text:
Deaugmented: Deus Ex 3 Highlights Optional

Clean your near-future world with new Glow-B-Gone

The shimmery outline around key items and interactive objects in Deus Ex: Human Revolution caused a fair bit of consternation amongst Deus Ex fans the other month. Sure, it’s useful, but a big glowy yellow highlight around half the stuff in the world isn’t ideal for immersion, is it? It’s the old ‘loot glint’ argument all over again… Fortunately, the devs at Eidos Montreal appear to have listened to community feedback – you can now turn the bally thing off if you’re so inclined. Below: see what it looks like without glow-o-vision.

Also made optional is objective locators, which is another nice idea and welcome nod to the more steely-jawed DX player.

Here’s their explanation of both why they have highlighting in the first place, and why they’ve decided to make it an option instead of enforced:

Hooray! Good news indeed. Thanks, chaps. I’ll definitely be playing DX3 with the highlighting turned off. I’ll also probably be playing DX3 in my underwear whilst eating Mini Cheddars, but you don’t need to know that.

Thanks, Toner.

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  1. McDan says:

    Yay, today feels like it will be a good day. So many pre-orders though…

    • Corrupt_Tiki says:

      Second this, and add, this year shall be a glorious one for PC games :D Can not wait, well, I mean I can for the getting older part, but not for the games!

  2. Lewie Procter says:

    Can’t believe they capitulated on this. My preorder is cancelled.
    Wait…no the other thing, this is great news!

  3. Njordsk says:

    Teh internet won !

    • Premium User Badge

      Cinek says:

      No: The voice of reason won.
      :) I’m very glad that developers listed to the community. Kind bows. :) You made me one step closer to the pre-order.

    • thegooseking says:

      Developers listen to the community, but they don’t always do what the community says. That’s because the community isn’t made up of professional game designers and often has bloody stupid ideas. A game that was designed entirely according to what the community said they wanted would be horrible. Simply horrible.

      Though that’s not the case in this instance.

    • wristcontrol says:

      @Cinek They should’ve listened to neither — the original had highlight on one object only, which conforms to the augmented human idea, and that’s how it should be. End of story.

  4. konrad_ha says:

    This is how you build a fan base. Well done!

  5. Orija says:

    Listening to the community gets you some of the best PR.
    I have been quite active on Splash Damage’s and CDProjekt’s forums and it’s heartening to see both the developers not only actively participating there but also taking feedback into account and making appropriate changes.

    • Reiver says:

      Definitely. I was on the witcher forum last night and it makes such a difference to see the responsivenees of the Dev team to questions and even suggestions. I was buying the game anyway but the goodwill that they generate must be excellent marketing.

  6. SirKicksalot says:

    I’ll play it with highlights on, because it fits the augmented reality fantasy.

    • Orija says:

      You dare disagree with the collective hivemind, mortal?!

    • Dominic White says:

      Likewise, I’m sticking with highlights on. Throughout the development of the whole damn game, they’ve put a lot of focus on Jensens augmented vision. Unlike J.C. ‘My Eyes Glow In The Dark’ Denton, he actually CAN see more than the average human. It’s a major plot and thematic element.

    • Teddy Leach says:

      My vision is augmented.

    • roryok says:

      being able to see through walls is one thing, being able to see what door you’re supposed to go through in order to ‘win’ doesn’t really seem technologically achievable in real life. Unless its some kind of CharlieSheen-o-vision

    • VelvetFistIronGlove says:

      If my vision were augmented, there would be so many better things to show than a highlight around doors and small objects that I could pick up. (No, I’m not talking about porn. You have a filthy mind, sir). Just at my desk here, the phone, mouse, keyboard, every assorted paper, headphones, mug, glass, each pen or pencil, each book, bookends, imac, monitor, monitor stand—all would be highlighted as being small/lightweight enough to pick up. It’s such a silly idea to try and explain it away as being an in-game vision augmentation.

    • John P says:

      Whether it fits the fiction or not, it’s just plain ugly and unnecessary.

      The fact that they’ve disabled it by default on the hardest difficulty suggests it was only implemented to prevent the less observant players from missing the great big door right in the front of them.

    • Baboonanza says:

      Yeah, if you’re sitting at your desk your augmented vision should actually be highlighting the fact that your co-worker has finished their cup of tea, indicating that within a short wait you will likely be offered one without having to get off your lazy ass to get it yourself.

      Or highlighting dog-shit on the pavement so that you don’t step in it, or in a supermarket it should highlight the particularly good bogoff on Buckfast, or the pound coin sitting under the shelf there. There are all sorts of cool things you could do with augmented vision.

      Highlighting mundane, already obvious objects directly in front of you is not one of them.

    • Chris D says:

      It doesn’t seem it would be that difficult to pull off. For detecting the right door (A.K.A CharlieSheen-o-vision) just reference the building blueprints/Google maps, cross reference with GPS to figure out where you are, run a basic route-finding algorithm, then just add a glow to the appropriate door with the rquivalent pf Photoshop.

      As for having glows around everything, you just add a few filters. Highlight anything big enough to stand on/throw, keys, medicine and leave the rest. The hardest part of all that is the object recognition but we’re not that far away right now, and I don’t have any problem in accepting that will be solved by the time we get, say, cybernetic arms you can use without ripping them out of your body when you try to pick up something too heavy.

    • Dominic White says:

      Yes, in the real world, highlighting doors would be fairly redundant and pointless.

      Deus Ex 3 is not the real world. It is a videogame, and unless they’ve somehow mapped the entire city and every room within it in-game (spoiler: they haven’t), then not all doors are going to be usable. In fact, there’s been quite a few non-highlighted doors in trailers released so far. Highlighting the usable ones, and telling you in advance whether it’s locked or not saves you the trouble of walking up to them and mashing the Use button until you find one that actually works, which is just not a cool thing for a cyborg super-agent to do.

      You guys make it sound like there’s this huge flashing sign saying ‘PRESS BUTAN 2 WINNING’. All it does is point out what level geometry is usable, and what is just backdrop. In a lot of games, there’s a whole ton of backdrop.

    • Premium User Badge

      TheApologist says:

      Yep agree with OP – if it was immersion breaking I might turn it off but I think it fits this world well enough.
      Good those that want have the option though. Go these developers.

    • badoli says:

      Oooooh… I would pay for CharlieSheen-o-vision!

    • Baboonanza says:

      Well, in that case I’d argue that you’re fixing the symptoms without addressing the root problem – non-interactive objects in the game world.

      While I appreciate that not everything can be interactive there are more subtle solutions to alleviating the problem than just highlighting everything you can interact with. Afterall, games have done pretty well up until now without massive glowing highlights and while I’m in favour of experimentation and advancement of the medium I think the highlighting is more like a using a hammer on a screw – sure, you can bang it in but it’s not the most elegant solution.

    • VelvetFistIronGlove says:

      If you watch the video you’ll see that a little information popup appears when you look at the object from close by. So even doors which are locked shouldn’t require you to hammer the Use button.

      Even with the highlighting, it only highlighted things fairly close by and close to the centre of the screen, so the other doors may not have been highlighted because they were too far away? Anyway, how would augmented vision know that the door is locked?

    • briktal says:

      It hasn’t gone so well for me. It seems like half the time I get lost/confused it’s because there’s some item/door I didn’t realize I could interact with.

    • Chris D says:

      “Anyway, how would augmented vision know that the door is locked?”

      You could fire a quick ultrasonic pulse, similar to a bat’s. By analysing the firmness at different points on the door’s surface, cross-referenced with visual data and scans of previously encountered doors of that type it could be possible to determine whether a door is locked or not.

    • Premium User Badge

      Cinek says:

      Brilliant! I’ll take 100 of these ultrasonic detectors!

    • Sohum says:

      In terms of the augmented reality fantasy, I think the little popup menu that comes up when you get near enough to interact with an object fits it better. It’s mostly because of how clean the hilight is – how precisely it hugs the lines of the object from every angle. I code, and I know how hard that is to do in real life and how easy it is to do in a game. And that takes me out of the game, unless I maintain this unstable fanwank about why the people coding the augmented reality system decided to go through all that context-sensitive edge detection processing when there’s a human brain sitting there already and the point is to augment the vision not do its job all over again so just point to the bloody thing already.

    • Jimbo says:

      This isn’t justified by the character at all. In fact I imagine he would probably find it incredibly frustrating to have ladders and boxes pointed out to him the whole time. It’s like the augmented reality equivalent of Clippy.

