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Showing results for tags 'Tutorial'.
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Help with making a vehicle
steffenbk1 posted a topic in ModdingI've bin trying to make a vehicle in squad for sometime now, but im having a hard time since i cant find any tutorial on it. Is there any good tutorials on Unreal tutorial on vehicle making that is relevant for making them in squad?
[Mapping] Environmental Design - How to use and improve the SDK landscape/asset materials
CreativeRealms posted a topic in TutorialsThis is a tutorial series that primarily focuses on teaching you how to utilize SDK landscape materials and tweak them to add even more aesthetic detail to your maps. It is still a work in progress and more videos may be added in the future. Current videos in the series: How to use and customize the v12 Talil landscape material Adding gradients to the Talil landscape material Cliff and Rock Blending Tutorial
Squad Leader 101
Vance posted a topic in General DiscussionSQUAD LEADER 101 is the complete manual to becoming an effective SL in SQUAD. It includes kit and role breakdown, leadership tips, infantry tactics, callouts, and much more. It's written to be the ultimate guide to Squad Leading and should help many aspiring SL's learn the ropes. If you like it, please upvote it and leave a comment on Steam. GUIDE CONTENTS i. Introduction ii. Earning the Stripes 1. Squad Leader Basics 2. The Squad Leader 3. R.O.P.E. 4. Rallies and Fobs 5. Infantry Tactics 6. Squad Roles 7. Vehicles 8. Leadership I 9. Leadership II 10. Callouts Link to the Steam Guide
[3D/2D] Setting up your Texel Density
FishMan posted a topic in TutorialsHello. In this tutorial I would like to talk about texel density. What is texel density? Before answering this question first of all it is necessary to define what is a texel... From wikipedia: Texel simple language - it is a pixel of the texture. Even if these concepts are similar, but not identical, you can perceive texel the same as the pixel. And a texel density is the number of texels per unit of the squre virtual (game) space. Or, other words, the amount of pixels which are covered by a UV-Shell. Why texel density is important and where? It's simple. The higher a texel density, the more detailed the texture on the screen. And the opposite: the less texture density, the more blurred the texture will be on the screen. Where it is important? Basically everywhere! Not only iside a single asset, but also between a different assets as well. Game scenes are usually composed of a plurality of objects. And because the games do teams consisting of several people, and because it is difficult to determine the size of your texture relative to other objects this may lead to the fact that each object in the scene will have varying degrees of detail. Here is an example from Internet: As you can see on this picture walls and barrels are more crisp while the texture on the floor is very blurry. This is because they have a different texel density (pixels in a meter). Also pay attention that walls, barrels, floor etc. - are all different assets (actors/entities), which can be made by a different people at the same time. So that's why It is important that texel density should be standardized (at least for an environment assets) on the project you're working to have constistant details on every asset. Otherwise some objects in your scene will be blured while some will have a very sharp details and overall they will contrast each other. But above all, it should be said that the texel density is not a mandatory rule. It can vary depending on your needs and possibilities, well at least if you know what you're doing. Experience shows that you can retreat from exact values within 25%-50% between different objects, but you should avoid this as much as possible. You can vary texel density inside a single object as well to distribute texture space proportional to the number of details that you want to show. For example if you doing a vehicle, you can double texel dencity on parts with high dencity of details like steel hawser, or for parts which player will be able to see very close (for example parts of the cabin) and you can decrese texel density for parts which is gonna be hard to reach for the player (such as the bottom) to save some texture space. Here some examples: And here what you gonna get if you if you do not pay enough attention to this issue: Hold on, pixel in a meter? Should we say pixels in a SQUARE meter maybe? Um, not actually. For density of 512, there are 262144 pixels in a square meter, so the density is a 262144/m^2. Now look at this value of 262144, does it says anything to you? Me neither. Thats why we are using a "linear" or "flat" values (like for one side of our square) for measuring the texel density. For example 512/m sounds more reasonable than "mathematically correct" value of 262144/m^2. But we will return to a square meters later. Should we use any software for this? Well, I met a couple of ways in the Internet about how to calculate it manually, when I was prepearing this material. But I will not bring this methods here, because it's hard to imagine a person who will do it manually every time. There are some free software solutions that will allow you to calculate and/or set texel density for your model. Lets talk about them. First lets talk about 3ds max. How we do it in 3ds max? Solution #1: A small script made by me... I called it Texel Denisity Tool, yes-yes my imagination is unlimited, I know, thank you Well, in truth I took "UV Normalizer" script from script spot made by Manu Pratap and rewrote it. Now the script is more powerfull and easy to use. The interface is looks like this: It duplicates the interface of the corresponding utility from Maya. Here is a download link. How to install: Just drag and drop it on 3ds max viewport or use MaxScript->Run Script... from the main menu. Then use Customize User Interface to assign this script to a shortcut or frop it on Toolbar. It will be in the category Custom and its called Texel Density Tool. Here is a short video showing this process: What should I do before use it? First of all you must decide what value you will be using. And the problem is that it depends on your project. But in today's games (at least in those that I worked) I have seen the values of 400-512-1024 pixel per meter (p/m) on average. Remember: the higher a texel density on your project, the lesser you can bake on your textures and the more you'll have to rely on tiled or trim textures as well as complicated shaders with some fancy blending methods to produce an acceptable game art. And do not forget about the texture memory and perfomance, this things are not boundless. So choose wisely. Lets say you choose 512/m and your engine is Unreal Engine 4. Next you should set up your units (Unreal using centimeters). Here is a tutorial about how to set up centimeters in Max. Pay attention that you can leave "Generic Units" in "Units Setup" tab and only change system units to centimeters (And I suggest you to do that, because max works more handy in this case). Here is the setting I'am using for example: Ok. Now we are ready for set our texel density. So how do you use this script? Pretty simple - you just launch this script. Set the a desired texel density in the field to the right of the "Get" button. Set your target map resolution and press "Set" and you're good to go. Super simple. But make sure you're added Unwrap UVW modifier to your model before use this script. Solution #2: This solution is called Advanced UV Normalizer. The only problem is that from version 2.0 it is no longer free. I also heard that TexTools can somehow adjust texel density but I've never tried because I don't like TexTools. Anyway. I've got an old free version of Advanced UV Normalizer which you can download here. And here is an official site where you can buy a lastest version of this script in case you need it. How to run? You can drag & drop it in max viewport. Or u can select it via Scripts>Run Script. Here is the short video: So how do we set texel density for crist sake? Fist of all you should add an Unwrap UVW modifier to your model and launch Advanced UV Normalizer. Next there are two ways of getting and setting texel density. First method: Because we know that we are using 512/m, we can create a cube with size of 1 cubic meter and each side of this cube will already have a necessary texel density. Well, you know, because by default its UVs are occupy all available UV area. So it doesn't matter what texel density you choose. If you're using right texture resolution for "1 cubic meter cube" it will always have the right density (for a specific texture resolution as I said). For example: if your density should be 1024 you can create a "1 cubic meter cube" apply 1024x1024 texture on it and you good to go - this cube will have the right density. Now, you can apply a checker texture on it, place your model near the cube and scale and compare UVs untill they match. Just joking. that's how people do it in the past. But today we have this piece of software, which is allowing us to "grab" the necessary texel density and apply it to any other model. To do this we should select "custom" from a drop down menu, type 512 pixels to Height and Width of Texture Size (because density is 512/m), select one side of the cube in UV Editor and press "Get Texel Density" button. Here are the values that you should get: As you can see Ratio Geom/Pixels showing 5,12 - this mean 512/m, but because our units are set to centimeters, and because there are 100 centimeters in 1 meter it showing us 5,12 pixels (per 1 cm). Ok. So now we have our texel density saved. To apply it to a different mesh, after you get right values, you simply can select an object where you need to set a texel density, set a target Texture Size (1024x1024, or 2048x2048 for example) and press "Normalize" button and thats it - you've set a texel density for your model. Here is a short video showing this process: Second method: Ok. Now after we know how this values work. I'll show you how you can set them manually. Ok, lets make a scheme for our for our convenience: First of all we need to select Custom from a dropdown menu [1.], then we need to set our target Texture Resolution [2.]. I should mention before its too late that "Target Texture Resultion" is a resolution of a texture that you will apply in the engine on the asset you're producing, so if you're going to use for example 1024x1024 texture for this asset, you should type 1024x1024 here. And here where things become a little bit complicated. We need to set our units [5]. Pay attention that units must be squared. So in our case we are using centimeters, it's mean that we should take 100 centimeters (one meter) and square it, so the final value will be one with four zeroes (10000). For pixels [6.] we should do the same but insted we should square our density. I suggest you to use calculator for this. In our case we are using 512/m so 512*512=262144. If you, for example, want to use density of 1024/m, you should use 1024*1024=1048576. If you done everything right you should get 5.12 or 10.24 in Ratio Geom/Pixels section [7.] or whatever the the density you've chosed. Pay attention that "Target Texture Resultion" does not affect any of this calculation, you need it only for setting the density for UV-Shells. Here a screenshot with right values for density of 512/m: So now after you do all settings right you can apply your texel density to any model you're doing over there. And here is a short video showing the whole process: Pretty complicated, right? But nothing can be done. It just how this program works. And the bad news is that you'll have to do this every time you close Advanced UV Normalizer. In newest versions of this software, you can set Ratio Geom/Pixels directly and save a presets so you don't have to do this "piloting of a spaceship" crap every time. So I suggest you to buy a new version. Here is a screenshot of an Advanced UV Normalizer 2.3.0 just for a demontration: What about Maya? Oh, this is one of the few features of Maya, in which it is better than Max. I'm not 100% Maya user, but afaik starting from Maya 2017 (with all updates installed) Autodesk added a native instruments to work with texel density. To start working with it you should just open the UV Editor, open a Transform section and roll down untill you see "Texel Density (px/unit)". The Interface is similar to a script that I was talking at the beginning of this tutorial. Pretty much this is is where I took it from. It works exactly the same: Set the a desired texel density in the field to the right of the "Get" button. Set your target map resolution and press "Set" and you're good to go. Super simple as well. Pay attention that this tool is setting density for pixels per unit. Its mean that for different system units you'll have to type different values for texel density. For example for meters it will be 512, but for centimeters it will be 5.12 Here is a short video showing a process of setting up system units in Maya and using a texel density tool: Usefull links: All You Need to Know about Texel Density - Leonardo Iezzi Maya: Texel Density (TD) tutorial Texel Density for game art UE4 - Texel Density
