Binary Options vs. Forex Trading: Understanding the ...

I STARTED WITH NOTHING, NOW NOTHING. I STOP FOR NOTHING. EARN WEEKLY INCOME WITH FX/BINARY OPTIONS #business #money #dollar #trend

I STARTED WITH NOTHING, NOW NOTHING. I STOP FOR NOTHING. EARN WEEKLY INCOME WITH FX/BINARY OPTIONS #business #money #dollar #trend submitted by jerrymatinez619 to u/jerrymatinez619 [link] [comments]

NanoTrader FX Forex Forex And Binary Options Indicator

NanoTrader FX Forex Forex And Binary Options Indicator submitted by mytutorialtime to fxboshop [link] [comments]

12-06 16:43 - 'Have you been informed about the new Auto trader software that enable you make huge profits in trading bitcoin, forex and binary options ? 90-100% profits every week with your minimum investment of $300 you can make...' by /u/jamesethan_fx_trader removed from /r/Bitcoin within 3-13min

'''
Have you been informed about the new Auto trader software that enable you make huge profits in trading bitcoin, forex and binary options ? 90-100% profits every week with your minimum investment of $300 you can make a profit of $2400 in 7 days and same day withdrawal. it is compatible to any binary option brokers. It generates an Average ITM of 92%. It is an Auto trader. How to start: Invest $300 earn $2,400 weekly Invest $500 earn $4,000 weekly Invest $1000 earn $8,000 weekly Invest $2000 earn $160,00 weekly Invest $3000 earn $24,000 weekly Invest $5000 earn $40,000 weekly Invest $10,000 earn $80,000 weekly Inbox me for More info or Contact me via WhatsApp: +15162064340
'''
Context Link
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Author: jamesethan_fx_trader
submitted by removalbot to removalbot [link] [comments]

12-06 01:23 - 'Have you been informed about the new Auto trader software that enable you make huge profits in trading bitcoin, forex and binary options ? 90-100% profits every week with your minimum investment of $300 you can mak...' by /u/jamesethan_fx_trader removed from /r/Bitcoin within 64-74min

'''
Have you been informed about the new Auto trader software that enable you make huge profits in trading bitcoin, forex and binary options ? 90-100% profits every week with your minimum investment of $300 you can make a profit of $2400 in 7 days and same day withdrawal. it is compatible to any binary option brokers. It generates an Average ITM of 92%. It is an Auto trader. How to start: Invest $300 earn $2,400 weekly Invest $500 earn $4,000 weekly Invest $1000 earn $8,000 weekly Invest $2000 earn $160,00 weekly Invest $3000 earn $24,000 weekly Invest $5000 earn $40,000 weekly Invest $10,000 earn $80,000 weekly Inbox me for More info or Contact me via WhatsApp: +15162064340
'''
Context Link
Go1dfish undelete link
unreddit undelete link
Author: jamesethan_fx_trader
submitted by removalbot to removalbot [link] [comments]

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submitted by kindbroker777la to pwmood72 [link] [comments]

Global Restrictions Curbing the Unregulated FX & Binary Options

Global Restrictions Curbing the Unregulated FX & Binary Options


The year 2018 has brought serious restrictions for all Binary Options & Unregulated FX Brokers. The growing strict policies ensure the safety of the masses of clients which are promised astronomical returns on their investments by some unethical Binary & FX services provider.
These restrictions have come from some big giants such as Visa, MasterCard, Skrill, Google & Facebook. Let's have a look on how each affects the business of the aforementioned financial services providers.
MasterCard :
The industry giant and one of the biggest payment providers sent out emails to all payment processors informing them about the new changes made by the firm. MasterCard has singled out all binary options, CFDs, Forex, CryptoCurrency & ICOs and flagged them as "High Risk Businesses". Meaning that all business having operations in jurisdictions without licenses will be re categorized into a new risk category for which the clients will be able to execute the charge backs for up to 540 days. This came into effect from 12th October 2018 ensuring that all brokers now play by the rules and do their business in the allowed jurisdictions only.
VISA:
Following the footsteps of MasterCard the payment provider has also decided to curb the unregulated FX,Options, Crypto & ICO business. Visa same like MasterCard will now be considering such businesses as Gambling Providers for the geos they are operating in without license. Acquirers will need to review the clients offering of said products and will immediately terminate all business activities in prohibited markets.This exempts Regulated Brokers however they must apply for being granted these privileges as carrying high risk firms which will still change many things for their business. The new VISA rules will come into effect from 1st December 2018.
Skrill :
Skrill which is one of the brands of the PaySafe Group and one of the widely used money transfer service in the FX sphere globally will now also be asking FX & CFD brokers to provide official copies of their license covering their operations legally. This rule comes into affect from 30th November after which customers from EU countries will not be able to transfer money to such firms. These brokers will however be given 2 weeks in which the company can use Skrill to return the funds of their clients. This move is expected to be followed by other payment companies in EU like Neteller, Webmoney, Fasapay, SoFort & Klarna.
Google:
Since July 2018 the giant Search Engine has placed restrictions over the advertising of Binary Options, Crypto, ICOs,Spread Betting and synonymous products. Brokers offering such services will now need to acquire a certification from google so they can advertise through Google Adverts one of the biggest advertisement platforms of the world.
In order to be able to get the certificate the broker must :
1) Be licensed by the relevant financial services authority in the countries they are targeting.
2)Ensure that their ads comply with googles polices such as the provision of legitimate contact info for a physical address of the business being promoted.
3) Comply with relevant legal requirements, including those related to complex speculative financial products.
Facebook:
At the start 2018, The Product Director at Facebook, Rob Leathern mentioned in a blog post that "Misleading or Deceptive Ads have no place on facebook". Many companies which were promoting ponzi schemes, crypto offerings and ICOs will now have difficulty in getting their adverts approved. The new rules state that the ''Ads must not promote financial products and services that are frequently associated with misleading or deceptive promotional practices such as binary options, initial coin offering or Crypto currency''.
Conclusion :
All these industry giants coupled together with the new ESMA ensure that small to medium sized investors are safe from losing their money to such firms. The safety mechanism of these big firms complements the new ESMA perfectly however one effect that can be seen from all this is the brokers and the retail investors looking for flexible legal alternative to counter the low leverages and no bonuses and as such only time will be able to tell if these new measures will be successful in limiting the deposits in offshore entities .
To keep up to date with the latest trends in Crypto, Forex & Stock Market updates visit Stratton Forex.
Subscribe to our blog for keep up to date with the latest market trends and opportunities.
submitted by StrattonForex to u/StrattonForex [link] [comments]

