#patch 1.7.3
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Colored Stone
Colored stone is one of those mods that seems deceptively simple but the best version of it was pam's super obscure mod that was for versions before beta 1.7.3 as it properly broke into colored cobblestone and generated in nice patches across the world at a point in time where it didn't totally look uncohesive with the landscape. Everything after that has either had no world generation features or bafflingly doesn't get the basic functionality of breaking the stone to get colored cobblestone. They also had no unique textures.
These are a little program art-y at the moment, so I might refine these later, but I want to make the best version of this mod for my tastes and I've already made pretty significant headway in that direction. It will be it's own standalone module in the BLOAT series. Stay tuned, I guess.
#minecraft#blocks#stone#bricks#cobblestone#art#fanart#artists on tumblr#mineblr#minecraft mods#dye#bloat series#colored cobble
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Been playing Minecraft release 1.6 (horse update) and GOD old minecraft is genuinely so fun. The simplicity and limited blocks makes the game feel less like you are being pressured to do things. It feels more like a sandbox and I really like that vibe. Post 1.12.2 (to me) feels like just. So much bloat. A lot of content but it doesn't feel as free. Ik beta 1.7.3 is the really popular old version rn but to me that version feels really barebones, and I like all the different biomes and blocks and stuff. Plus I didn't really start playing Java till release 1.5, and 1.6 was the first update I remember being so hyped about. I didn't even know it had released until I saw the patch on the launcher, but horses, carpets, stained clay, it was all so cool to my little 10 year old brain :3
This update is probably the most memorable for me, so it will always hold a special place in my heart.
Anyways here is my little home, and also the exact same fountain I put at the crossroads in ALL of my towns/cities. I hope this ends up becoming one of those forever worlds. I have plans to expand the road, build a library, a church, and a few shops and homes where I will try to have villagers inhabit. I want to make a lil town :3
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Writeup: The Great(?) OpenGL Wrapper Race
Somehow, I always find myself gravitating back to the S3 ViRGE/DX.
This time around, rather than placing total focus on the ViRGE itself, we'll be taking a look at some OpenGL wrappers!
This writeup will be updated along the way as more videos release.
The setup is as follows:
Matsonic MS7102C
Windows 98SE RTM with the following patches/update: KernelEX 4.5.2, NUSB v3.3e, Windows Installer 2.0, DirectX 9.0c
Intel Pentium III (Coppermine) @ 750MHz
S3 ViRGE/DX @50MHz w/4MB EDO DRAM (using the S3 Virge "SuperUni" drivers)
256MB PC-133 SDRAM (Kingston KVR133X64C3/512) (System can only handle 256MB per DIMM)
Sound Blaster AWE32 CT2760
Some random 5GB Hitachi 2.5" HDD that I "borrowed" from a very dead laptop
Java 6 (1.6.0) build 105/Java 6u0
Wrappers to be tested:
S3Mesa - a wrapper based on the Mesa project. It's a full OpenGL implementation sitting on top of S3D and Direct3D, but from the available source code appears to be missing some functionality and is quite unstable.
AltOGL - also a wrapper based on the Mesa project, but relies solely on Direct3D. It is similarly missing some functionality, but is much more widely compatible with cards beyond the Virge thanks to its lack of reliance on S3's proprietary API.
Techland S3D - one of the many wrappers made by Techland for their Quake II engine-based "Crime Cities" game. Although it like S3's own GLQuake wrappers only implements as much of the API as is needed by the engine, it still implements far more features than S3's DX5 and DX6-based wrappers, of which are not tested in this wrapper race.
Techland D3D - like AltOGL, Techland's D3D counterpart to their S3D wrapper implements a subset of the OpenGL spec, but still enough to be compatible with a number of titles beyond Quake II engine games.
GLDirect 1.x - A very early version of GLDirect. There exists a license code for this version floating around on the internet that appears to have been used for internal testing by Shuttle, a PC manufacturer that's largely fallen out of relevance and mainly does industrial PCs nowadays.
GLDirect 3.0.0 - One of the last versions of GLDirect to support hardware acceleration on DX6-class graphics cards.
Things tested
WGLGears
ClassiCube 1.3.5 and 1.3.6
Minecraft: Indev in-20091223-1459, Alpha 1.0.4, Beta 1.7.3 (with and without Optifine), Release 1.5.2
Tux Racer
GL Excess benchmark
Half Life 1 v1.1.1.1 KingSoft NoSteam edition
Findings
GLDirect 1.01
OpenGL Version String
Vendor: SciTech Software, Inc. Renderer: GLDirect S3 Inc. ViRGE/DX/GX Version: 1.2 Mesa 3.1
Textures do not work at all in every test case besides Half Life.
