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The Golden Number Ratio Principle: Why the Fibonacci Numbers Exalt Beauty and How to Create PHI Compositions in Art, Design, & Photography: An Artistic … Odyssey Mythology Photography Book 2)

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“Not only is this book a most excellent and concise introduction to the art, history, math, and science of the golden number, but it also calls us to adventure, inspiring us to study and use PHI in our own art, design, and life philosophies. It’s filled with beautiful classical art and contemporary photography testifying to the beauty of the golden ratio. I especially loved the golden ratio ballerina photography.” –Kelly Bennett

A few years back the golden ratio began showing up in award-winning-physicist Dr. Elliot McGucken’s fine art photography. The golden harmonies—golden rectangles, triangles, and spirals—were appearing in his bestselling art, as well as in his published photographs including the cover of N-Photo magazine. “Why is this?” Dr. E simply asked. And so Dr. E set off on an epic journey, culminating in the “Golden Number Ratio Principle,” which provides the scientific, artistic, and mathematical reasons for the beauty of PHI.

Filled with classical art, architecture, photography, and simple, commonsense explanations and diagrams, this book is a love letter for all the fans and aficionados of the golden ratio. For the first time in the history of the golden number, the scientific, mathematical, and aesthetic reasons for the golden cut's inherent beauty are married in a single, simple principle. The artistic and scientific wisdom in this concise book may be used to not only easily refute the myriad skeptics and naysayers, but to recruit and reform them.

From the dawn of time, the golden ratio has been associated with beauty in humanity's art and temples all about the watery globe. As this book details, golden ratio harmonies have exalted art ranging from Michelangelo's David and his Ceiling of the Sistine Chapel, to the Venus de Milo, to Sandro Botticelli's The Birth of Venus, to the Mona Lisa, to Salvador Dali’s Sacrament of the Last Supper. Not only did the golden ratio guide the construction of the ancient pyramids and Greek Parthenon, but it also exalted the compositions of Ansel Adams's photographs and John Ford's films including Stagecoach.

But what makes PHI beautiful? *Why* do we associate this irrational number, approximated as 1.618, with beauty? Dr. E's Golden Ratio Principle presents the relatively recent science which accounts for the golden ratio’s prevalence in biology, marrying the science to commonsense reasons, offering an answer as to why we see PHI as beautiful.

An ongoing debate rages as to the relevance and prevalence of the golden ratio in art, design, and nature. As this book will thoroughly demonstrate via art, math, and science, the golden ratio exalts beauty. So the greater question becomes whether or not you wish to join the golden ratio fellowship and ride forth with noble poet-warriors including Leonardo da Vinci, Michelangelo, Kepler, Botticelli, Seurat, Salvador Dali, and genius designers at Apple. Do you wish to ride with the creators of famous logos for Ferrari, National Geographic, and Tesla—with Johannes Vermeer, Picasso, and Phidias (the designer of the Parthenon and Greek temples)? If you wish to ride on out towards eternity with the Golden Number Ratio Fellowship, then this book is for you. If you are a golden ratio skeptic and/or debunker, this book is also for you. For the Tao of the golden ratio is open to all, and no amount of skepticism nor debunking can tarnish its golden sheen. For Leonardo da Vinci noted that," Truth is time's daughter," and as Keats noted that "truth is beauty, and beauty truth," the beauty of the golden ratio will exalt over time.

Ask not only, “Did the Renaissance painters use the Golden Ratio?”, but also ask, “Do I wish to exalt a renaissance by using PHI in my own art and creations?” The answer for the first question is yes! And Dr. E hopes the answer to the second question is the same. Either way, it’s an honor to serve you with the truth and beauty of PHI.

Product Details

  • ASIN:B01M7X55M2
  • Publisher:45EPIC Golden Hero's Odyssey Mythology (October 31, 2016)
  • Publication date:October 31, 2016
  • Language::English
  • File size:42458 KB
  • Text-to-Speech:Enabled
  • Screen Reader:Supported
  • Enhanced typesetting:Enabled
  • X-Ray:Not Enabled
  • Word Wise:Not Enabled
  • Print length:370 pages
  • Lending:Enabled
    • Best Sellers Rank:#889,823 in Kindle Store
    • #846 in Art History Schools, Periods & Styles eBooks
    • #1,237 in Mathematics History
    • #2,701 in Mathematics (Kindle Store)

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Someone I am is waiting for my courage

Being a performing musican makes me happier than words can say. I hope I do more of it.

Also, I need to ride the T more. I saw someone playing pan flute and guitar at the same time. Way cooler than harmonica. I also saw at our gig someone who gave me apprication for the taborine as a very versitile, complex instrument.
Tags: music, taiko

  • Birthday presents and software that "upgrades" into uselessness

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1. Forum
  2. >
  3. Topic: Arabic
  4. >
  5. "هٰذا رَقَم غَريب."

"هٰذا رَقَم غَريب."

Translation:This is a weird number.

July 12, 2019

Could you explain when i should translate into: "this is a weird number" or "this number is weird"? To me it means the same.

I also answered this incorrectly first but I think "This number is weird." would be هٰذا اَلرَقَم غَريب and "This is a weird number." هٰذا رَقَم غَريب

The difference is between the definite and indefinite forms (اَل / without اَل ). The latter has “a number” as its noun. The former has “the number” even though it is written “this number”. You can think “this” as “the [thing] here”.

But you wrote that to you they mean the same, so maybe that distinction doesn’t help you. I also have difficulties to explain the difference. Maybe that’s a sign I don’t fully understand the difference myself, as we don’t really have definite and indefinite forms in my first language; Finnish.

Nevertheless, I will give you my impression:

”This number is weird.” to me feels like ”This is a weird number among/compared to all the other numbers.” It seems that the context in which we are claiming that is the context of numbers. We are saying we should label and put that number in the “basket of weird numbers”.

I think ”This is a weird number” feels like ”This is a weird number (among/compared to all the other things).” The context is all the things in general (on the weird–not-weird spectrum). We are saying we should label and put the weird number in the “basket of weird things”.

I hope that helps but maybe it’s better to read more about the definite and indefinite articles and forms to truly grasp the issue :)

Same question.....

هذا الرقم غريب

Why it's a weird number?

I answered it in a second!

That is a mistake.

For the umpteenth time, please accept هٰذه and هٰذا (and لكن while we're at it) without the dagger alif. It is impossible to type on a standard Arabic computer keyboard and completely unnecessary and I can't get the answer correct without copying it and pasting it from the correction, which defeats the purpose.

this is a weird sentence. or... this sentence is weird!

هذا الجملة غريبة .... هذا جملة غريب

This number is weird. If not, well it is a typo.

Learn Arabic in just 5 minutes a day. For free.


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MMLs are terrible - Lack of competent T2 siege option contributes to turtling

T2 Mobile Missile Launchers (MMLs) for all factions are terrible. This is bad for gameplay as it makes the most interesting tech level (T2) also the worst for turtling. MMLs should therefore be greatly improved.

