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Know more about this business than we do? Cool! Please submit any corrections or missing details you may have.Help us make it right
Be the first NOLA.com user to add photos or videos of H & H Pension Svc Inc
H&h Pension Services, Inc. was founded in 1999, and is located at 5000 W Esplanade Ave in Metairie. Additional information is available at www.hhhnet.com or by contacting Connie Husley at (504) 887-4440.

subset: commoncrawl


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Ask the experts
Motion Property Solutions (MPS) combines over 40 years of project marketing, development and valuation experience to deliver solutions to experienced and new property developers Australia wide.
The MPS company philosophy is "to offer the highest level of client service, integrity, professionalism, total independence and provide opportunities and solutions for current market conditions to mitigate property development and investment risk and maximise profit".
MPS services include:
• Site Procurement
• Design/Development
• Indicative Market Value Assessment
• Valuation Packing Services
• Finance Application
• Development Management
• Project Marketing Services
• General Research
Project Marketing
We offer a full project marketing service that operates at any level to fit in with the developer's needs. It covers all of the aspects required for the effective marketing of a major project. It concentrates on informed research and understanding of the market, maximum utilization of all effective sales channels and cost-effective lead generation. The process is monitored and reports are generated via our powerful Microsoft Dynamics Customer Relations Management System
"If you don't know where you are going, you will wind up somewhere else." Yogi Berra
We minimise our clients' risk and maximise return on their investments. With these objectives in mind our sales and marketing activities include:
• Strategic Review (Planning and Implementation)
• Marketing Management
• Process Management
• After sales Service
We want results, not glory
Over the years we have built an enviable track record with dozens of projects throughout Melbourne, including:
• Atlantis Tower – Spencer Street Melbourne
• The Coromandel – Coromandel Place, Melbourne
• Alto on the Boulevard – St Kilda Road, Melbourne
• Barkly Theatre – Barkley Street, Footscray
• The Conder – NewQuay Promenade, Docklands
• Pret-a-Porter- Porter Street, Prahran
• The Huntly- Glen Huntly Road, Elsternwick
• Willow Park – Eucalyptus Drive, Maidstone
• Tiara- Haig Street, Southbank


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Employment Agreement [Amendment] - bamboo.com Inc. and Andrew P. Laszlo
THIS AMENDMENT TO EMPLOYMENT AGREEMENT THIS AMENDMENT TO EMPLOYMENT AGREEMENT (the "Amendment"), dated as of October 15, 1999, between bamboo.com, Inc., a Delaware corporation (formerly known as Jutvision Corporation) (the "Company"), and Andrew P. Laszlo, ("Employee"), amends the Employment Agreement, dated as of January 1, 1999, between bamboo.com and Employee (the "Agreement"). IN CONSIDERATION of the mutual promises and covenants contained herein, and other good and valuable consideration, the receipt and adequacy of which is hereby acknowledged, the parties agree as follows: 1. Base Salary; Bonus Compensation. Effective October 1, 1999: (i) ------------------------------- the Base Salary set forth in Section 4.1 of the Agreement is increased to an annual rate of $240,000 and (ii) notwithstanding Section 4.2 of the Agreement, Employee shall receive no Bonus Compensation for the fourth quarter of 1999 or for any quarter of 2000. 2. Miscellaneous. Except as expressly amended hereby, the Agreement ------------- is, and shall remain, in full force and effect and each and every term and condition thereof is hereby confirmed, continued and ratified. All terms defined in the Agreement, except as otherwise defined herein, shall have the same meanings where used herein. This Amendment may not be altered, amended or modified in any way except by a writing signed by both parties. This Amendment may be executed by exchange of signature pages by facsimile and/or in any number of counterparts, each of which shall be an original as against the party whose signature appears thereon and all of which together shall constitute one and the same instrument. IN WITNESS WHEREOF, the parties have executed this Amendment as of the day and year first above written. BAMBOO.COM, INC. ANDREW P. LASZLO By: /s/ Leonard B. McCurdy /s/ Andrew P. Laszlo -------------------------- -------------------------------- Name: Leonard B. McCurdy ------------------------ Title: Chairman and CEO -----------------------


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Thirteen years have passed since Nikon began manufacturing its first VR (vibration reduction) lens, the AF 80-400mm f/4.5-6.6D VR, and as can be expected, much has changed to improve the technology, which serves to reduce image blur caused by shaky hands, moving vehicles and raucous, rickety grandstands. Thus we have the new AF-S Nikkor 80-400mm f/4.5-5.6G ED VR, Nikon's long-awaited second generation of the venerable sports, wildlife and portraiture lens. In addition to the new vibration reduction tech, the brand redesigned the 20-element/12-group optical formula, incorporated a new motor to make the lens focus faster and quieter, and used its Nano Crystal Coat to prevent flaring and ghosts.
But how does it shoot? We wanted to find out if the new glass merits its elevated price, so we borrowed the new 80-400mm from Nikon and rented its former iteration from Adorama to compare the two side by side. The lens can be used with a cropped-frame DX model, where its range is equal to 120-600mm, but it's really intended for full-frame FX-model shooting. We tested with a D800—the highest resolution full-frame digital SLR on the market—to get a full 36.3 megapixels out of both lenses for comparison. Our test occurred over a several week period and took place primarily on a New York City rooftop, where we captured handheld and tripod-based shots at both day and night, and on the Hudson River Valley Greenway, where we shot handheld.
New Versus Old
Side by side, the first thing you notice about the two lenses is that the new 80-400mm is actually both wider and taller than the previous model (fully extended to 400mm, and with the lens shade in place, it reaches nearly ten inches). In the hand, the new lens weighs more, too: three and a half pounds, versus the prior version's three. The added weight isn't just bloat; it's courtesy of the lens's added Super ED glass elements, which help carry sharpness all the way to an image's corners. The second thing you notice is the new model's redesigned tripod ring, which looks slighter (and detached from the lens, weighs less)—a seemingly problematic issue for such a substantive lens. We had no problems with it, however. A few other elements stand out with the new lens in comparison with the old: It's gasketed and weather-sealed, its panel offers added controls and the aperture ring is gone (you won't be able to use it with an old film camera).
The shooting experience with the new 80-400mm model is markedly smoother for several reasons. Its focus speed is quick—less than a second, with minimal hunting; there's very little focus noise. Manual focusing is easy and accurate, thanks to a rubberized focus ring that's over an inch wide. A bank of switches on the side includes a limited focal lock, so you can choose between its full range and from infinity to six meters (if you want to prevent the camera from repeatedly focusing on a tree's leaves in the foreground, rather than the wildlife you're trying to shoot in the distance, for example). The zoom ring is also rubberized, but rotates with a bit more friction; it can be locked at 80mm. Aside from the a better feel and improved touch points, the 80-400mm's improved image stabilization is clearly superior, even from behind the viewfinder: From our perch downtown, we zoomed in on far-off building tops at 300mm or longer, and were surprised at the lens's ability to stabilize what we were seeing. The pictures proved it as the new 80-400mm pulled off clear shots that the old lens couldn't. One other noticeable improvement is that when the lens is mounted to a tripod, the vibration reduction adjusts automatically so it won't introduce blur (with the old lens, you had to remember to shut it off).
To evaluate the results, we looked at RAW files in Adobe Photoshop Lightroom 5. Like most zooms, the lens's output is sharpest across the full frame at 80mm at f/5.6. At 200mm the new lens clearly differentiates itself from the old, with less softness in the corners, especially with both lenses' apertures stepped down. Fully extended to 400mm, the old lens's output looks unacceptable compared with the new, thanks to the 80-400mm's improved VR system. Even at longer focal lengths, the new lens's color rendering is impressive; there's little chromatic aberration. Bokeh is silky smooth all across its zoom range.
The Bottom Line
Overall, if you shoot outdoor sports or wildlife on a full-frame Nikon and can spare the coin, this lens's tough build and impressive optics could make it one of your kit's workhorses. And if you already get use out of Nikon's previous 80-400mm, an upgrade to the new one is a no-brainer.
Pros: Excellent upgraded image stabilization; exceptional optical performance through much of its zoom range; smooth, accurate focusing; solid, weather-sealed build
Cons: Steep launch price tag
Price: $2,699.95; www.nikonusa.com
Read all of our hands-on camera lens reviews at pdnonline.com/lenses.


