Tuesday, September 22, 2020

Download Call Of Duty Black Ops 4 For PS4

Download  Call of Duty Black Ops 4 For PS4



About This Game :
Call of Duty: Black Ops 4 (stylized as Call of Duty: Black Ops IIII) is an upcoming multiplayer first-person shooter developed by Treyarch and published by Activision. It is scheduled to be released worldwide on October 12, 2018, for Microsoft Windows, PlayStation 4 and Xbox One. It is a sequel to the 2015 game Call of Duty: Black Ops III and will be the fifth entry in the Black Ops subseries as well as the 15th main installment in the Call of Duty series overall.
Black Ops 4 is the first Call of Duty title without a traditional single-player campaign mode. Instead, it features the Solo Missions mode, which focuses on the backstories of the game's multiplayer characters, known as "Specialists". The missions take place between Black Ops II and III chronologically. Some of the Specialists also carried over from Black Ops III. The multiplayer mode is the first in the series to not feature automatic health regeneration and introduces both predictive recoil and a new ballistics system. The game includes three Zombies map on release day, four if a special edition of the game, or the Black Ops Pass, is purchased. The locations of the maps include the RMS Titanic, an arena in Ancient Rome, and Alcatraz Federal Penitentiary. The game also introduces a battle royale mode called Blackout, which features up to 100 players in each match. Many characters from this and other Black Ops titles can be used as the player's character model in this mode.








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Monday, September 21, 2020

Reader Experience With 404S

There are many days when I don't feel like working on my project. I use this feeling to "productively procrastinate" on things that I've been wanting to do but haven't done yet. Earlier this week I decided to tackle two related problems:

  1. I want to know which pages are reachable from the home page. I can then review the ones that aren't reachable and consider adding them if they're finished.
  2. I want to make suggestions on the 404 page, but only to pages that are reachable from the home page. There are a whole bunch of random pages I have that aren't finished or useful, and I don't want to use those for suggestions.

To implement this, I parsed each page and found the links using a regular expression pattern and some quick-and-dirty code:

RE_anchor = re.compile(r'<a[^>]* href="([^"#]+)[^"]*"') def url_links_to(relativeurl, html_contents):     "Return the set of relative links from this page"     site = "https://www.redblobgames.com"     urls = []     for url in RE_anchor.findall(html_contents):         if url.find("mailto:") == 0: continue         url = urllib.parse.urljoin(site + relativeurl, url)         if not url.startswith(site): continue         url = url.replace(site, "")         if not (url.endswith(".html") or url.endswith("/")): continue         if url.endswith("/index.html"): url = url.replace("/index.html", "/")         if url == "/": url = "/index.html"         if url in urls: continue         urls.append(url)     return urls 

I then used depth first search to find all the pages reachable from the home page:

# link_map[url] = urls_links_to(url, contents of page) def all_reachable_pages(link_map):     "Return a list of all pages reachable from the home page"     frontier = ["/index.html"]     reached = set(frontier)     while frontier:         url = frontier.pop()         if url not in link_map:             print("WARNING: possible 404", url)             continue         for child in link_map[url]:             if child not in reached:                 frontier.append(child)                 reached.add(child)      return reached 

For part 1, I made a list of the reachable pages and I plan to review it periodically.

For part 2, I want help readers who encounter a 404 on my site. I looked through the 404 server logs to see what I might be able to help with. I found lots of bogus requests such as wpAdmin and other admin URLs (people trying to break into my server), and also lots of what seemed to be buggy crawlers. But I also found many URLs that seem to come from real humans. These seem to be either from copy/paste or forums automatically linkifying URLs:

The last one looks like a Markdown typo. There are also some that look like escaping/quoting errors:

All of these seem to have an unwanted suffix. I decided to implement a suggestion on the 404 page. I looked for a prefix of the non-matching URL that matched a valid URL. I picked the longest match:

const request = window.location.pathname; let bestUrl = ""; for (let url of urlsReachableFromHomePage) {     if (url.length > bestUrl.length         && request.slice(0, url.length) == url) {         bestUrl = url;     } } 

You can try it out by clicking on the broken links above.

