![]() When you choose the Run option, the selected code is executed. There are four execution options available. Any variables you declare outside of a function will be added to the global object for that tab. The code is executed in the scope of the currently selected tab. Then choose the way you want the code to run using the buttons along the top, using the Execute menu, or using the context menu. If you don't select anything, all the code in the window will be run. Once you've written your code, select the code you want to run. The "" link takes you to the MDN documentation for the symbol. addEventListener, then press Ctrl + Shift + Space, you'll see a popup that shows a summary of the function's syntax and a short description: To show the inline documentation popup, press Ctrl + Shift + Space when the cursor is on an identifier. ↑ and ↓ cycle through the suggestions and Enter or Tab select the highlighted choice. ![]() The icon next to each suggestion indicates the type, and the currently highlighted suggestion gets a popup with more information. You'll see the autocomplete box, as shown below: To list autocomplete suggestions, press Ctrl + Space.įor example, try typing d, then pressing Ctrl + Space. Scratchpad integrates the tern code analysis engine, and uses that to provide autocomplete suggestions and popups containing information on the current symbol. The File menu offers options to save and load JavaScript code snippets, so you can reuse code later if you like. The Scratchpad window looks something like this (on OS X the menu bar is at the top of the screen): This is especially useful in split Console mode: you can use Scratchpad for a persistent, multiline editor, and the Console to interact with the page. Now Scratchpad will be available in the Toolbox, alongside other tools like the Page Inspector and the Web Console. First you need to check "Scratchpad" in the "Default Firefox Developer Tools" section of the Settings page. From Firefox 47, you can open Scratchpad inside the Toolbox.
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![]() Posted in Gaming | Comments Off on Crazy Old Tim Plays All The D-Mods: Volume 1 However, I also added some additional ‘context’ to Tim’s entries, including the community response to the COTPATD project, old forum posts, alternative reviews, and some historical snapshots of what was going on in the community while the D-Mods were released. I also trimmed out a tiny amount of content for formatting purposes. In editing COTPATD, I fixed a few typos and grammar mistakes, and added a few missing screenshots. I think it is also important to recognize Tim’s achievement, as sad as it is that he isn’t around to see this. COTPATD is a glimpse at our community through the silly games that we created together, and having that on a bookshelf makes it more ‘real’ than a web page that might disappear overnight. Tim wrote COTPATD because he “wanted to give something back to a community that meant a lot to when was younger”, and I believe that publishing his work in book-form continues that goal. Sadly, he died shortly after completing his project. His writing was pretty darn brilliant, and was witty, thoughtful, personal, and hilarious. Along the way, he covered all 355 D-Mods, and wrote just under 300,000 words in total. ![]() He decided to call this project ‘Crazy Old Tim Plays All The D-Mods’ (COTPATD). Tim Maurer (aka CocoMonkey) decided to play through every D-Mod ever released, and write about his experiences as he went. Crazy Old Tim Plays All The D-Mods Volume 1: 1998 – 2004, a 430 page physical book (!) is now available for purchase.įor those of you who haven’t been following The Dink Network, something really cool happened a few years ago. Symbol ( '' )) # fact slots can be accessed as dictionary elements assert fact = 'John' # execute the activations in the agenda environment. assert_fact ( name = 'John', surname = 'Doe', birthdate = clips. ![]() find_template ( 'person' ) # assert a new fact through its template fact = template. build ( DEFTEMPLATE_STRING ) # retrieve the fact template template = environment. load ( 'constructs.clp' ) # define a fact template environment. Environment () # load constructs into the environment from a file environment. Example import clips DEFTEMPLATE_STRING = """ Please check the documentation for more information regarding building CLIPSPy from sources. (score by) Film Editing by Claire Dodgson. (written by) Cast (in credits order) verified as complete Produced by Music by Heitor Pereira. The provided Makefile takes care of retrieving the CLIPS source code and compiling the Python bindings together with it. Minions (2015) Full Cast & Crew See agents for this cast & crew on IMDbPro Directed by Kyle Balda Pierre Coffin Writing Credits Brian Lynch. > pip install clipspy Building from sources $ pip install clipspy WindowsĬLIPSPy comes as a wheel for most of the Python versions and architectures. Most of the distributions should be supported. On Linux, CLIPSPy is packaged for x86_64 architectures as a wheel according to PEP-513 guidelines. CLIPS is designed to facilitate the development of software to model human knowledge or expertise.