ClassiCube 1.3.5 and 1.3.6 both fail to render any terrain beyond a greyish horizon and the outlines of blocks. All blocks, items, and text that are able to be rendered are pure white in color and have no textures applied.
Minecraft Indev in-20091223-1459 and Beta 1.7.3 with Optifine crash upon world-load
Minecraft Alpha 1.0.4, Beta 1.7.3, and Release 1.5.2 all crash upon launch.
Tux Racer is able to render 2D textures such as text and graphics, but flickers INTENSELY and is a seizure risk. Beyond this, however, the game will only render a solid white screen.
Half Life launches and runs, but at a terrible 4 FPS. The game lags hard enough that the tram in the opening area of the game is frozen where it is, preventing the player from accessing anything beyond the intro cutscene.
GL Excess crashes instantly.
Performance
GLGears: ~76 FPS
ClassiCube 1.3.5/1.3.6: Unknown; game fails to render
Minecraft in-20091223-1459: Unknown; world crash
Minecraft Alpha 1.0.4: Unknown; crash on game launch
Minecraft Beta 1.7.3: Unknown; crash on game launch
Minecraft Beta 1.7.3 w/Optifine: Unknown; world crash
Minecraft Release 1.5.2: Unknown; crash on game launch
Tux Racer: Unknown; game fails to render in a VERY seizure-inducing way
Half Life: ~4 FPS; gameplay outside of training room is broken
GL Excess: Unknown; instant crash
GLDirect 2.00
youtube
From here on, GLDirect is split between "Game" and "CAD" wrappers, denoted by either a "G" or a "C" after the version number where written in this writeup.
OpenGL Version String (2.00C)
Vendor: SciTech Software, Inc. Renderer: GLDirect S3 Inc. ViRGE/DX/GX Version: 1.2 Mesa 3.1
OpenGL Version String (2.00G)
Vendor: SciTech Software, Inc. Renderer: GLDirect Version: 1.1
GLDirect 2.00C likes to complain about insufficient color precision.
Changing the color precision from 24-bit up to the maximum 32-bit color does absolutely nothing.
The CAD wrapper very clearly is intended for non-gaming workloads given how easily it crashes things. However, it is strange that it is labeled as a "maximum compatibility" wrapper/driver.
I am not using the SciTech GLDirect 3.0 driver beta seen in the video because it requires a card capable of higher DirectX versions than 6, which is what the S3 ViRGE supports. I may revisit this video idea with a later graphics card in a future video for more thorough testing.
Using the 2.00G wrapper, Minecraft Alpha and Beta have many visual bugs. Text is not rendered at all, for example, and the world selection screen is eerily dim compared to what it should be. Beta in particular extends this darkness to the title screen as well.
Under 2.00G, Minecraft Beta 1.7.3 with Optifine no longer has this darkness.
Under 2.00G, Minecraft Release 1.5.2... inverts the colors of the Mojang logo?
Did you know that if you fall out of the Half Life intro tram in just the right place, you get to see the multiverse?
The framerate starts to rise when this happens, as it appears that the tram after becoming unstuck will trigger the next loading screen. Unfortunately, this loading screen appears to be what seals your fate. Once the tram stops though you at least get to meet biblically-accurate Half Life rendering in a smooth double-digit framerate!
Performance (2.00C)
GLGears: 63 FPS
ClassiCube 1.3.5/1.3.6: Unknown; game fails to render
Minecraft in-20091223-1459: Unknown; crash on game launch
Minecraft Alpha 1.0.4: Unknown; crash on game launch
Minecraft Beta 1.7.3: Unknown; crash on game launch
Minecraft Beta 1.7.3 w/Optifine: Unknown; crash on game launch
Minecraft Release 1.5.2: Unknown; assumed crash on game launch based on previous versions' behavior
Tux Racer: Unknown; game fails to render (no longer seizure inducing at least)
Half Life: Unknown; crash on game launch
GL Excess: Unknown; instant crash
Performance (2.00G)
GLGears: 390 FPS; only a black screen was rendered.
ClassiCube 1.3.5/1.3.6: 10-30 FPS range, ~12-15 FPS on average; most of the game still does not render, but text, the hotbar, hand items, and very occasional flickers of geometry do render. Seizure warning.
Minecraft in-20091223-1459: Unknown; crash on world load
Minecraft Alpha 1.0.4: Unknown; crash on world load
Minecraft Beta 1.7.3: Unknown; crash on world load
Minecraft Beta 1.7.3 w/Optifine: Unknown; crash on world load
Minecraft Release 1.5.2: Unknown; crash on game launch
Tux Racer: Unknown; crash on game launch
Half Life: 4-5 FPS; game physics are almost entirely broken down and I'm pretty sure you end up phasing into a higher plane of existence along the way. Trying to enter the training room crashed the entire PC afterwards.