tutorial Quick start guide for any new players that want to jump straight into the game
Craggles posted a topic in VideosHere's a super quick, bare bones of how to play squad, targeted at "just bought the game and I want to play right now" players who don't have the time for all those 30 minute in-depth tutorials floating around.
So, You Want to Make a Squad Map, Part 1: Splatmaps and World Machine
Gatzby posted a topic in Development TutorialsIt was high time Axton had his tutorial immortalized! Without further ado:
Squad - Infantry School
LuckyJack888 posted a topic in VideosHere's an example of a training session in our clan. You might learn something. I know I did...like, you never know when you're being recorded.
So You Want to Make a Squad Map - Volume 1: Landscape
Axton posted a topic in ArchiveI've made a short series of tutorials that tell you everything you need to know (as a basic level) to get your landscape up and running in the squad SDK. I hope to continue this series covering every aspect of creating your map.
[Video] I hope this will help new players coming in <>//
ParaPlays posted a topic in Introductions / New PlayersLatest Old Hello and welcome to a new video I put together for Squad. It will help new players who are coming into Squad fresh, and even help some of us who have been around since the start of the Squad kickstarter with a few hints and tips. I have tried to keep the information straight forward and helpful, some of the deep mechanics of the game I will do in another video, but for now this video will give you the fundamentals to get in game and know what's happening. The game can be overly complicated for new players, and as we push forward with vehicles and emplacements, getting the core fundamentals and game play basics with infantry will stead you over nicely. If you enjoy this video and found it helpful, let me know and give me your feedback, suggestions for future videos I may make. Thanks for watching. See you on the battlefield. Para.
Creating Background Terrain in the Squad SDK
Axton posted a topic in ArchiveSorry about the shitty/grating audio and the awkward presentation, it's late and I'm in a rush. https://www.youtube.com/watch?v=dG8SzjzuBDM
A quick Guide how a Mechanised Squad can work!
runningDuck posted a topic in General DiscussionHello fellow Squaddies, Alpha 9 is finally here and we had some time to play around with the new Assets, Maps like Gorodok and Yehiorvka really want you to use those Goodies as long as possible and everybody gets hyped about the sound when a 30 Milimeter goes off right next to you. Unfortunately with more Assets, there is more Responsibility to them, there is more things to adapt to, new tactics to learn, and different ways of what to do with those Assets. I played with a lot of the new Assets, got some positive Feedback from the Community and just want to share some of my knowledge. All of the following tipps are not the "one and only way" to do it. We are still early in that phase of the Squad, so i ask you to experiment and invent effective ways for Mechanized Squads. I am long time Squadlead and mostly i work with Vehicles as Squadlead. This is a way of using the new vehicles which worked with high effectiveness. This shall not be a big discussion thread, but if you feel like adding tipps just let me know. Anyway. Here we go: Tipps for Squadleaders: 1. Dear Squadleaders, first of all i want you to be aware of one thing. If you claim a Vehicle, YOU are responsible for its use. We are not playing Battlefield, Loose of a Vehicle equals Loose of Tickets. Loose of Tickets equals the loose of a Match. They are strong, really strong if used correctly. But as Spiderman told us, with great power comes great responsibilty. Keep that in Mind. 2. If you choose to claim a Vehicle to go the "Mechanized" Squad route, be aware of the Fact that you should change your Squads purpose to work with the Vehicle. For me personal that means: If you claim a 30 Mil BTR or MTLB, your Squads priority target will be to wreck enemy vehicles. Destroy their Infrastructure, take away their Logis, their Strykers. That means for your Infantery that they are not fighting for themselfs. That means for your Infantery to support your Vehicle against enemy Infantery, protect it, scout for it. You choose a 14.5 Mil BTR ? Well, maybe its not Vehicle Hunting anymore, maybe its more fighting for Flags and be the "Core" Combat Unit of your Team. Different Vehicles for different Jobs. But with a Vehicle Claim you define the JOB of your Squad for this round. And u want to do this Job. 3. Adjust the Rest of your Squads Loadout to complement the Vehicle Choice. Lets take the 30 Milimeter again for example. You got the biggest Bang against any kind of Vehicles already with you. So you gotta prepare your Infantery against those sneaky LAT and HAT Soldiers which will try to come and ruin your Day. You have a NVG MTLB with the juicy Kord on it? Maybe you should make sure to have some LAT with you to fight against Vehicles. 14.5 BTR or Stryker? Maybe one LAT will do and you can take the additional MG to have some additional lead against those mean dudes with their rockets. 4. Everything can be destroyed. But playing safe will always be better then rushing into Flags and loosing your Asset + your whole Squad. I prefer taking 5 Minutes longer to safely reach and conquer the flag over taking 15 seconds to get rekt and loose the Match. As you as SL should already know, not giving up, staying alive and staying in Combat as long as possible, controlling Areas is mostly the best way to have a good round. If you keep your Men close to your Vehicle, you will be able to scout enemy vehicles early, fight AT threats early and the highest survivability will be given. However sometimes the Tandem will just come. At that point you will hopefully have cost the Enemy Team more Tickets then your Vehicle was worth. 5. Giving individual Orders to your Vehicle Crew and Infantery is something you can do. The Binocs and Squadleading Radial Menu (T) are your best friends for it. You are the one who is supposed to know what is going on on the map. For yourself staying close to your Vehicle, Binocing around and help to spot targets of any kind is a good way too make sure you are in the middle of the action and can coordinate stuff. Just not mentioning that if a sniper got you in sight you easily can evade by jumping into the cosy safety of your Stryker. Having those 5 Things in Mind as Squadleader already should help you in succesfully work with vehicles. Anyway the Squadlead is not the guy operating the Machines, therefore the next part is Tipps for Crews: 1. Here the same as for Squadleads. U guys in your Vehicle wield a lot of Power. But ultimately, in 8 out of 10 cases you are the once to blame if your Machine is lost. So act responsible, work with your Squad and listen to your Squadlead. Maybe things will go do wrong time by time, but nobody is perfect and we all - hopefully - learn out of mistakes. 2. Work as a Team, not only with your Squad, but more important as a Crew. That naturally means that you should operate the Assets as a Team. With two persons. Single operation will not work as good as it did in earlier Versions of Squad since there is a lot more threats out there with Alpha 9. The 2 Seconds it will take to switch seats is sometimes the 2 seconds too much. Make sure to communicate properly inside your Vehicle. Use the Local Chat ( at this point some Audio Engineering with the Local Voice and Effect Slider will help) to talk with your Buddy and make sure to have things sorted out. Harmony inside a Crew is important. 3. Drive carefully and thoughtfull. Even with the Introduction of the Offroad Mode (Shift) you can maneuver into Dead Ends or get unluckily stuck. Dont push in unknown territory. Stick to your Infantery and drive their walking Speed if you push together. Another important thing for the Driver is to actually have a safe fallback route. Here too, the 5 seconds it will take you to turn your Craft around might be the 5 seconds the LAT needs to reload. Full reverse is often the better choice. This will be tricky if you operate in Forests so you wanna make sure there is no tree/shack/building/wreck or whatever right behind you. In that regard navigating with the Map is a really handy skill to learn. 4. Even if you feel strong, as before, everything can be destroyed. So do not overcommit. If you have eaten 1 LAT, just engaged with a vehicle, or you are even just low on ammo because u are doing so exceptionaly well, fall back to the next repair station. By playing the style this guide suggests, it means that you and your vehicle are the core purpose of your Squad. So you want to keep it alive. You want to keep it in action and rip the enemies as many tickets as possible. But before you go, let your Squad know that you wont be available for a couple of minutes so they can adapt and hunker down until your return. 5.If you plan to crew a vehicle do NOT take any special Kits. Since you are 2 people your infantery is down to 6 (excluding SL). You want to make sure they have the best equipment possible. An exception might be the Scout Kit for the Driver since a Binoc might come in handy if you are spotting for enemy vehicles. 6. Psychological Warfare. Never forget that your vehicle will have a big influence on the Battlefield. Even if you "just" have a NVG MTLB laying surpressing fire on the Capzone your Squad is engaging. Everybody will see you, everybody will hear you and everybody will fear you. Good side is you can help your Squad just by letting those Cowards pee their pants, bad side is the whole enemy presence will try to take you out asap. Be aware of that. After reading all of that, you should not be confused about the next part. Tipps for Mechanised Squaddies: 1. Of course all the basic rules of Squad Gameplay still apply to you as Mechanised Infantery. Stick to your Squad, Listen to your Squadlead, Communicate, wait for the Medics, stay alive. I guess if you have read up to that part those basic rules should be familiar for you already anyway. 2. So, now you as Squaddie are part of a Mechanised Squad. You better start worshipping that beast. It will provide you with fire power, it will taxi you around, it will destroy those annoying Humvees, Tekkies or even the nasty Sniper which is pinning you down. Your Job is to protect your Baby, to cover its butt of rockets, to be its eyes and ears. Therefore you should try helping to idenftify and neutralize - if possible - threats for your Squads vehicle. 3. Complement your Vehicle. As in the SL section already said, make sure to complement your vehicles purpose. If your Squad is using a 30 Milimeter BTR maybe let the RPG at home and take an RPK with Scope, a Grenade Launcher, and a Marksman. Yes, you are reading correct, i said it. MARKSMEN. That does not mean though that you are allowed to wander off into the wastelands on your own, but it means that a rocket hits your BTR you are the one who did not make that Headshot on that LAT Soldier. Cause your Job as Infantery is mainly to complement and protect your Squads Vehicle. 4. Have in mind that movement is important. Move as a Unit together with your Vehicle. Do not when not necessary. Stamina changes have kicked in and you really do not want to be out of breath when you are crossing a street or run from a grenade. Monitoring the Landsacpe and watching your surroundings is done way easier in slow pace anyway. And its way more enjoyable too if you dont hurry through everything just to get shot. 5. Even if you are the expendable force on foot, your vehicle will be teared apart without you. So make sure to play safe too. Staying alive, even hunkering down for a while and holding your ground while your vehicle might be at the gas station to get you your cigarettes, is often a better choice then rushing into enemy fire to die and respawn. Area controlling and playing smooth and safe will get you to your objective. Alive. In the end i just want to add that all of this are experiences i did in almost 1 Week of Alpha 9 Gameplay. And since i dont want to just do a lot of BLABLA without any proof behind it. Here some cases where we are using different Kinds of Vehicles for different kinds of Jobs on different kind of Maps. Those Gameplay Rounds should underline that this type of Playstyle is not just theory but works effectively in practise too. I excuse myself in advance since all the gameplay is in german and live recorded. Using a NVG MTLB on Fools Road. Good show of Infantery Movement along with the MTLB and the usage of the MTLB as mobile Fireplattform for surpressive and supportive fire Using a 30 Milimeter MTLB on Kohat to attack Malak Abad and kill several enemy Vehicles. And last but not least. Some interesting Gameplay of Militia Squad using BRDMs in Combination with Tekkies for Ambushing and Later doing a Full Armoured Heavy Assault on Village. In the end a little thank you for your attention, and the gentle reminder that this is not supposed to be a Discussion Thread but a Help and a Guideline to a Playstyle with the new Assets. runningDuck out.