ĬLIPSPy brings CLIPS capabilities within the Python ecosystem. Initially developed at NASA’s Johnson Space Center, CLIPS is a rule-based programming language useful for creating expert and production systems where a heuristic solution is easier to implement and maintain than an imperative one. ![]() Python CFFI bindings for the ‘C’ Language Integrated Production System CLIPS 6.40. ![]() This scalability is extremely useful when zooming in on the action and not seeing pixelation. Don't be concerned at the resolution, as this software draws with vector shapes, so your art is infinitely scalable. When you first start the software, you are given a choice of formats and resolution to draw in. ![]() Plus, the software is very intuitive and logical so it's fast to learn and easy to work with. ![]() While Storyboard Pro isn't perfect, it is by far the best software for drawing storyboards I have ever used. It's also a huge hog of hard drive space and doesn't work with audio. While it's great for drawing, coloring and effects, it's not very good for quickly reviewing an entire sequence, adding script information or real-time animatics. Processor speed and hard drive size allow us draw and save as fast and as much as we want. The new Wacom Cintiq monitor/tablets give us the same texture and feel as drawing on paper. Hardware technology allows us to in draw realtime with digital tablets. I bring all this up because technology and a certain storyboard software have finally given us the feel and speed of drawing the way we like and has resolved most of the problems we had with working on paper. I don't like my finger smudging the soft ink or the copy machine smearing my original art. I don't like having to redraw the same background over and over in subsequent panels. What I don't like is having to redraw an entire frame just because I don't like the size, position or quality of part of the frame. I like spreading the pages of boards on my drafting table and looking at an entire sequence as I work. I like visually telling stories with directors. I like that slight texture of the paper and the drag of the lead as I draw. Like many of you classically trained artists, I like the feel of my pencil gliding on good paper. I have worked on literally thousands of both live-action and animated projects. As always, it is a matter of finding the time to actually sit down and write.For those of you who don't know me, I've been storyboarding for a long time. I’ve been thinking on writing an article/series of articles about my experience coding these engines, their peculiarities, and what steps I tend to follow from beginning to end. ![]() server/client approach to communicate engine/DCC app, or a not so mature API always makes things more complicatedĪlso, while I tend to take sometime to understand how the DCC app is used, not having actually used it as an artist make me think sometimes that I might be skewing the workflows I implement towards what the API allows me to do rather than what would be the normal workflow from an artists perspective. While some are straight forward with the basics like open/save/import or having python scripting capabilities, others are not so much, ie. Thanks everyone for your comments, it is encouraging to hear that people are already making use of this and other engines I’ve released.Īnswering your question, I think the challenges do not tend to come from the toolkit framework (which at this stage I know by heart), but from figuring out the DCC apps APIs. Hope this is useful for someone out there! Of course you might need to modify/tweak the hooks to fit your pipelines/workflows requirements.Īs I tend to do with other engines and to make things easier to setup, I’ve included a ‘config’ folder in the repository where you will be able to find the changes to add to your tk-config-default2 environment config yml files, templates, engine_locations.yml, etc… Take a look at the README for a few more details on tk-apps workflows and implementation details. Warning that the engine has not been tested in production (or by anyone else yet!), so feedback is very much welcomed or ever better contributions to the git repo.Īll hooks for all default tk-apps are included, the only one left to do is the update part of tk-multi-breakdown. Linux and Mac users, I’ve done my best to guess where the location of the installed app and script folder are, but might required some tweaks. I have had the chance to tested it only in Windows 10 with Harmony Premium 16. As a good start of the year, here you have my implementation of a shotgun engine for Toon Boom Harmony: ![]() Path signals can be awfully convenient in OpenTTD because junctions based on path signals are simpler and more compact. In OTTD you don't have to use path signals (no equivalent exists in Factorio) you can just use one-way signals (roughly equivalent to factorio signals) and presignals (roughly equivalent to factorio chain signals) and many players don't use Path signals at all. In my opinion this is more odd than the "signal is red but path is clear" in OTTD. Indeed the signaling that OTTD allows is nice but the signaling in factorio is simpler and more intuitive.