Global Restrictions Curbing the Unregulated FX & Binary Options

Global Restrictions Curbing the Unregulated FX & Binary Options


The year 2018 has brought serious restrictions for all Binary Options & Unregulated FX Brokers. The growing strict policies ensure the safety of the masses of clients which are promised astronomical returns on their investments by some unethical Binary & FX services provider.
These restrictions have come from some big giants such as Visa, MasterCard, Skrill, Google & Facebook. Let's have a look on how each affects the business of the aforementioned financial services providers.
MasterCard :
The industry giant and one of the biggest payment providers sent out emails to all payment processors informing them about the new changes made by the firm. MasterCard has singled out all binary options, CFDs, Forex, CryptoCurrency & ICOs and flagged them as "High Risk Businesses". Meaning that all business having operations in jurisdictions without licenses will be re categorized into a new risk category for which the clients will be able to execute the charge backs for up to 540 days. This came into effect from 12th October 2018 ensuring that all brokers now play by the rules and do their business in the allowed jurisdictions only.
VISA:
Following the footsteps of MasterCard the payment provider has also decided to curb the unregulated FX,Options, Crypto & ICO business. Visa same like MasterCard will now be considering such businesses as Gambling Providers for the geos they are operating in without license. Acquirers will need to review the clients offering of said products and will immediately terminate all business activities in prohibited markets.This exempts Regulated Brokers however they must apply for being granted these privileges as carrying high risk firms which will still change many things for their business. The new VISA rules will come into effect from 1st December 2018.
Skrill :
Skrill which is one of the brands of the PaySafe Group and one of the widely used money transfer service in the FX sphere globally will now also be asking FX & CFD brokers to provide official copies of their license covering their operations legally. This rule comes into affect from 30th November after which customers from EU countries will not be able to transfer money to such firms. These brokers will however be given 2 weeks in which the company can use Skrill to return the funds of their clients. This move is expected to be followed by other payment companies in EU like Neteller, Webmoney, Fasapay, SoFort & Klarna.
Google:
Since July 2018 the giant Search Engine has placed restrictions over the advertising of Binary Options, Crypto, ICOs,Spread Betting and synonymous products. Brokers offering such services will now need to acquire a certification from google so they can advertise through Google Adverts one of the biggest advertisement platforms of the world.
In order to be able to get the certificate the broker must :
1) Be licensed by the relevant financial services authority in the countries they are targeting.
2)Ensure that their ads comply with googles polices such as the provision of legitimate contact info for a physical address of the business being promoted.
3) Comply with relevant legal requirements, including those related to complex speculative financial products.
Facebook:
At the start 2018, The Product Director at Facebook, Rob Leathern mentioned in a blog post that "Misleading or Deceptive Ads have no place on facebook". Many companies which were promoting ponzi schemes, crypto offerings and ICOs will now have difficulty in getting their adverts approved. The new rules state that the ''Ads must not promote financial products and services that are frequently associated with misleading or deceptive promotional practices such as binary options, initial coin offering or Crypto currency''.
Conclusion :
All these industry giants coupled together with the new ESMA ensure that small to medium sized investors are safe from losing their money to such firms. The safety mechanism of these big firms complements the new ESMA perfectly however one effect that can be seen from all this is the brokers and the retail investors looking for flexible legal alternative to counter the low leverages and no bonuses and as such only time will be able to tell if these new measures will be successful in limiting the deposits in offshore entities .
To keep up to date with the latest trends in Crypto, Forex & Stock Market updates visit Stratton Forex.
Subscribe to our blog for keep up to date with the latest market trends and opportunities.
submitted by StrattonForex to u/StrattonForex [link] [comments]

NFA proposes to eliminate board seat allocated to retail forex dealers - Forex | News | Regulated | FX Brokers | Binary Options | LeapRate

NFA proposes to eliminate board seat allocated to retail forex dealers - Forex | News | Regulated | FX Brokers | Binary Options | LeapRate submitted by watersign to Forex [link] [comments]

Banking center Switzerland gives a big boost to Bitcoin - Forex | News | Regulated | FX Brokers | Binary Options | LeapRate - Forex Industry News

Banking center Switzerland gives a big boost to Bitcoin - Forex | News | Regulated | FX Brokers | Binary Options | LeapRate - Forex Industry News submitted by bVector to NSL [link] [comments]

Composition Challenge #25: September 14, 2020 – Sonata Form, Part 1: Exposition

Greetings, /musictheory! Welcome to our composition challenge. This is a space to put theory into practice by writing your own original music. An archive of all composition challenges, past and present, can be found in the wiki.
This challenge thread will be stickied from September 14 through October 5.

Rules

The emphasis here is on skill acquisition. In order to build a knowledge base that will enable you to engage with the larger corpus of music theory and analysis, observe the following:
  1. Submissions must include standard notation. If you don't know how to read or write with standard notation, consult a music theory textbook or websites such as https://www.musictheory.net/ or http://teoria.com/.
  2. Satisfy all items on the challenge prompt. There is always room to write in excess of the prompt, but you should solve the compositional problems given in the challenge.
  3. Post submissions as replies to this thread.
  4. There is no deadline to submit and we encourage you to explore these prompts whenever you feel like it. However, know that challenge threads will be un-stickied and will receive less attention after the first Monday of the next month.

Challenge

Compose a two-part sonata form exposition for piano. (The next challenge will involve crafting a development section and recapitulation, so don't worry about the rest of the form just yet.)
  • Use the formal scheme P TR MC S C. (See theory section for details.)
  • If P is in the major mode, S should be in the dominant key.
  • If P is in the minor mode, S should be in the relative major key or the minor dominant key.
  • Use periods and/or sentences as the basis of your P and S themes.
  • Use a linear intervallic pattern (LIP) somewhere in your exposition.

Theory

Sonata Theory

This challenge uses terminology and concepts from James Hepokoski and Warren Darcy's landmark treatise, Elements of Sonata Theory: Norms, Types, and Deformations in the Late-Eighteenth-Century Sonata. You will construct a Type-3 sonata, as this is what most sources mean when they say "sonata form." This is your Exposition/Development/Recapitulation model, where a tonal and rhetorical problem is set up in the exposition and eventually worked out by the time the recapitulation rolls around.
This is what a two-part exposition looks like. You will be composing one of these. Observe the tonal plan and arrangement of items. And here is a zoomed out vie of a Type-3 Sonata Form. (Both diagrams are from page 17 of Hepokoski & Darcy's book.)
Abbreviation Definition
P Primary Theme The first theme and the beginning of sonata space; sets the feel for the movement.
TR Transition Facilitates the modulation from the home key to the new key in the exposition. Recomposed in the recapitulation so that it doesn't modulate. Builds energy.
MC Medial Caesura A cadence followed by a rest that separates TR from S.
S Secondary Theme Structurally and sometimes rhetorically opposes P.
EEC Essential Expositional Closure The cadential goal of an exposition. The first cadence after S in the expo.
ESC Essential Structural Closure The cadential goal of a recapitulation and of the whole movement. The first cadence after S in the recap.
C Closing Zone Postcadential material that follows S and concludes a rotation of sonata space. May be as little as a small codetta, may include a genuine closing theme, may have several modules.
Thematic areas may contain more than one "theme," but for this exercise try to focus on producing one really good P theme and one really good S theme.
Videos:

Sentences & Periods

Linear Intervallic Patterns & Sequences

Linear intervallic patterns are voice-leading patterns that prolong a harmony and possibly bridge the space between two structural chords. Sequences are built upon LIPs, but not all LIPs are sequences.