[3D] How to do Blends and Welding Seams
FishMan posted a topic in TutorialsHi, community, finally devs did this section. So first tutorial from me. https://www.dropbox.com/s/xivtqusb5bfyl4i/seams_tutor_eng.jpg?dl=0 I should say that my english is not very well, so if you find any mistakes, I will appreciate if you correct me. Thanks. Stay turned, there will be more... after I finally cease to be such a lazy ass Edit: Uh. Yeah. By the way. Check this dude tutorial as well. I was planning to do similar tutorial, but this dude has done it ahead of me. http://polycount.com/discussion/168610/proboolean-dynamesh-hardsurface-workflow-tutorial/p1
Question about Translate and Reupload Tutorial Video on my youtube
Mandeuk posted a topic in QuestionsHello may i download Tutorial series on Youtube and Translate it, make korean subtitle, fix it(old info) and Reupload on my Youtube Channel? I'm Squad player, live in Republic of Korea(South Korea) recently i saw lots of new korean Squaddies (bought Squad in Sale season) but we don't have any korean manuals or tutorials, of course i'm tring to translate lots of wiki pages and old User manual but no other translator in korea, then translate work is very slow i thought we need quick start guide to learn easy Squad, and The Tutorial Series (on youtube) looks good to us before i translate the document guide, they didn't read it, someone talk to me "it's boring feel like reading falcon4.0 manual" so i decided to translate Youtube Tutorial series please allow to me be able to translate tutorial Have a good day, Mandeuk
Create Understanding (help the noobs)
SgtSalty posted a topic in Feedback & SuggestionsEven experienced players often are not aware of what they are supposed to do. Squad could use a tutorial in the form of a obstacle course after the Battlefield 2 model. In BF2 if you used a device or vehicle for the first time a voice over would tell you about its proper use and how to operate it.
squad guide Squad Bible [VIDEO] ► BEGINNERS GUIDE ◄ Everything to get you started
ParaPlays posted a topic in VideosHope it helps some of you. Advanced tutorials coming soon.
german Deutsches Squad Tutorial (Stand Alpha 6-7)
Ridoc posted a topic in VideosIch werde die kommende(n) Woche(n) unsere neuen Video-Tutorials veröffentlichen. Dazu werde ich die Themen in kurze Kapitel aufteilen, um die Themen leichter "bekömmlich" zu machen. Vorallem werde ich Themen beleuchten, die nicht selbstverständlich oder schon zigmal behandelt wurden Folgende Themen kamen mir bisher in den Sinn und werden zeitnah umgesetzt Themen: Karte Lesen Markierungen Sektoren Meldungen Kommunikation Chats & Voice Meldungen Game & Grafik-Settings Toogle für Zielen, Knien, Lehnen Field of View, Anti-Aliasing, Schatten Die "offline" Firing Range Admin Befehle & Kamera Karten Laden Allgemeines zum testen Karten Modi AAS, INS, Skirmish, ITC Aufbau einer Squad Basics Squad-Leader Gefechtsrollen (MG, Grenadier etc.) Medic Karte lesen Rauch Verbände & Medikit Deckung Habe ich etwas vergessen?
Short Tutorial: Getting the provided default Player into your custom level
The Salt posted a topic in ArchiveHey there, just wanted to make a quick tutorial on how to get the default Russian Soldier that comes with the SDK into your map. This is geared towards those who have little experience with UE4 or people who just want to get right into testing their map with an armed player without having to tinker around to figure it out. So without further ado, let's get into it! Step one: Open your level and locate the World Settings tab (Bottom Right by default) Step two: Under the Teams Tab, assign both teams to be BP_TeamInfo_RU. (Make sure you assign both teams to be BP_TeamInfo_RU, if you don't, you will sometimes spawn without a weapon, because teams are assigned randomly at start (I think?).) Step three: Under the Game Mode tab, assign the GameMode Override to be BP_GameMode. (You can set it to any of the other game modes such as BP_GameMode_AAS, but seeing as it's just us in the world, BP_GameMode will work fine.) Step five: Still in the GameMode tab, Under Selected GameMode, set Default Pawn Class to BP_Soldier_RUS_riflemen. (This is the created soldier provided in Fool's Road and Logar Valley Example Maps.) You're done! I hope you enjoyed this short tutorial! If you have any questions corrections/suggestions, don't be afraid to speak up! I may decide to do other tutorials on things I find people might find useful, like setting up a US soldier or editing the default soldiers inventory, and creating a usable M4! (Once I have a developed understanding of those things, haha) Stay tuned, and thanks for reading!
[Video] Shorter video to help new players.
ParaPlays posted a topic in VideosI created this a while back, it's a shorter version of the longer 25 min tutorial video I created a while back, not many people got to see it, so I hope it helps anybody new coming in. Enjoy. Para.
How I now Squad Lead and promote whole side teamplay = ParaPiggyPlay
ParaPlays posted a topic in General DiscussionWhat happened the forum it's is now blue!! eyes burning.. Anyway guys I have been squad leading quite a lot last couple of nights and not only been leading my squad but the entire team, the way I have been working seems to keep the squads together and encourage defence as well as attack. While the timer ticks down I speak to the other squad leaders and explain #ParaPiggyBacking™ This how it works, I tell them squad 1 (my squad) will take the first attack marker and STAY on defence until, Squad 2-4 have taken the next attack marker. They are then to STAY on defence until we move up and attack with support from 1 other Squad. The idea behind this is that each squad in turn gets to attack and defend. Currently without ParaPiggyPlay everybody goes off and attacks, leaving nobody to defend. The system has worked perfectly for the last 4 games I have played, with many players saying it kept the squads together and no lone wolfing. And I have to agree it is enjoyable to attack and defend, this system also keeps things clear for the squad leaders, with less BS on the radios. It has been a pleasure again to play squad with this system, try it and see if it works for you. It Piggin works. ps. Guy called 'Worm' was tking and then when booted created his own squad and played music down squad leader radio, he claimed his dad was a dev *rollseyes* so keep a look for this idiot.~ PiggyPara Out.!
SQUAD: How to play as a Rifleman
JasonLG19 posted a topic in VideosHey guys, Here's another role tutorial for the game! I hope you find it helpful. Enjoy! JC
SQUADCAST: FOB 101 (Discussion on FOBs in Squad)
JasonLG19 posted a topic in VideosAnother SQUADCAST video from the guys at the UNIT. Enjoy
How to Medic - My first Squad video!
ColoneL_GB posted a topic in VideosSo I've been playing and really enjoying squad since steam EA, I've spent the past week just solidly playing as a medic as most players seems to not be playing as medic and I have noticed that other medics around me aren't as successful as they could be, So I've decided to make an in-depth video on how to play the role of medic effectively, Enjoy! https://www.youtube.com/watch?v=gNDZ_c4Edec
SNIPER SQUAD - 10kills In 2 Mins
bennyyyy posted a topic in VideosNothing that special but first vid of many to come. Let me know what you guys think.
How To: The Squad Forums Search Function
IRONXBAY posted a topic in Website FeedbackIn today's day and age of social media, forums aren't often talked about in our day to day lives. And, at least in my experience, they tend to be associated with some of the nerdier levels of nerds, when it comes to the people who frequent them. However, forums can be one of the greatest sources of topic-specific information due to how focused they can be about all sorts of things, from vehicles, to firearms -- and mathematics to music history. And in our case, Squad. Not everyone knows how to use forums as well as others, and I'd like to help out. First thing's first: the full search function can be found here. That function of the site comes with a lot of in-depth modifiers you can add to your search in order to get more specific results, and it's fairly self explanatory. However, I have a sneaking suspicion that the search form linked above doesn't see nearly as much use on this website as this infamous big white bar: So in order to assist all of you in becoming better forum users and finding the content you're looking for, I'm putting together this topic to outline some basic guidelines and shortcuts in order to help you better participate in this community of ours. Topic Creation Guidelines Before there were search bars, there were topics. Having a well functioning forum where the search function can be best utilized means creating well-made topics is just as important as knowing how to search for them. You're not going to find anything if there aren't any topics for the search function to filter through. As a topic creator, you want to create your topic with a title that is relevant to your content and concise (short and to the point) so that people can easily see what your topic is about. Tags are also very important. You can add up to 10 of them. If you want your topic to be seen by people searching for content relevant to your topic, you should add tags that are simple, longer than 4 letters, and generally avoid things like spaces. As you can see below, I had a tag with a space in it. 'how to' -- however, I removed that and replaced it with 'tutorial,' which you can see if you look at the tags of this topic. Use common, relevant synonyms for the tags you wish to add that would require spaces. Scrolling through the list of topics created on these forums, it's plain as day that the majority of people don't even add tags. Remember that when you use the search bar, it searches for content in the posts of the topic itself, not just the topic title and tags. Example: If i search the term sniper I get 92 results, and the vast majority of the results are topics that don't even have the word sniper in the title. Through a bit of my own research i've found some interesting quirks about the search bar. When I type: gun restingI get results based only on the word: resting But if i type: 'gun resting' I get results based on both words. However, when I type: recon squadI get results based on both words. I'm not sure why the search function seemingly blocks the word 'gun' unless I put it into quotes or apostrophes. Until this quirk is resolved or clarified, to simply avoid this issue of the search form cutting off your query, put your keywords into quotations or apostrophes. Like this: 'search query'"search query"The important thing to get out of this bit is to remember to not only put solid effort into your searches, but to also make sure you know what the search function is thinking you are asking of it to do. Don't think you can't or won't find what you're looking for -- just invest a little bit of genuine time in looking. Tips: A lot of good information that you are seeking isn't always in an obvious spot. Sometimes devs will comment on a topic with information about something that's only semi-related to the topic's original content. In order to really find good info you may have to do a bit of digging, something most people don't like to do, but it almost always pays off. Make sure you're not mistakingly searching a single topic's content. If you're going to do a search, a good rule of thumb is to click the FORUMS button at the top of the website and then start your search. If you're sitting in The Front Desk section and start a search with the search bar, your search will only sift through the content in The Front Desk. This applies to all other sections of the forums. I hope this helps some of you navigate the forums a bit easier and that you got something out of this.


