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Global Restrictions Curbing the Unregulated FX & Binary Options
The year 2018 has brought serious restrictions for all Binary Options & Unregulated FX Brokers. The growing strict policies ensure the safety of the masses of clients which are promised astronomical returns on their investments by some unethical Binary & FX services provider. These restrictions have come from some big giants such as Visa, MasterCard, Skrill, Google & Facebook. Let's have a look on how each affects the business of the aforementioned financial services providers. MasterCard : The industry giant and one of the biggest payment providers sent out emails to all payment processors informing them about the new changes made by the firm. MasterCard has singled out all binary options, CFDs, Forex, CryptoCurrency & ICOs and flagged them as "High Risk Businesses". Meaning that all business having operations in jurisdictions without licenses will be re categorized into a new risk category for which the clients will be able to execute the charge backs for up to 540 days. This came into effect from 12th October 2018 ensuring that all brokers now play by the rules and do their business in the allowed jurisdictions only. VISA: Following the footsteps of MasterCard the payment provider has also decided to curb the unregulated FX,Options, Crypto & ICO business. Visa same like MasterCard will now be considering such businesses as Gambling Providers for the geos they are operating in without license. Acquirers will need to review the clients offering of said products and will immediately terminate all business activities in prohibited markets.This exempts Regulated Brokers however they must apply for being granted these privileges as carrying high risk firms which will still change many things for their business. The new VISA rules will come into effect from 1st December 2018. Skrill : Skrill which is one of the brands of the PaySafe Group and one of the widely used money transfer service in the FX sphere globally will now also be asking FX & CFD brokers to provide official copies of their license covering their operations legally. This rule comes into affect from 30th November after which customers from EU countries will not be able to transfer money to such firms. These brokers will however be given 2 weeks in which the company can use Skrill to return the funds of their clients. This move is expected to be followed by other payment companies in EU like Neteller, Webmoney, Fasapay, SoFort & Klarna. Google: Since July 2018 the giant Search Engine has placed restrictions over the advertising of Binary Options, Crypto, ICOs,Spread Betting and synonymous products. Brokers offering such services will now need to acquire a certification from google so they can advertise through Google Adverts one of the biggest advertisement platforms of the world. In order to be able to get the certificate the broker must : 1) Be licensed by the relevant financial services authority in the countries they are targeting. 2)Ensure that their ads comply with googles polices such as the provision of legitimate contact info for a physical address of the business being promoted. 3) Comply with relevant legal requirements, including those related to complex speculative financial products. Facebook: At the start 2018, The Product Director at Facebook, Rob Leathern mentioned in a blog post that "Misleading or Deceptive Ads have no place on facebook". Many companies which were promoting ponzi schemes, crypto offerings and ICOs will now have difficulty in getting their adverts approved. The new rules state that the ''Ads must not promote financial products and services that are frequently associated with misleading or deceptive promotional practices such as binary options, initial coin offering or Crypto currency''. Conclusion : All these industry giants coupled together with the new ESMA ensure that small to medium sized investors are safe from losing their money to such firms. The safety mechanism of these big firms complements the new ESMA perfectly however one effect that can be seen from all this is the brokers and the retail investors looking for flexible legal alternative to counter the low leverages and no bonuses and as such only time will be able to tell if these new measures will be successful in limiting the deposits in offshore entities . To keep up to date with the latest trends in Crypto, Forex & Stock Market updates visit Stratton Forex. Subscribe to our blog for keep up to date with the latest market trends and opportunities.
Global Restrictions Curbing the Unregulated FX & Binary Options
The year 2018 has brought serious restrictions for all Binary Options & Unregulated FX Brokers. The growing strict policies ensure the safety of the masses of clients which are promised astronomical returns on their investments by some unethical Binary & FX services provider. These restrictions have come from some big giants such as Visa, MasterCard, Skrill, Google & Facebook. Let's have a look on how each affects the business of the aforementioned financial services providers. MasterCard : The industry giant and one of the biggest payment providers sent out emails to all payment processors informing them about the new changes made by the firm. MasterCard has singled out all binary options, CFDs, Forex, CryptoCurrency & ICOs and flagged them as "High Risk Businesses". Meaning that all business having operations in jurisdictions without licenses will be re categorized into a new risk category for which the clients will be able to execute the charge backs for up to 540 days. This came into effect from 12th October 2018 ensuring that all brokers now play by the rules and do their business in the allowed jurisdictions only. VISA: Following the footsteps of MasterCard the payment provider has also decided to curb the unregulated FX,Options, Crypto & ICO business. Visa same like MasterCard will now be considering such businesses as Gambling Providers for the geos they are operating in without license. Acquirers will need to review the clients offering of said products and will immediately terminate all business activities in prohibited markets.This exempts Regulated Brokers however they must apply for being granted these privileges as carrying high risk firms which will still change many things for their business. The new VISA rules will come into effect from 1st December 2018. Skrill : Skrill which is one of the brands of the PaySafe Group and one of the widely used money transfer service in the FX sphere globally will now also be asking FX & CFD brokers to provide official copies of their license covering their operations legally. This rule comes into affect from 30th November after which customers from EU countries will not be able to transfer money to such firms. These brokers will however be given 2 weeks in which the company can use Skrill to return the funds of their clients. This move is expected to be followed by other payment companies in EU like Neteller, Webmoney, Fasapay, SoFort & Klarna. Google: Since July 2018 the giant Search Engine has placed restrictions over the advertising of Binary Options, Crypto, ICOs,Spread Betting and synonymous products. Brokers offering such services will now need to acquire a certification from google so they can advertise through Google Adverts one of the biggest advertisement platforms of the world. In order to be able to get the certificate the broker must : 1) Be licensed by the relevant financial services authority in the countries they are targeting. 2)Ensure that their ads comply with googles polices such as the provision of legitimate contact info for a physical address of the business being promoted. 3) Comply with relevant legal requirements, including those related to complex speculative financial products. Facebook: At the start 2018, The Product Director at Facebook, Rob Leathern mentioned in a blog post that "Misleading or Deceptive Ads have no place on facebook". Many companies which were promoting ponzi schemes, crypto offerings and ICOs will now have difficulty in getting their adverts approved. The new rules state that the ''Ads must not promote financial products and services that are frequently associated with misleading or deceptive promotional practices such as binary options, initial coin offering or Crypto currency''. Conclusion : All these industry giants coupled together with the new ESMA ensure that small to medium sized investors are safe from losing their money to such firms. The safety mechanism of these big firms complements the new ESMA perfectly however one effect that can be seen from all this is the brokers and the retail investors looking for flexible legal alternative to counter the low leverages and no bonuses and as such only time will be able to tell if these new measures will be successful in limiting the deposits in offshore entities . To keep up to date with the latest trends in Crypto, Forex & Stock Market updates visit Stratton Forex. Subscribe to our blog for keep up to date with the latest market trends and opportunities.
Composition Challenge #25: September 14, 2020 – Sonata Form, Part 1: Exposition
Greetings, /musictheory! Welcome to our composition challenge. This is a space to put theory into practice by writing your own original music. An archive of all composition challenges, past and present, can be found in the wiki. This challenge thread will be stickied from September 14 through October 5.
Rules
The emphasis here is on skill acquisition. In order to build a knowledge base that will enable you to engage with the larger corpus of music theory and analysis, observe the following:
Satisfy all items on the challenge prompt. There is always room to write in excess of the prompt, but you should solve the compositional problems given in the challenge.
Post submissions as replies to this thread.
There is no deadline to submit and we encourage you to explore these prompts whenever you feel like it. However, know that challenge threads will be un-stickied and will receive less attention after the first Monday of the next month.
Challenge
Compose a two-part sonata form exposition for piano. (The next challenge will involve crafting a development section and recapitulation, so don't worry about the rest of the form just yet.)
Use the formal scheme P TR MC S C. (See theory section for details.)
If P is in the major mode, S should be in the dominant key.
If P is in the minor mode, S should be in the relative major key or the minor dominant key.
Use periods and/or sentences as the basis of your P and S themes.
Use a linear intervallic pattern (LIP) somewhere in your exposition.
This challenge uses terminology and concepts from James Hepokoski and Warren Darcy's landmark treatise, Elements of Sonata Theory: Norms, Types, and Deformations in the Late-Eighteenth-Century Sonata. You will construct a Type-3 sonata, as this is what most sources mean when they say "sonata form." This is your Exposition/Development/Recapitulation model, where a tonal and rhetorical problem is set up in the exposition and eventually worked out by the time the recapitulation rolls around. This is what a two-part exposition looks like. You will be composing one of these. Observe the tonal plan and arrangement of items. And here is a zoomed out vie of a Type-3 Sonata Form. (Both diagrams are from page 17 of Hepokoski & Darcy's book.)