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Anyone know where I can read the Chaika light novels? Baka Tsuki only has the novel illustrations and the first two chapters. I'd like to know where I could read the rest of the ongoing series. I'd really appreciate it, thank you very much.
- User:JanSzary 10:58 Tuesday, Aguest 26th, 2014


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KARACHI – The Pakistan Rangers on Friday claimed to have killed 17 terrorists in different areas of Karachi, following a tragic suicide attack at Sehwan Sharif.
According to Geo News, six terrorists were killed in a shootout with Rangers after they attacked a convoy of the paramilitary troops on the Super Highway near Kathor.
The convoy of Rangers was returning from Sehwan after taking part in rescue operation following a suicide attack that killed 74 people at the Shrine of Lal Shahbaz Qalandar on Thursday evening.
A spokesman for the Rangers informed newsmen that a Rangers personnel was left injured during an exchange of fire.
It was not immediately clear which group the militants were affiliated with. The bodies were shifted to Karachi for medico-legal formalities.
The spokesman added that 11 more terrorists were killed in a raid carried out in Manghopir area of metropolis. Arms and ammunition was also seized during the operation.
'All the terrorists were affiliated with a banned organization' confirmed a Rangers spokesperson.
The paramilitary force has intensified its ongoing operation against militants after a recent spree of suicide bombings that killed over 100 in last five days.


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IconICan Studio 2.01.120703
IconICan Studio is a professional cursor and icon editor. It is an integrated solution for the creation, editing and design of all kinds of icons and cursors. A variety of filters are provided for you to enhance the design effects. The software has 500 + embedded image elements and supports multi-layer image element operations, with the help of which a novice in design can quickly produce professional icons. It has 60 + visible filters,...


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Discovered by: Jude Gerard Prest.
This is amazing footage archived from Documentary,Germany '76.
This is what all those Hollywood movies copied,culled from,abused for profit.
The poor girl goes through hell and its so sad,The ending is foretold.
She channels Adolf Hitler and Satan and speaks in Greek.
The footage of deaths she had a part in is shocking and yet felt they were gonna happen no matter what.
Seen many b-movies,And didnt recognize anyone…Its real,Damn reel.


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I have a 2001/2003 asus p4p800 delux motherboard an want to use it for a securty system but i am not sure if it will run a newer ata or sata drive? it does have a 40gb ide drive but it is not enough for a securty system
From the Asus P4P800-E Deluxe manual, it doesn't look like there's a limit. I'd go for Sata.
Asus M4A78-EM
AMD Phenom II X2 550 @ 3.11
Patriot PC2-6400 4Gig
Seagate 160Gig SATA
Seagate 320Gig SATA
External 1T


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ok, just a short intermezzo, because google happened to mention his birthday (19 january 1839). but also because paul cézanne is one of the first western artists, if not the first, to truly question the relation between what we see and what we think we see and what we think is reality...
this questioning is of scientific nature in my eyes, and finds its counterpart in neuroscience, but also in philosophy.
the below painting may seem just another still life to you, but there is something more going on. in fact, just in the places where the attention naturally shifts, so do certain `visual laws'. in my eyes this is a poignant reference to the way we perceive reality: in bits and pieces.
later, cézanne's work of course led to cubism, which in its dissection of reality is even more radical in its approach. but to me cézanne is more disturbing in a sense, because his distortions are more subtle.
paul cézanne, the basket of apples (1895, click on the image for an enlargement)
je ziet wat, je weet niet (nergens lijkt op het)
11 months ago


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Elizabeth just send this to me… a great website specializing in organic cotton baby clothes
I think most people don't realize this, but cotton requires an insane amount of pesticides to control the boll weevil–in fact, in the US 40% of all pesticides used are to handle the boll weevil in cotton fields. My degree in college was Environmental Studies and focused on Agroecology and we spent a lot of time studying about the boll weevil. It's one of those pests that has become more resistant by the use of pesticides due to the fact that pesticides kill all the natural "predator" pests. By supporting organic cotton growers, you make a huge contribution to the environment. Not to mention having pesticide free clothes for your baby.
Like organic foods, organic cotton use will be driven by market demand–the more people that buy it, the more farms will start to change to consumer demand.


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wen`s interessiert, mit den richtigen keksen auf hotbird, für diejenigen, die kein sky schauen können.
mfg libera
wen`s interessiert, mit den richtigen keksen auf hotbird, für diejenigen, die kein sky schauen können.
mfg libera
gasometer74 (26.09.17), shory (26.09.17)
Istanbul gegen Leipzig gibt's auf den Mediaportal - Simple List - türkish.mu3 - TRT HD
Gruß gasometer74
Dreambox 520 HD OS 2.5 mit GP3
Dreambox 520 HD OS 2.5 mit GP3
Dreambox 520 HD OpenATV 6.1
Dreambox 900 UHD OS 2.5 mit GP3
VU Zero OpenATV 6.1
VU Solo OpenATV 6.1
VU Solo SE V2" OpenATV 6.1
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After a lazy, hazy, Sunday summer afternoon, Dan and I came across Dazed and Confused on TV. It made for perfect viewing on this heat wave of a day. So with the windows open, and the breeze flowing in, we watched the 1993 cult classic.
Everything about it shouts 70s; the cars, the fashion, and most of all… The music.
Listen to the below and tell me you don't want to go on a road trip.
Foghat – I Just Wanna Make Love To You
War – Low Rider


