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Help I've softbricked my sm-g930w8 and Odin won't flash the stock firmware

Reposted this on /galaxys7 too just in case
I'm a pretty big noob and don't really know any of the terms with regard to rooting so please be patient and explain terms in your answers, and thanks in advance for any help provided.
model: sm-g930w8 carrier: FMC (Canada) warranty: I'm out of warranty for the past year or two, and I tripped knox anyway so no going back now data: I don't care about my data, phone already been wiped
I rooted the device with Odin and cf-autoroot, I realized that was probably a mistake because if I understand correctly that only works on the snapdragon based devices.
I did find a guide to root this model with Maginsk? (I don't know what that is) but I started encountering these problems where I can't even restore the stock firmware so rooting is a little lower on my priorities right now.
So after using cf-autoroot I tried to unroot the device by restoring the stock firmware, at this point I can't recall which version of Odin I used originally but I think it was 3.12.3.
Sometimes the flash from Odin would fail and when I unplugged the device and restarted it I would receive this screen:
https://imgur.com/qLYUPam
I couldn't even get smartswitch from samsungs site anymore, their download link was broken and just linked back to the download page. I found a download for it somewhere, but it just says that I've connected an unsupported device and doesn't provide any other options. (Smartswitch does this: https://imgur.com/ayd5rcl)
I figured that since the flash only got half way and odin failed (I don't have the exact failure reason, sorry) unplugging mid-way through flash probably screwed it really good.
This is what happens when I try to flash the stock Firmware with Odin:
I load all 4 files: BL, AP, CP, CSC (I don't care about HOME_CSC) and then I connect the phone in download mode and hit start:
 Odin engine v(ID:3.1301)..  File analysis..  Total Binary size: 3885 M  SetupConnection..  Initialzation..  Set PIT file..  DO NOT TURN OFF TARGET!!  Get PIT for mapping..  Firmware update start..  NAND Write Start!!  SingleDownload.  sboot.bin  param.bin   Complete(Write) operation failed.  All threads completed. (succeed 0 / failed 1) 
I found that if I ONLY loaded the bootloader with Odin, and specifically I had to load this firmware:
https://www.sammobile.com/samsung/galaxy-s7/firmware/SM-G930W8/FMC/download/G930W8VLS7CTB2/319574/
And I had to do it with a special version of Odin, version "3.13.1 3B patched". I have no idea what the difference is but apparently it solved some issues for my model and it seemed to load the bootloader successfully.
Then I was able to load the BL file successfully which allowed my device to start up into recovery mode (vol up + home + pwr) but beyond that I cannot load the AP file.
After loading the bootloader I was able to boot it into the recovery screen, but all of the options here yielded no result and actually booting the phone just displayed the Samsung logo (boot loop?)
Now it was around this time that I found I could install TWRP on the device, I was able to load that and actually launch TWRP but beyond that I don't know what to do to solve the issue loading the AP.
I've tried like 15 different versions of firmware and 5 different versions of Odin, but the main one that works best is the one linked above from sammobile with "Odin 1.13.1 2B patched"
Here is what happens when I try to load the AP with Odin "3.13.1 2B" patched after loading the BL file successfully (pretty much all other versions of odin give varying worse results):
 Added!!  Odin engine v(ID:3.1301)..  File analysis..  Total Binary size: 3668 M  SetupConnection..  Initialzation..  Get PIT for mapping..  Firmware update start..  NAND Write Start!!  SingleDownload.  boot.img  recovery.img  system.img   Complete(Write) operation failed.  All threads completed. (succeed 0 / failed 1) 
It makes it all the way to system.img before failing, this is further than it gets in any other situation.
At this point I don't know what else to do, if anybody could possibly help me I'd be extremely appreciative.
Edit: Also, since I've already tripped knox (didn't realize it when I did so, derp) I might as well continue rooting the device now... So if anybody can help me with that as well, or all in one (two birds one stone) that would be fantastic
Edit2: I've tried all different kinds of combinations of BL + AP + CP + CSC -- what I find is when I do BL and CP separately they work and it brings the device to a slightly more working state. But when I try to do AP or CSC it just gets the same operation failed error
submitted by CarnivorousSociety to androidroot [link] [comments]

Unofficial Patch Causing CTDs?

Obligatory load order fellas
 0 0 Fallout4.esm 1 1 DLCRobot.esm 2 2 DLCworkshop01.esm 3 3 DLCCoast.esm 4 4 DLCworkshop02.esm 5 5 DLCworkshop03.esm 6 6 DLCNukaWorld.esm 7 7 PANPC.esm 8 8 XDI.esm 9 9 SimSettlements.esm 10 a Homemaker.esm 11 b TrueStormsFO4.esm 254 FE 0 VC_Gage_Fix.esl 12 c BBS000-F04-Ultimate-DEF_UI.esp 13 d Better Locational Damage.esp 14 e LooksMenu Customization Compendium.esp 254 FE 1 BLD_LooksMenuPatch.esp 15 f def_inv_scrap_en.esp 16 10 BLD - Leveled Lists - DLC.esp 17 11 Insignificant Object Remover.esp 18 12 dcc-molotov-nerf.esp 19 13 SKKGlobalStashScrapping.esp 20 14 Homemaker - Streetlights Use Passive Power.esp 21 15 ASVektor.esp 22 16 RussianAssaultPack.esp 23 17 AzarPonytailHairstyles.esp 24 18 BetterNightVision.esp 25 19 Reverb and Ambiance Overhaul.esp 26 1a KSHairdos.esp 27 1b DN Music.esp 28 1c EAMR.esp 29 1d DN Far Harbor.esp 30 1e Immersive Fallout (DLC).esp 31 1f Grasslands - Healthy.esp 32 20 CBBE.esp 33 21 LooksMenu.esp 34 22 CarryWeight25Strength.esp 35 23 3dscopes-replacer.esp 36 24 Weapons of Fate.esp 37 25 Better Locational Damage - DLC_Automatron.esp 38 26 Better Locational Damage - DLC_Far_Harbor.esp 39 27 Better Locational Damage - DLC_Nuka_World.esp 40 28 Better Locational Damage - DLC_WWorkshop.esp 41 29 Better Perks.esp 42 2a Better VATS - 0.75.esp 43 2b SurvivalOptions.esp 44 2c TrueReporter.esp 45 2d TrueStormsFO4-FarHarbor.esp 46 2e TrueStormsFO4-NukaWorld-FH-Compat.esp 47 2f DarkerNights.esp 48 30 LR_Motorcycle.esp 49 31 LR_LoneWandererFarHarbour.esp 50 32 LR_LoneWandererNukaWorld.esp 51 33 MK_CanteensofCommonwealth.esp 52 34 FO4 NPCs Travel.esp 53 35 Vivid Fallout - All in One - Best Choice.esp 54 36 TrueStormsFO4-EarlierSunsets.esp 55 37 TrueStormsFO4-GlowingSeaExtraRads.esp 56 38 DarkerNightsDetection.esp 57 39 Immersive Fallout - Movement (DLC).esp 58 3a RAW INPUT.esp 59 3b Pip-Boy Flashlight.esp 60 3c Quick Save.esp 61 3d TrueStormsFO4-EarlierSunsetsFH.esp 62 3e TrueStormsFO4-FarHarborExtraRads.esp 63 3f WheelMenu.esp 64 40 VendorCaps.esp 65 41 InteriorsEnhanced-All-In-One.esp 66 42 StartMeUp.esp 
I just finished troubleshooting (hopefully for the last time) a problem I've been having for a few days. I was crashing to desktop (CTD) immediately upon loading a save. Usually I would crash while loading a recent save, or the most recent saves. I would have to revert to a save a few saves back to play again once I started the game.
Additionally this issue would only occur when loading a save from the main menu, not on death.
I essentially just disabled mods until I found the one that was causing the crash (felt like a real life binary search). You have no idea how surprised I was when I found out the mod causing this problem was the Unofficial Patch.
I was wondering if maybe I'm just dumb, doing something wrong, etc. or if this is a problem anyone else has experienced.
I mostly made this thread because I've spent countless hours googling this issue to no avail. I figure if this post helps at least one person with the same problem it was worth making.
submitted by basedasf to fo4 [link] [comments]

Opinion on a couple of book purchases

Hey,
I'm pretty new to the embedded world, but very interested. I've got a project I'm working on, but I thought I would get a couple of books to make it all easier and better. I'm probably not buying all of them but here are a couple of books I found that I think would help me, and I want your opinion on them (are they good picks? Are there maybe better ones? Are some of them too outdated? And so on. Whatever you can think of)

1st

Since I'm not very experienced in C/C++ (I do have a couple of years experience with Java and Python though) I thought this would be a good pick to teach me to write good C++ (and not some hacky garbage C++ that's half Java and half C or whatever):
Hands-On Embedded Programming with C++17: Create versatile and robust embedded solutions for MCUs and RTOSes with modern C++ (English Edition)

2nd

Then because it will run on embedded Linux (at least for now, I'll see how well it performs, but it doesn't consume too much resources and the binary isn't too big, I'll keep it that way) I picked this:
Mastering Embedded Linux Programming - Second Edition: Unleash the full potential of Embedded Linux with Linux 4.9 and Yocto Project 2.2 (Morty) Updates (English Edition)
I am familiar with Linux, running it on desktop currently and have been running it on servers, but I've never really dealt with very low level stuff and I haven't been customizing it on a level that you would when running it on embedded systems, so I thought this would be a good pick as well.

3rd

Because I'll have to build an interface for my project I picked this:
Hands-On Embedded Programming with Qt: Develop high performance applications for embedded systems with C++ and Qt 5
I wanted to get into Qt before but I never got around to actually do it. I've built android apps using googles Android Studio (and Java) before but I feel like this is quite different, but a good option nonetheless.