    • utzel says:

      In addition to what Jimbo said: And of course you will go to the options screen everytime the game changes to third person and deactivate the option for that time ;)

    • aerozol says:

      “being able to see what door you’re supposed to go through in order to ‘win’ doesn’t really seem technologically achievable in real life”
      … I’m sorry? We have applications today that can augment and highlight landmarks around us. We’re talking affordable or free civilian mobile apps, only twenty years after i was a kid, sitting next to the radio, waiting for a specific song to play, so that I could record it onto a cassette. That people can’t imagine that a top-secret billion dollar project in the future couldn’t map a floorplan, including the location of doors, is the real joke here.

  7. Defiant Badger says:

    A great victory has been achieved here.

  8. Greg Wild says:

    Hopefully they bring back the Rope Arrow and Broadsword again too.

    Oh wait.

  9. Premium User Badge

    RaveTurned says:

    “Thanks, Toner.”

  10. Teddy Leach says:

    I told you it would be optional, but would you all listen? NooOOoo.

  11. reticulate says:

    I didn’t really mind the highlighting at all, but kudos to the developers for listening to the community.

  12. Stevostin says:

    Great move. Just makes it more important to also insist on also having the option to force first person view cover so I (and others sharing my view on this) can consider playing the game.

    • Premium User Badge

      Joshua says:

      There was a cover mode optoin detailed, I wonder what it does…

    • Stevostin says:

      I have seen it too, in the video. My understanding is that it’s just a “hold to take cover” vs “press to switch to cover” option.

    • Wunce says:

      A first person cover system would be really cool and imersive, I hope they consider this.

    • Ringwraith says:

      Go play Call of Juarez: Bound in Blood.
      It has first-person cover mechanics, as hiding behind cover will make you peek your guns round the edge, even if the edge isn’t the centre of the screen.

    • Spatula says:

      I saw that too- perhaps you have the option to remove the third person view from the cover mechanic….. could they be THAT awesome>?

    • VelvetFistIronGlove says:

      No, Stevostin is correct. The two options it gives you are “Hold” and “Toggle”. It’s nothing to do with first vs. third person.

    • Stevostin says:

      They have been very affirmative in the past about 3rd person cover being mandatory (and all BS about how “cool” and “immersive” it was). Now DE1 had no 3rd person cover, which explain why I feel legitimate to ask for it – I wouldn’t do that for a new license or a new Dead Space, obviously.

      But here they have an old license which implies having special interest from the previous customer, except that they now have a stance about knowing better than I, as a previous customer, know anout what I want to play. You can’t argue with that kind of stance, but you can vote with your wallet. I personally want to make it crystal clear to them that I am not even interersted in discussing this. Either the game doesn’t have mandatory TPV during action and I won’t play it (and won’t consider a possible Deus Ex IV any more appealing by default than any other game : call that loss of license value), either they have one and I’ll be considering buying.

      From what I read, we are a significant amount, but not a large amount, on that line. Let’s see if Eidos Montreal can live without us. We, at least, certainly can live without playing DE3.

    • thebigJ_A says:

      You silly person, you make me chuckle.
      There are important things to be bothered by, you know.
      Here’s how you sound:
      “I’ll not buy this game because it added a mechanic the decades-old original didn’t have! No, I’ll NOT wait and see if it really is the worst thing ever before making my pronouncements! Fear my sense of entitlement! Death to third person!”
      Just take it easy. It’ll be ok.

    • Olivaw says:

      There’s already a first-person cover mode, you big sillies!

      It’s called “don’t press the cover button!”

      It works wonderfully, from what I’m told!

    • Stevostin says:

      I understand that for some my position may seem radical, but again, I think it’s legitimate.
      First I have to correct you : TPV existed at the time of the first Deus Ex. Moreover, it’s not adding a gameplay mechanic, it’s replacing one (FPC + lean) by another one (TPC). So arguing it’s a natural process of evolution rather than denaturing the initial gameplay is IMHO a wrong assessment.
      Then there is the “not even trying is unreasonable” point. I gave some thought to that. I was even ready, if the game once released had goof reviews, to at least try it. Then I played Dead Space, despite TPV, precisely because it had good reviews and fan base. And it was bad. Not awful, no, but just wrong, and this exactly for the reasons I expected it to be wrong. I am ok with TPV for ARPG or MMO. It’s comfortable, it gives a good scope on melee action. But it’s, for stone solid reasons, entirely a regresssion from FPV for two things : aiming and immersion. And guess what, infiltration includes aiming, and enjoys immersion, so even for infiltration, there’s no doubt in my mind than TPV is simply a mainstream BS showing only lack of taste and scope from game designer and gamer copping with it. I strongly think this is a wrong path, the very same way I thought windows based OS and apps were wrong and that we needed tab and docked UI. It was obvious from start but for some reason it still took 5 to 10 years for software world to realise that tab and dock are 90% of users need and windows only 10%. Don’t know why, and don’t know how so much people don’t see how FPV aims better and provides more immersion than TPV. But to me it’s not seriously a debate.

      @ Olivaw
      From the forum, it seems you can’t play at all infiltration without cover (no lean). And you can’t remove the radar locating opposition. The game is not play tested at all without cover.

    • thebigJ_A says:

      Wait, hang on. So you are just flat out against third-person cameras in a shooter, period?

      No wonder they’re ignoring your demands. You just keep railing against the dying of the light my friend.
      Us normal people will be over here not refusing to have excellent experiences just because we can see our dude on the screen. (Dead Space 2 was great fun, btw, and immersive as hell.)

  13. PatrickSwayze says:

    Fucking Bullshit

    I can’t believe they have gone with the internets want when the internets clearly seem to have forgotten about the white brackets that popped up around everything when you aimed your mouse at it!

    And there was no way to turn that feature off in Deus Ex so why is there in this?

    • Alex Bakke says:

      In DE3, and you walk into a room, then everything you can pick up glows from around 5m away. Even IIRC the stuff in your peripheral vision.

      In DE, you have to be next to the object and directly looking at it.

    • Ringwraith says:

      …and of course turning off the highlights still allows you see interactable objects when you are in range to interact with them, a la Deus Ex.

    • Riztro says:

      As the vid above rather clearly shows, minor objects only light up when close to the centre of the screen.

    • Mattressi says:

      Is this the same Patrick who’s been trolling in other comments threads? Can’t remember the exact name, but pretty sure it had ‘Patrick’ in it.

      Either way, this is very blatant trolling. Why bother replying?

  14. JackShandy says:

    This was a triumph.

    (Trotting out the old memes for one last time before they get replaced)

    • thegooseking says:

      The old memes are used up, but, like Chell, they are [REDACTED]!

      I just want them gone.

  15. Premium User Badge

    stahlwerk says:

    The community was starting to get desperate. Your turn.

  16. Pemptus says:

    “Show cover / takedown prompts” – see, it’s making little things like that an option that makes my pc-gaming heart throb with glee.
    Game developers – we’re not THAT hard to satisfy. Make more, uh, consoley things optional – everybody wins and your forums get a bit less smelly due to a 13% reduction in whining, at least.

  17. Jim Rossignol says:

    Glowingness would be useful in real life about now. My car keys are in this mess somewhere…

    • Baboonanza says:

      But the DE3 system would highlight ALL the mess :)

    • Milky1985 says:

      No it would highlight only the usable options, not that moldy old sandwich which the keys are hiding behind!

  18. darthmajor says:

    I’m making a note here, huge success (there goes another one, damn i can’t wait for the new memes)

    I will probably be playing it with the highlighting cause i’m pretty terrible at games and need my hand held, but kudos to them for listening to the internets. This game. This. Game. Will. Be. AWESOME.

  19. AdamK117 says:

    Full sized cheddars taste better. ;)

  20. balooba says:

    What a shame.

    Oh no, hang on. What’s the opposite of the what a shame train?

  21. Moni says:

    Yeah! Huge victory for gamer entitlement!

    What game should we fix next?

    • The Colonel says:

      Mass Effect 3!!!!!!!

    • ceriphim says:

      ^ Please. ME2 was totally worthless to me with all the “streamlining” they put in after 1.

  22. darkath says:

    Eidos seems to discover the meaning of “Game Settings”, that’s quite fun how those 2 guys present basic gameplay options as groundbreaking features.

    • Quinnbeast says:

      Equally, it’s fun how people can still find something to moan about even when a developer has made improvements based on community feedback.

    • Pemptus says:

      I’m not sure where exactly they present anything as “groundbreaking”.

    • JackShandy says:

      I would object, but I think complaining about the way a commentor is complaining about the way people have changed the game to stop people complaining is, perhaps, a step too far for me.

