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https://w.atwiki.jp/mainichi-matome/pages/209.html
The story below is originally published on Mainichi Daily News by Mainichi Shinbun (http //mdn.mainichi.jp). They admitted inventing its kinky features, or rather deliberately mistranslating them from the original gossip magazine. In fact, this is far from the general Japanese behavior or sense of worth. このページは、毎日新聞事件の検証のための配信記事対訳ページです。直接ジャンプして来られた方は、必ずFAQをお読みください。 ※ この和訳はあくまでもボランティアの方々による一例であり、翻訳の正確さについては各自判断してください。もし誤訳(の疑い)を発見した場合には、直接ページを編集して訂正するか翻訳者連絡掲示板に報告してください。 Catfights common as females fiercely flay one other in the workplace関連情報 拡散状況 関連ページ Catfights common as females fiercely flay one other in the workplace 「職場の女性を激しくこき下ろす、女同士の喧嘩はありふれている」 Spa! (9/11) カミヤマ マスオ 2007年9月15日 "A woman who feels she has nothing to lose is capable of anything," Kana Shimada tells Spa! (9/11). "I myself became a frightening woman." 「失うものがないと思っている女はなんでもできるんです。」 島田佳奈はSpa!(9/11)に語る。 「私自身恐ろしい女になりました。」 Shimada, author of the recently published book "Hito no Otoko wo Toru Houhou" (How to Steal Somebody s Man), speaks from personal experience, and gives this account. 最近出版された本 『人のオトコを奪(と)る方法』の筆者である島田は、個人的な経験からこの話を語った。 "Once, during an affair I was having with this married guy, I purposely left behind a tube of lipstick in the door pocket by the rear seat of his car. I knew his wife always rode back there because they had a child seat for their kid in the front. 「以前、既婚男性と情事を持っていた間に、私は口紅の容器を彼の車の後部座席のドアポケットにわざと置き忘れてきました。 私は彼の妻がいつもそこに座ると知っていました。その夫婦はチャイルドシートを助手席に取り付けていたからです。 "The next time I rode in his car, I checked and the tube of lipstick was still in the pocket. But when I opened it, I found a message from his wife inside! It read, Wow! You, madam, are a real piece of work! That really made me feel invigorated." 「次に彼の車に乗った時、調べてみると私の口紅はまだそこにありました。 しかし中には彼の妻からのメッセージがありました! それにはこう書いてありました。『あらあら、奥様ったらホントに仕様が無い人ねぇ!(バッカねぇ!)(*1)』 それが私を発奮させたんです。」。 Is there any truth to the perception that it takes a woman to really hate another woman? Spa! s survey of 100 women between the ages of 20 and 50 would appear to bear this out. When the subjects were asked if there was a woman they hated, 53.7 percent gave "yes" replies, as opposed to only 10 percent who replied they felt a similar hatred for a man. 女性に他の女性を心底憎ませるこの感覚にはいかなる真理があるのだろうか? 20歳から50歳の女性100人を対象にした Spa! の調査はこれを裏付ているようだ。 憎い女性がいるかという問いに 53.7%が『はい』と答えている。反対に、男性が憎いと応えたのは僅か 10%に過ぎない。 Some of the worst examples of female enmity occur in the workplace. An unnamed 37-year-old restaurant employee, who has since left her job, tells her story. 女性の敵意に関する最悪の事例のいくつかは職場にある。 レストランの従業員だった匿名(37歳)は語る。 "Sadako, our supervisor, took a dislike to a younger waitress named Emi, who had recently been hired. After their shift ended both women went into the changing room, and Sadako told Emi, The laundry service is here, so I ll give them your uniforms to wash, and carried hers off. Then when Emi opened her locker, her street clothes were gone, and Sadako was nowhere to be found! Emi had to wait for an hour until she could borrow another woman s clothes and go home. As it turned out, her clothes eventually turned up, freshly laundered of course." 