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Dentsu Aegis Network Launches Global Lifestyle Marketing Agency MKTG in Canada with acquisition of S&E Sponsorship Group
Acquisition further bolsters Dentsu Aegis' offering in the market with first-class experiential, activation and sports management consulting services
TORONTO – Dentsu Aegis Network today announced the acquisition of S&E Sponsorship Group Inc., the leading Canadian independent sponsorship consultancy focusing on the sports and entertainment industries. S&E Sponsorship Group will be fully integrated into MKTG, Dentsu Aegis Network's global lifestyle marketing agency, firmly positioning the group as a leader in Canada in sports & entertainment sponsorship and activation.
As the sports and entertainment sponsorship market continues to grow and evolve in the coming years in Canada, this acquisition is of strategic relevance for Dentsu Aegis Network as it continues delivering superior value propositions to clients in the market.
"We are building an entirely new brand experience offering with the launch of MKTG, which reflects our commitment to always being at the forefront of new business opportunities for our clients," said Annette Warring, CEO of Dentsu Aegis Network Canada. "Sports and entertainment sponsorship and brand activation are one of the most authentic and influential experiences we can offer to our clients' consumers. We will now do so with best-in-class solutions from the leading player in Canada, S&E. We look forward to working with the entire team who will perfectly complement our network of talented experts to drive forward pioneering work."
Founded in 2010 and headquartered in Toronto, S&E Sponsorship Group provides a comprehensive suite of insight-driven sponsorship solutions, from strategic consulting to activation. With a strong team of over 30 experts, the agency serves a variety of top brands, including Scotiabank, Canadian Tire, Sport Chek, Boston Pizza, and Molson Coors. The agency will be aligned into the MKTG network, further extending its global footprint and entering the Canadian market for the first time. Since joining Dentsu Aegis Network in August 2014, MKTG has grown from primarily a US-based agency with long-standing clients including Diageo, Google and Apple/Beats by Dre, to an international network brand now present in 20 countries with over 1,400 specialists.
Following this acquisition, Brian Cooper, President and CEO of S&E Sponsorship Group, will report to Annette Warring. He will continue to lead his successful team as CEO of MKTG Canada, together with business partners Matthew Logue, COO, and Cori Woolley, SVP. Brian Cooper is regarded as one of Canada's leading sponsorship experts with more than 30 years of experience. Prior to S&E, he was the founder of Insight Sports Ltd, former VP of Operations and Business Development at Maple Leaf Sports and Entertainment – where he was part of a leadership team that launched the Toronto Raptors brand in Canada -and President of the Toronto Argonauts.
"We are thrilled to join the Dentsu Aegis Network family and launch MKTG in Canada," said Brian Cooper. "We believe there are strong synergies between our vision and approaches, and also opportunities to grow further our offering in sponsorship and activation to lead and accelerate the evolution of these capabilities in the market."
"Given the significant growth of the sports and entertainment sponsorship market in Canada, as well as the innovative marketing campaigns that brands are embracing locally, having a significant footprint in Canada was a priority for us, but only with the right partner," said Charlie Horsey, CEO MKTG USA and Global Brand President. "Upon meeting with Brian, Matt, Cori and the team at S&E, we knew that we found the perfect partner both from a cultural and business perspective. We are thrilled to welcome the S&E team to MKTG and look forward to helping grow this important capability as well as give the S&E team the opportunity to leverage and collaborate with our global network of experts and resources."
Financial terms of the transaction were not disclosed.
S&E Sponsorship Group was represented by investment bank Petsky Prunier Securities LLC.