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More Like L.A.me Noire!
Am I rite???
All jokes aside, I'll apologize in advance for the extra-ranty tone of this log as I'm pretty disappointed in Team Bondi/Rockstar's L.A. Noire. Not for the usual reasons though - I wasn't expecting the next Grand Theft Auto here. No, I was so hyped for this game because some previews heralded it as the next evolution of the traditional adventure game, and even those that didn't certainly made it seem that way. The detective angle also fit perfectly into my hopes for the game, conjuring up thoughts of Deja Vu, Police Quest, and Tex Murphy. Even all of those expectations aside, adventure game elements + Grand Theft Auto 4 sounded right up my alley. I even broke my new game embargo and bought this sucker close to release, bumping my back log to play it. So, where do I start?
In L.A. Noire you play a police detective in 1947 Los Angeles. I kind of wish the game had exploited the setting and the whole period noir vibe just a little more: more rainy nights, more sassy dames, more cartoon gangsters, hell I would have even settled for a crap-ton of cheesy, film noir style first person narration, but the game keeps it all fairly straightlaced. Anyway, you have to investigate and solve various cases which eventually start mingling together to form a cohesive plot relating to a larger conspiracy. You do this investigation by visiting crime scenes, looking for clues and interviewing witnesses, chasing those clues and accounts to more witnesses and suspects, looking for clues at their locations and interviewing them, sometimes with some action scenes thrown in, and eventually either interviewing the suspects one last time or having the case culminate in some sort of action that ends up wrapping things up. Cutscenes provide some extra story during and especially in between cases. That's the most basic description I can give it - yes, it really is that formulaic and yes, thanks to the lack of variety in the cases it can indeed start feeling repetitious.
Adding to that explanation the whole thing feels almost exactly like Grand Theft Auto 4 - I realize it is the same engine, but no, down to a more granular level, the whole game feels very close to GTA4. Driving feels exactly like a slightly tighter controlling GTA4. Walking around locations in third person feels exactly like GTA4. Combat feels pretty much the same as well. You do all of these things quite a bit too. The focus of the game isn't really on any of these things, however, it's on the investigation and interrogation stuff and fittingly those two areas are where the game feels like the biggest departure from GTA and its ilk.
"Actor hunting in Hollywood."
First we have crime scene investigations. You walk around in third person looking for items on the ground and other clues. Some of these items can be tricky to spot, bringing back the old point and click adventure game "pixel hunt" to some extent, though to its credit L.A. Noire does employ a couple of tricks to make this phase a little less frustrating: a vibration effect to alert you when you're nearby new points of interest and a sound that plays when you come across clues you've already investigated. Another thing that helps is that music will play the entire time you're in the investigation area (the game is still very much an open world so you can wander away from where you're supposed to be quite easily) and will cease once you've found all of the relevant clues in the area. I say relevant because there are plenty of annoying red herrings lying around - maybe "red herrings" is too generous of a term to use, rather it is trash and other miscellaneous junk that you can, for some reason, interact with. I suppose the designers put this extraneous stuff in to make crime scenes a little less cut and dry. The real problem with these items is that occasionally they are actually relevant. I can think of at least two cases where a matchbook is an important clue instead of just the meaningless trash it represents another dozen times throughout the game, meaning you'll probably want to examine every one you come across just in case. Doh. It wouldn't be so annoying if there weren't so many extra button presses involved. You don't just pick up an item and instantly add it to your inventory, as it were, rather you often have to rotate it around and/or press the interact button a second time to further investigate the item. I'm guessing this was done to simply avoid the game feeling like a Heavy Rain style QTE fest. I suppose it succeeds... but it feels worse for it.
As I mentioned before there are also action sequences. Frequently at that. These range from typical GTA4 style car chases, fist fights, and fire fights, to item manipulation puzzles, foot chases, and even the odd platforming puzzle. These types of occasional action scenes help break up the monotony of the investigation stuff but GTA4 stuff (which I like - who doesn't like spraying gangsters with a tommy gun?) aside, they often felt a little unsatisfying, and sometimes even frustrating. The stealth-like missions where you have to shadow someone at a distance were 100% pure, distilled anti-fun. Surprisingly many of the action sequences can even result in instant case failure and/or death which is pretty damn jarring when you compare it to the no-fail way interrogations work. In another nod to old adventure games though, the game seems to almost acknowledge that the action isn't necessarily what you're there for and if you fail a scene enough times you can simply skip it with no consequences. You can also easily skip the vast majority of driving around from location to location if you'd like. Alrighty then.
"What a mess - at least we can cross vampires off the suspect list!"
Finally, onto interrogations. These can take place either at an investigation scene or in an interrogation room at the station, and can range from simple information gathering to full on desperate attempts to get a confession from a suspect... but they all work the same way. There's some (spoken) dialog between your character and the NPC which eventually leads into a clip that you'll need to react to based on the person's statement, tone, and notably facial expression. You react by choosing "Truth" which denotes that you believe the NPC was telling the truth, "Doubt" which denotes that you believe the NPC was lying or otherwise hiding something in their answer, or "Lie" which denotes that you believe the NPC is lying AND you have the proof to back it up. Your answers here can cause the interrogation to branch off (a little) sometimes granting you additional people or places to investigate, or straight up clues.
The whole interrogation system, which along with the new facial scanning technology was touted as the most unique thing in the game, actually holds my biggest complaints about it as well. First of all, there apparently is no way to fail an interrogation. If you choose poorly, the game goes on, which can sometimes cause you to miss vital clues and/or ultimately charge the wrong suspect. I personally thought this was a pretty nice touch and decided that no matter how bad I did on my first playthrough I'd accept all of the consequences and just go with the flow as in Heavy Rain. This became immensely unsatisfying, however, as even though you can't necessarily fail an interrogation or a case as a whole the game is still extremely keen on letting you know when you've screwed up: when you react incorrectly in an interrogation a tone immediately lets you know, at the end of an interrogation it tells you how many you got right, and at the end of the case you're given a 1-5 star rating based on how well you handled the investigation overall. If I'm supposed to just play through the case should it really be constantly slapping me down when I screw up? Worse yet, if I do choose to correct my actions I can't - the only way to back out of a decision is to either restart the game before it saves again, doing the whole scene over again, or replay through the entire case. Wow. Make up your minds, Team Bondi! Do you want me to just keep going or do you want me to play to perfection?
Perhaps this wouldn't burn me quite as badly if interrogations actually worked a little better. There's nothing like doing badly and feeling like it isn't your fault. While the new facial expression tech is indeed awesome I was surprised to find myself having an extremely difficult time spotting tells at times. Sometimes it is obvious, over the top even, but other times I was sure I was right and still got the reaction wrong. After I started doing so poorly I became more and more careful about choosing my reaction and still frequently got my guess wrong. Arrrrgh. Apparently it's not just the mannerisms when answering you need to look out for as I had at least two NPCs answer very straight faced only to act shifty in their idle animations after the fact and turn out to be lying. Fair enough, but adding that into my bag of tricks still didn't help matters much. I sometimes wondered if you weren't just supposed to be trying to do what Phelps would do in the situation rather than base your decisions on what you, as the player, believed. It perhaps wouldn't be as difficult if the difference between "Doubt" and "Lie" wasn't so nebulous, never mind that those three choices don't even clearly fit as appropriate reactions to every statement you'll run across while interviewing, and that you're not even presented with the option to ask a lot the questions that you, as a player, have probably already formed by the evidence you've gathered.
"Truth, I mean... lie! Wait, no, doubt!"
Delving further, the "Doubt" option freaked me out occasionally - doubt, to me at least, imparts a causal feeling, but a few times when I used it during interrogations my character went from mild mannered, friendly even, to TOTALLY FLIPPING OUT and screaming at the suspect. It totally took me out of the game the first time it happened and seemed a little out of character for Phelps. The "Lie" option is an even more interesting case study. Like I said, the line between "Doubt" and "Lie" wasn't always so clear - fair enough, I take a look at my clues and maybe I don't have the evidence to prove that the suspect is telling me a lie, or maybe I just don't make that connection. In reality though, some of the logic between the NPC's previous statement and the clues you have is a little on the fuzzy side and it can be hard to pick the right clue. Some of the "correct" clues you're suppose to present as evidence are things that the NPC wouldn't know so bringing it before them, saying what little your character says, wouldn't actually convince them to start talking, for example. More problematic is that I often found the subject of the interview changing IN BETWEEN me picking the "Lie" option and having to present the evidence. WHAT THE FUCK? How was I supposed to KNOW I had the evidence if I didn't know what I needed to provide evidence for until AFTER picking "Lie"? REALLY GUYS?
Here's an example from The Naked City DLC case. I'll try to be vague and not spoil it too badly:
I'm interrogating a guy, the husband of a friend of the victim. I had been told before by the victim's house keeper that the victim was dating a man from San Francisco. I ask this guy if he knows of this fellow. He claims ignorance. Following me? At this point to branch to a new topic I have to call him a liar yet none of my evidence clearly says or even mildly suggests that they would know each other. The first time I played the case I think I chose "Doubt" instead of "Lie". Regardless I got it wrong. The second time, after I do choose "Lie" he then admits that maybe he does in fact know him, but doesn't know where he is from, stating that it might be New York. Evidence time! The correct answer is to present the victim's house keeper's statement that she knew of the guy and that she thought he might be from San Francisco. Wait a minute? I'm presenting evidence about where this boyfriend fellow is from? The original statement I called a lie was the NPC's claim that he didn't know of him, nothing to do with where he was from! Regardless, what did I just prove? That, in fact, he doesn't know where the guy is from just like he stated he didn't, because the house keeper says he's from San Francisco? WTF? How does any of this make any sense? Let's recap: I called him a liar, which means I have to present evidence to prove he is lying, yet I have none. Then it ends up being that the evidence I have to present isn't even directly in response to the original statement I called a lie. Then I present a piece of evidence that essentially proves nothing - the guy claimed to be fuzzy on where this boyfriend fellow was from, and all we did was tell him that WE know where he was from. Take that! How is this helpful? Gah.
"Look familiar? Well it also feels familiar..."
It's almost as if half of the time the "Lie" response isn't so much to call out that person's statement as a lie, as it is presented, as much as it is to scream "HEY YOU'RE A LIAR!" and to watch them squirm to see what they rattle on about. The evidence will have to be related to whatever they say AFTER you call them out. This is reinforced by the fact that, unlike with the other responses, you can back out of your "Lie" response. How bizarre! Are you supposed to just test this out on every question you ask? Really? Here's another, more brief example from the same case: I'm told by an NPC I'm interviewing that a man I'm trying to track down doesn't exist. If I choose "Lie" the topic suddenly turns to this NPC's alleged role in a burglary which causes him to get defensive and challenge me on providing a list of stolen items. For evidence I can provided a list of stolen items recovered which all tie back to him. Fair enough on the challenge and evidence but the evidence is in no clear way related to the original accusation that I responded to! Ugh!
As a quick aside, I've played all of the DLC cases and they feel more or less identical in quality to the main cases and, if you've got them installed while playing through the campaign, fit fairly closely into the main case flow of the story. The one exception being Nicholson Electroplating which, despite acknowledging the events occurring up till then, fell into an awkward place at the end of the game that made switching back over to a relatively ho-hum arson case feel a little jarring.
Back to bitching. So let's go over the ways that interviewing can be a major exercise in fail: facial expressions and other tells don't always indicate the reaction as you'd expect them to > the line is blurry between doubt and lie, if any of the three options even seem suitable in the first place > when you do choose "lie" sometimes the clues don't make a ton of sense, sometimes even relating to topics brought up AFTER choosing the option. Awesome... a point of failure along every step of the process. Good luck 5 starring every case without a walkthrough!
Indeed, I sucked at this game the first time through. I'd say half of my cases were 4 stars, while the rest were 2 or 3, with even one or two 1 star cases. Admittedly some of these scores might have been marked down a bit for driving like a maniac, but still. I decided to play through the game a second time with a walkthrough 5 starring every case so I could see how differently the game played out when I did everything "right" and I was, quite unexpectedly, sorely disappointed. The cases don't really branch out as much as you might expect. In fact when you fail at an interview or you feel like you missed a vital clue somewhere you get the impression that if you had done better it would have turned out entirely different. In reality it seldom makes much of a difference. At best, some new events might take place if you do things differently, specifically if you branch conversations better in the interrogation parts or visit locations in a different order... but this seemed relatively rare.
"This game has you doing more corpse fondling than your weird uncle Leroy."
I admit that I started to get more into the game as the story started developing. Bondi and Rockstar did a good job at fleshing at the characters a little bit, at least enough for me to develop a fondness for your character, Phelps, and his various partners... even Roy, somehow. When the main plot started really coming together I was pretty much riveted. Even so I do take exception to the sometimes ham-fisted nature of the storytelling. First of all, there's a twist later in the game that I really didn't see coming. Normally twists like that are pretty cool but this time I felt like the game had been lying to me about who Phelps was and only offered the tiniest, most miniscule hints about what he might do and why up until that point. The finale of the game, on the other hand, you can see from miles away thanks to the entire story being heavy-handedly foreshadowed, almost spoiled even, through the numerous WWII flashbacks and newspaper scenes that you encounter FREQUENTLY over the entire course of the game. Some mystery...