GL Excess: Unknown; instant crash
GLDirect 3.00
youtube
OpenGL Version String (3.00G)
Vendor: SciTech Software, Inc. Renderer: GLDirect Version: 1.1
OpenGL Version String (3.00C)
Vendor: SciTech Software, Inc. Renderer: GLDirect S3 Inc. ViRGE/DX/GX Version: 1.2 Mesa 3.1
GLDirect 3.00, both the CAD and Game versions, appears to behave identically to GLDirect 2.00 in almost all cases unless stated otherwise.
Performance (3.00G)
GLGears: 249 FPS; gears are rendered completely incorrectly
ClassiCube 1.3.5: 15-20 FPS on average; most of the game fails to render and the system hard-crashes after a few seconds.
ClassiCube 1.3.6: Insta-crash.
Minecraft: Crash on world load across all versions. Didn't bother testing Release 1.5.2.
Tux Racer: Unknown; crash on game launch
Half Life: ~4 FPS; extremely choppy audio in tutorial level.
GL Excess: Unknown; instant crash
Performance (3.00C)
GLGears: 80 FPS; Perfectly rendered
ClassiCube 1.3.5/1.3.6: Unknown; renders a white screen
Minecraft: Crashes on game launch. The game may also complain about color depth here.
Tux Racer: Unknown; renders a white screen
Half Life: Unknown; renders a white screen and then crashes on game launch
GL Excess: Unknown; instant crash
Techland S3D
We've now moved on from GLDirect! From here on out, each wrapper is instead a discrete opengl32.dll file that must be dropped into the folder of whatever program you'd like to run it with.
OpenGL Version String
Vendor: Techland Renderer: S3 Virge 3093KB texmem KNI Version: 1.1 beta 6
Right off the bat, things appear to be taking a turn for the interesting as GLGears fails to render anything.
Performance
GLGears: 60 FPS, but only because a black screen is rendered.
ClassiCube 1.3.5/1.3.6: Crashes on game launch but renders a solid blue screen.
Minecraft in-20091223-1459: We load into a world! Have fun trying to play it though. Rendering is very flickery and broken. It may be possible that there's an issue of some kind with z-buffering. 12-15 fps if that matters at all in this case.
Minecraft Alpha 1.0.4: Crashes on game launch.
Minecraft Beta 1.7.3: Renders an inverted vignette that slowly grows darker.
Minecraft Beta 1.7.3 w/Optifine: Crashes on world load.
Minecraft Release 1.5.2: Rendered the title screen with many errors for a brief moment before turning to a black screen and crashing.
Tux Racer: Unknown; renders mostly a white screen. The game does respond to user inputs, and the rendered scene changes based on those inputs, but no textures or complex objects are ever rendered. Instead, you only get the white "floor" plane, a solid blue skybox, and translucent boxes where text, objects, and particles should've been.
Half Life: Crash on game launch; absolutely RAVAGES the title screen in ways I thought only the Alliance AT3D could.
GL Excess: Actually loads! But renders only solid black or white screens after the initial loading screen.
Techland D3D
youtube
Two more wrappers left after this one! This wrapper and the Techland S3D wrapper that came before it were both created by Techland originally for their "Crime Cities" game, which, being an OpenGL title during an era where support was spotty at best across the dozens of vendors that existed at the time, necessitated the creation of a set of OpenGL wrappers that could translate calls to other APIs.
Anyway, I originally thought that there wasn't going to be much that'd be interesting about this wrapper based on how Minecraft (didn't) work, but I was quickly proven wrong in the things I tested afterwards!
Vendor: Techland Renderer: Direct3D (display, Primary Display Driver) KNI Version: 1.1 beta 6
Performance
GLGears: ~290 FPS, but only because a black screen is rendered.
ClassiCube 1.3.5/1.3.6: 2-5 FPS. Runs with z-buffering issues. Faster than software rendering, but not by much (SW rendering was roughly 1-3 FPS)
Minecraft: Renders only a black screen and (usually) crashes.
Tux Racer: Unknown; renders a mostly-white screen. However, shading works well enough that you can just barely distinguish what is what.
Half Life: Crash on game loading after the title screen; absolutely RAVAGES the title screen in ways I thought only the Alliance AT3D could.
GL Excess: Actually runs! Performance is alright in some parts but generally remains low. Also, it erroneously uses the exact same texture for every single rendered object.