    • darthmajor says:

      I believe this is what the experts call…INCEPTION

    • Quinnbeast says:

      Posting in response to Jack’s comments on complaints about commenter’s complaining on developers changing games to stop people complaining.

  23. Premium User Badge

    JiminyJickers says:

    Excellent news. To me it looks so much better with both those options off.

  24. frenz0rz says:

  25. Scatterbrainpaul says:

    This game still worries me

  26. Frankle says:

    What is this “ilight” he keeps speaking of. Is this some phone app that you can get with the game that when you point it at something you can interact with, the phone puts a yellow outline on it on the screen?

  27. Pop says:

    What is this ‘uman Revolution?

  28. jon_hill987 says:

    So is there an option for manual cover and no crappy third person?

    • Unaco says:

      They didn’t need to put that in, because, from all accounts, the 3rd person is handled very well, it’s almost seamless, and not crappy in the slightest. At the early stages, when they were considering including some crappy 3rd person they were looking at an option to turn it off. But, after feedback, they decided not to go with the crappy 3rd person.

    • jon_hill987 says:

      It isn’t as seamless as not having any third person at all. I don’t need eyes 5 feet behind me to climb a ladder in real life, or to hide behind a box, why do i need it in a game.

    • Unaco says:

      In real life we have proprioception (and kinesthesia). In a game, this isn’t possible or plausible really. 3rd person is an acceptable compromise.

    • jon_hill987 says:

      Mirrors Edge managed just fine.

    • Chris D says:

      Two minutes into Mirrors’ Edge and I was thinking “I really wish this game was in 3rd person”

    • Unaco says:

      Funny… I don’t remember hiding behind many boxes in Mirror’s Edge.

      Mirror’s Edge was all about movement… not much use of cover. It may have managed that just fine without 3rd person. But then, I’m not seeing DX:HR switching to 3rd person as you run and jump, just when using the cover mechanics (to give you a better sense of your body position in relation to the cover), for takedowns (making them more cinematic) and for ladders (probably so you can look around a little better, rather than just staring at rungs).

    • jon_hill987 says:

      I meant Mirrors Edge gave you a sense of where you were far better than any third person game I have played, No you didn’t have to hide behind things, but I could definitely tell when I was concealed.

    • Muzman says:

      Thief never had a problem with hiding in first person either. (cue: people who had problems hiding in Thief.)

      Judging by the options walkthrough videos that went out a month ago, the shift to and from third person is anything but smooth and imperceptible anyway. More like jarring and weird.

      I’d like to see them put a pure first person option in. They don’t seem to have any elaborate “body awareness”/headbob system (unlike Mirror’s Edge which doesn’t work at all in third person, as is) so I don’t think it’d mess things up. Old games like Severance used to just chuck it in for the sake of it. It didn’t work very well (model clipping was a problem) but it was kinda fun to see now and then that, if you were fighting in a helmet with a sword and shield you wouldn’t be able to see a damn thing.

    • Spatula says:

      You know, you could just not PRESS THE DAMNED COVER BUTTON…. problem solved :-)

      Productive week this, for the internet.

    • jon_hill987 says:

      @Spatula: Except every other cover based shooter is pretty much unplayable without using it.
      And do you expect me to play the game without using a ladder as well? Or performing a silent take down?

      I will be taking your advice though, I won’t press the cover button, because I won’t buy the game.

    • Muzman says:

      You know, you could just not PRESS THE DAMNED COVER BUTTON

      Yeah, hopefully crouching works well enough by itself. I guess we’ll see.

    • Spatula says:

      @ john- hang on a second- your bemoaning an option in a game that you don’t actually have to use (and not using will have the same effect as seen in the first DX)- and when pointed out that you don’t have to use it you moan that it’ll be harder to play than using the actual cover system you were moaning about??

      Argument fail is a fail.

    • jon_hill987 says:

      Do I get a lean key if I decide not to use the Third Person Cover? No? Then not using it is not the same as the first game.
      I was only saying that not using the cover feature would make it harder because Spatula stupidly suggested that I could simply not use it.

      Basically they have decided that “Cinematic” is more important than immersion and ruined the game.

    • Spatula says:

      ..and you’re saying it’s ruined the game without ACTUALLY having played it. Well played sir….

    • jon_hill987 says:

      It is ruined for me. I really hate it when games switch to and from first person based on context and that is what this game is designed to do. It is not a huge leap to assume that I will not like this game and I am sure many fans of the original feel the same.

    • Premium User Badge

      Harlander says:

      Well, so long as you’re sure….

  29. Navagon says:

    Awesome. Thanks for the confirmation. But I thought RPS had already stated it was optional when one of you got to play it a while back?

    • Premium User Badge

      stahlwerk says:

      Why describe it as an option from the start of PR, when you can sell it as a feature & humbly listening to community demands later?
      </cynical boche>

      Edit: but really, this comment is in jest. Doesn’t matter when they did it or if they ever had planned for the option. The result is that it’s there and people should now go and find other things to worry about. Like that cover system. Grrr! (again, joking, can’t help myself)

    • Navagon says:

      It’s certainly good PR, I have to agree with that.

  30. sassy says:

    Suddenly I have a little more hope for the game. Just knowing the developer is listening (though in my opinion kinda missed the point, doesn’t matter though since it has the same end result) makes the game more appealing.

  31. Robert says:

    So listening to the community is fine if it means listening to ‘your’ opinion. Good to know. Listening to the community usually means caving in to the biggest whiners. Thousands of whining forum posts is nothing on the millions that actually play it. But god forbid if you cater to the majority of the players, then the internet goes in flames. “RAEG. SHITTY CONSOLES RUIN GAMING.”

    On the change itself: options are good. Give options.

    • Mattressi says:

      Your logic is flawed. PC gamers complain when something is dumbed down for consoles. PC gamers are happy when the dumbing down is made optional. Where is the contradiction you are so desperately seeking?

  32. Zwebbie says:

    Dance, my little developer monkeys, dance! Ha-ha-hah.

    Also, with all this talk of augmented reality, I want to find a situation in which I can use the phrase “My reality is augmented”.

    • JackShandy says:

      This mission will require us to do more than frighten the NSF with our baggy realities that make us look bigger than we really are.

  33. ALJA says:

    definite sexual chemistry in that video

    • Spatula says:

      They DID seem very confortable together… the pauses, the little looks….

      Let’s hope they fight the good fight and find a way to be happy together! you go guys!!

    • Urthman says:

      And I love that they’ve changed the game’s name to Deu Sex.

      Double the sexy!

  34. Muzman says:

    They used a little moment there where the highlighting is fairly innocuous when turned on. What really put people off, however, was that in some of the clips frikkin everything has a highlight. Particularly that moment when you’re climbing down the ladder and every damn rung of the thing plus you the character has a big thick line around it.

    It’s probably not easy to do compared to just turning it off, and it’s nice that they are allowing it, but I hope they realise that a slightly more nuanced system and they might have gotten away with it.

    • Premium User Badge

      heretic says:

      indeed, I actually thought the highlight shown in this video was not as bad as the previous videos seen.

      I think they could go further and just map it to a key or something, I don’t necessarily want the highlight all the time but when you’re figuring out what to do its nice to be able to turn it on to see what you can interact with.

  35. Deano2099 says:

    I know it’s a bit moon-on-the-stick, but I’d be fine with the highlight if it were just a bit darker, so wasn’t so invasive.

    • Cynic says:

      Hopefully, mods will be possible at some point. Something like that may well just be changing an XML file or console command if there’s no menu option for HUD colour.
      Fingers crossed.

    • Teddy Leach says:

      In the original you could change the colour of the HUD, so it wouldn’t surprise me if you can dick around with it here too.

  36. Cynic says:

    I like that even though they have a strong opinion for having the highlight, they’re still willing to add it as an option. There are far too many Devs who get personally offended about things like this.
    Also, it looks so much better without the highlight, good lord.

  37. Hoaxfish says:

    glowing outline around a nice pair of boobs

  38. woodsey says:

    I kinda like the idea – OK, it may be a bit silly that years of advaned nano-technology has led to the highlighting of crates and doors, but it does add to that idea that Adam is something just a little bit more than human. I will be turning the objective indicators off however; I think that’ll encourage exploration more.

    Really great to see them pay such close attention to this sort of thing though.

  39. thebigJ_A says:

    Honestly… I thought I didn’t like the highlighting, but the second they turned it off the game looked worse to me. It looked like any old futuristic first-person game.

    I think I see where they are coming from. I’m going to leave it on, as well as the objective highlight, at least for the first mission or two. If it does indeed turn out to be too much, I’ll turn it off, but I’m going to give the designers the benefit of the doubt and try it their way.

