Disc-based backwards compatibility games on Series X
Disc-based backwards compatibility games on Series X
Disc-based backwards compatibility games on Series X
So are Backwards Compatible games not playable offline
Xbox Backward Compatibility List | Xbox
Question: Can You Play Backwards Compatible Games Offline
Xbox One Backwards Compatibility FAQ Explains The Ins and
Can you play backwards compatible games offline?? : xboxone
Unable to play certain Backwards Compatibility games while
Xbox Backward Compatible Games | Xbox
Do digital backwards compatibility games work offline
can you install backwards compatible games offline
can you install backwards compatible games offline - win
[Build Help] 35k desktop build help or any good laptop for 45k?
What will you be doing with this PC? - Regular usage and light gaming. not planning to play every AAA game in ultra. What is your maximum budget? 35k for desktop build or 45k for laptop if there is one that fulfills requirement When do you plan on building/buying the PC? - This week What, exactly, do you need included in the budget? Need Motherboard, RAM, SSD, CPU, PSU. I have 2tb 5400 RMP HDD and Case ( Cooler Master K380 Mid Tower ) and GPU MSI GTX 960 2GB. Should i reuse the case or buy new one? can't Decide. :( Which state/city will you be purchasing the parts in? State your preference for online or offline. Offline. Vadodara , Gujarat. (let me know if you have any good shop suggestions). If reusing any parts (including monitor(s)/keyboard/mouse/etc), what parts will you be reusing? Brands and models are appreciated. Going to reuse monitor , speaker , keyboard , mouse , UPS. Will you be overclocking? If yes, are you interested in overclocking right away, or down the line? CPU and/or GPU No overclocking but need backward and forward compatibility for GPU. not much knowledgeable about it. going to keep current 960 and 1-2 years down the line i will add new GPU. ( will be equivalent xx60 of that generation. not going to go above that ) Are there any specific features or items you want/need in the build? (ex: SSD, large amount of storage or a RAID setup, CUDA or OpenCL support, etc) For Desktop :
Quad or Hexa Core CPU with iGPU
Motherboard that supports 16 GB RAM , Backward and forward compatibility with GPU as stated above
256 / 512 GB SSD. dont know much about SSDs in detail are m.2 NVME good enough for regular use and gaming. going to mainly install OS and all the productivity software on SSD with rotating out just 1 or 2 game in rotation when i start or finish playing them.
PSU that can handle both current hardware and eventual GPU upgrade down the line ( I know its hard to be sure about this part but a good educated guess will be appreciated. As i said above , GPU will be equivalent xx60 of that generation. not going to go above that )
For Laptop :
15 inch or bigger, 1080p IPS or IPS like screen. dont like TN.
Quad or Hexa Core CPU
8 GB RAM which I can expand to 16.
at least 128 GB SSD with at least 512 GB HDD or just 512 GB SSD or 256 SSD with expandable HDD option.
Optioal for laptop:
Good iGPU that can play atleast older game from 2-3 years ago at 60 fps low setting or discrete 1650 GPU
Both Laptop and desktop should survive the next 7-8 years. current setup of i3 3210 served me well for the last 6-7 years until lockdown started. it started to have problems after that and has been in constant repair shop and back and repair shop and back cycle now for past 5 month. Im not asking that new build or laptop should be futureproof or should play game at same level. i just need them to last like the i3 build. even without ssd it handled everyday task like champ and didnt break down on hardware level up until lockdown. So the new build / laptop should have stability where i dont have to tinker with it once in a while or go in BIOS etc... and it should be built to last. Do you have any specific case preferences? - (Size like ITX/microATX/mid-towefull-tower, styles, colours, window or not, LED lighting, etc or a particular colour theme preference for the components) *I dont want LED or RGB etc. Indifferent about windows. Not much interested in aesthetics. should have good airflow , midtower or smaller, should not stick out like a sore thumb. current case is black and I like that. light colors get easily dirty. *Do you need a copy of Windows included in the budget? - If you do need one included, do you have a preference? No need for Windows license
Cyberpunk 2077 - Free Registration Rewards When You Connect My Rewards with GOG Account
The description of this deal was not provided by this subreddit and it's contributors. GOG.com WOLF SCHOOL JACKET Want your V to look like a badass modern monster slayer? Then this is the jacket for you! GALAXY T-SHIRT Add this to V’s wardrobe to celebrate the DRM-free revolution. Keep that rebel spirit strong, cyberpunk. WOLF SCHOOL T-SHIRT Casually show off your monster-slaying expertise as you stroll the Night City streets. BLACK UNICORN Get up close and personal with this cutting-edge take on a bladed classic. SHUPE THE TROLL PLUSHY Bring a warm and cuddly touch to the world of the dark future — well, into V’s apartment at least. FAQs -
Will there be more rewards added in the future to MY REWARDS?
Yes, that’s the plan. Make sure to follow Cyberpunk 2077 on the game’s official social media channels, as well as cyberpunk.net to stay updated on what’s coming in the future. - Is MY REWARDS available for Cyberpunk 2077 on all platforms? Yes, all platforms will allow players to take advantage of MY REWARDS in Cyberpunk 2077. This includes when playing the Xbox One and PlayStation 4 versions of the game on Xbox Series X and PlayStation 5 via backwards compatibility. - Do I have to start a new game to claim my rewards? No, you can claim your rewards at any time, regardless of how far you’ve progressed into Cyberpunk 2077. - Where will I find the rewards received via MY REWARDS? Unless stated otherwise in the item’s description, you’ll find all items claimed via MY REWARDS in the stash located in V’s apartment. - Do I have to be connected to the internet in order to participate in the MY REWARDS? An internet connection is required to register a GOG account, log in to REDlauncher (Steam and Epic Games Store) / register Cyberpunk 2077 with GOG (Xbox, PlayStation, Stadia) and claim your rewards. Once claimed, however, rewards will be yours to keep regardless of whether you’re playing online or offline. - Is MY REWARDS also available on the local version of Cyberpunk 2077 — which can be downloaded via GOG and installed separately from GOG GALAXY? Because MY REWARDS requires an internet connection, the local version of Cyberpunk 2077 that you can download via GOG will not support MY REWARDS. - I don’t have a GOG.COM account. Can I still sign up for MY REWARDS? MY REWARDS requires a GOG account. If you don’t have a GOG account, you will be able to create one for free during the registration process. - How do I integrate other platforms to the GOG GALAXY library? To integrate libraries from other supported platforms to your GOG GALAXY library, follow these instructions. - Can I unlink my GOG account from Cyberpunk 2077 and then link it with another one? You can only register to Cyberpunk 2077 MY REWARDS with a single GOG account once. - I previously played Cyberpunk 2077 on platform A and connected my in-game profile with my GOG account. Now I own and play Cyberpunk 2077 on platform B. Can I connect this in-game profile from platform B with my GOG account again? Yes, you can. - If I’m playing GWENT on mobile (iOS or Android), will it automatically be added to my GOG GALAXY library, or will I need to add it manually? Yes, it will. This deal can be found at hotukdeals via this link: https://ift.tt/33PyFIr
PS5 Digital-only vs Environmental cost of games being sold on discs.
Edit: this went as badly as i expected it to, still can't have any discussions on reddit about the environment and consumerism without people getting touchy, christ. thanks for the few sensible comments though! don't worry, if i wanted karma from this sub i would just photoshop another ps5 colour scheme ;) i'll leave this post and my comments up even tho i'm being brigaded by people that didn't bother to read the post lol enjoy Hi guys, I made a comment in this post that was started a couple days ago, because after reading through the comments i saw no mention of this topic. As the thread was already a day old when i posted my comment, it didn't generate any discussion, so i'm making this fresh post for that purpose. Below is my original comment in that thread, bulked out with tonnes more info and sources, with some follow up underneath: Manufacturing hundreds of millions of discs, and more importantly, the hundreds of millions of plastic cases that go with them (over the course of a generation of consoles) is ethically wrong - especially considering the absolutely minimal benefits to the end user. Based on the design of the console with the disc drive added on, it looks almost like a last-minute decision to include it (imo.) It may look awkwardly slapped on purely because the drive had to sit there, to ensure the internal components have enough space for cooling, but we may never know for sure. I feel like Sony were going to be bold and go disc-less this gen, but chickened out at the last minute - either because of pressure from publishers and manufacturers, or based on polling/sales data, or merely the fact that Xbox have a disc drive option up for grabs this time, etc. I am for going discless 100%. I haven't seen anyone talk about the environmental aspect of manufacturing discs. Those plastic cases that literally only hold the disc and a couple of leaflets are utterly wasteful, considering the fact that a disc right now is purely an authenticator for owning the game, and you have to download and install it digitally, along with all patches and updates regardless... The millions upon millions of discs and their cases, produced for practically every non-indie game release, are completely non-biodegradable and only semi-recyclable even in the best case (ha ha) scenario (more on that in a bit though...) I definitely understand the perceived benefit to the consumer if they are likely to trade in and share games with others, but I feel like that is something that Sony/MS/Nintendo/publishers need to work on - improving the concept of digital downloads, rather than sticking to discs. Making digital ownership as flexible as physical ownership should be the priority. I reckon Sony were going to attempt this, but possibly were afraid of the backlash and decided not to go for it, especially if they discovered during development that Xbox was going to keep the disc drive. They also could have been lobbied by the publishers and by proxy the disc manufacturers, but that's all just guesswork at this point. This was the gen to do it, imo. Next gen is too late - the environment is critical. The oceans are full of plastic, and entire ecosystems are collapsing, with many already gone. You have no doubt already heard of microplastics contamination in the fish we eat. A whole 7-10 years more (an estimate to the next 'generation' of consoles/gaming tech) of up to tens of millions of wasteful plastic cases, per (Jim Sterling voice): 'triple-AAAAAA' game, that ultimately end up in the sea - not good at all.
For reference, in 2018, The top 20 games alone sold just over 10,305,000 physical disc units. (i've linked sources for almost everything at the bottom of this post and throughout.) Using an average weight of the plastic casing that contains a ps4 or ps3 game (180g - 200g) that equates to 412,200,000kg of plastic, or 412,200 tonnes.
That's from only the top 20 games, in one year. The biggest games like Fifa and Call of Duty tend to sell up to 10m copies alone in their lifespan, although physical game sales are in a downward trend across all platforms and games. The problem is, a downward trend isn't enough. If you live in the USA, or the UK, or Australia or mainland Europe, and so on, your plastic still ends up in the ocean. Chinese and Indian companies were often the last part of the 'recycling' chain that 1st world countries outsource to - I can only definitively speak for the UK and USA as i know the facts, but from discussions with German and Aussie mates it sounds pretty much the same there too. Recycling giants in our countries simply collect and ship waste to China and India, or more recently, SE Asian countries such as Indonesia and Thailand for them to 'correctly dispose of' - in a process that is badly audited on purpose, to absolve blame. Your recycling, notably plastic as it is expensive to sort and re-use, goes through the chain in your home country and ticks all the boxes to say "we've done our bit and this waste is being recycled", and then it sails to the developing world for it to be promptly dumped in the seas. Considering the thousands of tonnes of plastic waste produced by video games, it is a significant chunk of this harmful practice and should be in everyone's conscious mind. To give an idea of the scale of the problem, in 2016, China received 7 million tonnes of plastic from around the world. This figure generally increases year on year. The plastic used in video game and dvd/bluray cases is very difficult to recycle, and the shrink wrap is 100% non-recyclable. The cost of recycling this stuff is so high that a country like China would much prefer to throw it all in the seas. SE Asian countries like Indonesia, Malaysia and Thailand are far poorer and far less equipped to deal with this plastic waste - so now, even more of it is going in the ocean. Even before China’s ban, only 9% of discarded plastic was being recycled, while 12% was burned. The blame for this practice does not sit solely on the shoulders of those poor countries - the supposed '1st world' countries, knowingly shifting the responsibility onto them in order to wash their hands of it, deserve more scrutiny. It is the '1st world' countries that should be leading the charge in recycling technology or, to make a much bigger difference, figuring out how to prevent the plastics and other waste being created in the first place. Small tech companies and entrepeneurs are looking into small scale solutions, and some games industry players are thinking about this - but realistically this sort of stuff is like putting a plaster on a severed artery. For example. I don't mean to knock these ideas, especially as they would indeed help if we insist on producing physical copies of games, but it's still nothing compared to the difference going fully digital would make. I understand the benefit to those of you who like to buy lots of games and trade them back in to recoup some of the cost, or swap discs with friends often. But that is where the benefits end, and they don't make a dent in the overwhelming negative effects of manufacturing them in an age where it is 100% unnecessary. Another argument might be that those with bad or no internet rely on discs. Well, you still need an internet connection to install the games and their patches, you need an internet connection to verify the purchase, and you need a decent internet connection to play online and utilise half of the features of most games nowadays. Even the single player ones, what with DLC and other updates. This isn't me saying "it's 2020, if you don't have good internet, that's on you" - i'm more or less saying that this is where gaming has gone and where it will undoubtedly stay. Those of us that like playing the old school, offline consoles will always have them, but keeping up with new advances means we all have to be online with capable internet. So I personally don't see this is a valid argument, I think new games shouldn't have the obligation to be produced on outdated formats. To summarise, I am basically disappointed that this generation of consoles will continue to support discs and other physical media formats (Nintendo's physical game cases are even worse really, considering the size of the cartridges, and this has been a serious problem of theirs for a long time across many generations of their consoles.) I think if Sony took the bold step to exclude disc drives this time, and simply made one of the requirements for developing a game for PS5 that e.g. 'whoever publishes the game can not consider physical formats as the console will be digital media only' it would have been incredibly easy to accomodate and would have been a benefit for everyone, in the short term and long term. Of course, I want MS/Nintendo and all the non-gaming publishers that still produce DVDs / BluRays and CD-ROMs to follow suit, but i was quietly hoping that Sony might have led the way this time. In the age of high speed broadband/fibre optic/high speed exchanges, multimedia streaming, backwards compatibility via emulation, streaming games from cloud servers etc, hanging on to disc drives feels like a cop-out.
More info on plastic 'recycling' across the world, and the impact of video games:
Where does your plastic go? - Guardian report full of linked sources and infographics. The best run-down if you want to learn about the whole subject fairly quickly and easily (2019) Waste crisis in SE Asian countries - More on the Chinese ban on importing plastic and other waste, diverting it to SE Asian countries that either have to live next to it all or dump it in the sea (2018) Where is the plastic mountain? - BBC article with further links (2019) World's recycling is in chaos - Wired article (2019) Sales data on physical game formats - figures from the ERA itself (2019, report is on 2018 figures) If you read all this, thank you, and if you want to join in, please comment whether you agree with my outlook or not. I think the discussion needs to be had and personally I want to do whatever I can to persuade video game publishers to ditch physical formats this generation, regardless of the fact the PS5 has got a disc drive version. Would be good to work out the best way to do that. Cheers
Tweaked electric mining drill icon to be a bit more colorful.
Minor Features
Hovering over the circuit network id in the entity circuit control window will now show a tooltip with the circuit network contents.
Added experimental Color Filters graphics option to attempt to improve accessibility for color-blind players.
The debug setting "show-time-usage" now 'line wraps' if it doesn't fit on screen vertically.
Bugfixes
Fixed crash when merging force that contained unit groups. more
Fixed character preview being empty when the character is in a vehicle.
Fixed script error when trying to load old PvP save games. more
Fixed setting vehicle drivepassenger to an offline player would crash the game. more
Fixed 4th parameter of noise.terrace function was parsed as literal number but was used as noise program register index. more
Fixed an issue with modded entities having an electric output flow limit of 0. more
Fixed that furnace recipe auto-selection didn't work correctly with temperature ranges. more
Fixed that LuaUnitGroup could be used while in an invalid destroyed state.
Fixed button for selecting signal or number would not switch from number to signal with left click. more
Modding
Changed mining drill graphics definitions. Graphics are now defined using working visualizations contained in graphics_set and wet_mining_graphics_set prototype properties. If graphics_set is not defined, old animations property will be loaded instead for limited backwards compatibility, but other old graphics properties will be ignored.
Mods can now be loaded from directories with the name of the mod but no version number.
Added color_filters to utility-constants.
Input fluid box with connection set to output or input-output will not have volume forced down by recipe fluid ingredient amount.