4th

For the last one, I thought about getting this one, to get a better idea in general and understand things better:
Embedded Systems Architecture: Explore architectural concepts, pragmatic design patterns, and best practices to produce robust systems (English Edition)
Seemed like a good pick as well.
Please tell me what you think and thanks for the feedback!
EDIT: Spelling
submitted by tosch901 to embedded [link] [comments]

MAME 0.220

[ Removed by reddit in response to a copyright notice. ]
submitted by cuavas to emulation [link] [comments]

efficiency costs of purchase vs awakenings ideal ranks and their use in winning tournaments

efficiency costs of purchase vs awakenings ideal ranks and their use in winning tournaments

https://preview.redd.it/govc8j6lwaw41.jpg?width=720&format=pjpg&auto=webp&s=b53ae8c35f697ea53d6d292ec05f434f29578784
blue = gem cost of initial purchase of a hero at that starting rank, vs. red = gem cost of the awakenings needed to get them to R6 (800*each rank) - together being 100% of their total cost. The "box"-looking effect is the proportion that each rank takes up irt its' relative cost - e.g., the blue boxes are always larger b/c they offer less efficiency at 1500/rank instead of the 800/rank for each awakening; and they are different sizes b/c the heroes have different total costs (i.e., so the awakenings take up a smaller or larger relative proportion of it). The black line is then the % of tokens that can be skipped when starting off with a hero at that starting rank, and the green dashed lines represent each successive rank above that, which are always the same regardless of a hero's starting rank: so a R0 hero starts off with none, but then at R1 is 3% of the way through, then at R2, R3, R4, R5, and R6 is 9, 18, 29, 53, and 1005 of the way through. Speaking of, I did not make another one for R7 though I could if there is interest - still, this should help get across the main points. And yes, I realize that there are no heroes that start at R3, or R6 (yet!), but it was easier to leave those in than to take them out.
Also an accompanying table of other helpful numbers.

starting rank: R0 R1 R2 R3 (though no hero starts here) R4 R5 R6 (doesn't exist - yet!?)
total gem cost: 4800 5500 6200 6900 7600 8300 9000
remaining tokens to R6: 170 165 155 140 120 80 0
People keep asking questions about the "efficiency" of ranking up heroes for tournament usage, so I thought I would share this graph, in case it helps.
For instance, did you realize that once you buy a hero that comes pre-awakened to R2, you've already spent nearly *half* of their total gem cost to fully awaken them to R6? (4 more awakenings*800 each=3200, vs. their 3000 price-tag) Although you start off only skipping 9% of the total tokens needed to get them there ((5+10)/(5+10+15+20+40+80)). Especially for newer players considering which heroes to buy and rank up to unlock worlds, these heroes offer fantastic utility for the campaign, Endless mode, and higher-difficulty RS situations. And then once bought, they offer the same efficiency as any other hero to finish off to their R6 for use in tournaments. It's a matter of preference to get one or several of them early and enjoy their use in the campaign, or to avoid their high cost and just awaken more inexpensive ones for faster, though more difficult progress.
In contrast, the heroes that come pre-awakened to R5 are more expensive - but their purchase price represents 90% of their total gem costs, and they already have more than half the total tokens that would be needed to unlock their R6. In short, if you have the gems, it's way more efficient to purchase Yan or Narlax and then finish them off to their R6 than it is to start a new hero at R1 (although if you would have to save up the gems first, read this post instead: https://www.reddit.com/RealmDefenseTD/comments/g1mmg5/advice_about_awakening_existing_heroes_vs_buying/). (Also, do not buy Leif, at least not for the sake of tournaments, although he's great for campaign, and the #1 hero for RS, so especially good for getting a new event hero to higher rank.)
As far as it pertains to "ideal" ranks (those below R6 that are worth pausing at, to win during a hero's week), that is something that many newer players want to know about, but don't quite realize that it's not necessarily for them just yet. But for those that are keen to know, read https://realm-defense-hero-legends-td.fandom.com/wiki/Meta#Season_11_Meta.2FAnalysis for the utility of heroes in Tournament settings, and https://realm-defense-hero-legends-td.fandom.com/wiki/Awakening_Tokens#Most_powerful_Ranks for the utility of each awakening, plus https://realm-defense-hero-legends-td.fandom.com/wiki/Heroes_overview for some additional commentary on hero ideal ranks. For instance, Smoulder has 2 of them, for different purposes: R4 for anti-flier stun situational effect, R5 for his own week that adds stun & a reduced cooldown, although really for his own week he's mostly R6-or-bust, but that depends heavily on the league & the lateness of the season.
I should perhaps add that I've never had much luck with ideal ranks. They seem mostly to be useful in Diamond League, and then by Masters already they are no longer useful. That said, you should give each one careful thought, individually for each hero, b/c it can save you a TON of time from getting a hero's R6 when you didn't need it (yet). Perhaps the most (in-)famous example is Yan's R6, which she doesn't need on her own week (I've literally seen Gold- rather than Purple-outlined Yans among the *very* top scores of a league), probably b/c she doesn't have great skills to help turn her blessed stat boost into actual DAMAGE (being mainly a "support" hero, which she is good at), and especially if you don't even have Efrigid or Bolton yet to receive the synergy that her R6 talent would offer, then it is fairly useless. Though these things do tend to change over time - like Narlax's R6 also used to be unnecessary, until this past season (11) when on his own blessed week it became mandatory to pull several strong bosses. Also one of Hogan's ideal ranks used to be R3 iirc (when his R5 decreased rather than increased his attack speed, before it was switched), then last season it became R5 to keep him alive (also against a strong boss), and now this season it looks like his blessed week is strongly pushing even his R6? Oh yes, some heroes can't/shouldn't really be paused at all, like Lancelot who prior to R6 is flat-out replaceable even when blessed, but at R6 gains a STRONG anti-air utility that is absolutely mandatory to win that week (as in, if ANYONE else in your group has it, who isn't terribly unskilled, then you have little chance to get a higher score than them).
Where the concept of "ideal ranks" is most helpful then, is when you already have (most of) the Meta, and are looking to win more reliably each week. Having a hero at an ideal rank may not be required to win in Gold League for instance, but it can be helpful to use that along the way while you work on other things too (like a second hero's ideal rank, or their R6, or even continuing on with the same hero, just holding back on the actual gem cost - btw strong shout-out thanks to lanclos for sharing with me most of what I know about ideal ranks:-). I suppose it may be like identifying potential resting spots while climbing a mountain - once you identify them you can either pause and rest at them, or else of course skip them and keep going, but either way they may be nice to at least plan to pass by during your ascent, just in case you find that you need them.
SPEAKING OF, here are some additional thoughts on tournaments that might help in that regard, though first I'll have to cover some basics:
a) there is an effect I call the "leading edge" whereby the earlier weeks in the season are the hardest. e.g., *this week* in Gold League is literally the hardest week that it will ever be in this season, b/c *this* is the week that it contains the most senior players (like former GMs). Then, next week, Platinum League will be created, and will be populated by the top 3 players from each group that managed to get promoted - which lets face it tends to be the most senior players, with the deepest hero investments and also the most experience & skill; and thus *that week* will be the hardest that Platinum will ever see, and so on in Diamond, and Masters, and...actually Legendary is special, b/c once a player reaches GM, they remain there. But the other leagues get easier the further the season goes, b/c of all the more senior players getting promoted each week. So therefore the last week of each season (prior to Legendary) is literally the easiest to get promoted in.
There are some important modifiers to this, b/c it may be easy or hard in general but not for you b/c of the heroes you have, and also an effect where campers used to try to not get promoted so quickly, but then towards the end of the season get nervous and want to move upwards, but anyway, this is generally true. So when I say "in lower leagues, later in the season", what I mean is "further away from the leading edge". IN OTHER WORDS, the difficulty of Gold League on week #1 is nowhere NEAR the same difficulty as Gold League on week #15. On the other hand, Platinum League on week #2 is quite similar actually to the difficulty of Legendary League, anytime, b/c that is the league where at that time all the veterans are (with anything above Platinum not yet having been created). See what I mean? But b/c of this effect, any talk about "Gold League" or "Platinum League" must be merely an average of how difficult it is to win, which basically means mid-way away from the leading edge, although be aware of these variations where earlier means *much*-harder-than-average, and later means much easier.
b) Gold League further is special in its' being so small, and in having players that haven't finished the campaign yet, which (vastly) increases the number of total players, and has the effect of "diluting" / spreading the veteran players out between/among the various groups. Therefore, even on week #1, its' difficulty is nowhere near as hard as Legendary League, b/c of being mitigated by this effect. Platinum on week #2 also isn't *quite* as hard as Legendary for similar reasons (the group size being 30 instead of 50; and effects like even former GMs lacking Hogan and not being promoted while others who have Hogan's R6 can do even better), but...Gold is truly special in being the easiest league to win in (aside from the non-repeatable Bronze and Silver of course). Though again, for people having trouble getting promoted from Gold League, take heart: as the season progresses it WILL get easier!:-)
c) in Gold League, with Koi & Raida you can pretty much win by accident even w/o meteors (though this particular week requires Narlax too, and might even need meteors - though I have never used any to get out of Gold myself). This is b/c those heroes provide so much higher utility, compared to so MANY players that lack them, that you definitely have a good chance. And that chance keeps repeating every week, as it gets easier and easier later and later into the season, so if you don't get promoted one week, keep trying the next. The advice for players lacking Koi & Raida is the same: keep trying, and eventually you'll get into a group that lacks Koi, or perhaps someone who doesn't know how to use them yet, and you CAN win! And if you truly want to prioritize this aspect of the game, before you finish the campaign, get a hero to an ideal rank or even R6, and on their blessed week, if it's late enough, you'll have a VERY good shot (though perhaps also needing good generic heroes like Narlax and Leif, unless you get VERY lucky with your group placement, or outright R6 a few heroes for this purpose).
d) in Platinum, it gets a bit harder. Though, if you have the Meta, not by that much. For those who have Raida & Koi, also pick up Yan, necro-Connie, Narlax, and Smoulder's R4 and you'll do fine in Platinum, even without the blessed hero (though of course, earlier in the season you may need them, while later you can get by without them, having strong generic+situational replacements).
e) in Diamond, it gets harder still, where you start to need the blessed hero more often. Though not every week, and not necessarily at an "ideal"/pausing rank. Two seasons ago (while I was still R6ing Koi) I got promoted by having Obsidian, not at his ideal rank of R4 but just about level 20 and rank R2 - & even then he was replaceable with Efri's R6 (which I did not have) - though that was week #13 out of 15, so very late. Many other similar stories told by veteran players abound: Mabyn's R2, Helios's R4, and if you have Yan's R6, then also Efri's R4 & Bolton's R3, etc.
f) in Masters, it is pretty much R6-or-bust, and so you are already past the stage where ideal ranks can help you for the most part (I mean Yan's R5 would probably still work, and Helios's R4 b/c towers don't add much to tournament situations, but...not much else). *If* you use the blessed hero at all, you probably need them all the way to R6. Though there are a few situations where a hero is outright replaceable - chiefly Sethos, Leif, and Masamune (possibly needing to be quite late in the season for that one), all of whom lack anti-air capabilities (though Masamune's R7 is going to change that!).
g) that said, Masters League is still nowhere near as difficult as Legendary. Scores that would get you promoted out of Masters won't even get you a reward in Legendary (although THIS season looks to be changing that - thus encouraging promotion and concurrently discouraging camping in lower leagues - definitely a plus for both veteran and more junior players alike!). Also, for the most part you can get by without the whole entire cast of "situational" heroes that are needed in Legendary, to win a GM. What I mean is: when veteran players have ALL the heroes to choose from, and they are all at R6, they can find the absolute BEST one for any given week - which could be Efri, Mabyn, Azura, Caldera, Connie, Helios, Shamiko, Narlax, Smoulder, etc., and if you want to get a GM, you need to have whatever it is that week that is among the BEST. While in Masters, you most often don't - so actually, R6-or-bust isn't that hard to do, at least compared to Legendary where you need both the blessed hero that week AND one of a large(-ish?) cast of situational heroes, and of course their R6 as well.
h) an argument against ideal ranks is that it may spread out your hero investments too thin to let you win many weeks. On the other hand, an argument for it is that even having a hero's R6 doesn't guarantee a win (e.g., at first I was absolutely terrible at using Narlax - and still I have yet to ever win a week where he is blessed). Also aiming for ideal ranks lets you maximize your elixir income (https://realm-defense-hero-legends-td.fandom.com/wiki/Realm_Siege_Strategies). Though an R6 hero also offers the option to use that hero even when not blessed (and yet this works better for some heroes and not so well for others - e.g., Mabyn can perhaps win at R2 in Diamond, but as a situational hero needs her 5th meteor talent gained at R6 to truly be effective; while Bolton + Obsidian are mostly only used when blessed, and never outside of that - although this week may again be revealing that the devs may change that in the future!). Therefore there are many benefits to either using, or not using, ideal ranks.
Ultimately whether you want to pause at an ideal rank, or keep going all the way to R6 for every hero that you own, seems to be a matter of personal preference: how EXTREME of a personality are you? Do you want to work on increasing your MAXIMUM power, to possibly win a GM title sooner - but also maybe fail to even reach Legendary League at all, as a more junior player, and also have little chance at all on weeks that you lack the blessed hero (at least in Diamond League, or others earlier in the season, closer to the seasonal reset - i.e., take a risk, and maybe be #1 on the weeks you've prepared heavily for, but then score very low on (many of) those you've invested literally nothing into? Or do you prefer to aim for a more AVERAGE level of power, which may leave you unable to be promoted on a given week (maybe several of them), but yet still maybe get some rewards, not being the best but neither being the worst, and yet still get practice either way, and maybe win sooner with less of a hero investment needed into a particular week, leaving you free to focus your efforts elsewhere?
Like most things in life, the ideal path is probably somewhere between the most extreme of R6ing one hero before moving on to the next, vs. having all heroes at ideal ranks but none at R6. Though there are people who have pursued each of those strategies! (and I can tell you some of their names if you want:-) Ultimately you need 4 wins to get to Legendary League, and then at least 1 more if you want a GM title that season. So pick a few heroes to get to R6, another few to get to ideal ranks, and with that collection you'll do well. Another hint: do you want your strongest hero investments to be earlier in the season, in your lowest league, or later, in the highest? Watch the https://realm-defense-hero-legends-td.fandom.com/wiki/Blessed_Heroes_-_Tournament page to see how early a hero is blessed in the last few seasons, and pick one that will likely be blessed later rather than earlier, and then aim to buy that hero and work on increasing their power. e.g., Yan and Narlax are both in the Meta, and blessed mid-to-late-season.
Also there are a TON of other helpful tips - about towers, heroes and synergies and combo moves, and many other tournament topics on https://realm-defense-hero-legends-td.fandom.com/wiki/Tournament_Basic_Info and https://realm-defense-hero-legends-td.fandom.com/wiki/Tournament_Detailed_Strategy. So now all that's left is for me to wish you good luck!:-)