Examples

  • The primary theme and transition of Mozart's C major piano sonata, K.545, contains a sequence/LIP. Analysis. Note that P is a sentence ending on a half-cadence (with the continuation prolonged by its merger with TR). These things don't have to be long; the total path from P to the MC only takes 12 measures in this sonata.
  • Beethoven - Piano Sonata No. 19, Op.49, No.1, I. / Score – P is a modulating period (with a sentential antecedent!), where the consequent also acts as the TR. There is no MC here (rather, it is filled in — called "caesura fill"). The S theme is a parallel period beginning at m.16; the consequent begins at m.21 and goes to m.25, but then consequent repeats (what Janet Schmalfeldt calls the "one more time" technique), so the resolution happens at the downbeat of m.29. The C zone is just 4 measures with a pickup, from mm.30-33 (derived from the beginning of S). Also, if you're following the video, the score is Heinrich Schenker's edition, which inexplicably has the measure numbers at the end of the measure, making it look like the measure numbers are one bar off from where they should be.
  • Marianne von Martinez – Piano Sonata No. 3 in E Major / Score — Kind of a cool thing going on here. Here is the exposition analyzed. First off, notice that there are two themes in the S group: one is a sentence (S1), the other is a period (S2). S2 elides with the beginning of the Closing Zone, and C itself is basically the material of P and TR transposed into the dominant key. It's a little unusual but not unheard of. This movement is actually a Type-2 Sonata Form (the so-called "binary" sonata form), but since we're only looking at the exposition, that doesn't matter so much for us right now. However, the fact that the C zone is so P/TR-based plays into the rotational nature of the Type-2.
  • Joseph Haydn – Keyboard Sonata in E minor, Hob.XVI:34/ Score – Here's one in the minor mode. Here is the exposition analyzed. The P theme is a parallel period with a modulation. I'm not really sure what the TR is supposed to be doing here, since it's basically just hanging out in the new key the entire time. It's interesting to note that in the recapitulation, P and TR are chopped up and put back together as the presentation and continuation of a sentence respectively. (And I'm sure there are other interpretations.) I have the theme type for S identified as a "phrase group," which John David White in The Analysis of Music defines as such: "A group of three or more phrases linked together without the two-part feeling of a period can be termed a phrase-group. Phrase-group is also the appropriate label for a pair of consecutive phrases in which the first is a repetition of the second or in which, for whatever reason, the antecedent-consequent relationship is absent (46)." In this case, we are dealing with the last option.

Notation Resources

You can find links to a variety of notation programs in the wiki.
submitted by Xenoceratops to musictheory [link] [comments]

After effects crashing on startup

Hey folks I get the below error log when opening after effects. Can't get past it unless I uninstall . any ideas here? Keeps happening

submitted by Lolosdomore to AfterEffects [link] [comments]

Nothing to see here! pls scroll to next post!