subset: commoncrawl


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transitional dummy package
Descriptiongetmail is intended as a simple replacement for fetchmail. It retrieves mail (either all messages, or only unread messages) from one or more POP3/IMAP4/SDPS servers for one or more email accounts, and reliably delivers into a qmail-style Maildir, mbox file or to a command (pipe delivery) like maildrop or procmail, specified on a per-account basis. getmail also has support for domain (multidrop) mailboxes. Supported protocols: POP3, POP3-over-SSL, IMAP4, IMAP4-over-SSL, and SDPS mail.
Upload more screenshots Please help extend the collection of screenshots. Just make a screenshot and upload it here. You don't need to register or anything.
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4983 other people were interested in this package here. The newest known version of this software is 5.13-1 (Information last updated about 12 hours ago.)
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Walking home today I was listening to the new single by Florence and the Machine, called Shake It Out. For your listening pleasure, I've attached a
YouTube Vimeo clip of the song below.
Now for those that aren't aware, I'm a big Florence and the Machine fan. Prior to hearing Adele's 21 earlier this year, you could be guaranteed that I was listening to Florence and the Machine's Lungs on repeat. I love the album. It's a wall of sound that charges me up, and makes me feel that I could do anything, that I could take on the world. The new song, Shake It Out has the exact same effect. It's an anthem and I absolutely love it. The song is supposed to be about letting go of regrets and moving forward, and there is clearly something very powerful about being able to do that. Perhaps that is why when I hear the song I feel somehow empowered.
Or it's just uber catchy and I'm a sucker for some sweet beats.
Florence + The Machine – Shake It Out [Official Music Video] from Back Alley Journals on Vimeo.
So, the song got me thinking – not about regrets or anything like that – but instead about things that charge me up; things that get me excited about seeing the world, trying new things, or working on various projects. Some of what inspires me can be as simple as a conversation with a friend or colleague, or a spontaneous gathering of Tweeters, or even videos that I've found online. Regardless of what they are, I can't help but use them as motivation when I'm working on something; especially when I've been working on said something for an extended period of time, and I'm nearing the end of said something, even though said something just doesn't seem to want to end (I'm looking at you PhD that never wanted to end, but thankfully did).
Anyway, with that in mind I leave you with several videos that I find inspiring. They leave me excited to learn about the world; wanting to see things I've never seen; wanting to seek out adventure; wanting to stay inquisitive and awestruck at just how amazing this existence is. Hopefully you'll enjoy them too 🙂
Related articles
- Florence and The Machine – Shake It Out (redmagnoliabeauty.com)
- Eat. Move. Learn. (adventuresofanordicandaloon.wordpress.com)
- Hot Man Eats His Way Around the World, in a Minute: VIDEO (towleroad.com)
- Move :: Learn :: Eat …. by Rick Mereki (theoriginalwinger.com)


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Whatever "it" is, we want to hear it. Whether you need more information on our services, want to engage us within the community, or just have an awesome topic you wish to share, this is the place to let your voice be heard.
382 Main Street Port Washington NY 11050 US
Ph.516.767.7177 Fx. 516.767.7179


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Who is the ethic watchdog in your firm? »
6 Jul, 2015Leadership
Don't count on the boss to be the ethics watchdog in your organization.
That surprising finding comes from research conducted by Jessica Kennedy,
Leadership During Change »
5 Jul, 2015Leadership
Change is inevitable, but how we manage change can often define us.
Adrian Davis, recently spoke about the need to harness change within
Leading Your Business to the Next Stage »
15 Jun, 2015Leadership
1. Operations: From heroic efforts to heroic processes
To successfully transition to an entrepreneurial organization, a business needs to develop processes that are


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Forestry and Timber
The United Nations vision is of a world in which all types of forests and trees outside forests are sustainably managed, contribute to sustainable development and provide economic, social, environmental and cultural benefits for present and future generations (UNFF, Strategic Plan for Forests 2017-2030).
The joint ECE/FAO Forestry and Timber Section supports developing evidence-based policies for sustainable forest management and communicates about the many products and ecosystem services provided to society while assisting countries of the region to monitor and manage forests.
In focus
The 5th European Forest Week put a spotlight on 'Forests and the Circular Economy'. From 4 to 8 November 2019, the week highlighted the role that forests play in a circular bioeconomy, including the importance of resource efficiency and a low carbon footprint. Check out all the photos here.
First celebrated in 2008, the European Forest Week provides a unique opportunity to increase the forest sector's visibility and to influence pan-European and global discussions related to forests. The week is jointly organized by the Food and Agriculture Organization of the United Nations (FAO) and the United Nations Economic Commission for Europe (UNECE). This year, the European Forest Week will be celebrated in conjunction with Forêt2019, the Joint Session of the UNECE Committee on Forests and the Forest Industry (COFFI), and the FAO European Forestry Commission (EFC).
For more information, visit the European Forest Week 2019 website.
UNECE at the Climate Action Summit Sept 2019
UN launches Decade on Ecosystem Restoration (2021-2030).
About 3 million ha of forest landscape will be restored by countries in the Caucasus and Central Asia under the Bonn Challenge by 2030.
The Forest Information Billboards provides quarterly information on forest topics and relevant developments in the UNECE region.
UNDA Project on Accountability Systems for Sustainable Forest Management in the Caucasus and Central Asia.
Проект Счета Развития ООН (СРООН) Системы отчетности для Устойчивого Управления Лесами на Кавказе и в Центральной Азии.
The video "More Heat with Less Wood" was launched during the 38th joint ECE/FAO Working Party.
Other Forest Related Events are available at the websites of: FAO, Forest Europe, EFI, UNFF, GFIS
|Polish version
|Made in Forests - Michelle Yeoh tells a short story on sustainable fashion
|ENG/RUS; Albanian version; Georgian version;
Turkish version


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In the recent survey of nurses, physicians, and healthcare administrators there are 96% of nurse assenters who said that they have observed and experienced disruptive behavior of a physician. Well, 96% is not a casual thing and we must recognize the disruptive behavior in healthcare so that it couldn't affect the patient care.
Other research shows that nurses are the one who has considered the primary victims of the disruptive physician behaviors. Due to which other health care are realizing that the disruptive behavior of the physician can threaten the patient care as well as cause staff dissatisfaction and turnover.
Therefore, the hospital leaders are required to develop a code of conduct that can determine the disruptive behavior and can establish the process for controlling it. The medical staff and executives must control the disruptive physician behavior and negative activities.
Disruptive behavior is a personal conduct, be it verbal or physical, that can affect or possibly may affect patient care negatively. The behaviors and activities that can define a disruptive behavior of a physician are:
- intimidation
- violence
- inappropriate language or comments
- sexual harassment
- inappropriate responses to patient needs or staff requests etc.
Therefore it is important for you to determine how to report unsafe working conditions and these negative activities of a physician. The intimidation and violence involve throwing objects, pushing or hitting someone, invading another's space, finger pointing, and threatening violence. Yelling is the most common symptom of a disruptive physician behavior.
Inappropriate language involves socioeconomic slurs sarcastic, cynical, or demeaning remarks and comments that show an arrogance for another staff members. Here's a useful article that will help you in reporting the bad behavior of a physician.


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Hi, I'm trying to re-write the basic samples using the java wrapper but when I try the static Astra.initialise() method I get a failure saying "Exception in thread "main" java.lang.UnsatisfiedLinkError: no astra_jni in java.library.path"
I've loaded astra, astra_core and astra_core_api using System.loadLibrary but can't see the astra_jni anywhere in the SDK downloads? Any help gratefully appreciated
Also, is there any documentation anywhere on using the java wrapper, or the SDK in general?
Edit: Looking on git in the src folder there is a something for JNI but that seems missing from the downloaded SDK folders so maybe it wasn't included for some reason? The actual call is in the NativeMethods class when I call the initialise and the line it fails on (unsurprisingly) is
Hello Steve,
On which OS are you ?
You need to install the binary files after driver installation. Here is how I do it :
Download the drivers, install them and copy the Redist folder contents like this:
sudo cp -r Redist/*.so /usr/lib/sudo cp -r Redist/*.ini /usr/libsudo cp -r Redist/OpenNI2 /usr/lib I work on a package for Manjaro/Arch linux: pkgbuild. I use it on my machines and have not published it yet.
sudo cp -r Redist/*.so /usr/lib/sudo cp -r Redist/*.ini /usr/libsudo cp -r Redist/OpenNI2 /usr/lib
Same as Linux, but I copy the files in C:/Windows/System32/ . I know, it's bad.
It is a little bit more tricky. PhillipeG documented it here.
Debugging this is pain usually as the names of the missing libraries is generally not mentionned / easy to find.
Cheers, Jeremy.
Thanks very much, I will give that a go.


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App Description
The search for the Slender Man continues!
Featuring Mr. Bomberforce, Ms. Monsterburn and Professor Zombieshooter
Slender Man has been seen hiding out in the Zombie Temple. The crew hopes to annihilate slender man and the mini temple zombie apocalypse and they need you help!
Your job in Call of Slender Man: Mini Temple Zombies Apocalypse Free is to:
- Battle against Slender Man and Mini Zombies in this adventurous temple endless runner game!
- With Gamecenter support and MULTIPLAYER SUPPORT, BATTLE AGAINST YOUR FRIENDS OR OTHERS TO SEE WHO CAN PLAY THE LONGEST
- Collect coins and unlock the gang
- Amazing graphics and sounds
App Changes
- April 04, 2013 Initial release


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VMware Communities Podcast: Mike Laverick and Steve Chambers
Profile: Michelle Laverick
This evening I will be on the VMware Podcast with Steve Chambers (Cisco).
You can listen to us live or subscribe to the podcast series by dropping along to this link. We kick of at 8pm (GMT). That's about 45mins from now. Sorry about the late notification but I was away from my blog and couldn't get up there any sooner!