Apologies for the attention grabbing title because it may come across as hyperbolic. So a thought came to me today about the nature of the videogame industry and how things are trending into the future. I was also thinking about Halo as a series and what is in store as well as the new slipspace engine itself. Now I understand that a lot of down-voting may come from this post but I thought it might be interesting to have a thought experiment based on these kinds of industry trends (for better or worse) and open that discussion up to the Halo Community. What if Halo Infinite is the beginning of Halo as a live service and not just a game. Backwards compatible down to the original Xbox one and expanded upon regularly and playable across every xbox generation from this point on... Infinitely. As a launch title and a fundamental component of Gamepass (and the idea of all xbox exclusives being put on the Gamepass service) it makes sense that microsoft isnt looking for first day sales. They're looking for subscribers and engagement in that gamepass ecosystem. Making Halo infinite a live service game like destiny, apex legends or rainbow six seige will ultimately refocus the community on a single service, encourage regular engagement and a higher install base (due to a significantly lowered barrier to entry) then traditional sales. Instead of making it directly free like Apex or Destiny, it is a launch title for Xbox Series X and S that you can play immediately using your free included 7 day Gamepass ultimate pass (and later included in a very well priced subscription). Let me try to expand upon this in a few key areas as to what I think they might try to do. SLIPSPACE ENGINE I think one of the limitations that Halo had with its engine in the past is that it was design iteratively with a lot of legacy code. This has previously been addressed before (in practically every games vidocs) but this legacy code also does not work well with rapid small changes and updates that a game presented as a live service could be. Building a next gen engine like Slipspace from scratch gives 343 much greater agency for designing a game in terms of a live service model. Designing it with functionality that allows significant engine improvements to be installed via patches over time and for adaptability (different genres such as FPS and RTS could theoretically use the same engine with appropriate tools to allow you to build in either) This means new content can be rapidly deployed, developed quickly and fixed immediatly when needed. EXAMPLE: Destiny 1 actually uses a different engine to Destiny 2. They look similar but Destiny 2s back end allows for a large amount of expansion and socketing for new features (such as the armour 2.0 update for instance) something that was not possible for Destiny 1. I would not be surprised if something like this is already included into the slipspace engine. Scalability is another thing. This engine will have to work at a variety of specification levels for all Gamepass owners on xbox one, series s and X as well as PC. You will have to design your game around player engagement in order to maintain those ongoing costs with later generations and newer pc hardware. This absolutely is not possible with the original engine and is a significant contribution to the Master Chief Collections issues. Imagine instead of the tools and feature set of 11 engines (as in MCC) every future campaign and multiplayer suit is made in slipspace engine, which is always constantly updated with new tech on every machine where Halo Infintite is installed CAMPAIGN No issues here, I wouldn't be surprised to get a campaign of decent quality and length. However consider the following as well; Imagine expansions being directly installed into Halo Infinite (similarly to Halo Reach and Halo ODST in MCC but much more streamlined). What about new full mainline Halo games that simply get added into Halo Infinite with and the accompanying slipspace engine update. That engine would still contain all the assets and building blocks to play Halo Infinites campaign perfectly in its original form. (A similar example to this might be Half Life: Source and Half life 2, same engine but Half Life: Source uses it's own assets) With the likes of photogrammetry which is definitely present in the Slipspace engine it's not like certain items can graphically improve further then where they are currently as they're technically being rendered almost 1 to 1. IE the Asset Graphical detail isnt likely to get more realistic and there for a large Majority of Assets from Halo Infinite can be reused in the next campaigns anyways. Different stories and gameplay getting updated every year in the same way as Destiny. Halo doesnt have to stick to just numbered entries that pull in large user numbers which slowly dwindle over time. These expansions could focus on minor characters and their personal journeys, they also dont need to be fixed in time either. Each year there could be a new shorter expansion (similar to ODST) told in different ways and introducing new gameplay styles. Maybe you play as Locke in an expansion and he retains Halo 5s movement mechanics and level design to reflect those mechanics in a traditional scripted level by level design set after Halo 5. Or maybe another expansion where you are a marine and you use a pelican to traverse in a single truly large open world map and the whole campaign is in that one massive space set in the book Contact Harvest? With a truly scalable and adaptable engine such as the slipspace engine could be these could be treated with the same level of development time as an actual game but using the latest technologies added to the slipspace engine that would already but updated to every console, cloud and PC using Halo Infinite. Every 3 years or so do a massive campaign update (Leading Campaign shall we say) with MC as the focus which moves the timeline forward. (To beat a dead horse , as an example; think of Marvels Infinity Saga) Imagine each campaign is selectable with in the same way as the Master Chief Collection, along with playlists, cross playlists, speed runs and scoring all becuase they use the same engine and similar asset sets. When the campaign is treated as an ongoing service it can expand, change the scale of the conflict (up for galactic threat, down for personal stories), and introduce new heros without the fear of low sales numbers for a mainline halo title as engagement and content delivery will be at the focus of this. MULTIPLAYER Game modes are a constant source of contention. Halo 5 was notoriously absent of big team battle. People dont want a battle royale mode in halo. Warzone isnt as good as firefight etc. For infinite you could propose 2 types of multiplayer Multiplayer - standard competitive and casual modes Multiplayer Expansion - larger more complex game modes So what constitutes "Multiplayer Expansion"? Basically all of Halos more unique game modes that usually have their own menu option (such as warzone or firefight). This means that new modes can be added later. What is to stop there being an entire content update for a battleroyale mode. Or maybe even a temporary game mode such as Rainbow 6 Sieges Quarentine gameplay. Or even an entire playlist dedicated to halo 5s movement mechanics and still keep normal playlists on rotation. Maybe a heroes mode where instead of playing your normal customised Spartan you play as Spartans or elites from the lore with their own unique abilities in entirely new maps. 343 could theoretically take the time to test and implement entire new game modes or bring back old ones like invasion, without having to entirely rebuild the multiplayer for each and every game. Maps that have been found lacking on the first pass can have a flighting program to play test these new game modes and maps on test servers. Imagine in 10 years time there might literally be a hundred of maps that get put in and put of rotation. Not to mention the oppertunities that this affords forge maps. FORGE AND CUSTOMS I think this is fairly self explanatory however Forge could be built up as more of an entire map editor which has every asset available. With new assets and functionality that is updated on Expansions, multiplayer maps or Leading Campaigns as it is all contained within the engine itself. Launching with a custom game browser at the start. Weapons and Features that are brought into these expansions and "Leading Campaigns" can then be added into forge for placement in any map. Imagine designing a map with rocket Launchers as the power weapons in the first year of Halo Infinite. 3 years later in a "Leading Campaign" and entirely new weapon that didnt exist in the halo cannon up until that point is integrated into the engine. You could theoretically go into forge and place down that new weapon into your old map and see how it plays out, giving older forge maps a new lease on life. One set of forge tools that is constantly being expanded upon, tuned for efficiency or replaced entirely due to the ongoing technical improvements of the engine itself. You can almost see this type of thing being done in Halo 5 where the Wasp was added to the game after Halo 5s initial release. THEATRE Again one set of tools, no need to replace them or rebuild them each game. Update them with the engines capabilities. Use the camera tools that are used in campaign and make it easy to share films between console, cloud and PC because it's all the same engine. MONETIZATION Urgh. I think this might be my least favourite topic but I get that it's obviously going to be featured at some point in a live service game so we might as well address it. I 100% understand the amount of flaming hatred that I might be about to endure. I dont have any good ideas here but maybe instead of monetizing the cosmetics of the game they could paywall the expansions of the campaign and the multiplayer with a recurrent seasonal purchase. Youd still get the leading campaigns for free as part of the service as well as standard multiplayer giving you what I determine to be Halo's core functions but the expansions; telling stories and gameplay from different points of view would be part of a paid upgrade. Same with multiplayer like Warzone or firefight. Nice for halo fans and doesnt impact on standard players. Any weapons, features and maps that are included in those expansions could also be removed from forge use. Anyone without this expansion pass could still play and use those items in the standard multiplayer and when joining a custom game where the host has the expansion pass though. Now that I've gone through that journey I feel like Halo as a service could technically work within the bounds of what we know is capable in the industry and Halo as a product is in it's current form. I come from an older era of gaming though were I like my games offline on a disc and as a product I entirely own and wished it to stay that way. TL:DR - Due to sheer information drought, I thought it might be interesting to discuss Halo Infinite in terms of a live service model and how that might look like.
Hello, I will start by saying I pride myself on troubleshooting on my own. I have been playing skyrim for a few years now, and I have learned so much about modding that I didn't know. However, I used to (about a year ago until recently) be able to play skyrim every day with much more limited knowledge, 255+ mods, and a lot less patches. I never used to run Skyrim through skse, only steam, and yes I would crash but not like this. About 2 weeks ago Skyrim started to CTD before it even loaded the Bethesda logo. I deleted all references to the game, re-installed everything, worked very hard on my enblocal.ini, skyrimprefs.ini, and skyrim.ini. I will post those below. I have gotten to the point where I can begin a new character, but I consistently and constantly crash at Whiterun--after only a few moments. I use Alternate Start and have been checking my mods almost one-by-one by choosing to start in Whiterun. I do not know if other towns will crash as well, as Whiterun is where I'm starting and so far... I reduced to a very limited amount of mods in an attempt to find the problem mod, but I've yet to find it. So far I have uninstalled: skyrim flora overhaul, unique ground covers, natural lighting and vivid atmospheres, climates of tamriel (one of my favorites :( ), Realistic lighting overhaul (another favorite), true storms, Lively Inns and Towns, Populated roads and cities, etc.,.. I have basically deleted all my overhauls and skyrim beautification mods. I found out Skyrim Project Optimization and Unofficial City Patch are incompatible so I removed both. I also removed Immersive citizens. This is my load order:
Automatically generated by Vortex
Skyrim.esm Update.esm Dawnguard.esm HearthFires.esm Lanterns Of Skyrim - All In One - Main.esm Dragonborn.esm Unofficial Skyrim Legendary Edition Patch.esp ApachiiHair.esm ApachiiHairFemales.esm RaceCompatibility.esm Shadow of Morrowind.esm hdtHighHeel.esm notice board.esp moonpath.esm SexLab.esm RSkyrimChildren.esm Heels Sound.esm Cutting Room Floor.esp Weapons & Armor Fixes_Remade.esp Clothing & Clutter Fixes.esp XPMSE.esp dD - Realistic Ragdoll Force - High.esp dD - Realistic Ragdoll Force - Medium.esp dD - Realistic Ragdoll Force - Realistic.esp dD - Realistic Ragdoll Force - Reduced.esp No_stretching.esp IHSS.esp SimplyKnock.esp ColorfulLightsNoShadows.esp SkyUI.esp Dual Sheath Redux.esp WetandCold.esp Character Creation Overhaul.esp Footprints.esp RaceMenu.esp RaceMenuPlugin.esp SkyTweak.esp UIExtensions.esp Customizable Camera.esp mjhKhajiitSpeak.esp RaceCompatibilityUSKPOverride.esp LegacyoftheDragonborn.esp JKs Skyrim.esp Prometheus_No_snow_Under_the_roof.esp 3DNPC.esp MNSGLanternsV4.esp wieldablelanternlanternreplacer.esp Phenderix Magic World.esp Thunderchild - Epic Shout Package.esp Druidessentials.esp EnderalMusicFS.esp TheChoiceIsYours.esp Cloaks - Dawnguard.esp FCO - Follower Commentary Overhaul.esp UFO - Ultimate Follower Overhaul.esp SMIM-Merged-All.esp notice board - dragonborn patch.esp Cloaks.esp 1nivWICCloaks.esp 1nivWICSkyCloaksPatch.esp moonpath_questdata.esp Thunderchild - Dragon Language Words Patch.esp 360WalkandRunPlus-RunBackwardSpeedAdjust.esp CCO - Oblivion Carry Weights.esp disable_blood_splatter_on_screen.esp Convenient Horses.esp WetandCold - Ashes.esp Werewolf Enhancer - Optional - Jump 15pct.esp P1FlyingRing.esp Improved Dragon Shouts.esp Improved Dragon Shouts - Dragonborn.esp DragonFire.esp CCO - Dynamic Skill Progression.esp ksKhajiitWarpaints.esp Blaze Of Eventide.esp One With Nature - DG+DB.esp Summermyst - Enchantments of Skyrim.esp Summermyst - TrueWeapons.esp Weapons & Armor_TrueWeaponsLvlLists.esp c1.esp AmuletsofHircine.esp StolenLanterns.esp HorsesGoneWild.esp More Interesting Loot for Skyrim.esp Farm Animals_HF.esp xmas_lanterns.esp Hearthfire Cheat Chests.esp Werewolf Enhancer.esp CCO - Permanent Birthsigns.esp RiilungolzStaff.esp Candlestix.esp Champion of Kynareth.esp c3.esp LanternHands.esp CarryLanterns.esp WieldableLantern.esp LPBards.esp WerewolfMastery.esp Werewolf Loot- Dawnguard version.esp mjhKhajiitSpeakMod - Convenient Horses.esp mjhKhajiitSpeakMod - Cutting Room Floor.esp mjhKhajiitSpeakMod - The Choice Is Yours.esp CCO - Diverse Races And Genders.esp RaceChanger.esp getSnowy.esp BarenziahQuestMarkers.esp CommunityOverlays1_0T30.esp CommunityOverlays2_31T50.esp BarbarianPaints.esp Animations.esp AddItemMenuLE.esp AllThievesGuildJobsConcurrently.esp Devil Armor.esp Animallica.esp Animated Wings Ultimate.esp BRB_BeastRaceBodypaints.esp ColorfulLightsNoShadows - Merged DLCs.esp RaceMenuMorphsUUNP.esp EpisodeParallax.esp TheCleaner.esp Delia Outfit.esp DynamicActorValues.esp Astaroth Horns - All in one.esp getSnowy_WnC-Ashes Patch.esp FNIS_PCEA2.esp HDTPhysicsWeaponSling.esp HORNY.esp Honoka Halloween 2017.esp [COCO]mermaid.esp TimingIsEverything.esp dgOrientalUmbrella.esp Improved Dragon Shouts - Dawnguard.esp DBM_WAFR Patch.esp DBM_CRF_Patch.esp The Paarthurnax Dilemma.esp mjhKhajiitSpeakMod - The Paarthurnax Dilemma.esp Amitiel Angelic Archon Armor Set.esp c7.esp BleakfallsBypass.esp Lanterns Of Skyrim - AIO - Dawnguard.esp BlackreachBypass.esp BypassUstengrav.esp Chesko_WearableLantern.esp notice board - open cities patch.esp DX Druid Armor.esp Illustrious HDT Cloaks.esp Insignificant Object Remover.esp whitemaneSet.esp Modern Brawl Bug Fix.esp Brevi_MoonlightTalesEssentials.esp NIOVHH.esp Serval Khajiit