Īnother problem with factorios train momentum is, that signals that are set to red by circuit are ignored by trains with high momentum. If a train stands at a signal, remove the reservation and recalculate path every second. I know that the reservation of tracks in factorio is because of the momentum the trains have(In OTTD the trains break "immediatly"). So if the track or trains blocking the track change: it might change. In OTTD the train checks on every intersection if it is driving the best possible route. The train does not notice that there are 3 parallel tracks that it might drive because it wants the blocked track so badly. ![]() In factorio it is common that trains stay at signals because they have reserved a track quite some time in the past. I get your problem with Path Signals in OTTD, but the pathfinding in OTTD is over the top compared to factorio. Thanks Kovarex and the rest of the team for making such a superb game and for your continual support and improvements to it. I find it fascinating just watching the trains graciously give way, slow down, accelerate away etc. In the Xterminator 'Base tour developer interview' vid: It seems Kovarex solved all that nonsense with chain signals and of course it all works fantastically well. It would appear, that 'signals' in OpenTTD are logical directors, but the visual feedback you get from them is. There is surely nowhere on this planet that puts a red light up and allows cars, trams, bikes, trains or whatever to hurtle towards it at full speed on the off-chance that there might be an exit when it gets there?Ī red light means STOOOOOPPPPP, period (Amsterdam excluded). OMG.įrankly, I couldn't care less what the underlying logic is. You see in the YT video this happening, as a train gets to the red signal and it flashes green momentarily. In FFF 81, Kovarex explained that the underlying logic in TTD was different to Factorio, in that Factorio's trains know where they want to go, whereas in TTD the signals kinda direct them. What on earth did the OpenTTD programmers think they were doing?! Skip forward a minute or so until all the signals were changed to path signals and take a look. So, that's why I won't be playing OpenTTD any time soon. ![]() trains!Īnyway, I was looking at other games that featured trains (a lot) and OpenTTD seemed to fit the bill, so I watched some tutorials on YouTube. ![]() I've found after nearly 300 hours of playing though, that what I like the most is. I think it's one of the best games to have ever been produced. A tribute to Kovarex (FFF 81 - Chain Signals) But as the device lies dormant, they must first discover a means to turn it on. Through it, that person could reach a pivotal point in time and alter events of the past. In a last-ditch effort, the survivors turn to the Time-Lock, a recently excavated device supposedly capable of granting a single person the ability of time travel via an inter-dimensional portal. He dispatches his space fleet carrying his endless hordes to attack Earth, leading a three-year conquest that has humanity driven almost to the point of extinction. Unfortunately, Mental has chosen this time to turn his attention upon Earth. Prior to AD 2060, humanity had slowly begun uncovering artifacts and ruins left behind in ancient times by the Sirians, the famous and long-thought extinct race from the place of Sirius. Serious Sam 3: BFE serves as a prequel to the original Serious Sam: The First Encounter and depicts the events on Earth before Sam's journey into the past. For example, a Gnaar's eyeball can be ripped out or an Antaresian Spider's shell can be broken. The player can perform hand kills or kick enemies to conserve ammo, depending on the weapon selected. The player moves slower while aiming down the sights, making it impractical at close range. The pistol and assault rifle have the ability to aim down sights, which increases accuracy but only slightly. Unlike most other FPS games that have sprinting, the player is able to sprint as much as they want, but they cannot attack while sprinting. Serious Sam 3 features some new gameplay mechanics such as sprinting and iron sights. It is now much larger, differently shaped, and walks on all fours, unlike its bipedal counterpart in Serious Sam. The Gnaar's design has radically changed from the original game. The Kamikaze has returned to his original design, rather than the Serious Sam 2 design. New ones include the Khnum and Scrapjack (resembling the Hell Knight and Mancubus from Doom, respectively), as well as the cloned soldiers reminiscent of the Strogg from the Quake series. There are no puzzles, however, the player must find keys, pull levers and find environmental anomalies to progress.Ĭlassic enemies such as the Beheaded Kamikaze, Beheaded Rocketeer and Kleer Skeleton return in the game. Some weapons such as the Lasergun and the Sniper Rifle and their respective ammunition pickups are in fact secret-only and otherwise are not found in the levels normally. Additionally, the levels are full of secret areas, where health, armor, ammo, and in some cases, weapons from later levels can be found, following the tradition of the previous games. In the style of old-fashioned first-person shooters, there is no regenerating health, instead, there are health and armor power-ups scattered throughout the levels that the player must pick up. The signature close-combat weapons from the first game, the knife and chainsaw, have been replaced with a sledgehammer with three modes of attack. There are 13 weapons in total, five of which have a manual reload. There are also a larger number of enemies that can attack the player from a distance. However Serious Sam 3 has more closed environments than its predecessors, particularly in the early levels. ![]() Like previous titles in the series, Serious Sam 3: BFE involves fighting against many hordes of enemies in wide-open