First, let's note that MMLs fill a similar role in Tech 2 that T1 mobile artillery fills in Tech 1 and then state clearly why MMLs are so awful:

  • For Cybran, T2 MML DPS/cost ratio is much worse: ~1 versus about ~0.3. By contrast, for Cybran T1 bot and T2 tank, DPS/cost is ~0.5 and ~0.3, indicating a reduction of only 40% raw paper strength from T2 to T1. This would suggest that MML raw damage should be doubled so that T2 to improve DPS/cost to ~0.6, a reduction of ~40% from the ~1 DPS/cost ratio for T1 artillery.
  • T2 TMD and mobile/stationary shields block MML shots. The previous bullet suggests that MML are underpowered even in absence of missile defense and shields. Missile defense and shields serve to aggravate this problem further.
  • T2 MML shot linger time - the time between a missile being launched and a missile hitting the target at maximum range - varied from about 6 seconds (for Seraphim) and 12 seconds (for Aeon). Compare this to T1 artillery shells which linger for about 8 seconds.
  • T2 MML damage radius is very small at 1. T1 artillery (other than Aeon) damages in a radius of 2-3.

Now let's talk how to fix these problems:

  • Low DPS can be fixed by improving raw damage. Raw paper DPS suggests a 100% damage buff is necessary. Analysis of damage radius and shot linger time suggests another 50-100% beyond that would also be warranted. Also, there's no reason why MMLs shouldn't one-shot T1 pgens. The Aeon MML can 1-shot Cybran and Aeon pgens, but all MMLs should get a buff so that the Seraphim MML (405 damage) can one-shot even UEF T1 pgens (720 hp), so perhaps 810 damage total.
  • The T2 shield/TMD combination renders a fire-base all but immune to MMLs. Due consideration should be given to the idea of missiles passing through shields (similar to how strategic missiles do) although this may not be needed if DPS is improved substantially.
  • MML linger time cannot be set directly because it is a product of the missile's performance values (muzzle velocity, acceleration, maximum speed) and it's guidance script, but effort should be made to reduce UEF/Aeon MML shot linger time to <9 seconds, reliably. Also, UEF is the only MML with an unpack animation, this unpack should be made faster to improve the MML's responsiveness.
  • If MML raw damage is only doubled, improving damage radius from 1-->2 would make sense. If MML damage is improved by a factor or 2.5x or 3.0x, more damage radius is not necessary.

Additional notes:

  • It has recently been stated that TMLs are OP. I disagree generally. They only seem OP because they are so much better than MMLs that they are used to siege much more often. If MMLs are made to be good, TMLs versus MMLs will feel like a real choice rather than obvious selection of the superior siege weapon (TMLs currently).
  • Adding a minimum range to MMLs to give tanks some breathing room would make sense. Perhaps 10-15, perhaps as high as 20.

MML do thier job and are very effective at breaking shield bases. Literally my only complain is that if you have about 10-15 MML they will just die to 1-2 t2 arty.

T2 arty need a big nerf on fire rate.

I never seen anyone call TML op, maybe that is just me. TML are expensive and a tactical tool that is rarely used because scouting easily counters it. Com TML was called OP , because its harder to scout. Personally I never had a problem with COM TML.

@Psions Consider that to "break" a walled T1 PD (260 mass), you only need a single T1 artillery (36-54 pass) and about 30-40 seconds. This means T1 siege is effective at 20% mass cost investment.

Now consider a T2 PD + a TMD. For Cybran this costs 480 + 280 = 760. To maintain a similar siege effectiveness, a single MML (200 mass) should beat this in ~30-40 seconds. It does not.

In a test game, I build a Cybran T2 shield + 2 T2 PD + 2 TMD. This costs 1480. In a gametest, I tested 5 Seraphim MML against this, total 1000 mass, and it took them one minute to destroy this setup. (Actually, the MML couldnt destroy the last T2 PD because they kept missing due to a bug.) This indicates that a much larger investment of MML (proportional to defenses) is required to crack a T2 firebase, and it takes much longer to do it. If MMLs are made more effective, they will defeat T2 firebases before being destroyed my T2 artillery themselves.

TML pays itself off with just a single t2 mex kill. In fact you would need to launch 3 more failed TML missiles in order to lose the mass gains you got from the trade.

Anyone that doesn’t think it’s busted purely plays teamgames where 2 TMDs save 4 bases and no one cancers your TMDs.

In fact if we had a neural AI play faf I’m 100% without a doubt positive that the first thing it would noticeably do is abuse tmls and t1/t2 bombers on tmds.

FTX, you were the main person I had in mind when I made the TML comment. TMLs are certainly good, so there is no need to buff them. The MML buff seems appropriate however, does it not?

I like your idea of making TML/MML go through shields. "Just put up a shield it'll stop everything" no longer works, you would now need more TMD and if there are a lot of missiles some could still get through.

@John73John I agree. It's an option, but I think a simple damage buff + missile performance improvement (faster and more accurate) is probably a better solution.

Terrible logic. T3 mobile arty only has 0,08 dps/mass ratio, so only about 25% of T2. Do you want to quadruple its damage after your MML buffs (applying the same logic as you did for your MML buff)? Then it would still only have half the effectiveness of your T2 MMLs. Cyb T3 mobile arty would then deal 1800 damage per shot. Only 2 of them (1600 mass cost) would have the same dps as a T3 artillery installation.

Just an example to show that this way of looking at balance is dumb and ignores many other things, like the additional range you get or that you force your enemy to make a building that is more expensive than an MML and is otherwise completely useless.

In general I think they are pretty good, they outrange T2 PD so can kill them with 0 danger. If your enemy wants to protect them he has to make a shield and/or build TMDs, so he's technically already losing even if you kill nothing. They are decently fast and can disengage easily. They always hit what you shoot at, unlike artillery. I think they fulfill their role well enough.

TMD definitely I would think do not need the buff (Especially any through-shield buffs). I often play with AI, an adaptive AI team only needs 1 TML per player and will always build them almost as a priority. With the amount of AI I play against with its often required to build 5 TMD as a defense on each little fire base. (8 Adaptive, 2 Normal vs 5 players) (depending on your faction's TMD). I do agree MML (possibly TML) AoE buffs are good simply because of that travel time.
The Cybran MML: Viper however seems to be OP in it`s splitting capability, taking out any un-shielded TMD over time with even equal, possibly lesser numbers. This combined with the mobile stealth generator unit: Deceiver (also T2) could be deadly.
I do not know much about stats on the build times of these TMD, TML & MML if you could provide some info on all that too it could help your case.
I personally have always thought that TMD however needs a highly improved fire rate or the ability to target better (ex. 1 TMD per missle)(Aeon excluded).

@FunkOff This is a pointless statement. T2 units should always be less mass efficient than T1 and T3 should always be less efficient than T2 when looking at raw HP and dmg stats.

This is because you get better dps/hp density on higher tier units, you need to limit the way it scales.

If you had linear scaling then as Femto has already mentioned certain units would clear be game breaking.

If you are playing a wide open map, how many tmD and t2 pd combinations must the enemy make? For 1 MML you are now making him spend the mass for 4-5 TMD?

This is why on DG Nuke is always netgain 0, because you force 2 SMD which is 15k mass against 15k mass. Which is why its so dominant.

@FtXCommando I don't think TML are that dominant. They cost a lot in initial investment are easily scouted and easily countered. If you're suggesting bombing TMD then i suggest bombing TML. Also you can block TML with a single land fac in construction.

Also cybran shields are cheap.

I've always wanted an increase in MML max missile speed, provides more of an incentive to hold fire to overwhelm TMD (except the aeon one) since the reload speed wouldn't change.