Overall, despite all of my nitpicking, I actually enjoyed the game. I loved the graphics, the acting work, the music, the journal system, the 1940s setting, and the whole police procedural feel in general. For every triumph though it seems that there was also a misstep. It felt surprisingly GTA4-like for a game that so many people were quick to point out wasn't that style of game yet, as feedback shows, it doesn't really hold up as that kind of game either. When those new adventure game elements that I was so anxious to experience showed up I was surprised to see how many of the well-known negative adventure game tropes they brought with them: pixel hunting, out of place actions sequences, instant deaths/failures... and yet the positives weren't nearly as strongly represented. I tried giving it a fair shake regardless of all of these things but they quickly started to dramatically affect my enjoyment level. I really hoped replaying it would help me appreciate the game's intricacies more but it actually only served to reinforce my suspicions about many of its issues. With so long in development and two developers working (apparently quite poorly) together on the game it really makes me wonder how much of a potentially amazing game was somehow lost along the way. 🙁
As usual Xbox 360 screen shots stolen. PC version isn't out yet!
Counterfeit Xbox 360 Wireless Receiver Drivers
After playing around with Nintendo 64 emulators with the intention of taking screenshots for some N64 games that I plan to review one of these days, I determined that it was finally time to break down and get a new gamepad for my PC. None of my other pads had anything akin to analog sticks - I mostly bought them with playing much older games in mind. I'm a big fan of the Xbox 360 controller and since I already have a couple I figured it would be easiest (and probably most economical) to go the route of buying the Microsoft Xbox 360 Wireless Gaming Receiver which simply let you use your Xbox 360 controllers with your PC. Looking around I quickly discovered that these receivers were in shorter supply than they used to be, some places even charging quite a bit for them. Still, I ended up finding some eStores on Amazon that had them for fairly cheap and nabbed one.
When it finally arrived I immediately recognized it as a fake - not just some other brand, but a genuine, stereotypical Chinese counterfeit. The packaging didn't quite look up to par - while at first glance it was reasonably similar to official looking packaging, the plastic blister pack wasn't nearly as stylized as most Xbox 360 related packs, and perhaps even more telling, it wasn't an immense fucking chore to get into. Also despite some okay use of Xbox 360 and Xbox Live logos and branding style there wasn't a single sign of a Microsoft logo anywhere on the packaging - not a good sign as Microsoft LOVES to crap their corporate logo all over everything they make. The unit itself looked identical to the real thing save for the Microsoft logo on the front being replaced by an Xbox 360 logo and the little holographic seal sticker on the back saying "XBHD" instead of Microsoft. Other stickers on the unit and packaging looked a little off as well. Upon closer inspection it is even more suspicious - the connect button isn't flush and is even a little offset, the rubber "foot" ring on the bottom isn't seated perfectly and looks a little odd, and the piece of the housing where the cord goes in wasn't seated properly. None of these were major issues, but an obvious departure from the high quality standards that you usually see in Microsoft hardware.
"Quite a departure from the real packaging but good at a glance."
At first I was pissed about being duped by Amazon (who listed it as being a Microsoft product and having pictures of the genuine article) but the more I researched the more I discovered how common place these knockoff receivers actually are - they've been floating around for years now, presumably ever since Microsoft stopped supplying the real thing as readily. Most people have reported success with them. In fact, some people even preferred them to the genuine ones as apparently they don't have the fuse issues the real ones have. If I complained and returned it by the time I paid return shipping and whatever "restocking" fee the eStore might have I'd probably be paying double what I paid and, I figured, if it works, I certainly didn't pay much for it even if it is a fake. Still, I was highly skeptical - I figured though, if it were a true counterfeit and would work okay with the official Microsoft drivers I wouldn't be putting myself in any danger by using it and, from what I read, despite some occasional difficulty in getting Windows 7 to recognize the device the official drivers worked fine with it. Still running Windows XP 32bit, I guessed I'd probably be fine.
I wasn't about to try the software on the disk that came with it figuring that it would be some poorly written knockoff driver that would destabilize my machine, or worse yet be infected with malware (although upon further inspection the disk appeared to include the genuine Microsoft driver, albeit an older version.) I immediately grabbed the Microsoft package and went from there. Hours later, I finally got the fucking thing working. At first I couldn't get Windows to recognize the device as being compatible with the driver, even after trying to force it to use it. Later I abandoned that version and went for the same one that was on the included disk, and although that one was recognized the driver installation would fail every time. I'll save the gory details and get to the point - since my solution ended up being an amalgamation of various other tips rather than based on any one thing I read online, here is how I got my knockoff receiver working with Windows XP SP3:
Don't plug it in yet - if you've already done so, go to your Device Manager, uninstall it, and unplug it. It depends on how far you got it, but it'll likely show up as an "Unknown Device" with a black and yellow exclamation mark on it. It could also show up as a "USB Device" or possibly even as an "Xbox 360 Wireless Receiver for Windows". Just look for the exclamation mark.
- Download and install the latest official Microsoft Xbox 360 Wireless package: http://www.microsoft.com/hardware/en-us/d/xbox-360-wireless-controller-for-windows
- Download and extract this updated version of the device driver to someplace temporary: here
- Plug the receiver in. Windows will detect it and attempt to install a driver for it. If yours behaves as mine did it will NOT automatically match up with the official package you installed in step 1. Otherwise, you got lucky and you're done!
- Choose the second option: "Install from a list or specific location (Advanced)". Click Next.
- Choose the second option: "Don't search. I will choose the driver to install." Click Next.
- If it shows you a list of hardware categories click Next first. Click "Have Disk..." and find the "xusb21.inf" file that you extracted from the archive in step 2.
- If for some reason it comes up asking for additional files, choose them from the same location where you found "xusb21.inf" in the last step, in the "x86" (or "x64" if you're running 64bit Windows XP) folder below it.
- If for some reason it asks for "WdfCoInstaller01005.dll" when "WdfCoInstaller01007.dll" is what you've got in "\x86" you can insert the included driver CD and find it there. It was in "\PC Driver\x86" on my disk. It did this to me though it was a result of my earlier attempts to get the original driver working.
- It should copy the files and then be done. If you receive a "Fatal error during installation" error my solution didn't work for you. Otherwise, click Finish and try syncing up your controller!
I hope that helps somebody out there. If the thought of dealing with shady Chinese hardware and old driver packages scares you I'd recommend trying to track down a wired Microsoft Xbox 360 controller (a Play and Charge kit for the wireless controller will NOT work) from a used game store and simply using that if you can find it for cheap, though they sell at Gamestop for about 3 times what I got my knockoff receiver for. *shrug*
Some sources:
The thread where I originally found the updated driver
A blog article troubleshooting similar problems under Windows 7 64bit
Update 9/2016:
Manace comments "It works on Windows 10 x64. You should first start a cmd.exe as administrator and type: "bcdedit.exe -set TESTSIGNING on" (without the quotes). Then reboot and you see in the down right corner "TESTMODE". This means you can install unsigned drivers.
Now got to your device manager, select the unknown device, choose update driver, select the folder where you extracted the driver package and voila!"
You can also install unsigned drivers this way.
Frozen Fables
I know I'm amazingly late to the party with this one but I finally got around to playing (and beating) Fable 2 for Xbox 360! Between playing the original Xbox Fable at release and watching/hearing other friends of mine play through Fable 2 I was really, really looking forward to playing this one. Despite having a lot of fun with the game I somehow don't really have a whole lot to say about it… perhaps I've waited a bit too long to write about it, but I'll try to put down a few thoughts regardless.
Fable 2 absolutely oozes a style of its own: the odd designs brought to life by the colorful graphics, the unique (in gaming, certainly) 17th/18th century meets middle ages aesthetics, the funny voice acting, hilarious item descriptions, and all around healthy dose of humor injected into the world, and all of that brought together in what feels like a relatively well produced, high budget package. I was immediately hooked!
"Significantly less dangerous than he appears."
The gameplay is pretty simple and very easy to get into and start having fun with – combat, for instance, is quite streamlined, just a button for each weapon type, and it is only much later, when you start improving your various skills, that the combat system begins to become gradually deeper. My main character was a mage and while I typically don't play pure mages in these types of games the magic system felt a little odd and a bit limited. You can only have one of each spell rank equipped and you cast all 5 spells (there are 5 ranks) by holding the same button down for increasingly longer lengths of time. From poking around on the forums there seemed to be quite a lot of people confused about how to assign and cast your different spells. That said, once you figure it out it's a breeze to use and quite effective. There were definitely a lot of other odd design decisions made with Fable 2, not just with magic. Knowing Peter Molyneux's reputation for interesting, ambitious design I'm assuming that there were many, much more extreme ideas penned that were eventually dumbed-down or cut for various reasons. At the very least the game still succeeds in feeling fairly unique and doing so without too many negatives.
The two new features that got the most attention in the press, your canine companion and the sparkly golden breadcrumb traill, were both successes in my book. The dog was pretty neat and when he wasn't around I felt myself actually feeling more alone in the world – I missed the little flea bag. I did somehow expect him to be a bit more effective in combat than he ended up being, but oh well. The bread crumb trail, which always points you to the next step in your active quest, only ever annoyed me when it wasn't working correctly (I found myself occasionally outrunning it, which made me think it was trying to point me in the opposite direction, for instance) otherwise I found it to be quite useful and easy enough to ignore when I wanted to explore a bit.
"You'll probably spend way too much time hitting on peasant ladies (and/or dudes.)"
I was pretty surprised at how quickly I progressed through the plot, figuring Fable 2 would have a pretty epic storyline after the backlash about how oddly quick the original Fable went. I agreed with those original assessments, by the way. To me it seems like many of the mechanics of Fable, and even more so Fable 2, particularly the character development and customization over time aspects, cater more towards longer and/or more open world game but I concede that perhaps my views simply don't line up with the designers' intent. That was another thing – I had gotten the distinct impression that Fable 2 was much more of an open world experience than Fable was, despite still maintaining a strong central story. Eh, not so much… definitely improved, but still lacking something in the way of a truly open feel. Regardless I dug playing through the story and customizing and progressing my character. Many of the side quests just didn't feel that interesting and I had a hard time forcing myself to even be bothered with them though, I admit, this may be partially blamed on not playing many of them until after beating the main storyline.
Speaking of side quests, I did end up playing through the two DLC add-ons, Knothole Island and See The Future, which both provide you with some short side stories including a variety of additional quests. Both were easy enough to skip but recommended if you absolutely love the game and want a little more. Knothole Island was my favorite of the two, with its Zelda-esque series of quests into different temples/dungeons. It also got me my beloved dog back. 😉
All around, a fun game – I'm still a fan of the series and Fable 3 is definitely on my wish-list now. As an aside, I didn't purposely go after many of them but some of the bizarre shit you have to do for achievements in that game was quite fun.
"Going down?'"
I played through the original Portal on PC again with the intention of refreshing myself before playing Portal 2. What's to say? Still a fun game - especially given that you can breeze through the entire thing in just one or two sessions. Perhaps it is part of growing up and having less free time but I love shorter game experiences. It always amazes me that I managed to never get stuck for more than a minute or so my first time through. Knowing the way my dysfunctional mind operates I figured I'd bash my head against many of the puzzles - here's hoping I have the same sort of luck with the sequel.
Finally, I recently picked up Frozen Synapse on PC. I've been hearing whispers about this game for what must be a couple of years now. They were offering a beta access for early buyers program similar to what Minecraft is doing but I decided to keep waiting out the formal release on Steam and that day has finally arrived.
The game is sort of reminiscent of the turn based, tactical combat found in games such as the original X-com and Jagged Alliance series, yet the mechanics give the whole thing a very different feel. Instead of being given a certain amount of time units, action points, or the like, you simply have to 5 seconds per turn and you can do whatever you have time to do in that window. It may be quite similar in principal but it is a little harder to know exactly what I have time to do and not do in Frozen Synapse without simply previewing my turn, though that is easy enough to do. In X-com everything you can do, from firing, to turning around, to moving, has a hard value associated it with it - such a thing likely exists in FS's engine as well, but it's just not presented that way.
"Actually winning for once..."
Speaking of presentation, the interface is also some what of a departure from that style of game, feeling more like the planning stages of the old PC Rainbow 6 games than a typical turned based tactical game. Turns are also simultaneous which is another big difference from most games like this. I don't know that it really ups the challenge but it certainly does make turns a lot more suspenseful. A major plus to this is that it is setup to allow for asynchronous gaming - you can be playing multiple games as once, swapping back and forth when your turn is ready. You can play by email, continue a half-finished game the next day, whatever. It's very cool.
One thing that kills me about FS (literally, it gets me killed) is difficulty judging my line of sight and, particularly, my enemy's line of sight to me. In one of my first online matches half of my squad got obliterated by a rocket blast that somehow slipped through 4 or 5 tiny openings that, because of the perspective, didn't even look passable to me. I'd love a tool to clearly show me LoS views. Whatever... live and learn! I've been doing a lot of learning lately - my online record is currently atrocious. Most of my loses were very, very close... but it's not like anyone can see that when looking at my win/loss record. 🙁
Anyway, it's a fun game. It's different enough that it doesn't really scratch my X-com itch in the way something like Silent Storm did, but for a relatively cheap indie game that has good online capabilities and an active player base, I feel like it has been worth my money and time so far.
As usual, Xbox 360 screens lifted from elsewhere. Fable 2 was a perfect example of a game where I couldn't find much in the way of ACTUAL screen shots, showing the game as it looks when it is being played with interface and all - mostly only canned shots released by PR. 😕