Abbreviation
Definition
P
Primary Theme
The first theme and the beginning of sonata space; sets the feel for the movement.
TR
Transition
Facilitates the modulation from the home key to the new key in the exposition. Recomposed in the recapitulation so that it doesn't modulate. Builds energy.
MC
Medial Caesura
A cadence followed by a rest that separates TR from S.
S
Secondary Theme
Structurally and sometimes rhetorically opposes P.
EEC
Essential Expositional Closure
The cadential goal of an exposition. The first cadence after S in the expo.
ESC
Essential Structural Closure
The cadential goal of a recapitulation and of the whole movement. The first cadence after S in the recap.
C
Closing Zone
Postcadential material that follows S and concludes a rotation of sonata space. May be as little as a small codetta, may include a genuine closing theme, may have several modules.
Thematic areas may contain more than one "theme," but for this exercise try to focus on producing one really good P theme and one really good S theme. Videos:
Linear intervallic patterns are voice-leading patterns that prolong a harmony and possibly bridge the space between two structural chords. Sequences are built upon LIPs, but not all LIPs are sequences.
The primary theme and transition of Mozart's C major piano sonata, K.545, contains a sequence/LIP. Analysis. Note that P is a sentence ending on a half-cadence (with the continuation prolonged by its merger with TR). These things don't have to be long; the total path from P to the MC only takes 12 measures in this sonata.
Beethoven - Piano Sonata No. 19, Op.49, No.1, I. / Score – P is a modulating period (with a sentential antecedent!), where the consequent also acts as the TR. There is no MC here (rather, it is filled in — called "caesura fill"). The S theme is a parallel period beginning at m.16; the consequent begins at m.21 and goes to m.25, but then consequent repeats (what Janet Schmalfeldt calls the "one more time" technique), so the resolution happens at the downbeat of m.29. The C zone is just 4 measures with a pickup, from mm.30-33 (derived from the beginning of S). Also, if you're following the video, the score is Heinrich Schenker's edition, which inexplicably has the measure numbers at the end of the measure, making it look like the measure numbers are one bar off from where they should be.
Marianne von Martinez – Piano Sonata No. 3 in E Major / Score — Kind of a cool thing going on here. Here is the exposition analyzed. First off, notice that there are two themes in the S group: one is a sentence (S1), the other is a period (S2). S2 elides with the beginning of the Closing Zone, and C itself is basically the material of P and TR transposed into the dominant key. It's a little unusual but not unheard of. This movement is actually a Type-2 Sonata Form (the so-called "binary" sonata form), but since we're only looking at the exposition, that doesn't matter so much for us right now. However, the fact that the C zone is so P/TR-based plays into the rotational nature of the Type-2.
Joseph Haydn – Keyboard Sonata in E minor, Hob.XVI:34/ Score – Here's one in the minor mode. Here is the exposition analyzed. The P theme is a parallel period with a modulation. I'm not really sure what the TR is supposed to be doing here, since it's basically just hanging out in the new key the entire time. It's interesting to note that in the recapitulation, P and TR are chopped up and put back together as the presentation and continuation of a sentence respectively. (And I'm sure there are other interpretations.) I have the theme type for S identified as a "phrase group," which John David White in The Analysis of Music defines as such: "A group of three or more phrases linked together without the two-part feeling of a period can be termed a phrase-group. Phrase-group is also the appropriate label for a pair of consecutive phrases in which the first is a repetition of the second or in which, for whatever reason, the antecedent-consequent relationship is absent (46)." In this case, we are dealing with the last option.
Notation Resources
You can find links to a variety of notation programs in the wiki.
The state of cross platform GUI frameworks in mid 2020
I don't really know what I want to achieve with this post, I guess a healthy discussion and (less likely) enlightenment about a GUI framework that I've missed. I want to build a cross platform native application, I really do, but the current state of cross platform GUI libraries lives me disappointed. Lets do a quick recap of what we have:
QT - C++ based with many binding (the popular one is Python) with a very ambiguous license model (IMNAL, partly LGPL that requires you to link dynamically to Qt and forbids you to change it, partly GPL [like the charts sub module] that requires you to open source you app) - with an absurdly high license fee of almost $4k which is way bigger than a wallet of a solo developer that is doing something for a hobby. On top of that it uses C++ (which I dislike).
JavaFX - Half baked (missing lots of modules that are available as third party), java based with very confusing versioning (was part of JDK, now its not. Third party modules are not supported by newer Java versions).
There is TornadoFX that makes Java go away and replaces it with a way nicer language like Kotlin, but it has the same issues as JavaFX - half baked, officially supports Java 8 (which is coming close to End of Free public updates by Oracle)
Swing / AWT - Probably already dead except for companies that are heavily invested into it and have manpower to maintain the code
wxWidgets - Half baked, C++
GTK - Looks good only in Linux, also C++
Electron - Web based, a lot of available web components (graphs, auto complete, DnD and etc), no single framework that has extensive components so you are left with building your own Frankenstein of gazzilion npm packages, big binary size, memory eater
And a lot more that are not ready for production.
So. What options are left to a solo dev who want to build cross platform applications?
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hey y’all, just wanting advice and opinions on good ampless setups as I am currently planning my board and want it to be ampless. one option is getting a cab m and pairing it with either a revival drive compact or a hotone binary amp (or any other good amp sim). the binary amp option intrigues me as it has an fx loop for my delay/reverb plus it has a lot of cool amp sims. i like this option because there’s a lot more i can do with the revival drive or binary amp. the only thing is that this would be more expensive. whether i get a revival drive or a binary amp, how would you guys setup the chain. my current pedals are:
polytune mini
ehx tone corset comp
digitech drop
emerson scranton screamer
emerson mach 2
emerson goldenface
walrus julia
ventris reverb
nemesis delay
or, the cheaper option is I could also just get an iridium and have both an amp and a cab sim. and if I do, would it be better at the end of my chain or somewhere in the middle
Native Binary for Kotlin+TonrnadoFX app using GraalVM
Has anyone generated native binaries (MacOS) for a Kotlin +TornadoFX App using GraalVM native image capabilities? I am trying with JDK 11 but am open to switch to any JDK from 8-14 if the binary can be created. The other suboptimal option is using `jlink ` to create a lighter distribution of the application, which also didn't work for me :'(
Installing ALOT, ALOV, MEUITM, and other mods for Mass Effect on Linux
Introduction
Valve's Proton allows Steam users to run games that don't have a native Linux implementation on their Linux machines. It's amazing. Mass Effect is has a Gold rating on ProtonDB which means it runs well when using Proton, with minor adjustments. If you have the game on Origin or you have a physical copy, you can also play on Linux, but you'll have to use Lutris or something similar instead. Unfortunately, there's not much out there on how to install mods such as A Lot Of Textures (ALOT) and A Lot of Videos (ALOV) for Mass Effect on Linux. It took a lot of work to figure it out, but I was able to do it. Here are some notes I've compiled in my quest in case you want to give it a go.
First...
This guide is assuming you're using Steam. Origin and physical copy users might find these notes useful though. These are the system specs of the machine I played Mass Effect on:
CPU: AMD Ryzen 5 3600
GPU: AMD Radeon 5700 XT
GPU Driver: 4.6 Mesa 20.0.7
RAM: 16 GB
OS: Manjaro 20.0.3
Kernel: Linux 5.4.3.44-1
This guide should apply to most Linux distros, I suspect. For example, GrayDog on YouTube is running Fedora 32 with ALOT and ALOV installed according to this video. In this guide, I will assume the following:
You have experience in Linux, e.g. permissions, using the terminal
You know experience with Steam on Linux, e.g. you know how to backup games and how to run games with SteamPlay/Proton
You have experience modding Mass Effect, e.g., you know that some mods are not compatible with each other and that texture mods are installed last
Finally, this guide is not exhaustive as it's entirely based off of my experience. There might be multiple ways to install these mods or some steps that aren't actually required. If you have any interesting information about installing mods for Mass Effect on Linux, let me know!
Install and run your game once
First, install a fresh copy of Mass Effect. Then run the game to make sure it works and so that Steam creates compatibility files that it needs for Proton to work its magic. I highly recommend that you backup your game if you have the storage space because it's possible you'll mess up and need to reinstall. If you have any saves in /home/use.local/share/Steam/steamapps/compatdata/17460/pfx/drive_c/users/steamuseMy\ Documents/BioWare/Mass\ Effect/Save/, make sure to back those up too.