I have to agree that MMLs feel a bit weak. Not because their dps is is so bad but because tmd is so effective against them. One tmd can certainly block one mml shooting at it. Except cybran but the missile split is rather a gimmick. and a tmd is only 280 mass vs 200 mass for the mml. I am very sure it is effective to block unsynced mmls with tmd. Synced mmls might be more efficient than tmd. But then you still have to break through a shield. I nearly never use them to break through a fire base. But they are great at stopping pd creeps. 3 MMLs make pd creeping with a t2 acu nearly impossible. For breaking firebases I would rather suggest t3 mobile arty, as it has only shields to fight against and it is more dps/mass efficient than t2 stationary arty.

But this discussion is only happening again because people play lame chokepoint maps where building firebases is viable. On more open maps you just can ignore the firebase and destroy your opponents eco and deal with the firebase once you are so far ahead it doesn't even matter anymore.

The problem is MMLs exist solely to break firebases, and TMD exists solely to protect from MMLs/TMLs. You have to keep a balance between the two or else MMLs become either under or overpowered.

I would agree for a straight damage buff. This would preserve the current MML/TMD balance while also nerfing shields' ability to block them.

How do we nerf the ability of shields to block them? Literally just let them through some percentage of the time? 100%? 50?

You could use MMLs to kill shielded TMD and then bases would break instantly. At least with shields absorbing some MML shots you have a chance to react if your opponent spams MMLs.

By buffing MML damage. If the missiles do more damage shields cannot hold under fire as long, while this has no effect on TMD.

There are different ways to change MML's balance and at least 2 types of passive defense can be used

Shields: any buff or nerf will contain changing dps
TMD: more about how many MML's they counter. Healthy (IMO) state is about 0.7-1.2 . 1.5 will be OP

There is possible even buff MML aganist shields and nerf aganist TMD

From test:
It takes about 3 min by 10 MML's to do ANY damage to firebase with around 2000 mass in shields and TMD

Unless the map is cluttered with players or the map is a turtle map i fail to see where turtle bases are an issue at all. The most common scenario is that 2 opposing players have lots of t1 / some t2 spam when fighting over territory and you try to build some t2 pd to support your army. Note that it's for army support and not to make it act as a "turtle base". These fights are often pretty chaotic so both having the time to build tmd and letting it live is pretty rare. After your mml's have killed the pd's they shoot safely from the back at random units and will eventually give you value as well, since armies tend to grow big enough for them to randomly hit units anyway. You often can build just 2 or 3 mml's and when the fight is over you check the mass killed on the mml's and they often have reached 500+ mass killed, which means they have more than done their job.

This was all talk about teamgames btw. 1v1's turtle bases aren't even worth talking about.

I'm not sure where the idea came from that MML were suddenly unable to break firebases. Maybe you have some replays where this is not the case? They're supposed to be the basic requirement for balance posting. Instead of making 8 posts a week full of claims that are not backed up in any feasable manner.

Stop asking for the balance team to randomly change stats because of what is essentially napkin-theorycrafting.

If you cannot even provide people the basics (The replay where you think you lost because of MML balance) It's on you to test this simple idea.

Luckily, we've told you how to do just that, here.

@biass said in MMLs are terrible - Lack of competent T2 siege option contributes to turtling:

I'm not sure where the idea came from that MML were suddenly unable to break firebases. Maybe you have some replays where this is not the case? They're supposed to be the basic requirement for balance posting. Instead of making 8 posts a week full of claims that are not backed up in any feasable manner.

Can you provide replay when they can?

I'm asking cos I'm not that good player and newer being able to break firebase with MMLs. I want to become better
Unprotected PDs and interesting mex locations are other story

Just post a replay of you not being able to break a firebase then. This is exactly what he asked for.

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text:
What are we voting on now?

With the recent word from the foundation that p-reps are only here to secure the network. And as more p-reps are just self-funded non-performing whales. What is the point of voting? Would a flat rate be more appropriate at this point? Or a heavy cap on votes (~2% of supply). Why does prep A get 15k to run a node but lower reps get $50? Seems broken. I know it’s “set up” this way. But it seems like there’s really no point now. Are we voting on who our favorite whale is? Or who runs an AWS node the best?

The screenshot that Brian shared was taken out of context and I have explained it on a number of venues. Here is an explanation from the same chat room as the original screenshot:

Nothing is changing. Funds from a node are not necessary to contribute. Zensports doesn’t run a p-rep and they built a successful DApp on ICON. Great contribution, and if they were running a p-rep, I would expect people to vote for them because of their DApp contribution.

Balanced is another example. Has cost $0 to build. 5 p-rep teams all contributing using their talents in exchange for splitting upside in the project. I would expect people to vote for the teams that contribute to balanced. Good contribution, has nothing to do with rewards. Balanced cost $0 to build, just effort. DPoC is about why you pick who to vote for, not giving nodes a ton of rewards and hoping they reinvest in ICON. It’s about electing nodes with talent, that use that talent to build businesses on ICON (among other things). It’s about not focusing on which node offers the highest rewards, but which nodes bring the most talent to the ecosystem.

As for what nodes get paid for, nodes earn rewards to compensate for governance and node operations. Contributions get paid for by the success of the business (I.e. Balance token value and dividends), grants (I.e. the LICX grant), or the hopeful impact it has on ICX price (I.e balanced can raise the price of ICX and therefore all of our income). You can also raise money for your contribution as ZenSports did.

In addition to everything mentioned above, votes will have an impact on a team’s voting power in the CPS. So you should vote for teams that manage the CPS the way you like. If you really like marketing but you see your P-Rep consistently votes against marketing proposals in the CPS, you should change your votes to a team that supports what you like to support.

Managing the CPS itself is also optional, so I expect teams that participate in managing the CPS to also earn more votes for their effort. CPS participation will be shown in the voting screen and on the tracker.

But yes I agree that the income disparity amongst P-Reps is not ideal. We are discussing that internally right now (and on some other threads). A cap is on the table and other potential ideas. If it becomes too equal, we’ll just have whales running 5-10 P-Reps each, but having no equality at all leads to inefficient income disparities


text:
Emoji Characters Not Shown in QT Apps

All emoji characters (such as :white_check_mark: :id: :+1: etc) are either not shown or shown as black & white pictographs in any QT application. This unwelcomed change happened across all installed QT applications at once after a system update. There’s no issue with any other non-QT application.

I’m currently using:

OS: Manjaro 20.2.1 Nibia
Kernel: x86_64 Linux 5.10.2-2-MANJARO
Shell: bash 5.1.0
DE: Xfce4
WM: Xfwm4
WM Theme: Gnububble
GTK Theme: Breath-Dark [GTK2]
Icon Theme: Humanity-Dark
Font: Cantarell 14

Any idea how to fix this? Thank YOU!

I’m afraid you can’t. It’s an upstream bug. :man_shrugging:

Thank You @Aragorn. At least good to know the devs are aware of it.

1 Like


text:
NFC Ring Feedback

  • My ring was delivered a couple of days ago.
    My boss had got me a Galaring to mess around with while i was waiting for this one to arrive. I have to say the Galaring is such a horrible looking thing next to my beautiful shiny new NFC Ring.
    I cant believe the quality of the NFC ring compared to the Galaring, NFC ring wins hands down.

    It works fine on my Samsung Galaxy S3, which is running SlimKat 4.4.2 custom firmware. Best £25 i've ever spent.

  • Community Helper

    Nice one, it's great to hear from someone who has used both!

  • When i first got the Galaring i took one look and thought "oh dear, i guess the NFC ring is going to look like this as well" but when the NFC ring came i was over the moon. It's a work of art compared to the Galaring.
    The Galaring is twice the size and looks like it was thrown together and performs no better , whereas the NFC ring looks like it was crafted by experts, it's such a lovely looking ring. The difference between the two is striking.

