muy delicado que no debe ser ignorado. Aunque esta picazón tan desagradable e irritante alrededor del ano no es una enfermedad en sí, puede ocurrir como síntoma de algún otro padecimiento. ivector / Shutterstock.com Las principales causas de esta sintomatología pueden ser las siguientes: — Parásitos como las lombrices (esto ocurre con más frecuencia en niños). — Hemorroides o venas hinchadas en el recto. Blamb / Shutterstock.com — Higiene inadecuada (ocasionada por la limpieza excesiva o el descuido de la higiene). — Infección bacteriana (como por ejemplo la estreptocócica). ivector / Shutterstock.com — Algunas afecciones de la piel como la dermatitis y el eczema. bsd / Shutterstock.com Sarna: descripción, síntomas, contagio y tratamientos de esta molesta afección de la piel Estas son las condiciones y causas que pueden ocasionar la picazón al interior del ano. Pero también pueden existir otros factores externos desencadenantes de esta situación. Entre ellos: — Algunas telas de ropa interior (telas altamente sintéticas o aquellas que provocan alergia). TatsianaB / Shutterstock.com — Sudar excesivamente cuando se usa ropa ajustada o cuando hace mucho calor. Pretty Vectors / Shutterstock.com — Ansiedad, estrés. Nadya_Art / Shutterstock.com A continuación, te proponemos algunos consejos que te ayudarán a calmar las molestias de la piel irritada. 1. Limpia siempre muy bien toda la zona después de cada visita al baño, así protegerás tu piel dañada de adquirir ciertas infecciones. MatoomMi / Shutterstock.com 2. Evita usar jabones que sean perfumados y ropas o toallas de telas sintéticas. Macrovector / Shutterstock.com 3. Usa ropa interior de telas naturales que no sean perjudiciales para tu piel. Presta mucha atención a cómo te sientes después de este cambio. PurpleBird / Shutterstock.com 4. Prepara un baño de hierbas para calmar la piel irritada alrededor del ano. Puedes probar con aloe vera, manzanilla, caléndula, lavanda u ortiga. Todas tienen propiedades antinflamatorias. Aunque la picazón puede causar muchas molestias, las enfermedades internas del recto suelen ser mucho más peligrosas. Generalmente pueden ocasionar picazón generalizada, pero con pocos o ningún síntoma observable en la piel. Entre las más comunes se encuentran: — Las enfermedades del hígado; — la anemia; — la leucemia; — ciertas condiciones de la glándula tiroides; — los linfomas; — un mal funcionamiento renal. Si padeces de picazón anal durante más de una semana, lo mejor es que visites a un especialista que es el único capacitado para prevenir que la enfermedad se desarrolle más. QUIZÁ TE INTERESE: Eccema alérgico: la condición que no permite a muchas mujeres usar aretes que no sean de oro ¡Puedes olvidarte de la picazón y los mosquitos veraniegos con ESTA receta de crema casera! Este artículo es netamente con fines informativos. No se automedique y siempre consulte a un profesional de la salud certificado antes de usar cualquier información presentada en el artículo. El consejo editorial no garantiza ningún resultado y no se hace responsable de los daños que puedan derivarse del uso de la información indicada en el artículo. - Remedios Naturales
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Soy novatx, ¿como chingados empiezo?
Si te interesa linux, estás en buena compañía. No te preocupes. Voy a responder algunas preguntas comunes, ¿va?
¿Que es gnu/linux?
El Proyecto GNU es una iniciativa para crear software libre, y un sistema operativo completamente libre. Fué creado por Richard Stallman en 1983. En serio este mén es un hippie digital, échale ojo a sus charlas.
GNU significa GNU No Es Unix, es un acrónimo recursivo, prepárate para mas de estos, estamos entrando en la zona super nerd.
Linux es el Kernel o núcleo del sistema, fué creado y es mantenido por Linus Torvalds, este vato se rifó un sistema operativo, solito, en los noventas.
Linux no siempre fué libre, y no todas sus variantes lo són, pero bueno, eso es para otro día.
¿Por qué no solo usar windows?
Windows te mete actualizaciones cuando se le da la gana, se pasa por los huevos tu privacidad, te muestra anuncios a pesasar de que 'pagaste' por una licencia.
Microsoft quiere controlar todo, y espiarte, para meter anuncios y vender tu información.
Si vas a usar windows, desactiva todo lo que puedas que le de datos a microsoft, no uses cortana, y si tienes windows 10 y lo vas a seguir usando, mete Open Shell, te dá un menú sin anuncios, estilo XP, win 7, o win 2000.
¿Es mejor gnu/linux?
Para muchas cosas sí. GNU/linux no tiene soporte oficial de muchas compañías de hardware, así que en muchos casos no hay driver propietario, pero eso no es problema, lo chido de la comunidad y del software libre es que hay drivers comunitarios y gratuitos.