Race.esp Thief skills rebalance for Ordinator.esp Skyrim Particle Patch for ENB - Flame Atronach Fix.esp Sleep Spells.esp [Dint999] KSH's HDT.esp Remove Smoke and Dust.esp TDNEquipableHorns.esp UsefulDogs.esp THMeeko.esp The Secrets of Creation.esp WerewolfPerksExpanded.esp [Melodic] Power Barbarian.esp [NINI]DawleySyande.esp [dint999] ShadesOfAsh.esp [full_inu] Annalise Dress.esp [full_inu] Lothric War Banner.esp [full_inu] Noble Dress.esp FNIS.esp RSChildren.esp RSChildren - Complete.esp RSChildren Patch - USLEEP.esp horns2.esp GetOutTheWay.esp FNISspells.esp Dragon Stalking Fix.esp c4.esp c5.esp c2.esp NatureBow.esp Wrath Of Nature.esp Infinite Werewolf.esp Werewolf Aftermath Re-Equipper.esp persiaarmor.esp SpellTomeResurrectDead.esp xgfPferdeKarren-en.esp c6.esp FISS.esp Ordinator - Perks of Skyrim.esp Open Cities Skyrim.esp JKs - Open Cities Skyrim.esp DBM_OpenCities_Patch.esp Alternate Start - Live Another Life.esp Bashed Patch, 0.esp smashy10.esp tesnewmerge.esp Dual Sheath Redux Patch.esp Automatic Variants.esp C 1- C 7 are merged clothing / armor mods. I have followed different guides from start to finish: https://www.nexusmods.com/skyrim/mods/74427/?tab=description https://www.reddit.com/skyrimmods/wiki/begin2#wiki_skse https://www.reddit.com/skyrimmods/wiki/enb#wiki_installation https://www.reddit.com/skyrimmods/comments/6xzthx/a_few_lesser_known_ini_tweaks_120_fps_physics_fix/ https://www.reddit.com/skyrimmods/wiki/index/windows10_performance_guide#wiki_windows_10_performance_.26amp.3B_stability_guide My process: Install/change a mod: run FNIS run LOOT create TES5Edit Mod/patch run Wrye bash and create a new bashed patch run Mator Smash and create new smash patch run Skyproc Patchers: automatic variants and dual sheath redux run loot again open "Injector Version" of enboost (wrapper version didn't help, but neither has this I guess) run FPS limiter run timertool run Bethini and configure right-click run as administrator for skse_loader.exe Below are my .ini's ENBlocal.ini: [PROXY] EnableProxyLibrary=false InitProxyFunctions=true ProxyLibrary=other_d3d9.dll [GLOBAL] UsePatchSpeedhackWithoutGraphics=true UseDefferedRendering=false [PERFORMANCE] SpeedHack=false EnableOcclusionCulling=true [MEMORY] ExpandSystemMemoryX64=false ReduceSystemMemoryUsage=true DisableDriverMemoryManager=false DisablePreloadToVRAM=false EnableUnsafeMemoryHacks=false ReservedMemorySizeMb=256 VideoMemorySizeMb=3968 EnableCompression=false AutodetectVideoMemorySize=false [THREADS] DataSyncMode=2 PriorityMode=3 [MULTIHEAD] ForceVideoAdapterIndex=false VideoAdapterIndex=0 [WINDOW] ForceBorderless=false ForceBorderlessFullscreen=false [ENGINE] ForceAnisotropicFiltering=true MaxAnisotropy=16 ForceLodBias=false LodBias=0.0 AddDisplaySuperSamplingResolutions=false EnableVSync=false VSyncSkipNumFrames=0 [LIMITER] WaitBusyRenderer=false EnableFPSLimit=true FPSLimit=58.0 [INPUT] //shift KeyCombination=16 //f12 KeyUseEffect=123 //home KeyFPSLimit=36 //num / 106 KeyShowFPS=106 //print screen KeyScreenshot=44 //enter KeyEditor=13 //f4 KeyFreeVRAM=115 //B KeyBruteForce=66 [ADAPTIVEQUALITY] Enable=false Quality=1 DesiredFPS=20.0 [ANTIALIASING] EnableEdgeAA=false EnableTemporalAA=false EnableSubPixelAA=false EnableTransparencyAA=false [FIX] FixGameBugs=true FixParallaxBugs=true FixParallaxTerrain=false FixAliasedTextures=true IgnoreInventory=true FixTintGamma=true RemoveBlur=false FixSubSurfaceScattering=true FixSkyReflection=true FixCursorVisibility=true FixLag=false [LONGEXPOSURE] EnableLongExposureMode=false Time=1.0 BlendMax=0.0 Skyrim.ini: [General] sLanguage=ENGLISH uExterior Cell Buffer=36 bBorderRegionsEnabled=0 bAlwaysActive=1 uGridsToLoad=5 sIntroSequence= fFlickeringLightDistance=8192 bBackgroundLoadVMData=1 fEncumberedReminderTimer=3600 SLocalSavePath=Saves\ [Display] bAllowScreenshot=0 fLightLODRange=45000 fSunShadowUpdateTime=0.25 fSunUpdateThreshold=1.5 iPresentInterval=1 fNearDistance=15 iShaderPackageMemoryCap=8192000 fDecalLifetime=120 fLightLODMaxStartFade=8500 fShadowLODMaxStartFade=1000 fSpecularLODMaxStartFade=2000 sScreenShotBaseName=G:\steam\steamapps\common\Skyrim\ScreenShot [Audio] fMusicDuckingSeconds=6.0 fMusicUnDuckingSeconds=8.0 fMenuModeFadeOutTime=3.0 fMenuModeFadeInTime=1.0 [Grass] bAllowCreateGrass=1 bAllowLoadGrass=0 fGrassFadeRange=13500 iGrassCellRadius=2 iMaxGrassTypesPerTexure=15 iMinGrassSize=60 bDrawShaderGrass=1 fGrassWindMagnitudeMax=125 fGrassWindMagnitudeMin=5 [GeneralWarnings] SGeneralMasterMismatchWarning=One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "Warnings.txt" file for more information. I don't know where to find this file... [Archive] sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - HD01.bsa, Skyrim - HD02.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa sResourceArchiveList2=Skyrim - Voices.bsa, Skyrim - VoicesExtra.bsa, Dawnguard - Original.bsa, Dawnguard - HD.bsa, HearthFires - Original.bsa, HearthFires - HD.bsa, Dragonborn - Original.bsa, Dragonborn - HD.bsa SInvalidationFile=ArchiveInvalidation.txt bInvalidateOlderFiles=1 sResourceDataDirsFinal= [Combat] fMagnetismStrafeHeadingMult=0.0 fMagnetismLookingMult=0.0 f1PArrowTiltUpAngle=0.7 f3PArrowTiltUpAngle=0.7 f1PBoltTiltUpAngle=0.7 [Papyrus] fPostLoadUpdateTimeMS=2000 bEnableLogging=0 bEnableTrace=0 bLoadDebugInformation=0 fUpdateBudgetMS=1.2000000477 fExtraTaskletBudgetMS=1.2000000477 iMinMemoryPageSize=128 iMaxMemoryPageSize=512 iMaxAllocatedMemoryBytes=76800 bEnableProfiling=0 [Water] bReflectLODObjects=1 bReflectLODLand=1 bReflectSky=1 bReflectLODTrees=1 [Decals] uMaxSkinDecals=35 uMaxSkinDecalPerActor=20 bDecals=1 [Camera] fMouseWheelZoomSpeed=10.00 bDisableAutoVanityMode=1 [Interface] bShowTutorials=0 fSafeZoneX=10 fSafeZoneY=10 fSafeZoneXWide=10 fSafeZoneYWide=10 fBookOpenTime=200.0 iSubtitleSpeakerNameColor=15632520 [LightingShader] fDecalLODFadeStart=0.2 fDecalLODFadeEnd=0.3 fEnvmapLODFadeEnd=0.7 fEnvmapLODFadeStart=0.6 [MapMenu] fMapWorldYawRange=400 fMapWorldMinPitch=0 fMapWorldMaxPitch=90 uLockedObjectMapLOD=8 fMapWorldZoomSpeed=1 bWorldMapNoSkyDepthBlur=1 fWorldMapNearDepthBlurScale=0 fWorldMapDepthBlurScale=0 fWorldMapMaximumDepthBlur=0 [SaveGame] bAllowScriptedAutosave=0 iAutoSaveCount=3 [Actor] fVisibleNavmeshMoveDist=12288 [Controls] fMouseHeadingSensitivityMax=0.0625 fMouseHeadingXScale=0.0200 fMouseHeadingYScale=0.8500 [HAVOK] fMaxTime=0.01666667 [LOD] fDistanceMultiplier=1.00 [Menu] iConsoleSizeScreenPercent=40 iConsoleTextSize=20 [Trees] bEnableTreeAnimations=1 bEnableTrees=1 fUpdateBudget=1.5 SkyrimPrefs.ini [General] iStoryManagerLoggingEvent=-1 bEnableStoryManagerLogging=0 [Imagespace] bDoDepthOfField=1 [Display] iBlurDeferredShadowMask=4 fInteriorShadowDistance=3000.0000 fShadowDistance=4000.0000 iMaxAnisotropy=0 fLeafAnimDampenDistEnd=4600.0000 fLeafAnimDampenDistStart=3600.0000 fTreesMidLODSwitchDist=3584.0000 fGamma=1.4000 fDecalLOD2=1500.0000 fDecalLOD1=1000.0000 fSpecularLODStartFade=2000.0000 fShadowLODStartFade=200.0000 fLightLODStartFade=5000.0000 iTexMipMapMinimum=1 iTexMipMapSkip=0 iWaterMultiSamples=0 iMultiSample=0 iShadowMode=3 bTreesReceiveShadows=1 bDrawLandShadows=1 bFull Screen=0 iSize H=1440 iSize W=2560 fMeshLODFadePercentDefault=1.2000 fMeshLODFadeBoundDefault=256.0000 fMeshLODLevel2FadeTreeDistance=1920.0000 fMeshLODLevel1FadeTreeDistance=3584.0000 fMeshLODLevel2FadeDist=3456.0000 fMeshLODLevel1FadeDist=5376.0000 iScreenShotIndex=2 bShadowMaskZPrepass=0 bMainZPrepass=0 iMaxSkinDecalsPerFrame=35 iMaxDecalsPerFrame=60 bFloatPointRenderTarget=1 sD3DDevice="NVIDIA GeForce GTX 1060 6GB" bFXAAEnabled=0 iShadowMapResolution=1024 fShadowBiasScale=1.0000 iShadowMaskQuarter=4 iShadowFilter=3 bShadowsOnGrass=1 bTransparencyMultisampling=0 bDeferredShadows=1 bDrawShadows=1 [Grass] b30GrassVS=0 fGrassStartFadeDistance=4500.0000 fGrassMaxStartFadeDistance=8500.0000 fGrassMinStartFadeDistance=0.0000 [MAIN] bGamepadEnable=1 bCrosshairEnabled=0 fHUDOpacity=1.0000 bSaveOnPause=0 bSaveOnTravel=0 bSaveOnWait=0 bSaveOnRest=0 fSkyCellRefFadeDistance=600000.0000 [GamePlay] bShowFloatingQuestMarkers=1 bShowQuestMarkers=1 iDifficulty=2 [Interface] bDialogueSubtitles=1 bGeneralSubtitles=1 fMouseCursorSpeed=1.0000 bShowCompass=1 [Controls] fGamepadHeadingSensitivity=1.0000 fMouseHeadingSensitivity=0.0125 bAlwaysRunByDefault=1 bInvertYValues=0 bGamePadRumble=0 bUseKinect=0 fMouseHeadingYScale=0.0100 fMouseHeadingXScale=0.0100 [Particles] iMaxDesired=2000 [SaveGame] fAutosaveEveryXMins=60.0000 [AudioMenu] fAudioMasterVolume=1.0000 fVal7=1.0000 uID7=0 fVal6=1.0000 uID6=0 fVal5=1.0000 uID5=0 fVal4=1.0000 uID4=1627544803 fVal3=1.0000 uID3=94881 fVal2=1.0000 uID2=466532 fVal1=1.0000 uID1=554685 fVal0=1.0000 uID0=1007612 [Clouds] fCloudLevel2Distance=262144.0000 fCloudLevel1Distance=32768.0000 fCloudLevel0Distance=16384.0000 fCloudNearFadeDistance=9000.0000 [TerrainManager] fTreeLoadDistance=40000.0000 fBlockMaximumDistance=90000.0000 fBlockLevel1Distance=42000.0000 fBlockLevel0Distance=20000.0000 fSplitDistanceMult=0.7500 bShowLODInEditor=0 [NavMesh] [Trees] bRenderSkinnedTrees=1 uiMaxSkinnedTreesToRender=75 [Decals] uMaxDecals=100 [LOD] fLODFadeOutMultObjects=15.0000 fLODFadeOutMultItems=15.0000 fLODFadeOutMultActors=15.0000 fLODFadeOutMultSkyCell=1.0000 [Launcher] bEnableFileSelection=1 bShowAllResolutions=1 uLastAspectRatio=3 [BlurShaderHDR] [BlurShader] [Water] iWaterReflectHeight=1024 iWaterReflectWidth=1024 bUseWaterDisplacements=1 bUseWaterRefractions=1 bUseWaterReflections=1 bUseWaterDepth=1 SKSE.ini [Display] iTintTextureResolution=2048 [General] ClearInvalidRegistrations=1 EnableDiagnostics=1 Settings for old memory patch, remove ";" if you can't use crash fixes preloader plugin [Memory] DefaultHeapInitialAllocMB=1024 ScrapHeapSizeMB=256 [Debug] WriteMinidumps=0 I literally don't know what else to try. I have re-configured these settings according to every guide I can find. Other things I've tried: turning off steam overlay, playing in offline mode, launching skse from vortex, playing through steam. I also changed my audio settings and created an exception for skyrim in my firewall. I tried MO2, but I couldn't for my life get FNIS to work with it so I switched back to Vortex and I will not go back to MO2. I would appreciate any help; please let me know if you need more information.
Transcript of the beginning of "Jeremy and the Terrible, Horrible, No Good, Very Bad Stream"
So, listen, listen to me, listen to me, here's what happened. So, I-I-I wake up- I wake up this morning, I say "you know, I-I could play... I could play Xbox if I wanted to, or I could play Vi-uh, not Vive, uh, PSVR." We did a poll, the people decided that we were gonna play Red Dead Redemption. That's what the people decided. I went to the online store to buy Red Dead Redemption on the Xbox One backwards compatibility fucking store, you can buy it on the store. "Please buy it," okay, let-let's go ahead and buy this, th-that sounds like a fuckin' plan. I go to purchase it, it says "Oh, sorry, you don't have a credit card on file." Which, by the way, let's first talk about that for one second. "No credit card on file": fuck off! Like, why can't I just buy the fuckin' game, right? Why can't I just select Red Dead Redemption and purchase the game? I don't- who cares about having a credit card on file? So f-fuck it, whatever, right? So, I put a cr- I changed my credit card, put a credit card on file. It- I still don't have a credit card on file. I use my SECOND credit card. I have two credit cards: de- credit card, debit card, y'know, like most human beings. Both of 'em do not work, right? They don't work. So, the- I'm like in fuckin' panic mode 'cause, like, I don't have my fuckin' PSVR set up, and nothing's set up correctly. So I'm like "Fuck, I have to go get Red Dead Redemption." Both of my credit cards, by the way, out of my wallet now. I get in the fuckin' car, and I drive to Walmart! It's like a 15 minute drive for me to get to Walmart- credit cards out of my wallet. I don't have my credit cards in my fuckin' wallet. I go into the fuckin' store, and I go up to the fuckin' electronics section: "Oh, you guys have Red Dead Redemption, right?" "Yeah, we do, we do have Red Dead Redemption, sir, uh, please come this way." They open up the fuckin' case, take it out. "Yeah that'll be fuckin', like 19 dollars (whatever this fuckin' 7-year-old game is worth.)" And I open up my wallet, there's no credit cards in there. And I'm like, "what happened to the credit cards? Oh, that's right, I took them out. I took 'em out." So I drove back, and all the while I, like, called Kim to, like, fuckin' buy it on Amazon. So, like, I get the game fuckin' purchased on Amazon on my- I-I'm SCREAMING on- I SCREAMED in the car ride home. So you talkin' bout like 40 minutes just go by for no reason. I went to Walmart, no fuckin' credit cards, SCREAMING in the car. I screamed in the car, I swear to God. Fucking SCREAMING in the car! I'm not kidding. This is real, listen to my voice! This is not, like, makin' this up. I fuckin' screamed in the car! I- nobody was there, I'm just sitting there screaming! 'Cause, like, fuck, dude, that sucks so fuckin' bad. I just want to like- I want to stream Red Dead Redem- " [OFFLINE] What? Fucking blue screen of death, like, I- I am- I am, like, gonna scream. What's the last thing- What's the last thing you guys saw, by the way? What's the last thing you guys saw? Because I saw somethin' that I was not fuckin' happy about. Uhhh, something about the car? Wait, hold on, the g- wait, wait, wait, wait, wait, wait, wait, wait, wait, wait, wait, wait, hold on a minute. I- The game- I blue screened that long ago? Hold on, what?! I was talking for so long! Oh my God, I'm so fucking angry right now. I was speaking for so long after that! I told you the whole story! Oh, God! I was seriously gonna get to a point. Wh- I was- I g- I was fucking- my face must've been purple in Walmart, by the way. Like, I was gonna ask the guy behind the counter (I just couldn't fuckin' do it, though, how do you fuckin' do something like that?), I was, like, "Hey, uh... hey, can you, like, buy this for me?" I was gonna ask him to buy me the game and I was gonna come back tomorrow with, like, 50 bucks and hand this guy a fuckin' 50 dollar bill. I was gonna hand this guy a fucking Hugh Grant, y'know what I mean? Like, that- this- the guy was gonna get a Hugh Grant. I don't even fucking care at that point. I was gonna have this guy buy the game, and I was gonna come back and fuckin'- like, "Here, fucking take a 50!", and the game's 20 bucks. I don't even give a fuck, "Take it!", y'know what I mean? Anyways... so, I get back, buy it on Amazon, install the game from a code from Amazon, like, y'know, Amazon sells, uh, game codes, a Red Dead Redemption game code, right? So, uh, let's go ahead and press play, guys. Why don't we do that? Why don't we play Red Dead Redemption. [GAME DOESN'T OPEN] And this is, um- and THIS is what I fuckin' was f- [OFFLINE]
Hello everyone, I'm struggling chosing between two consoles :
The first one is a super slim, sold 40€, no cables no controller
the second one a slim, CFW4.84 rebug, 75€, no cables no controller
I'm hesitating because I don't know really what is possible to do with one or the other, and also the lifetime of those two models. Is the hardware better on the ultra slim than on the slim ? What will I be able to do on the slim I won't on the ultra slim, within this list (took from the faq)
Play backups of PS3 / PS2 / PSX / PSP / Blu-Rays / DVDs natively and region free, even on non backwards-compatible models. Emulate retro games with RetroArch or stand-alone emulators. Rip PS3 / PS2 / PSX / BluRay / DVD discs to your hard drive. Rip Super Audio CD (SACD) discs Mod games offline or on PSN. Convert your console to developer firmware (DEX). Play games stored on an external drive, or even one stored elsewhere on your network. Use a NTFS hard drive to get past 4GB file limitations and have unlimited storage capacity. Unban your console. Change the boot up logo and sound and remove the epilepsy warning for a faster boot up. Use Linux. Use the console to it's full extent with a broken Blu-Ray drive. Put a completely new (same model) Blu-Ray drive into your console with your motherboard without having to take the drive apart. Use custom devices, such as an Xbox 360 gamepad, as controllers with PS3XPAD. Install Movian, a Media Center application in which you can download plugins such as TV channels and Torrent Streamers. Install homebrew games and apps.