    I love it so much i'm going to buy another for my girlfriend when they are shipping again, and ask her to marry me :) yeah, some might call me cheap. But we are both geeks and this is right up our street lol.

  • Community Helper

    That's awesome mate!

  • Community Helper

    yeah really cool! Can you post us a pic of the gala and the nfc ring next to each other? I would love to see the comparison

  • @Lafunamor Sadly, i have given the Galaring back to my boss. But i will ask him to take some pics of it next to something for size reference, and then do the same with mine. Or i'll try and grab it from him next time i'm in the office.

    But it's not just the look of the rings. The Galaring feels as if they wrapped a big strip of metal round your finger. it's big and to me just feels like a metal band. The thing i love about the NFC ring is the inside of the rind is kinda curved if you know what i mean, and is such smaller than the Galaring.
    The quality of the NFC ring is so much better than the Galaring. You really have to see them together for yourself to understand.


text:
How do you talk?

Off-Topic Forum for things having nothing to do with Twilight or the entertainment industry

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Re: How do you talk?

Post by twilightbelle<3 »

*Wanderer* wrote:I tend to st-st-stutter and st-st-stammer when I'm having trouble finding the right words to say. I also tend to get louder and louder gradually as I talk. :?

Hahaha, oh. my. god. Me too!
I will be talking, and soon I am like yelling, its embarrassing when people are like, "You are talking REALLY loud" :oops:
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Re: How do you talk?

Post by JenTheWriter »

Unfortunately, I haven't a really cool accent. I'm from the Northwest and we're very basic talkers. We pronounce everything as it's supposed to be said, unless we're giving away to slang. I wish I had an awesome British accent ... I'd listen to myself talk all day.
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Re: How do you talk?

Post by love_is_noise »

north west of england that's where i'm from!
i have a very unlocal accent.
i've lived in kendal my whole life but my parents are both from manchester so i don't sound local, but i don't sound mancunian either. some people say i sound posh but only the people who i think sound really common (wow i just read this and i sound like a right snob! :? )

well, i don't have much in the way of an accent, i use abit of slang but not much. i don't sound like i'm from the country but im obviously not from a city either.
so i have a really plain way of speaking i think...accent wise anyway...

but i do tend to use ALOT of body lang when speaking,it's quite funny really. i think i get it from my mum...she is a physics teacher and allways uses her hands to help explain things so i think i get it from her.

i am really bad at interupting people but if i have a point to make i don't seem to be able to stop my self from saying it straight away -it's really bad and embarrasing

i tend to get louder as i speak too...and i often end up ranting about polotics or predusis views and stuff...doesn't matter how the convo stars i will end up reanting..abit like i am now :lol:

i always manage to subconsiously link stuff back to twilight aswell and it always ends up in to convo too!

so that's me^
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Re: How do you talk?

Post by addictedbooklover »

love_is_noise wrote:i always manage to subconsiously link stuff back to twilight aswell and it always ends up in to convo too!
Same! I was dying to start ranting on about when I heard these guys talking about papercuts! :lol:

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Re: How do you talk?

Post by dazzlingdynamite »

I'm getting more posh scottish as the days go by, according to my dad I barely sound scottish anymore XD (: A posh scots accent is sorta english, but it still has a bit of a scots twang. Must be my school.
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Re: How do you talk?

I talk Australian, but it's not really umm.... what do you call it?....slangish..if you know what i mean..
I can do a really good English accent.. :D
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Re: How do you talk?

Post by »

I dont have anything special. As someone said above, I also pronounce everything as it was intended to be pronounced, except I'm in the Northeast. People assume that everyone in New Jersey has a Jersey accent, but i don't, and I dont know anyone that does. So that settles that.

I also talk really quietly. i must get about fifty "whats?" a day because no one can hear anything i say. I talk quite fast, too. i cant even understand myself because it just comes out like a jumbled mess and the words just run into each other.
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Re: How do you talk?

Post by Jadey »

I have a New Zealand accent.. but it ain't 'strong' or whatever.
Hmm.. I dunno how I talk.. depends on my mood. I like to sound intelligent, so I use big, complicated words :lol:
Kiwis are known to talk really fast.. in monotone.. and mumble?!

LOL :lol:

The nz accent.. we tend to not pronounce the 'L' in a lot of words.. and swap it with a 'W' :lol:
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Milk - Miwk
Children = Chiwdren

I can do a Brit accent really well, cause im part brit, and our accents are similar. Hehe, I can do an aussie accent too. Ha. Usually its just to take the piss.
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Re: How do you talk?

Post by cassis_rose »

It's hard to say what kind of accent I have. I'm guessing it'll be flat compare to all the other accents in the world. I mean, Singaporeans generally just pronounce the words like it is.

I usually converse in Mandarin, if needed, then English. My spoken English isn't that good and fluent so I don't speak that much. Like a typical Singaporean, Singlish is often added to the sentences.
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Re: How do you talk?

Post by pennybug84 »

I have grown up in northern Utah pretty much my whole life. And so when I talk to people outside of this little valley I live in I've been told I have a Utah accent, even though I don't think I do! (Isn't it interesting how people hear how you talk differently than you think?)

Also in this valley people tend to not pronounce their t's properly. I'm not sure how to explain it but there's a town near here called Newton and when it's spoken people don't say the t very pronounced like a tuh. anyway.

Sometimes I talk really fast (so I've been told) it doesn't seem fast to me but people will tell me to slow down.
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Found 17 results