Edit: while I thought about adding these couple of thoughts before, they didn't specifically touch on ideal ranks, so I left them out. But so many are asking so I'll put them in after all...
i) there are 3 hero roles to fulfill each week: generic, situational, and blessed. If you want to think about it harder it's "really" 2 situational and 1 blessed, but since right now one of those slots is nearly ALWAYS Koi, the former formula is at least a nice way to think about/remember it.
generic: especially if you lack blessed heroes and/or Koi, this is about all you've got - so use it! When you get to W3, Helios or Sethos can work, to help get you promoted from Gold - though you shouldn't get them just for this purpose (it is terribly inefficient to buy new heroes all the time when you can awaken earlier ones for nearly half the cost, though that takes TIME so this is a strategy mainly for P2W players). In W4, Yan and especially Narlax can get you promoted in Platinum (though again, don't buy JUST for this short-term purpose), and in W5, Leif/Caldera can get you promoted even as high as Diamond (later in the season). I doubt that any of these can get you promoted in Masters, and if anyone ever actuall DID that, they should count their lucky stars, but it's not something that you should "expect" to happen. Once you get Raida and Koi though, you'll never use these other heroes for their "generic" utility again.
situational: usually there is some hero / class of heroes that will work best for a given week. Otherwise, for example, if the only powerful heroes you have are Koi & Leif, then every week you'll always bring them, for their *generic* power. But Leif hardly does anything against fliers - merely blessing towers which, while that work GREAT in RS on blessed tower spots, is virtually useless in tournament situations. Instead, if you brought Smoulder, especially with his R4 anti-flier slow-down talent, then you have a *much* better defense & offense against fliers, even though Smoulder seems to offer FAR less "generic" power than Leif - but even thoug it is "less", it is "more" appropriate to the *situation* - see? So for a level lacking fliers entirely, Leif would be better, although for a sitaution where fliers are the ones ending your tournament play, Smoulder can be a huge boon.
Also, sometimes situational utility can (nearly or even completely) win out over generic or blessed heroes! An example is where on Sethos or Leif's blessed week, a team of strong anti-flier utility can relatively easily get scores as good as or better than a team including the blessed hero at R6 (though skill also plays a role of course). Lancelot prior to his R5 is also replaceable, and Masamune even at his R6 is *somewhat* so (if it's not a binary yes/no, but rather a continuum, where his R6 provides *one* route to win, but a strong anti-air team is *another* way, which even though offers less power, and so can't win a GM, is offered at much greater efficiency and may let you get high rewards or even promoted with from Masters League).
-) anti-fliers: Raida, Smoulder, Connie are enough to get you started, then later you'll want to add Helios & Azura. Each offers something different - like Smoulder slows them down, Raida stuns them, Connie does both, Azura can charm up to 4 (good for when there are more rare but tanky ones like W3 crows), and others can be good too like Efrigid also slows them, Narlax pulls them back, etc. The Narlax+Raida pull+charge/stun combo is ESPECIALLY powerful (read more at https://realm-defense-hero-legends-td.fandom.com/wiki/Tournament_Detailed_Strategy#Narlax_.2B_CC_combo). Note that while Fee is tremendous for fliers in campaign, she can't really keep up in this mode, except when she's blessed.
-) bosses: Koi & even Raida (& Leif if you got him for other reasons) can tank fairly well at first. Connie's bunny mamma does even better, and her little bunnies help slow it down. Narlax at his R6 can pull them back. Later, you'll want Azura who can help charm an enemy to use as a tank against the boss, and then there is Caldera who is immune to all physical damage, but extremely vulnerable to magic. Although the latter two are rarely blessed themselves, and often aren't as worth bringing as the blessed hero. If you are just getting started, Fee (at any rank) may actually work surprisingly well, as her wolves can delay a boss somewhat as it pauses to kill them.
-) delay: Connie, Raida to stun, Narlax to pull back, Efrigid to slow/freeze; or for just a few enemies that get past a checkpoint, Yan to teleport, or Mabyn for fear.
-) worlds: Mabyn works REALLY well for W3, to send enemies back whereupon the archer-bots can regain control of the situation after being broken through. Azura works really well for W4 since she is immune to the slow effect, can heal to help counteract all the ranged damage being thrown at you, and can charm strong enemies - like an armored tank to use against a boss, or a strong flier to use against other strong or weak ones, etc. Caldera isn't good in W3 (poison) or W4 (magic), but is very effective in W1,2,&5.
-) synergies: these can be stronger than anything else (yes even than Koi - in fact this is the ONLY reason why you might not want to use Koi if you have him) - basically you either have the synergy partners or you lose that week (except *maybe* in Gold?). Efri & Bolton need both Yan & Koi's R6, Bolton & Obsidian need each other, Fee needs at least 1-2 of her synergy partners, and Smoulder needs his R6 + Narlax to in. Read the wiki for more comprehensive details. Note that every one of Leif's synergies is absolutely useless and *never* worth bringing him along, unless you are a more junior player and lack anything better to do (hint: it might help once or twice, but it's REALLY not worth getting those 80 tokens and spending 800 gems to get his R6 - that should be one of it not literally THE last thing you do in the game; unless the devs change that soon? I personally would LOVE to see that!:-).
-) special mention 1: Yan hastes Koi, and is thus used more often than any other hero, after Koi himself. She can do this at her R5 though - no need to get her R6 until you are ready to take advantage of her 2 synergies.
-) special mention 2: Raida's extremely high generic utility (2nd only to Koi), AND his high situational utility (for fliers, stunning & damaging bosses, large CC, etc.) makes him the top #1 all-around utility / situational hero...though only providing a very "average" level whenever you lack some other hero who can provide a higher MAXIMUM power. When you have literally every other hero in the game, and to their R6, then you may never use Raida again (though even that's not quite true - players often use him in their first try at a level, to be ready for anything, even though he is always replaced with someone better to get the final maximum score), but until you invest that deeply (which will take YEARS of your life), Raida can provide a great deal of help. *Especially* on the days where you lack the blessed hero, though that is more of a generic functionality, and yet also when you lack the top situational hero for that week (Azura?). Use him as a stepping-stone.
blessed heroes: there is no getting around the fact that you need the blessed heroes to have the best chance to win on a given week. Especially by Masters League, though of course they still help a LOT to win more often in Gold, Platinum, and Diamond. Until then, strong generic+situational utility can help fill in - some heroes are more replaceable than others as mentioned above - but after you get the Meta (Koi, Raida, Connie, Yan, Narlax), then you need to decide whether to prioritize more situational heroes, or more blessed heroes. Both ways work, and you probably want to split your efforts b/t the two. Often heroes work for both: e.g. Narlax is blessed every season, usually fairly late, and then last season (11) was also used another 4 times. In contrast, heroes like Fee, Lancelot, and Masamune are only ever used once, on their blessed week. But still, you only need 4 wins to get to Legendary, and especially if you already had these heroes at a high rank to help you unlock worlds in campaign, they can be a GREAT way to win, certainly much easier than trying to win with purely generic+situational utility that doesn't match what is needed on a given hero's blessed week. One tip: pick a hero that you like to work with, and get them to R6 - you'll likely do better with them than you would with some other hero that you don't enjoy as much.
j) R7 heroes and future predictions: many people, myself included, think that R7 will mostly be necessary for winning GMs. Thus, R6 becomes another ideal/pausing rank, though this one useful to win Masters League with. Many people want to know whether they "should" get an additional hero to R6, or focus that time instead to continue on to R7, though again this is up to your personal preference - do you want to win more often, though possibly not at the #1 spot and maybe not get promoted but do get rewards, so aiming for a higher "average" utility, or do you want to take a risk for a chance to get a GM, and aim for "maximum" utility instead (at the cost of being farther behind in terms of having fewer heroes to use whenever they are blessed)? It's a GAME, so go for what YOU want!:-)
TLDR: use ideal/pausing ranks for heroes blessed earlier in the season, and instead put your highest investments into heroes blessed later, where you'll need their power the most.
submitted by OpenStars to RealmDefenseTD [link] [comments]

Unable to connect to multiplayer servers

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 
submitted by bigmonmulgrew to factorio [link] [comments]

My game just randomly closes while playing, please Help!

Hey guys and girls, my game just randomly closes mid match. I dont get any error message or anything i just have to restart the game. It is rly frustrating ans im loosing games because i am missing for 3 rounds every game on average. Also my teammates are frustrated.