debug.cpp TesterHook.cpp entityidxarray.cpp graph.cpp graphnode.cpp modAI_Memory.cpp aAI_CommsInstructions.cpp aAI_EntityInterface.cpp cAI_Action.cpp cAI_AdminManager.cpp cAI_Agent.cpp cAI_CommsModule.cpp cAI_CommsPrefix.cpp cAI_CommsPrep.cpp cAI_EntityGame.cpp cAI_EntityPlayer.cpp cAI_TransitionData.cpp cAI_Variables.cpp modAI_Audio.cpp modAI_Communication.cpp modAI_Identifier.cpp modAI_Interaction.cpp modAI_Interface.cpp modAI_Senses.cpp modAI_Synchronisation.cpp aAI_PerformTask.cpp cAI_ActionManager.cpp cAI_AnimInterface.cpp cAI_LowLevelInterface.cpp cAI_PerformanceManager.cpp cAI_PerformancePhase.cpp cAI_PerformTaskAction.cpp cAI_PerformTaskAnim.cpp cAI_PerformTaskAudio.cpp cAI_SpeechInterface.cpp aAI_Controller.cpp aAI_ControllerCombat.cpp aAI_Coordinator.cpp aAI_EntityIDArray.cpp aAI_Objective.cpp cAI_ControllerBoundary.cpp cAI_ControllerCamp.cpp cAI_ControllerCombatBlind.cpp cAI_ControllerCombatCover.cpp cAI_ControllerCombatMelee.cpp cAI_ControllerCoverSeek.cpp 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Physics.cpp collisionFrame.cpp camglobals.cpp Crosshair.cpp ExecutionTutorial.cpp handicam.cpp ImpactDamageMap.cpp player.cpp playercam.cpp PLayerLimits.cpp playerstates.cpp WiiExecutionMap.cpp WiiQuickTimeMoment.cpp grenade.cpp responder.cpp Atomic.cpp Camera.cpp CharacterDamageManager.cpp CharacterDamageMap.cpp Clump.cpp ClumpDict.cpp clumplist.cpp collisionmaterial.cpp EntityShadow.cpp EntityShadowManager.cpp Frame.cpp Geometry.cpp Light.cpp lights.cpp material.cpp materiallist.cpp scene.cpp sceneData.cpp skin.cpp spline.cpp texdictionary.cpp texture.cpp tvp.cpp utils.cpp uvanimator.cpp World.cpp WorldSector.cpp CutScene.cpp CutScenePlayed.cpp EntityShadowFader.cpp MaterialMapper.cpp lit_environmentmap.cpp lit_singletexture.cpp lit_singletexture_uvanim.cpp lit_texreconfig.cpp unlit_32indtexture.cpp unlit_notexture.cpp unlit_singletexture.cpp entityData.cpp LoadedScript.cpp ScriptCaseFloat.cpp ScriptCaseGame.cpp ScriptCaseGame2.cpp ScriptCaseGame3.cpp ScriptCaseGameRsv.cpp ScriptCaseInternals.cpp ScriptCaseStandard.cpp ScriptCaseStrings.cpp ScriptLoader.cpp ScriptManager.cpp ScriptVM.cpp BreakingGlass.cpp clouds.cpp Decal.cpp dualtexture.cpp fogpatch.cpp FXMode.cpp LightFX.cpp ParticleEffect.cpp ParticleModel.cpp rats.cpp Renderbuffer.cpp rubbish.cpp SFXManager.cpp StreakEffect.cpp TrailEffect.cpp Weather.cpp jitter.cpp lipsync.cpp spotlight.cpp spotlightcone.cpp throwgraphic.cpp OverbrightEffect.cpp VideoScreenEffect.cpp Str.cpp Timer.cpp Shot.cpp Weapon.cpp WeaponManager.cpp colramp.cpp Gu.cpp GuProfiler.cpp main.cpp renderer.cpp rslengine.cpp shadermgr.cpp vectorASM.cpp volatilemem.cpp WiiGeometry.cpp WiiShader.cpp WorldCollision.cpp actor.c control.c displayObject.c dmabuffer.cpp fileCache.c geoPalette.c GQRSetup.c List.c normalTable.c SKNControl.c SKNMath.c string.c texPalette.c Tree.c HomeButtonMenu.cpp display.cpp binkfunctions.cpp binkplayer.cpp wiitextures.c adler32.c infblock.c infcodes.c inffast.c inflate.c inftrees.c infutil.c zutil.c binkwii.c binkread.c wiiax.c wiifile.c binkacd.c radcb.c expand.c popmal.c radmem.c fft.c dct.c bitplane.c ai.c arc.c AX.c AXAlloc.c AXAux.c AXCL.c AXOut.c AXSPB.c AXVPB.c AXProf.c AXComp.c DSPCode.c AXFXReverbHi.c AXFXReverbHiDpl2.c AXFXReverbHiExp.c AXFXReverbHiExpDpl2.c AXFXReverbStd.c AXFXReverbStdExp.c AXFXHooks.c PPCArch.c gki_buffer.c gki_time.c gki_ppc.c hcisu_h2.c uusb_ppc.c bta_dm_cfg.c bta_hh_cfg.c bta_sys_cfg.c bte_hcisu.c bte_init.c bte_logmsg.c bte_main.c btu_task1.c bd.c bta_sys_conn.c bta_sys_main.c ptim.c utl.c bta_dm_act.c bta_dm_api.c bta_dm_main.c bta_dm_pm.c bta_hh_act.c bta_hh_api.c bta_hh_main.c bta_hh_utils.c btm_acl.c btm_dev.c btm_devctl.c btm_discovery.c btm_inq.c btm_main.c btm_pm.c btm_sco.c btm_sec.c btu_hcif.c btu_init.c wbt_ext.c gap_api.c gap_conn.c gap_utils.c hcicmds.c hidd_api.c hidd_conn.c hidd_mgmt.c hidd_pm.c hidh_api.c hidh_conn.c l2c_api.c l2c_csm.c l2c_link.c l2c_main.c l2c_utils.c port_api.c port_rfc.c port_utils.c rfc_l2cap_if.c rfc_mx_fsm.c rfc_port_fsm.c rfc_port_if.c rfc_ts_frames.c rfc_utils.c sdp_api.c sdp_db.c sdp_discovery.c sdp_main.c sdp_server.c sdp_utils.c db.c dsp.c dsp_debug.c dsp_task.c dvdfs.c dvd.c dvdqueue.c dvderror.c dvdidutils.c dvdFatal.c dvd_broadway.c euart.c EXIBios.c EXIUart.c EXICommon.c fs.c GXInit.c GXFifo.c GXAttr.c GXMisc.c GXGeometry.c GXFrameBuf.c GXLight.c GXTexture.c GXBump.c GXTev.c GXPixel.c GXDisplayList.c GXTransform.c GXPerf.c HBMBase.cpp HBMAnmController.cpp HBMFrameController.cpp HBMGUIManager.cpp HBMController.cpp HBMRemoteSpk.cpp db_assert.cpp db_console.cpp db_DbgPrintBase.cpp db_directPrint.cpp db_mapFile.cpp lyt_animation.cpp lyt_arcResourceAccessor.cpp lyt_bounding.cpp lyt_common.cpp lyt_drawInfo.cpp lyt_group.cpp lyt_layout.cpp lyt_material.cpp lyt_pane.cpp lyt_picture.cpp lyt_resourceAccessor.cpp lyt_textBox.cpp lyt_window.cpp math_triangular.cpp snd_AnimSound.cpp snd_AxManager.cpp snd_AxVoice.cpp snd_Bank.cpp snd_BankFile.cpp snd_BasicSound.cpp snd_Channel.cpp snd_DisposeCallbackManager.cpp snd_DvdSoundArchive.cpp snd_EnvGenerator.cpp snd_ExternalSoundPlayer.cpp snd_FrameHeap.cpp snd_InstancePool.cpp snd_Lfo.cpp snd_MemorySoundArchive.cpp snd_MidiSeqPlayer.cpp snd_MidiSeqTrack.cpp snd_MmlParser.cpp snd_MmlSeqTrack.cpp snd_MmlSeqTrackAllocator.cpp snd_NandSoundArchive.cpp snd_PlayerHeap.cpp snd_RemoteSpeaker.cpp snd_RemoteSpeakerManager.cpp snd_SeqFile.cpp snd_SeqPlayer.cpp snd_SeqSound.cpp snd_SeqSoundHandle.cpp snd_SeqTrack.cpp snd_SoundArchive.cpp snd_SoundArchiveFile.cpp snd_SoundArchiveLoader.cpp snd_SoundArchivePlayer.cpp snd_SoundHandle.cpp snd_SoundHeap.cpp snd_SoundPlayer.cpp snd_SoundStartable.cpp snd_SoundSystem.cpp snd_SoundThread.cpp snd_StrmChannel.cpp snd_StrmFile.cpp snd_StrmPlayer.cpp snd_StrmSound.cpp snd_StrmSoundHandle.cpp snd_TaskManager.cpp snd_TaskThread.cpp snd_Util.cpp snd_WaveFile.cpp snd_WavePlayer.cpp snd_WaveSound.cpp snd_WaveSoundHandle.cpp snd_WsdFile.cpp snd_WsdPlayer.cpp snd_WsdTrack.cpp ut_binaryFileFormat.cpp ut_CharStrmReader.cpp ut_CharWriter.cpp ut_DvdFileStream.cpp ut_DvdLockedFileStream.cpp ut_FileStream.cpp ut_Font.cpp ut_IOStream.cpp ut_LinkList.cpp ut_list.cpp ut_ResFont.cpp ut_ResFontBase.cpp ut_TagProcessorBase.cpp ut_TextWriterBase.cpp ipcMain.c ipcclt.c memory.c ipcProfile.c KPAD.c mem_heapCommon.c mem_expHeap.c mem_frameHeap.c mem_unitHeap.c mem_allocator.c mem_list.c mix.c remote.c mtx.c mtxvec.c mtx44.c vec.c psmtx.c nand.c NANDOpenClose.c NANDCore.c NANDCheck.c OS.c OSAlarm.c OSAlloc.c OSArena.c OSAudioSystem.c OSCache.c OSContext.c OSError.c OSExec.c OSFatal.c OSFont.c OSInterrupt.c OSLink.c OSMessage.c OSMemory.c OSMutex.c OSReboot.c OSReset.c OSRtc.c OSSemaphore.c OSSync.c OSThread.c OSTime.c OSUtf.c OSIpc.c OSStateTM.c __start.c OSPlayRecord.c OSStateFlags.c OSNet.c OSNandbootInfo.c __ppc_eabi_init.cpp Pad.c scsystem.c scapi.c scapi_prdinfo.c seq.c SIBios.c SISamplingRate.c syn.c TPL.c usb.c vi.c i2c.c vi3in1.c wenc.c WPAD.c WPADHIDParser.c WPADEncrypt.c WPADMem.c debug_msg.c WUD.c WUDHidHost.c debug_msg.c DebuggerDriver.c exi2.c float.cpp alloc.c ansi_files.c ansi_fp.c arith.c buffer_io.c ctype.c direct_io.c errno.c file_io.c FILE_POS.C locale.c mbstring.c mem.c mem_funcs.c math_api.c misc_io.c printf.c qsort.c rand.c scanf.c signal.c string.c strtold.c strtoul.c wctype.c wstring.c wchar_io.c uart_console_io_gcn.c abort_exit_ppc_eabi.c math_sun.c extras.c e_atan2.c e_exp.c e_fmod.c e_log.c e_log10.c e_pow.c e_rem_pio2.c k_cos.c k_rem_pio2.c k_sin.c k_tan.c s_atan.c s_ceil.c s_copysign.c s_cos.c s_floor.c s_frexp.c s_ldexp.c s_sin.c s_tan.c w_atan2.c w_exp.c w_fmod.c w_log.c w_log10.c w_pow.c e_sqrt.c math_ppc.c w_sqrt.c __mem.c __va_arg.c global_destructor_chain.c NMWException.cp ptmf.c runtime.c __init_cpp_exceptions.cpp Gecko_ExceptionPPC.cp GCN_mem_alloc.c mainloop.c nubevent.c nubinit.c msg.c msgbuf.c serpoll.c usr_put.c dispatch.c msghndlr.c support.c mutex_TRK.c notify.c flush_cache.c mem_TRK.c string_TRK.c __exception.s targimpl.c targsupp.s mpc_7xx_603e.c mslsupp.c dolphin_trk.c main_TRK.c dolphin_trk_glue.c targcont.c target_options.c UDP_Stubs.c main.c CircleBuffer.c MWCriticalSection_gc.cpp HashKeyFunctions.cpp MemMan.cpp Random.cpp RelocatableChunk.cpp fmod_eventi.cpp fmod_eventsystemi.cpp fmod_sounddef.cpp fmod_eventcategoryi.cpp fmod_eventparameteri.cpp fmod_eventprojecti.cpp fmod_eventgroupi.cpp fmod_reverbdef.cpp fmod_channel_revolution.cpp fmod_os_misc.cpp fmod_os_output.cpp fmod_output_revolution.cpp fmod_sample_revolution.cpp fmod_dsp.cpp fmod_dspi.cpp fmod_codec_aiff.cpp fmod_codec_dsp.cpp fmod_codec_fsb.cpp fmod_codec_user.cpp fmod.cpp fmod_async.cpp fmod_channel.cpp fmod_channel_emulated.cpp fmod_channel_real.cpp fmod_channel_realmanual3d.cpp fmod_channel_stream.cpp fmod_channeli.cpp fmod_channelpool.cpp fmod_channelgroup.cpp fmod_channelgroupi.cpp fmod_codec.cpp fmod_debug.cpp fmod_file.cpp fmod_file_disk.cpp fmod_file_memory.cpp fmod_file_null.cpp fmod_file_user.cpp fmod_listener.cpp fmod_memory.cpp fmod_metadata.cpp fmod_output.cpp fmod_output_emulated.cpp fmod_output_polled.cpp fmod_plugin.cpp fmod_pluginfactory.cpp fmod_sound.cpp fmod_sound_sample.cpp fmod_sound_stream.cpp fmod_soundi.cpp fmod_string.cpp fmod_stringw.cpp fmod_system.cpp fmod_systemi.cpp fmod_thread.cpp fmod_time.cpp fmod_globals.cpp fmod_output_nosound.cpp fmod_output_nosound_nrt.cpp fmod_reverbi.cpp fmod_speakerlevels_pool.cpp
submitted by SSor3nt to ManhuntGames [link] [comments]