  1. Dropping apples into a large chest in my cart: [20:08:49] You drop nine green apple. should be [20:08:49] You drop nine green apples.
  2. I just got this idea from Retrograde's WurmOnlineOfficial stream, so he should take the credit for it, and probably will. Retro's mouse was moving so fast when he was creating the mushroom planter box on the ground, and his mouse was so silent it actually looked like he was dragging the materials (in this case beams) on to the unfinished planter box (it was like lightning believe me.) I thought wow - what if we could drag materials onto an item we were creating? - we could drag planks onto an unfinished large cart to continue it, drag bricks onto an unfinished house wall to continue building it, drag pegs onto an incomplete knarr to continue adding to it etc etc. You might be thinking well, what's wrong with using the crafting interface (which is lovely btw), or double clicking to activate the material and then right clicking the unfinished item and selecting Continue Item, or pressing a bound key as many do now? I use a laptop touch pad, and I am mindful of what a relief it is that we can just drag items onto bulk containers to fill them - what a great asset and improvement to Quality of Life! - so I would love to be able to drag a stack of mats onto unfinished items to continue them. The action timers would stay in place of course, and you could only queue the same amount of actions/mats, but the amount of wear on mouse or touch pad is bound to improve. I also think it would be quite satisfying to physically 'put' the materials down onto the item being constructed (yeh, weird I know). I think the only downside would be mis-clicking and accidentally completing your knarr in the wrong peg wood type, but that isn't likely to happen is it? ...often? Just an idea.
  3. basically places the item where it is showing, not accurate so would like to find a fix, will give any info when needed. So i changed resolution scaling to 200 when the update hit, didn't realize it would affect the placement overlay, realized this might be a reason and switched to 100% and is now working properly. Plz Fix
  4. i love how we can drop<place items. can make a table look nice with plates and food or items and skulls. one thing that has been annoying is the backpacks, i never layed one down like ingame, usually i put the bottom down but im getting off topic now... i would think this idea would only work within structures for many good reasons but first. when we place a item i would like another option to lean item. when you get home from a fishing trip it would be nice to lean them in the shed rather than throw them on the floor or in a container. for a nice roleplay aspect i would like to lean my pickaxe on some crates getting ready for the huge operation. the rafts laying on the floor holding fragments, why not lean some up against the wall. barrels, must they all be upright except when on a shelf. most larger tools and items i would like to see them lean. over time it would be odd but cool to make a statue or "art" stacking items on other items. if anyone is familiar with "a tale in the desert" they have a art item, where anything you own can be put within this 1 tile zone making pictures or animals or even a tool made by that tool but with 100 of them. the reason i say it would be indoor only is it would be cool but odd to see a tent made of rafts randomly in the woods, or some using them as blinds from archers when approaching a enemy. im sure this is not really needed but would add more decorating in general, along with haveing a woodworking shop look like one with saws and other tools leaning on a table waiting to be used.
  5. Wanted to suggest a confirmation window for using the key bind to drop on liquid inside a container, basically hover over the liquid and keybind drop does the pour action without actually using the pour on ground action.
  6. Some of the worse chores with a mouse can be filling multiple listed containers. Say for example thirty small barrels in a wagon, or thirty bowls in an oven. There are methods that panfillers use to approach this state; however, imho they still fall short. Some degree of a shortcut would be handy, for example 'dragging and dropping' a liquid unto the header item of the list, which would attempt to fill each container in the list until either the liquid runs out or no more containers. Granted one might want only so much of the liquid in each container; though, theres several ways such can be implemented. Same can be said for nonliquids, dragging over a pile of say chopped spices.
  7. WTS 2x triple shoulder pad, leather (75ql) Examine: A decorative shoulder pad. These armor pieces come in a variety of materials and designs. Buff: The Triple Shoulder Pad gives a buff to leather armor glance bonus versus two-handed. Final price reduction: 8.5s for the pair (comes out to 4.25s per shoulder pad)
  8. Items dropped or planted on a staircase fall through and appear on the floor below the staircase. A planted item that is pushed onto a staircase from an adjacent floor tile also falls through. I have tried this on wooden and stone brick staircase types ("[09:24:06] It is a normal staircase made of wood.)
  9. When picking up any type of trellis or dropping it, the even can be seen through two different locals. I have had people not even in my local spamming my event tab by take/dropping a trellis just to be annoying, but that's for another thread. There is an apparent bug that for some reason allows even a player 50+ tiles outside local see the other players actions regarding a trellis. [05:42:40] xx gets a grape trellis. [05:42:40] xx gets a grape trellis. [05:42:40] xx gets a grape trellis. [05:42:40] xx gets a grape trellis. [05:42:40] xx gets a grape trellis. [05:42:40] xx gets a grape trellis. [05:42:40] xx gets a grape trellis. [05:42:40] xx gets a grape trellis. [05:42:40] xx gets a grape trellis. ... (actual log goes on for quite some time) player name marked with xx. This can cause certain players to spam your event tab without being able to even chat with them in local to see "what's up?" I have seen most abuse of bug on chaos with enemy kingdoms.
  10. I recently found two issues. They might not be bugs per-se but related to mechanics that seem broken to me. Issue #1: # What happened [12:05:54] You are too close to the bottom of the bridge to drop the dirt. # What you expected to happen The ability to drop the same amount of dirt that I just dug out of the very same corner. I figured it would behave like a fence, since I can dig on the other two corners of the tile, should I not be able to also drop dirt on it? I suppose my only option now is to destroy the bridge and rebuild it if I want to fix the digging I did, which exposed issue nr 2 (see below for details) # Steps to reproduce Dig and drop dirt on the opposite end of the same tile that the bridge attaches to. Issue #2: # What happened I cannot reach the tile that the first bridge part sits on. I tried digging the corner out to see if I could expose the tile somehow from under the bridge, only to realize 1. I could not and 2. it created issue # 1 (see above) so now I cant cover it up. # What you expected to happen Some ability to target that tile so I can pack and pave it, since apparently it bleeds through to the other side of the bridge # Steps to reproduce Just try to target this tile. (picture shows some of the bleed through of the dirt tile behind it)
  11. Similar to the harvesting issue, both may have the same root cause. I get this when dragging veggies from a satchel into a frying pan. This is not using any of the pan loading techniques, just drag one veg from window A to window B, rinse and repeat. Didn't use spoiler because it eats some of the output. Unexpected crash while playing The error was: <Index: 47, Size: 47> It's possible you might figure out what's wrong from the log file below, but if you can't, post the full log on the wurm online forums, and someone else might be able to help you. Contents of console.log: Time is Wed Jun 03 23:37:32 BST 2015 Running client version 3.87-7309 === System information === Executing from /home/USERNAME/ Operating system: Linux (arch: amd64, version: 3.14-2-amd64) Java version: 1.8.0_45 (Oracle Corporation) <> Jvm version: 25.45-b02 (Oracle Corporation) [Java HotSpot(TM) 64-Bit Server VM] Available CPUs: 6 >>> Main thread exiting. Loading character oakheart Loading config oakheart Loading props file /data/wurm/configs/oakheart/gamesettings.txt Executing /data/wurm/configs/oakheart/keybindings.txt Loading props file /data/wurm/players/oakheart/password.txt >>> LoginFrame queue entry exiting. Loading character gaeron Loading config gaeron Loading props file /data/wurm/configs/gaeron/gamesettings.txt Executing /data/wurm/configs/gaeron/keybindings.txt Loading props file /data/wurm/players/gaeron/password.txt Saving props file /data/wurm/players/gaeron/password.txt Saving props file /data/wurm/configs/gaeron/gamesettings.txt Keybindings saved. Loaded pack sound.jar (r1) Loaded pack pmk.jar (r2543) Loaded pack graphics.jar (r2541) Options up-to-date! Loading props file /data/wurm/players/gaeron/playerdata.txt Loading props file /data/wurm/players/gaeron/stats.txt Preparing to enable console logging. Now logging to /data/wurm/console.gaeron.log === Wurm options === animation_playback_self = 1 auto_mipmaps_enabled = 2 auto_run_source = 0 cavedetail = 1 censor_chat = false cloud_shadows = false collada_animations = 3 color_black = 0.0,0.0,0.0 color_cyan = 0.0,1.0,1.0 color_error = 1.0,0.3,0.3 color_fuchsia = 1.0,0.0,1.0 color_green = 0.08,1.0,0.08 color_grey = 0.5,0.5,0.5 color_lime = 0.0,1.0,0.0 color_maroon = 0.5,0.0,0.0 color_navy_blue = 0.23,0.39,1.0 color_orange = 1.0,0.5,0.0 color_purple = 0.5,0.0,0.5 color_red = 1.0,0.0,0.0 color_royal_blue = 0.23,0.39,1.0 color_silver = 0.75,0.75,0.75 color_system = 0.5,1.0,0.5 color_teal = 0.0,0.5,0.5 color_white = 1.0,1.0,1.0 color_yellow = 