text:
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text:
From M1 leave at junction 15A
Take the A43 towards Oxford and Banbury. Follow the A43 signposted to Brackley. As you approach the circuit a one way system will be in operation. Follow the signs marked "Officials", do not follow any other route. On leaving the A43 signposted for Silverstone, you will enter the dual carriageway adjacent to the circuit. The carriageway is divided into 3 lanes, position yourself in the middle lane. You will go straight over the main entrance roundabout and then exit first left at the next roundabout into WEST 10 ENTRANCE and follow the campsite signs.
From M40 leave at junction 10
Take the A43 towards Northampton. At the second roundabout at Brackley, turn right (3rd exit off roundabout) onto the A422 signposted Buckingham. At this point ignore the signs for Silverstone. Follow the A422 road through Westbury for approximately 4 miles. Turn left into a lane signposted Stowe, Dadford, Silverstone and Stowe Landscape Gardens. At the crossroads with Stowe School turn left towards Dadford. Continue through Dadford village and after approximately 1.5 miles turn right into WEST 13 ENTRANCE.
Getting to the Circuit on a Grand Prix Weekend
Silverstone has much improved transport links from ten years ago, however, it's important to organise your transport in advance:
Train - take the train to Northampton Station. From there you can take the shuttle bus to the circuit.
Shuttle Bus – a regular bus service runs between Northampton train station and the circuit over Grand Prix weekend. Megabus also operate a Sunday-only bus service from Milton Keynes station. Please be aware that you have to pay for both services.
Taxi - taxis can reach the circuit, however due to the redirections, you should aim to be dropped off in Silverstone village and walk to the circuit. It's approximately a ten minute walk. Make sure your taxi driver knows the route, such as Whittlebury, to avoid getting stuck in the one-way system.
Driving - the circuit is located just off the A43 which can be easily reached from the M1 and M40 motorways. If you intend to drive, you need to choose between parking at a Campsite, parking with others, paying for the Silverstone car park or using the free Park & Ride service. Silverstone parking and Park & Ride must be pre-booked in advance.
Walking - if you are camping or staying close to the circuit, it's probably close enough to walk.
Helicopter - avoid the queues and arrive in style as you fly directly into the center of Silverstone circuit.