    • woodsey says:

      I think the problem may be that they haven’t exactly chosen the most inspiring corner of a map to demonstrate it. The game’s got a pretty distinct art style and direction going on with the whole black and gold thing, but the only hint of that in that particular instance is from the highlighting.

    • Cognitect says:

      The highlighting seems to improve immersion in terms of visuals, but breaks immersion in terms of gameplay (obviously, in the real world no such things as non-interactive objects exist). If the devs had enough time and money, the way to fix the problem would be to keep the highlighting and make literally everything in the gameworld interactive in some way.

  40. Sinnorfin says:

    why didnt they do it switchable in-game…like the original eye augmentation, or crysis2’s nanovision…

  41. catmorbid says:

    I love the idea of augmented reality, however to make it actually useful, the augmented reality must show you what you want to see. And that’s a tough cookie to do on a computer game, which doesn’t read your mind.

    Hence, they should’ve instead added several modes of augmented reality, which could be switched on at the press of a button, or maybe automatically activated by default when entering certain situation e.g. combat related info (and highlighting those throwable boxes!) when around hostiles, stealth related shit when sneaking, general points of interest when just exploring etc. They probably tried something similar, but left with just one mode which doesn’t filter out any specific information, but just blurts it all in your face. Then again, I haven’t played the game, so I’ve no idea really how it works, I’m just glad they gave us the option to play without those aids. Thank you.

  42. HilariousCow says:

    Read up. Thanks for clarification.

  43. Burning Man says:

    “I’ll also probably be playing DX3 in my underwear whilst eating Mini Cheddars, but you don’t need to know that.”

    Correction: We didn’t need to know about that. You have not-so-subtly inflicted the horrors of your cheesy, semi-clad existence on all of us. I hope you’re happy.

  44. Felixader says:

    Oh Heavens. Hopefully they do that for the consoles too.

    It’s not out yet rigth?
    The wording in the article is a bit confusing regarding that. X-P

  45. Premium User Badge

    shoptroll says:

    Hooray for a sudden outbreak of common sense. Not that the highlights bothered me a ton, but having the glow persist once you’re interacting with the object seems a bit wonky. For example, no issue with highlighting a ladder but highlighting while I’m currently using it? That’s just silly.

    Giving a player the option to play the game how they want is always a good thing.

  46. Wedge says:

    I was shocked this wasn’t the first place I read about this. SHOCKED I tell you.

    Now what stupid nonsense will we bitch about next?

    • Felixader says:

      Why nonsense? It’s something that really can keep you out of a game.

  47. Soon says:

    If they felt strongly about it being a part of the game World and Jensen, I’m surprised they didn’t allow Jensen himself to control it rather than through the game menu. He’d probably lower the contrast on those hung-over days, and turn it on when he’s looking for his keys.

  48. Yosharian says:

    Freaking awesome!

  49. jwfiore says:

    I might keep the highlights if the PC version doesn’t have the equivalent of “PRESS SQUARE TO OPEN THIS DOOR” they showed in that video. Honestly, I think I can remember the key after pressing it every fifteen seconds, and I’d rather have a highlight than a chunk of text telling me which keyboard button to press. That’s way more immersion breaking than a highlight.

    That said, I think the highlights are ugly as balls, so if they get too much they’re going off. Stoked that the devs decided to make them optional, that shows some good form on their part.

    • ResonanceCascade says:

      Yeah, I’m still a little sceptical about some of the design choices they’ve made (not because they’re inherently bad, but because they’re inherently NOT Deus Ex-y, and I want a Deus Ex game) but this is one less thing to make me nervous about, so good on them.

  50. Nim says:

    Thank you developers. We appreciate it.


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text:
Skyjacker F56524KSH Ford F350 Super Duty 4-Link lift kit

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2005-07 4WD Ford F350 Super Duty Class II 4-Link 6" lift system, rear springs

Product No: F56524KSH SK

Availability: In stock

Important Notes

Vehicles with Sterling axle require wider u-bolts ordered separately.

Quick Overview

Skyjacker 4-Link Conversion 6" Class II lift kit for the Ford F350 Super Duty proves less pinion angle and less caster camber change during the travel cycle. Also included are full-height front Softride coil springs, rear leaf springs with bushings & u-bolts, a heavy-duty track bar relocation bracket to center the axle, extended sway bar end links, radius arm drop brackets, stainless steel brake lines, single steering stabilizer, carrier bearing lowering bracket, and bump stop bracket. Longer shocks are required. A pitman arm is recommended and sold separately.

Product Attachments

View FileSuperDuty Instructions    Size: (632.67 KB)

    • Make: Ford
    • Model: F350
    • Vehicle: 2005-07 F350 Class II 4-Link 6" lift system, rear springs
    • 2or4: 4WD
    • Tire Size: 36x12.50 on 16.5x9, 5" BS
    • Upsell: FA450 SK, U9B16R SK, SK-4-HYDRO, SK-4-NITRO, SK-4-MONO

Skyjacker lift kit fits the following models:
2005 Ford F350 Super Duty
2006 Ford F350 Super Duty
2007 Ford F350 Super Duty

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text:
Great Grapes for Organic Gardens

Growing grapes without fuss or toxic treatments.

November 26, 2010

Every summer when I was a kid, my mother took me to visit her parents, who lived on the shores of a lake in east Texas. When we arrived, we always headed straight to their grapevines to pick and eat the fresh, juicy fruit. This was not a fancy grape-growing enterprise—just a couple purple 'Concord' grapevines climbing a metal trellis in a vacant lot. These grapes got very little attention between our visits. My grandparents pruned them and tied on new strips of flash tape to keep the birds away, but apart from that, the grapes were on their own.

A local mix of weeds and wildflowers served as cover crops. A diverse population of insects pollinated the flowers. The creek running into the lake kept water available to the roots. Disease must have struck from time to time, but the vines seemed to shrug it off and keep bearing bunches of the fruit that brought us back each visit.

Free Newsletter

As a gardener now, I know that the secret to growing grapes (or anything else) without a lot of fuss or toxic treatments is to grow plants that will flourish in my climate, just as those grapes did in east Texas. Whether you have room for a small vineyard or just a few vines climbing over the patio, you and your family can enjoy homegrown grapes. The secrets to success are simple and manageable for even a novice gardener.

Light and Air
"Find a site that's got good drainage and as much sun as you can get," emphasizes Lon Rombough, nurseryman and author of The Grape Grower: A Guide to Organic Viticulture. "If you don't have a spot with full sun, make sure you've got morning sun, especially in cooler climates. That'll get the vine warmed up and get its metabolism going, so to speak."

Air circulation is vital to preventing disease. "Don't park your vine in a corner with a fence on two sides," Rombough warns. "That would just block all the air movement." Given those constraints, though, he's seen some creative ideas for fitting grapevines into small spaces, including a trellis that was partially shaded but tall enough to allow the vines to climb up and reach full sun high above the rest of the garden.

As a backyard gardener, be realistic about the number of vines that you can plant in a small space. Unlike many other types of fruit-bearing plants, most grapes will produce a healthy crop from just one vine—no pollination-partner necessary. A single grapevine can scramble up an arbor and provide leafy green shade all summer. In a vineyard, most growers space grapes 8 feet apart in rows with 8 feet between them; in even the most compact quarters, allow at least 3 feet between vines.

Smart choices and Planting Hints
You can choose from dozens of grape varieties, so how do you select the right ones for your garden? Start by looking for those that are disease-resistant—and in almost every case, that means growing grapes with seeds. Seedless varieties, Rombough explains, have not been bred with disease resistance as a priority. "There are a lot of very tasty seeded grapes out there," he adds. "I swallow the seeds with the fruit and don't even notice them."

When choosing grape varieties, also consider whether you want to eat the grapes fresh, make juice or jam, or try your hand at raisins or wine. If you just want to enjoy the beauty of a grapevine growing up a trellis and don't want to harvest the fruit, try the purpleleaf grape (Vitis vinifera 'Purpurea'). Check out "Best Backyard Grapes" below for specific varieties recommended by the experts I spoke to.

In mild winter areas—USDA Plant Hardiness Zone 7 and warmer—you can plant bareroot grapevines in late fall or early winter. In colder climes, wait until early spring to plant them. Before you plant, set up your trellis and mulch the soil with aged compost. You can train grapes to scramble over sturdy fences, walls, and arbors, or you can build a simple post-and-wire trellis (see our online grape-growing guide for building instructions). Cover the vines with netting if you don't want to share your harvest with the birds.