environments. ( September 2019) ( Learn how and when to remove this template message) ![]() Unsourced material may be challenged and removed. Please help improve this section by adding citations to reliable sources. The game itself, however, was released one day after Valve opened the beta branch for " Steam for Linux", namely 20 December 2012. The Linux version of the game started being worked on after a high number of requests, where the first Linux-related update was the porting of the game's dedicated server. ![]() ![]() The OS X support for the game followed shortly after and was released on 23 April 2012. The game was first released for Microsoft Windows on 22 November 2011. The game features a 16-player online, as well as 4-player splitscreen co-op campaign mode. The game takes place in 22nd-century Egypt, during Mental's invasion on Earth, as implied in The First Encounter. It is part of the Serious Sam series and the prequel to the 2001 video game, Serious Sam. Serious Sam 3: BFE is a first-person shooter video game developed by Croatia-based indie development studio Croteam and published by Devolver Digital. On 15 January 2023, they welcomed their first child. On 17 August 2022, they announced that Komatsu was pregnant with their first child. Keith Silverstein is an American voice actor, known for lending his voice to English Versions of Japanese anime and video games, affiliated with Bang Zoom Entertainment, Viz Media, Studiopolis and Funimation. In 2020, Maeno announced that he had married voice actress Mikako Komatsu. Take a visual walk through their career and see 82 images of the characters theyve voiced. ![]() He won the New Actor Award at the 4th Seiyu Awards. Subaru Kimura is a Japanese voice actor known for voicing Pesci, Aoi Todo, and Satori Tendou. He worked as a part time assistant and experienced three years of custody, recruiting registration and six years of laying down. He attended the Amusement Media Academy and the Japan Narration Actors Institute. Tomoaki Maeno ( 前野 智昭, Maeno Tomoaki, born May 26, 1982) is a Japanese voice actor.
![]() For every statistics line, the following information is displayed: Ethernet Type (IPv4, IPv6, ARP), IP Protocol (TCP, UDP, ICMP), Source Address, Destination Address, Source Port, Destination Port, Service Name (http, ftp, and so on), Packets Count, Total Packets Size, Total Data Size, Data Speed, Maximum Data Speed, Average Packet Size, First/Last Packet Time, Duration, and process ID/Name (For TCP connections). The packets statistics is grouped by the Ethernet Type, IP Protocol, Source/Destination Addresses, and Source/Destination ports. NetworkTrafficView is a network monitoring tool that captures the packets pass through your network adapter, and displays general statistics about your network traffic. HTTP, SMTP, POP3 and FTP.) or as hex dump. You can view the TCP/IP conversations in Ascii mode (for text-based protocols, like View the captured data as sequence of conversations between clients and servers. SmartSniff allows you to capture TCP/IP packets that pass through your network adapter, and Save the TCP/UDP ports information to HTML file, XML file, or to tab-delimited text file. ![]() In addition, CurrPorts allows you to close unwanted TCP connections, kill the process that opened the ports, and (product name, file description, and so on), the time that the process was created, and the user that Including the process name, full path of the process, version information of the process If you want to download a software package of all the tools listed below in one zip file, click hereĬurrPorts is a network monitoring software that displays the list of all currently opened TCP/IP and UDP ports on your local computer.įor each port in the list, information about the process that opened the port is also displayed, In the following section, you can find a unique collection of freeware network monitoring/Internet tools. Network Monitoring and Inventory Tools Package Normal science, in Kuhn’s view, is essentially a mopping-up operation. This questioning, in turn, leads to a revolution that he termed “paradigm shift.” Kuhn based his model on the classic paradigm shifts in physics - the Copernian, Newtonian, and Einsteinian revolutions the development of quantum mechanics and Roentgen’s accidental discovery of X-rays, one of the great unanticipated anomalies in the history of science. True breakthroughs, he argued, arise in a different way - when the discovery of anomalies leads scientists to question the paradigm. Kuhn’s great insight was to realize that real progress did not result from the daily puzzle-solving of normal science. Kuhn referred to this traditional approach as “normal science,” and he used the then-obscure word “paradigm” to refer to the shared concepts that guide the members of a scientific field. Prior to Kuhn’s 1962 book, historians and philosophers considered science to be a rational endeavor in which knowledge is achieved through painstaking, day-to-day accumulation of data, facts, and minor discoveries. This book introduced the world to “paradigms” and “paradigm shifts” - two of the most misused, overused, and abused words in the world today. This year marks the 50th anniversary of the publication of a highly influential book, The Structure of Scientific Revolutions, by the physicist Thomas Kuhn (1). ![]() Paradigm shifts in science: Insights from the artists |