The state of cross platform GUI frameworks in mid 2020

I don't really know what I want to achieve with this post, I guess a healthy discussion and (less likely) enlightenment about a GUI framework that I've missed.
I want to build a cross platform native application, I really do, but the current state of cross platform GUI libraries lives me disappointed.
Lets do a quick recap of what we have:
  1. QT - C++ based with many binding (the popular one is Python) with a very ambiguous license model (IMNAL, partly LGPL that requires you to link dynamically to Qt and forbids you to change it, partly GPL [like the charts sub module] that requires you to open source you app) - with an absurdly high license fee of almost $4k which is way bigger than a wallet of a solo developer that is doing something for a hobby. On top of that it uses C++ (which I dislike).
  2. JavaFX - Half baked (missing lots of modules that are available as third party), java based with very confusing versioning (was part of JDK, now its not. Third party modules are not supported by newer Java versions).
    1. There is TornadoFX that makes Java go away and replaces it with a way nicer language like Kotlin, but it has the same issues as JavaFX - half baked, officially supports Java 8 (which is coming close to End of Free public updates by Oracle)
  3. Swing / AWT - Probably already dead except for companies that are heavily invested into it and have manpower to maintain the code
  4. wxWidgets - Half baked, C++
  5. GTK - Looks good only in Linux, also C++
  6. Electron - Web based, a lot of available web components (graphs, auto complete, DnD and etc), no single framework that has extensive components so you are left with building your own Frankenstein of gazzilion npm packages, big binary size, memory eater
  7. And a lot more that are not ready for production.
So. What options are left to a solo dev who want to build cross platform applications?
submitted by skwee357 to AskProgramming [link] [comments]

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submitted by Coursesgood to u/Coursesgood [link] [comments]

Get The List of BestCrypto broker-CompareThem Fx

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submitted by comparethemfx to u/comparethemfx [link] [comments]

ampless board help

hey y’all, just wanting advice and opinions on good ampless setups as I am currently planning my board and want it to be ampless.
one option is getting a cab m and pairing it with either a revival drive compact or a hotone binary amp (or any other good amp sim). the binary amp option intrigues me as it has an fx loop for my delay/reverb plus it has a lot of cool amp sims. i like this option because there’s a lot more i can do with the revival drive or binary amp. the only thing is that this would be more expensive. whether i get a revival drive or a binary amp, how would you guys setup the chain. my current pedals are:
or, the cheaper option is I could also just get an iridium and have both an amp and a cab sim. and if I do, would it be better at the end of my chain or somewhere in the middle
submitted by T3rapoison to guitarpedals [link] [comments]

Native Binary for Kotlin+TonrnadoFX app using GraalVM

Has anyone generated native binaries (MacOS) for a Kotlin +TornadoFX App using GraalVM native image capabilities? I am trying with JDK 11 but am open to switch to any JDK from 8-14 if the binary can be created. The other suboptimal option is using `jlink ` to create a lighter distribution of the application, which also didn't work for me :'(
submitted by kdabir to Kotlin [link] [comments]

Installing ALOT, ALOV, MEUITM, and other mods for Mass Effect on Linux

Introduction

Valve's Proton allows Steam users to run games that don't have a native Linux implementation on their Linux machines. It's amazing. Mass Effect is has a Gold rating on ProtonDB which means it runs well when using Proton, with minor adjustments. If you have the game on Origin or you have a physical copy, you can also play on Linux, but you'll have to use Lutris or something similar instead.
Unfortunately, there's not much out there on how to install mods such as A Lot Of Textures (ALOT) and A Lot of Videos (ALOV) for Mass Effect on Linux. It took a lot of work to figure it out, but I was able to do it. Here are some notes I've compiled in my quest in case you want to give it a go.