「私たちの管理者(指導役)だったサダコは、雇われたばかりの若いウェイトレスのエミを嫌っていました。 彼らの勤務が終わって、両者は更衣室に入りました。サダコはエミに言いました。 『ここには洗濯サービスがあるから、あなたの制服も洗濯に出しておくわよ』 そしてエミの制服を持ち去りました。 それからエミが彼女のロッカーを開けると、彼女が通勤に着てきた服がなくなっていました。サダコは探してもどこにもいませんでした! エミが別の女性の服を借りて帰宅できるまで1時間かかりました。 結局、彼女の服は見つかりました、もちろん洗濯仕立てで。」 The aforementioned Shimada, who was once employed as an office worker, recalls a certain female co-worker who admired her "sempai" (senior) so much she began imitating her hairstyle, makeup and dress sense. "They were like identical twins," Shimada relates. "There was something really disconcerting about it." 前述の島田は以前会社勤めをしていたことがある。彼女は、同僚のとある女子社員が崇拝する先輩のヘアスタイルや化粧、服の趣味などを真似し始めたことを思い出す。 「彼女たちは一卵性双生児のようでした。」 島田は語る。 「すごく奇妙だったわ。」 As it turned out, the younger woman decided that her senior s boyfriend appealed to her as well, and began pursuing him. The copy, as it turned out, turned out better than the original, and she was successful in landing the man. The humiliated senior tendered her resignation and the younger woman took over her position. Ironically, notes Shimada, history appears to be repeating itself -- a newly hired female staff member is already starting to impersonate her boss. 仕舞いには、その若い女性は先輩のボーイフレンドが自分好みだと思い込んで付き纏いだした。 コピーはついにオリジナルを凌ぎ、その男をものにすることに成功した。 屈辱を受けた先輩は辞表を出し、その若い女が彼女の地位を受け継いだ。 皮肉なことに、と島田は付け加える、歴史は繰り返される。----新たに雇用された女性スタッフは、すでに上司の真似をし始めている。 Misato, age 22, worked for a delivery health (outcall sex) service. One day her co-worker, Kasumi, confided to Misato she had the hots for young Mr. Aso, who worked in their shop. ミサト(22歳)はデリバリーヘルス(呼び出しセックス)サービスで働いていた。 ある日彼女の同僚のカスミが同じ店で働く若いアソ氏に熱をあげているとミサトに打ち明けた。 "Actually, Aso and I were already a pair," Misato relates. "But I couldn t let her know that, so I told Kasumi that I had seen Aso walking down the street holding hands with another girl in our shop. This infuriated Kasumi, who felt betrayed. I d already told her I liked him -- how could she do that to me? she exclaimed. 「実はアソと私は既に付き合っていたんです。」ミサトは語る。 「だけど彼女には言えなくて、それで私はカスミに、アソがウチの店の別の女の子と手を繋いで通りを歩いているのを見たと 嘘をつきました。 それを聞くとカスミは、その子に裏切られたと激怒しました。 『私あの子に言ったのよ、彼が好きだって----あんまりじゃないの!(どうしてこんな仕打ちができるのよ?)』 彼女は喚きました。 "To get even, Kasumi began spreading rumors that although our shop had rules against engaging in honban (sexual intercourse) with customers, this girl had been going all the way. And to make matters worse, the girl, Kasumi insisted, was badmouthing her colleagues. You d better get rid of her, she advised them. She also told the customers that particular girl would have intercourse with them if they insisted on it, and the customers, believing it, began requesting her, leading to complaints when the girl refused to put out. 「仕返しに、カスミはウチの店のお客との本番(性行為)を禁じる規則にもかかわらず、その娘がやっているという噂を広め始めました。 カスミはさらに事態を悪化させようと、その子が同僚の悪口を言っていると強調しました。 『あんな子追い出したほうがいいわよ。』 彼女は皆に忠告しました。 彼女はまた顧客たちに、その子は客にせがまれれば彼らと本番をするだろうと教えました。 それを信じてその子に要求するようになった客らは、セックスを拒否する彼女に不満を抱きました。 "After two months of this I d had enough," says Misato. "I called Kasumi to my place, thinking to ask her to return the key I d lent her. I confronted her and scolded her for acting out of spiteful jealousy. We argued back and forth until the trains stopped running. I told her, Not only are you hurting the business, but you should apologize to our colleague for spreading those rumors -- phone her now! And she did!" 