What would you do considering all of this ? Thank you all very much in advance !
I'm making a campaign management program and want feedback
Hello I have been working on a campaign management program for the past month or so. It's not even in alpha yet, and it's really REALLY rough and should NOT be used in any serious capacity since I'm not keeping backward compatibility at the moment and there are a LOT of features missing, consider it a prototype. Warnings aside I think that it's at a state that is usable and I would like feedback so that I can decide on the future of the project. I started to develop this because while I appreciate the online aspect of roll20 and other similars I wanted something that would also work offline. This can be run completely offline in your computer or online in a server you control (I have an instance running in my personal server, it requires a few tweaks for the bot to work but it's usable) I started with a discord bot to facilitate the rolling of dice, then implemented the store of sheets so that I could roll for example "str+athletics" and then the lack of a GUI made it difficult trying to fiddle with the character sheets and I decided to build an application that happened to have a bot instead.
So what can it do?
Manage several campaigns of several systems (currently only V5 and generic systems, but systems are plugins so in the future other systems will be implemented)
Manage Sessions, i.e storing date and notes on a session to remember what happened then
Manage Characters, allow you to create characters and assign them to players
Manage location and objects, basically store descriptions nothing fancy
Use a discord bot to roll dice and affect characters sheet
What do you need to try it?
I haven't tested it on windows, but it should be straightforward to get it working, you'll need python3, pip (the python package manager) and bower in order to install the dependencies and run the app. The readme in the project has the steps to follow, I know this is not ideal, but I'm not even close to an alpha release so if you're afraid of getting your hands dirty it's probably too early for you to try this. Due to copyright laws I only put the bare minimum information from the actual v5 rules, which means you still need a v5 book to know what stuff is.
License
Long story short, the project is Open Source and you're free to do whatever you please with it, at the moment it's not a good idea to contribute to it because it's more a prototype than an actual project and there is much that can and will be changed (I basically just rushed a working prototype out that's barely held together just to start using it in my game), however feedback is always appreciated.
Git
The project can be found at https://gitlab.com/Nibodhika/gmnotes if you have any feedback the preferred channel would be to reply here or send me a DM, creating an issue in the project is also an option but that's more for if you found a bug or have a feature request. PS: Since certain icons in FontAwesome are paid and I wanted to keep this free and open source throughout the app the icon for superficial damage is similar to [-] instead of [/] and aggravated damage is [+] instead of [X]. That's all, hope this is useful to someone else, and I would love to hear your feedback.
I wanted to throw this out there to try and give a positive impression of console gamers. I see so many console vs. PC threads on forums, videos on YouTube, and more. All the console gamers are morons who spout bullshit. They don't seem to know anything about computer hardware often quote technical terms and use them incorrectly. They frequently spread bullshit about the limits of the human eye or that 30fps is "more cinematic". They sometimes just refuse to admit that PCs are more powerful. It's painful to hear it really is. I'm fully aware of the benefits of PC. The ability to use any peripheral, not being locked to a specific companies business model, free online gaming, full mod support, increased performance and graphical fidelity, emulation, full backwards compatibility. There's plenty of reasons to go for PC over a console, but here are my reasons for choosing a console over a PC.
Exclusives. I love the PS3/PS4 exclusives. They're some of my all time favourite games. Sure PC has more exclusives and I can appreciate a good strategy game from time to time. I quite like 4x games and sim/tycoon style games; but they're not what I'm drawn to. I however love 3D platformers, open world sandbox games, and JRPGs and this is where the consoles shine. Modern epic open world RPGs are also on PC, The Witcher for example; but there just seems to be more of what I want on Playstation. Examples include the Ratchet & Clank, Sly Cooper, and Jak & Daxter series, Red Dead Redemption, The Last Of Us, the Uncharted, God Of War, and InFamous series, Horizon: Zero Dawn, the new Spider-Man, Until Dawn, the Yakuza series and more.
Trophies. I know it's hardly a big deal but I love going for trophies. This last year I've been actively trophy hunting and going for Platinum Trophies. I've got 10 platinum trophies at the time of writing and I'm working on The Last Of Us and Red Dead Redemption, but they're taking a while due to multiplayer trophies. Sure it seems daft, but I'm enjoying my games more. It's giving me a direction when I switch on my console. "I'm going to achieve X today", and then I go for it. Before that, especially in open world games, I'd switch on the console and do very little then get bored. I just found it hard to work up the motivation to play, not sure why. Or worse still I'd finally have some free time to play and I'd be paralysed by choice, not sure what to boot up so I'd just be sitting their staring at the menus not actually starting up anything. Now I get way more out of my games and I have a lot more fun. I've platinumed the new Spider-Man, Horizon: Zero Dawn, The Order 1886, InFamous: Second Son, Tom Clancy's The Division and more... I know Steam has achievements, as does Xbox, but I like the structure Playstation uses. Hardly a big reason to pick it over another platform I know but I really do find it enhances my gaming.
I want time away from my PC. I spend loads of time at my PC as it is, and sometimes I just need time away from it. I know anyone else who works at a PC or studies via a PC for most of the day; they just want a change of scenery. Sure I do still game on my PC, but sometimes I want to switch it off, where Discord, Skype and other services can't bother or distract me; and just play some games and be offline for a while. Again not a great objective argument I know but it is a factor for me.
My Migraines. I know this is personal, but I can watch a TV or play on my console for 4-5 hours straight and feel fine. If I do that with a PC monitor I wind up feeling ill. Obviously this is extremely personal and it might be down to the refresh rate or brightness settings on my monitor. I think the picture on my TV is just softer somehow. I've even tried running my PC through my TV and it just messes up the colours and I can never get it to look right (and that's on two TVs). White especially looks terrible and text is hard to read. I've got a friend who regularly has his PC display on his big TV so he can play games with an Xbox controller. I know it can be done fine, but I can never get the settings right or comfortable for my eyes. Consoles seem to do all that for me, which I appreciate.
The Collection. I like to collect physical media. It's my main hobby, it's something I enjoy, and on PC it's pretty much impossible. There are no physical releases on PC any more, just the occasional disc with an installer and a Steam code. If I wanted the Steam version, I'd download the Steam version. I have my DVD collection, my CD collection, my PS3/PS4 collection, and my classic Sega collection. I like how it looks on the shelf. Daft maybe, but I like physical media. Can't do that with PC.
Graphics and Performance. I honestly just don't care. Now, I can tell if something is running at 60fps over 30fps and I'm not going to parrot the bullshit about the limits of the human eye because I know it's complete crap, but it's not immediately apparent to me at least and it doesn't change my experience too much. Perhaps my eyesight isn't too good. So long as the frame-rate is stable and doesn't dip below 30 I rarely notice. For example, I actually couldn't tell you if the new Spider-Man game on PS4 runs at 30 or 60. I've got the Platinum trophy, put more than 20 hours into it; but without looking it up, I honestly don't know. It felt quite smooth and responsive so I'm going to guess 60, but if you told me that was 30 I'd have no reason to disbelieve you. Same with HD vs. 4k. I know there's a difference, I've seen a friends 4k set up and it is very pretty, (though I think I'd appreciate it more for films than for gaming). The thing is, is it enough of a difference? I'm honestly not sure it is. Sure 4k looks better but I don't really care. I've seen the Witcher 3 looking gorgeous at 4k on Ultra and it is nice. I've also played it on the PS4 at 1080p and while there's a noticeable downgrade on individual images, when you're actively playing you're absorbed by the game and is the difference even all that noticeable then. I've just finished Spider-Man recently on PS4, and now gone back to PS3 to play Red Dead Redemption as I'm going for the Platinum. Yes Spider-Man looks better but it's not that much better. Red Dead Redemption only runs at 720p, (and I had to look that up because I didn't know if it was 720p or 1080p). What I'm getting at is, while I can see a difference, and can definitely tell which is better side by side, I find the differences so incremental that I honestly don't see enough of a difference between 4k gaming and even some of the better looking PS3 games, to consider it worth switching. I'm happy with my games as they are, and while I'd prefer frame rates to be higher as it makes the games feel smoother; a game running at 720p at 30fps is perfectly adequate for me. In some cases when it's the same game I appreciate an upgrade. With DmC: Devil May Cry, I played the PS3 version to completion and enjoyed it fine. It ran at 720p at 30fps. Then I got the remaster on PS4 where it ran at 1080p at 60fps and I felt the difference. It was smoother and more responsive. It is better. I'm sure 1440p at 120fps feels another step better again, but there's the point of diminishing returns and I think we're hitting it. I'd rather they spent the time on gameplay, story, character development, level design etc. I have no issue with people wanting better, I just think the jump from PS2 to PS3 was the last big jump for me and everything else just feels incremental.
Accessibility and Price. This is the one that'll get me attacked by PC elitists because it's where I openly disagree with the pro-PC crowd and back up two points regularly brought up by the "console peasants", though I'm going to try and sound a little more intelligent and articulate than them. Shouldn't be hard, I'm going to talk using my face rather than my arsehole. Now, one of the things that pisses me of is the condescending way PC gamers act when it comes to building a PC. I'm also a PC gamer and I'm far from computer illiterate but I'm not comfortable building my own PC because if I fuck it up or break something, I've wasted my money. So, I got my PC built professionally my parts where:
Intel Core i7-4790 CPU
ASUS Z97-A Motherboard
16GB RAM
GeForce GTX 770 GPU
SanDisk 480GB SSD
500GB SATA-III HDD
8x Blu-Ray Drive
Corsair 650w VS Series PSU
Corsair H55 Hydro Cooling
Creative Sound Blaster Z 5.1 PCI-E
Wireless 802.11N PCI-E.
I had this built this back in February of 2015 and it cost me £1,400. (that's about $1,825 USA). That's with a modest graphics card too. I was going to go for a GTX 980 but it put me outside my price range. Looking online now, it'd cost me more than £100-150 to upgrade my GPU to a 9 series or 10 series card. Since then I've built a similar PC for my mother (November 2017), using an i3-4170 CPU, 8GB of RAM, same model GPU, no SSD this time, and just a DVD drive rather than a Blu-Ray. This was my first time building a PC myself but it still cost me over £500. £110 for the motherboard, £115 for the processor, £60 for the RAM, £80 for the GPU, £35 for the HDD, £20 for the DVD drive, £40 for the PSU. £35 for the Case. £35 for Speakers, Mouse, and Keyboard. Then when I came to set it up, it took me two days to build the thing watching YouTube tutorials. Putting it together wasn't too hard, but installing Windows 7, (my mum prefers it), from scratch. Sorting out drivers etc. I couldn't do it. I spent 4 hours trying to figure out why the thing wouldn't recognise the mouse wheel, and just trying to get it to display properly on a normal monitor. I've been using computers for decade and gaming just as long and I felt frustrated and confused. In the end a friend had to completely wipe the PC and install Windows a second time because I somehow ballsed it up. Maybe I'm just a fucking idiot, but I think it's far more likely that PC gamers are often arrogant arseholes that assume just because they understand something, everyone does. It's the same with cars. My dad is a mechanic, he knows how to fix and rebuild an engine. I don't. When PC gamers tell people to just "learn to build a PC" it reminds me of my dad saying how real men should fix a car themselves, and scoff that many drivers can't do their own repairs. Same thing I feel. What I definitely don't understand is how people can keep claiming that you can get these budget $300 builds (that's only £230). That's fucking impossible and anyone who says it isn't is a damn liar. Either PC parts are WAY cheaper in USA, or these people are magic.
So those are my reasons. Hopefully this was more coherent than the usual fanboy shit. I just want to put it out there and clear the air a little as I'm sick, as a console gamer, of being represented by the moronic fanboys who don't know what they're talking about. I'm also sick of hearing condescending PC fanboys make ridiculous claims about how cheap PC is, while also implying that budget builds get all the benefits of PC when they clearly don't. PC is a great platform sure, but it's an enthusiasts platform and to get the most out of it you need to be knowledgeable on how it works AND put some money into it. I'd just like for a day when console gamers like myself all admit, yes PC is more free and open, has better performance and graphics, has more exclusives and more customisation etc. as I do. But also where PC gamers will admit that consoles have some of the best received and acclaimed AAA exclusives of recent memory, are more user friendly and accessible, and are in fact cheaper especially if you lack the know-how to build a PC yourself. A budget PC build will cost more than a current gen console, and a fuck-load more than a last gen console; and while Steam sales are great value. PSN has regular sales too (it just had an 80% off Ubisoft sale this week), and you can buy used games. You can get a PS3 right now, and a library of GOOD games for under £100. You certainly can't build a PC that can run GTA 5 for less than £100. That is a fact. You can however buy a PS3 with the following gamesThe Last Of Us, Uncharted 1-3, Red Dead Redemption, GTA 5, DmC: Devil May Cry, Batman Arkham Asylum and City, Spec Ops: The Line, Need For Speed: Hot Pursuit, Assassin's Creed 4 and Rogue, XCOM: Enemy Unknown, Dragon Age Origins, Vanquish, Fallout 3 and New Vegas, the Tomb Raider reboot, and Shadow Of Mordor. For £100 (buying used games and a refurbished PS3 from GAME with a 1 year warranty). You DEFINITELY can't do that with a PC for under £100.
A Beginners Guide to Bitcoin, Blockchain & Cryptocurrency
As cryptocurrency, and blockchain technology become more abundant throughout our society, it’s important to understand the inner workings of this technology, especially if you plan to use cryptocurrency as an investment vehicle. If you’re new to the crypto-sphere, learning about Bitcoin makes it much easier to understand other cryptocurrencies as many other altcoins' technologies are borrowed directly from Bitcoin. Bitcoin is one of those things that you look into only to discover you have more questions than answers, and right as you’re starting to wrap your head around the technology; you discover the fact that Bitcoin has six other variants (forks), the amount of politics at hand, or that there are over a thousand different cryptocurrencies just as complex if not even more complex than Bitcoin. We are currently in the infancy of blockchain technology and the effects of this technology will be as profound as the internet. This isn’t something that’s just going to fade away into history as you may have been led to believe. I believe this is something that will become an integral part of our society, eventually embedded within our technology. If you’re a crypto-newbie, be glad that you're relatively early to the industry. I hope this post will put you on the fast-track to understanding Bitcoin, blockchain, and how a large percentage of cryptocurrencies work.
Community Terminology
Altcoin: Short for alternative coin. There are over 1,000 different cryptocurrencies. You’re probably most familiar with Bitcoin. Anything that isn’t Bitcoin is generally referred to as an altcoin. HODL: Misspelling of hold. Dank meme accidentally started by this dude. Hodlers are much more interested in long term gains rather than playing the risky game of trying to time the market. TO THE MOON: When a cryptocurrency’s price rapidly increases. A major price spike of over 1,000% can look like it’s blasting off to the moon. Just be sure you’re wearing your seatbelt when it comes crashing down. FUD: Fear. Uncertainty. Doubt. FOMO: Fear of missing out. Bull Run: Financial term used to describe a rising market. Bear Run: Financial term used to describe a falling market.
What Is Bitcoin?
Bitcoin (BTC) is a decentralized digital currency that uses cryptography to secure and ensure validity of transactions within the network. Hence the term crypto-currency. Decentralization is a key aspect of Bitcoin. There is no CEO of Bitcoin or central authoritative government in control of the currency. The currency is ran and operated by the people, for the people. One of the main development teams behind Bitcoin is blockstream. Bitcoin is a product of blockchain technology. Blockchain is what allows for the security and decentralization of Bitcoin. To understand Bitcoin and other cryptocurrencies, you must understand to some degree, blockchain. This can get extremely technical the further down the rabbit hole you go, and because this is technically a beginners guide, I’m going to try and simplify to the best of my ability and provide resources for further technical reading.
A Brief History
Bitcoin was created by Satoshi Nakamoto. The identity of Nakamoto is unknown. The idea of Bitcoin was first introduced in 2008 when Nakamoto released the Bitcoin white paper - Bitcoin: A Peer-to-Peer Electronic Cash System. Later, in January 2009, Nakamoto announced the Bitcoin software and the Bitcoin network officially began. I should also mention that the smallest unit of a Bitcoin is called a Satoshi. 1 BTC = 100,000,000 Satoshis. When purchasing Bitcoin, you don’t actually need to purchase an entire coin. Bitcoin is divisible, so you can purchase any amount greater than 1 Satoshi (0.00000001 BTC).