First...

This guide is assuming you're using Steam. Origin and physical copy users might find these notes useful though.
These are the system specs of the machine I played Mass Effect on:
This guide should apply to most Linux distros, I suspect. For example, GrayDog on YouTube is running Fedora 32 with ALOT and ALOV installed according to this video.
In this guide, I will assume the following:
Finally, this guide is not exhaustive as it's entirely based off of my experience. There might be multiple ways to install these mods or some steps that aren't actually required. If you have any interesting information about installing mods for Mass Effect on Linux, let me know!

Install and run your game once

First, install a fresh copy of Mass Effect. Then run the game to make sure it works and so that Steam creates compatibility files that it needs for Proton to work its magic.
I highly recommend that you backup your game if you have the storage space because it's possible you'll mess up and need to reinstall. If you have any saves in /home/use.local/share/Steam/steamapps/compatdata/17460/pfx/drive_c/users/steamuseMy\ Documents/BioWare/Mass\ Effect/Save/, make sure to back those up too.

Installing DLC + The Audio Issue

Next, you should install at least the Bring Down the Sky DLC first because some mods, like ME1 Recalibrated, require it. If you want Pinnacle Station, you should install that now too. Read this Steam guide by Flabdad. It explains how to download and install the DLC. It also specifies a way to fix the audio issue, but there have been reported problems with that method according to this GitHub issue comment.
The method to fix the audio issue that I recommend is by LennoxLuther on ProtonDB.

Before Installing Any Mods

First thing to do is to download binkw23.dll and bink32.dll from here. Put those files in /home/use.local/share/Steam/steamapps/common/Mass\ Effect/Binaries/. While testing, I've actually installed texture mods without these two dlls and I didn't run into much trouble. I would still install them anyway.

ME1 Recalibrated

Downloaded the exe version of this mod because installing the exe is the same as installing Bring Down the Sky and Pinnacle Station exes. Below is an example.
export STEAM_COMPAT_DATA_PATH="/home/use.local/share/Steam/steamapps/compatdata/17460/"; python3 /home/use.local/share/Steam/steamapps/common/Proton\ 5.0/proton waitforexitandrun /home/useGames/mass-effect/mods/ME1-recalibrated/ME1\ Recalibrated\ \(overwrites\ using\ exe\ installer\)-114-2-2-3-1590649034.exe

Improved Mako

Installing this mod is very similar to how you would do it on Windows.
Keep a copy of the old BIOGame.ini somewhere in case you want to change back.
Extract BIOGame.ini from the archive you downloaded and put it in /home/use.local/share/Steam/steamapps/compatdata/17460/pfx/drive_c/users/steamuseMy\ Documents/BioWare/Mass\ Effect/Config/ to replace the existing version.
Alternatively, you can edit the original BIOGame.ini. Look for RBPhysicsGravityScaling under the [Engine.WorldInfo] section and change it to 1.27 or your desired gravity levels.

Mass Effect Mouse Fix

Installing this mod is also very similar to how you would do it on Windows.
Keep a copy of the old dinput8.dll somewhere in case you want to change back.
Extract dinput8.dll from the archive you downloaded and put it in /home/use.local/share/Steam/steamapps/common/Mass\ Effect/Binaries/.

ENB or Reshade with SweetFX for Mass Effect 1

Installing this mod is also very similar to how you would do it on Windows.
Extract the rar archive into /home/use.local/share/Steam/steamapps/common/Mass\ Effect/Binaries/.
To uninstall, just delete those same files that you extracted.

A Lot of Videos (ALOV) for ME1

Extract all desired files from the archives you downloaded. From the main ALOV archive, you'll get two directories, BaseGame and BDTS.
In BaseGames, there is a Movies directory. Replace the contents of /home/use.local/share/Steam/steamapps/common/Mass\ Effect/BioGame/CookedPC/Movies/ with this directory's contents.
In BDTS, there is also a Movies directory. Replace the contents of /home/use.local/share/Steam/steamapps/common/Mass\ Effect/DLC/DLC_UNC/Movies/ with this directory's contents.
To install the optional FTL loading screen, take the lone UCW_Loading_Flyby.bik and replace /home/use.local/share/Steam/steamapps/common/Mass\ Effect/BioGame/CookedPC/Movies/UCW_Loading_Flyby.bik with that file.

Before downloading texture mods...

Disclaimer: I had a lot of problems installing texture mods. I was not able to install MEUITM and ALOT with 100% stability, i.e. my game crashed a couple times when I clicked "Investigate" in conversation. Also, I ran into issues where shadows didn't function properly when I installed MEUITM first then ALOT after, e.g. default male Shepard's face became completely black.
Download the Linux zips from here and extract. If the Linux zips aren't in the current release, try another.
First, run ./MassEffectModder.AppImage. Set the game path, e.g. /home/use.local/share/Steam/steamapps/common/Mass\ Effect/Binaries/MassEffect.exe, and the user path, e.g. /home/use.local/share/Steam/steamapps/compatdata/17460/pfx/drive_c/users/steamuseMy\ Documents/BioWare/Mass\ Effect. What this will do is create a configuration file named /home/use.config/MassEffectModdeMassEffectModder.ini. The reason I use the GUI instead of the CLI version is that MassEffectModderNoGui gets stuck at this line due to an error. I've never written any program in C++, but I know that a single C++ program might run differently on different OSes as well as different machines. In any case, the owner of the MassEffectModder repository removed the Linux programs in the latest release at the time of writing.
If you're using Steam and the version of Proton you're using is 5.0 or newer, you can skip to the next section.
If you're using an older version of Proton, you'll should enable the PROTON_FORCE_LARGE_ADDRESS_AWARE launch option because it's not enabled by default unlike Proton 5.0 and newer. You can skip to the next section.
Otherwise, you should use ./MassEffectModderNoGui to apply the large address awareness fix to ME1. Below is an example.
/home/useGames/mass-effect/mods/MassEffectModderNoGui --apply-me1-laa
I say "should" because the crashes I experienced usually occur due to LAA not working properly, according to C3Anderson the creator of MEUITM. However, I did try Mass Effect with LAA disabled and I felt that my game crashed more than when I had LAA enabled. In short, I believe there is nothing to lose by enabling LAA.

MEUITM and A Lot Of Textures (ALOT) for ME1

This section will be to install both MEUITM and ALOT.
Once you have the zip archives, extract the contents.
For MEUITM, in the mods directory, there will be many mem files. Some mems will overwrite each other. Check installer.ini, which was also extracted, to see which files correspond to which texture packs. Choose one of each type and move or delete the others. For example, I deleted Eyes_Vibrant.mem and kept Eyes_Vanillastyle.mem.
There will also be some zip archives in the MEUITM directory. I've never tried installing them, but I suspect installing them only requires extracting the files to the proper locations similar to the SweetFX mod.
Consolidate the MEUITM and ALOT mem files into one directory. Typically, the MEUITM is installed before ALOT. With all mem files in one directory, the ALOT mems will be installed first since those files come first lexigraphically. If you want to ALOT textures to override MEUITM textures, I would add some z's to the beginning of the ALOT mem files. To check if the ALOT files were properly installed after MEUITM, compare your game to these photos.
Use ./MassEffectModderNoGui to install the textures. Below is an example.
/home/useGames/mass-effect/mods/MassEffectModderNoGui --install-mods --gameid 1 --input /home/useGames/mass-effect/mods/MEUITM/mods/ --alot-mode --limit-2k
If you want to try the 4K textures, remove the --limit-2k flag.
If you run into issues here, you'll need to reinstall your game (I hope you have a backup!) and all other mods.