Installing DLC + The Audio Issue
Next, you should install at least the Bring Down the Sky DLC first because some mods, like ME1 Recalibrated, require it. If you want Pinnacle Station, you should install that now too. Read this Steam guide by Flabdad. It explains how to download and install the DLC. It also specifies a way to fix the audio issue, but there have been reported problems with that method according to this GitHub issue comment. The method to fix the audio issue that I recommend is by LennoxLuther on ProtonDB.
Before Installing Any Mods
First thing to do is to download binkw23.dll and bink32.dll from here. Put those files in /home/use.local/share/Steam/steamapps/common/Mass\ Effect/Binaries/. While testing, I've actually installed texture mods without these two dlls and I didn't run into much trouble. I would still install them anyway.
Downloaded the exe version of this mod because installing the exe is the same as installing Bring Down the Sky and Pinnacle Station exes. Below is an example. export STEAM_COMPAT_DATA_PATH="/home/use.local/share/Steam/steamapps/compatdata/17460/"; python3 /home/use.local/share/Steam/steamapps/common/Proton\ 5.0/proton waitforexitandrun /home/useGames/mass-effect/mods/ME1-recalibrated/ME1\ Recalibrated\ \(overwrites\ using\ exe\ installer\)-114-2-2-3-1590649034.exe
Installing this mod is very similar to how you would do it on Windows. Keep a copy of the old BIOGame.ini somewhere in case you want to change back. Extract BIOGame.ini from the archive you downloaded and put it in /home/use.local/share/Steam/steamapps/compatdata/17460/pfx/drive_c/users/steamuseMy\ Documents/BioWare/Mass\ Effect/Config/ to replace the existing version. Alternatively, you can edit the original BIOGame.ini. Look for RBPhysicsGravityScaling under the [Engine.WorldInfo] section and change it to 1.27 or your desired gravity levels.
Installing this mod is also very similar to how you would do it on Windows. Keep a copy of the old dinput8.dll somewhere in case you want to change back. Extract dinput8.dll from the archive you downloaded and put it in /home/use.local/share/Steam/steamapps/common/Mass\ Effect/Binaries/.
Installing this mod is also very similar to how you would do it on Windows. Extract the rar archive into /home/use.local/share/Steam/steamapps/common/Mass\ Effect/Binaries/. To uninstall, just delete those same files that you extracted.
Extract all desired files from the archives you downloaded. From the main ALOV archive, you'll get two directories, BaseGame and BDTS. In BaseGames, there is a Movies directory. Replace the contents of /home/use.local/share/Steam/steamapps/common/Mass\ Effect/BioGame/CookedPC/Movies/ with this directory's contents. In BDTS, there is also a Movies directory. Replace the contents of /home/use.local/share/Steam/steamapps/common/Mass\ Effect/DLC/DLC_UNC/Movies/ with this directory's contents. To install the optional FTL loading screen, take the lone UCW_Loading_Flyby.bik and replace /home/use.local/share/Steam/steamapps/common/Mass\ Effect/BioGame/CookedPC/Movies/UCW_Loading_Flyby.bik with that file.
Before downloading texture mods...
Disclaimer: I had a lot of problems installing texture mods. I was not able to install MEUITM and ALOT with 100% stability, i.e. my game crashed a couple times when I clicked "Investigate" in conversation. Also, I ran into issues where shadows didn't function properly when I installed MEUITM first then ALOT after, e.g. default male Shepard's face became completely black. Download the Linux zips from here and extract. If the Linux zips aren't in the current release, try another. First, run ./MassEffectModder.AppImage. Set the game path, e.g. /home/use.local/share/Steam/steamapps/common/Mass\ Effect/Binaries/MassEffect.exe, and the user path, e.g. /home/use.local/share/Steam/steamapps/compatdata/17460/pfx/drive_c/users/steamuseMy\ Documents/BioWare/Mass\ Effect. What this will do is create a configuration file named /home/use.config/MassEffectModdeMassEffectModder.ini. The reason I use the GUI instead of the CLI version is that MassEffectModderNoGui gets stuck at this line due to an error. I've never written any program in C++, but I know that a single C++ program might run differently on different OSes as well as different machines. In any case, the owner of the MassEffectModder repository removed the Linux programs in the latest release at the time of writing. If you're using Steam and the version of Proton you're using is 5.0 or newer, you can skip to the next section. If you're using an older version of Proton, you'll should enable the PROTON_FORCE_LARGE_ADDRESS_AWARE launch option because it's not enabled by default unlike Proton 5.0 and newer. You can skip to the next section. Otherwise, you should use ./MassEffectModderNoGui to apply the large address awareness fix to ME1. Below is an example. /home/useGames/mass-effect/mods/MassEffectModderNoGui --apply-me1-laa I say "should" because the crashes I experienced usually occur due to LAA not working properly, according to C3Anderson the creator of MEUITM. However, I did try Mass Effect with LAA disabled and I felt that my game crashed more than when I had LAA enabled. In short, I believe there is nothing to lose by enabling LAA.
This section will be to install both MEUITM and ALOT. Once you have the zip archives, extract the contents. For MEUITM, in the mods directory, there will be many mem files. Some mems will overwrite each other. Check installer.ini, which was also extracted, to see which files correspond to which texture packs. Choose one of each type and move or delete the others. For example, I deleted Eyes_Vibrant.mem and kept Eyes_Vanillastyle.mem. There will also be some zip archives in the MEUITM directory. I've never tried installing them, but I suspect installing them only requires extracting the files to the proper locations similar to the SweetFX mod. Consolidate the MEUITM and ALOT mem files into one directory. Typically, the MEUITM is installed before ALOT. With all mem files in one directory, the ALOT mems will be installed first since those files come first lexigraphically. If you want to ALOT textures to override MEUITM textures, I would add some z's to the beginning of the ALOT mem files. To check if the ALOT files were properly installed after MEUITM, compare your game to these photos. Use ./MassEffectModderNoGui to install the textures. Below is an example. /home/useGames/mass-effect/mods/MassEffectModderNoGui --install-mods --gameid 1 --input /home/useGames/mass-effect/mods/MEUITM/mods/ --alot-mode --limit-2k If you want to try the 4K textures, remove the --limit-2k flag. If you run into issues here, you'll need to reinstall your game (I hope you have a backup!) and all other mods.
After installing texture mods...
This section is optional. The reason this section is optional is because although the textures looked better when I did, I felt that the game crashed more than when I skipped this step. Skipping this step should reduce and possibly eliminate crashes. I say "possibly eliminate" because I played the last 10 hours of a playthrough with the original BIOEngine.ini and experienced no crashes. Use ./MassEffectModderNoGui to update the BIOEngine.ini. Below is an example. /home/useGames/mass-effect/mods/MassEffectModderNoGui --apply-lods-gfx --gameid 1 --meuitm-mode --limit-2k I would not recommend removing the --limit-2k flag. My game crashed on startup when I did. If you want to undo this, you can move /home/use.local/share/Steam/steamapps/compatdata/17460/pfx/drive_c/users/steamuseMy\ Documents/BioWare/Mass\ Effect/Config/BIOEngine.ini out of the Config directory and run Mass Effect. This should generate the original ini.
Final Remarks
Feel free to ask questions if something doesn't work. I tried a lot of things to get these mods to work so I might have forgotten to add a step or something. Okay, that's all. Good luck and have fun! Edit: Changed my confidence level on reason why MassEffectModderNoGui didn't work for setting game paths
Formas de hacer un dinero extra mientras estamos en cuarentena? Aquí pongo las mías
Buenas, ya que ha varios han despedido en el país o hay incertidumbre en que si nos van a hechas, ademas de que ahora tenemos tiempo extra, quería hacer un post para que podamos compartir como han ganado dinero on-line. A continuación detallare mi experiencia con cada una de las plataformas (con la mayor precisión que mi mente me lo permita, aunque tengo mala memoria xD) en las que he hecho dinero en los últimos años, ordenados de la más segura a la menos segura en mi opinión (con seguridad en este contexto me refiero a que tu esfuerzo sera recompensado casi seguro, una plataforma no segura puede ser una inversión riesgosa en donde puedes incluso perder plata)
Google Opinion Rewards: App. de android de encuestas, es de Google. Las encuestas son extremadamente cortas (entre 2 y 4 preguntas por lo general, literalmente las contestas en ~1 minuto), pero también pagan poco (72-150 pesos por encuesta) y llegan como una o dos a la semana en mi caso por lo menos. Otro punto en contra es que solo se puede usar el """dinero""" obtenido en Google Play. He hecho como 1.100 pesos en un mes aprox.