Para juegos de PC, la neta nó. Algunos pueden correr con ciertas herramientas, y luego haré un post de eso. Se puede, pero no es tan sencillo como instalar un programita.
Para jugar emuladores, Si, a huevo, linux es super chingón para emuladores, luego hago un post, pero desde gameboy a nintendo 64, Play station. Si le pones un poquito de esfuerzo, puedes jugar muchas cosas.
Para aprender a programar/desarrollo, SIIIIIIII, salvo cosas que sean exclusivas a windows, casi todo se puede programar en gnu/linux. Desde arduinos, hasta sistemas operativos, FPGAs, desarrollo web, lo que se te pegue la gana.
Para servidor, Claro que sí, gran parte de los servidores de este mundo corren en linux.
Para seguridad informática, jaquiar el wifi del vecino xd,y pentesting, si, hay hasta sistemas de gnu/linux especializados en eso.
Para diversíon y por curiosidad, sip, mil veces sí, biemvenidx a tu nueva aventura.
Una pequeña nota:
GNU/Linux Y BSD son primxs, lxs compas de BSD, son familia, trátalos con respeto porqué al final del día, lo proyectos de BSD tienen valores muy similares a GNU/linux.
¿Necesito una compu aparte para aprender linux?
No, si tu compu puede correr una máquina virtual. Luego armo un tutorial si hay interés. Pero si tienes una compu vieja arrumbada por ahí, o puedes comprar una pc/laptop barata, adelante.
¿Necesito una compu poderosa?
Nop, gnu/linux puede ser muy ligero, desde una raspberry pi hasta literalmete tu modem/router, todos esos dispositivos pueden correr linux, aunque no recomiendo usar un modem como compu xd. Un modem es un didpositivo embebido, y corre una versión muy chica y reducida en características.
Toma mi laptop Solveig por ejemplo:
Asus X550EA
4 gigas de ram
Procesador amd a-4 a 1.5 gigahertz
La gráfica integrada del modelo base.
Un disco duro mas lento que la deriva continental
Pero ya que arranca, jala en chinga, aunque tenga como 12 años, la pantalla tiene cinta canela sosteniéndola, se le rompió el sensor de touch y le quité el vidrio, el dvd-rom está jodido y solo funciona cuando la inclinas, el puerto de carga está pegado con cartón y resistol 5000, la batería dura menos de 15 minutos. Pero sigue jalando y sirviendo.
Entonces, ¿que necesito?
Curiosidad, entusiasmo, sed de aprender y hacer cosas chidas. Ayuda mucho querer mandar a windows a la chingada. Apple también, no es que macOS sea malo, es que es bién pinche caro. (La comunidad Hackintosh es aliada, eso sí)
Va, ¿como empiezo entonces?
Primero tienes que elegir una distro, o distribución, piénsalo así: hay salsa verde, roja, borracha, macha, etc. Pero siguen siendo salsa, lo mismo con linux, las distribuciones son sabores, y así como distintas salsas van mejor con ciertos platillos, ciertas distribuciones son mejores para ciertos usos.
Para gente nueva, en mi opinión hay de trés:
Ubuntu, es accesible, yo recomiendo la variante Xubuntu poque es más ligera. Nomás ten en cuenta que son bién vendidos, y son mas de rollo de código abierto que de software libre. Si tu compu es mas vieja, hay quien recomienda LXLE, es basada en ubuntu y es mas ligerita. Si quieres algo que se parezca mas a la apariencia de güindous, muchxs recomiendan Linux Mint, igual basado en ubuntu.
Fedora, es igual buena para quienes empiezan. Es popular y apoya el software libre.
Debian, es la abuela de muchas distros y es mas estable que una placa tectónica. La he usado por años y es una maravilla, lxs desarrolladores se enfocan en hacerla estable y confiable. SI se te jode una máquina de debian, o es mal hardware, o hiciste algo verdaderamente terrible.
Yo empecé con Ubuntu 8.04 , y he usado un buén de distros: Trisquel, Xubuntu, Debian, Arch, Fedora, Parrot, Raspbian, CentOS, openSUSE.
Cada distro tiene lo suyo, encuentra la que mas te acomode para lo que quieres hacer. En lo personal me gusta mucho Arch y sus derivadas, todos mis servers llevan Debian o Trisquel.
EndeavourOS es mi distro actual.
Ya sé que dije tres, pero puse alterativas a ubuntu poque la neta no soy super fan. andan encamados con la industria, o sea se vendieron, y bueno, a cada quién lo suyo, pero eran mucho más chéveres antes.
Trisquel es una distro completamente libre, basada en ubuntu, y la neta es muy buena, ojo que en ciertas máquinas no jala el wifi poque ese driver es propietario de intel.
La comunidad de gnu/linux es chida, y hay recursos en un chingo de idiomas.
Gracias por leer banda, rolen sus preguntas, anécdotas, y sugerencias pal siguiente post.
Si leíste hasta acá, eres chingónx!
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