S3Mesa/AltOGL
youtube
So, it turns out that there may or may not be some level of bugginess involved with S3Mesa and AltOGL on my current testing setup. Whereas both wrappers were (somewhat) stable and able to load into both Minecraft and Half Life with relatively little trouble in previous experiments with AltOGL/S3Mesa and the Virge, this time around it doesn't appear to be working as expected. There may be something that got screwed up thanks to having installed and used multiple different versions of GLDirect prior to using S3Mesa and AltOGL.
The best-case scenario would have been to start off with a fresh install of Windows 98 with every test run with a different wrapper, but in this case I didn't do that. As a result, the findings for S3Mesa and AltOGL here should be considered with a grain of salt.
Vendor: Brian Paul Renderer: Mesa S3GL V0.1 Version: 1.1 Mesa 2.6
Vendor: Brian Paul Renderer: altD3D Version: 1.2 Mesa 3.0
Performance - AltOGL
GLGears: 125 fps
ClassiCube 1.3.5/1.3.6: crash + system lockup
Minecraft in-20091223-1459: crashes on world load (normally it's much more stable according to previous videos. See here for reference: Indev on S3 ViRGE using AltOGL
Minecraft: Aside from Beta 1.7.3 with Optifine which crashes on world load, all versions of the game crash instantly.
Tux Racer: Freezes on main menu
Half Life: Instacrash
GL Excess: Instacrash
Performance - S3Mesa
GLGears: i forgor to run it 💀
ClassiCube 1.3.5/1.3.6: no crash but everything is rendered in solid white rather than with textures. performance is likely in the single digits.
Minecraft in-20091223-1459: crashes on world load (normally it's much more stable according to previous videos. See here for reference: Indev on S3 ViRGE using S3Mesa
Minecraft: Aside from Beta 1.7.3 with Optifine which crashes on world load, all versions of the game crash instantly.
Tux Racer: Renders just about everything except for the game terrain and player character. Performance seems to just barely reach double-digits.
Half Life: Instacrash; textures missing on main menu (similarly to Minecraft indev, this is an unexpected result as the game normally is able to play.)
GL Excess: Instacrash
Misc Notes
Running HWinfo32 crashes the system regardless of if KernelEX is enabled or not.
GLDirect 5 refuses to do anything other than software rendering due to the lack of higher DirectX support by the Virge.
GLDirect 3 can "run", but crashes the entire system after a few seconds in Classicube using the "game" wrapper.
GLDirect 3, unlike 5, has no license code available for free use.
I didn't have the opportunity to record during the time GLDirect 3's trial was active, and it expired already so to avoid having to reinstall everything to get a new trial (I've already tried to roll back the system calendar), I will instead be using GLDirect 2, which I have in fact found a license code for.
GLDirect 2 has a fourth option for OpenGL acceleration beyond the CAD/Game DirectX hardware acceleration and the CPU software acceleration, which is a DX8-based wrapper that appears to have later debuted fully in GLDirect 3.x and up. I think it's safe to assume that the CAD/Game DX6-based wrappers were then deprecated and received no further development after GLDirect 2.x given the pivot to a newer DirectX API.
There are a number of other wrappers available for the S3 ViRGE, and even an OpenGL MCD for Windows 2000. However, I'm sticking with the five that were listed here as they implement enough of the OpenGL spec to be (more) widely compatible with a number of games. The S3Quake wrapper, for example, implements only enough of the spec to run GLQuake, and I have never gotten it to even launch any other titles.
I really, sincerely didn't expect MC Beta 1.7.3 to launch at all even with Optifine, given how from prior testing I found that the game would instantly crash on anything higher than Classi--nevermind, it just crashed on world-load. (S3Mesa, AltOGL, TechlandD3D, TechlandS3D, GLDirect 1.x)
Non-Optifine Beta 1.7.3 crashes before even hitting the Mojang splash screen. (S3Mesa, AltOGL, TechlandD3D, GLDirect 1.x)
Non-Optifine Beta 1.7.3 gets into a world! All text is missing though as are the blocks. Performance is expectedly horrendous. (TechlandS3D)
Making batch files to handle version-switching instead of doing it by hand is nice.
Alongside the system setup for testing apparently no longer being ideal for using S3Mesa and AltOGL, comparison against some test runs done on an Athlon XP 1.1GHz system also reveal that the Virge performs far better with a faster CPU like the aforementioned Athlon XP than the 750MHz Pentium that this series of experiments is built upon. This experiment as a result may be eventually redone in the future using that faster CPU.
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Kerbal Space Program 1.7.2 is live!
Hello everyone!
Kerbal Space Program 1.7.3 is live!
In this patch we focused on taking care of additional details of both 1.7 and the Breaking Ground Expansion. We’ve fixed nearly 40 bugs for this patch, and we added brand new features based on your feedback as well as some other elements to enhance the KSP experience. With substantial improvements to the KAL-1000 Track Editor, and the addition of new parts like true propellers, grip pads and turbine engines, we can't wait to see what crazy contraptions you will come up with!