Pest Prevention
Caring for grapevines isn't difficult—just restrain the impulse to make it hard. "The main thing I tell people is 'Don't panic,'" Rombough says. "'Don't freak out. Your grapes can handle an insect or two.'"

Prevent problems. Keep pests in check by attracting beneficial insects and removing infected fruit and foliage to prevent larvae from overwintering.

Keep watch. Even after you've identified a pest, watching and waiting may still be the best strategy. A study conducted by Iowa State University showed that although half of all organic vineyards surveyed had grape leafhoppers on their vines, the insects had minimal impact on the crop. Only 18 percent of organic grape growers surveyed used any kind of biological or botanical insecticide.

Use organic controls. Before you try any natural or biological pest control products, take the time to properly identify the pest and use the appropriate product—at the right stage of the pest's life cycle to make a difference. Check out Rombough's grape guidebook, the resources listed in our online grape-growing guide, or your local extension office for helpful ID and control information.

Disease Deterrence
You can tolerate some insect damage without taking action, but when it comes to disease, early intervention is the key.

Know thy enemy. The diseases that afflict grapes differ vastly from one climate to the next. Your best bet is to ask other gardeners, nurserymen, or your local Master Gardener program before you plant about the diseases prevalent where you are. Cool, wet springs and mild winters in the Pacific Northwest, for instance, can lead to powdery mildew, while warm, humid weather in the East can bring on black rot. In the Southeast and California, Pierce's disease, which is caused by a bacterium, scorches grape leaves and browns their canes. An accurate ID of the problem helps you choose the right solution.

Choose a disease-resistant variety. As I've already mentioned, choosing varieties that naturally fend off diseases minimizes potential problems.

Act early. Organic gardeners have more tools than ever when it comes to controlling the common fungal diseases. Serenade, for instance, is a spray containing a beneficial bacterium that protects your grapes against three diseases: powdery mildew, botrytis, and bunch rot. It works best when you apply it as a preventative, says Pamela Marrone, Ph.D., an entomologist who founded AgraQuest, the company that manufactures Serenade.

Be vigilant. Mike Benziger, owner of Benziger Family Winery in northern California, urges gardeners to keep a close watch on grapes. "Growing organic grapes isn't hard," he says, "but it takes commitment." He recommends spending a little time with the grapes every day and training yourself to observe and spot signs of potential trouble early.

Harvest Time
As grapes ripen, their final pigments appear—usually red, sometimes blue—and the stems get woody. Taste before you harvest; sugar content changes throughout the day and throughout the harvest season, so wait until grapes are as sweet as you'd like them to be before you pick a cluster.

Cutting a heavy, ripe bunch of grapes off the vine in the fall is the final reward of a grape grower, but then what? Grapes make a great addition to salads or as toppings on cereal or dessert. You might also want to try preserving the harvest for later in the year. The easiest way is to place dry grapes on a tray in the freezer. Once they're frozen, you can store them in a freezer bag and pop a few in your mouth anytime you want something sweet and cold. Of course, the best way to enjoy grapes is right off the vine—just ask any finch or starling!

Best Backyard Grapes
I heard through the grapevine (okay, actually from the experts) that the following varieties all taste great fresh and, with the exception of 'Interlaken', all have seeds.

'Bluebell'. A cold-hardy (down to -35°F!), disease-resistant blue grape, it ripens early and produces sweet fruit that tastes great fresh or juiced.

'Edelweiss'. Juice, jelly, or jam your mouth full of this cold-hardy white grape that can be used to make wine. Also ripens early and resists disease.

'Interlaken'. A green, seedless, disease-resistant grape that makes great raisins.

'Steuben'. Produces a blue grape that juices well, and its fall color adds a beautiful bonus to your arbor. Cold-hardy and vigorous vine.

'Swenson Red'. Big flavor and cold-hardiness (to -25°F) make it popular among northern gardeners. Susceptible to downy mildew.

Lessons from California's Wine Country
Ted Hall of Long Meadow Ranch in St. Helena (where these photos were taken) and Mike Benziger of Benziger Family Winery in Glen Ellen share their secrets for growing high-quality organic grapes for their fine wines.

Attract beneficial insects and birds. A row of yarrow, catmint, purple coneflower, and penstemon leads hummingbirds and beneficial insects such as lady beetles and lacewings right to the grapevines.

Try cover crops. "Think of the cover crop as a gas pedal," Benziger says. Grow these "green manure" plants around your grapevines, and they help the grapes in several ways. Vetches fix nitrogen and speed growth, while clovers add more modest amounts of nutrients, outcompete weeds, and attract pollinators. Grassy cover crops tend to slow the growth of the vines. Benziger plants his cover crops in late fall and incorporates the green manure plants into the soil in spring.

Feed the soil. Long Meadow Ranch's compost comes from a delicious mixture of vineyard waste, poultry and livestock manure, and vegetable scraps. A vineyard is not a monoculture—a field composed entirely of one plant—but part of an integrated farming system.

It's a Fact

  • Don't expect a Cabernet grape to taste like your favorite wine. Wine grapes right off the vine are nowhere near as sweet as table grapes; the contrast can be quite a surprise.
  • A viticulturist is an expert in grape growing; an enologist is an expert in winemaking. "Friend" is the best way to address an expert wine collector.
  • Peeling grapes is easy with this trick: Freeze them first, then run warm water over each grape. The skin will split and come right off. (Devoted servants not included.)
  • Red grape juice contains potent antioxidants, which help protect us from heart disease. Evidence is growing that daily consumption may also lower blood pressure.


text:
In Memoriam 1942 – 2013 “Roger Ebert loved movies.”

Z for Zachariah

Chiwetel Eijiofor, Margot Robbie and Chris Pine star in this low-key post-apocalyptic drama about a Garden of Eden that's not big enough for three people.

I Touched All Your Stuff

One gets the sense that the filmmakers feel slighted by their subject, and I Touched All Your Stuff is an attempt to make us feel…

Other Reviews
Review Archives

Ballad of Narayama

"The Ballad of Narayama" is a Japanese film of great beauty and elegant artifice, telling a story of startling cruelty. What a space it opens…

Monsieur Hire

Patrice Leconte's "Monsieur Hire" is a tragedy about loneliness and erotomania, told about two solitary people who have nothing else in common. It involves a…

Other Reviews
Great Movie Archives

Ebert announces his return

April 1 was Roger Ebert's 41st anniversary as film critic for the Chicago Sun-Times (no fooling) — and the occasion for declaring his imminent return to reviewing movies.

Dear Readers:

I am at last returning to the movie beat. After my current stay at the Rehabilitation Institute of Chicago, I’m looking forward to opening night of my annual film festival at the University of Illinois on April 23, and I will resume writing movie reviews shortly thereafter.

Are you as bored with my health as I am? I underwent a third surgery in January, this one in Houston, and once again there were complications. I am sorry to say that my ability to speak was not restored. That would require another surgery.

But I still have all my other abilities, including the love of viewing movies and writing about them. And at my side I have my angelic wife, Chaz.

The festival is shaping up well. Thanks to festival director Nate Kohn, the schedule, which is already released at, includes appearances by filmmaker and U. of I. graduate Ang Lee; directors Paul Schrader, Sally Potter, Tom DiCillo, Bill Forsyth, Tarsem Singh, Jeff Nichols, Barry Avrich, Taggart Siegel, Eran Kolirin and Joseph Greco. We are also happy to welcome actors Joey Pantoliano, Aida Turturro, Christine Lahti; and the Alloy Orchestra.

It was Schrader’s line from his screenplay for Martin Scorsese’s “Raging Bull” that inspired my acceptance of my bandaged appearance: “I ain’t a pretty boy no more.”

Assisting in the onstage Q&A sessions will be my TV partner, Richard Roeper; my Chicago Tribune colleague, Michael Phillips; my longtime friends, Time magazine film critic Richard Corliss and his wife, Mary, a film expert; Sony Pictures Classics president Michael Barker; film scholars David Bordwell and Kristin Thompson; Professor Eric Pierson; editor Jim Emerson; Movie City News editor David Poland; film scholar Hannah Fisher; and U. of I. alum and Sports Illustrated’s Bill Nack.

The longest distance commute to the festival will be Farmer John Peterson, who lives in northern Illinois but will fly in from New Zealand.

I am still cancer-free, and not ready to think about more surgery at this time. I should be content with the abundance I have.

So that’s the latest. I have been so moved by the messages I’ve received from so many of you. Thank you. Now let’s go to the movies.

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An obituary for Wes Craven.