Here i got the crash log which i do not understand at all:
Log file open, 07/07/20 12:57:30
LogPakFile: Display: Found Pak file ../../../Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak attempting to mount.
LogPakFile: Display: Mounting pak file ../../../Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak.
LogPlatformFile: Not using cached read wrapper
LogTaskGraph: Started task graph with 4 named threads and 13 total threads with 1 sets of task threads.
LogICUInternationalization: ICU TimeZone Detection - Raw Offset: +1:00, Platform Override: ''
LogConfig: Reading last known user: ''
LogInit: Build: 10
LogInit: Engine Version: 4.23.1-449081+++Ares-Core+release-01.02
LogInit: Compatible Engine Version: 4.23.1-449081+++Ares-Core+release-01.02
LogInit: Net CL: 449081
LogInit: OS: Windows 10 (Release 1903) (), CPU: AMD Ryzen 5 2600 Six-Core Processor , GPU: NVIDIA GeForce GTX 1060 6GB
LogInit: Compiled (64-bit): Jun 30 2020 18:07:14
LogInit: Compiled with Visual C++: 19.22.27905.00
LogInit: Build Configuration: Shipping
LogInit: Branch Name: ++Ares-Core+release-01.02
LogInit: Command Line: "../../../Engine/Binaries/Win64/CrashReportClient.exe" "C:/Users/sebas/AppData/Local/VALORANT/Saved/Crashes/UE4CC-Windows-06E7330A4DDABBC4D6227D8912486BB2_0000" -Unattended -AppName=VALORANT -CrashGUID=UE4CC-Windows-06E7330A4DDABBC4D6227D8912486BB2_0000 -DebugSymbols=..\..\..\Engine\Intermediate\Symbols -SentryProjectKey=ares-gameclient
LogInit: Base Directory: C:/Riot Games/VALORANT/live/Engine/Binaries/Win64/
LogInit: Installed Engine Build: 1
LogInit: Presizing for max 100000 objects, including 0 objects not considered by GC, pre-allocating 0 bytes for permanent pool.
LogInit: Object subsystem initialized
LogConfig: Applying CVar settings from Section [ConsoleVariables] File [../../../Engine/Programs/CrashReportClient/Saved/Config/Windows/Engine.ini]
[2020.07.07-10.57.40:187][ 0]LogInit: Computer: DESKTOP-N4FH1A6
[2020.07.07-10.57.40:192][ 0]LogInit: User: sebas
[2020.07.07-10.57.40:192][ 0]LogInit: CPU Page size=4096, Cores=6
[2020.07.07-10.57.40:192][ 0]LogInit: High frequency timer resolution =10.000000 MHz
[2020.07.07-10.57.40:192][ 0]LogMemory: Memory total: Physical=16.0GB (16GB approx)
[2020.07.07-10.57.40:192][ 0]LogMemory: Platform Memory Stats for Windows
[2020.07.07-10.57.40:192][ 0]LogMemory: Process Physical Memory: 87.05 MB used, 87.05 MB peak
[2020.07.07-10.57.40:192][ 0]LogMemory: Process Virtual Memory: 116.46 MB used, 116.46 MB peak
[2020.07.07-10.57.40:192][ 0]LogMemory: Physical Memory: 3961.80 MB used, 12372.13 MB free, 16333.92 MB total
[2020.07.07-10.57.40:192][ 0]LogMemory: Virtual Memory: 4398.52 MB used, 134213328.00 MB free, 134217728.00 MB total
[2020.07.07-10.57.40:198][ 0]LogAssetRegistry: FAssetRegistry took 0.0000 seconds to start up
[2020.07.07-10.57.40:198][ 0]LogUObjectArray: 1103 objects as part of root set at end of initial load.
[2020.07.07-10.57.40:198][ 0]LogUObjectAllocator: 164544 out of 0 bytes used by permanent object pool.
[2020.07.07-10.57.40:198][ 0]LogUObjectArray: CloseDisregardForGC: 0/0 objects in disregard for GC pool
[2020.07.07-10.57.40:198][ 0]LogInit: Using OS detected language (de-DE).
[2020.07.07-10.57.40:198][ 0]LogInit: Using OS detected locale (de-DE).
[2020.07.07-10.57.40:198][ 0]LogPaths: Warning: No paths for game localization data were specifed in the game configuration.
[2020.07.07-10.57.40:198][ 0]LogTextLocalizationManager: No localization for 'de-DE' exists, so 'en' will be used for the language.
[2020.07.07-10.57.40:198][ 0]LogInit: Warning: No paths for engine localization data were specifed in the engine configuration.
[2020.07.07-10.57.40:198][ 0]LogInit: Using OS detected language (de-DE).
[2020.07.07-10.57.40:198][ 0]LogInit: Using OS detected locale (de-DE).
[2020.07.07-10.57.40:198][ 0]LogTextLocalizationManager: No localization for 'de-DE' exists, so 'en' will be used for the language.
[2020.07.07-10.57.40:198][ 0]LogTextLocalizationManager: Compacting localization data took 0.00ms
[2020.07.07-10.57.40:198][ 0]LogPackageLocalizationCache: Processed 2 localized package path(s) for 1 prioritized culture(s) in 0.000089 seconds
[2020.07.07-10.57.40:198][ 0]CrashReportCoreLog: CrashReportClientVersion=1.0
[2020.07.07-10.57.40:198][ 0]CrashReportCoreLog: CrashReportReceiver disabled
[2020.07.07-10.57.40:198][ 0]CrashReportCoreLog: DataRouter disabled
[2020.07.07-10.57.40:199][ 0]LogCrashDebugHelper: DepotName: //Ares-Core/release-01.02
[2020.07.07-10.57.40:199][ 0]LogCrashDebugHelper: BuiltFromCL: 449081
[2020.07.07-10.57.40:199][ 0]LogCrashDebugHelper: EngineVersion: 4.23.1-449081+++Ares-Core+release-01.02
[2020.07.07-10.57.40:199][ 0]LogCrashDebugHelper: BuildVersion: 10
[2020.07.07-10.57.40:199][ 0]LogCrashDebugHelper: Warning: CrashDebugHelperConfig invalid
[2020.07.07-10.57.40:199][ 0]LogCrashDebugHelper: Warning: PDB Cache disabled
[2020.07.07-10.57.40:221][ 0]CrashReportCoreLog: Initial state = Unknown UploadState value
[2020.07.07-10.57.40:221][ 0]CrashReportCoreLog: Initial state = Unknown UploadState value
[2020.07.07-10.57.40:232][ 0]LogCrashDebugHelper: Successfully opened minidump: C:/Users/sebas/AppData/Local/VALORANT/Saved/Crashes/UE4CC-Windows-06E7330A4DDABBC4D6227D8912486BB2_0000/UE4Minidump.dmp
[2020.07.07-10.57.40:232][ 0]LogCrashDebugHelper: Modules loaded: 163, unloaded: 0
[2020.07.07-10.57.40:237][ 0]LogCrashDebugHelper: Symbol paths
[2020.07.07-10.57.40:237][ 0]LogCrashDebugHelper: SRV*..\..\..\Engine\Intermediate\Symbols
[2020.07.07-10.57.40:237][ 0]LogCrashDebugHelper: C:\Riot Games\VALORANT\live\Engine\Binaries\ThirdParty\DbgHelp
[2020.07.07-10.57.40:237][ 0]LogCrashDebugHelper: C:\Riot Games\VALORANT\live\ShooterGame\Binaries\Win64
[2020.07.07-10.57.40:237][ 0]LogCrashDebugHelper: C:\Riot Games\VALORANT\live\Engine\Binaries\ThirdParty\CEF3\Win64
[2020.07.07-10.57.40:237][ 0]LogCrashDebugHelper: C:\Riot Games\VALORANT\live\Engine\Binaries\ThirdParty\Vorbis\Win64\VS2015
[2020.07.07-10.57.40:237][ 0]LogCrashDebugHelper: C:\Riot Games\VALORANT\live\Engine\Binaries\ThirdParty\PhysX3\Win64\VS2015
[2020.07.07-10.57.40:237][ 0]LogCrashDebugHelper: C:\Riot Games\VALORANT\live\Engine\Binaries\ThirdParty\Ogg\Win64\VS2015
[2020.07.07-10.57.40:237][ 0]LogCrashDebugHelper: C:\Riot Games\VALORANT\live\Engine\Binaries\ThirdParty\NVIDIA\NVaftermath\Win64
[2020.07.07-10.57.40:237][ 0]LogCrashDebugHelper: Image paths
[2020.07.07-10.57.40:237][ 0]LogCrashDebugHelper: SRV*..\..\..\Engine\Intermediate\Symbols
[2020.07.07-10.57.40:237][ 0]LogCrashDebugHelper: C:\Riot Games\VALORANT\live\Engine\Binaries\ThirdParty\DbgHelp
[2020.07.07-10.57.40:237][ 0]LogCrashDebugHelper: C:\Riot Games\VALORANT\live\ShooterGame\Binaries\Win64
[2020.07.07-10.57.40:237][ 0]LogCrashDebugHelper: C:\Riot Games\VALORANT\live\Engine\Binaries\ThirdParty\CEF3\Win64
[2020.07.07-10.57.40:237][ 0]LogCrashDebugHelper: C:\Riot Games\VALORANT\live\Engine\Binaries\ThirdParty\Vorbis\Win64\VS2015
[2020.07.07-10.57.40:237][ 0]LogCrashDebugHelper: C:\Riot Games\VALORANT\live\Engine\Binaries\ThirdParty\PhysX3\Win64\VS2015
[2020.07.07-10.57.40:237][ 0]LogCrashDebugHelper: C:\Riot Games\VALORANT\live\Engine\Binaries\ThirdParty\Ogg\Win64\VS2015
[2020.07.07-10.57.40:237][ 0]LogCrashDebugHelper: C:\Riot Games\VALORANT\live\Engine\Binaries\ThirdParty\NVIDIA\NVaftermath\Win64
[2020.07.07-10.57.40:291][ 0]LogCrashDebugHelper: Context size matches x64 sizeof( CONTEXT )
[2020.07.07-10.57.40:291][ 0]LogCrashDebugHelper: Running GetContextStackTrace()
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: GetContextStackTrace() got 64 frames
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 0: KERNELBASE
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 1: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 2: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 3: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 4: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 5: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 6: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 7: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 8: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 9: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 10: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 11: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 12: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 13: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 14: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 15: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 16: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 17: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 18: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 19: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 20: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 21: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 22: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 23: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 24: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 25: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 26: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 27: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 28: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 29: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 30: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 31: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 32: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 33: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 34: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 35: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 36: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 37: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 38: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 39: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 40: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 41: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 42: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 43: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 44: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 45: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 46: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 47: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 48: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 49: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 50: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 51: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 52: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 53: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 54: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 55: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 56: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 57: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 58: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 59: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 60: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 61: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 62: kernel32
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 63: ntdll
[2020.07.07-10.57.41:341][ 0]CrashReportCoreLog: Writing Sentry event data: {"release":"01.02","tags":[["game_version","01.02.00.0449081"],["branch","++Ares-Core+release-01.02"],["changelist","449081"],["machine_id","38f65769-a350-4041-be19-1a4f2d82e106"],["configuration","Shipping"],["engine_mode","Game"],["game_state_name","BombGameState_C"],["engine_version","4.23.1-449081+++Ares-Core+release-01.02"],["platform_name","WindowsClient"],["rhi_name","D3D11"],["rhi_adapter_name","NVIDIA GeForce GTX 1060 6GB"],["rhi_adapter_user_driver","446.14"],["rhi_adapter_internal_driver","26.21.14.4614"],["rhi_adapter_driver_date","5-15-2020"],["rhi_feature_level","SM5"],["map_name","Ascent"],["player_name","censored"],["local_player_character_name","Thorne"]]}
[2020.07.07-10.57.41:342][ 0]CrashReportCoreLog: Got 4 pending files to upload from 'UE4CC-Windows-06E7330A4DDABBC4D6227D8912486BB2_0000'
[2020.07.07-10.57.41:342][ 0]CrashReportCoreLog: State change from Ready to SendingFiles
[2020.07.07-10.57.41:342][ 0]CrashReportCoreLog: CompressAndSendData have 4 pending files
[2020.07.07-10.57.41:342][ 0]CrashReportCoreLog: CompressAndSendData compressing 144075 bytes ('C:/Users/sebas/AppData/Local/VALORANT/Saved/Crashes/UE4CC-Windows-06E7330A4DDABBC4D6227D8912486BB2_0000/CrashContext.runtime-xml')
[2020.07.07-10.57.41:345][ 0]CrashReportCoreLog: CompressAndSendData compressing 8475484 bytes ('C:/Users/sebas/AppData/Local/VALORANT/Saved/Crashes/UE4CC-Windows-06E7330A4DDABBC4D6227D8912486BB2_0000/ShooterGame.log')
[2020.07.07-10.57.41:349][ 0]CrashReportCoreLog: CompressAndSendData compressing 1460496 bytes ('C:/Users/sebas/AppData/Local/VALORANT/Saved/Crashes/UE4CC-Windows-06E7330A4DDABBC4D6227D8912486BB2_0000/UE4Minidump.dmp')
[2020.07.07-10.57.41:350][ 0]CrashReportCoreLog: CompressAndSendData compressing 588 bytes ('C:/Users/sebas/AppData/Local/VALORANT/Saved/Crashes/UE4CC-Windows-06E7330A4DDABBC4D6227D8912486BB2_0000/__sentry-event')
[2020.07.07-10.57.41:492][ 0]LogInit: Using libcurl 7.55.1-DEV
[2020.07.07-10.57.41:492][ 0]LogInit: - built for x86_64-pc-win32
[2020.07.07-10.57.41:492][ 0]LogInit: - supports SSL with OpenSSL/1.0.2h
[2020.07.07-10.57.41:492][ 0]LogInit: - supports HTTP deflate (compression) using libz 1.2.8
[2020.07.07-10.57.41:492][ 0]LogInit: - other features:
[2020.07.07-10.57.41:492][ 0]LogInit: CURL_VERSION_SSL
[2020.07.07-10.57.41:492][ 0]LogInit: CURL_VERSION_LIBZ
[2020.07.07-10.57.41:492][ 0]LogInit: CURL_VERSION_IPV6
[2020.07.07-10.57.41:492][ 0]LogInit: CURL_VERSION_ASYNCHDNS
[2020.07.07-10.57.41:492][ 0]LogInit: CURL_VERSION_LARGEFILE
[2020.07.07-10.57.41:492][ 0]LogInit: CURL_VERSION_IDN
[2020.07.07-10.57.41:492][ 0]LogInit: CurlRequestOptions (configurable via config and command line):
[2020.07.07-10.57.41:493][ 0]LogInit: - bVerifyPeer = false - Libcurl will NOT verify peer certificate
[2020.07.07-10.57.41:493][ 0]LogInit: - bUseHttpProxy = false - Libcurl will NOT use HTTP proxy
[2020.07.07-10.57.41:493][ 0]LogInit: - bDontReuseConnections = false - Libcurl will reuse connections
[2020.07.07-10.57.41:493][ 0]LogInit: - MaxHostConnections = 16 - Libcurl will limit the number of connections to a host
[2020.07.07-10.57.41:493][ 0]LogInit: - LocalHostAddr = Default
[2020.07.07-10.57.41:493][ 0]LogInit: - BufferSize = 65536
[2020.07.07-10.57.41:493][ 0]CrashReportCoreLog: Sending HTTP request: https://sentry.io/api/1449204/unreal/c4ab21b0d58e48df9144879cbadfda64/?AppID=CrashReporter&AppVersion=4.23.1-449081%2B%2B%2BAres-Core%2Brelease-01.02&AppEnvironment=Release&UploadType=crashreports&UserID=a7e3c32c0caf58cebf5c6368310c5563%7C%7C38f65769-a350-4041-be19-1a4f2d82e106
[2020.07.07-10.57.43:057][ 0]CrashReportCoreLog: OnProcessRequestComplete(), State=SendingFiles bSucceeded=1
[2020.07.07-10.57.43:067][ 0]CrashReportCoreLog: Sentry event URL: http://sentry.io/organizations/riotgames/issues/?project=1449204&query=47dfd835-592b-4804-941d-a8b9f5671643
[2020.07.07-10.57.43:067][ 0]CrashReportCoreLog: State change from SendingFiles to SendingFiles
[2020.07.07-10.57.43:067][ 0]CrashReportCoreLog: All uploads done
[2020.07.07-10.57.43:067][ 0]CrashReportCoreLog: State change from SendingFiles to Finished
[2020.07.07-10.57.43:389][ 0]LogWindows: FPlatformMisc::RequestExit(0)
[2020.07.07-10.57.43:422][ 0]CrashReportCoreLog: Final state (Receiver) = Finished
[2020.07.07-10.57.43:422][ 0]CrashReportCoreLog: Final state (Receiver) = Unknown UploadState value
[2020.07.07-10.57.43:422][ 0]LogExit: Preparing to exit.
[2020.07.07-10.57.43:423][ 0]LogExit: Object subsystem successfully closed.
[2020.07.07-10.57.43:424][ 0]LogModuleManager: Shutting down and abandoning module HTTP (14)
[2020.07.07-10.57.43:444][ 0]LogModuleManager: Shutting down and abandoning module SSL (13)
[2020.07.07-10.57.43:445][ 0]LogModuleManager: Shutting down and abandoning module CrashDebugHelper (10)
[2020.07.07-10.57.43:445][ 0]LogModuleManager: Shutting down and abandoning module CoreUObject (8)
[2020.07.07-10.57.43:445][ 0]LogModuleManager: Shutting down and abandoning module SandboxFile (6)
[2020.07.07-10.57.43:445][ 0]LogModuleManager: Shutting down and abandoning module PakFile (4)
[2020.07.07-10.57.43:445][ 0]LogModuleManager: Shutting down and abandoning module RSA (3)
[2020.07.07-10.57.43:447][ 0]LogExit: Exiting.
[2020.07.07-10.57.43:454][ 0]Log file closed, 07/07/20 12:57:43