What Is Blockchain?
Blockchain is a distributed ledger, a distributed collection of accounts. What is being accounted for depends on the use-case of the blockchain itself. In the case of Bitcoin, what is being accounted for is financial transactions. The first block in a blockchain is referred to as the genesis block. A block is an aggregate of data. Blocks are also discovered through a process known as mining (more on this later). Each block is cryptographically signed by the previous block in the chain and visualizing this would look something akin to a chain of blocks, hence the term, blockchain. For more information regarding blockchain I’ve provided more resouces below:
Bitcoin mining is one solution to the double spend problem. Bitcoin mining is how transactions are placed into blocks and added onto the blockchain. This is done to ensure proof of work, where computational power is staked in order to solve what is essentially a puzzle. If you solve the puzzle correctly, you are rewarded Bitcoin in the form of transaction fees, and the predetermined block reward. The Bitcoin given during a block reward is also the only way new Bitcoin can be introduced into the economy. With a halving event occurring roughly every 4 years, it is estimated that the last Bitcoin block will be mined in the year 2,140. (See What is Block Reward below for more info). Mining is one of those aspects of Bitcoin that can get extremely technical and more complicated the further down the rabbit hole you go. An entire website could be created (and many have) dedicated solely to information regarding Bitcoin mining. The small paragraph above is meant to briefly expose you to the function of mining and the role it plays within the ecosystem. It doesn’t even scratch the surface regarding the topic.
How do you Purchase Bitcoin?
The most popular way to purchase Bitcoin through is through an online exchange where you trade fiat (your national currency) for Bitcoin. Popular exchanges include:
Coinbase
Kraken
Cex
Gemini
There’s tons of different exchanges. Just make sure you find one that supports your national currency.
Volatility
Bitcoin and cryptocurrencies are EXTREMELY volatile. Swings of 30% or more within a few days is not unheard of. Understand that there is always inherent risks with any investment. Cryptocurrencies especially. Only invest what you’re willing to lose.
Transaction & Network Fees
Transacting on the Bitcoin network is not free. Every purchase or transfer of Bitcoin will cost X amount of BTC depending on how congested the network is. These fees are given to miners as apart of the block reward. Late 2017 when Bitcoin got up to $20,000USD, the average network fee was ~$50. Currently, at the time of writing this, the average network fee is $1.46. This data is available in real-time on BitInfoCharts.
Security
In this new era of money, there is no central bank or government you can go to in need of assistance. This means the responsibility of your money falls 100% into your hands. That being said, the security regarding your cryptocurrency should be impeccable. The anonymity provided by cryptocurrencies alone makes you a valuable target to hackers and scammers. Below I’ve detailed out best practices regarding securing your cryptocurrency.
Two-Factor Authentication (2FA)
Two-factor authentication is a second way of authenticating your identity upon signing in to an account. Most cryptocurrency related software/websites will offer or require some form of 2FA. Upon creation of any crypto-related account find the Security section and enable 2FA.
SMS Authentication
The most basic form of 2FA which you are probably most familiar with. This form of authentication sends a text message to your smartphone with a special code that will allow access to your account upon entry. Note that this is not the safest form of 2FA as you may still be vulnerable to what is known as a SIM swap attack. SIM swapping is a social engineering method in which an attacker will call up your phone carrier, impersonating you, in attempt to re-activate your SIM card on his/her device. Once the attacker has access to your SIM card he/she now has access to your text messages which can then be used to access your online accounts. You can prevent this by using an authenticator such as Google Authenticator.
Authenticator
The use of an authenticator is the safest form of 2FA. An authenticator is installed on a seperate device and enabling it requires you input an ever changing six digit code in order to access your account. I recommend using Google Authenticator. If a website has the option to enable an authenticator, it will give you a QR code and secret key. Use Google Authenticator to scan the QR code. The secret key consists of a random string of numbers and letters. Write this down on a seperate sheet of paper and do not store it on a digital device. Once Google Authenticator has been enabled, every time you sign into your account, you will have to input a six-digit code that looks similar to this. If you happen to lose or damage the device you have Google Authenticator installed on, you will be locked out of your account UNLESS you have access to the secret key (which you should have written down).
Hardware Wallets
A wallet is what you store Bitcoin and cryptocurrency on. I’ll provide resources on the different type of wallets later but I want to emphasize the use of a hardware wallet (aka cold storage). Hardware wallets are the safest way of storing cryptocurrency because it allows for your crypto to be kept offline in a physical device. After purchasing crypto via an exchange, I recommend transferring it to cold storage. The most popular hardware wallets include the Ledger Nano S, and Trezor. Hardware wallets come with a special key so that if it gets lost or damaged, you can recover your crypto. I recommend keeping your recovery key as well as any other sensitive information in a safety deposit box. I know this all may seem a bit manic, but it is important you take the necessary security precautions in order to ensure the safety & longevity of your cryptocurrency.
Technical Aspects of Bitcoin
TL;DR
Address: What you send Bitcoin to.
Wallet: Where you store your Bitcoin
Max Supply: 21 million
Block Time: ~10 minutes
Block Size: 1-2 MB
Block Reward: BTC reward received from mining.
What is a Bitcoin Address?
A Bitcoin address is what you send Bitcoin to. If you want to receive Bitcoin you’d give someone your Bitcoin address. Think of a Bitcoin address as an email address for money.
What is a Bitcoin Wallet?
As the title implies, a Bitcoin wallet is anything that can store Bitcoin. There are many different types of wallets including paper wallets, software wallets and hardware wallets. It is generally advised NOT to keep cryptocurrency on an exchange, as exchanges are prone to hacks (see Mt. Gox hack). My preferred method of storing cryptocurrency is using a hardware wallet such as the Ledger Nano S or Trezor. These allow you to keep your crypto offline in physical form and as a result, much more safe from hacks. Paper wallets also allow for this but have less functionality in my opinion. After I make crypto purchases, I transfer it to my Ledger Nano S and keep that in a safe at home. Hardware wallets also come with a special key so that if it gets lost or damaged, you can recover your crypto. I recommend keeping your recovery key in a safety deposit box.
What is Bitcoins Max Supply?
The max supply of Bitcoin is 21 million. The only way new Bitcoins can be introduced into the economy are through block rewards which are given after successfully mining a block (more on this later).
What is Bitcoins Block Time?
The average time in which blocks are created is called block time. For Bitcoin, the block time is ~10 minutes, meaning, 10 minutes is the minimum amount of time it will take for a Bitcoin transaction to be processed. Note that transactions on the Bitcoin network can take much longer depending on how congested the network is. Having to wait a few hours or even a few days in some instances for a transaction to clear is not unheard of. Other cryptocurrencies will have different block times. For example, Ethereum has a block time of ~15 seconds. For more information on how block time works, Prabath Siriwardena has a good block post on this subject which can be found here.
What is Bitcoins Block Size?
There is a limit to how large blocks can be. In the early days of Bitcoin, the block size was 36MB, but in 2010 this was reduced to 1 MB in order to prevent distributed denial of service attacks (DDoS), spam, and other malicious use on the blockchain. Nowadays, blocks are routinely in excess of 1MB, with the largest to date being somewhere around 2.1 MB. There is much debate amongst the community on whether or not to increase Bitcoin’s block size limit to account for ever-increasing network demand. A larger block size would allow for more transactions to be processed. The con argument to this is that decentralization would be at risk as mining would become more centralized. As a result of this debate, on August 1, 2017, Bitcoin underwent a hard-fork and Bitcoin Cash was created which has a block size limit of 8 MB. Note that these are two completely different blockchains and sending Bitcoin to a Bitcoin Cash wallet (or vice versa) will result in a failed transaction. Update: As of May 15th, 2018 Bitcoin Cash underwent another hard fork and the block size has increased to 32 MB. On the topic of Bitcoin vs Bitcoin Cash and which cryptocurrency is better, I’ll let you do your own research and make that decision for yourself. It is good to know that this is a debated topic within the community and example of the politics that manifest within the space. Now if you see community members arguing about this topic, you’ll at least have a bit of background to the issue.
What is Block Reward?
Block reward is the BTC you receive after discovering a block. Blocks are discovered through a process called mining. The only way new BTC can be added to the economy is through block rewards and the block reward is halved every 210,000 blocks (approximately every 4 years). Halving events are done to limit the supply of Bitcoin. At the inception of Bitcoin, the block reward was 50BTC. At the time of writing this, the block reward is 12.5BTC. Halving events will continue to occur until the amount of new Bitcoin introduced into the economy becomes less than 1 Satoshi. This is expected to happen around the year 2,140. All 21 million Bitcoins will have been mined. Once all Bitcoins have been mined, the block reward will only consist of transaction fees.
Any computer that connects to the Bitcoin network is called a node. Nodes that fully verify all of the rules of Bitcoin are called full nodes.
In other words, full nodes are what verify the Bitcoin blockchain and they play a crucial role in maintaining the decentralized network. Full nodes store the entirety of the blockchain and validate transactions. Anyone can participate in the Bitcoin network and run a full node. Bitcoin.org has information on how to set up a full node. Running a full node also gives you wallet capabilities and the ability to query the blockchain. For more information on Bitcoin nodes, see Andreas Antonopoulos’s Q&A on the role of nodes.
What is a Fork?
A fork is a divergence in a blockchain. Since Bitcoin is a peer-to-peer network, there’s an overall set of rules (protocol) in which participants within the network must abide by. These rules are put in place to form network consensus. Forks occur when implementations must be made to the blockchain or if there is disagreement amongst the network on how consensus should be achieved.
Soft Fork vs Hard Fork
The difference between soft and hard forks lies in compatibility. Soft forks are backwards compatible, hard forks are not. Think of soft forks as software upgrades to the blockchain, whereas hard forks are a software upgrade that warrant a completely new blockchain. During a soft fork, miners and nodes upgrade their software to support new consensus rules. Nodes that do not upgrade will still accept the new blockchain. Examples of Bitcoin soft forks include:
A hard fork can be thought of as the creation of a new blockchain that X percentage of the community decides to migrate too. During a hard fork, miners and nodes upgrade their software to support new consensus rules, Nodes that do not upgrade are invalid and cannot accept the new blockchain. Examples of Bitcoin hard forks include:
Bitcoin Cash
Bitcoin Gold
Note that these are completely different blockchains and independent from the Bitcoin blockchain. If you try to send Bitcoin to one of these blockchains, the transaction will fail.
A Case For Bitcoin in a World of Centralization
Our current financial system is centralized, which means the ledger(s) that operate within this centralized system are subjugated to control, manipulation, fraud, and many other negative aspects that come with this system. There are also pros that come with a centralized system, such as the ability to swiftly make decisions. However, at some point, the cons outweigh the pros, and change is needed. What makes Bitcoin so special as opposed to our current financial system is that Bitcoin allows for the decentralized transfer of money. Not one person owns the Bitcoin network, everybody does. Not one person controls Bitcoin, everybody does. A decentralized system in theory removes much of the baggage that comes with a centralized system. Not to say the Bitcoin network doesn’t have its problems (wink wink it does), and there’s much debate amongst the community as to how to go about solving these issues. But even tiny steps are significant steps in the world of blockchain, and I believe Bitcoin will ultimately help to democratize our financial system, whether or not you believe it is here to stay for good.
Final Conclusions
Well that was a lot of words… Anyways I hope this guide was beneficial, especially to you crypto newbies out there. You may have come into this realm not expecting there to be an abundance of information to learn about. I know I didn’t. Bitcoin is only the tip of the iceberg, but now that you have a fundamental understanding of Bitcoin, learning about other cryptocurrencies such as Litecoin, and Ethereum will come more naturally. Feel free to ask questions below! I’m sure either the community or myself would be happy to answer your questions. Thanks for reading!
Hi everyone, Soon you'll be able to strap yourself into the cockpit of the Chieftain and explore a host of new gameplay features - Chapter One is almost here! The galaxy servers will be down today from 9.30 AM (GMT) for approximately 9 hours. There is a chance that this could run over, so we really appreciate your patience. As usual with these updates we'll keep you as up to date as possible. While you wait, join us for a pre-launch livestream at 2:00 PM (GMT) for a Beyond - Chapter One recap with members of the development team on YouTube here. We'll post the changelog soon, and add update information to the thread as it comes in. Keep an eye on our social media channels too for regular updates on the server status. We will try to respond to as many queries as possible, but we will give everyone advanced notice for when the servers come back online, and social media is your best bet for knowing when the servers are back up and running! Thanks!
(Includes improvements Coming Soon for Crime and Ship Destruction, Kill Warrant Scanner, Superpower Bounties) Edward Lewis:
Here's an overview of all the features coming to Elite Dangerous: Beyond - Chapter One. With one or two exceptions (outlined within the section) the information below is how the feature will work at launch of Elite Dangerous 3.0.
Crime & Counter Crime system overhaul, including Advance Tactical Response (ATR)
When the player is destroyed they are not necessarily returned to the last port they docked at, based on a prioritised list of rules
If players are destroyed when a fine/bounty has been detected they will respawn at a detention centre
Players that join a Multi-crew session in someone else’s ship, and commit a crime, have a corresponding fine/bounty added to their own most valuable ship
Players can store hot modules (modules applied to a ship at the time a crime is committed)
Players can clean ships of any bounties and fines through an Interstellar Factor contact
Players can sell hot ships from the shipyard for a markdown
Access to port services including ship transferring/storage/retrieval/selling are limited if the player docks in a 'wanted' ship (bounties and fines) applicable in that jurisdiction, and the cost is increased where transfer is possible
Power bounties are issued instead of normal bounties for criminal acts to do with valid Powerplay interactions
Players can see details on fines and bounties in the wanted ships cockpit, the shipyard and the ship transfer screens
New crime recognised: "reckless weapons discharge"
Bounties and fines incurred by players are applied to the ship that the crime was committed in and never go dormant
Kill Warrant Scanner changes and Interstellar Bounties will be coming soon
Missions
Added new Wing Missions that can be shared across a Wing and completed as a group
Mission Depot added where players can accept an applicable mission and deliver the target commodity piece by piece to complete the mission
Mission reward choice
New USS scenarios added
Ships
Added new alien attack craft
Added the Chieftain. More manoeuvrable than ships of similar size and weight, the Alliance Chieftain from Lakon Spaceways has been designed not only to dish out punishment, but to avoid it. * Horizons only
Added second seat to the Keelback to support Multicrew
Trade Data & Galaxy Map
Galaxy map now indicates its mode when any tab is active
Galaxy Map: Filter by station services
Galaxy Map: Filters added for Thargoid & Guardian sites
More player factions have had a description added in their home system on the galaxy map
Filter for the new 'detention centre' government type (for new detention centre spawning areas)
Galaxy Map: Players can view trade data that they own, by commodity, represented on the galaxy map by colour coded icons
Galaxy Map: Players can view trending trade routes, and filter by AI or Human players
Galaxy Map: Players can view import and export prices, in a roll out screen, including the ability to select different markets and filter
Commodity Market: Players can search trade data they own, to compare it to the current market
Prison ships have been added to one of the routes to Colonia
Ship yards added to Caravanserai in Gandharvi and Eudaemon Anchorage in Rohini
Engineers
Material Trader contacts, which allow the player to convert materials. * Horizons only
Engineering a module or weapon results in progressively better improvements within a range
Players can convert and modify their older modules/weapons engineered before this update
Players can modify modules/weapons at selected ports (ports with access to outfitting) outside Engineer ports
Players can select which experimental effect they want to apply to their module, at a material cost
Players are presented with a screen where they can choose the module/weapon to modify, the Blueprint to apply or pin, see the material cost, and preview the outcome
Weapons and modules
Added Technology Broker contacts, which allows the player to unlock new weapons and modules in return for specific materials and commodities. * Horizons only
Medium Shock Cannon (Fixed, gimbal & turret)
Medium Remote Flechette Launcher (Fixed & Turret)
Medium Enzyme Missile (Fixed)
Size 4 Meta Alloy Hull Reinforcement Package
Recon Limpet Controller
Galnet Audio
For new articles, players can now listen to the news in English, French, German, Russian, Spanish and Brazilian Portuguese
News headlines can be accessed via the status menu
Galnet can now be accessed via the status menu and articles with audio can be played or queued into a playlist
Galnet Audio playback options added to controller bindings
Galnet Audio section added to audio options
Installation and Megaship Interactions
Data link scanner upgraded to allow scanning megaships and installations to reveal targets the player can interact with
Players can scan certain revealed targets to uncover sub-targets. These can be interacted with in different ways depending on the type
Players can damage generators to disable turrets
Players can use recon limpets to activate data terminals and comms arrays
Players can use hatchbreaker limpets to open a cargo bay
Surface material system
Overhauled the surface material system for the rocky, high metal content and metal rich planets
Improved contrast and colour variation across and between bodies
The colouration of the surfaces now more clearly telegraphs the chemical makeup and volcanic activity of the worlds
Quality of Life
Added synthesis for new Technology Broker modules and weapons
Added synthesis for AX weapons
New cockpit voice assistant - Victor added as an alternative to Verity
Increased manoeuvrability benefits when boosting based on the ENG pips
Option added so players can choose how flight controllers address them (Commander Name, Ship Name or Ship ID) when approaching a station
’Target Ignore’ feature added for material and commodity collectables and refining
Ability to see at a glance the quality and inventory quantity of materials targeted
Per material storage caps
Increased rewards at Search and Rescue contact
New High Value supercruise targets for pirates to raid
Misc Features
Large number of Commander Journal updates
Consoles
Portuguese language support added for consoles
11 new Achievements for XB1 worth 200G
Fixes and Improvements
This update includes well over 1000 fixes for various issues that have been discovered and investigated during the development process since the release of 2.4. For the sake of clarity, we have primarily listed below fixes for issues that have been reported to us by the community or other important changes.