1.0,1.0,0.0 compressed_textures = false compressed_textures_S3TC = true contribution_culling = 150 custim_timer_source = 1 customTimer1 = -1|-1 customTimer2 = -1|-1 customTimer3 = -1|-1 customTimer4 = -1|-1 customTimer5 = -1|-1 debug_mode = false depth_clamp_enabled = 2 disable_select_all_shortcut = false display_settings = false:false:0:1024:768:32:-1:false:false enable_contribution_culling = false enable_debugs = false enable_lod = true enable_shift_drag = true enable_vsync = true engine_multithreaded = 0 event_log_rotation = 2 exec_source = 0 fast_yield = false fbo_enabled = 2 fog_coord_src = 0 font_antialias = 2 font_bold = 11 font_default = 11 font_header = 24 font_italian = 11 font_monospaced = 11 font_static = 11 fov_horizontal = 80 fps_limit = 30 fps_limit_background = 15 fps_limit_enabled = true game_client_thread_priority = 2 glsl_debug_loading = false glsl_enabled = 2 gpu_skinning = true gui_opacity = 3 gui_skin = 0 has_read_eula = true hide_inactive_friends = false hide_menu_examine = false hide_menu_no_target = false hide_menu_spam_mode = true hide_menu_stop = false high_res_binoculars = true hint_texture_scaling = 1 impColumn = true inverse_mouse = false irc_log_rotation = 2 irc_notif = 0 item_creature_render_distance = 4 key_bindings_source = 0 keyboard_layout = 0 loadInventoryStartup = true local_list_in_event = true lod = 1 log_extra_errors = true log_gl_errors = false mark_text_read = true material_as_suffix = true max_texture_size = 2 mega_texture_size = 4 model_loader_thread_priority = 2 model_loading_threads = 1 multidraw_enabled = 2 no_brightness = false no_terrain_render = false no_world_render = false non_power_of_two = 2 occlusion_queries_enabled = 2 offscreen_texture_size = 1 other_log_rotation = 2 outline_picking = true player_texture_size = 2 reflection_texture_size = 1 reflections = 2 release_context = false release_context_on_jogl_sleep = false remember_password = true render_distant_terrain = true render_glow = false render_sun_glare = false resident_models = false save_skills_on_quit = true screenshot_file_format = 0 season_override = 0 send_extra_tile_data = false setting_timestamps = true settings_version = 3 shadow_level = 0 shift_drag_default = 10 showKChat = true show_body_in_inventory = true show_old_quickbar = true silent_friends_update = false skillgain_minimum = 1 skillgain_no_alignment = true skillgain_no_favor = true skydetail = 1 sound_al_gain = 15 sound_buzzlevel = 2 sound_cache_enabled = true sound_doppler_enabled = false sound_engine = 0 sound_footstepslevel = 10 sound_music_level = 5 sound_play_ambients = true sound_play_buzz = true sound_play_combat = true sound_play_door = true sound_play_emotes = true sound_play_footsteps = true sound_play_music = true sound_play_weather = true sound_play_work = true stipple_enabled = true structure_render_distance = 4 submit_client_data = 0 terrain_bump = true terrain_res = 1 test_attach_equipment = false test_mode = 0 thirdPerson = false tile_transitions = true tiledecorations = 2 togglePushToTalk = true treelist_outline = true trees = 2 update_optional = true use_alpha_particles = true use_anisotropic_filtering = 0 use_antialiasing = 0 use_color_picking = true use_fast_clock_work_around = true use_fbo_color_picking = true use_nagles_algorithm = false use_nano_timer = false use_non_alpha_particles = true use_phobia_models = false use_tree_models = true use_weather_particles = true vbo_enabled = 2 viewport_bob = true water_detail = 2 Jun 03, 2015 11:37:41 PM class.KA4iSdiSNi run INFO: PostRequest parameters: [name=v, value=1, name=tid, value=UA-44537377-1, name=cid, value=cef36f0b-81e4-4d5c-a925-ba68a5fe80a4, name=t, value=event, name=an, value=Wurm Client, name=av, value=3.87-7309, name=ec, value=Churn, name=ea, value=collect, name=el, value=Startup, name=ev, value=true, name=cd01, value=-1253461210] Setting up Collada Model Loader Executing /data/wurm/configs/gaeron/keybindings.txt Translating legacy key ENTER to RETURN Jun 03, 2015 11:37:41 PM class.KA4iSdiSNi run INFO: Event successfully posted to Google Analytics Word filter loaded: 23 Starting job manager with 5 worker threads >>> Launch queue entry exiting. Using LWJGL display 1024:768:0:0 (false) === OpenGL information === LWJGL version: 2.9.1 Adapter info: null (null) OpenGL vendor: NVIDIA Corporation OpenGL renderer: GeForce GTX 760/PCIe/SSE2 OpenGL version: 4.5.0 NVIDIA 346.72 OpenGL extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_NV_internalformat_sample_query GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_query_buffer_object GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vdpau_interop GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GLSL version: 4.50 NVIDIA GLSL max vertex uniforms: 4096 (4096) GLSL max fragment uniforms: 2048 (2048) GLSL max varyings: 124 (124) Preloading builtin materials Preloading builtin materials done Setting up dotXSI Model Loader Launching dotXSI Model Loader threads Launching Collada Model Loader threads Starting workaround for fast running clocks Using LWJGL timer. Initialized mouse with 13 buttons. Experimental direct buffer cleaner init successful Increasing image buffer to 16777216 Startup Phase - Setting up.. Initializing font texture for SansSerif (11). Texture Size: 512 Initializing font texture for SansSerif (11, italic). Texture Size: 128 Loading window positions from /data/wurm/players/gaeron/windows_1024x768.txt Loading props file /data/wurm/players/gaeron/windows_1024x768.txt Gui initialized Startup Phase - Preparing terrain Startup Phase - Connecting .. Disabling Nagles Writing to /data/wurm/players/gaeron/logs/_Event.2015-06.txt Disabling Nagles Writing to /data/wurm/players/gaeron/logs/_Friends.2015-06.txt Writing to /data/wurm/players/gaeron/logs/Alliance.2015-06.txt Decreasing image buffer to 4194304 Jun 03, 2015 11:37:47 PM class.KA4iSdiSNi run INFO: PostRequest parameters: [name=v, value=1, name=tid, value=UA-44537377-1, name=cid, value=cef36f0b-81e4-4d5c-a925-ba68a5fe80a4, name=t, value=event, name=an, value=Wurm Client, name=av, value=3.87-7309, name=ec, value=Churn, name=ea, value=collect, name=el, value=Login, name=ev, value=true, name=cd01, value=-1253461210] Jun 03, 2015 11:37:47 PM class.bdrk5lOHzx FZOk5L6Gfy WARNING: Can't set attitude of creature 637534720 because it doesn't exist Jun 03, 2015 11:37:47 PM class.KA4iSdiSNi run INFO: Event successfully posted to Google Analytics Login successful Executing /data/wurm/configs/gaeron/autorun.txt Starting update of login splash image... Finished loading new login splash image! Resized terrain FBOs to 512 Decreasing image buffer to 1048576 Now using reflection FBO (256) Increasing image buffer to 4194304 Execution aborted at connection 1, iteration 2116 Run time 1m, local time Wed Jun 03 23:39:04 BST 2015 Destroying game window ====== CLIENT CRASH ====== Unexpected crash while playing java.lang.IndexOutOfBoundsException: Index: 47, Size: 47 at java.util.ArrayList.rangeCheck( at java.util.ArrayList.get( at class.bUKNw42JmU.FZOk5L6Gfy(SourceFile:375) at class.kAi6R9AYR.FZOk5L6Gfy(SourceFile:1566) at com.wurmonline.client.X1XFlh0qbH.FZOk5L6Gfy(SourceFile:372) at com.wurmonline.client.BILF1iey6X.fgtPPuD8uC(SourceFile:328) at at
  12. When you drop a white drake part in the ground it shows up as green drake instead. It is not like you would have your drake on the ground much but thought i would post it anyway.
  13. Clay can't be sold at token, then when u dig clay and it is too low QL u leave them. I think could be better: If clay is dropped on a clay tile offer the possibility of drop in a pile or on ground... and if the last is chosen make clay dissapear. Less lag I supose.
  14. We have a lot of decorations now and the dropping of them is haphazard and sloppy. How about something like this? Since the Drop > On ground is in and soon we will have that spiffy actions bar, why not go one more and divide each tile into a virtual 3x3 for specifying where to drop/plant things. â”Œâ”€â”¬â”€â”¬â”€â” â”‚1â”‚2â”‚3â”‚ â”œâ”€â”¼â”€â”¼â”€â”¤ â”‚4â”‚5â”‚6â”‚ â”œâ”€â”¼â”€â”¼â”€â”¤ â”‚7â”‚8â”‚9â”‚ â””â”€â”´â”€â”´â”€â”˜ You would only see this when dropping/plating > to grid. A dialog would come up and you use 1 to 9 and it drops/plants in the center of that drop square. Maybe add "to nearest corner" also.
  15. Hai, A lot of new things has come into Wurm lately, and most of them are awesome but this last thing is bugging me. I know some of ppl lost their items due the fact that they failed to click correctly but that is their fault. I find it a bit to harsh to punish all of us (who knows how to click ) by increasing clicks by x2 when you need to make such a simple action as drop smth lol. I suggest here to make it optional at least, have in mind that to much of fail-safe mechanisms sometimes makes things less fun. BR, Komunalac
  16. As most of the things i have in wurm to make my life easier, i have hotkeys for drop and take. Now the other day I accidentally hit the drop hotkey on the coc (mind you 89 power) water instead of the barrel itself. Needless to say I almost had a heart attack. Drop should only do 'drop' and not 'pour' or anything else it might be related with. If you right click water, you do not even get a drop option - and it does make sense as you cannot 'drop' water. I know is not a big change, and should be easy enough to implement. And I am also sure that I am not the only person that this ever happened to
  17. For some reason, My graphics drivers have been dropping, and crashing the game in the process. Its a hard crash, comp goes to a black screen and refreshes. This is somewhat random, as Sometimes I can run 3 toon's all day (No crash), Somedays it is 1 toon (crash) Other days its two toons (No crash) ect. I have tried to narrow it down to charecters moving at the sametime, Open Chat Tabs, Nothing, It all apperas very random. I have Updated all drivers, Defraged disk, Closed all aux programs, Nothing seams to help. can Anyone offer any advice as to why this keeps happening? Thankyou