Prolific: Plataforma en que te pagan por contestar encuestas relacionados a estudios de Universidades o empresas, es bastante profesional y no las típicas paginas de encuestas en donde el front es asqueroso, hay mil redirecciones y anuncios y al final ni te pagan. Lo malo es que las encuestas acá aparecen muy poco seguido, por ejemplo en mi caso logro hacer como una encuesta cada 2 días, incluso a veces pasan 4 o 5 días y no logro agarrar ninguna y eso que tengo la página todos los días y la mayoría del día abierta verificando todo el rato si llega una nueva encuesta. Llevo un mes y un par de días acá y he juntado ~27 libras esterlinas contestando ~20 encuestas, lo cual en Paypal equivalió a aprox. 33~34 USD. No he tenido ningún problema al sacar el dinero.
Clickworker: Plataforma parecia al MTurk de Amazon, casi ya ni ponen trabajos, pero los que hay pagan bien. De todas no he logrado juntar el minimo para sacar dinero, pero se ve que es una pagina seria.
Workana: Sitio de trabajos freelance, si no mal recuerdo habré echo sus 70 u 80 USD acá o más el 2019, pero literalmente tienes que pagar para poder postular a varios trabajos, que cuando postules aparezcan al principio, etc. También puedes usarlo gratis, pero debe ser redificil escalar en reputación así. Al principio me iba bien, pero después se me hizo muy difícil conseguir trabajos y lo deje tirado. De todas formas cuando obtienes un trabajo te van a pagar "casi seguro" ya que Workana actua de intermediario y te asignan un trabajo cuando Workana ya recibio el pago.
Subs como slavelabour, jobs4bitcoins, for hire, etc. Son subs para hacer trabajos freelance. En el 2019 me acuerdo que hice como 60 USD, pero después nada. Lo puse como inseguro porque aveces haces una tarea y te cagan y no te pagan, pero dentro de las ~7 que he hecho me ha pasado 2 veces. Acá también como que al principio me iba bien en los subs, pero después por mas que intentara no agarraba ninguna peguita.
Buda: Exchange Chileno en donde puedes comprar y vender criptomonedas, en su momento 2018-2019 habré logrado ganar sus 100~150 lucas aprox. y actualmente sigo jugando allí.
OlympTrade: App. de Android que te permite apostar si una divisa aumenta o disminuye su valor en un lapso de tiempo (este tipo de aplicaciones se llaman Binary Options). Use mi MACH para meter y sacar plata y ningun problema, hice aprox. 50 lucas, llegue a 80 lucas, pero después de un par de malas jugadas perdí ~30 lucas y de ahí decidí sacar todo y no meter más plata. Además por lo que leí después las Binary Options tienen re-mala fama, creo que tuve suerte al haber ganado esas 50 lucas xD.
Testable minds: Disclaimer: Por lo que he leído parece que es lo más cercano a Prolific, pero no puedo decir nada ya que me acabo de hacer la cuenta la semana pasada, veré como me va.
SimpleFX: Disclaimer: Es un CDF Broker, a diferencia de un Binary Options (en donde se apuesto si el precio sube o baja y ganas o pierdes independientemente de lo que subio o bajo) aca ganas o pierdes dependiendo de cuanto bajo o subio (obviamente segun cuanto "invertiste" tambien), no lo he probado, pero le heche una ojeada y se ve bastante serio.
Siento que he tenido suerte, perfectamente en Buda u OlympTrade pude haber perdido varias lucas, pero no solo no perdí si no que gane, y aunque fuera poco es la raja ganar plata on-line y sentir que puedes pedir una Pizza por Uber Eats sin tocar tu sueldo del trabajo xD. Pero eso es todo, tampoco siento que haya hecho caleta, con cuea la mitad de un sueldo en un plazo de 2 años. No se si otras personas han tenido experiencias haciendo platita por Internet para que puedan compartir, sobretodo si son buenas experiencias ya que ahora todos tenemos caleta tiempo.
Gears 5 started crashing RECENTLY on PC within 10 minutes of playing multiplayer
[RESOLVED]
Final Update 5.8.2020
Work around; Disable all 3rd party game overlays.
Thank you u/d_fakt for finding this fix! Original Post Is anyone else having this problem? I was playing the game successfully with no issues for about a month. Now within the last one to two weeks the game freezes then crashes without fail about 6 to 7 minutes after joining an online match. So far I have;
Tried to find the "pre-cache" option in video or game settings and I see that it is no longer there. [My game loading behavior has changed. It use to spin up my CPU (i7 6700K) to 100% for about a minute and then load the game. This should be the game loading all textures/shaders/etc into VRAM/DRAM (whatever is actually does I cannot attest to). But now, it just loads the game quickly and then when I join a match the screen is super blurry until it refreshes textures within a few seconds.]
Reset Windows Store Cache [wsreset.exe]
Tried playing without a browser running+ Installed "Ultra Shaders Package" in game video settings
Verified Windows 10 Pro version 1906 Build 18363.815 (latest)+Verified latest NVIDIA drivers for RTX 2070 Super [version 445.87] Maybe this latest driver update started causing this. The timing does match up. I am going to try to roll back to the previous driver and see what this does.]
Re-installed NVIDIA drivers
Submitted a ticket to Gears 5 technical support for crashing and this was included in their response, "Current estimated response time for Gears 5 contact is greater than 14 days (not including weekends and holidays). [...]" so I'm pretty much deeming the developer game support useless.
Stopped MSI Afterburner & Core Temp before launching game [and while running]
Disabled NVIDIA Shadow Play In-Game Overlay
Turned off Microsoft Realtime Scanning
Ran previous NVIDIA driver 442.74 [fresh re-install]
Launched from Xbox Companion App
Launched from Xbox Beta App
1920 X 1080 (1080p) with unlimited frame rate cap [Normally 1440p with frame rate cap at 144]
Enabled diagnostic.log [at the very bottom of video settings] which seems useless.