This was a relatively low priority project but so satisfying.

Saturday, September 12, 2020

Welcome To My Process (Part 5)


New here?  This is where you begin.

Before I forget, the blog has a new heading.  Jon Mollison did the last one based on The Outer Presence, and he created this one for Cha'alt.  Let's give him a round of applause.  Yes, slap those slimy tentacles together in appreciation.  Huzzah!

Ok, everything is taking shape and we're close to the "finished" stage.  Once the writing's done, I'll start handing things off to professionals who can take the rather rough material and make it look awesome.

Specifically, I'll need to find one or more artists.  The cover image is key, but this could do with a couple additional pieces of interior art, as well.

As I mentioned before, the map should be re-imagined by someone who draws maps every day and is head and shoulders beyond my passable skills.  So, find a suitable cartographer.

What else?  Oh yeah, layout.  I don't do my own layout.  That, too, gets farmed out to someone who'll do a great job.  Obviously, if you're creating an adventure for home use, you don't have to do any of this.  And if you're just starting out or really want it to be a DIY project, feel free to go it alone.  That's up to you.

As I reach out to those individuals, I will refine what we already have, embellishing the good, pruning the bad, and turning what's ugly into beauty.  Basically, it only needs a bit of TLC from this point until we're ready for the tedious but necessary writing-it-all-out phase.

Let's work on that random table for those touching the green slime dripping down the curving crimson-brown walls.

  1. It stings a bit, but nothing serious.
  2. You get a nasty chemical burn (take 1d3 points of damage).
  3. Whatever touched the slime and the surrounding flesh pulses with an eldritch green glow (save or die in the next 10 minutes).
  4. You're mutated into a screeching, hot-to-the-touch, green and hairy primordial man-wolf [props if you get that reference].
  5. You get a psionic ability.
  6. The flesh that touched the slime is forever stained with Old One ichor - the next time you're knocked unconscious, a ghastly visitation of horrors beyond time and space take you on a little tour of your own past, present, and future.  Each stop contains gratuitous and unwanted groping by one or more tentacles. 
I might change things later, but that's a good start.  Want my generic advice on creating a random table with various effects?  Here we go...

  • One result where nothing much happens.
  • One result where something bad (minor) happens.
  • One result where something bad (major) happens.
  • One result where something weird happens that could be either beneficial or detrimental.
  • One result that's clearly a benefit.
  • One result that's just plain weird.

Ok, what now... the dimensional toxic waste?

I'm thinking a pile of sludge on the floor that's a melange of strange, constantly changing colors.  Touching it won't do anything, but lengthy handling of the waste will transport one to another dimension... maybe through time, as well.

Now, onto Queen Tresillda's personal magic item!

What about an anklet of youth?  Wearing it makes one look and feel like they're 25 years old.  I may decide to give her another one, something with offensive power... or possibly her sorcerer Xa'algex.

Last but not least, there should be some kind of twist or revelation at the end.  Something to make the adventure pop, taking it to the next level... 

What if the PCs eventually (either before the Queen is killed or just after) learn that Queen Tresillda was right all along?  The priesthood disavowed and banished her because of their idiotic hypocrisy and cowardice, and the Queen's revenge was not only justified but thoroughly righteous.  Perhaps the PCs would even be willing to help her, or finish her task if they killed her off before realizing the truth?

Now, that we have a strong foundation, we write it out, revising little details as we go, making improvements.  That's how adventures get finished.  Before too long, you just have to get in there and get to it.  Remember to feel the flow, ride the snake, and make it awesome!

Good luck,

VS


DE: Archon Bubbles And Vehicle Deployment

School's in session.  Listen or die!

Alright, I hope my crappy ass camera with Primsa edit made this a little viewable.  At least the table is the right size so things should be better in scale.