If someone has a fix for me, please help :)
submitted by RadioVaginaFallout to VALORANT [link] [comments]

John Campbell's live Question and Answer session Sat 22 Feb 2020.

Posting this here on Reddit because although it would be more useful on YouTube this indexed summary is (probably??) too long to post as a youtube comment. It's also too long for a single Reddit comment.
I found his Q&A to be a good compendium of info but if people want something in particular they shouldn't have to listen to the whole 2.5hrs. The automatic transcript is good but it is not a summary. So I have written this index for you all.
Hopefully this is all accurate and I did not mistype anything, but if you notice an error let me know and I can edit the comment.
----
Index of Dr. John Campbell live chat Sat 22 Feb 2020.
Video time codes in square brackets.

"Live Chat with John, Saturday, 22 Feb, 2020, 19.00 UK time"

(First stream of the Q&A session). https://www.youtube.com/watch?v=BDhKMZrAbPE

  1. What is happening with the statistics from Latin America and Africa?
[0:04:19]
1a. Have not heard any from Latin America.
1b. Officially there is only one case in Africa.Lots of construction crew traffic between China and African countries.African doctors have emailed John to say there are probably cases there.Diagnostic kits have only just arrived in Africa.

  1. Are infections accelerating?
[0:07:15]
2a. Basically globally yes.
2b. Chinese figures are not accurate, but they report a slowdown in infection rate in China.China has implemented draconian quarantine measures that the West could not easily do. eg forbidding cars.It is probably going to spread to every country.But epidemics cannot rise forever and they naturally peak, and this is happening in Hubei province already.In other parts of China the infection curve is still increasing.The strong quarantine measures are slowing the spread. The most likely effect of this is that the same number will get infected but it will be spread over longer time. Chinese schools are closed.
2c. South Korea is reporting a huge increase in cremations in North Korea. Unknown why.
2d. Vietnam has closed all schools. Areas near China border have been closed.
2e. Some new cases have no clear link to Wuhan. One superspreader from England could be traced to Wuhan. Other cases now have no known link. That is why we are at the start of a pandemic.

  1. Are we faced with mutations of the virus?
[0:15:16]
3a. Some reports from in Iran that the virulence of the disease in Iran is much stronger than in China.Some reports that cause of death of COVID19 cases is viral myocarditis. Can also lead to heart failure.Yes, this could be due to mutation.
3b. It is a single RNA strand which allows it to mutate quickly.If it mutates to be less effective it will die out. But it can evolve the other way.Do not know if this explains the reported Case Fatality Rate difference in Iran.
3c. Having a worse healthcare system in Iran will also increase the CFR.

  1. Would having a previous case of pneumonia make any difference?
[0:20:55]
4a. Mostly people will get rid of pneumonia completely and have no long term harm from it.So just having pneumonia previously, No.
4b. If you have an existing degenerative lung disease, and defective cilia, that prevents pneumonia from being cured.
4c. Asthma inflames the bronchial airways. Their airways are most sensitive, so getting the virus will make their airways inflamed even more than normal.Steroids can reduce immune system effectiveness, and brown inhalers for asthma have steroids, so ask your doctor if yo should continue using the brown inhaler if you get COVID19.

  1. If the virus lives on surfaces for 28 days, why not stop imports?
[0:27:05]
5a. The nearest analogous virus is 2002 SARS, which survived over 5 days at 5°C and not as long at warmer temperatures.
5b. There is probably little risk from packages. Leave it for a month before openning and all the virus particles should be dead. Warm up the package and it should take less time.

  1. I live in Latvia, should I be worried?
[0:29:06]
Yes. This is going to be a pandemic, so it will probably go everywhere.

  1. What is the treatment for viral myocarditis?
[0:29:15]
7a. None. Normally you give an antivrial drug. There is none currently for COVID19.
7b. If you do get it, rest your heart, don't do normal duties.Heart muscle cells do not divide and heal after damage.