Art
Fixed a texture issue in the Teqia QI-T E3-3167 nebula
Audio
Fixed some audio issues with the Federal Gunship
Fixed some audio distortion that could occur when passing through a Starport's airlock
Fixed issue where Elite NPC crew members would use incorrect voice responses regarding targets
Fixed an audio issue with Small Fixed Mining Lasers
Fixed some clicking that could occur when starting and stopping in the Lakon Type 10
Fixed hardpoint scanners being silent after swapping from mothership to fighter and back
Fixed some missing UI sounds when contributing resources towards a Wing Mission when using a mouse
Fixed flight controllers saying a third character if a player switches to a call sign with less than 3 characters
Fixed the ‘Bounty Incurred’ audio line playing whenever a fine is received
Fixed some missing audio from holographic billboards
Fixed audio issues with the vessel voice after returning to your ship from an SRV when landing at some sites
Fixed cockpit freezing and cracking SFX persisting after returning to the game from the menu
Camera Suite
Removed a dark background that would appear when opening the main menu while in the Camera Suite
Consoles
Scale the loading squares for 4K so that they're not tiny [XB1X]
Fixed an issue where the game would revert back to 4K mode instead of 1080p after a few days [XB1X only]
Fixed an issue where the pre-order gold Sidewinder paintjob would go missing [PS4]
Earth now has better defined land masses as on other platforms [PS4]
Menu audio no longer continues to play when viewing Training Videos [PS4]
Fixed an issue where you’re unable to reply to messages from friends due to them appearing offline erroneously [PS4]
Fixed descriptions for various Trophies in languages other than English [PS4]
Various audio fixes to help reduce “pops & crackles” [PS4]
Controls & Control Devices
Fixed issue of more recent PS4 controllers not being recognised as such when used on PC
Fixed some instances of changes to keybindings not being saved after restarting the game
Fixed a throttle issue that occurred when using the Camera Suite
Added the correct radial menus for the T.Flight Hotas One and T.Flight Hotas 4
Reverted a change that renamed ThrustMasterHOTAS4 to TFlightHotas4 to keep backwards compatibility with existing player presets that referenced the old name
Fixed throttle automatically setting to zero when exiting a hyperspace jump
For consoles, added support for a separate custom bindings profile per input device (Gamepad or HOTAS)
For consoles, added support for switching automatically to the correct bindings profile (Gamepad or HOTAS, standard or custom) depending on the device used to start the game and the profile type that was used with the previous device
On Windows, added support for the T.Flight Hotas One and T.Flight Hotas 4
Fixed a controller issue where using the Galaxy Map Back button would re-open the Galaxy Map
Engineers
Fixed an issue where engineer bases would not always occupy the top position of your Contacts Panel by default
Engineer workshop now displays ‘None’ instead of the currently applied experimental effect if you have a Blueprint selected that is different from the one currently applied to the module
Pinning a blueprint will now pin all grades, not just one
Higher reputation with an Engineer will increase the speed you'll progress through the lower grades
Fixed sorting for pinned Blueprints in the Engineer workshop and cockpit Engineer menu
Some Railgun Experimental Effects under the new system now all have a 40% heat reduction applied (applies to Feedback Cascade, Super Penetrator, Plasma slug)
Fixed an issue with the level preview when selecting a module to modify at an Engineer
Fixed an issue in the Engineer Workshop that can cause the UI to become unresponsive if all stats have reached their maximum values, but the recipe progress has not
Galaxy Map/System Map
Fixed some inconsistent system data for Pekoe
Fixed the missing 'State' field for systems with damaged stations
Fixed the argument of periapsis appearing incorrectly on the System Map
Fixed two systems with duplicate names
Fixed visual issue with planets that could occur after selling restored exploration data
The Galaxy Map can now be freely spun with the mouse in both directions, instead of just to the right
Fixed some texture pop for the stars on the System Map
Fixed inconsistencies between the jump range calculated by the hyperdrive and what's used in outfitting/galaxy map. Should no longer be cases where the route plotter avoids jumps just on the edge of your range that you could technically make
Fixed the System Map displaying the current view mode of the Galaxy Map in the top right corner
Fixed some incorrect player faction descriptions on the Galaxy Map
Fixed the map configuration view ‘by services’ not persisting on subsequent reopening of the Galaxy Map
The inhabitants of Lave 2 have moved on after being isolated by their planet's permit and their settlements have been dismantled, so missions should no longer target this planet
General Fixes & Tweaks
Various text tweaks
Fixed a tiling issue with high resolution screenshots
Fixed Onionhead decals that were appearing white
Fixed an issue where incoming calls still came through when voice channels were set to 'off'
Commander stats: Highest Single Reward now updates based upon the greatest total bounty per ship destroyed after this release
Increased yield of materials from asteroids
Fix for bounty values not always being received correctly
Added two new materials - Boron and Lead which can most commonly be found in metal-rich asteroid rings
Anarchy factions treat smuggling goods at a black market as if they were traded on the open commodities market for the purposes of the Background Sim
Fixed the notoriety discount not being applied correctly on the insurance screen
Minor commodity adjustments with the aim to make it more profitable to smuggle goods to a black market
AI traders have been discouraged from travelling to markets farther away from the system entry point or that have a low security, leaving more supply and demand available for players. Anarchy factions lower the security of their markets.
Fix material traders and technology brokers being incorrectly activated at markets when their owner changes
Rebalancing pass over station repair targets has reduced them to about 10% of their 2.4 values
Holo-Me Creator
Fixed Holo-Me creator always saying 'Mixed Eyes' even when they match
Adjusted the height of the wraparound visor eyewear
Fixed an issue where 'Asymmetry 01' was set by default even when 'None Selected' was set
Corrected the position of the player’s avatar when using the Holo-Me creator when in an Anaconda
Hyperspace/Supercruise
Addressed issue of jumping to a binary star system and dropping too far away from the main star
Installations/POIs/USSs
Patched a hole in the geometry of the Shrogea MH-V e2-1763 Tourist Installation
Moved some shipping containers at the Torno 3 Maclaurin Reach surface base to prevent SRVs from becoming stuck
Fixed players sometimes not receiving Engineering data from scanning data points
Fixed instances of capital ships being aligned to the wrong side of Conflict Zones
Fixed a missing Uplink at Dav's Hope
Fixed some floating buildings at Conflux Settlements
Added docked capital ship to the Carthage system
Made some adjustments to the drop out distance to prevent players from dropping out of Supercruise inside the structure of a Megaship
Grounded a floating communications antenna at Dixon Dock
Fixed an issue that was preventing Data Uplinks from being targeted on Installations
Fixed Capital Ship in Distress USS being surrounded by ‘Clean’ Pirate NPCs
Fixed ships not showing as Wanted or having pre-existing bounties in Resource Extraction Sites
Fixed an issue whereby ships could be recalled while at unsafe locations
Increased the spawn rate of High Grade Emissions USSs in shipping lanes and by planets
Launcher (PC Only)
Fixed an issue where the launcher would not minimise when clicking the taskbar icon
Missions
Passengers will no longer request to visit damaged stations
Fixed an issue that could lead to single planetary scan missions not completing correctly
Fixed some massacre mission distribution issues
Fixed some systems only spawning VIP passenger missions
Fixed issue where only one ship in a wing would count towards pirate kill missions
Fixed an issue whereby duplicate named mission targets could spawn during missions
Adjusted the spawn rate of Skimmers at settlements to better facilitate 'Kill Skimmer' missions
Increased the variety of Courier missions that can be generated
Factions will no longer send you to scan their own Data Points for a Planetary Scan mission
Fixed an issue that was preventing mission targets from counting towards an Assassination mission after following a target using a Wake Scanner
Fixed mission rewards not filtering correctly
Fixed planetary welcome missions sometimes directing players to difficult, high security outposts
Fix to prevent notoriety increases from crimes committed against a mission target
Added new Massacre Mission Scenarios
Fixed an inconsistency in reputation/influence indicators between the mission list and mission details
Fixed some instances of missions incorrectly granting negative rewards
Multi-Crew
Fixed a disconnect that could occur when attempting to deploy a fighter in Multi-Crew
Fixed heat vents not appearing correctly when using the Camera Suite in Multi-Crew
Fixed an issue where the Role Switch panel would not update correctly when a crew member switched from the Idle to the Gunner role
Fixed an issue where the avatar of a Multi-Crew member would flicker in the role panel when that player enters the Camera Suite
NPCs
Fixed an issue where hired crew could crash their ships when recalled at crater settlement
Addressed reports of reckless flying by NPCs around Stations
Addressed an issue where Pirate NPCs would attack the player when in the same instance as a Thargoid
Dropping mines inside stations no longer confuses the station's turrets
Fixed issue where Pirate NPCs could demand more cargo than you are able to drop
Fixed Black Flight ships being incorrectly flagged as allied with Aegis Research
Fixed the Beckett Class Science Vessel being incorrectly named when targeted
Addressed mission target NPCs sometimes dropping out of Supercruise too close to stars
Fixed issue where a Search and Rescue ship would continue to repair a distress call victim even after they are fully repaired
Addressed NPC crew members responding with an affirmative to an order when their thrusters have been destroyed
Fixed an issue where planetary defences would still attack you while docked after re-spawning
Fixed an issue where System Authority ships could appear in anarchy systems
Fixed an issue where NPC ships could be occupying an allocated landing pad
Fixed an issue where players could be penalised for attacking the Ship Launched Fighter of a Wanted mothership
Outfitting
Fixed an issue that could allow Frame Shift Drive modules to be equipped into Utility slots
Fixed a rare case where the selected livery would highlight the wrong slot after selecting one
Player Journal
Added an event to Player Journal when SRV is destroyed
Added info in journal if wanted when docked
Added a property in the Journal's "Location" or "FSDJump" event indicating if the player is wanted locally
Fixed the "Loadout" entry written to the Journal at startup (It was sometimes missing)
Ensured all ShipType strings written to journal get localisation
Added a new "Powerplay" event in the journal to log a player's powerplay allegiance, rank, merits etc
When writing character stats to the journal, strings are properly surrounded in quotes in the json output
Altitude is always written to status.json if we have lat & long
Fixed the ExternalToolsDataStore writing flags=0 into the status.json file on every FSD jump, it was intended to only do this at shutdown
Added crew name in events that only had ID, added ID in events that only had Name
The name of the "Experimental Effect" (if any) is now included when writing engineered module info to the Journal
Module values etc are now omitted when writing the ship loadout to the Journal if the info is not available
Whether the player has Horizons access is now indicated in LoadGame, Shipyard and Outfitting files
More information is included about the results of a mission in the Journal MissionCompleted event
Changed the TimePledged property in the Journal Powerplay event to be elapsed time in seconds, not timestamp of when pledged, also writing duplicate events on each jump is avoided
Improved the data written to the journal info when applying an experimental effect to a module in engineering
Commodity price lists to Market.json now includes unlocalised and localised item name, also including category name when writing
ModuleStore, ModuleRetrieve, MassModuleStore, StoredModules: add Level and Quality to EngineerModifications; add "Hot" flag; add "BuyPrice" in list of stored items
'Hot' ships are now indicated in the Journal list of stored ships
Fixed missing "PilotRank" property in "ShipTargeted" journal event - when target is Elite
Included some extra information in the Journal's Scan event, to show each body's parent body info
Included Latitude and Longitude in Status.json at a higher altitude, at the point where GUI starts to show the data
Fixed localisation of some items (eg commodity in MissionAccepted)
Fixed the Player Journal showing the incorrect rebuy price
Powerplay
Fixed Powerplay power effects on faction influence in their territory as described in their Exploitation Impact text
Render
Fixed an issue whereby a station's interior could appear at a low LOD when in a Wing
Improved shadows on planet surfaces for some setting configurations
Fixed a LOD popping issue on Asteroid Base landing pads
Thargoid Probe shutdown now correctly removes the HUD, rather than turning it black after entering the Camera Suite during a shutdown
Reduced texture generation time for non-landable planets on consoles - Consoles only
Fixed an issue where the ship's hull could render over weapons (Type 7 and Type 9)
Prevent crashes when unable to immediately create planet ring texture
Video memory savings in the handling of the background
On PS4, reduce cases of texture mip level drops - PS4
Fix cases of nebulae missing from background
Adjusted the starlight colour saturation levels
Fix for some settlements not being correctly aligned to terrain
Fix for fog not picking up the star light colour in some cases
Supercruise motion lines are now frame-rate independent
Prevent the fluorescent blue line appearing when in headlook mode and exiting the camera suite
Tweak dust, tyre track and rock colour calculations to better match the surface
Fix galaxy map icons flickering into and out of existence
Non-volumetric light cones now fade in instead of clipping
Prevent extremely bright lighting for some gas giants
Ships & SRV
General Ship Fixes and Improvements
Fixed an issue where the Festive String Lights could disappear when swapping vehicles until your next jump
Fixed ship paint work always showing as scratched even when at 100%
Thargoid EMPs no longer scrub your ship's Nameplate and ID from your hull
Fixed some laser aim jittering that was occurring when switching between a Ship Launched Fighter and your Mothership
Fixed utility mounts disappearing while in Hyperspace
Corrected spelling of DeLacy in several ship cockpit textures
Anaconda
Fixed some clipping on the Raider Ship Kit
Fixed the ship not rolling correctly on its centre of mass axis
Fixed the engine trails rendering incorrectly
Fixed the positioning of the String Lights
Corrected some of the side window textures
Fixed an issue with the shield animation not encompassing the entire ship
Asp Explorer
Fixed the bumper Ship Kit covering the Ship ID
Fixed an alignment issue with the Ship ID
Fixed an issue with the front decal disappearing and reappearing when dropping from Orbital Cruise
Cobra Mk. III
Fixed an animation issue with the landing gear
Diamondback Explorer
Patched a hole in the geometry
Fixed a texture LOD popping issue
F63 Condor
Fixed some LODs
Federal Gunship
Fixed an issue with the heat coils being inverted
Imperial Clipper
Fixed the XB1 controller vibration not working [XB1]
Imperial Courier
Fixed the facing of a decal
Imperial Cutter
Adjusted some of the outfitting cameras
Fixed a missing texture under the landing ramp
Orca
Fixed some LOD issues with the Pathfinder Paintjob
Python
Fixed a section of the Tail Kit 4 that could not be recoloured
Raised the position of the fuel scoop message as it was appearing too low
SRV
Fixed an issue whereby your ship could take off while deploying your SRV, causing it to possibly take damage
Fixed an issue where SRV cargo was retained when the SRV was destroyed
Fixed issue whereby your ship could be dismissed while deploying the SRV, causing the turret not to deploy correctly
Fixed SRV handling inconsistencies while airborne at some framerates
Fixed issue whereby a player driving an SRV would receive a bounty for returning fire on a hostile NPC ship
Fixed an issue with the fuel gauge displaying an incorrect value
Fixed an issue where the SRV’s seat was not animating in sync with the pilot impact animations
Fixed an issue where the SRV could get stuck in the ground when moved due to logging out in a dangerous location
Type 7
Fixed some inverted decals
Fixed the incorrect orientation of the Camera Suite external angles
Buffed to improve its jump range
Type 9 Heavy
Fixed a cockpit texture issue
Type 10 Defender
Fixed an issue where certain hardpoints were not firing correctly
Fixed a cockpit texture issue
Adjusted the camera angle for the 6th utility mount when in Outfitting
Increased the power distributor slot to size 7
Fixes to the landing gear animations and positioning
Fixed an issue where the ship would often not land despite alignment being correct
Fixed a Camera Suite position when used in Multi-Crew
Viper Mk4
Fixed a Camera Suite camera angle
Stability Fixes
Fixed an issue that prevented players who logged out near 'Downed Civilian Ships' in the California Nebula from logging back in
Fixed a crash that could occur when switching back to your ship from a Ship Launched Fighter
Fixed one of the most common connection errors that could occur
Prevent crash at planetary bases that could occur from rapidly loading in and exiting to main menu repeatedly
Fixed a crash that could occur when looking at the Navigation Panel when in CQC
Fixed a crash that could occur when opening the Galaxy Map
Fixed a crash that could occur when switching to another ship
Fixed a crash that could occur on the Insurance Screen
Fixed a crash that would occur when shooting an SRV with a Railgun
Fixed a crash that could occur if you waited for more than 5 minutes in the Docking and Travel training mission before doing a Hyperspace or Supercruise jump
Fixed a crash that could occur when exiting game while in Outfitting
Fixed a crash that could occur when loading in to a CQC Arena Deathmatch
Fixed a crash that could occur when fighting a Thargoid
Fixed a disconnect that could occur when scanning a Private Data Beacon at an Unidentified Signal Source
Starports/Outposts/Surface Ports
Various fixes and optimisations for stations and outposts
Synthesis
Synthesizing from the modules panel will no longer cause the UI to get stuck
Corrected the calculation for the FSD boost distance multiplier
User Interface
Fixed an issue where the Restock All menu could get stuck loading
Fixed an issue whereby modules were not being correctly categorised in the Stored Ships panel of the Shipyard
Engineering effects on Modules can now been seen in the modules tab
Fixed an issue with bracketed Commander names not displaying as intended
Insurance screen 'Rebuy All' toggle has been changed to 'Select All' for clarity
Fixed incorrect 'Killed By' message that appeared when a player destroyed your Ship Launched Fighter in PvP
Fixed an incorrect thumbnail displaying in the Role panel
'Total Hyperspace Distance' and 'Maximum Distance from Start' stats on the Stats Panel now display as whole numbers
Corrected some display errors on the Insurance Screen
Fixed issue where some Blueprints mod descriptions were not matching the results
Fixed some text layout issues for Inbox, mission text and Info tab of the Multi-Crew sub menu
Fixed issue with the System Map scroll bar resetting when a map pop-up is closed
Fixed the switch tabs buttons appearing incorrectly in the French client in the Holo-me creator
Read messages in your inbox will now display an open envelope icon
Fixed the icon for Inbox messages that contain audio
Fixed an issue that prevented players from scrolling down the module info panel
Changed the inbox filter and header from ‘Audio Logs’ to ‘Discovered Logs’
Fixed some debug text that could appear when targeting Black Box Canisters
Fixed the ‘engineered’ icon incorrectly displaying when selling stored non-engineered modules
Fixed an issue whereby an NPC’s avatar could appear in the Comms panel instead of a player’s avatar
Fixed inbox message not always appearing when gaining an exploration rank after discovering a new micro resource
Fixed a crash that could occur when accessing The Dweller’s Starport UI
Fixed some text overlap that could occur in the Commodities Market for most languages
Fixed the stats UI showing incorrect numbers on weapons with the Double Shot modification applied
Fixed the rank progression being difficult to make out in the Status Panel
Widened the friends list in the main menu, to allow more room for long commander names
Fixed the ‘Encounters’ field being blank in the Statistics panel
Fixed a focus loss issue when using a controller to access the Status Panel
Ensured that mission inbox messages are not grouped into the Discovered Logs category
Fixed some overlapping text in the Message Inbox
Material grade icons in the Target Panel now show the correct grade
Fixed an issue where the Systems Panel would not update to display a new Engineered FSD range, neutron boost range and FSD synthesis range
Fixed the Import/Export profit sometimes displaying as a negative number in the Commodities Market
Rank type in crew lounge is no longer cut off when playing the game in French
VR
Adjusted the pilot illumination so it proves less distracting when using VR
Fixed a rendering issue with some Sidewinder cockpit panels rendering as transparent when using VR
Weapons & Modules
Fixed an issue where engineered Pack Hound Missiles could not always be restocked correctly
Fixed an issue where some engineered torpedoes were not damaging internal modules correctly
Fixed an issue where guided missiles could remain stationary in space after a conflict
Small adjustments to the position of the penetration sphere (and making it smaller) to better balance High Yield Shell, Deep Cut Payload and Penetrator Munitions specials - these should all be slightly less effective at their best, better on average, and overall show much more consistent results.