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Planning minister faces anger over Torquay plan
PLANNING Minister Matthew Guy is set to make his third controversial coastal planning intervention in eight months with plans to facilitate new housing, retail and community facilities in Torquay.
Mr Guy plans to rezone about 240 hectares of farmland west of Torquay for housing. The council estimates the land near Spring Creek could provide 1900 new homes with an expected population of 4500 people.
Mr Guy has told the Surf Coast Shire Council that ''ministerial amendment'' to planning controls for the land is warranted to ''respond to the urgent need to address housing affordability, facilitate the establishment of new schools, and proactively manage growth for Torquay-Jan Juc''.
He has called for the council's views by August 4. He has also asked his department to consult with landowners and developers on new planning controls for the land.
Since assuming office in November, Mr Guy has also taken over planning control for coastal land near Portland and approved an ecovillage development at Cape Paterson.
In 2009, the Surf Coast Shire voted overwhelmingly to reject a larger development proposal in the Spring Creek area that included up to 6400 new houses.
Mr Guy said he would not support development of this scale at Spring Creek.
''We felt the previous proposal was grossly out of character with Torquay. The government has intervened to help progress land supply in Torquay, but we will make no decision until after the next council meeting in July,'' he said.
But David Bell, from the community group Speak Up for Spring Creek, attacked the minister's intervention. ''It is the start of the Great Ocean Road,'' he said, ''You don't want to see wall-to-wall housing going up it.''
Local federal Labor MP Darren Cheeseman also attacked Mr Guy's plans. ''It is about a gung-ho development ideology.''
Developer Parklea, which said it was working with landowners in the area likely to be rezoned, said it planned to deliver ''a primary school site, a private school site and retail and community facilities for Jan Juc'' and hundreds of new homes.
''It is very important to us to see that the right built form is there and that is why we are developing a set of guidelines that controls the housing height, the type of material used and even the public and private landscaping of the area,'' Parklea development manager Don Welsh said.
Surf Coast Shire mayor Dean Webster said Mr Guy had indicated ''that he is willing to work with us so it is not the same as a couple of interventions he has had where he has taken over complete control''.


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Hello everyone,
I wanted to let you all know that I'm going to be taking a semi-break here for a bit. I'm not sure how long it will be, and I might pop up now and then with a blog post. It'll be very fluid.
I need to step away for a bit for various reasons. I will still pop up on Twitter or Facebook now and then, so I won't be "off the grid" completely. All this means is that I won't be posting on here frequently or consistently. I am also still reachable through email (see the tag below that I attach to all of my posts).
I'd appreciate prayers for wisdom and God's provision from those of you who do pray. If you don't pray, couldn't hurt to start. 🙂
Blessings to all of you. See you shortly…hopefully shortly.
I would love to discuss this story and more with you. You can Contact me through email, or Facebook, Twitter, or Goodreads.
Don't forget to sign-up for my monthly Newsletter to keep up to date with all that's going on. When you sign up now, you get my two Scifi short stories as a gift!


text: The 905 WN is a wood cooker designed for today's kitchen: clean burning and easy to use. In simple terms, you could load the firebox in the morning and just place some extra fuel on before cooking dinner. Another load before you go to bed would keep it burning until morning, giving the potential to keep the fire going for several days or even weeks at a time. Ash removal is necessary, but with good quality fuel this might only be once a month. The 905 is quickly back up to cooking temperature, even from cold.


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A Brief History of Phillip Bay
Leeanne and I, Greg, live in a quiet suburban community in Sydney, Australia, called Phillip Bay located near the northern headland of Sydney's famous Botany Bay Botany Bay. Phillip Bay gets it's name from Captain Arthur Phillip who arrived in Botany Bay on January 18, 1788, aboard the First Fleet ship HMS Supply. Phillip was the Governor-designate of New South Wales, the proposed British penal colony on the east coast of Australia. Unfortunately, examination of the immediate vicinity by Phillip concluded the area 'unsuitable for habitation' so they sailed north, a few days later, landing at Sydney Cove, in Port Jackson, to establish the colony on January 26.
Indigenous Australian history in the area dates back tens of thousands of years. The local people at the time of colonisation were the Gadigal of the Dharug language group. European settlement led to the deaths of many Gadigal via introduced diseases or in conflict with settlers. The surviving Gadigal left the area or were pushed to the fringes of settlement. By the mid-nineteenth century, the original tribal groupings had been effectively destroyed. Their presence was recorded by Arthur Phillip and the French expedition, led by Jean de La Pérouse, who arrived at Botany Bay on 26 January 1788, just as the First Fleet was being relocated.
So there is quite a bit of history in our wider area that has been used for developments that were seen to be unwelcome closer to Sydney such as a leper colony, a major hospital, a jail, a sewerage treatment works, petrochemical plants, a coal fired power station, Australia's largest container terminal and port, to name just a few.


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One of the strengths of the current British jazz scene comes from its core of mainstream, straight-ahead musicians, who focus their creative abilities on drawing fresh nuances from established musical styles; saxophonist Derek Nash is one of them. Joyriding features what he refers to as his "regular quartet," although that phrase does scant justice to the quality of the musicianship.
Nash is a member of Jools Holland's Rhythm And Blues Orchestra, a regular presence on BBC TV where Holland has his own music show, Later. Pianist Dave Newton is a winner of nine British Jazz Awards, while bassist Geoff Gascoyne and drummer Sebastiaan de Krom are long-term members of Jamie Cullum's band.
Nash displays engagingly eclectic taste. He co-wrote three tunes with his father, Pat, a respected arranger. "Waltz For My Father" is a particular standout, for its lilting, optimistic melody and for Nash's lyrical playing. The other compositions encompass the hard-bop-meets-blues of "Joyriding"—a tune that conjures images of groovy '60s TV shows like Rowan And Martin's Laugh-In—and the cool swing of Phil Phillips' "Be My Valentine," later reprised in a vocal version featuring singer Beverly Vaughan. "Love At First Sound" is a gentle, slightly melancholy, ballad, with Nash's rich, warm, saxophone lent understated support by Newton, Gascoyne and de Krom. "Voodoo Rex," which Nash dedicates to his alto saxophone, is a terrific ensemble number. The core quartet is joined by Winston Rollins' funky trombone, creating a really full-blooded sound.
Nash's take on songbook standards is similarly fresh. Jerome Kern's "All The Things You Are" has the feel of a Dave Brubeck arrangement, Nash taking the lead as the rhythm section drives him on, before Newton and Gascoyne deliver strong, emphatic solos of their own. Ennio Morricone's "Cinema Paradiso (Love Theme)," with its slinky Latin sensuality, is gorgeously romantic; bass and drums are, once again, central to the creation its mood, and there's some lovely interplay between Nash and Newton.
Joyriding is an album full of good vibes and upbeat grooves, tempered by the occasional reflective and romantic interlude. The playing is superb, the sound quality is exceptional (thanks to Nash's production at Clowns Pocket Studio) and the tunes are very definitely a joy.
Review by Bruce Lindsay - All About Jazz


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What is the current status of the Auk asset?
Currently in Operation, with a forecast date of end 2020 for Cessation of Production
Who owns the Auk facilities?
100% Repsol Sinopec Resources UK Ltd.
Where exactly is the Auk field?
The Auk field is located approximately 249km East-South-East of Aberdeen in Block 30/16 in the UK sector of the North Sea.
What is the history of the field?
Auk was discovered in September 1970 with the platform installed in July 1974 and first oil production in December 1975.
What are the production capabilities?
At its peak in 1977, the Auk platform produced over 60,000 stock tank barrels per day. Shortly after decommissioning of the Auk Single Buoy Mooring (SBM) system and the installation of the new Fulmar export line, export capacity was limited to 20,000 stock tank barrels per day.