After installing texture mods...

This section is optional. The reason this section is optional is because although the textures looked better when I did, I felt that the game crashed more than when I skipped this step. Skipping this step should reduce and possibly eliminate crashes. I say "possibly eliminate" because I played the last 10 hours of a playthrough with the original BIOEngine.ini and experienced no crashes.
Use ./MassEffectModderNoGui to update the BIOEngine.ini. Below is an example.
/home/useGames/mass-effect/mods/MassEffectModderNoGui --apply-lods-gfx --gameid 1 --meuitm-mode --limit-2k
I would not recommend removing the --limit-2k flag. My game crashed on startup when I did.
If you want to undo this, you can move /home/use.local/share/Steam/steamapps/compatdata/17460/pfx/drive_c/users/steamuseMy\ Documents/BioWare/Mass\ Effect/Config/BIOEngine.ini out of the Config directory and run Mass Effect. This should generate the original ini.

Final Remarks

Feel free to ask questions if something doesn't work. I tried a lot of things to get these mods to work so I might have forgotten to add a step or something.
Okay, that's all. Good luck and have fun!
Edit: Changed my confidence level on reason why MassEffectModderNoGui didn't work for setting game paths
submitted by pixieSteak to masseffect [link] [comments]

Formas de hacer un dinero extra mientras estamos en cuarentena? Aquí pongo las mías

Buenas, ya que ha varios han despedido en el país o hay incertidumbre en que si nos van a hechas, ademas de que ahora tenemos tiempo extra, quería hacer un post para que podamos compartir como han ganado dinero on-line.
A continuación detallare mi experiencia con cada una de las plataformas (con la mayor precisión que mi mente me lo permita, aunque tengo mala memoria xD) en las que he hecho dinero en los últimos años, ordenados de la más segura a la menos segura en mi opinión (con seguridad en este contexto me refiero a que tu esfuerzo sera recompensado casi seguro, una plataforma no segura puede ser una inversión riesgosa en donde puedes incluso perder plata)
  1. Google Opinion Rewards: App. de android de encuestas, es de Google. Las encuestas son extremadamente cortas (entre 2 y 4 preguntas por lo general, literalmente las contestas en ~1 minuto), pero también pagan poco (72-150 pesos por encuesta) y llegan como una o dos a la semana en mi caso por lo menos. Otro punto en contra es que solo se puede usar el """dinero""" obtenido en Google Play. He hecho como 1.100 pesos en un mes aprox.
Proof
  1. Prolific: Plataforma en que te pagan por contestar encuestas relacionados a estudios de Universidades o empresas, es bastante profesional y no las típicas paginas de encuestas en donde el front es asqueroso, hay mil redirecciones y anuncios y al final ni te pagan. Lo malo es que las encuestas acá aparecen muy poco seguido, por ejemplo en mi caso logro hacer como una encuesta cada 2 días, incluso a veces pasan 4 o 5 días y no logro agarrar ninguna y eso que tengo la página todos los días y la mayoría del día abierta verificando todo el rato si llega una nueva encuesta. Llevo un mes y un par de días acá y he juntado ~27 libras esterlinas contestando ~20 encuestas, lo cual en Paypal equivalió a aprox. 33~34 USD. No he tenido ningún problema al sacar el dinero.
Proof
  1. Clickworker: Plataforma parecia al MTurk de Amazon, casi ya ni ponen trabajos, pero los que hay pagan bien. De todas no he logrado juntar el minimo para sacar dinero, pero se ve que es una pagina seria.
Aqui el link sin Referido y Aca el Link con Referido
  1. Workana: Sitio de trabajos freelance, si no mal recuerdo habré echo sus 70 u 80 USD acá o más el 2019, pero literalmente tienes que pagar para poder postular a varios trabajos, que cuando postules aparezcan al principio, etc. También puedes usarlo gratis, pero debe ser redificil escalar en reputación así. Al principio me iba bien, pero después se me hizo muy difícil conseguir trabajos y lo deje tirado. De todas formas cuando obtienes un trabajo te van a pagar "casi seguro" ya que Workana actua de intermediario y te asignan un trabajo cuando Workana ya recibio el pago.
Proof
  1. Subs como slavelabour, jobs4bitcoins, for hire, etc. Son subs para hacer trabajos freelance. En el 2019 me acuerdo que hice como 60 USD, pero después nada. Lo puse como inseguro porque aveces haces una tarea y te cagan y no te pagan, pero dentro de las ~7 que he hecho me ha pasado 2 veces. Acá también como que al principio me iba bien en los subs, pero después por mas que intentara no agarraba ninguna peguita.
  2. Buda: Exchange Chileno en donde puedes comprar y vender criptomonedas, en su momento 2018-2019 habré logrado ganar sus 100~150 lucas aprox. y actualmente sigo jugando allí.
  3. OlympTrade: App. de Android que te permite apostar si una divisa aumenta o disminuye su valor en un lapso de tiempo (este tipo de aplicaciones se llaman Binary Options). Use mi MACH para meter y sacar plata y ningun problema, hice aprox. 50 lucas, llegue a 80 lucas, pero después de un par de malas jugadas perdí ~30 lucas y de ahí decidí sacar todo y no meter más plata. Además por lo que leí después las Binary Options tienen re-mala fama, creo que tuve suerte al haber ganado esas 50 lucas xD.
Proof

Bonus

Conclusión

Siento que he tenido suerte, perfectamente en Buda u OlympTrade pude haber perdido varias lucas, pero no solo no perdí si no que gane, y aunque fuera poco es la raja ganar plata on-line y sentir que puedes pedir una Pizza por Uber Eats sin tocar tu sueldo del trabajo xD. Pero eso es todo, tampoco siento que haya hecho caleta, con cuea la mitad de un sueldo en un plazo de 2 años.
No se si otras personas han tenido experiencias haciendo platita por Internet para que puedan compartir, sobretodo si son buenas experiencias ya que ahora todos tenemos caleta tiempo.
submitted by UnWnMas to chile [link] [comments]

Gears 5 started crashing RECENTLY on PC within 10 minutes of playing multiplayer

[RESOLVED]

Final Update 5.8.2020

Work around; Disable all 3rd party game overlays.

Thank you u/d_fakt for finding this fix!