Check out this patch's Changelog for further details:
1.7.3 Changelog - BaseGame ONLY (see below for Breaking Ground changelog)
+++ Improvements * Added same vessel part collisions advanced tweakable.
* Adjusted KerbalEVA Action messages to be above center screen. * Made KerbalEVA screen position configurable via Game Settings - EVA_SCREEN_MESSAGE_X,EVA_SCREEN_MESSAGE_Y * Add ability to switch secondary docking ports (docked) to primary via the PAW. * Add advanced tweakable to docking ports that allows the user to set the attraction force percentage as they are docking. * Convert same vessel docking connections to real docked connections whenever the vessel undocks or decouples elsewhere on the vessel. * Remove from symmetry functionality added to all parts. * Add capability for text entry on float fields in the Part Action Window. * Clear some references on returning to the main menu to release memory. * Add ExternalCmdSeat Ejection Force (advanced tweakable). * Add Leave Seat KSPAction.
+++ Localization * Fix Contracts using Greek alphabet from failing to display when game set to Russian Language.
+++ Bug Fixes * Fix maneuver node tabs being interactable in flight mode even when tabs are hidden. * Fix temperature renderer messing with child part renderer parameters. * Fix EVA portrait when launching a vessel with Kerbal in external command seat. * Fix kerbal highlighting during mouse over. * Fix radiator panels not rotating properly. * Fix loss of axis and extended action group data when copying parts in the editor. * Fix assigned action/axis bindings not highlighting in action group editor when action sets are enabled. * Fix part positioning errors on vessel spawning far from Unity Origin.
+++ Mods * Part class now has isVesselEVA property which handles when vessel is null. * Add ability to override default flow mode on ModuleResource. * Add activeEditor attribute to BaseAction to allow these to be disabled. * Add GameEvent onPartActionNumericSlider when Numeric Slider button is pressed on a PAW. * Add GameEvent onSceneConfirmExit, runs after user input to leave scene prior to FlightState saving.
1.7.3 Changelog - Breaking Ground 1.2.0 DLC ONLY
+++ Improvements * Deployed Science Parts will appear under Deployed Science filter and have map nodes if not connected to a Control Station. * Add Seismic Science Screen Message even if in sandbox game mode. * Add grip pad Parts. * Add Propeller Parts. * Add LF/Air Rotors. * Add Nose Cones. * Changed compound part editor behavior to follow robotic parts. * Changed Rotor Torque to now affect strength and not RPM. * Re-balanced all rotors. * Add Extra animations for interacting with Deployed Science. * Add Surface Features VFX - apply forces. * Add Kerbal taking rock sample animation. * Add priority value to KAL - highest priority wins, equal priorities the values are averaged * Add ability to assign axes controls to KAL. * Add axis Functions to KAL: Move Up, Move Down, Copy/Paste Row, flip Axis vertical/horizontal, align ends, clamp values. * Add resize/scale function to KAL. * Add play speed slider. * Add additional KSPActions for all servos - engage, disengage, lock, unlock, etc. * Add shadows LOD settings on Surface Features.
+++ Localization * Fix for piston showing variant names in English for all languages. * Fix Action Groups KSPedia page in Japanese.
+++ Parts New Parts with Variants * GP-004 Grip Pad. * GP-036 Grip Pad. * GP-156 Grip Pad. * GPS-025 Grip Strip. * GPS-156 Grip Strip. * EM-16S Light Duty Rotor. * EM-32S Standard Rotor. * EM-64S Heavy Duty Rotor. * R121 Turboshaft Engine. * R7000 Turboshaft Engine. * Propeller Blade Type A. * Propeller Blade Type B. * Propeller Blade Type S. * Helicopter Blade Type A. * Helicopter Blade Type B. * Helicopter Blade Type S. * Tiny Nose Cone. * Very Small Nose Cone. * Fixed 36P Hydraulic Cylinder colliders.