text:
Maintenance for the week of January 18:
• [COMPLETE] PC/Mac: NA and EU megaservers for maintenance – January 19, 4:00AM EST (9:00 UTC) - 8:00AM EST (13:00 UTC)
• Xbox One: NA and EU megaservers for maintenance– January 21, 6:00AM EST (11:00 UTC) - 10:00AM EST (15:00 UTC)
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How to delete my eso Account

Soul Shriven
I didn't know where to go about my issue but I need to delete this account @BumBottle/Snubyx. It was originally my account but when I bought my new pc I already had eso on steam so I just created a new account and started over. However all of my drops and even the twitch drops Clouded Senche and the 5 crates went to the BumBottle account and its not even link to my twitch. My new account @Snubbie is linked to twitch and that's the account I watched e3 on and was expecting my drops to be there. Can I please delete this account @BumBottle. I wish to delete it I cant log in-game on it and don't desire to since I already have my @Snubbie account. Please help me
  • idk
    The issue is not deleting the account which I do not think is possible. The issue is getting your new account associated with your game properly.

    @ZOS_BillE might be able to help as they are pretty resourceful. GL.
  • Snubyx
    Soul Shriven
    I hope I can delete the account I cant even log into it. My eso on steam just auto logs me into my Snubbie account so yeah getting everything working properly is some I look forward to doing.
  • ZOS_BillE

    As mentioned above, you need assistance with linking your Steam account to the correct ESO account. You'll need to contact customer support to open a ticket for help with this request. If you have any issues doing so please let us know.
    The Elder Scrolls Online: Tamriel Unlimited - ZeniMax Online Studios
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Opera mini supports Javascript and css without reloading

  • Opera mini supports css animations and javascripts for google products. I'm talking about opera mini Android App during extreme mode. Why it supports. How can I make my website supportable for JavaScript and CSS anims on Extreme Mode?


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In the event the thoughts aren’t connected start a new paragraph. After looking at the example offered under, you ought in order to receive a notion of how you desire to begin writing your own. You must have great ideas, produce connections, and help those links. Before starting writing, it certainly is sensible to construct a word bank of associated words and ideas. The most crucial factor about composing a thesis statement is the reality that it must be particular. For example, Still Another critical characteristic of a great thesis statement is it should have the capacity to trigger a disagreement. It operates due to the telling, due to the personal character of the storyline. Several the words you studied contained verbs, and such verbs will inform you the kind of article you’re intended to compose.

It would be happy should you may verify on paper which you agree with this time.

Asis apparent, obtaining a detailed terminology is the solution to great illustrative creating. It lets the audience follow particular actions and arrive at the aim. The writeup ought to be educational and systematic. Let us notice for ourselves inside this place! Consequently, it is extremely crucial to participate in a subject you like and feel motivated to write. Think about previous knowledge you might have about that problem. There are numerous subjects on health issues you could use for writing.


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Plastic Living Room Furniture

Living room is surely an important place – that is why, it should accommodate nice and functional furniture. Thanks to this site, you will see how many various types, shapes and style of such plastic living furniture you can choose from. Take a look at all the photos and

Best Ideas

Plastic living room furniture

Aesthetic cool modern dining chairs made of durable resilient plastic in variety of colours. Chairs vary in bases and shells designs as well as in colouring. All of them are lightweight and some can be stacked.

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By combining together trays - you get a place to store in the form of round drawers at the same time, or you disconnect them and get a set of colored plastic trays. This plastic living room furniture is based on round base made of steel with powder coating.

Modern living room sets 1

Colorful setup for a bright and spacious living room with a traditional style. The contemporary sofa in a mint color with two decorative throw pillows provides a contrastive look to the vintage armchair and an oriental ottoman.

Glass chrome dining table

Modern chair mounted on metal base with chrome finish. Carefully profiled seat is made of plastic. Use only water for cleaning. Suitable for residential and commercial premises.

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A touch of modern style in a living room. This is an L-shaped sofa that features a soft supportive backrest and a very comfortable sitting space. The frame is made of durable materials that feature a high weight capacity.

Plastic coffee tables 2

Living in a studio doesn't have to mean that the space you're in is cluttered - now you can easily divide it into three separate spaces without losing the stylish appeal and even adding more functionality to the setting.

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Edgy interior of the Donovan House, Washington DC

Convenience Concepts 143523W Modern Accent Storage Ottoman

Modern accent storage ottoman (15.75'' x 15.75'' x 23''). This practical storage ottoman is available in 6 beautiful colors. Double sided lid with fabric on one side and functional tray on the other. Great for keeping your tidy.

Plastic living room furniture

Original kitchen island consisting of lego blocks. Base is reinforced with solid supports. Rectangular top has large usable surface. Contemporary design for each home.