The point of this article is to show off a few tips here and there about deployment and about how to successfully wrap your powerful attack vehicles around your 6" Archon bubbles.  You would be surprised how easy it is to actually get your Archons into a good position so you can start utilizing these massive benefits.  While I completely get the frustration that certain players have that you can't use this aura while inside vehicles, or the fact that our Venoms are still stuck at a 5-man capacity, I'm here to tell you that everything is going to be OK.

It doesn't have to be this extreme.

First, I want to show off this deployment type.  It doesn't have to be exactly like this, and of course, this is a bare naked table with nothing on it, but I want to showcase the long and thin deployment.  Our vehicles are extremely thin and our threat range is extremely long.  Our most powerful weapons such as Dark Lances and Dissies both have 36" range and we have obscene movement on all of our vehicles.  With a 14" move on the Ravager, this gives us a combined threat range of 50" base without any Obsidian Rose or Flayed Skull buffs.

When you deploy, depending on where you set up and where your opponents set up, you will almost always have the ability to nullify a lot of their firepower if you deploy on the board's edge.  In Pitched Battles such as this one, deploying on the edge can give you some serious advantage when it comes to outranging their most powerful weapons.  Remember, the total vertical length of the table is 48", and distances will only increase once we start getting into diagnols.  Whenever I get to a table and look at the terrain, I go full rainman for what my opponent is fielding and where he puts them down so I can deny his every advantage.

Also, please note that the Archon was able to get out of the Raider and move 3"+8" for 11" total movement on the disembark.  Look how far he's able to make it up to the table when a Raider deployed behind the Ravagers in the middle/right of the table.  This is without him Advancing, so you can just imagine how well Dark Eldar can move on foot compared to others.  Learn this, remember this, and don't be afraid to Advance for some extra range just so you can get his bubble into play.  With enough experience, you will be able to move him first after doing a quick measure of your furthest vehicle, so you know that if you move that, everything close will be in range to move towards your Archon's buff.  Don't worry, this will come more natural the more you play.

Taste the salt.

Take a look at this picture here.  My friend is measuring distance for Hellblaster units behind his Land Raider.  The upset look on his face is when he realizes that I parked 37" away from his Plasma Incinerators.  Why does this upset him?  Because even with a 6" move and 30" range, no matter what he does, he will not be able to engage me with those guns.  This right here is what every experienced Dark Eldar player does since the old days of Night Shields (-6" to opponent's range), and why this is an exceptionally important skill for all new generals to learn.  The best form of denying damage is by giving them no chance to deal damage at all.  It sounds almost like a joke at first, but I'm absolutely serious when it comes to understanding your opponents' most lethal weapons, the ones capable of destroying your vehicles, and then countering them with attention to range detail (anti-threat).

Measure twice, move once, that's the rule.  The same could be said about my Razorwings on the opposite sides of the table.  Aside from his Land Raider, there was nothing in his entire army that had the range to reach them.  I absolutely cannot stress this enough:  I don't care if you have to measure every single gun (within reason) from the other guy's army, ask them the weapon ranges (you will learn in time) so you can deny damage while planning to counter-attack on your turn.  This is why movement, weapon range, and thus effective shooting threat range is so important.  It's so you know how you can inflict the maximum amount of damage while taking little to no damage in return (by outranging, by denying LoS, or by gaining cover).  That's pretty much a mini-game in itself for Dark Eldar generals.

Now you see me..

Another deployment trick I like to do is isolate pockets of fire and line of sight.  I purposely pulled some tissues up to block the sail, but I wanted to show you the difference between deploying wider vs. narrow.  It's extremely important for Dark Eldar players to examine the terrain on the table in relation to their greatest threats.  Directly in front of the tissue box (immediate left of the Raider) is a unit of Devastators at ground level behind cover.  In this first picture, the Devastators can draw onto the Prow and the Aft of the Raider, just catching the rear sail.  It's important for you to analyze at all times exactly why you're seeking shelter and from what weapon specifically.  If there were bolters on the other side of this tissue box I might not care as much.