「このうんざりするような2ヶ月の後、」 ミサトは言う。 「私はカスミを家に呼びました。彼女に貸してある鍵を返してもらうつもりでした。 私は彼女と向かい合って、悪意に満ちた嫉妬による所業を叱かりました。 私たちは互いに言葉が尽きるまであれこれと議論しました。 「仕事に損害を与えたことだけじゃなく、噂を撒いたことも仲間に謝るべきよ。----さあ、彼女に電話して!」そして彼女はそうしました! "Based on health statistics, women suffering from borderline personality disorders tend to be more numerous than males," writes Takehiko Kasuga, author of Kurui no Kozo (The Structure of Craziness). "That said, I get the impression that things are changing in Japan. When Riyo Mori was voted Miss Universe earlier this year, the general reaction from other women was praise, not jealousy. And with growing numbers of women holding down good jobs, catfights seem to have declined. They are often attractive and come from wealthy families, and less inclined to that kind of behavior. 「保健統計によると、境界性人格障害に苦しむ女性は男性より多数である傾向にあります。」と『狂いの構造』の著者である春日武彦は書いている。 「それに見られる日本の状況が変化が興味深いですね。 今年の初めに森理世がミス・ユニバースに選ばれた際の他の女性たちの一般的な反応は、嫉妬ではなく賞賛でした。 そして、良い仕事に就いている女性の数が増えるにつれて、女の争いは減少する傾向にあるようです。 そういう女性たちはしばしば魅力的で、恵まれた家庭環境にあり、いがみ合いには陥らない傾向にあります。 "It s in the old-style companies -- where women are just there to adorn the office environment -- that you still see these problems," smiles Kasuga. "In those places, it s still business as usual." (By Masuo Kamiyama, People s Pick contributor) 「古くさい会社---女性がオフィスの飾りに過ぎないところ--では、これらの問題をまだ見ることができるでしょう。」春日はニコリとする。 「そういう場では、未だによくあることなんです。」(カミヤマ マスオ:People s Pickのコラムニスト) September 15, 2007 2007年9月15日 関連情報 島田佳奈 http //shimadakana.net/about/profile.html 人のオトコを奪(と)る方法 http //shimadakana.net/text/column/hito_no_otoko/ 春日武彦 http //ja.wikipedia.org/w/index.php?title=%E6%98%A5%E6%97%A5%E6%AD%A6%E5%BD%A6 oldid=19344007 拡散状況 The Black Ship http //www.theblackship.com/forum/japan-tabloid-news/1996-catfights-common-females-fiercely-flay-one-other-workplace.html JDorama.com http //www.jdorama.com/viewtopic.php?p=674719#674719 英語サイト 部分転載;http //inezha.com/p/4263702/item21?hl=en 関連ページ JDorama.com The Black Ship WaiWaiの記事を転載した英語サイト:I 毎日新聞英語版から配信された記事2007年(7月 - 12月) 翻訳者連絡掲示板 トップページへ戻る
https://w.atwiki.jp/marketresearch/pages/17.html
Research Analysis The market research report profiles well-balanced information with previous as well as future results with an aim to offer a better understanding of the Ridge Vents Installation Market . The market report further offers an in-depth view of the leading factors that are related to increasing the demand growth for Ridge Vents Installation Market . Not only this but also in this study the readers can get an in-depth report of the possibilities in combination with the latest trends in the targeted market. It is also a detailed combination of 10 years old qualitative and quantitative analysis of the industry that has been presented in the report with an aim to help the market players to increase maximum profit in the sector. The market research report also provides information on the record of individual sales records that are made with the expected revenue over the forecast period. 