text:
Nobody wanted to have their picture taken in this stage. I really thought my fellow shooters were more open to alternative lifestyles 🙂
In case you are wondering, the stage called for engaging targets while a body is on top of you simulating a mass shooting or similar and you ending up under somebody. For safety reasons, the gun initial position was on the rug aiming downrange.
And no, that is not me. A sore back "prevented" me from shooting this particular stage.


text:
Friday, March 30, 2007
Acts 10:34 - Non Est Personarum Acceptor Deus
In the introduction to his Philosophy of History (which I've been reading with my seniors), Hegel points out that the universal law is not made for individuals, as such. The claim would remain true even if the universal were removed as a qualifier. A law is a command to an entire community or a rule for a particular group within the larger whole - but always for individuals collected.
I had all of this in mind as I read a post from a new blog that I've been reading. I am struck by the importance of our own personal story as we each struggle to come to conclusions about these issues. The author is Chuck Blanchard and the issues he refers to have to do with same-sex relationships.
I am struck by the opposite. Personal stories, either our own or others', often hinder us from coming to conclusions in controversies. Moral judgments, which are the kind of conclusions we're talking about, are very tricky judgments to make. They become even trickier the more particular they get. The New Testament, in no uncertain terms, forbids us from passing judgment on that peculiar bundle of particularities: our neighbor.
In his post Blanchard judges the people he encounters in apparently healthy committed same-sex relationships to be very good people. Now if the New Testament does not allow Blanchard to judge his neighbors in order to condemn, why is he allowed to judge them in order to approve? If God alone can look into a person's soul condemn evil, how can one man look at another and confidently declare that there is no wrong in him or what he does?
The desire to base moral argument on personal experience is disturbing. Why? Because it seems unlawful. Refusing to condemn a practice because it is done by someone we care for is unjust and unfair. It is not love when a judge dismisses the case of a man he knows and likes - it is illegal. There is a Biblical injunction against this in Deuteronomy 1:17: Ye shall not respect persons in judgment.
People are wonderful and their stories are moving. In moral controversy, though, appeals to personal stories obfuscate more than clarify because the universal law is not made for individuals, as such.
3 comments:
- Chuck Blanchard said...
Thanks for your post. As I said in the post on my blog, the personal encounters with gays and lesbians was only the first step "before we began to do the tough biblical and theological thinking on this issue." In other words, it was these experiences that caused us to ASK the question: is this really sinful? It does not provide the theological answer.
This experience does provide two useful data-points. First, many of these gay and lesbian friends tell me that they have prayed to change their orientation, and they have not changed. Second, as my Priest describes it on his blog "I have Gay and Lesbian friends and parishioners who I know are taking their faith very seriously. I am told by them that they find their lives being transformed. They are more honest, more compassionate, more loving, and more prayerful than they used to be. They show forth the gifts of the Spirit as listed by the Apostles Paul and Peter (1 Corinthians 12:8-11, Ephesians 4, Romans 12 and 1 Peter 4:11)." See http://www.entangledstates.org/2006/07/the_michelsonmo.html And, if you beleive, like i do, that the Holy Spirit is still operating inthe world, these observations cannot be ignored in making the theological conclusions about long-term, monogonmous and committed same sex relationships.
The next step, is to take a closer look at the scriptures themseleves. And that, I promise, will be the focus of a postin in the coming weeks.
Have a blessed Holy Week.
- Fri Mar 30, 09:40:00 PM
- Alishia said...
More pictures of Stella.
- Fri Mar 30, 09:46:00 PM
- Hansonius said...
I believe the Holy Spirit continues to operate.
I believe that human nature continues to stubbornly resist the workings of the Holy Spirit in many instances.
I believe that sin can become habitual (i.e. a second nature) and have consequences for an entire community.
I believe that human intelligence can be self-deceived - especially when it attempts to reinterpret traditional teachings to fit the way that feels right.
The story of Noah is scary, Chuck. I am not convinced by the way you talk about cultural relevance and personal encounters that we feel that story in the same way.
- Mon Apr 02, 02:57:00 PM


text:
As you know, getting your items seen on the Internet is a labor intensive and complex endeavor. I have been working with a fellow teammate to feature our items together in the hopes that both items will become more visible on the Internet. Lindabutterfly and I are members of a wonderful team of artisans who work together to help promote our products and websites. Linda is and artist whose incredible work can be seen here and here. We have recently listed two of our items together on our etsy shops to be sold for a discounted price. We thought that these items complimented each other beautifully and would make a wonderful gift item. The listings for these items can be seen on our etsy shops. They can be purchased in either Linda's shop or at my shop. This experience has been a great deal of fun and we think you will be as pleased as we are with the results of our team work.
Sunday, August 30, 2009
Team Work
Posted by Dina Cuomo at 9:17 AM 1 comments
Labels: aceo, chandelier earrings, coin pearls, collaboration, collaborators2 team, discounted items, flowers, Murano glass beads, sterling silver, team work, wedding gift cards
Thursday, August 6, 2009
For Your Girly Girl
Those of you who have little girls that love girly, feminine accessories will enjoy the handmade items offered by Gayle of Whats Her Name, a wonderful Etsy shop. The items featured here are certain to put a smile on the face of your daughter, niece or any little girl you might know. Gayle also caries handbags, spa items, bookmarks,card and wall hangings in her eclectic shop. Pay her a visit today to find something special.
Posted by Dina Cuomo at 8:33 AM 3 comments
Labels: bookmarks, cars, headbans, pony tail holders, spa items, wall hangings, whatshername
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text:
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text:
The sun has disappeared behind the trees, the sky around them a fingerpainting in deep orange. I'm nursing a Maker's Mark in a wooden rocker, letting the river air cool my brow. The strumming of a folk guitar, so vivid you can hear fingernails sliding on strings, fills the courtyard surrounding the emerald Manor Lawn. And I'm thinking: Boy, the folks at Hyatt have invested in one awesome outdoor sound system.
But the song stops, there's a fumbled half-strum or two, then silence. Another song begins.
I turn around and discover it's no sound system. It's a guest out on his third-floor balcony, enjoying the same view and the same breeze, playing the guitar for his own pleasure and the benefit of anyone else who happens to be around. In addition to me, that would include a couple nursing martinis the size of the Tin Man's headgear and two guys holding Heinekens as they play boccie on the pristine lawn.
It's the sort of unscripted moment you might not expect at the Hyatt Regency Chesapeake Bay. The facility, open for two years in August, brings something new to Maryland's Eastern Shore: a high-service, high-volume resort that's luxe enough to appeal to both mid-Atlantic corporate retreaters and long-weekenders in search of a scamper-and-pamper getaway. It has a golf course, tennis courts, three pools, the requisite spa/health club/hot tub trio, a kids' camp, an activities concierge and an on-campus Starbucks. But it also offers some local flavor.
Take, for instance, the crab cake I had at a soaring lounge called Michener's Library. The patty was as thick as one of the kickboards down at the pool, made nearly entirely of firm fingers of crab meat dusted with just a hint of Old Bay and broiled, not fried. Hyatt may be based in Chicago, but it knows it needs to produce a local experience. (The only books in the "library," I should point out, are the copies of James Michener's "Chesapeake" that are stowed behind the bar and available by request. Ask for a copy and sink into one of the cushy chairs overlooking the courtyard to read. A few Maker's Marks could transform Michener's hammer-and-nails prose into a James Joycean tumult: riverrun!)
The hotel's lobby and main dining areas, as well as many rooms, overlook the Choptank River, providing a pervasive waterscape. While the multi-winged, -storied and -gabled architecture is a commonplace of 21st-century resort design, this one is capped by a round white tower that recalls the classic (largely defunct) Chesapeake lighthouses that sit on pilings just above water level. It's got a marina and a small fleet of canoes, sailboats, skiffs and kayaks.
It also has an 18-acre private nature preserve, just the sort of thing you want to know is there when you start thinking, as you inevitably do, about locating large-scale development on such ecologically sensitive real estate. Oyster-shell trails lead from the hotel to the preserve, where blue herons and bald eagles nest.
Alas, I couldn't get very far. Boards blocked the entrance, a sign explaining that the area is closed, per state regulations, during the February-to-July blue heron nesting season. I walked some of the perimeter and heard a magnificent glottal ruckus coming from deep in the thicket.
When the resort opened two years ago, the golf course, the marina and some facilities and services were still in the works. I can report that most of the bugs are now worked out. The approach remains startling. The resort is just off a particularly blighted stretch of Route 50, and when one crosses the Choptank Bridge, it's hard to imagine that you're headed to such splendid isolation. The only reminder of this while on-campus is the omnipresence of the bridge itself in nearly every water view.
There are five eating venues, ranging from the white-tablecloth Water's Edge to poolside sandwich-and-salad service. All three pools are open, including a big indoor facility, whose side doors are thrown open wide in temperate weather; a water-slide pool; and one of those neat "infinite edge" pools designed so that if you look at them from just the right angle, the waterline merges with the natural waterscape beyond.
The marina is at the far end of the resort, anchored by a seafood restaurant and supply store topped by a canvas sail and other flourishes of neo-maritime architecture. The kids' club was in operation, as the resort was full of meetinggoers and at least some of their families. Though three groups were there during my visit, I didn't feel crowded out. They tended to meet and eat by themselves in ballrooms and whatnot. (Well, one night I felt the squeeze. I returned to Michener's for a nightcap and the bar was crowded four-deep with Maryland auto dealers. Afraid I would not escape without buying a car, I turned in early.)
The Hyatt has a beach, but let me be plain: Nobody should go there for a beach vacation. It consists of three strips of sand. One is taken up by the small watersports facility and the other "large" one is only big enough to accommodate a dozen or so lounge chairs. A few moms and kids played in the cool river, but signs warned that jellyfish enjoy the same territory. The resort extends its beach by adding some rafts that tether to the shore and let you bob in the sun. But if it's beach you seek, the ocean resorts are another hour down Route 50.
I played golf early the next morning. River Marsh Golf Club lies gently on the Chesapeake landscape, the holes threading around ponds and lake and strips of ungroomed wetlands that add both beauty and menace. Water comes into play on half the holes.
My threesome was serenaded by bobwhites, and we spotted more than a handful of orioles, with those distinctive orange shoulder patches, flitting out of the brush. A bald eagle, one of four known to make a home on the Hyatt grounds, did an unscheduled flyover of the second green. The birds were so big they appeared to the naked eye as if seen through binoculars.
Like any good resort course that wants players of different talents to move along, River Marsh has multiple tee boxes, wide fairways and big greens. But it'll test you.
The scariest hole in the mid-Atlantic might be No. 17. The tees are on one side of Shoal Creek, a tributary of the Choptank, and the green on the other, about 170 yards away. A long wooden bridge spans the water, and the white tee is connected to the bridge via a narrow plank causeway. You hit from a peninsula tee, a deck covered with artificial turf, with water on all sides.
I will never know how I managed to put the ball on the green in my first shot. But I know I was disappointed. I was sort of looking forward to arcing a few extra balls into that placid creek. Instead, I had to reveal my ineptitude with a far less satisfying four-putt.
Golf course writers have made much of River Marsh's 18th hole, a par-5 that doglegs slightly along the Choptank. A long set of narrow sand traps runs between the fairway and the water. They've compared it to the famed finishing hole at Pebble Beach, which is of similar length and layout, but lined by the Pacific Ocean.
One of my playing partners, Greg, a bond trader from Brooklyn, had a Pebble Beach tag on his golf bag. So I asked him about that comparison as we were about to tee off on 18. He looked and gave a long, judicious pause. From the fairway we were staring directly at the hotel, with its gabled courtyard and lighthouse topping.
"Well, it's not unlike it," he said. "But it's not the Pacific Ocean."
Which is, I think, the whole point of the Hyatt-on-the-Choptank. It's the kind of place where, as golfers say about a shot that winds up in some unexpected spot, you play where it lies.