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text:
 Roland - RMP-1 | Rhythm Coach Pack

Rhythm Coach Pack

The RMP-1 Rhythm Coach Pack gives students a great new way to practice drumming in almost total silence, thanks to its mesh V-Practice Pad (RP-2) and Rhythm Coach (RM-2) sound module. With this affordable package, students can develop timing, speed and endurance while playing to an integrated metronome and choosing from a variety of drum sounds—making the Rhythm Coach great for home use or in schools.

Realistic Feel and Built-in Metronome

Thanks to its patented mesh head design, the 8-inch RP-2 V-Practice Pad delivers the same natural feel of an acoustic snare drum, but with silent triggering so students can practice without disturbing others. There’s even a built-in metronome with a choice of eleven sounds like human voice count, and a unique visual display which shows whether you’re ahead or behind the beat.

Cool Practice Functions

In addition to the built-in metronome, the Rhythm Coach is also programmed with rhythm training exercises to develop a student’s timing, speed and stamina. For example, the “Quiet Count” exercise plays the metronome loud for eight bars and then quiet for another eight bars. This helps students improve their timing while learning to rely less on the metronome. And it’s just one of several fun exercises available!

Realistic Drum Sounds

Unlike traditional practice pads which make no sound, the Rhythm Coach includes a choice of 28 drum sounds for more realistic and enjoyable practice sessions. Combined with the RP-2’s mesh head design, there’s never been a better way to perfect drumming techniques like rolls and paradiddles.

Room To Grow

With two dual-trigger inputs on the RM-2 module, you can connect the RP-2 V-Practice Pad and a separate kick drum pad—like Roland’s KD-7—for practicing snare and kick together. You can even play along with CDs or other audio sources using the RM-2’s external audio input. An optional PDS-2 Pad Stand can be purchased separately for more comfortable practice.

Maximum Polyphony
4 voices (including 1 voice for Metronome)
Internal Sounds
Pad inst: 28, Metronome inst: 11
Panel Control
Volume knob: 1, Function select buttons: 5, Power switch: 1
Trigger input jack: 2 (stereo 1/4 inch phone type x 1, 1/4 inch phone type x 1), Phones/Output jack: 1 (stereo miniature phone type), Mix in jack: 1(miniature phone type), AC adaptor jack
Power Supply
Dry battery (LR6 (AA) type x 4) or DC 9V, AC adaptor * Expected battery life under continuous use: Alkaline: 10 hours (This figure will vary depending on the actual conditions of use.)
Current Draw
150 mA
148 (W) x 96 (D) x 62 (H) mm / 5-7/8 (W) x 3-13/16 (D) x 2-1/2 (H) inches
340 g / 12 oz (with batteries), 240 g / 9 oz (without batteries)
Pad Size
8 inches
1 (Head)
264 (W) x 297 (D) x 60 (H) mm / 10-7/16 (W) x 11-3/4 (D) x 2-3/8 (H) inches
890 g / 2 lbs
Stand Screw Size
(RM-2 and RP-2) 264 (W) x 350 (D) x 62 (H) mm / 10-7/16 (W) x 13-13/16 (D) x 2-1/2 (H) inches
(including batteries) 1.2 kg / 2 lbs 12 oz
Dry battery (LR6 (AA) type) x 4, RM-2/RP-2 mounting screw x 2, Connection cable (0.2 m or 7 - 7/8 inches), Tuning key, Owner's manual
*The specifications are subject to change without notice.

If you have questions about operating your Roland product, please check our Knowledge Base for answers to the most common questions.
You can also contact our Product Support department by phone or email.
In addition, we have a library of Owner’s Manuals and Support Documents that you can download and reference.

Owner's Manuals

Support Documents


text:
April 2013

Monthly Archive: April 2013

ROM Curator Jean-Bernard Caron is a “Science Superstar” and “Big Thinker”

Posted: April 25, 2013 - 18:07 , by Matthew Church
| Comments (0) | Comment

This week’s cover story in The Grid, a popular Toronto news and entertainment weekly, features “Big Thinkers… 10 young science superstars.” ...

ROM Volunteer Profile: Patricia Harris

Posted: April 25, 2013 - 15:20 , by David McKay
| Comments (0) | Comment

Patricia Harris is a true testament to the profound impact of volunteerism...

How to display the past.....Part 3: Curatorial Perspectives

Posted: April 23, 2013 - 13:56 , by Kate Cooper

How do curators put together a museum display?  Find out in my third installment of this behind-the-scenes tour.

ROM Volunteer Profile: Gary Cassidy

Posted: April 23, 2013 - 10:34 , by Media Intern
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Meet Gary Cassidy, an outgoing and dedicated ROM Volunteer for over 25 years....

Volunteer Week 2013

Posted: April 22, 2013 - 15:57 , by Janet Carding

This week across the country, 13.3 million volunteers are being honoured through National Volunteer Week...

ROM Archaeology Weekend

Posted: April 11, 2013 - 14:37 , by Rae Ostman
| Comments (0) | Comment
Archaeologists excavating in Cyprus

ROM Archaeology weekend, April 13-14 2013, will feature local archaeologists who work across Canada and around the world.

Archaeology Weekend is here!

Posted: April 10, 2013 - 22:25 , by Kiron Mukherjee
| Comments (0) | Comment

Here’s THREE reasons to come out to the ROM this weekend (April 13/14) for Archaeology Weekend!

Nature meets Culture at Archaeology Weekend!

Posted: April 10, 2013 - 16:17 , by Robert Mason
| Comments (0) | Comment
Finial in the form of a lion's head, Syria, ivory, c. 800-600 BC, 996.86.1

Humans would have been aware of the other creatures that shared their world from earliest times. At first they would have had an eye towards possible predators or competitors, then possible prey as they became hunters.  As the cognitive ability of Early Humans developed, they would observe the nature of the animals which co-habited this Earth with them.

ROM Biodiversity tour!

Posted: April 10, 2013 - 12:31 , by Ryan Dodge
| Comments (0) | Comment

A collection of tweets from the ROM Biodiversity tour this morning.

Into the Heart of Borneo

Posted: April 3, 2013 - 15:05 , by Dave Ireland
| Comments (3) | Comment
Chris welcomes visitors to ROM March Break 2013, in a tent he will bring to Borneo

In April 2013, ROM Biodiversity is sending a team of researchers deep into the Bornean rainforest in search of new species of insects, mammals and fungi and new data of relevance to conservation planning.


text:
Tees - Short & Long Sleeve

Ron Jon Favorite Neon Longsleeve Tee - Cocoa Beach

SKU: 1003062602001030
100% cotton
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Ron Jon did it again with the Favorite Neon longsleeve tee.  This bright and colorful design is sure to chase the blues away.

  • 100% cotton tee
  • Slightly slimmer fit
  • Standard weight, long sleeve crew neck t-shirt
  • Large neon gradient screenprint design on back with "One of a Kind" lettering
  • Small neon gradient screenprint design on front left chest with "One of a Kind" lettering
  • Location shout out for "Cocoa Beach, Fla." store.
  • Machine washable, we recommend inside out for best results
  • Do not iron screenprint
  • Tumble dry low
  • Available in size XXL for an additional $2.00

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  It was 1959 and on the New Jersey shore a bright young man named Ron DiMenna was just discovering the sport of surfing with fiberglass surfboards. The pastime soon became a passion and homemade surfboards would no longer do. When his father heard that Ron wanted his own custom surfboard from California, he suggested, "Buy three, sell two at a profit, then yours will be free." His Dad was right and Ron Jon Surf Shop was born.
Currently RonJonSurfShop.com only ships internationally to Canada, UK, Ireland, British Virgin Islands, US Virgin Islands, Guam, and Puerto Rico. We apologize for any inconvenience this causes.

For information about our Domestic and International Shipping Rates and Policies, please visit our Shipping and Delivery page.

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Whether you need swimwear for the pool, skateboards for the sidewalk, skimboards for the beach, or surfboards and bodyboards for the surf, Ron Jon Surf Shop has got you covered.

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Find a Roommate in Cromwell, Minnesota!

Find a Roommate: Search Cromwell, Minnesota

Find roommates in Cromwell, Minnesota quickly and easily with our online roommate finder. Cut costs and share your bills so you can save money on housing. Our roommate classifieds put you in touch with people who need to rent rooms in Cromwell whether they are in a home, townhome, condo, or apartment. Looking for roommates can be difficult, but we make finding a roommate easy at RoommateNation. By placing a roommate wanted ad on our site you can reach a large number of people who want to save money with a room to rent. Students who need a roommate can search for people with similar interests in Cromwell, MN with our roommate website. You can find off campus housing near any school, college, or university by browsing the profiles in our database. Just do a search on Cromwell and you'll find roommates looking to share rooms. If you need to move out of the on campus housing or if the dormitories feel too small, use our free search to find the college campus rental you need.