Update 2 Comparing a working system with Gears 5 on steam [left] to a crashing system with Gears 5 on the Microsoft Store & Xbox Companion App & Xbox Beta App [right]
CPU Brand: Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz
Total RAM: 16.00 GB
Total RAM: 32.00 GB
[Graphics]
[Graphics]
Adapter Name: NVIDIA GeForce GTX 1080
Adapter Name: NVIDIA GeForce RTX 2070 SUPER
Driver Version: 445.75
Driver Version: 445.87
Internal Driver Version: 26.21.14.4575
Internal Driver Version: 26.21.14.4587
Driver Date: 3-17-2020
Driver Date: 4-3-2020
Vendor ID: 10DE
Vendor ID: 10DE
Device ID: 1B80
Device ID: 1E84
Revision ID: A1
Revision ID: A1
Total VRAM: 8.00 GB
Total VRAM: 8.00 GB
[Scalability Settings]
[Scalability Settings]
GPU Perf Index: 200.00
GPU Perf Index: 180.00
CPU Perf Index: 144.74
CPU Perf Index: 148.00
Desktop Resolution: 1920 x 1080
Desktop Resolution: 2560 x 1440
Resolution Scale: 100.00
Resolution Scale: 100.00
Vsync: 0
Vsync: 0
Min Framerate: 1
Min Framerate: 3
Max Framerate: 5
Max Framerate: 4
ApplicationQuality: Low
ApplicationQuality: Low
AudioQuality: Ultra
AudioQuality: Ultra
ViewDistanceQuality: Ultra
ViewDistanceQuality: Ultra
AntiAliasingQuality: Low
AntiAliasingQuality: Low
ShadowQuality: Ultra
ShadowQuality: Ultra
PostProcessQuality: Low
PostProcessQuality: Low
TextureQuality: Low
TextureQuality: Low
EffectsQuality: Low
EffectsQuality: Low
BloomQuality: Ultra
BloomQuality: Ultra
DOFQuality: Ultra
DOFQuality: Ultra
MotionBlurQuality: Medium
MotionBlurQuality: Medium
SubSurfaceScatteringQuality: Medium
SubSurfaceScatteringQuality: Medium
CapsuleShadowQuality: Ultra
CapsuleShadowQuality: Ultra
ScreenSpaceShadowQuality: Ultra
ScreenSpaceShadowQuality: Ultra
LightShaftQuality: Ultra
LightShaftQuality: Ultra
LensFlareQuality: Ultra
LensFlareQuality: Ultra
TextureFilteringQuality: Ultra
TextureFilteringQuality: Ultra
WorldLODQuality: Ultra
WorldLODQuality: Ultra
CharacterLODQuality: Ultra
CharacterLODQuality: Ultra
AnimationQuality: Medium
AnimationQuality: Medium
DynamicResolutionScalingQuality: Low
DynamicResolutionScalingQuality: Low
GrassDrawDistanceQuality: Ultra
GrassDrawDistanceQuality: Ultra
ScreenSpaceReflectionsQuality: Ultra
ScreenSpaceReflectionsQuality: Ultra
ReflectionCaptureActorsQuality: Medium
ReflectionCaptureActorsQuality: Medium
RefractionQuality: Medium
RefractionQuality: Medium
AmbientOcclusionQuality: Ultra
AmbientOcclusionQuality: Ultra
VolumetricFogQuality: Ultra
VolumetricFogQuality: Ultra
TessellationQuality: Ultra
TessellationQuality: Ultra
ConeStepMappingQuality: Ultra
ConeStepMappingQuality: Ultra
TranslucencyQuality: Ultra
TranslucencyQuality: Ultra
CharacterTextureDetailQuality: Ultra
CharacterTextureDetailQuality: Ultra
WorldTextureDetailQuality: Ultra
WorldTextureDetailQuality: Ultra
EffectsTextureDetailQuality: Ultra
EffectsTextureDetailQuality: Ultra
TextureStreamingQuality: Ultra
TextureStreamingQuality: Ultra
AsyncComputeQuality: Medium
AsyncComputeQuality: Medium
TiledResourcesQuality: Medium
TiledResourcesQuality: Medium
LevelStreamingQuality: Low
LevelStreamingQuality: Low
TCDrawCalls: Low
TCDrawCalls: Low
DestructibleFX: QualityLevelUnknown
DestructibleFX: QualityLevelUnknown
FootstepFX: Ultra
FootstepFX: Ultra
ObjectPoolQuality: Low
ObjectPoolQuality: Low
Update 1 Found an event viewer application fault, event id 1000 that just says that the game crashed. First time it said the faulting module path was a RivaTuner dll so I stopped RivaTuner. Second time it was a C:\WINDOWS\SYSTEM32\d3d11.dll so it seems like a wild goose chase to track down any reason to that. Application fault 1
I've been having this bug for a while now and seen other players with it too but no proper solution. I cannot connect to multiplayer servers. The game downloads about 2MB of the map and then the connection drops. This seems to be all servers that are headless, modded and unmodded. If I join a player hosted game it works fine. I have reinstalled Factorio, including appdata. No joy. Disabled firewall no joy. Although firewall does not make sense since it would just block the connection outright. We found a workaround of limiting the download speed to 512kbps, which is less than 1/10th of the upload speed the server is capable of. This prevents being dropped but it makes the map take a good 5 min to download and then another 5 min to catch up, most players have stopped playing with this since its not worth waiting 10 min to play. This is in a early to mid game map. It isnt even that big yet. This isnt a practical solution. I would appreciate any help anyone can give to solve this. theres one of my debug logs included below.
0.001 2020-06-25 12:48:09; Factorio 0.18.33 (build 52856, win64, steam) 0.002 Operating system: Windows 10 (version 2004) 0.002 Program arguments: "C:\Program Files (x86)\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe" "--wait-to-close" "5700" "--mp-connect" "xxx.xxx.xxx.xxx:34197" 0.002 Read data path: C:/Program Files (x86)/Steam/steamapps/common/Factorio/data 0.002 Write data path: C:/Users/BigMonD/AppData/Roaming/Factorio [116637/226357MB] 0.002 Binaries path: C:/Program Files (x86)/Steam/steamapps/common/Factorio/bin 0.013 System info: [CPU: AMD FX(tm)-8350 Eight-Core Processor, 8 cores, RAM: 6324/16121 MB, page: 7954/35449 MB, virtual: 4327/134217727 MB, extended virtual: 0 MB] 0.015 Display options: [FullScreen: 1] [VSync: 1] [UIScale: automatic (100.0%)] [Native DPI: 1] [Screen: 255] [Special: lmw] [Lang: en] 0.027 Available displays: 2 0.028 [1]: \\.\DISPLAY2 - NVIDIA GeForce GTX 1060 3GB {0x05, [0,0], 1920x1080, 32bit, 60Hz} 0.028 [0]: \\.\DISPLAY1 - NVIDIA GeForce GTX 1060 3GB {0x01, [-1920,0], 1920x1080, 32bit, 60Hz} 0.202 [Direct3D11] Display: 0, Output: 0, DisplayAdapter: 0, RenderingAdapter: 0; d3dcompiler_47.dll 0.204 Verbose GraphicsInterfaceDX11.cpp:263: DXGI 1.5 detected, Allow tearing is supported 0.207 Adapter [0]: NVIDIA GeForce GTX 1060 3GB {10de-1c02} (26.21.14.4614) 0.212 Adapter [1]: Microsoft Basic Render Driver {1414-8c} (10.0.19041.84) 0.510 Initialised Direct3D[0]: NVIDIA GeForce GTX 1060 3GB; id: 10de-1c02; driver: nvldumdx.dll 26.21.14.4614 0.510 D3D Feature Level: 11.1, DXGI 1.5+, SwapChain: 3,flip-discard,-,-,-,none 0.511 [Local Video Memory] Budget: 2539MB, CurrentUsage: 2MB, Reservation: 0/1344MB 0.511 [Non-Local Vid.Mem.] Budget: 7401MB, CurrentUsage: 0MB, Reservation: 0/3828MB 0.511 Tiled resources: Tier 2 0.511 Unified Memory Architecture: No 0.511 BGR 565 Supported: Yes 0.511 MaximumFrameLatency: 3, GPUThreadPriority: 0 0.511 Graphics settings preset: very-high 0.511 Dedicated video memory size 2988 MB 0.577 Verbose PipelineStateObject.cpp:85: Time to load shaders: 0.064782 seconds. 0.586 Desktop composition is active. 0.587 Graphics options: [Graphics quality: high] [Video memory usage: all] [Light scale: 25%] [DXT: high-quality] [Color: 32bit] 0.587 [Max threads (load/render): 32/8] [Max texture size: 0] [Tex.Stream.: 0] [Rotation quality: normal] [Other: STDCWT] [B:0,C:0,S:100] 0.737 DSound: Starting _dsound_update thread 0.737 DSound: Enter _dsound_update; tid=1316 0.932 Info ModManager.cpp:253: Found duplicate mod aai-industry, using higher version (0.4.14 > 0.4.13). 1.071 Info ModManager.cpp:253: Found duplicate mod DeathMarkers, using higher version (0.3.1 > 0.3.0). 1.214 Info ModManager.cpp:253: Found duplicate mod space-exploration, using higher version (0.3.81 > 0.3.77). 1.250 Info ModManager.cpp:253: Found duplicate mod space-exploration, using higher version (0.3.82 > 0.3.81). 1.276 Info ModManager.cpp:253: Found duplicate mod space-exploration, using higher version (0.3.84 > 0.3.82). 1.387 Verbose PipelineStateObject.cpp:77: Time to load shaders in background: 0.810396 seconds. 