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Authors: William E. Hefley, John T. Foreman, Chuck Engle Jr., John B. Goodenough
The handbook addresses the advantages and risks in adopting ADA. Significant emphasis has been placed on providing information and suggesting methods that will help program and project managers succeed in using ADA across a broad range of applications.
Authors: Chuck Engle Jr., Gary Ford, James E. Tomayko
This report describes the AIM (APSE Interactive Monitor) system and some possible educational uses.
Authors: Chuck Engle Jr., Gary Ford, Timothy Korson
This 1989 report provides an operational software system of 10,000 lines of ADA and several exercises based on that system.
Authors: Chuck Engle Jr., Robert Firth, Mark H. Graham, William G. Wood
This 1987 document assists the reader in answering the question "What constitutes a good interface between ADA and SQL?"


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The increased process and material complexity linked to further device scaling and the strong size dependence of many material problems and phenomena has led to the need for metrology applicable to devices with nm-scale dimensions. The emergence of small 3D-devices with the need of probing doping and composition in very small, heterogeneous 3D-devices (<20nm), led to the paradox of performing analysis with the required 3D-spatial resolution (nm) versus the limited statistical relevance of analyzing one small single (nm) device.
Imec has recently proposed an integrated solution to this paradox by solving the resolution and statistics problem using the so called Self-Focusing SIMS (SF-SIMS)1,2,3 concept and the 3D-heterogeneity problem by performing these measurements in a novel system based on the combination of a ToF-SIMS (Time of Flight - Secondary Ions Mass Spectrometry) and an in-situ AFM (Atomic Force Microscope) instrument. This does lead to a metrology concept and instrumentation optimized for full 3D chemical analysis with nm-accuracy. Moreover when using the SPM in "electrical mode" (SSRM, KPFM, C-AFM) in combination with the ion beam erosion and chemical analysis, a complete chemical and electrical 3D-characterization can be performed.
The innovation of SF-SIMS lies in exploiting the physics of cluster ion (AxBy+) formation which states that to form a cluster ion the constituents must originate from the same collision cascade in very close proximity (<1nm). Hence by selecting a cluster ion (AxBy+) which does contain one element (A or B) originating solely from the region of interest (i.e. Ge from the 10-20nm SiGe trench), the analytical information is self-focused to that region. Using SF-SIMS one could determine the composition of SiGe-layers in trenches as narrow as 20nm. These results have triggered a strong industrial interest with several semiconductor manufacturers attempting to implement the technique, and with SIMS instrument manufacturers adapting their instrument for its routine applications. Notwithstanding these early success and industrial interest, a detailed understanding of the physics of the entire concept, its performances and applications to 3D-devices (FINFET, nanowires, ...), area selective deposition of inorganic (Cu, W, Al2O3) as well as organic films (Self-Assembled Monolayers) still needs to be explored.
The instrumentation at Imec is the first one world wide, combining large cluster ions (Ar3000, O2-5000) as bombarding beam in a TOFSIMS (ideally suited for SF-SIMS analysis) with in-situ (electrical) AFM enabling to observe the chemical and functional properties a function of erosion depth and does represent a unique opportunity to reach a novel degree in accuracy for 3D-metrology.
Within the research project the candidate will explore the fundamental aspects of (cluster beam) SF-SIMS (large cluster ions (Ar3000, O2-5000) when applied to nanoscale heterogeneous systems addressing issues such as cluster selection, topography development (probed by the AFM), redeposition, proximity effects on ionization, quantification etc as well as experimental aspects such as the interplay between AFM measurements and SIMS transients but also aspects of data fusion (sims & e-SPM). Ultimately the project will provide fundamental insight in the various aspects of SF-SIMS and the added value of the hybrid SIMS-SPM metrology when applied to advanced semiconductor devices.
1 A. Franquet, B. Douhard, D. Melkonyan, P. Favia, T. Conard, W. Vandervorst, Appl. Surf. Sci 365 (2016) 143
2 A. Franquet, B. Douhard, T. Conard, D. Melkonyan, W. Vandervorst, J. Vac. Sci. Technol. B 34 (2016) 03H127-1
3 W.Vandervorst et al., Plenary lecture SIMS-19, Korea (2013)
Required background: physics, material science
Type of work: 60% experimental, 40% theoretical
Supervisor: Wilfried Vandervorst
Daily advisors: Valentina Spampinato, Alexis Franquet
The reference code for this PhD position is STS1712-54. Mention this reference code on your application form.