Room for Rent in Cromwell, Minnesota

If you have a house for rent in Cromwell, RoommateNation can help you fill your vacancies and rent out your room. List a room for rent with RoommateNation and search our online roommate finder to contact possible tenants in Minnesota. With our service, you can learn about a potential renter even before you meet them for an interview. This site also provides an excellent means for finding short term or corporate housing. Arrangements for vacation rentals can be found here saving money over staying at a hotel or motel. Managers and real estate agents will find this site useful for their clients as they fill rentals also. RoommateNation can help to fill a vacant room: You can rent your room without difficulty. It is completely free to post rooms for rent, view other profiles, and send messsages to other roommates. Please enjoy the use of RoommateNation.com. We strive to bring a quality roommate matching product to you.

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text: Sutter-Yuba County Biographies HOWARD O�CONNOR Transcribed by: Kathy Sedler This file is part of the California Genealogy & History Archives Of forceful character and brilliant attainments, Howard O�Connor has met with such success that he now occupies the well merited position of superintendent of the Farm Land Investment Company. A native son of the Golden State, he was born at Little Shasta, Siskiyou County, Cal., on December 28, 1887, a son of Edward and Mary Jane (Terwilliger) O�Connor, natives of Iowa and California respectively. Grandfather Terwilliger crossed the plains in 1856 and settled in Siskiyou County and raised stock. Mr. and Mrs. O�Connor were married in Siskiyou County, where they still reside in Little Shasta on their 1200 acre ranch. They were the parents of five children: Arthur, Howard, Sidney, Kate and Phoebe. Howard O�Connor attended the Siskiyou Grammar School and in 1910 he graduated from the Oregon Agricultural College where he majored in Civil Engineering. For one year, he was employed by the California-Oregon Power Company in Northern California laying out construction work. He then was employed in Siskiyou County and in 1912 went with the State Highway Commission and worked on the beginning of the state highway. From 1914 to 1917 he was again employed by the California-Oregon Power Company. On September 10, 1917, he entered the service of his country, was sent to Camp Lewis and was placed in Company B, 363rd Infantry. He was then transferred to the Engineering Camp and for three months he trained in the second school of the Officers� Training Camp for Engineers in Petersburg, Va. He was commissioned lieutenant and became assistant to the Division Engineer of the Western Department at San Francisco. He was discharged as second lieutenant from the Santa Fe Building, San Francisco, in February, 1919. He then became identified with the Farm Land Investment Company, at Arboga, of which he is superintendent. This company has 6000 acres under irrigation, with a great deal of timber on the land. On January 31, 1914, at Yreka, Cal., Howard O�Connor was married to Miss Lola E. Howard, who was born in Scott Valley, Siskiyou County, the daughter of Edward and Martha (Barnum) Howard, pioneers of the Golden State. Her father was a stock- and mining-man and since 1910 has conducted a hotel in Yreka, Cal. Mr. and Mrs. O�Connor are the parents of one daughter, Bettie Jane. Mr. O�Connor is a stanch Democrat and fraternally is a member of Howard Lodge No. 96, F. & A.M. of Yreka, of which he is a Past Master; and is also a member of Cyrus Chapter No. 15, R.A.M. of Yreka. History of Yuba and Sutter Counties, Historic Record Company, Los Angeles, 1924 p 1242


text: Lake County Marriages A.F. TATE - Mrs. Mary Jane BOIT This file is part of the California Genealogy & History Archives These electronic pages may NOT be reproduced in any format for profit or presentation by other organizations. Persons or organizations desiring to use this material for non-commercial purposes, MUST obtain the written consent of the contributor, OR the legal representative of the submitter. All persons donating to this site retain the rights to their own work. Russian River Flag, Oct. 8, 1874 At Lakeport, Sept. 29, 1874, A.F. TATE to Mrs. Mary Jane BOIT.


text:
Newfoundland will books volume 8 page 410 probate year 1908

Will of Ambrose Moores

In the name of God know all men by these presents that I Ambrose Moores Sen. of Freshwater Conception Bay do con Strickly and appoint this my last will and Testament I give and bequeath to my said wife Laura Moores after my death she is to received forty dollars $40 twenty in $20 check and twenty a note is to be taken from J Rorkes and sons for her that is her part and the rest that is left on Mr. J. Rorke Sons books belonging I Ambrose Moores is to be turned over to my son Ernest I give to my two sons Earnest and Reuben all the property I possess and my tree Daughters Didam Emily Wesley is to live in my house till they gets husbands and then they is clear off all. I do here by witnes and acknolledege that this is my last will and testament and that I am of a good mind and memory signed under my hand before these my two witness this 13th day of December signed Ambrose x Moores witness (sgd) Leonard x Parsons (sgd) William x Noel

Certified correct, D. M. Browning Registrar
(Listed in the margin next to this will the following)
Fiat Horwood C.J. adm c.t.a. April 24/08 granted to Reuben Moores Estate sworn at $1127.00 Sureties Robert Moores John Moores

© Judy Benson, Ivy Benoit and NL GenWeb


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The Unspeakable Oath 20
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The Unspeakable Oath 20

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UPDATE -- 16 JULY 2011: We've uploaded a revised PDF with several typos and errors corrected. Please download with our compliments.

The Unspeakable Oath is an award-nominated quarterly magazine dedicated to tabletop roleplaying games that are based on the Cthulhu Mythos -- the creations of horror author H.P. Lovecraft, the writers who inspired him, and the writers who followed him.

Created and published by game designers, writers and artists who love Cthulhu Mythos gaming, every issue provides ideas, inspiration, tools and techniques to make your games more horrific than ever.

The Unspeakable Oath 20 includes:

The Dread Page of Azathoth
This issue's foreword by editor-in-chief Shane Ivey.

The Eye of Light and Darkness
Reviews of games, books and movies that are of special interest to Cthulhu Mythos gamers. Reviewed in this issue: Musica Cthulhiana, Cthulhu's Dark Cults, Curse of the Yellow Sign Act 1, Machine Tractor Station Kharkov-37, Marble Hornets: The Complete First Season, The Watchers in the Sky, Cthulhu Invictus, Halloween Horror and Murder of Crows.

The Plot Thickens
A Tale of Terror by Adam Gauntlett.

She Just Couldn't Stay Away
A Call of Cthulhu scenario by Jeffrey Moeller.

The Arm in the Green Box
An Arcane Artifact for Delta Green by Bret Kramer.

The Monongahela Carver Cipher
A Mysterious Manuscript by Dan Harms.

The Eye of Daoloth
An Arcane Artifact by Dion Clark.

The Assassins
A fascinating historical feature by Dave Hardy with Adam Scott Glancy.

Directive from A-Cell
A Delta Green feature by Adam Scott Glancy.

Let's Learn Aklo!
A Call of Cthulhu scenario for Delta Green by James Haughton. (Winner of the annual Delta Green Mailing List Shotgun Scenario Competition.)

Short fiction by Greg Stolze.

The Unspeakable Oath 20 features cover art by Todd Shearer, interior art by Toren Atkinson, Rob Mansperger Jr., and Bradley McDevitt, and page design by Jessica Hopkins. It's edited by Shane Ivey with Adam Crossingham, Dan Harms, Greg Stolze and John Scott Tynes.

Click here to read reviews of The Unspeakable Oath!

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September 18th, 2012
The following review was originally posted at Roleplayers Chronicle and can be read in its entirety at Issue #20 of The Unspeakable Oath magazine is much like its ancestors. The magazine is dedicated to multipl [...]
Alexander L. [Featured Reviewer]
July 15th, 2011
Originally posted at: I’m a long time Call of Cthulhu fan. I still own a ton of materials ranging from the original boxed set Chaosium put out to the green leather bound [...]
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July 14th, 2011, 20:39
Originally Posted by Alrik Fassbauer View Post
My problem is that I don't own the game - which means that I can't say which possibilities are there.
I made a poll about ME2 romances over at General RPG. I wanted to cover both games, but … 10 poll options are just not enough to do that.

Played on in DA:O. Well, I actually liked the Raw Fade stuff. I know that many people didn't like that but it made me all nostalgic … all the shapeshifting brought back memories of ShadowCaster, an old favorite of mine. There was a Golem form in both games … and the floating Arcane Horror with his crushing cage spell felt a little bit like the SC Opsis .
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RPGWatch Forums » Games » General MMORPG » MMORPG Marketing » [AD] KickerMU Season 3 Epi 6

Default [AD] KickerMU Season 3 Epi 6

October 27th, 2011, 22:47

Server info:

Website : KickerMU Season 3.