1.423 Info ModManager.cpp:253: Found duplicate mod space-exploration-postprocess, using higher version (0.3.19 > 0.3.18). 1.431 Info ModManager.cpp:253: Found duplicate mod space-exploration-postprocess, using higher version (0.3.20 > 0.3.19). 1.494 Info ModManager.cpp:253: Found duplicate mod train-pubsub, using higher version (0.6.19 > 0.6.18). 1.505 Loading mod core 0.0.0 (data.lua) 1.802 Loading mod base 0.18.33 (data.lua) 2.656 Loading mod base 0.18.33 (data-updates.lua) 3.031 Checksum for core: 2231353392 3.031 Checksum of base: 2870976430 3.474 Prototype list checksum: 156825909 3.478 Verbose ModManager.cpp:554: Time to load mods: 2.5774 3.601 Loading sounds... 3.975 Info PlayerData.cpp:70: Local player-data.json unavailable 3.975 Info PlayerData.cpp:73: Cloud player-data.json available, timestamp 1593013512 4.274 Crop bitmaps. 4.493 Parallel Sprite Loader initialized (threads: 7) 4.784 Initial atlas bitmap size is 16384 4.869 Created atlas bitmap 16384x16368 [none] 4.878 Created atlas bitmap 16384x11428 [none] 4.879 Created atlas bitmap 8192x3736 [decal] 4.882 Created atlas bitmap 16384x5248 [low-object, linear-minification] 4.883 Created atlas bitmap 8192x3760 [mipmap, linear-minification, linear-magnification, linear-mip-level] 4.884 Created atlas bitmap 16384x5776 [terrain, mipmap, linear-minification, linear-mip-level] 4.885 Created atlas bitmap 4096x2848 [terrain-effect-map, mipmap, linear-minification, linear-mip-level] 4.885 Created atlas bitmap 4096x1600 [smoke, mipmap, linear-minification, linear-magnification] 4.886 Created atlas bitmap 4096x3104 [mipmap] 4.887 Created atlas bitmap 4096x2144 [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level] 4.888 Created atlas bitmap 2048x192 [icon-background, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, ] 4.888 Created atlas bitmap 4096x2652 [alpha-mask] 4.897 Created atlas bitmap 16384x14748 [shadow, linear-magnification, alpha-mask] 4.898 Created atlas bitmap 8192x2352 [shadow, mipmap, linear-magnification, alpha-mask] 4.905 Verbose TextureProcessor.cpp:1140: GPU accelerated compression test: Time 7.346 ms; YCoCg_DXT PSNR: 35.83, BC3 PSNR: 33.82 4.905 Texture processor created (2048). GPU accelerated compression Supported: yes, Enabled: yes/yes. Test passed. YCoCgDXT PSNR: 35.83, BC3 PSNR: 33.82 6.406 Parallel Sprite Loader initialized (threads: 7) 21.362 Sprites loaded 21.376 Generated mipmaps (4) for atlas [3] of size 16384x5248 21.387 Generated mipmaps (3) for atlas [4] of size 8192x3760 21.399 Generated mipmaps (3) for atlas [5] of size 16384x5776 21.410 Generated mipmaps (3) for atlas [6] of size 4096x2848 21.421 Generated mipmaps (3) for atlas [7] of size 4096x1600 21.469 Generated mipmaps (3) for atlas [8] of size 4096x3104 21.480 Generated mipmaps (5) for atlas [9] of size 4096x2144 21.492 Generated mipmaps (3) for atlas [13] of size 8192x2352 21.505 Custom mipmaps uploaded. 21.505 Verbose AtlasSystem.cpp:927: Atlas memory size: 1125.37MB; 0.00MB (virtual) 21.505 Verbose AtlasSystem.cpp:928: Size of sprites outside of atlas: 0.13MB 21.609 Factorio initialised 21.612 Joining game IP ADDR:({xxx.xxx.xxx.xxx:34197}) 21.612 Info UDPSocket.cpp:33: Opening socket 21.613 Verbose RouterBase.cpp:60: Started router thread. 21.613 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Ready) to(Connecting) 21.616 Verbose SteamContext.cpp:553: SteamUserStats initialized. 21.851 Connection refused 21.851 Info ClientMultiplayerManager.cpp:202: Quitting multiplayer connection. 21.851 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Connecting) to(Disconnected) 21.853 Info HttpSharedState.cpp:54: Downloading https://auth.factorio.com/generate-user-server-key-2?api_version=4 22.348 Info AuthServerConnector.cpp:97: Received key from auth server. 22.349 Verbose RouterBase.cpp:82: Finishing router thread. 22.349 Info UDPSocket.cpp:218: Closing socket 22.349 Info UDPSocket.cpp:248: Socket closed 22.349 Joining game IP ADDR:({xxx.xxx.xxx.xxx:34197}) 22.349 Info UDPSocket.cpp:33: Opening socket 22.350 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Ready) to(Connecting) 22.350 Verbose RouterBase.cpp:60: Started router thread. 22.618 Info ClientSynchronizer.cpp:35: Initialized Synchronizer local peer(1) latency(32). 22.618 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Connecting) to(ConnectedWaitingForMap) 22.618 Info ClientRouter.cpp:221: ConnectionAccepted 23.219 Info ClientMultiplayerManager.cpp:750: Received mapReadyForDownload 23.219 Downloading file C:\Users\BigMonD\AppData\Roaming\Factorio\temp\mp-download.zip (4733908 B, 9412 blocks) 23.222 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(ConnectedWaitingForMap) to(ConnectedDownloadingMap) 52.952 Error ClientMultiplayerManager.cpp:98: MultiplayerManager failed: "You have been dropped from the game." 52.952 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(ConnectedDownloadingMap) to(WaitingForUserToSaveOrQuitAfterServerLeft) 52.952 Info ClientMultiplayerManager.cpp:891: Disconnect notification for peer (3) 121.007 Verbose RouterBase.cpp:82: Finishing router thread. 121.008 Info UDPSocket.cpp:218: Closing socket 121.008 Info UDPSocket.cpp:248: Socket closed 121.009 Joining game IP ADDR:({xxx.xxx.xxx.xxx:34197}) 121.009 Info UDPSocket.cpp:33: Opening socket 121.009 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Ready) to(Connecting) 121.009 Verbose RouterBase.cpp:60: Started router thread. 121.253 Info ClientSynchronizer.cpp:35: Initialized Synchronizer local peer(1) latency(32). 121.253 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Connecting) to(ConnectedWaitingForMap) 121.253 Info ClientRouter.cpp:221: ConnectionAccepted 121.653 Info ClientMultiplayerManager.cpp:750: Received mapReadyForDownload 121.653 Downloading file C:\Users\BigMonD\AppData\Roaming\Factorio\temp\mp-download.zip (4733499 B, 9411 blocks) 121.655 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(ConnectedWaitingForMap) to(ConnectedDownloadingMap) 121.655 Warning ClientMultiplayerManager.cpp:772: receivedScriptChecksums isn't empty when download starting. 147.409 Info ClientMultiplayerManager.cpp:144: Disconnecting multiplayer connection. Reason: Quit. 147.410 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(ConnectedDownloadingMap) to(DisconnectScheduled) 147.418 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(DisconnectScheduled) to(WaitingForDisconnectConfirmation) 149.018 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(WaitingForDisconnectConfirmation) to(Disconnected) 149.021 Verbose RouterBase.cpp:82: Finishing router thread. 149.022 Info UDPSocket.cpp:218: Closing socket 149.022 Info UDPSocket.cpp:248: Socket closed 158.410 Info UDPSocket.cpp:27: Opening socket at (IP ADDR:({0.0.0.0:0})) 158.411 Info HttpSharedState.cpp:54: Downloading https://multiplayer.factorio.com/get-games?username=BigMonD&token=&version=0.18.33&lang=en 159.161 Info HttpSharedState.cpp:54: Downloading https://multiplayer.factorio.com/get-game-details/7628784?version=0.18.33&lang=en 161.943 Info HttpSharedState.cpp:54: Downloading https://multiplayer.factorio.com/get-game-details/7625626?version=0.18.33&lang=en 167.056 Info HttpSharedState.cpp:54: Downloading https://multiplayer.factorio.com/get-game-details/7625694?version=0.18.33&lang=en 168.675 Info HttpSharedState.cpp:54: Downloading https://multiplayer.factorio.com/get-game-details/7625752?version=0.18.33&lang=en 170.179 Info UDPSocket.cpp:218: Closing socket 170.179 Info UDPSocket.cpp:248: Socket closed 170.179 Info UDPSocket.cpp:218: Closing socket 170.179 Joining game IP ADDR:({xxx.xxx.xxx.xxx:34197}) 170.179 Info UDPSocket.cpp:33: Opening socket 170.180 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Ready) to(Connecting) 170.180 Verbose RouterBase.cpp:60: Started router thread. 