Original Post
Is anyone else having this problem? I was playing the game successfully with no issues for about a month. Now within the last one to two weeks the game freezes then crashes without fail about 6 to 7 minutes after joining an online match.
So far I have;

Diagnostic Log File (2020.05.07-15.59.13) Diagnostic Log File (2020.05.05-21.43.37)
Build Version: 1.1.97.0 (8796017) Build Version: 1.1.220.0 (8796017)
[OS] [OS]
OS Version: Windows (unknown version) OS Version: Windows 10.0.18363
OS Subversion: OS Subversion:
[Hardware] [Hardware]
CPU Vendor: AuthenticAMD CPU Vendor: GenuineIntel
CPU Brand: AMD Ryzen 7 2700X Eight-Core Processor CPU Brand: Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz
Total RAM: 16.00 GB Total RAM: 32.00 GB
[Graphics] [Graphics]
Adapter Name: NVIDIA GeForce GTX 1080 Adapter Name: NVIDIA GeForce RTX 2070 SUPER
Driver Version: 445.75 Driver Version: 445.87
Internal Driver Version: 26.21.14.4575 Internal Driver Version: 26.21.14.4587
Driver Date: 3-17-2020 Driver Date: 4-3-2020
Vendor ID: 10DE Vendor ID: 10DE
Device ID: 1B80 Device ID: 1E84
Revision ID: A1 Revision ID: A1
Total VRAM: 8.00 GB Total VRAM: 8.00 GB
[Scalability Settings] [Scalability Settings]
GPU Perf Index: 200.00 GPU Perf Index: 180.00
CPU Perf Index: 144.74 CPU Perf Index: 148.00
Desktop Resolution: 1920 x 1080 Desktop Resolution: 2560 x 1440
Resolution Scale: 100.00 Resolution Scale: 100.00
Vsync: 0 Vsync: 0
Min Framerate: 1 Min Framerate: 3
Max Framerate: 5 Max Framerate: 4
ApplicationQuality: Low ApplicationQuality: Low
AudioQuality: Ultra AudioQuality: Ultra
ViewDistanceQuality: Ultra ViewDistanceQuality: Ultra
AntiAliasingQuality: Low AntiAliasingQuality: Low
ShadowQuality: Ultra ShadowQuality: Ultra
PostProcessQuality: Low PostProcessQuality: Low
TextureQuality: Low TextureQuality: Low
EffectsQuality: Low EffectsQuality: Low
BloomQuality: Ultra BloomQuality: Ultra
DOFQuality: Ultra DOFQuality: Ultra
MotionBlurQuality: Medium MotionBlurQuality: Medium
SubSurfaceScatteringQuality: Medium SubSurfaceScatteringQuality: Medium
CapsuleShadowQuality: Ultra CapsuleShadowQuality: Ultra
ScreenSpaceShadowQuality: Ultra ScreenSpaceShadowQuality: Ultra
LightShaftQuality: Ultra LightShaftQuality: Ultra
LensFlareQuality: Ultra LensFlareQuality: Ultra
TextureFilteringQuality: Ultra TextureFilteringQuality: Ultra
WorldLODQuality: Ultra WorldLODQuality: Ultra
CharacterLODQuality: Ultra CharacterLODQuality: Ultra
AnimationQuality: Medium AnimationQuality: Medium
DynamicResolutionScalingQuality: Low DynamicResolutionScalingQuality: Low
GrassDrawDistanceQuality: Ultra GrassDrawDistanceQuality: Ultra
ScreenSpaceReflectionsQuality: Ultra ScreenSpaceReflectionsQuality: Ultra
ReflectionCaptureActorsQuality: Medium ReflectionCaptureActorsQuality: Medium
RefractionQuality: Medium RefractionQuality: Medium
AmbientOcclusionQuality: Ultra AmbientOcclusionQuality: Ultra
VolumetricFogQuality: Ultra VolumetricFogQuality: Ultra
TessellationQuality: Ultra TessellationQuality: Ultra
ConeStepMappingQuality: Ultra ConeStepMappingQuality: Ultra
TranslucencyQuality: Ultra TranslucencyQuality: Ultra
CharacterTextureDetailQuality: Ultra CharacterTextureDetailQuality: Ultra
WorldTextureDetailQuality: Ultra WorldTextureDetailQuality: Ultra
EffectsTextureDetailQuality: Ultra EffectsTextureDetailQuality: Ultra
TextureStreamingQuality: Ultra TextureStreamingQuality: Ultra
AsyncComputeQuality: Medium AsyncComputeQuality: Medium
TiledResourcesQuality: Medium TiledResourcesQuality: Medium
LevelStreamingQuality: Low LevelStreamingQuality: Low
TCDrawCalls: Low TCDrawCalls: Low
DestructibleFX: QualityLevelUnknown DestructibleFX: QualityLevelUnknown
FootstepFX: Ultra FootstepFX: Ultra
ObjectPoolQuality: Low ObjectPoolQuality: Low
Update 1
Found an event viewer application fault, event id 1000 that just says that the game crashed. First time it said the faulting module path was a RivaTuner dll so I stopped RivaTuner. Second time it was a C:\WINDOWS\SYSTEM32\d3d11.dll so it seems like a wild goose chase to track down any reason to that.
Application fault 1
Windows Application Error Event ID 1000 Faulting application name: Gears5.exe, version: 0.0.0.0, time stamp: 0x5ea7b442 Faulting module name: RTSSHooks64.dll, version: 0.0.0.0, time stamp: 0x5c83708c Exception code: 0xc0000005 Fault offset: 0x000000000000c0f4 Faulting process id: 0x5914 Faulting application start time: 0x01d6235f6b1d5397 Faulting application path: C:\Program Files\WindowsApps\Microsoft.HalifaxBaseGame_1.1.220.0_x64__8wekyb3d8bbwe\GearGame\Binaries\WinStore\Gears5.exe Faulting module path: C:\Program Files (x86)\RivaTuner Statistics Server\RTSSHooks64.dll Report Id: 29e59a97-736d-4a0f-9e62-9cad584096f2 Faulting package full name: Microsoft.HalifaxBaseGame_1.1.220.0_x64__8wekyb3d8bbwe Faulting package-relative application ID: GearGameShippingInternal 
Application Fault 2
Faulting application name: Gears5.exe, version: 0.0.0.0, time stamp: 0x5ea7b442 Faulting module name: d3d11.dll, version: 10.0.18362.387, time stamp: 0x7e72d1cb Exception code: 0xc0000005 Fault offset: 0x00000000000b3452 Faulting process id: 0x5040 Faulting application start time: 0x01d62360e1f0d1f7 Faulting application path: C:\Program Files\WindowsApps\Microsoft.HalifaxBaseGame_1.1.220.0_x64__8wekyb3d8bbwe\GearGame\Binaries\WinStore\Gears5.exe Faulting module path: C:\WINDOWS\SYSTEM32\d3d11.dll Report Id: 91052ddb-1b6c-44bb-9318-24ee4afdcdba Faulting package full name: Microsoft.HalifaxBaseGame_1.1.220.0_x64__8wekyb3d8bbwe Faulting package-relative application ID: GearGameShippingInternal 
submitted by zerogt to GearsOfWar [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 
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