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Geographical segmentation is also being done to get valuable insights into the Ridge Vents Installation Market . Geographical Analysis Doing the geographical analysis is very important to know about the broad feature of the market. In this section, the readers can get a comprehensive analysis of the Ridge Vents Installation Market based on the geographical location. This section throws light on the demand and sales output for the Ridge Vents Installation Market at the national and international levels. The study is being done taking into account some of the major geographic regions such as North America, Europe, Asia Pacific, South America, Middle East, and Africa. Make an Enquiry for purchasing this Report @ https //www.quincemarketinsights.com/enquiry-before-buying/enquiry-before-buying-88264?pu Market Key Highlights The market report on the Ridge Vents Installation Market is a summary of the current market situation for the Ridge Vents Installation Market . Moreover, the analysis provides information regarding the newly launched product and also the products that are to be launched during the forecast period. The study also includes minute details regarding market share, segment, trends, growth and forecast Joe Ochoa Roofs, Elite Remodeling Services, Craftline Construction, Hamilton Roof Pros, Legacy Metal Roofs, Masada Roofing. Quince Market Insights Top Trending Research Report* https //qmi189135117.wordpress.com/2022/09/16/cumene-sulfonic-acid-market-size-industry-growth-rate-global-share-upcoming-trends-leading-players-products-and-services-overview-forecast-to-2032/ https //qmi189135117.wordpress.com/2022/09/16/3-hexenyl-salicylate-market-key-findings-growth-prospects-and-size-by-country-top-manufacturer-expansion-plans-and-business-strategy-forecast-to-2032/ https //qmi189135117.wordpress.com/2022/09/16/ethylene-glycol-monostearate-market-trends-growth-size-swot-analysis-opportunity-assessment-by-forecast-to-2021-drivers-and-applications-are-pertinent-for-sustenance-during-the-forecast-period-20/ Details Contained In The Ridge Vents Installation Market Report 2021 Market Overview 1.1 Market Introduction 1.2 Market Analysis By Type 1.2.1 Type 1 1.2.2 Type 2 1.3 Market Analysis By Applications 1.3.1 Application 1 1.3.2 Application 2 1.4 Market Analysis by Regions 1.4.1 North America 1.4.2 Europe 1.4.3 Asia Pacific 1.4.4 South America 1.4.5 the Middle East and Africa Market Scope Market Segmentation by type, application, end-users and regions Market Size estimation Market Competition Key Market Leaders Conclusions The market research report offers a detailed study of the Ridge Vents Installation Market which include market shares, size and growth opportunities by applications, product types and geographic regions. Not only this but also the report also contains a detailed summary of the leading market players. The experts have also mentioned the market growth, threats, opportunities and risks. About Us QMI has the most comprehensive collection of market research products and services available on the web. We deliver reports from virtually all major publications and refresh our list regularly to provide you with immediate online access to the world’s most extensive and up-to-date archive of professional insights into global markets, companies, goods, and patterns. Contact us Quince Market Insights Phone +1 208 405 2835 Email sales@quincemarketinsights.com Website https //www.quincemarketinsights.com/