  1. Should we take protease inhibitor supplements?
[0:30:51]
No! If anything you would want more enzymes, not less.

Stream interrupted unexpectedly and ends.
Continued in next video https://www.youtube.com/watch?v=57fVBsJtwbA
____

____
Index of Dr. John Campbell live chat Sat 22 Feb 2020
Video time codes in square brackets.

"Live Chat with John, Saturday, 22 Feb, 2020, 19.00 UK time"

2nd stream of broadcast. https://www.youtube.com/watch?v=57fVBsJtwbA

  1. How is the condition diagnosed?
[0:05:18]
1a. background: Antigens, Antibodies, Immunoglobulin.
1b. There is no antibody test yet, but that is the usual method for other viruses.
1c. PCR amplifies the RNA strand of SARS-CoV-2 (if present). Takes a day to do.

  1. How long is the incubation period?
[0:09:30]
2a. Incubation typically 4 to 6 days.
2b. Quarantine are using between 2 and 14.
2c. At least one documented case of it being 28 days.
2d. Suspected origin of the virus.
[0:11:0]
The virus may have started in a bat, jumped from the bat to another animal,
then jumped from that animal into a human.
The first infected human infected two other people who infected others.(ie- a mostly binary tree of spread).
This gives rise to multiple copies of the virus which during reproduction
may become different serotypes, and so may have different incubation periods.
2e. A recent paper says the virus may be most infectious 3 or 4 days after infection.

  1. What exactly is a pandemic?
[0:15:55]
An epidemic is a large localised outbreak.
Technically, a pandemic is when a disease is on two or more continents.
The WHO only uses "pandemic" to describe viral community spread on multiple continents.

  1. Can the incubation period be as long as 27 days?
[0:18:03]
Yes, cases as long as 28 days.

  1. Antiviral drugs?
[0:18:14]
Remdesivir developed for Ebola, unknown if effective against Covid19.
Doctors sometimes do "compassionate prescribing" which is a guess at what will work.
Randomised controlled trials are being done on different options.

  1. Concern for Italy and Iran?
Yes, it's been spreading there.

  1. What about the possibility of re-infection?
[0:20:06]
Very complicated.
7a. background: Virus triggers antibodies, antibody kills virus. Antibodies should kill virus if it is reintroduced so that "reinfection" (probably meant illness) does not happen.
7b. In other viruses "Antibody-enhanced infection" can occur, where infection by a different strain of the virus can be more severe than if you hadn't been infected with the original virus. eg Dengue A and Dengue B.
7c. Antibody diagram [0:22:29]Normally immune cells will recognise, attack, and kill the virus.Immune cells have "Fc" receptors on their surface which will accept the combined viral particle and antibody. Sometimes this does not kill the virus but attaching to the immune cell helps the virus invade the immune cell, so it destroys the immune cells.In Dengue Fever, making antibodies to Dengue A makes you more susceptible to Dengue B.
7d. Speculation that some young medical staff died because they may have got several serotypesof the virus at same time, which would be more fatal if antibody-enhanced infection occurs.
(transmission interrupted)
7e. Re-infection (of Covid19) is possible but has not been clearly demonstrated.If this happens then we may be stuck with Covid19 for decades.

  1. What about the young doctors that died?
[0:29:20]
Not sure. Possible exacerbating factors are sleep deprivation, concurrent infection
by several types/strains, or other bacteria.

  1. What happens in superspreaders' bodies?
[0:30:43]
Superspreaders are people who spread the disease to a lot of people.
The R_0 is 2.6 on average, but some people can infect far more than 3 people.
They may have lifestyle factors which allow them to infect more people than average.
They shed a lot more virus particles but the biological mechanism is not known.
Possibly their immune system is strong enough to stop illness but not to eradicate the virus.

  1. Has it mutated in Iran to become more deadly?
[0:31:51]
It's possible, but let's hope not.

  1. Are you being censored?
[0:31:57]
I don't know, the computer hasn't done this before.

  1. Is Antibody-dependent enhancement occurring?
[0:32:08]
We don't know.

  1. Pakistan?
[0:32:30]
Lots of daily flights between Pakistan and China, and crowded areas in Pakistan.
Likely that Covid19 is in Pakistan but not confirmed.

  1. What is sequelae?
[0:34:38]
Sequelae are pathological features that persist after the original infection is gone.

  1. What are the methods of spread?
[0:35:42]
15a. Droplets. Big droplets of water in exhaled breath. Spreads over short distance of few metres.This can be directly person-to-person. But droplets also fall onto a surface, touching your mucous membranes after touching the droplets will then infect.
**** [0:36:52]
15b. We now know SARS-CoV-2 is spread in the air. Can be spread in ventilation systems.This is probably why it is spreading quickly.
****
15c. Faeces. Defecating in a public toilet, flushing the toilet aerosolises the virus,and people can touch another surface that the aerosol lands on.
15d. Urine. The virus is expelled in urine. This was discovered today. The urine can be aerosolised during normal urination. Men at urinals especially.Although there is no data, based on above it could spread through sewerage.

  1. Can the virus spread from one apartment to another by air?
[0:39:55]
That's exactly what seems to have happened on the Diamond Princess.
Chinese officials have also said this happens.
There is no medical journal paper which says this yet, but the answer appears to be Yes.

  1. Diabetes?
[0:40:36]
In diabetes the blood sugar goes high.
A macrophage(white cell) will move through tissue to eat viruses.
If there is a lot of sugar in the cell the macrophage can't move easily to get to the virus.
High sugar levels can inhibit the efficiency of the immmune system.
This can happen without diabetes. People with diabetes can manage their sugar level to avoid this.

  1. Can you have H1N1 and SARS-CoV-2 at the same time?
[0:42:32]
18a. Yes. Important to protect ill people from all secondary infections.
18b. You can also get bacterial secondary infection.Virus gets into lining of bronchial tubes, eventually kill them.This leaves gaps in the lining of the tubes, which allows bacteria to get in and live there.This is a use for antibacterial drugs while recovering from a virus.

  1. How can the virus be spreading in Thailand if it cannot survive in warm weather?
[0:47:14]
Seasonality happens in other viruses, such as influenza which doesn't survive well in warm weather.
The virus survives [probably means outside the body] best at 5°C, and about a day at 20°C.
It's killed quickly by the UV in sunshine and by heat.
Warm weather will reduce spread by surface droplet deposits, but not via aerosols.
Australia is very hot this time of year but it could still spread in Australia.

  1. Is SARS-CoV-2 a bioweapon?
[0:49:17]
I don't think so, for two reasons.
If they wanted to they could make one much more effective than this.
Phylogenetic studies show it is probably a natural virus from bats.

  1. How would humidity affect the virus?
[0:50:50]
21a. We don't know.
21b. SARS survived well at low humidity, badly at 50% humidity, and well at high humidity.By analogy, high humidity will not protect you.

  1. Vaccine?
[0:51:45]
Work being done by lots of different places. Many steps to ensure it doesn't make things worse.
Probably be 18 months before it works.
Forget about having a vaccine to stop this first outbreak in 2020.


  1. Why do some coronavirus patients get diarrhoea?
[0:53:18]
In other animals the coronavirus tends to mainly infect the gastrointestinal tract.
In humans it will also sometimes infect the gastrointestinal tract, and in a minority of cases that has been the first visible symptom.
This can mislead diagnosis, and sending patients to an abdominal surgical ward has in the past led to accidental infection of other surgical ward patients with the virus.

  1. Are UK hospitals fully prepared now?
[0:54:54]
The NHS web site says Yes.
If a town has 10,000 people infected, 20% will get severe disease and 5% will be critical.
This would mean 2000 that need oxygen and 500 would need Intensive Care.
A typical hospital could not deliver 2000 oxygen bottles and has no more than 9 ICU beds.
UK hospitals are sometimes unable to cope with normal seasonal flu.
To say the whole NHS is fully prepared is laughable and is not being honest.
Modelling by Imperial College shows 60% of population could get the infection and 30% become sick.

  1. What is your personal opinion of colloidal silver?
[1:00:00]
Silver and iodine kill everything.
I can't possibly see how you would get silver into your lungs to kill viruses and bacteria.

  1. What if you have existing kidney problems like 50% function?
[1:00:00]
The older the person the greater the risk, but no data about kidney function.

  1. What about using medicines to control hypertension.
Long term conditions have to be controlled.

  1. No more news out of Iran?
[1:03:38]
There are six cities that may be closed down.
The elections have meant less infection control than would be desirable.

  1. Is it spread by insects.
[1:05:25]
We don't know. Probably not.

  1. Is this HIV.
No.

  1. Can masks be disinfected with alcohol?
[1:04:52]
A 70% alcohol solution will kill the virus, but it is not a good idea to try this on masks.

  1. Is it possible to get two viruses at the same time?
Yes.

  1. Has SARS1 mutated into SARS-CoV-2 ?
[1:05:35]
No. This is new.
The WHO named the new virus similar to the old 2002 SARS CoV even though it's unrelated.
It causes similar clinical features to the old one.

  1. Can it spread by wind or rain?
Wind, yes.
Rain, no.
[1:11:00] Masks have to fit properly, but they are not of much use outside of hospitals.

  1. What goes wrong when you get this disease?
[1:12:32]
35a. Acute Respiratory Distress Syndrome. The alveoli fill with fluid.
35b. Hypoxaemia, hypoxia, tissue damage.This can be tested with small blood oxygen monitor devices.
35c. Initially it is a dry cough, but it progresses into the pneumonia symptoms and fever.When using electronic temperature sensors the ear is usually more accurate.

  1. Does Vitamin C help?
Taking vitamin C can shorten the duration of some virus types, but very large doses are harmful.
Taking vitamin C can only help if you were unusually deficient in it.
People who live at high latitudes or have dark skin are most likely to be short of vitamin D.

  1. Are there any viruses as contagious as SARS-CoV-2 ?
[1:24:50]
Yes, measles is even more contagious than SARS-CoV-2.

  1. Is the Vitamin D winter-related?
Yes. (less sunlight)
Supplements won't help if you're not malnourished.

  1. Will the Olympics in Japan be cancelled?
[1:24:50]
The epidemic is peaking in Wuhan.
The epidemic will peak in Western countries in 4 months,which will not be a good time to travel.
They may not be on.

  1. Does smoking make a difference?
[1:25:40]
40a. Some data shows smokers get more severe disease.Air pollution in China is probably also a factor.
40b. More men than women have gotten the disease which may be because more men smoke than women.

  1. Why is New Zealand virus-free (of COVID19) ?
[1:26:42]
Because it's an island, but you are not immune to the virus.

  1. Can the virus cause seizures?
[1:26:55]
We saw some early videos of adult people having fits but they were likely bogus.
A fever of 39°C would not cause fitting.
So, No, not as far as I know and it shouldn't.

  1. What is your estimate of how many people will be sick in the UK?
[1:28:10]
About 60% infected in the first year and 30% will be sick.

  1. Oxygen supplements needed?
They will be needed. Not yet needed in the short term.

  1. Should we stop unnecessary travel?
[1:29:08]
Yes.
This has spread by international air travel. It's a pretty short debate.

  1. Advice for immunocompromised people? Like Multiple Sclerosis?
[1:30:00]
MS does not compromise the immune system. But being disabled will make it more difficult to avoid.
Don't open the front door if possible.
Use hand washing, masks, avoid public toilets, use tissues to avoid touching surfaces.
Stop hugging, kissing, shaking hands, touching other people's phones.
Get plenty of sleep and good nutrition.