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The Hartford Financial Services Group, Inc . HIG reported fourth-quarter 2017 adjusted operating earnings of 81 cents per share, beating the Zacks Consensus Estimate of 74 cents by 9.46%. The bottom line also increased 5% year over year on lower share count.
Hartford Financial Services Group, Inc. (The) Price, Consensus and EPS Surprise
Hartford Financial Services Group, Inc. (The) Price, Consensus and EPS Surprise | Hartford Financial Services Group, Inc. (The) Quote
Total operating revenues came in at $4.5 billion, up 9.7%. This upside was primarily caused by higher earned premiums and higher fee revenues, both on a year-over-year basis.
Quarterly Segment Results
Property & Casualty
Commercial Line
During the quarter, the segment's total revenues were $1.9 billion, up 4.1% year over year.
Net income of $286 million and core earnings of $282 million increased 8.3% and 3%, respectively, year over year.
The segment's underlying combined ratio was 93%, a deterioration of 480 basis points (bps) from the prior-year quarter. This was primarily due to increase in the expense ratio, rise in the current accident year loss ratio before catastrophes, largely on higher workers' compensation and general liability losses, increase in policyholder dividends due to favorable workers' compensation loss experience in the recent accident years, partly offset by an improvement in the commercial auto loss ratio.
Personal Lines
Personal Lines total revenues were $1 billion, down 2.6% year over year.
This segment generated net loss and core loss of $74 million and $46 million, respectively. Both the metrics were wider than the respective year-ago loss of $15 million and $14 million. This downside stemmed from higher current accident year catastrophe loss.
Current accident year Personal Lines catastrophe loss totaled $200 million, stemming from the California wildfires.
The Personal Lines underlying combined ratio improved of 870 bps from fourth-quarter 2016, owing to improvement in current accident year loss ratio before catastrophes.
Group Benefits
Group Benefits' total revenues of $911 million increased 43% year over year.
This segment generated net income and core earnings of $109 million and $67 million, up 73% and 14%, respectively from fourth-quarter 2016.
The total loss ratio of 76.1% improved 60 bps over the year-earlier quarter. This was driven by improvement in the group disability loss ratio.
Mutual Funds
Mutual Funds operating revenues grew 14.1% year over year to $210 million.
Hartford Financial reported Mutual Funds net income and core earnings of $33 million and $37 million, rising 94% and 118%, respectively year over year, driven by state tax benefit and higher fee income.
Average AUM increased 22% to $99.1 billion.
The Corporate segment recorded net loss of $4.1 billion against with net income of $13 million in a prior-year quarter. Core loss of $51 million compared favorably with the core loss of $57 million from the comparable quarter, last year.
Financial Update
Book value per share as of Dec 31, 2017 dropped 22% from Dec 31, 2016 to $35.29.
Core earnings' return on equity rose 150 bps to 6.7%.
Share Repurchases
In 2017, Hartford Financial repurchased 1 billion common shares and paid $341 million in dividends, returning $1.4 billion to shareholders.
Business Update
On Dec 4, 2017, Hartford Financial announced a definitive agreement to sell Talcott Resolution, its life and annuity run-off business, which it expects to close by Jun 30, 2018.
Commercial Lines combined ratio is expected in the range of 93.0-95.5%. Personal Lines combined ratio is anticipated in the 96-98% band. P&C current accident year catastrophe loss ratio is estimated at about 3.6%. P&C net investment income is projected between $1,125 million and $1,175 million. Group Benefits net income is predicted between $275 million and $295 million.
Zacks Rank and Performance of Other Insurers
Hartford Financial has a Zacks Rank #3 (Hold). You can see the complete list of today's Zacks #1 Rank (Strong Buy) stocks here.
Among other players from the insurance industry that have reported fourth-quarter earnings so far, the bottom line of The Progressive Corporation PGR , The Travelers Companies, Inc. TRV and RLI Corp. RLI surpassed the respective Zacks Consensus Estimate.
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To read this article on Zacks.com click here.
The views and opinions expressed herein are the views and opinions of the author and do not necessarily reflect those of Nasdaq, Inc.
The views and opinions expressed herein are the views and opinions of the author and do not necessarily reflect those of Nasdaq, Inc.


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Available FromRoyal Books
32 West 25th Street
Baltimore, MD 21218
(410) 366-7329
Archive of eight original photographs of opera star Anna Moffo
Moffo, Anna (subject); Tulio Farabola, Louis Melcancon, et al (photographers)
Price: 175.00 USD
N.p: N.p, 1960. Archive of eight vintage photographs of opera singer Anna Moffo, all taken circa late 1950s and early 1960s. American-born opera singer Anna Moffo was one the leading coloratura sopranos of her generation, debuting on the Italian stage in 1955 and achieving lasting fame there after appearing on Italian television as Cio-Cio San in a 1956 production of "Madame Butterfy." She returned to the United States the following year, and made her debut at the New York Metropolitan Opera in 1959. She would perform there for the next 17 seasons, while often returning to Italy, where she hosted an eponymous television show, and starred in film versions of "La traviata" (1968) and "Lucia di Lammermoor" (1971), as well as dramatic roles in films and television. Photographs range in size from 5 x 7 to 8 x 10 inches, with a single oversize photograph measuring 9.5 x 12 inches. Oversize photograph Very Good only, with chipping and tears to one edge. All other photographs Near Fine.
- More: Music, Photographs, Opera
- By This Publisher: N.p
Available FromRoyal Books
32 West 25th Street
Baltimore, MD 21218
(410) 366-7329


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We have almost all sizes of 2017 Cabrinha boards in stock. Ace, CBL, Spectrum, Stylus, Tronic, & X Caliber. Sorry, no surfboards left. Only a few kites too. 20% off on everything + free shipping. You can get boards without footpads/straps so you can mix and match or use your own. We have SP Boarding Quick Strap Ratchet straps that Shinn and now Ocean Rodeo come standard with. They work great on Cabrinha boards.
2017 Cabrinha now discounted
If you got some new digs, thinkin its gonna help your kiting step-up to the next level, blow out your used gear here and watch that grom shred harder than you on your old kite.
Moderators: Misfit, adseguy, Pier, Bob, kris, IVO, skysurfr, West
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On the Manchester Animal Shelter, we consider all animals are deserving of life, respect and care. This hub is superb within the feelings and work you put into it. As an animal lover myself I'm pleased there are people like you taking care our needy furry friends. Think your self within the place of those poor do hurt solely chunk and we are considering of killing proper do we now have to kill those poor creatures!dog haters please try to keep away from them. Some individuals are underneath the mistaken impression that all adult dogs in animal shelters are problem dogs. She inspired our group to hold out our mission to avoid wasting from euthanasia homeless dogs and cats from pounds and animal management facilities.
I've visited numerous shelters with the intention to undertake a dog, and I've seen and interacted with many wonderful, loving, nicely behaved canines. Click on on the links beneath every time you do a 'search' on-line or to do your procuring and a share goes to homeless dogs and cats! This hub ought to be mandatory studying for anybody who is contemplating taking in foster kittens.
I've cared for pregnant cats and kittens earlier than however it's at all times good to refresh when it's been a while. If u kill one another produces 6 infants how can u control it. if u sterlize one then practically that is like killing more than 30 dogs in humenly method. We really feel every animal deserves a loving household, a warm mattress & a second probability at life, regardless of breed, age or injury. Dogs are stored on heartworm preventative & all animals receive Frontline Plus monthly by Animal Home. Seemingly not so at this level most animal shelters will present the primary spherical" of photographs and vaccines. Aside from the crime against the pet, think about what stray dogs and cats do to a group. He tells me the same factor, Katie you can not save all the dogs on this planet.
I might need the animal shelters to attempt to re-train them in order that they could be adopted, and if they have been too badly-behaved, I would want them to be educated by proffesionals or released. Nathan Winograd is an amazing author who tells all concerning the No Kill motion taking place in the US. With over 5 million cats and dogs killed in shelters within the US alone, this e book is a should read for anyone wanting to cease the killing. It does not have to break the bank, contribute what you'll be able to and know that each dollar goes to the dogs. Do not select an animal that requires special care except you could have the data to take care of it. Match your private home and household with the correct animal. As the holiday reward-giving season approaches, there are certain to be kids yammering for a dog or cat or Guinea Pig or another animal for a present. All dogs and cats are given all vaccinations- together with their Rabies vaccine if sufficiently old.
Elliott was just a little mixed breed, half Lhasa Apso and half Poodle, was the guess on the a part of the animal shelter people the place she had gotten him. Finest Associates Animal Society's …


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So... Giraffes it is then. Strange looking things. Tallest living thing on the planet, you know? Stating the bloody obvious there. The Romans thought that they were camel/leopard hybrids, the ancient Chinese thought they were some sort of unicorn (or Qilin, if you're willin'). Here's some that we saw on a recent visit to Chester Zoo:
Big buggers, aren't they? There's a height chart there, just in case you've never heard of a giraffe being tall before. They look funny when they're having sex, and mildly horrifying when they're fighting.
They also make for bizarre comic subjects, as we'll see now in two wildly different but equally nutty things.
The first one's from good old Tom Paterson in the good old Dandy with his Laughing Planet series. Regard!
Lighter-than-air giraffes, eh? Better watch out for those jellyfish! Ha. Ha.
Next is an example of fourth-wall-breaking done to perfection, as the French comic-person known as Gotlib talks us through the problems presented when trying to represent the giraffe in a comic.
See? Strange creatures inspire strange things.