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MAY SESSION: Thursday, May 26, 11:00am - 3:30pm
Workshop Fee: $35 Materials Fee: $10 Minimum: 3 Maximum: 8 workshop is at the beginners lever, the class will use both reference photos and original painting. The photos provided are examples of what may be taught in the workshop.
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Hey you guys, huge tattoo stats and incredibly strong knighthood skills have helped me and many other players clear even more levels of Dragon Invasion. Previously I claimed that level…
Dragon Invasion Guide: Tips to Clear More Levels
I'm back from all the holiday time with my family and friends, and this is a blog and video I've been wanting to do for awhile now. Dragon Invasion is one of the most important dungeons to do in Wartune, since it gives a huge amount of gold and other useful items. Here I want to layout all the things my friends and I do to get through each of the levels faster. Though the video I show does go to level 18, these tips are more about how to reduce wasted time and increase your team's DPS (damage per second) and improve on whatever is your current standard.
Sylph Choice
Bringing an "attack sylph" is really the best way to go — electro, fire, and fire+electro pets increase your attack stat, therefore increasing your damage dealt.
Skill Choice
It may seem trivial at first, but smart skill choices in Dragon Invasion can save you and your team precious seconds. Balancing speed and power is key, and requires a bit of practice. Often I'll see players use very powerful, very slow skills during the early rounds, when really a much faster attack would have been enough to kill the boss, and saved them a few seconds. If you lead with slow skills like Thunderer or any type of delphic, you'll most likely have to wait for the boss to deal an attack, instead of clearing the level before the boss wastes your time. Eventually, the fast skills aren't powerful enough to defeat the bosses in one round, so then it's appropriate to use slower, higher power attacks. Below I display some good choices for each class.
Fast, medium power: Icebolt, Rain of Fire
Slow, high power: Thunderer
Fast, medium power: Ultimate Slasher, Death Warrant
Slow, high power: Delphic Destroyer, Enhanced Delphic Destroyer
Fast, medium power: Armor Piercer, Multi-shot, Soulhunter's Arrow
Slower (but not really slow), high power: Delphic Sniper
Rune Choice
The runes you choose depend a bit on your individual needs. I think a safe bet for everyone is a brutality rune.
For players that don't have a lot of initial rage, a rage rune can really help increase your DPS, by allowing you to use higher damage skills.
Chaos, Amnesia, and Mire runes are nice choices for players that have high level clothing and don't need a rage rune to help them get in big attacks. These runes can be used to sneak in a little extra damage and gain some rage very quickly.
Eventually there's a point where the bosses will start hitting you very hard. If you're a player that runs with people stronger than yourself, there are probably levels that your team can pass, but you're at risk of dying to the boss. Though other options are better during the earlier levels, you should switch to heal and/or guardian runes once you're getting beat up, so that you don't need a mage to heal you that will lower the team DPS much more than using runes.
Enter Fights Faster
The game will stall a fight until all party members have chosen their first skill, so entering each of the battles as quickly as possible is very important. Unfortunately I don't think there's much more to this other than your computer power/speed. A refresh before starting and the occasional cache clear will help minimize your lag, but really it's more about your computer and internet quality (I still wouldn't buy a new computer to play a browser game…).
Get to the Dice Faster
It's very easy for your team to lose time at the dice rolls — a few extra seconds each round turns into over a minute of lost time as your team begins to beat higher levels. Though some of this also has to do with minimizing lag, one thing my friends and I do is skip the "Victory" sign at the end of each fight. If you click on the screen as the Victory sign is opening, the game will close it and leave the fight very quickly, which gets you to the dice rolling sooner. It's easier to explain this in the video (linked at the end of the post), where you'll see that I never sit through the victory pose at the end fight. If your whole team does this, you can probably get everyone through the dice rolls in under 5 seconds.
Eudaemon Choice
Wind Rangers make all the difference in Dragon Invasion. Even if you don't want to use a ranger as your main eudaemon for PvP play, it's completely worth it to build one up a little for PvE tasks like DI and World Boss. If you build a ranger for PvP, you'll want to get the bleed skills, but for PvE, you really only need to build one skill: Cursed Arrow, and if you're feeling a bit luxurious, Delphic Charge Shot as well.
Cursed Arrow is key to huge damage, since each one increases the amount of damage the boss takes by 40%. If everyone in a 4 person team has a wind ranger, then the debuffs on the boss will stack to a total of 160% increased damage taken. Your party can then time their skills so that delphics and other hard-hitting skills hit the boss when the debuffs are active, and then build rage while Cursed Arrow in on cooldown (for 30 seconds). These stacked debuffs are so effective that now most parties I go with will not have to use sylphs until level 14 or 15 — I think for a team averaging 2.5-3M battle rating, you probably won't need to until level 13 or 14.
EDIT: A big thanks to Zorich for crunching some numbers and pointing out that I was wrong about the way the buffs are stacked. Regardless, the point is that the more rangers your team has, the better:
"Just an FYI – the Damage from 4 Cursed Arrows isn't cumulative, it's multiplicative.
IE, it's not 40% + 40% + 40% + 40% = 160%. It's +40% * +40% * +40% * +40% ~~ (1.4 * 1.4 * 1.4 * 1.4) – 1 = +284% Damage.
It's why a 2.2M Thunderer pre-arrows turns into an 8M+ Thunderer w/ all 4 stacks of Cursed Arrows in play. If it was only +160% that 2.2M Thunderer would only go to about 5.8M." – Zorich
Rotation and Skill Timing
Here I'll outline rotations your party can use throughout the event. The difficulties aren't anything set by the game; it depends a lot on the power of your team which levels are easy, medium, and hard difficulty.
Early/Easy Levels
- All Players – Fast class skill (listed earlier)
Middle/Medium Levels
- Wind Ranger – Cursed Arrow
- Boss Attack
- All Players – Thunderer/Delphic
or as things get a little tougher:
- All Players – Brutality Rune
- Wind Ranger – Cursed Arrow
- Boss Attack
- All Players – Thunderer/Delphic
- Boss Attack
- All Players – may need something very small to finish off the boss, like a basic skill, chaos/amnesia rune, or fast class skill
Late/Hard Levels
- All Players – Brutality Rune
- Wind Ranger – Cursed Arrow
- Boss Attack
- All Players – Thunderer/Delphic
- 1-3 players – Awaken
- Boss Attack
- Awakened Players – Non-delphic Sylph Skill x2 (some times only time for 1); non-awakened players – build rage
- Wind Ranger – Cursed Arrow
- Awakened Players – Sylph Delphic; non-awakened players – Thunderer/Delphic
It's pretty normal for groups to arrange which players will use their sylphs at which levels, and when they do, they usually awaken immediately when the battle starts. The rotation for late/hard levels very specifically does not sylph immediately, because there's no way to use the sylph delphic while the first set of cursed arrow debuffs are on the boss. It's better to use a strong class skill, then awaken, and wait until the second round of cursed arrow debuffs have struck.
VIDEO: Wartune Guide & Gameplay – Dragon Invasion 1 to 18
Share and Discuss!
I hope there's something here that can help take you and your friends to the next level! Is there anything else you guys do to speed things up in Dragon Invasion? Get talking 🙂
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27 Comments
Just an FYI – the Damage from 4 Cursed Arrows isn't cumulative, it's multiplicative.
IE, it's not 40% + 40% + 40% + 40% = 160%. It's +40% * +40% * +40% * +40% ~~ (1.4 * 1.4 * 1.4 * 1.4) – 1 = +284% Damage.
It's why a 2.2M Thunderer pre-arrows turns into an 8M+ Thunderer w/ all 4 stacks of Cursed Arrows in play. If it was only +160% that 2.2M Thunderer would only go to about 5.8M. I've tested this out quite a bit. Feel free to number crunch to verify.
Great info, need some practice, but already did 2 bosses more then normal, and it was our first time.
You forgot to mention something quite important. If you use a 'fast' skill, you will do the skill before the curse shots. You would almost be better off to wait half a turn, or to use a slow skill so you can hit after the curse shots. (aside from the first few levels where they die quickly anyways)
To amend my statement – I felt like you were implying that in your guide, but not explicitly said.
(Sry btw, can't edit posts)
agree with other,, but not bout death warrant skill for a knight,its a wasted,, i am 3,2m br knight.. and allways reach stage 13,even i go with 2x 2m br char,, death warrant waste our rage + the damage not higher as ultimate slasher do..
Wellmy friend that's not quiet right, in fact death warrant does about 1/3 more damade
Evidently I cannot spell very well, lol
Rain of fire is a multy target attack. Why use it in dragon invasion where there is a single target? if you use multy target attack on single one, it no reduce the damage?
It is a reasonably fast attack, and it is also the single most rage efficient attack a mage has available, and it has a short cooldown compared to Icebolt.
Also, at least in the case of RoF, single-target or AoE doesn't affect the damage against any target, as far as I know.
COSMOS http://forum.koramgame.com/thread-98385-1-1.html see this topic in the forum, can you have any ideas or tips what to do, we can not hear. We ask for help, but in response to silence. Let us unite our efforts and extend wherever possible in their posts and forums of this message.
level 16 (and i assume subsequent) drops clamps instead of hooves.
lvl 16 does drop clamps, but not all the time. some teammates get clamps while others don't.
If you are strong enough to kill first 1-5 bosses without eudaemon support, take them off for those fights. They add to the time loading their skills without needing their damage. Every second counts in DI so that may be enough to gain the next boss. Just don't forget to put them back on. 🙂
PoisonArrow Kabam S83
You can only do that if you have "Lazer" in your team carrying you guys, lol
Can someone dive into the files and tell us how many levels there actually are, and what their stats are?
I expect that there can't be more than 18, just due to time constraints, unless they add some new mechanics to it, or change the current mechanics.
I believe there are more bosses after 18, is that true? Someone said that one person has to refresh to trigger boss 19, but I am not sure how accurate that is. Anyone have more info?
Just seen the post above mine lol
We usually have a non knighted mage at 4th place hitting in damnition on first round does. its another extra 30% for the big skills


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When Republicans gather in Tampa for their convention in late August, former President George H.W. Bush will not be joining them -- making it the first convention he's missed since 1976.
To be clear, the former president is still supporting Mitt Romney, but it has gotten more difficult for him to move around.
"President and Mrs. Bush are more convinced than ever today that we need to get behind Mitt and Ann Romney to turn this country around, but sadly the situation around President Bush's mobility will prevent them from attending the Tampa Convention," Bush spokesman Jim McGrath told Fox News.
In a recent PARADE magazine interview, Bush spoke about his medical condition. "They call it vascular Parkinsonism. It just affects the legs. It's not painful. You tell your legs to move and they don't move. It's strange, but if you have to have some bad-sounding disease, this is a good one to get," he told presidential historian Mark Updegrove.
Even at 88 years old, the former president says it is tough to accept. " It is hard, because I love being active, (playing) sports, being in the game. ... But you just face the reality and make the best of it."
Mike Emanuel currently serves as chief congressional correspondent for FOX News Channel (FNC). He joined FNC in 1997 as a Los Angeles-based correspondent.