172.734 Verbose TransmissionControlHelper.cpp:169: Fragment 0000 failed too many times 180.184 Error ClientMultiplayerManager.cpp:98: MultiplayerManager failed: multiplayer.not-received-connection-accept-reply 180.186 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Connecting) to(InitializationFailed) 185.553 Info ClientMultiplayerManager.cpp:202: Quitting multiplayer connection. 185.553 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(InitializationFailed) to(Disconnected) 185.555 Verbose RouterBase.cpp:82: Finishing router thread. 185.556 Info UDPSocket.cpp:218: Closing socket 185.556 Info UDPSocket.cpp:248: Socket closed 186.845 Info UDPSocket.cpp:27: Opening socket at (IP ADDR:({0.0.0.0:0})) 186.845 Info HttpSharedState.cpp:54: Downloading https://multiplayer.factorio.com/get-games?username=BigMonD&token=&version=0.18.33&lang=en 187.085 Info HttpSharedState.cpp:54: Downloading https://multiplayer.factorio.com/get-game-details/7628784?version=0.18.33&lang=en 189.807 Info HttpSharedState.cpp:54: Downloading https://multiplayer.factorio.com/get-game-details/7625516?version=0.18.33&lang=en 190.862 Info HttpSharedState.cpp:54: Downloading https://multiplayer.factorio.com/get-game-details/7625811?version=0.18.33&lang=en 192.069 Info UDPSocket.cpp:218: Closing socket 192.069 Info UDPSocket.cpp:248: Socket closed 192.069 Info UDPSocket.cpp:218: Closing socket 192.069 Joining game IP ADDR:({xxx.xxx.xxx.xxx:34197}) 192.069 Info UDPSocket.cpp:33: Opening socket 192.070 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Ready) to(Connecting) 192.070 Verbose RouterBase.cpp:60: Started router thread. 192.284 Connection refused 192.285 Info ClientMultiplayerManager.cpp:202: Quitting multiplayer connection. 192.285 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Connecting) to(Disconnected) 192.286 Info HttpSharedState.cpp:54: Downloading https://auth.factorio.com/generate-user-server-key-2?api_version=4 192.770 Info AuthServerConnector.cpp:97: Received key from auth server. 192.770 Verbose RouterBase.cpp:82: Finishing router thread. 192.771 Info UDPSocket.cpp:218: Closing socket 192.771 Info UDPSocket.cpp:248: Socket closed 192.771 Joining game IP ADDR:({xxx.xxx.xxx.xxx:34197}) 192.771 Info UDPSocket.cpp:33: Opening socket 192.771 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Ready) to(Connecting) 192.771 Verbose RouterBase.cpp:60: Started router thread. 193.035 Info ClientSynchronizer.cpp:35: Initialized Synchronizer local peer(1) latency(32). 193.035 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Connecting) to(ConnectedWaitingForMap) 193.035 Info ClientRouter.cpp:221: ConnectionAccepted 197.869 Info ClientMultiplayerManager.cpp:750: Received mapReadyForDownload 197.869 Downloading file C:\Users\BigMonD\AppData\Roaming\Factorio\temp\mp-download.zip (72214722 B, 143569 blocks) 197.891 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(ConnectedWaitingForMap) to(ConnectedDownloadingMap) 226.334 Warning ClientSynchronizer.cpp:89: nextHeartbeatSequenceNumber(1972842051) server wants a heartbeat(1972841241) that we don't have. 226.651 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(ConnectedDownloadingMap) to(WaitingForUserToSaveOrQuitAfterServerLeft) 226.919 Info UnparsedNetworkMessage.cpp:91: Invalid packet (type ServerToClientHeartbeat) received from IP ADDR:({xxx.xxx.xxx.xxx:34197}): heartbeat sequence number (2353084) outside latency window [2352284, 2353084) 226.919 Info UnparsedNetworkMessage.cpp:102: Message data: 07 01 bc e7 23 00 01 19 2b 97 75 226.952 Info UnparsedNetworkMessage.cpp:91: Invalid packet (type ServerToClientHeartbeat) received from IP ADDR:({xxx.xxx.xxx.xxx:34197}): heartbeat sequence number (2353085) outside latency window [2352284, 2353084) 226.952 Info UnparsedNetworkMessage.cpp:102: Message data: 07 10 bd e7 23 00 01 0b f9 01 00 226.985 Info UnparsedNetworkMessage.cpp:91: Invalid packet (type ServerToClientHeartbeat) received from IP ADDR:({xxx.xxx.xxx.xxx:34197}): heartbeat sequence number (2353086) outside latency window [2352284, 2353084) 226.985 Info UnparsedNetworkMessage.cpp:102: Message data: 27 00 be e7 23 00 227.019 Info UnparsedNetworkMessage.cpp:91: Invalid packet (type ServerToClientHeartbeat) received from IP ADDR:({xxx.xxx.xxx.xxx:34197}): heartbeat sequence number (2353087) outside latency window [2352284, 2353084) 227.019 Info UnparsedNetworkMessage.cpp:102: Message data: 27 00 bf e7 23 00 227.051 Info UnparsedNetworkMessage.cpp:91: Invalid packet (type ServerToClientHeartbeat) received from IP ADDR:({xxx.xxx.xxx.xxx:34197}): heartbeat sequence number (2353088) outside latency window [2352284, 2353084) 227.051 Info UnparsedNetworkMessage.cpp:102: Message data: 07 10 c0 e7 23 00 01 0b fa 01 00 227.085 Info UnparsedNetworkMessage.cpp:91: Invalid packet (type ServerToClientHeartbeat) received from IP ADDR:({xxx.xxx.xxx.xxx:34197}): heartbeat sequence number (2353089) outside latency window [2352284, 2353084) 227.085 Info UnparsedNetworkMessage.cpp:102: Message data: 07 00 c1 e7 23 00 227.119 Info UnparsedNetworkMessage.cpp:91: Invalid packet (type ServerToClientHeartbeat) received from IP ADDR:({xxx.xxx.xxx.xxx:34197}): heartbeat sequence number (2353090) outside latency window [2352284, 2353084) 227.119 Info UnparsedNetworkMessage.cpp:102: Message data: 27 00 c2 e7 23 00 227.168 Info UnparsedNetworkMessage.cpp:91: Invalid packet (type ServerToClientHeartbeat) received from IP ADDR:({xxx.xxx.xxx.xxx:34197}): heartbeat sequence number (2353091) outside latency window [2352284, 2353084) 227.168 Info UnparsedNetworkMessage.cpp:102: Message data: 07 10 c3 e7 23 00 01 0b fb 01 00 227.186 Info UnparsedNetworkMessage.cpp:91: Invalid packet (type ServerToClientHeartbeat) received from IP ADDR:({xxx.xxx.xxx.xxx:34197}): heartbeat sequence number (2353092) outside latency window [2352284, 2353084) 227.186 Info UnparsedNetworkMessage.cpp:102: Message data: 07 00 c4 e7 23 00 227.218 Info UnparsedNetworkMessage.cpp:91: Invalid packet (type ServerToClientHeartbeat) received from IP ADDR:({xxx.xxx.xxx.xxx:34197}): heartbeat sequence number (2353093) outside latency window [2352284, 2353084) 227.218 Info UnparsedNetworkMessage.cpp:102: Message data: 07 00 c5 e7 23 00 227.251 Info UnparsedNetworkMessage.cpp:91: Invalid packet (type ServerToClientHeartbeat) received from IP ADDR:({xxx.xxx.xxx.xxx:34197}): heartbeat sequence number (2353094) outside latency window [2352284, 2353084) 227.251 Info UnparsedNetworkMessage.cpp:102: Message data: 07 10 c6 e7 23 00 01 0b fc 01 00 227.285 Info UnparsedNetworkMessage.cpp:91: Invalid packet (type ServerToClientHeartbeat) received from IP ADDR:({xxx.xxx.xxx.xxx:34197}): heartbeat sequence number (2353095) outside latency window [2352284, 2353084) 227.285 Info UnparsedNetworkMessage.cpp:102: Message data: 27 00 c7 e7 23 00 227.319 Info UnparsedNetworkMessage.cpp:91: Invalid packet (type ServerToClientHeartbeat) received from IP ADDR:({xxx.xxx.xxx.xxx:34197}): heartbeat sequence number (2353096) outside latency window [2352284, 2353084) 227.319 Info UnparsedNetworkMessage.cpp:102: Message data: 07 00 c8 e7 23 00 227.352 Info UnparsedNetworkMessage.cpp:91: Invalid packet (type ServerToClientHeartbeat) received from IP ADDR:({xxx.xxx.xxx.xxx:34197}): heartbeat sequence number (2353097) outside latency window [2352284, 2353084) 227.352 Info UnparsedNetworkMessage.cpp:102: Message data: 27 10 c9 e7 23 00 01 0b fd 01 00 227.401 Info UnparsedNetworkMessage.cpp:91: Invalid packet (type ServerToClientHeartbeat) received from IP ADDR:({xxx.xxx.xxx.xxx:34197}): heartbeat sequence number (2353098) outside latency window [2352284, 2353084) 227.401 Info UnparsedNetworkMessage.cpp:102: Message data: 07 00 ca e7 23 00 227.434 Info UnparsedNetworkMessage.cpp:91: Invalid packet (type ServerToClientHeartbeat) received from IP ADDR:({xxx.xxx.xxx.xxx:34197}): heartbeat sequence number (2353099) outside latency window [2352284, 2353084) 227.434 Info UnparsedNetworkMessage.cpp:102: Message data: 07 10 cb e7 23 00 01 0b fe 01 00 227.468 Info UnparsedNetworkMessage.cpp:91: Invalid packet (type ServerToClientHeartbeat) received from IP ADDR:({xxx.xxx.xxx.xxx:34197}): heartbeat sequence number (2353100) outside latency window [2352284, 2353084) 227.468 Info UnparsedNetworkMessage.cpp:102: Message data: 27 10 cc e7 23 00 01 01 01 01 00 229.340 Verbose RouterBase.cpp:82: Finishing router thread. 