Now you don't.

When you straighten the Raider out, he can no longer see you at all unless he moves, and even then, only a few guns will be able to draw Line of Sight.  This is also hugely important for Dark Eldar players:  Force your opponents to MOVE their heavy weapons.  Unless they have some amazing rule that allows them to stabilize their weapons, they will suffer an aiming penalty.  We can move and fire most of our heaviest weapons for free for a reason, and that is a HUGE boon to our army compared to many others.  Not even our Eldar cousins have this luxury, and this should not be forgotten nor underestimated.

Look at that range!

Ignore the Dark Lance from the Ravager for a second and just look at how long 6" actually is.  For your reference, the Raider above the Archon in the middle is within 6" and so is the Raider on the bottom.  The only thing that is not in range is the Raider on the lower left.  Keep in mind that Raiders and Ravagers have the Hovering rule; which lets you measure the distance to and from the model's hull for the purposes of the bubble.  You don't count the gun (although some people argue against this), you only count the gun when you shoot, but since all of our vehicles are a mile long, you can get quite a bit of range if you fly your vehicles in a certain way.  You can literally fly them backwards if you want because 8th Ed. is designed to be.. immersive and engaging?

If your opponent ever gives you shit about Ravager's gun placement, show him this:

Please turn to Pg. 57 of your Codex for maximum salt.

And yes, I even bookmarked that shit for you (pg.57).  It's from your book and it's fluffy.  In case you're wondering, a Raider is about ~7" long from Prow to Aft depending on if you're counting the rear sail or not.  This allows you to be in bubble range and extend your weapon range out pretty long distances while still getting the benefits from the Archon's re-rolls.  Realistically, you can pull off some pretty ridiculous bubbles such as this one.

Look at everything in the army that gets Living Muse!

I literally fat-stacked my entire army into the range of the bubble except for that one Raider on the bottom left of the screen.  Oh, and that stupid Ravager that's still pointing his gun at the Archon threatening to kill him.

Real game example.

Here is another example of what this looks like in an actual game.  The red circle is the Living Muse and the yellow circle is another Archon.  At this point, all my Dissies are in range of the 6" of the Living Muse and only those two Raiders at the top of the picture are out (but within range of the other Archon).  When you have this much speed and maneuverability, you can pretty much do anything.  For the Razorwings especially, once you make this convergence on the first turn to benefit from Living Muse, they will fly away from the rest of the game pretty much.  That's fine really because the first turn when you converge should be the turn where you inflict the most damage.  This is especially true with flyers because you'll probably never get a second chance.  Your first turn should be your greatest opportunity to inflict a massive Alpha Strike with a shooty list.

Counter-deploy against cheeky assaults.

The last picture I want to show you guys is some flyer hacks and defensive deployment shenanigans used against those pesky alpha assault armies.  Some important numbers in here depending on who you're fighting.  Assuming that we're playing Pitched again (every mission/deployment is different), we're going to turtle up into the corner like this.  The reason for this is to outrange as many of their guns as possible on the opposite side of the table.  Next, we're going to concave our fighters around our ships as much as possible.  You do it just enough so that the distance from your closest Raider is outside max possible charge distance (12.1"), and then you give yourself some more distance with the Razorwings.  This pushes their deployment of 9" out further from your vehicles, making the only targets they can realistically charge the fighters.

If they don't have Fly, like in the case of Genestealers, they're screwed.  Against Flyrants or Blood Angels, you push out your Fighters more so even with pile-in and consolidate (7.1" total), they can't reach your Raiders.  If they do commit, make sure you punish the hell out of them.  What your opponents often don't realize is that closing in on all those Blasters and Poison shots is actually beneficial for you.  Don't forget that in massive counter-attacks against over-extended foes, it's almost always worthwhile to disembark with your Warriors and unload on them with Archon buffs active.