Fixed an issue where heat sinks could not be activated when in Supercruise
Fixed an issue where jumping to Supercruise reset the charge provided by a Shield Cell Bank if the charge had not completed before the jump
Updated the description text for the Turreted Flak Launcher for clarity
Fixed an issue where Collector Limpets could explode on the cargo hatch when the vessel was moving
Adjusted the Hatch Breaker Limpet Controller's in-game description
Adjustments made to the Docking Computer to prevent damage during landings
Fixed issue of power priorities in the module tab not listing all priorities
Modifications to existing specials:
Autoloader rate increased 25%
Force Shell no longer scatters
Plasma Slug damage penalty reduced from 20% to 10%
Radiant Canister no longer reduces ammo capacity (was 25% penalty)
Shiftlock Canister no longer reduces damage (was 20% Penalty)
Thermal Conduit no longer includes a base damage penalty, but the damage bonuses from the firing ship's heat have been reduced to offset this
Thermal Vent effectiveness doubled, and no longer increases weapon's baseline heat (was 25% penalty)
Thermal Shock damage penalty reduced from 20% to 10%
Rebalanced some module prices
Rebalanced some synthesis recipes
Significantly reduced the damage and radius within which the High Yield Shell applies damage to internal modules
Fixed player-controlled beam weapons with jitter (Cyto-scrambler especially) having their jitter removed upon exiting to the menu and back
Reduced the jitter on Cyto-scrambler burst lasers by about half
Wings
Implemented some performance improvements when fighting Thargoids in a Wing
I got it for free for 360 years ago with games for gold. I was wondering if anyone knows if it was backwards (or in this case forwards) compatible for Xbox one, and if there's a way for me to install it there. All I know is 360 games for gold you own, while Xbox one games for gold you don't (they can't be played when offline/without Xbox live gold) So it stands to reason I should still own this game... So why can't I find it in my game library :c
I am so excited! Tomorrow I'm purchasing a 4 port SD card slot reader + ps2 backwards compatible + 3 games + low firmware + 2 controllers!! I am really happy before I used MultiMan on my old PS3 that got lost (long long story) every since then I've been off the scene My questions are! FIRMWARE IS ACTUALLY 4.70, CAN I PLAY BACKUPS ON MULTIMAN LIKE ON 3.55 KMEAW, ANY RESTRICTIONS LET ME KNOW FAST OR IS THERE DOWNGRADE WITHOUT HARD MOD" - What do i need to install MultiMan ( or whatever is new now) -A updated 2017/2018 tutorial would be great ? -Can I play my all Homebrew and offline modmenus -any other equipment i need? -Whats new!! -Can i run old ps2 isos via HDD and use GameShark. FIRMWARE IS ACTUALLY 4.70, CAN I PLAY BACKUPS ON MULTIMAN LIKE ON 3.55 KMEAW, ANY RESTRICTIONS LET ME KNOW FAST OR IS THERE DOWNGRADE WITHOUT HARD MOD" Thanks so.much, I'm.getting this for $60 including delivery, do you think that this price is good?
The macOS 10.15 SDK provides support for developing apps for Macs running macOS 10.15. The SDK comes bundled with Xcode 11 beta available from Beta Software Downloads. For information on the compatibility requirements for Xcode 11, see Xcode 11 Beta Release Notes.
General
New Features
Installing third party kernel extensions now requires that you restart your Mac before they’re permitted to load. (50340461)
Known Issues
Migration Assistant is currently unable to correctly migrate data from a Mac running macOS 10.15 to another Mac running macOS 10.15. (50894629)
Warning
Your Secure Token might be lost if FileVault is enabled on a non-APFS formatted volume while upgrading to macOS 10.15. You might be able to work around this by disabling FileVault before upgrading to macOS 10.15, then reenabling FileVault once the upgrade has completed. (51091312)
During installation of macOS 10.15 you might be prompted to enter your administrator password multiple times to allow installation to proceed. (51206649)
macOS 10.15 cannot be installed onto an encrypted volume unless it is already in the APFS format. (51127640)
During upgrades to macOS 10.15, files and folders stored at the root-level of a volume are moved aside to /Library/SystemMigration/History/Migration-UUID/QuarantineRoot/. (45378791)
If your Mac currently has macOS 10.10 or earlier installed, you must first upgrade to macOS Mojave 10.14 before upgrading to macOS 10.15. (50181382)
The Install macOS 10.15 app might quit unexpectedly when run on macOS 10.9. (50868081)
On Macs with the Apple T2 Security Chip, if you’ve used Startup Security Utility to lower Secure Boot to Medium Security or No Security, you’re currently unable to modify Secure Boot settings after upgrading to macOS 10.15. (51043128)
Workaround: Set Secure Boot to Full Security before upgrading to macOS 10.15. Alternatively, disabling and reenabling FileVault might resolve the issue.
Some apps might not automatically relaunch after installation or updating and must be manually relaunched. (51228752)
Deprecations
macOS frameworks are now thinned for the x86-64 architecture. Apps that execute i386 code now fail with the EBADARCH error code. The remaining stub frameworks are nonfunctional and exist only for compatibility purposes. (51236070)
Accessibility
Known Issues
On Macs with the Apple T2 Security Chip, VoiceOver is currently unavailable while in macOS Recovery. (49870874)
Apple CryptoKit
Known Issues
When using the SecureEnclave API with access control set on keys, users might not be prompted to authenticate. This might cause subsequent operations requiring authentication to fail. (51279188)
Apple File System (APFS)
Known Issues
Important
Volume replication shouldn’t be used with Fusion volumes, either as a source or destination. (51114645)
Apple TV
Known Issues
Support for signing in with an account from a different country is currently unavailable. (51240948)
Navigating using the back button might produce unexpected results. (51207403)
Support for Dolby Atmos content and downloads is currently unavailable. (51050344)
The option to show only offline downloads is currently unavailable. (50997542)
Apple TV might not remember the previously selected tab when it’s relaunched. (50922604)
Audio
New Features
You can now enable voice processing mode on AVAudioEngine. (50906329)
You can use new AVAudioNode types to wrap a user-defined block for sending or receiving data in real-time.
A new method is available for an AVAudioEngine based app to retrieve a list of all nodes attached to an AVAudioEngine instance.
A new rendering mode in AVAudioEnvironmentNode selects the best spatial audio rendering algorithm automatically based on the output device.
A new AVAudioSession property allows system sounds and haptics to play while the session is actively using audio input.
A new property, AVAudioSession.PromptStyle informs apps which style of voice prompt they should play based on other audio activity in the system.
The AVAudioSession.RouteSharingPolicy enumeration is extended to allow apps to specify route sharing policies so their audio and video is routed to the same location as AirPlay.
Audio Unit Extensions now support user presets that are available across all host apps.
Deprecations
The OpenAL framework is deprecated and remains present for compatibility purposes. Transition to AVAudioEngine for spatial audio functionality.
AUGraph is deprecated in favor of AVAudioEngine.
Inter-App audio is deprecated. Use Audio Units for this functionality.
Carbon component-based Audio Units are deprecated and support will be removed in a future release.
Legacy Core Audio HAL audio hardware plug-ins are no longer supported. Use Audio Server plug-ins for audio drivers.
AVFoundation
New Features
AVFoundation now supports encoding video with alpha channels using HEVC. Videos encoded in this manner are broadly supported in AVFoundation APIs and by Safari within web pages. Technical details of the format can be found in the Interoperability Profile specification. (8045917)
Deprecations
The previously deprecated 32-bit QuickTime framework is no longer available in macOS 10.15.
The symbols for QTKit, which relied on the QuickTime framework, are still present but the classes are non-functional.
Books
Known Issues
Books and PDFs imported into the Books app might not upload to iCloud Drive. (47124224)
Camera
Known Issues
Apps using Picture Taker must specify the NSCameraUsageDescription key to access the FaceTime camera. (47916725)
Core Image
New Features
The init(imageURL:options:) and init(imageData:options:) initializers no longer support RAW decoder versions earlier than 6. Version 6 and later remain supported. (50911303)
Added new APIs for instantiating and modifying the built-in Core Image filters.
The CICoreMLModel filter is enhanced to support models with an input or output of type MLFeatureType.multiArray.
Metal CIKernel instances now support arguments with arbitrarily structured data.
Metal CIKernel instances now support returning a group of two by two pixels.
The integer values of CIFormat symbols, such as ARGB8, have changed to a new set of values which are consistent across platforms. The former values remain supported for backward compatibility; however, you should avoid dependancies on specific numerical values.
Device Management
Known Issues
Sending a Volume Purchase Program download request to a client from a Mobile Device Management server might cause an authorization dialog to appear on the client. (49376544)
You might be unable to log in while creating a mobile account on a server with Mobile Device Management Bootstrap Token support. (50912641)
After installing a Device Profile with PrintMACAddress=true, the user’s MAC address might not print as expected. (51003427)
DriverKit
Known Issues
The Filter Packet network extension type and NWEthernetChannel API don’t currently work with network interface drivers implemented using DriverKit. (48709552)
If a user space driver quits unexpectedly or you restart your Mac, you might need to unplug and reattach the accessory cable to enumerate the driver. (50042397)
EndpointSecurity
Known Issues
The exec and open events are cached, however the cache entries aren’t invalidated when the file is manipulated. exec events are cached based on the executable and open events are cached as a product of the executable and the target file being opened. (45497117)
The cache flag for esrespond_auth_result(::::) and es_respond_flags_result(:::_:) is ignored. (49071387)
EndpointSecurity system extensions don’t have access to early boot events. (49487645)
The original_ppid field of es_process_t isn’t currently set and always returns -1. (50746916)
Deprecations
The kauth API will be removed in a future release. (50419013)
FileVault
Known Issues
Password reset for FileVault volumes from macOS Recovery doesn’t function as expected. (50455695)
Workaround: While in macOS Recovery, launch Terminal from the Utilities menu, then type resetpassword and press return. In the window which appears, select ‘My keyboard isn’t working when typing my password to log in’.
Finder
Known Issues
Files can’t be copied from or deleted on an iOS device via the Files tab in Finder. (48649759)
Finder might quit unexpectedly when trying to restore using the Time Machine interface. Instead, control-click the item and choose Restore. (49398715)
You might be unable to download folders from iCloud. (50855741)
Workaround: Download files within the folder individually.
When iCloud Desktop is enabled, attempting to drag a volume mounted on the desktop might unexpectedly result in the volume being copied to the Desktop. (51187890)
iCloud
Known Issues
Turning off the Siri switch in iCloud settings doesn’t stop Significant Locations from syncing. To stop syncing, turn off the Significant Locations switch. (50908297)
If you’re using iCloud Drive to sync Desktop & Documents Folders, your Desktop might be empty after upgrading to macOS 10.15. (50789836)
Workaround: Enable Desktop and Documents in System Preferences under iCloud > iCloud Drive > Options, then restart your Mac.
The Cloud Files section in About This Mac > Storage > Manage might inaccurately represent the current state of files on your Mac. (50362095)
Even when Optimize Storage is switched off, iCloud Drive might fail to automatically download all files. (50667204)
Workaround: Download files individually.
Pages, Numbers, and Keynote documents in shared folders can only be opened on macOS and iOS. iWork documents in shared folders are currently inaccessible from iCloud.com. (50738067)
When creating a new Pages, Numbers, or Keynote document in a shared folder, you might see the message “Couldn’t connect to iCloud”. (50827963)
Workaround: Close and reopen the document.
iPad Apps on Mac
Known Issues
In order to show a share sheet from a toolbar item using the UIActivityViewController, create the NSToolbarItem using the init(itemIdentifier:) initializer and pass it a UIBarButtonItem configured as a UIBarButtonItem.SystemItem.action. There is no need to set the barButtonItem property. (47292316)
Currently, you’re unable to import AppKit and UIKit modules in the same compilation unit. If you want to import AppKit headers into an iPad App on Mac, you can import the individual AppKit header in Objective-C, or you can create a bridging header to import the individual AppKit header for Swift. (48094910)
The UIScreen class’s isCaptured API isn’t currently supported. (48360589)
When donating interactions using the INInteraction class on macOS, the completion handler is invoked with an error which can be safely ignored. (48371526)
You can’t open the Services Preferences pane from the Services > Services Preferences menu item in the app menu. (49780697)
Workaround: Use System Preferences to navigate directly to the Services Preferences pane.
The current property on UIDevice and the OS Product Name is currently returned as iOS rather than macOS, which can affect diagnostic logs generated by your system. (49792004, 51304085)
UILabel, UITextField, and UITextView instances with alignment set to center or right in Interface Builder have the wrong alignment when designing for or running iPad Apps on Mac. (50062524)
Workaround: Reapply the desired alignment in awakeFromNib().