  1. Timeframe for vaccine.
[1:33:48]
About 18 months (already answered earlier).

  1. Why is Portugal virus-free (of COVID19)?
[1:33:52]
It hasn't got there yet, or cases are not being reported.

  1. Can it affect the brain?
[1:34:04]
Not directly as far as we know.
(water drink break.)
But hypoxia from ARDS/Pneumonia will damage the brain before it damages anything else.

  1. Is 2nd-time infection possible?
[1:35:40 ]
Normally no. If it mutates then Yes.

  1. What about chloroquin?
It been suggested this will help. It's being trialled. We won't know for another 2 weeks.
He would prescribe it now if could help.

  1. Can it live on clothes?
Yes. Normal washing will flush it out.

  1. Can it be spread by exposed fruit and vegetables?
[1:37:49]
Yes.
Cooking will kill the virus.
If viral particles land on an apple, it can be spread by touching the apple (and eating it).
Running soap and water over it will get rid of it.

  1. Will the pneumonia vaccine help?
[1:39:08]
Different types of vaccine to different causes of pneumonia.
This a new virus.
So answer is absolutely not. No protection.

  1. Will HIV medications avoid white cell damage in secondary infection?
[1:40:25]
They are being tested in China.
It's possible but I don't know.
We'll know in 3 weeks.

  1. Can kids be superspreaders?
[1:41:15]
Children under 12 tend to get it less frequently than adults, and get disease less severely.
But children can incubate the virus without feeling ill.
This makes them more likely to be superspreaders.
The answer is Yes.

  1. Cough medicines help cough up mucous from the lungs, does that help with the pneumonia?
No, cough medicines do not do that.
They do not help with pneumonia.
Cough medicines are basically a waste of money.

  1. Would whiskey and honey remedy help?
It will have no beneficial effect whatsoever.

  1. Do nebulisers help?
[1:44:14]
Bronchodilators will help if someone has asthma.
As of now, no drug that can be nebulised will help with SARS-CoV-2.

  1. Can this virus cause cytokine storm?
Yes. Because it can cause sepsis.
White blood cells detect infection and release cytokines.
Cytokines are supposed to travel to other parts of the body to cause various immune responses.
But a lot of cytokines simultaneously will cause Systemic Inflammatory Response Syndrome.
Sepsis symptoms are high: heart rate, breathing rate, temperature, white blood cells, sugar, lactic acid.
It is rare.

  1. When will it be epidemic in Europe?
[1:48:22]
It's difficult to put dates on this.
(note, he asked not to quote him on this, so I won't transcribe his answer.)

  1. Does Paracetamol weaken the immune system?
[1:49:30]
This drug (and Ibuprofen) lower your temperature.
But the temperature was supposed to be raised because the immune system works best at the higher temperature.
The answer is Yes it does.

  1. Pregancy.
As far as we know there are no adverse effects on pregnancy.
Pregnant women should still try to isolate themselves as much as possible to avoid infection.

End of stream.
submitted by OzJuggler to Coronavirus [link] [comments]

Differences between LISP 1.5 and Common Lisp, Part 2a

Here is the first part of the second part (I ran out of characters again...) of a series of posts documenting the many differences between LISP 1.5 and Common Lisp. The preceding post can be found here.
In this part we're going to look at LISP 1.5's library of functions.
Of the 146 symbols described in The LISP 1.5 Programmer's Manual, sixty-two have the same names as standard symbols in Common Lisp. These symbols are enumerated here.
The symbols t and nil have been discussed already. The remaining symbols are operators. We can divide them into groups based on how semantics (and syntax) differ between LISP 1.5 and Common Lisp:
  1. Operators that have the same name but have quite different meanings
  2. Operators that have been extended in Common Lisp (e.g. to accept a variable number of arguments), but that otherwise have similar enough meanings
  3. Operators that have remained effectively the same
The third group is the smallest. Some functions differ only in that they have a larger domain in Common Lisp than in LISP 1.5; for example, the length function works on sequences instead of lists only. Such functions are pointed out below. All the items in this list should, given the same input, behave identically in Common Lisp and LISP 1.5. They all also have the same arity.
These are somewhat exceptional items on this list. In LISP 1.5, car and cdr could be used on any object; for atoms, the result was undefined, but there was a result. In Common Lisp, applying car and cdr to anything that is not a cons is an error. Common Lisp does specify that taking the car or cdr of nil results in nil, which was not a feature of LISP 1.5 (it comes from Interlisp).
Common Lisp's equal technically compares more things than the LISP 1.5 function, but of course Common Lisp has many more kinds of things to compare. For lists, symbols, and numbers, Common Lisp's equal is effectively the same as LISP 1.5's equal.
In Common Lisp, expt can return a complex number. LISP 1.5 does not support complex numbers (as a first class type).
As mentioned above, Common Lisp extends length to work on sequences. LISP 1.5's length works only on lists.
It's kind of a technicality that this one makes the list. In terms of functionality, you probably won't have to modify uses of return---in the situations in which it was used in LISP 1.5, it worked the same as it would in Common Lisp. But Common Lisp's definition of return is really hiding a huge difference between the two languages discussed under prog below.
As with length, this function operates on sequences and not only lists.
In Common Lisp, this function is deprecated.
LISP 1.5 defined setq in terms of set, whereas Common Lisp makes setq the primitive operator.
Of the remaining thirty-three, seven are operators that behave differently from the operators of the same name in Common Lisp:
  • apply, eval
The connection between apply and eval has been discussed already. Besides setq and prog or special or common, function parameters were the only way to bind variables in LISP 1.5 (the idea of a value cell was introduced by Maclisp); the manual describes apply as "The part of the interpreter that binds variables" (p. 17).
  • compile
In Common Lisp the compile function takes one or two arguments and returns three values. In LISP 1.5 compile takes only a single argument, a list of function names to compile, and returns that argument. The LISP 1.5 compiler would automatically print a listing of the generated assembly code, in the format understood by the Lisp Assembly Program or LAP. Another difference is that compile in LISP 1.5 would immediately install the compiled definitions in memory (and store a pointer to the routine under the subr or fsubr indicators of the compiled functions).
  • count, uncount
These have nothing to do withss Common Lisp's count. Instead of counting the number of items in a collection satisfying a certain property, count is an interface to the "cons counter". Here's what the manual says about it (p. 34):
The cons counter is a useful device for breaking out of program loops. It automatically causes a trap when a certain number of conses have been performed.
The counter is turned on by executing count[n], where n is an integer. If n conses are performed before the counter is turned off, a trap will occur and an error diagnostic will be given. The counter is turned off by uncount[NIL]. The counter is turned on and reset each time count[n] is executed. The counter can be turned on so as to continue counting from the state it was in when last turned off by executing count[NIL].
This counting mechanism has no real counterpart in Common Lisp.
  • error
In Common Lisp, error is part of the condition system, and accepts a variable number of arguments. In LISP 1.5, it has a single, optional argument, and of course LISP 1.5 had no condition system. It had errorset, which we'll discuss later. In LISP 1.5, executing error would cause an error diagnostic and print its argument if given. While this is fairly similar to Common Lisp's error, I'm putting it in this section since the error handling capabilities of LISP 1.5 are very limited compared to those of Common Lisp (consider that this was one of the only ways to signal an error). Uses of error in LISP 1.5 won't necessarily run in Common Lisp, since LISP 1.5's error accepted any object as an argument, while Common Lisp's error needs designators for a simple-error condition. An easy conversion is to change (error x) into (error "~A" x).
  • map
This function is quite different from Common Lisp's map. The incompatibility is mentioned in Common Lisp: The Language:
In MacLisp, Lisp Machine Lisp, Interlisp, and indeed even Lisp 1.5, the function map has always meant a non-value-returning version. However, standard computer science literature, including in particular the recent wave of papers on "functional programming," have come to use map to mean what in the past Lisp implementations have called mapcar. To simplify things henceforth, Common Lisp follows current usage, and what was formerly called map is named mapl in Common Lisp.
But even mapl isn't the same as map in LISP 1.5, since mapl returns the list it was given and LISP 1.5's map returns nil. Actually there is another, even larger incompatibility that isn't mentioned: The order of the arguments is different. The first argument of LISP 1.5's map was the list to be mapped and the second argument was the function to map over it. (The order was changed in Maclisp, likely because of the extension of the mapping functions to multiple lists.) You can't just change all uses of map to mapl because of this difference. You could define a function like map-1.5,such as
(defun map-1.5 (list function) (mapl function list) nil) 
and replace map with map-1.5 (or just shadow the name map).
  • function
This operator has been discussed earlier in this post.
Common Lisp doesn't need anything like LISP 1.5's function. However, mostly by coincidence, it will tolerate it in many cases; in particular, it works with lambda expressions and with references to global function definitions.
  • search
This function isn't really anything like Common Lisp's search. Here is how it is defined in the manual (p. 63, converted from m-expressions into Common Lisp syntax):
(defun search (x p f u) (cond ((null x) (funcall u x)) ((p x) (funcall f x)) (t (search (cdr x) p f u)))) 
Somewhat confusingly, the manual says that it searches "for an element that has the property p"; one might expect the second branch to test (get x p).
The function is kind of reminiscent of the testr function, used to exemplify LISP 1.5's indefinite scoping in the previous part.
  • special, unspecial
LISP 1.5's special variables are pretty similar to Common Lisp's special variables—but only because all of LISP 1.5's variables are pretty similar to Common Lisp's special variables. The difference between regular LISP 1.5 variables and special variables is that symbols declared special (using this special special special operator) have a value on their property list under the indicator special, which is used by the compiler when no binding exists in the current environment. The interpreter knew nothing of special variables; thus they could be used only in compiled functions. Well, they could be used in any function, but the interpreter wouldn't find the special value. (It appears that this is where the tradition of Lisp dialects having different semantics when compiled versus when interpreted began; eventually Common Lisp would put an end to the confusion.)
You can generally change special into defvar and get away fine. However there isn't a counterpart to unspecial. See also common.
Now come the operators that are essentially the same in LISP 1.5 and in Common Lisp, but have some minor differences.
  • append
The LISP 1.5 function takes only two arguments, while Common Lisp allows any number.
  • cond
In Common Lisp, when no test in a cond form is true, the result of the whole form is nil. In LISP 1.5, an error was signaled, unless the cond was contained within a prog, in which case it would quietly do nothing. Note that the cond must be at the "top level" inside the prog; cond forms at any deeper level will error if no condition holds.
  • gensym
The LISP 1.5 gensym function takes no arguments, while the Common Lisp function does.
  • get
Common Lisp's get takes three arguments, the last of which is a value to return if the symbol does not have the indicator on its property list; in LISP 1.5 get has no such third argument.
  • go
In LISP 1.5 go was allowed in only two contexts: (1) at the top level of a prog; (2) within a cond form at the top level of a prog. Later dialects would loosen this restriction, leading to much more complicated control structures. While progs in LISP 1.5 were somewhat limited, it is at least fairly easy to tell what's going on (e.g. loop conditions). Note that return does not appear to be limited in this way.
  • intern
In Common Lisp, intern can take a second argument specifying in what package the symbol is to be interned, but LISP 1.5 does not have packages. Additionally, the required argument to intern is a string in Common Lisp; LISP 1.5 doesn't really have strings, and so intern instead wants a pointer to a list of full words (of packed BCD characters; the print names of symbols were stored in this way).
  • list
In Common Lisp, list can take any number of arguments, including zero, but in LISP 1.5 it seems that it must be given at least one argument.
  • load
In LISP 1.5, load can't be given a filespec as an argument, for many reason. Actually, it can't be given anything as an argument; its purpose is simply to hand control over to the loader. The loader "expects octal correction cards, 704 row binary cards, and a transfer card." If you have the source code that would be compiled into the material to be loaded, then you can just put it in another file and use Common Lisp's load to load it in. But if you don't have the source code, then you're out of luck.
  • mapcon, maplist
The differences between Common Lisp and LISP 1.5 regarding these functions are similar to those for map given above. Both of these functions returned nil in LISP 1.5, and they took the list to be mapped as their first argument and the function to map as their second argument. A major incompatibility to note is that maplist in LISP 1.5 did what mapcar in Common Lisp does; Common Lisp's maplist is different.
  • member
In LISP 1.5, member takes none of the fancy keyword arguments that Common Lisp's member does, and returns only a truth value, not the tail of the list.
  • nconc
In LISP 1.5, this function took only two arguments; in Common Lisp, it takes any number.
  • prin1, print, terpri
In Common Lisp, these functions take an optional argument specifying an output stream to which they will send their output, but in LISP 1.5 prin1 and print take just one argument, and terpri takes no arguments.
  • prog
In LISP 1.5, the list of program variables was just that: a list of variables. No initial values could be provided as they can in Common Lisp; all the program variables started out bound to nil. Note that the program variables are just like any other variables in LISP 1.5 and have indefinite scope.
In the late '70s and early '80s, the maintainers of Maclisp and Lisp Machine Lisp wanted to add "naming" abilities to prog. You could say something like
(prog outer () ... (prog () (return ... outer))) 
and the return would jump not just out of the inner prog, but also out of the outer one. However, they ran into a problem with integrating a named prog with parts of the language that were based on prog. For example, they could add a special case to dotimes to handle an atomic first argument, since regular dotimes forms had a list as their first argument. But Maclisp's do had two forms: the older (introduced in 1969) form
(do atom initial step-form end-test body...) 
and the newer form, which was identical to Common Lisp's do. The older form was equivalent to
(do ((atom intitial step-form)) (end-test) body...) 
Since the older form was still supported, they couldn't add a special case for an atomic first argument because that was the normal case of the older kind of do. They ended up not adding named prog, owing to these kinds of difficulties.
However, during the discussion of how to make named prog work, Kent Pitman sent a message that contained the following text:
I now present my feelings on this issue of how DO/PROG could be done in order this haggling, part of which I think comes out of the fact that these return tags are tied up in PROG-ness and so on ... Suppose you had the following primitives in Lisp: (PROG-BODY ...) which evaluated all non-atomic stuff. Atoms were GO-tags. Returns () if you fall off the end. RETURN does not work from this form. (PROG-RETURN-POINT form name) name is not evaluated. Form is evaluated and if a RETURN-FROM specifying name (or just a RETURN) were executed, control would pass to here. Returns the value of form if form returns normally or the value returned from it if a RETURN or RETURN-FROM is executed. [Note: this is not a [*]CATCH because it is lexical in nature and optimized out by the compiler. Also, a distinction between NAMED-PROG-RETURN-POINT and UNNAMED-PROG-RETURN-POINT might be desirable – extrapolate for yourself how this would change things – I'll just present the basic idea here.] (ITERATE bindings test form1 form2 ...) like DO is now but doesn't allow return or goto. All forms are evaluated. GO does not work to get to any form in the iteration body. So then we could just say that the definitions for PROG and DO might be (ignore for now old-DO's – they could, of course, be worked in if people really wanted them but they have nothing to do with this argument) ... (PROG [  ]  . ) => (PROG-RETURN-POINT (LET  (PROG-BODY . )) [  ]) (DO [  ]   . ) => (PROG-RETURN-POINT (ITERATE   (PROG-BODY . )) [  ]) Other interesting combinations could be formed by those interested in them. If these lower-level primitives were made available to the user, he needn't feel tied to one of PROG/DO – he can assemble an operator with the functionality he really wants. 
Two years later, Pitman would join the team developing the Common Lisp language. For a little while, incorporating named prog was discussed, which eventually led to the splitting of prog in quite a similar way to Pitman's proposal. Now prog is a macro, simply combining the three primitive operators let, block, and tagbody. The concept of the tagbody primitive in its current form appears to have been introduced in this message, which is a writeup by David Moon of an idea due to Alan Bawden. In the message he says
The name could be GO-BODY, meaning a body with GOs and tags in it, or PROG-BODY, meaning just the inside part of a PROG, or WITH-GO, meaning something inside of which GO may be used. I don't care; suggestions anyone?
Guy Steele, in his proposed evaluator for Common Lisp, called the primitive tagbody, which stuck. It is a little bit more logical than go-body, since go is just an operator and allowed anywhere in Common Lisp; the only special thing about tagbody is that atoms in its body are treated as tags.
  • prog2
In LISP 1.5, prog2 was really just a function that took two arguments and returned the result of the evaluation of the second one. The purpose of it was to avoid having to write (prog () ...) everywhere when all you want to do is call two functions. In later dialects, progn would be introduced and the "implicit progn" feature would remove the need for prog2 used in this way. But prog2 stuck around and was generalized to a special operator that evaluated any number of forms, while holding on to the result of the second one. Programmers developed the (prog2 nil ...) idiom to save the result of the first of several forms; later prog1 was introduced, making the idiom obsolete. Nowadays, prog1 and prog2 are used typically for rather special purposes.
Regardless, in LISP 1.5 prog2 was machine-coded subroutine that was equivalent to the following function definition in Common Lisp:
(defun prog2 (one two) two) 
  • read
The read function in LISP 1.5 did not take any arguments; Common Lisp's read takes four. In LISP 1.5, read read either from "SYSPIT" or from the punched carded reader. It seems that SYSPIT stood for "SYStem Paper (maybe Punched) Input Tape", and that it designated a punched tape reader; alternatively, it might designate a magnetic tape reader, but the manual makes reference to punched cards. But more on input and output later.
  • remprop
The only difference between LISP 1.5's remprop and Common Lisp's remprop is that the value of LISP 1.5's remprop is always nil.
  • setq
In Common Lisp, setq takes an arbitrary even number of arguments, representing pairs of symbols and values to assign to the variables named by the symbols. In LISP 1.5, setq takes only two arguments.
  • sublis
LISP 1.5's sublis and subst do not take the keyword arguments that Common Lisp's sublis and subst take.
  • trace, untrace
In Common Lisp, trace and untrace are operators that take any number of arguments and trace the functions named by them. In LISP 1.5, both trace and untrace take a single argument, which is a list of the functions to trace.