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Below you will find an evaluation of the 2011 poll results.
If you want to go straight to the results tables, click HERE.
The number of participants in the 2011 poll was 581.
Click HERE to view all participant countries.
Disappointingly, this year's 581 poll entries marks a significant drop from the 670
received last year and only a little above half the 1045 entries received
in 2007. In fact the 2011 poll saw the lowest number of submitted entries since
1998! Maybe polls just aren't as popular as they used to be but clearly
something needs to be done to stir up some interest in our readers for next year.
After dropping from the top spot last year the Netherlands vote is again the biggest with
20.14% of the total. The usual suspect countries make up the majority of votes
as in other years but with a significant increase in the German vote to 9.12%.
The average age of those who chose to give it is 42.44, slightly younger than usual,
and reassuringly there are 42 entries from people aged 25 and under - that's a
significant 7.2% - so there does seem to be an increasing interest in the genre
by the younger generation. The age range this year is from 14 to 62.
As always we had a number of great prizes which we raffled among the entrants.
DPRP would like to thank all the labels and artists who generously donated prizes.
In total 580 different albums were voted for. Below you will find the Top 10.
Links have been provided to the DPRP reviews of these albums.
Perhaps unsurprisingly given the strides made by Porcupine Tree in recent years Steven Wilson's
second solo release, Grace for Drowning, is by far the most popular album this year. Dream
Theater's first album of the post-Portnoy era also rates very highly helping to cement
their position as one of the biggest names in the genre. Despite some voices of disatisfaction Yes'
Fly From Here does well as does Opeth's Heritage, their new direction clearly appealing more to
prog enthusiasts than to the band's traditional metal following. Haken have built on their excellent debut
release from 2010 and picked up a significant number of votes making them a big player this
year and another newcomer, Sean Filkins, ranks highly with his debut release. Karmakanic did
better than Agents of Mercy in the battle of The Flower Kings' side projects and Leprous
scored well despite fewer individual votes, the votes they did get being placed higher in
participants top ten lists.
Click HERE for the entire list of results.
In total 94 different DVDs received votes.
Rush did well in the poll with their latest live DVD, fans clearly not tiring of
the slew of live releases now available from the band, the same also being true of Transatlantic.
The Tangent's 'live in your living room' Going Off On Two also scored well as does Neal Morse's
live Testimony 2 package. Marillion scraped the top ten with Holidays In Z�lande but actually
had 4 DVDs listed in the poll including one at number 11, quite an achievement, and Unitopia's European tour in 2010
made them plenty of new fans as their chart placing reveals. As is often the case
we here at DPRP have not yet managed to review many of the DVDs that made the list and will try to
do better next year.
See the full results HERE.
Before we go to the list of best individual tracks, let's see which 5 bands got the most votes, regardless of which track.
Unsurprisingly the big overall winners were Steven Wilson and Dream Theater
but Neal Morse and Pendragon both did well.
Now let's look at which of the 448 individual tracks voted for proved most popular.
Dream Theater take the top spot despite Breaking All Illusions having the
same number of individual votes as Steven Wilson's Raider II coming top by
virtue of the weighted points but Wilson did manage to get three tracks into the top 10.
Pendragon and Yes score highly with good placings for Haken and Airbag.
See the full Track results HERE.
In total 103 different albums received votes in the 'Best Artwork' category.
Legendary artst and Yes collaborator Roger Dean's cover for their comeback Fly From Here
album makes the top spot slightly ahead of Travis Smith's Heritage cover for Opeth.
Lasse Hoile and Ed Unitsky picked up a lot of votes as they usually do showing the
high regard in which their style and body of work is held and it is nice to
see Hugh Syme, familiar for his illustrious career and long association with Rush and
many others make the list.
Click HERE to view the full Artwork results.
Poll participants voted for 273 different concerts in 2011. To get a clearer picture of who did best on the
stage last year, we'll first have a look at which of the 132 artists got the most votes, regardless of which concert.
Steven Wilson again tops the list but is hard pressed by a good showing for Neal Morse's
solo tour. The mega-tours of Roger Waters and Rush scored well and we have a three way tie
including Marillion's weekend conventions tied with Opeth and Riverside.
Now let's have a look at which of these 273 gigs got the most votes for Best
Concert 2011.
For the second year running The Enid score highly, this time taking top spot
for their performance with the City of Birmingham Symphony Orchestra in the U.K. in October.
A bit of a free for all after that with a four way tie covering three gigs in The Netherlands
and one in France featuring two Steven Wilson shows, Neal Morse and Roger Waters.
Two of this years top 5 gigs have been reviewed on DPRP and we also managed to cover shows from
all of the tours listed at the top of the poll.
Click HERE to view the full Concert results.
This year 87 different bands and artists were voted for Best Newcomer, a similar number to 2010,
showing the vibrancy of the talent coming through at the moment. Sean Filkins'
debut solo disc impressed a lot of people and deservedly gets top spot here. Once again
the DPRP reviews gave all five of the artists listed above a recommended tag for their
debut releases.
Click HERE to view the full Best Newcomer results.
Many different albums, gigs, incidents, etc., received votes for 'biggest disappointment'.
We grouped the votes until they referred to a unique album, gig or incident. The other
most often mentioned, and more specific, disappointments can be found in the full list of responses.
Although all four of the albums listed above scored highly in the Best Album category the
fact that they also make the top five disappointments proves that you can't please all
of the people all of the time. To put this in context though, in each case more respondents voted
for them positively than regarded them as failures. Nick D'Virgilio's decision to leave
Spock's Beard also disappointed a number of readers.
You can view the full results from the Biggest Disappointment section HERE.
As a balance to 'Biggest Disappointment' we asked participants what they thought was the best thing to happen to prog in 2011.
As if by magic, the disappointment of Yes' Fly From Here is seen to almost the
same degree as a happening and Dream Theater make two entries with both their latest
album and the recruitment of drummer Mike Mangini scoring highly. Live shows and festival events
continue to rate highly with both Roger Waters' The Wall shows and Night of the Prog VI at
Loreley scoring well.
You can view the full results for the 'Biggest Happening' section HERE.
In this section we asked people what they thought rated as the best musical performance on a studio album.
There are too many results to evaluate into detail here, so therefore we have only printed the top result for
each of the five section in this page, and you can view the rest of the results in the database tables using the links below.
Dream Theater are used to winning instrumentalist polls and do so here in three categories - guitarist,
keyboardist and drummer where Mike Mangini beat Mike Portnoy's work with Neal Morse to the top slot by a considerable margin.
Best vocalist goes to Steven Wilson, slightly ahead of Neal Morse and Pain of Salvation's Daniel Gildenl�w.
Jonas Reingold picked up the bassist
award for his work with Karmakanic, despite also being voted for with Agents of Mercy, just pipping
Chris Squire of Yes and Dream Theater's John Myung.
There were 79 different guitarists voted for and you can see the full results HERE.
There were 71 different keyboard players voted for and you can see the full results HERE.
There were 101 different vocalists voted for and you can see the full results HERE.
There were 75 different drummers voted for and you can see the full results HERE.
There were 76 different bassists voted for and you can see the full results HERE.
Click here if you wish to see the full results of the poll.
Click here to view the list of prizes.
Click here to view the prize winners. (Winners have now been notified)
You can also check out what the DPRP Team voted for themselves.
For comments about the poll, please e-mail The DPRP Team.


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Amelie xo
You've worked on your business idea for a year and know exactly where you want to head after leaving the corporate world.
If setting up a business sounds like a straightforward process, with establishing a company, email and domain name; the hardest part is defining your brand and who you're going to serve.
While it's very tempting, and entirely reasonable, to want to shout to the world "hey I'm here, work with me, look how awesome I'm, my work is so beautiful", it's not enough anymore. With overwhelming competition, you want to stand out and not become interchangeable for clients to pick a cheaper version of you. It's where creating a consistent experience for your brand comes in.
To create consistency, you need to do the groundwork of understanding your brand and the clients you're serving first. Once you're clear about what your brand stand's for you can set a process for onboarding new clients.
1. Create a process for your client from initial enquiry to end.
Stream each step from customer enquiry to delivery; it starts with the enquiry form on your website, the auto-responder, and how you follow up.
Have a system in place to onboard your client with a task list that you can cross off at each step to make sure you're giving excellent service.
2. Don't hesitate to offer a free consultation as an initial meeting to understand if you're the right fit.
It will offer you and your prospect choice and make sure you both want to work together. It's also an opportunity for you to educate your client and set expectations. Be very clear with your process; make sure the prospective client understands what they're signing up for and create trust. It might sound alien to decide not to work with someone, but not everyone is your customer.
3. If you offer a programme, test every step your client will go through, from sign up to download.
Check the links, create copy and worksheets on brand, get help from a virtual assistant to produce the documents for you. Have a customer service email address in place if anything goes wrong and reply promptly. When someone parts with their money, they might feel a bit wary at first, not knowing if they made the right choice? Don't disappoint them, give excellent service and support.
4. Visual Consistency across platforms.
Create visual content on-brand that will make it easy for your clients to recognise you across platforms, check your logo on Facebook, and other social media, your newsletter, blog post feed. Look at your profile, banner images, don't mix and match – stay on brand.
5. Create a branding identity kit
Create a file with all the logo sizes, profiles, banner images. Write down colour and fonts combination. It will be useful if you want to delegate your work.
6. Design your blog post
Make sure your visual content is up to scratch, for each image you post ask yourself is this on brand, will this help your ideal client and what are you trying to say.
7. Be cohesive on and offline
if you have printed material align it with your brand, use quality paper, give your clients a luxury experience, create a welcome kit for your customers when you're onboarding them, wow them, create the unexpected and make them feel special.
8. Be a professional
treat every customer like a queen, set expectations, be clear about your process and pricing, educate them on your benefit, wow them all the way and create a great experience.
What your client will remember is how you made them feel!
9. Your design has to speak for your brand
when a prospective client visits your website for the first time, how do you want them to feel, and you won't have much time to convince them that you're the right fit for them. Create a great first impression and link with high-end visual content. Make your site easy to navigate.
10. Don't forget to smile
all the way and yes people can see your smile over the phone.
+ 44 748 005 3865
Bridal Fashion | Editorials | Visual story telling Photographer for Couture Wedding Dress Designers.
#visualstorytelling #brandingphotography


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Jake Hyde is back with a ball at his feet and the forward could return next weekend.Jake Hyde is nearing a return to first-team action and with the Bees without a win in five it cannot come quick enough.
The forward has been in scintilating form this season scoring five goals, the same amount as fellow England C star Keanu Marsh-Brown.
Hyde has missed the Bees' last three fixtures due to injury but he could return next weekend for the short trip to Welling United.
See Hyde in training today at The Hive in the video below.