229.340 Info UDPSocket.cpp:218: Closing socket 229.340 Info UDPSocket.cpp:248: Socket closed 229.346 Joining game IP ADDR:({xxx.xxx.xxx.xxx:34197}) 229.346 Info UDPSocket.cpp:33: Opening socket 229.347 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Ready) to(Connecting) 229.347 Verbose RouterBase.cpp:60: Started router thread. 231.885 Verbose TransmissionControlHelper.cpp:169: Fragment 0000 failed too many times 239.351 Error ClientMultiplayerManager.cpp:98: MultiplayerManager failed: multiplayer.not-received-connection-accept-reply 239.351 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Connecting) to(InitializationFailed) 241.169 Info ClientMultiplayerManager.cpp:202: Quitting multiplayer connection. 241.169 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(InitializationFailed) to(Disconnected) 241.171 Verbose RouterBase.cpp:82: Finishing router thread. 241.172 Info UDPSocket.cpp:218: Closing socket 241.172 Info UDPSocket.cpp:248: Socket closed 242.402 Info UDPSocket.cpp:27: Opening socket at (IP ADDR:({0.0.0.0:0})) 242.403 Info HttpSharedState.cpp:54: Downloading https://multiplayer.factorio.com/get-games?username=BigMonD&token=&version=0.18.33&lang=en 242.560 Info HttpSharedState.cpp:54: Downloading https://multiplayer.factorio.com/get-game-details/7628784?version=0.18.33&lang=en 246.131 Info HttpSharedState.cpp:54: Downloading https://multiplayer.factorio.com/get-game-details/7625812?version=0.18.33&lang=en 248.291 Info HttpSharedState.cpp:54: Downloading https://multiplayer.factorio.com/get-game-details/7625693?version=0.18.33&lang=en 250.542 Info UDPSocket.cpp:218: Closing socket 250.542 Info UDPSocket.cpp:248: Socket closed 250.542 Info UDPSocket.cpp:218: Closing socket 250.542 Joining game IP ADDR:({xxx.xxx.xxx.xxx:34197}) 250.542 Info UDPSocket.cpp:33: Opening socket 250.543 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Ready) to(Connecting) 250.543 Verbose RouterBase.cpp:60: Started router thread. 253.101 Verbose TransmissionControlHelper.cpp:169: Fragment 0000 failed too many times 260.552 Error ClientMultiplayerManager.cpp:98: MultiplayerManager failed: multiplayer.not-received-connection-accept-reply 260.552 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Connecting) to(InitializationFailed) 369.720 Info ClientMultiplayerManager.cpp:202: Quitting multiplayer connection. 369.720 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(InitializationFailed) to(Disconnected) 369.721 Verbose RouterBase.cpp:82: Finishing router thread. 369.721 Info UDPSocket.cpp:218: Closing socket 369.721 Info UDPSocket.cpp:248: Socket closed 371.049 Info UDPSocket.cpp:27: Opening socket at (IP ADDR:({0.0.0.0:0})) 371.050 Info HttpSharedState.cpp:54: Downloading https://multiplayer.factorio.com/get-games?username=BigMonD&token=&version=0.18.33&lang=en 371.796 Info HttpSharedState.cpp:54: Downloading https://multiplayer.factorio.com/get-game-details/7628784?version=0.18.33&lang=en 375.104 Info HttpSharedState.cpp:54: Downloading https://multiplayer.factorio.com/get-game-details/7625583?version=0.18.33&lang=en 378.159 Info UDPSocket.cpp:218: Closing socket 378.159 Info UDPSocket.cpp:248: Socket closed 378.159 Info UDPSocket.cpp:218: Closing socket 378.160 Joining game IP ADDR:({xxx.xxx.xxx.xxx:34197}) 378.160 Info UDPSocket.cpp:33: Opening socket 378.160 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Ready) to(Connecting) 378.161 Verbose RouterBase.cpp:60: Started router thread. 378.234 Connection refused 378.234 Info ClientMultiplayerManager.cpp:202: Quitting multiplayer connection. 378.234 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Connecting) to(Disconnected) 378.236 Info HttpSharedState.cpp:54: Downloading https://auth.factorio.com/generate-user-server-key-2?api_version=4 378.727 Info AuthServerConnector.cpp:97: Received key from auth server. 378.728 Verbose RouterBase.cpp:82: Finishing router thread. 378.728 Info UDPSocket.cpp:218: Closing socket 378.728 Info UDPSocket.cpp:248: Socket closed 378.728 Joining game IP ADDR:({xxx.xxx.xxx.xxx:34197}) 378.728 Info UDPSocket.cpp:33: Opening socket 378.729 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Ready) to(Connecting) 378.729 Verbose RouterBase.cpp:60: Started router thread. 379.103 Info ClientSynchronizer.cpp:35: Initialized Synchronizer local peer(1) latency(32). 379.103 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Connecting) to(ConnectedWaitingForMap) 379.103 Info ClientRouter.cpp:221: ConnectionAccepted 379.234 Info ClientMultiplayerManager.cpp:750: Received mapReadyForDownload 379.234 Downloading file C:\Users\BigMonD\AppData\Roaming\Factorio\temp\mp-download.zip (7826785 B, 15561 blocks) 379.237 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(ConnectedWaitingForMap) to(ConnectedDownloadingMap) 407.768 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(ConnectedDownloadingMap) to(WaitingForUserToSaveOrQuitAfterServerLeft) 410.272 Info ClientMultiplayerManager.cpp:202: Quitting multiplayer connection. 410.272 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(WaitingForUserToSaveOrQuitAfterServerLeft) to(Disconnected) 410.274 Verbose RouterBase.cpp:82: Finishing router thread. 410.274 Info UDPSocket.cpp:218: Closing socket 410.274 Info UDPSocket.cpp:248: Socket closed 412.772 Info UDPSocket.cpp:27: Opening socket at (IP ADDR:({0.0.0.0:0})) 412.772 Info HttpSharedState.cpp:54: Downloading https://multiplayer.factorio.com/get-games?username=BigMonD&token=&version=0.18.33&lang=en 413.022 Info HttpSharedState.cpp:54: Downloading https://multiplayer.factorio.com/get-game-details/7628784?version=0.18.33&lang=en 416.837 Info HttpSharedState.cpp:54: Downloading https://multiplayer.factorio.com/get-game-details/7625693?version=0.18.33&lang=en 418.842 Info HttpSharedState.cpp:54: Downloading https://multiplayer.factorio.com/get-game-details/7625694?version=0.18.33&lang=en 423.632 Info UDPSocket.cpp:218: Closing socket 423.632 Info UDPSocket.cpp:248: Socket closed 423.632 Info UDPSocket.cpp:218: Closing socket 423.633 Joining game IP ADDR:({xxx.xxx.xxx.xxx:34197}) 423.633 Info UDPSocket.cpp:33: Opening socket 423.633 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Ready) to(Connecting) 423.633 Verbose RouterBase.cpp:60: Started router thread. 426.202 Verbose TransmissionControlHelper.cpp:169: Fragment 0000 failed too many times 433.635 Error ClientMultiplayerManager.cpp:98: MultiplayerManager failed: multiplayer.not-received-connection-accept-reply 433.635 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Connecting) to(InitializationFailed) 435.269 Info ClientMultiplayerManager.cpp:202: Quitting multiplayer connection. 435.269 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(InitializationFailed) to(Disconnected) 435.270 Verbose RouterBase.cpp:82: Finishing router thread. 435.270 Info UDPSocket.cpp:218: Closing socket 435.271 Info UDPSocket.cpp:248: Socket closed
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