Functions not in Common Lisp

We turn now to the symbols described in the LISP 1.5 Programmer's Manual that don't appear in Common Lisp. Let's get the easiest case out of the way first: Here are all the operators in LISP 1.5 that have a corresponding operator in Common Lisp, with notes about differences in functionality where appropriate.
  • add1, sub1
These functions are the same as Common Lisp's 1+ and 1- in every way, down to the type genericism.
  • conc
This is just Common Lisp's append, or LISP 1.5's append extended to more than two arguments.
  • copy
Common Lisp's copy-list function does the same thing.
  • difference
This corresponds to -, although difference takes only two arguments.
  • divide
This function takes two arguments and is basically a consing version of Common Lisp's floor:
(divide x y) = (values-list (floor x y)) 
  • digit
This function takes a single argument, and is like Common Lisp's digit-char-p except that the radix isn't variable, and it returns a true or false value only (and not the weight of the digit).
  • efface
This function deletes the first appearance of an item from a list. A call like (efface item list) is equivalent to the Common Lisp code (delete item list :count 1).
  • greaterp, lessp
These correspond to Common Lisp's > and <, although greaterp and lessp take only two arguments.
As a historical note, the names greaterp and lessp survived in Maclisp and Lisp Machine Lisp. Both of those languages had also > and <, which were used for the two-argument case; Common Lisp favored genericism and went with > and < only. However, a vestige of the old predicates still remains, in the lexicographic ordering functions: char-lessp, char-greaterp, string-lessp, string-greaterp.
  • minus
This function takes a single argument and returns its negation; it is equivalent to the one-argument case of Common Lisp's -.
  • leftshift
This function is the same as ash in Common Lisp; it takes two arguments, m and n, and returns m×2n. Thus if the second argument is negative, the shift is to the right instead of to the left.
  • liter
This function is identical in essence to Common Lisp's alpha-char-p, though more precisely it's closer to upper-case-p; LISP 1.5 was used on computers that made no provision for lowercase characters.
  • pair
This is equivalent to the normal, two-argument case of Common Lisp's pairlis.
  • plus
This function takes any number of arguments and returns their sum; its Common Lisp counterpart is +.
  • quotient
This function is equivalent to Common Lisp's /, except that quotient takes only two arguments.
  • recip
This function is equivalent to the one-argument case of Common Lisp's /.
  • remainder
This function is equivalent to Common Lisp's rem.
  • times
This function takes any number of arguments and returns their product; its Common Lisp counterpart is *.
Part 2b will be posted in a few hours probably.
submitted by kushcomabemybedtime to lisp [link] [comments]

MAME 0.216

MAME 0.216

With the end of November in sight, it’s time to check out MAME 0.216! We’ve addressed the reported issues with last month’s bgfx update, and made a whole lot of little improvements to MAME’s internal user interface. In particular, setting up controls should be easier, and several issues affecting macOS users with non-English number format settings have been fixed. Some of the issues caused bad settings to be written to INI files. If you still don’t see the filter list panel on the system selection menu, try removing the ui.ini file.
This month, we’re able to present two unreleased 1970s prototypes from Italian developer Model Racing: their internal code names are Cane and Orbite. With the assistance of former Model Racing employees, the source code was extracted from the original disks. These games are incomplete, but they provide a unique look into early CPU-based arcade development. Game & Watch titles continue to be emulated, with the addition of Mario The Juggler, and the panorama screen Mickey Mouse and Donkey Kong Circus games in this release.
This release brings GameKing emulation to MAME. The system-on-a-chip used in this low-cost, low-resolution hand-held console from the early 2000s has been identified and emulated. Games for the colour-screen GameKing III are also playable. Acorn BBC Micro emulation has been re-worked to support internal expansion boards, and a number of additional peripherals are now available. ZX Spectrum emulation has been enhanced with better open bus read behaviour and support for two Miles Gordon Technology peripherals.
Of course, these are just the highlights. You can get the source and Windows binary packages from the download page.

MAMETesters Bugs Fixed

New working machines

New working clones

Machines promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

Source Changes

submitted by cuavas to emulation [link] [comments]

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