+++ Bug Fixes * Fix kerbal transfer being blocked by scanner arm. * Fix input locks on EVA kerbals if they ragdoll whilst playing the deployed science part interaction animation. * Fix EVA kerbals speed when they interact with a deployed science part whilst running or walking. * Fix Science Completed percentage on deployed science experiment PAWs when they are deployed in an invalid situation. * Fix Deployed Science experiments continuing to generate science after their Control Station is terminated in the tracking station. * Fix pistons not starting in correct position at launch when locked in the editor. * Fix collecting Surface Features failing due to kerbal movement caused by animation. * Fix excessive EC draw by scanner arm when time warping. * Fix hinge rotation when using mirror symmetry. * Fix piston drag not changing as extension changes. * Fix Deployed Science parts appearing too high above the surface in some situations. * Fix WCoM math of parts with servo rigidbodies. * Fix SAS cancelling angular velocity of rotors. * Fix Robotic Parts Resource information in extended tooltips. * Fix EVA kerbal speed when interacting with Deployed Science parts. * Fix default science display in Deployed Science Experiments in invalid experiment situation. * Fix default 3P6 Hydraulic Cylinder has a noticeable gap when attaching parts to it. * Fix misspelled word in the description of the Grand Slam Passive Seismometer. * Fix texture seams are present on Hydraulic Cylinders, Pistons and Servos. * Fix an NRE is generated when pausing the title at the Space Center after crashing a vessel with a Deployed Seismometer. * Fix keyboard keys still manipulate gameplay when changing the name of the Track Editor of the Kal-1000 in flight mode and the Editors. * Fix Geyser and Cryovolcano force is not synced with audio and particles. * Fix deployed science parts missing 3rd animation. * Fix Kerbals lose their ROC-hammer after quick loading. * Fix PQ celestial bodies shadow casting option is not enabled when "Celestial bodies cast shadows" setting is on. * Fix Rotors not able to reach maximum RPM when un-motorized/motor disabled. * Fix KAL controlling parts across vessel. * Fix KAL controller being affected by space bar. * Fix stage manager display having empty headers in Chinese. * Fix kerbal Ragdoll with future suits when they stumble. * Fix rotor joints when node attaching parts to rotors.
+++ Miscellaneous * Added colliders to the Communotron Ground HG-48 dish. * Added unfocused capability to CtrlSurface PAW to reinstate easy access for KrakenTech.
+++ Modding * Changed servo current values (extension/position/angle) to be float fields for mod support.
Remember that you can help us find bugs/issues by reporting them into our bugtracker and that you can also upvote reports to make them more visible.
Happy launchings!
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i think farlander endermen are such a silly concept because the farlands were patched out of the game in beta 1.7.3 literally one update before endermen were added to java edition in the beta 1.8 adventure update that was basically the precursor to the full 1.0 release . at least in java there is *no* time where both of them existed together .
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Edge Gestures 1.7.3 Patched #gestures #patched https://t.co/TnDluk01di
— ROOT RAW (@RootRaw2) December 4, 2019
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Motifs and Themes in 1.6 and 1.7
1.6 Javert; 1.7 The Champmathieu Affair
(Oddly,1.7.9-1.7.11 didn’t have any of these elements at all, just so you know I didn’t just skip those chapters)
Marble and People as Statues 1.6.1 At this juncture a serious incident occurred. We chip away as best we can at the mysterious block of marble our lives our made of -- in vain; the black vein of destiny always reappears.
1.6.2 Now there was nothing more on that impenetrable and simple granitelike face than a mournful sadness. His whole person exuded abasement and steadfastness and an inexpressibly courageous dejection.
1.6.2 “You know, in the lower classes, families often vanish from sight like that. We look, we can’t find a thing. Those sorts of people, when they’re not mud, they’re dust.”
1.7.4 We saw a man go past completely naked, the color of ash, mounted on a horse the color of dirt. […] There was a sunken lane where you never saw a single bush or patch of moss. Everything was the color of dirt, even the sky.
1.7.4 They didn’t make a sound as they walked. In an instant, the mob had caught up with me and surrounded me. The faces of the men were the color of dirt.
1.7.8 When he had gone back round several of the sharp turns in the corridor, he listened again. There was still the same silence and the same gloaming all around him. He was out of breath, he was tottering, he leaned against the wall. The stone was cold, his sweat was icy on his forehead, he straightened up with a shiver.
Horses Are The True Victims Of Les Mis 1.7.2 “They tried to make a saddle horse of him to start with. Hah! He kicked like crazy and threw everyone to the ground. They thought he must have been vicious and no one knew what to do with him. I bought him. I put a cabriolet on him. Monsieur, that’s what he was angling for; he’s as gentle as a lamb and he rides like the wind. Ah, but mind you, you mustn’t hop on his back. He has no intention of being a saddle horse. To each his ambition. Pull, yes, carry, no; you’d swear that’s what he told himself.”
1.7.5 “What are you saying, my friend?” “I’m saying that it’s a miracle you went five leagues without taking a tumble, you and your horse, into a ditch on the highway. Have a look.” The wheel was, indeed, seriously damaged. The shock of the mail chest had split two spokes and loosened the hub so that the nut had worked its way out.