KickerMU is a new fast growing server, with active and friendly Game Masters !
If you are tired from socket system and not balanced PvP YOu will like this server for sure !

Server Name : KickerMU
Version: Season 3 ep 6
Max stats: 32767
Semi Fo. set in shop : Yes
Semi Fo. set drop in events : Yes
Free start point: 5 000
New Rage Fighter: Yes
Experience: 9999x
Drops: 80%
+14 +15 system: Yes
Reset Level: 400
Points Per Level: 5/7
Grand Reset: Yes
Maximum Level: 400
Maximum Resets: 2000
MasterSkills: No
Socket system: No
380 System: No
Anime sets: No
PK event place: Yes
Custom sets: yes
Box+1+2+3+4+5 in PCpoint shop: Yes
Clear Inventory after reset level: No
Clear Skills after reset level: No
Transfer stats from other server :Yes
Referal System: comming soon
Online Hour Exchange: comming soon
Godlike sets: comming soon
Unique sets: comming soon

Server Events :
- Daily Events
- Forum Events
- Unique Events
- Devil Square
- Blood Castle
- Chaos Castle
- Castle Siege/Nightmare Event
- CryWolf
- Double Goer
- Imperial Event
- Raklion Event
- Moss Merchant
- Golden Invasion
- White Wizard Invasion
- Red Dragon Invasion

More votes = More Events !
Cheap WebShop !
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text:
trickle-1.07-7 RPM for i586

From Mandriva 2011 for i586 / media / contrib / release

Name: trickle Distribution: Mandriva Linux
Version: 1.07 Vendor: Mandriva
Release: 7 Build date: Tue Feb 1 16:47:28 2011
Group: Networking/File transfer Build host:
Size: 135101 Source RPM: trickle-1.07-7.src.rpm
Packager: GÃ¶tz Waschk <>
Summary: Lightweight userspace bandwidth shaper
trickle is a portable lightweight userspace bandwidth shaper. It can
run in collaborative mode (together with trickled) or in stand alone mode.

trickle works by taking advantage of the unix loader preloading.
Essentially it provides, to the application, a new version of the
functionality that is required to send and receive data through sockets.
It then limits traffic based on delaying the sending and receiving of
data over a socket. trickle runs entirely in userspace and does not
require root privileges.

* Tue Feb 01 2011 GÃ¶tz Waschk <> 1.07-7mdv2011.0
  + Revision: 634812
  - fix library dir to make it work on x86_64 (bug #62362)
  - add security patch from Fedora
  - add sample config file for trickled
* Wed Dec 22 2010 Oden Eriksson <> 1.07-6mdv2011.0
  + Revision: 623882
  - rebuilt against libevent 2.x
* Sun Aug 09 2009 GÃ¶tz Waschk <> 1.07-5mdv2010.0
  + Revision: 412353
  - fix format string
  - spec fixes
* Fri Aug 08 2008 Thierry Vignaud <> 1.07-4mdv2009.0
  + Revision: 269438
  - rebuild early 2009.0 package (before pixel changes)
* Thu Jun 12 2008 Gustavo De Nardin <> 1.07-3mdv2009.0
  + Revision: 218299
  - avoid parallel build, it is broken
  - removed huge Debian patch, fixing build in a simpler way now, just
    deleting redefinition of in_addr_t in config.h
  - P0: fread_fwrite_overload patch, taken from previous Debian patch, seemed
    the only really interesting piece
* Wed May 14 2008 Oden Eriksson <> 1.07-2mdv2009.0
  + Revision: 207051
  - rebuilt against libevent-1.4.4
    + Thierry Vignaud <>
      - fix no-buildroot-tag

Generated by rpm2html 1.8.1

Fabrice Bellet, Mon Aug 10 02:05:11 2015


text:
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Additional funding to combat flooding will need to be spent wisely

Last modified: 05 February 2014

Flooding at West Sedgemoor in January 2014

The RSPB's reserve at West Sedgemoor during January's floods

Image: The RSPB

Many people across the UK, including within the Somerset Levels, have been affected by this winter’s floods. David Cameron’s commitment today to extra funding is welcome, but the RSPB urges that this money will need to be incredibly well targeted to bring the greatest benefit to communities who have been impacted.

Martin Harper, the RSPB’s Conservation Director, said: “We welcome this additional funding which will need to stretch to repair the damage to coastal communities as well as inland ones. It’s vital the additional funding is spent wisely to relieve immediate distress, but also to lay the foundation for a more resilient future. The Government has been warned by the Committee on Climate Change that it needs to refocus the flooding debate on prevention rather than cure. The agreed dredging may be a part of the package on the Somerset Levels, but it won’t be top of the list elsewhere, where deploying other methods will create longer-lasting benefits.

“On the Somerset Levels, the funding provides a key opportunity to make the agreed action plan happen, and give the area a safe and sustainable future, where the impact of extreme weather events is reduced by land and water management.”

How you can help

Help us continue our conservation work

Back to basics

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There's nothing like the charm and grace of a Misty Harbor story to lift
the spirits. No one is better at evoking warmth, romance and community spirit than Evanick. Her amazing stories are so rich and uplifting that they are pure joy to read.

As the daughter of the head of the Randall Hotel Corporation, Sierra Morley is combining work and vacation by staying in Misty Harbor, Maine, with her 4-year-old son, Austin, as she scopes out a potential hotel property.

While waiting to see a spectacular sunrise, Sierra and Austin meet Matt Porter, who immediately introduces them to Misty Harbor's welcoming ambiance. Soon Sierra and her son are caught up in Porter family gatherings, including planning the upcoming wedding of Matt's brother. But Sierra's happiness and growing feelings for Matt are complicated by the realization that Matt has plans and ambitions for the same piece of property that she's evaluating for her company. (ZEBRA, Dec., 304 pp., $6.50)
Reviewed by:
Jill M. Smith


text:
Image of Shades of Midnight: (The Midnight Breed, Book 7)

Image of Shades of Midnight: (The Midnight Breed, Book 7)

To kick off the action, Adrian
moves this rapid-fire story to the icy Alaskan wilderness. Besides delivering wonderful paranormal romances, the Midnight Breeds series also continues to add complexity to the treacherous overarching scheme hatched by the series' major villain. A twist at the end could prove quite interesting. This is time well spent!

Alaskan bush pilot Alexandra Maguire is horrified when she discovers an entire family slaughtered by some unknown force. For Alex, this brings back terrible childhood memories she has long tried to bury.

Breed warrior Kade left his family compound in Alaska a year ago to head to Boston to help in the fight against the evil Dragos. Upon hearing about the slaughter in Alaska, Kade is sent back to discover the rogue responsible. What Kade discovers is twofold: first, that the feisty Alex is a potential breedmate, and second, that whatever is doing the killing is no ordinary rogue vampire. (DELL, Jan., 384 pp., $7.99)

Reviewed by:
Jill M. Smith


text:
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FDA Seeks Addl Information To Complete Review Of HyQ BLA - Quick Facts

Baxter International Inc. (BAX) and Halozyme Therapeutics Inc. (HALO) announced that the U.S. Food and Drug Administration is requesting additional information to complete its review of the HyQ Biologics License Application or BLA.

Baxter and Halozyme said that they will work closely together to develop studies to provide additional data to address concerns raised by the FDA related to the long-term chronic use of HyQ. The companies now expect to participate in a meeting of the FDA's Blood Products Advisory Committee concerning the agency's request for additional data.

The companies expect these requests to require additional time to complete and to delay the companies' anticipated regulatory review and approval timeline.

by RTT Staff Writer

For comments and feedback: editorial@rttnews.com

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Editors Pick
Bank of Nova Scotia or otherwise known as Scotiabank, Friday reported lower net profit for the third quarter, in the absence of a year-ago gain. Earnings per share, however, came in line with the Street view. Further, the company said it raised its quarterly dividend by 2 cents. Non-traditional discount and variety stores operator Big Lots Inc. (BIG) Friday reported a decline in net profit for the second quarter, while net sales grew 1.2 percent from the prior year. Comparable sales for the quarter increased 2.8 percent. Google has rejected the European Union's charges that it abused its market power and the demanded that it change the way it ranks online comparison shopping services in its search results, setting up a potentially long legal battle with the EU regulator empowered to levy billions of euros in fines
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