Event handling in extension contexts may produce unexpected results, including failure to deliver trackpad pinch and zoom gestures. (50145462)
When sending Mail attachments via MessageUI, each attachment might appear as two icons when viewed by the recipient. (50369995)
If you use UIDocumentBrowserViewController to create a new document, then cancel, the helper process presenting the document browser might quit unexpectedly. (50558637)
Controls drawn with accent color incorrectly maintain their active color when the window is inactive. There is no need to work around this in your app. (50563638)
The UIKit module currently doesn’t import the newly added NSToolbar and NSTouchBar headers, NSToolbar+UIKitAdditions.h and NSTouchBar+UIKitAdditions.h. You can import these headers directly in Objective-C, or you can create a bridging header to import them for Swift. Be sure to import Foundation before importing these headers. (50704322)
The new required URLCache initializer init(memoryCapacity:diskCapacity:diskPath:) is currently unimplemented. (50739637)
When your iPad App on Mac is launched directly into the background, it experiences all the state transitions of a regular app launch — such as application(:didFinishLaunchingWithOptions:) and applicationDidBecomeActive(:) — followed by state transitions to return to background state from there — applicationWillResignActive(:) and applicationDidEnterBackground(:). This will soon be updated to match iOS, where your app will receive only applicationDidFinishLaunching(_:), and only if it wasn’t already running. (50742219)
iPad Apps on Mac don’t currently use the same default keychain access group as iPad apps. (50779224)
For iPad Apps on Mac to save to Photos Library, explicitly linking the Photos framework is required. (50781430)
It isn’t currently possible to pass shared items from a Sharing extension back to the host through its completion handler. (50835062)
Opening a CloudKit share URL might not launch an iPad App on Mac that’s present on the system. Additionally, the system might not take the user to the appropriate App Store page to download an app which isn’t present on the system. (50877241)
Ad-hoc app signing doesn’t allow access to the Keychain. Adding Keychain Sharing should trigger mandatory signing using a profile, in turn allowing access to the Keychain. (50898387)
A tooltip added to an NSToolbarItem will be presented as a blank window. (50957416)
Password AutoFill might not appear in iPad Apps on Mac. (50992371)
Workaround: Toggle the following setting off and on in Safari Preferences > AutoFill > User names and passwords
Action and share extensions might exhibit visual anomalies. (51005363)
The productsRequest(_:didReceive:) method from StoreKit currently returns with didFailWithError and products aren’t loaded. (51028870)
Localization for ASAuthorizationAppleIDButton isn’t currently available. (51032803)
All assets at 3x scale factor are currently ignored when compiling the asset catalog for iPad Apps on Mac. Because the search begins with the universal asset, assets for a specific memory or graphics class won’t be found. For example, if you provide an image and only give a 6GB and Metal 5v1 asset, it won’t be found at runtime. It’s recommended that you provide all images as vectors to allow generation of the correct scale factors, or at minimum provide 2x versions of the assets. If you’re classifying resources based on memory and graphics families then you should provide "Any Memory" and "Any Graphics”. (51033745)
When the user quits an iPad App on Mac, the app transitions to UIKit background state and the app's audio will be stopped; however, no AVAudioSession interruption notification will be posted. In an upcoming beta, AVAudioSession will issue a begin interruption notification in response to the app transitioning to UIKit background state. Additionally, if an iPad App on Mac attempts to activate an AVAudioSession, start an AudioQueue, AURemoteIO, or other high-level player object while in UIKIt background state, it might succeed. In an upcoming beta, audio input and output won’t be allowed to start and AVAudioSession won’t be allowed to activate while the app is in UIKIt background state. (51050672)
CallKit CXAction instances might return an error. (51074735)
MTKView objects might render incorrectly. This will be resolved in an upcoming beta. (51084042)
Color asset variant isn’t passed during runtime, so these colors won’t appear in your iPad App on Mac. (51113192)
If you create an NSToolbarItem with a UIBarButtonItem.SystemItem of type compose, reply, search, or camera, your app might behave unexpectedly. (51253315)
SFSafariViewController doesn’t open the URL from initialization time when presented; SFSafariViewController’s intended design on macOS is to open the URL from initialization when presented, then dismiss itself. (51267323)
If your iPad App on Mac is launched directly into the background, a second background launch request launches the app into the foreground, making it visible to the user. If your app uses any of the supported APIs which might result in a background launch, this might cause your app to launch in the foreground without user input. (51287556)
In macOS 10.15 beta, the UIGraphicsRenderer class’s default() function returns the nonextended color range renderer format by default. To use-extended color range format for rendering, create an instance using preferred() and pass it to init(bounds:format:). (51303954)
When creating a Mac version of your iPad app, Xcode automatically generates a unique Mac bundle identifier. If you have an existing Mac bundle identifier you’d prefer to use, you can do so by using manual signing in Xcode. (51076014)
Follow these steps to configure your project, AppID, and provisioning profile:
Sign in to Apple Developer, then select Certificates, Identifiers, and Profiles. In the Identifiers section, select your iOS app identifier to edit.
Check the UIKit for Mac capability to enable it, then click the Configure button.
Choose Use an existing macOS AppID and select the identifier you'd like to use from the popup menu. Click the Save button to finish editing your AppID.
In the Profiles section, click the + button to create a new profile, select ‘macOS App Development’, and click Continue.
Select your iOS AppID from the popup, click Continue, and complete the rest of the profile creation flow. When finished, click the Download button.
In Xcode, select your project to view the Project Editor and select your app’s target. Then select the Build Settings tab.
Set the Derive UIKit for Mac Product Bundle Identifier setting to No.
Expand the Product Bundle Identifier build setting to view its configurations. Next to the Debug configuration, click the + button to add a conditional value.
For the build setting condition, select Any macOS from the popup menu. Edit the value of the conditional build setting to match the macOS bundle identifier you want to use. Repeat this step for all configurations in your project.
In the Signing & Capabilities tab, uncheck Automatically manage signing.
For your macOS app, select Import Profile from the Provisioning Profile popup and then select the profile you downloaded earlier.
iWork
Known Issues
Attempting to open iWork documents in Finder will unexpectedly create a .cpgz file if the corresponding iWork app isn’t installed. (40693892)
Workaround: Install the corresponding app from the App Store before opening the document.
Game Controllers
Known Issues
HID reports from DualShock 4 game controllers using Bluetooth might be reported differently by lower level frameworks such as IOKit in comparison to macOS Mojave 10.14. This might cause existing macOS games to become unresponsive to input from these controllers in macOS 10.15 beta. (51163262)
Localization
Known Issues
Certain languages might exhibit clipped or misaligned layout. (51068688,50983852)
Certain languages might display unlocalized text. (47765173,51196633)
Mail
Known Issues
If your Mac contains both macOS Mojave 10.14 and macOS 10.15 volumes, you might experience issues searching in Mail. (46611310)
Workaround: While running macOS Mojave 10.14, open Terminal and execute the following command:
sudo touch /.metadata_never_index_unless_rootfs
Reboot into macOS 10.15, open Terminal and execute the following command:
NetBoot is unavailable when a Network Extension content filter configuration is enabled. (50872052)
The NWEthernetChannel API doesn’t currently support VLAN interfaces. NEPacketTunnelProvider will see both tagged and untagged frames arriving on physical interfaces. Depending on the Ethernet driver, VLAN tags might be processed by hardware and thus stripped off the Ethernet frames thus NEPacketTunnelProvider won’t see the VLAN tag. (51275655)
Enabling a Network Extension content filter using NEFilterManager might not start the content filter. (50603957)
Workaround: Make another change to the configuration or change the network configuration of your Mac.
Installing a content filter configuration when the corresponding content filter system extension is inactive will interrupt all network traffic on your Mac. (51033902)
Workaround: Remove or disable the content filter configuration in System Preferences > Network.
The DNS Proxy, Packet Tunnel, and App Proxy network extension types don’t work as System Extensions. (51186839)
Workaround: Use App Extensions for these network extension types.
Deprecations
Support for FTP and File URL schemes for Proxy Automatic Configuration (PAC) is removed. HTTP and HTTPS are the only supported URL schemes for PAC. This affects all PAC configurations including but not limited to configurations set using Settings, System Preferences, profiles, URLSession APIs such as connectionProxyDictionary, and CFNetworkExecuteProxyAutoConfigurationURL(::::). (28578280)
SPDY support is removed from the URLSession and NSURLConnection APIs. Servers should use HTTP 2 or HTTP 1.1. (43391641)
Network Kernel Extension API will be deprecated in an upcoming beta. (49284108)
Photos
New Features
To improve the Photos upgrade experience, Photos is testing database upgrades using a clone of the Photo Library. This clone doesn’t include the content of each photo, but does include faces metadata and a thumbnail image of each person in your library. It also contains metadata such as the asset name and the geographic location of the photo. It is created at ~/Pictures/macOS 10.15 Pre-Upgrade Backup, and you can manually remove this backup at any time. The clone will be removed automatically before the final release of macOS 10.15. (51033690)
Podcasts
Known Issues
Browse and Top Charts are currently limited to content from the United States. (47884301)
Deleting podcasts using About This Mac > Storage > Manage doesn’t update what’s shown in the Podcasts app until it’s relaunched. (50354510)
Setting “Automatically Download Episodes” to “Never” might not take effect. (50960777)
Writing a review isn’t currently supported. (46173722)
Manually checking for feed updates when Option-clicking the Podcasts app in the dock isn’t currently available. (50958585)
Workaround: Quit and relaunch the app.
Certain UI elements might appear unaligned on non-Retina displays. (51138730)
The first time Podcasts is launched, a migration is triggered even if there is no content to migrate. (51145044)
If Podcasts is placed in Full Screen mode, some UI elements might be obscured by the toolbar. (47125303)
Quartz Composer
Deprecations
Starting in macOS 10.15, the Quartz Composer framework is deprecated and remains present for compatibility purposes. Transition to frameworks such as Core Image, SceneKit, or Metal. (50911608)
Screen Sharing
Known Issues
If the Mac you’re screen sharing with is running macOS 10.15 beta, you can’t drag and drop onto the screen share. (50791710)
Screen Time
Known Issues
Parental controls that predate macOS 10.15 continue to be enforced even when these restrictions are set to Off in Screen Time. (48010796)
Users can click ‘One more minute’ multiple times per day instead of only once each time they reach a limit for that app. (48773803)
When in Downtime or after reaching an App Limit, clicking Ignore Limit requires clicking in the precise location for the options to appear. (50061983)
Screen Time > Content & Privacy > Content > Web Content > Allowed Websites Only isn’t currently enforced in macOS 10.15 beta. (50462899)
Messages and FaceTime don’t currently enforce Screen Time’s Communication Limits. (51055350, 51055448)
If the Always Allowed pane is empty or isn’t allowing you to select any apps, quit and relaunch System Preferences. (51120837)
Script Editor
Known Issues
Script Editor might quit unexpectedly when saving or executing scripts. (50470730)
Scripting Language Runtimes
Deprecations
Scripting language runtimes such as Python, Ruby, and Perl are included in macOS for compatibility with legacy software. Future versions of macOS won’t include scripting language runtimes by default, and might require you to install additional packages. If your software depends on scripting languages, it’s recommended that you bundle the runtime within the app. (49764202)
Use of Python 2.7 isn’t recommended as this version is included in macOS for compatibility with legacy software. Future versions of macOS won’t include Python 2.7. Instead, it’s recommended that you run python3 from within Terminal. (51097165)
Sign In with Apple
Known Issues
The ASAuthorizationAppleIDButton API will be available in an upcoming beta. (50376266)
Siri
Known Issues
Siri doesn’t currently support the Music and Podcasts apps. (47202947, 50790506)
SwiftUI
Known Issues
Return types for View modifier methods include complex generic types. In a future release, these methods will return simpler types. (46140669)
Tabs in TabbedView instances are blank if you use them with a NavigationView. (49958869)
Image instances don’t use resizing information configured in asset catalogs. Configure the size of an image using the resizable(capInsets:resizingMode:) modifier instead. (49114577)
The possible values that you can select from a Picker can’t be accessed from UI automation. (50679414)
A ScrollView doesn’t always size itself as expected for its content. (49204262)
Workaround: Size the view that’s inside the ScrollView by applying the frame(width:height:alignment:) modifier to the inner view. (49204262)
SystemExtensions
Known Issues
Upgrading system extension versions isn’t currently available. The extension can be deleted, then reinstalled which requires user reapproval. (48943883)
Driver extensions might not launch on-demand after installation. (51229724)
Workaround: Disable System Integrity Protection, then launch Terminal and execute the following command before approving the newly installed driver:
sudo touch /Library/DriverExtensions
Approving system extensions via Mobile Device Management isn’t currently available. (50553712)
Voice Memos
Known Issues
Location-based naming isn’t yet available in macOS 10.15 beta. (50743045)
Wi-Fi
Known Issues
Your Mac may be unable to automatically join WPA3 networks. Instead, select the network manually. (50605428)
After turning Wi-Fi off using the menu bar, reopening the Wi-Fi menu might unexpectedly list available Wi-Fi networks. (50643127)
Xcode
Known Issues
Swift interfaces for several new URLSession APIs are unavailable. (50517967)
Deprecations
Command line tool support for Subversion — including svn, git-svn, and related commands — is no longer provided by Xcode. If you need Subversion or related command line tools, install the Command Line Tools package by running xcode-select --install. (50266910)
can you install backwards compatible games offline video
Then you can go back to playing offline and never have to be online again as long as you have the disc. This appears to me to be people looking for a story that isn’t there. This is EXACTLY how BC was offered last generation. Yes. When you first insert a disk based game however, you need to download the title. The disk just acts as a key. Once you download the game you can play offline so long as you have the disk inserted. As is with any disk based games. For digital titles though, you obviously don't need a disk and can play offline whenever. Hope this helps. However, in this case I'm not sure if the Xbox 360 Backwards Compatible games (or at least not all of them) technically register as Xbox One games since I understand they're running on some sort of emulator software. Neither one of my accounts can use those handful of games offline for more than 5-10 minutes, which I find strange, even when both accounts are signed in and the console I'm using If you insert the disc while offline, even if the game is installed, it WILL NOT launch. This is only true with digital titles, discs need to be verified. So to answer your question TC – digital bc games work offline, disc bc games do not. Can you play backwards compatible games without disc? To […] Q: Can I continue a game that I started on my Xbox 360? A: If you have saved your games to the cloud from an Xbox 360, you will be able to continue that game on the Xbox One. Some titles do not If you insert the disc while offline, even if the game is installed, it WILL NOT launch. NukSooAL posted... I think all Bc games are considered 100% yours if you go offline This is only true with digital titles, discs need to be verified. So to answer your question TC - digital bc games work offline, disc bc games do not. The digital titles that you own and are part of the Back Compat game catalogue will automatically show up in the “Ready to Install” section on your Xbox One or Xbox Series X|S. For disc-based games that are a part of the Back Compat game catalogue, insert the disc and the console will begin downloading the game to your hard drive. After the game has downloaded to your hard drive, users They're playable offline, but the One is kinda iffy with the license stuff, a relic from the original plans for the console, so after a while offline sometimes you can't play some games until you connect to internet, however after connecting you should be able to disconnect and it'll work just fine, so if you have a phone with mobile data you should set a hotspot for a couple minutes. This is not 100 percent confirmed at the moment, but there are reports that the Series X will not allow you to install an Xbox One game without connecting online. John from Digital Foundry follow this first account, so they are not exactly a random nobody. You can see another person having the same issue in the tweet quoted who tested this on 10 different games. And another account is from an You can play the digital or disc-based game you own, taking advantage of Xbox features like Game DVR and broadcasting. Since these are the original games, not remasters, Xbox Live services such as online multiplayer and in-game marketplaces that were available on the Original Xbox, will not be available.
can you install backwards compatible games offline top
HOW TO FIX: I CANT PLAY BACKWARDS COMPATIBLE GAMES ON XBOX ...
In this video I discuss the fact that Microsoft needs to fix the Xbox One store to allow the purchase of 360 games with Account Balance Funds. For whatever ... Some people are getting errors that they need a billing account set up in order to download their free backwards compatible games on their xbox one. Foll... Hope it helped! This video is helpful if you have slow internet and are installing a game off a disc, or just don't want to use the internet while installing off a disc. I h... Hi, this video explains Xbox One backwards Compatibility and answers common questions you may have. I show a Xbox game (Prince of Persia) working on the Xbox... Hi, this video shows what happens when you put a Xbox 360 game disc into a Xbox One X Console. HOW TO FIX XBOX 360 BACKWARDS COMPATIBILITY XBOX LIVE ISSUESIn this video I wanted to show you how to fix issues with Xbox 360 backwards compatibility. This ... A full list of every backwards compatible Xbox 360 on Xbox One & Xbox One X (2020 Edition)What is Backward Compatibility?Play over 600 Xbox 360 games and Ori...