1.7.5 “A horse to do the trip to Arras in one go!” “That’s right.” “You’d need a better horse than you’ll see in this neck of the woods. You’d have to buy it first, because we don’t know you from Adam. But there’s nothing for sale, nothing for hire, not for five hundred francs, and not for a thousand, either. You won’t find one!”
1.7.5 The little horse was brave and pulled like two; but they were in the month of February, it had rained and the roads were bad. And then, it was not the tilbury now. The cart was hard and very heavy. On top of this, there were lots of hills.
1.7.5 As he was driving out of the village, a road-mender laying stones on the road raised his head and said: “That’s a tired horse for you.” The poor creature was, in fact, going no faster than a walk. […] “Wait a minute, Monsieur, do you want my advice? Your horse is weary, go back to Tinques. There’s a good inn there. Have a sleep. You’ll go to Arras tomorrow.”
1.7.7 “The stable boy says Monsieur’s horse is extremely tired!” Here he broke his silence. “Won’t the horse be able to set off again tomorrow?” “Oh, Monsieur! He needs at least two days off.”
It Had Rained The Day Before 1.7.5 The little horse was brave and pulled like two; but they were in the month of February, it had rained and the roads were bad.
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1.7.3 He grabbed the two candlesticks. There was enough of a fire to swiftly deform them and melt them down into a sort of unrecognizable ingot.
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Departments >Pro Audio & Recording >DJ >DJ - Software >M-Audio >Torq Conectiv w/Control Vinyl and CDs
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TORQ CONECTIV
DJ Performance/Production system with 4 x 4 USB audio interface, control vinyl and CDs, and software. Conectiv, developed by M-Audio's SynchroScience division, is the world's first bus-powered 4 x 4 USB audio interface designed for DJs who perform and produce tracks with a laptop. Together, Conectiv and the included Torq software form the ultimate DJ toolhigh-fidelity audio, all the right kinds of I/O (including dual phono preamps), and the ability to mix, beat-match and cue digital files with ease. Use them as a completely digital solution and leave the heavy stacks of vinyl or bulky wallets of CDs at homeor process your vinyl and CDs on the fly. You can even create a hybrid digital/vinyl DJ rig by using Conectiv and Torq with specially encoded control vinyl discs or CDs. Torq supports popular formats such as MP3, WAV, WMA and AAC files and is configured to automatically work with Conectivno messy set-ups. And unlike most digital DJ systems, Conectiv works with other third-party software as well. SynchroScienceDesigned for Real-time Performance M-Audio's new SynchroScience product development group is all about providing DJs with the tools they need as evidenced by the portable and powerful Conectiv interface. With two pairs of stereo inputs and outputs, easy USB connectivity and included Torq DJ software, Conectiv can turn any compatible Mac or PC into a powerful DJ rig. The two large knobs allow you to seamlessly mix between the incoming audio from a turntable or CD player with the output of a connected Mac or PC. Conectiv also includes standard DJ cueing capabilities, so you can listen to any track in your headphones before sending it out to the house system. The included Torq DJ software is a dual-platform application that allows you to mix, beat-match and cue a variety of digital audio file formats, including MP3, AIFF, WAV, WMA and AAC. The first time you boot up the software, it automatically configures itself to work with Conectiv. Furthermore, the software itself can be controlled via mouse, keyboard, MIDI controller or control vinyl/CDs. And unlike traditional DJ set-ups where you're forced to carry around heavy crates of records or CDs, Torq organizes all of your digital files into a quickly searchable database on a compact, convenient hard diskit can even interface directly with your iTunes library for truly effortless setup. And if that's not enough, Torq supports third-party VST effect plug-ins and includes both a dedicated 16-cell sampler and performance recorder. For the DJ who chooses to work with vinyl or CDs, Conectiv can turn a laptop into the most versatile DJ effects unit ever conceived. By routing the output of a connected turntable or CD player into a program like Torq or Ableton Live, you can process your tracks with tons of plug-in effects. Imagine the possibilities of stacking multiple distortion, EQ, reverb, chorus or bit reduction effects and using the knobs on Conectiv to blend the dry and processed signals. And by using industry-standard CoreAudio and ASIO drivers, Conectiv delivers low-latency operation on both Mac and PC. Are you eager to embrace the world of computer-based DJing, but not ready to give up the feel of your favorite turntable or CD player? Not a problem. Simply break out a pair of control vinyl discs or CDs, and spin digital files loaded in Torq using a traditional DJ setup. And unlike mostmore expensivedigital vinyl systems, Conectiv is also compatible with other third-party DJ and DAW applicationsyou can even use it as an audio interface for Pro Tools M-Powered. While laptop systems have long offered conveniences like portability, unique effects, world-class editing options and instant access to downloadable music, many of these devices don't deliver the same output volume as traditional DJ products. Conectiv changes all of that. With a maximum output level of +2dBV, Conectiv gives