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If you want to opt for something modern and contemporary-looking then this ultra designed chair will do the trick, fitting perfectly in any man-cave or even the living room and proving to be the nicest option for watching movies.

Plastic living room furniture

Modern Mini Houses: I like the deer head, and it looks like the table is a plasic lid turned upside down...could totally paint it too.

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Hello, awesome bedroom with neato plastic swingy chair.

Modern living room furniture 40

A colorful patchwork upholstery of this chair brings a merry vibe to an interior and helps pull off the look of a plain-colored area. Its seat is cozily dished and congenially wide; the metal legs are splayed.

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wood staircase pool outdoor modern living room leftovers lamp fireplace color chair bedroom bathroom art architecture Japanese Trash mascul...

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A modern coffee table made out of light cherry wood with a polished finish and metal elements on the edges. The table has a foldable top which allows you to bring the surface closer to you while working on the sofa.

Clear plastic chair

plastic dining chairs louis ghost Like it cos it's stackable & has arm-rests

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Comfortable elements of furniture for living room indoors. Original yellow ottomans provide additional sitting space. Blue armchair provides good comfort together with a blue sofa. The central part includes a round coffee table with mirrored top.

Living room glider

Pretty contemporary nursery rocking chairs. They differ in frame designs, materials, colouring, Some of them have plastic shells, the others are padded and upholstered. Some models have low backs and no arms, the other have arms and tall wingbacks.

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This picture is a fragment of a design catalog from the 1960s, illustrating perfectly how the contemporary people imagined the future design. Apart from the centred, 4-sided TV platform in front, the project does not differ much.

Inflatable Bubble Ottoman - Smoke Black

Ultra-modern, inflatable bubble ottoman with contoured seat. Very stylish thanks to glossy smoke black upholstery, yet practical: may be folded and travelled with without any difficulties. Perfect for dorms and play-rooms.

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Basement! love the wall colours. Use can lighting. “Lighting is everything when it comes to achieving a great result from your basement remodel,” says Hullinger. He suggests using small can lights finished with a clear or haze finish alzak trim kit, w

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living room furniture: display cabinet and sideboard made of plastic ...

Living Room Collection

Living Room Collection
Are you looking for super stylish and comfortable solutions? Are you a fan of tradition with a dose of fresh design? Then, check out this perfect living room collection and enjoy its style and functionality.

Plastic living room furniture 1

Charles and Ray Eames designed these chairs, introduced at the Museum of Modern Art in 1948. Available in side and armchair versions, today's chairs are updated with recyclable polypropylene. Offered in an array of vibrant colors, these chairs will create

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Silla Eames Plastic, esta silla se diseño para el concurso Low-Cost furniture Design del Museo de Arte Moderno de Nueva York en 1950, fue la primera silla de fabricación industrial realizada en plástico. Diseñadores de los clasicos del diseño: Charle

Oak round coffee table

Round coffee table made of wood in two shades. Base is reinforced with solid supports. Neutral and functional design for the living room and others interiors according to taste.

Acrylic Coffee Table 32 x 16 x 16 x 3/4 premium domestic material

An exquisite piece for both office and home décor. This Modern Table in Clear Finish is designed of durable and transparent acrylic, and beautified by a stylishly streamlined design. The table weighs 29 lbs.

Plastic living room furniture

Avant-garde set of dining room chairs made out of plastic colored in a plenty of different colors and shades. Perfect addition to a modern, contemporary dining room, bound to give a unique look to your dining table.

Plastic living room furniture

The Eames plastic DSR chair is a contemorary version of the legendary Fiberglass Chair designed in 1950 by Charles and Ray Eames. It was originally produced in collaboration with Zenith Plastics for the Museum of Moderm Art's Low-Cost Furniture Design Com

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Eames Plastic Side Chairs von Vitra. Weiß und Holz ist ein starkes und zugleich lichtes Duo: Da werden Designklassiker wie der Eames Side Plastic Chair (DSW bei

Plastic living room furniture 2

Silla Eames Plastic, esta silla se diseño para el concurso Low-Cost furniture Design del Museo de Arte Moderno de Nueva York en 1950, fue la primera silla de fabricación industrial realizada en plástico. Diseñadores de los clasicos del diseño: Charle

Plastic living room furniture 1

Kartell Masters chair and ghost buster unit in white and crystal. Modern furniture design in plastic.

Bocca Living Room Collection

Bocca Living Room Collection
Ensure a stunning look for your contemporary styled living room with a little help of this amazing collection. It offers a white upholstery for a more refined and neutral look and is a beautiful choice for almost any decor.

Harvest Living Room Collection

Harvest Living Room Collection
This living room collection includes a comfortable sofa, loveseat, chair and ottoman. All elements of this type are soft, comfortable and they feature a neutral grey color. The central part of this stylization is a solid coffee table with wooden frame and glass top.

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Half rounded sectional sofa in contemporary form. It is upholstered with soft fabric and reinforced with solid seams. Includes extra pillows for added comfort. Modern design for the living room and others interiors according to taste.

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vintage crate shelves - in the living room instead of built ins?

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Have every seen a globe bench? A round shape is unique and extraordinary. The upholstery's so comfy and impressive. It invites me to take a seat and relax. Accomplished to recreation room.

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A sectional sofa that is perfect for use in a living room. This piece of furniture features a soft seat and backrest, so it provides the highest level of comfort and support. It stands on solid, stable legs.

Baxton Studio Letterio White Cradle Chair

Modern-looking cradle chair with chrome steel base, ash wood rockers and heavy duty plastic seat with matte finish and curved edges. It has been contoured to provide maximum comfort while seating. It's a modern take on classic cradle chair style.

Nexera Brooklyn End Table, Espresso

Aesthetic large modern end table made of wood with a dark brown lacquer finish. It has a rectangular top with a removable central tray and spacious open storage niches both on sides and in the centre. Its legs are light and truncated.

Miniature Casper Novelty Chair in Clear

If you add these two dining armchairs to your dining area, it will surely become a hit. They come in a unique, acrylic design and are molded for extra comfort while the design gives a modern vibe and helps you create your own, original space.

LexMod Wood Pyramid Armchair in White

Exquisitely modern-looking armchair crafted out of molded plastic for the seat and a solid wood "pyramid" base. Wonderfully versatile, sturdy and highly durable, It's perfect for indoor and outdoor use.

Frugah Clear Acrylic Nesting Table Coffee End Table 3pc Lucite Side Table Set

This modern set of 3 nesting tables is fashionable, space-saving, and built to last, perfect for enhancing living rooms and offices with lesser space to spare. Each table provides durable acrylic construction - transparent, and easy to clean.

Convenience Concepts 143523BE Modern Accent Storage Ottoman

Lack, Side Table, High Gloss Red

This is a high quality piece of furniture designed for use as a side table. It has got an attractive red color with high gloss. The size of this product is: Length: 21 5/8 " Width: 21 5/8 " Height: 17 3/4 ".

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Add this sublime cocktail ottoman to your interior and enjoy the elevated look of your interior. It comes with the charming hand tufted accents and stands on four delicate wooden legs to support it seamlessly.

Convenience Concepts 143523R Modern Accent Storage Ottoman

Convenience Concepts 143523T Modern Accent Storage Ottoman

Enitial Lab Level End Table, Espresso

This beautifully made table side is a beautiful piece of furniture for the living room or bedroom. Interestingly it executed perfectly as a shelf and a coffee table. Interesting design style emphasizes a contemporary interior.

Convenience Concepts 143523P Modern Accent Storage Ottoman