you more volume than you need and can go to toe-to-toe with any DJ product on the market. M-Audio interfaces are known for their recording quality and Conectiv is no exception. With switchable RCA phono/line level inputs and 1/4' mic input, you can easily record a wide variety of sources with most DAW software titles, including Pro Tools M-Powered, Ableton Live, Logic, Cubase, Digital Performer and more. Features *Use as a self-contained digital system, multi-effects processor or slave from control CDs/vinyl totally flexible *Designed by M-Audio's SynchroScience group built by DJs for DJs *4 x 4 USB 1.1 audio interface with 16-bit/48kHz fidelity CD quality and beyond *4 RCA inputs configurable for line-level or phono signals connects to all standard DJ mixers, turntables and CD players *4 RCA outputs with high +10dBV peak output level rock the house *2 mix knobs for blending audio inputs and USB output mix vinyl and digital tracks with the same interface *Torq DJ software included instantly turn any Mac or PC into a powerful DJ rig
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Managed Security Services Market Current Status, Historical Analysis and Forecast 2020 to 2025
San Francisco, 29 May 2020 — “Managed Security Services Market Analysis By Regions (North America, Europe, Asia-Pacific, Latin America and Africa), Product, By Application And Segment Forecasts To 2025”
Global Managed Security Services Market is expected to reach USD 60.94 billion by 2024. Managed Security Services (MSS) is termed as a systematic method to manage an administrations security needs. The services may be held outsourced or in house to a service provider that supervises other companies' information and network system security.
Its functions comprise of responding to emergencies, round-the-clock monitoring and management of intrusion detection systems and firewalls, performing security assessments and security audits, and overseeing patch management and upgrades. The managed security services market is estimated to grow at a significant CAGR over the forecast period as the scope and its applications are rising enormously across the globe.
Get a Free Sample Copy of Report @ https://www.millioninsights.com/industry-reports/managed-security-services-market/request-sample
Growing occurrence of cyber-attacks on IT infrastructure, strict government policy, and rising BYOD trends among organizations are documented as major factors of Managed Security Services Market that are estimated to enhance the growth in the years to come. However, growth in several strict information security regulations by government may restrain overall market in the coming years. Managed Security Services industry is segmented based on type, size, mode, vertical, and region.
Managed Cloud Security, Managed Network Security, Managed Application Security, Managed Application Security, and other types could be explored in Managed Security Services in the forecast period. Others sector includes managed web security and managed database security. Managed network security sector accounted for the significant market share of Managed Security Services and is estimated to lead the overall market in the coming years. Large enterprises and SMEs are the organization sizes that could be explored in Managed Security Services in the forecast period. Cloud and on-premises are the deployment mode that could be explored in Managed Security Services in the forecast period.
This report studies the global Managed Security Services market status and forecast, categorizes the global Managed Security Services market size (value & volume) by manufacturers, type, application, and region. This report focuses on the top manufacturers in United States, Europe, China, Japan, South Korea and Taiwan and other regions.
This research report offers a comprehensive analysis of key elements of the Managed Security Services Market such as potential top key Manufacturers along with their strengths and weaknesses. The Managed Security Services Market report also comprises some useful strategies and scenario for the new players in the market. While forecasting the growth of the global Managed Security Services market, various statistical tools were utilized to get an accurate result of the Demographic data.
Avail complete report with TOC and List of Figures @ https://www.millioninsights.com/industry-reports/managed-security-services-market
Table of Contents
Chapter 1 Managed Security Services Market Overview
1.1 Managed Security Services Definition
1.2 Managed Security Services Market Size Status and Outlook (2013-2028)
1.3 Global Managed Security Services Market Size Comparison by Region (2013-2028)
1.4 Global Managed Security Services Market Size Comparison by Type (2013-2028)
1.5 Global Managed Security Services Market Size Comparison by Application (2013-2028)
1.6 Global Managed Security Services Market Size Comparison by Sales Channel (2013-2028)
1.7 Managed Security Services Market Dynamics
1.7.1 Market Drivers/Opportunities
1.7.2 Market Challenges/Risks
1.7.3 Market News (Mergers/Acquisitions/ Expansion)
Chapter 2 Managed Security Services Market Segment Analysis by Player
Chapter 3 Managed Security Services Market Segment Analysis by Type
And Continue…
Get More Research Reports Here:
www.marketexpress.over-blog.com
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(via System Toolkit 1.7.3 Patched {Mac OS X} - Zuket Creation)
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(via System Toolkit 1.7.3 Patched {Mac OS X} - Zuket Creation)
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