https://w.atwiki.jp/medalofhonor/pages/244.html
UIStrings.int字幕和訳前半 [AVA_HUDMSG_SHOOTANT] MESSAGE=土台を撃つとアンテナを無力化できる [AVA_HUDMSG_SHOOTBARREL] MESSAGE=容器を撃つと信号炎を発火させる [AVA_HUDMSG_SHOOTCLOCK] MESSAGE=錠を撃つとゲートを開けられる [AVA_HUDMSG_SHOOTFUEL] MESSAGE=燃料タンクを撃つと破壊できる [AVA_HUDMSG_SHOOTRADIO] MESSAGE=通信機器を撃って破壊できる [Cheats] CheatFailed=Cheat Failed EnterCheat=Enter Cheat [ControllerConfig] AimMode=Aim Mode/Iron Sights ALT_FIRE=Alt Fire AltFire=Alt Fire AltFire_Halo=Click to Alt Fire BACK=Move / Peek Back BIND_1=Bind 1 BIND_2=Bind 2 CATEGORY_MISC=Misc CATEGORY_MOVE=Move CATEGORY_SHOOT=Shoot CATEGORY_WEAPON_SELECT=Weapon Select CHANGE_BINDING_WAITING=Waiting for a new key…Escape to cancel CLEAR_BINDING=Press Backspace to clear COMMAND=Commmand CONFIRM_BINDING_REPLACEMENT=This key is already bound to another command. Do you want to replace this binding? CONFIRM_CANCEL=キャンセル CONFIRM_NO=いいえ CONFIRM_RESET_DEFAULTS=Reset to default key bindings? CONFIRM_YES=はい COOK_GRENADE=Cook Grenade CROUCH=屈む CUT_CHUTE=Cut Chute Default=標準 DEFAULTS=Use Defaults FIRE_WEAPON=Fire Weapon FireWeapon=Fire Weapon FLARE_CHUTE=Flare Chute FORWARD=Move / Peek Forward FRAG=Frag Grenade GAMMON=Gammon Grenade GRENADE_CYCLE=Grenade Cycle GrenadeCycle=Grenade Cycle HOLD_BREATH=Hold Breath HOW_TO_CHANGE_BINDING=Press Enter or Click to change IRONSIGHTS=Ironsights IRONSIGHTS_MOVEMENT_BACKWARD=Ironsights Move Backward IRONSIGHTS_MOVEMENT_FORWARD=Ironsights Move Forward IRONSIGHTS_MOVEMENT_LEFT=Ironsights Move Left IRONSIGHTS_MOVEMENT_RIGHT=Ironsights Move Right IRONSIGHTS_PEEK_DOWN=Peek Down IRONSIGHTS_PEEK_LEFT=Lean Left IRONSIGHTS_PEEK_RIGHT=Lean Right [Controllerconfig] ControllerConfig_IRONSIGHTS_PEEK_UP=Peek Up [ControllerConfig] Jump=Jump LEAN_LEFT=Lean Left LEAN_RIGHT=Lean Right LookAim=Look/Aim Melee=Melee MeleeClick=Click to Melee MOVE_LEAN_TOGGLE=Move / Lean Toggle MoveLean/Peek=Move/Lean/Peek Pause=Pause PISTOL=Pistol PRIMARY_WEAPON=Primary Weapon RELOAD=Reload SAY_ALL=Say All SAY_TEAM=Say Team SCOREBOARD=Scoreboard SECONDARY_WEAPON=Secondary Weapon SHOW_MENU=Show Menu Sprint=Sprint Sprint_Halo=Sprint/Toggle Iron Sights Walk\n SPRINT_MOVE_IRONSIGHTS=Sprint / Ironsights Move SprintClick=Click to Sprint StanceToggle=Stance Toggle StanceToggle_Halo=Click to Toggle Stance STICK=Stick Grenade STRAFE_LEFT=Strafe / Peek Left STRAFE_RIGHT=Strafe / Peek Right Test_5_1=5.1chスピーカーの配置テスト THROW_GRENADE=手榴弾投擲 ToggleGrenadeZoomIn=手榴弾切り替え/拡大 ToggleIronsightsWalk=Toggle Iron Sights Walk ToggleIronsightsWalk_Gears=Click to Toggle Iron Sights Walk\n ToggleMap=Toggle Map TogglePistolZoomOut=Toggle Pistol/Zoom Out TwoStepZoom=Click for Two-step Zoom USE/ACTION=Use/Action UseActionReload=Use/Reload/Flare Chute VOICE_CHAT=Voice Chat WEAPON_CYCLE=Weapon Cycle WEAPON_SELECT=Weapon Select WeaponCycle=Weapon Cycle ZOOM_IN=Zoom In ZOOM_OUT=Zoom Out ZOOM_TOGGLE=Zoom Toggle ZoomIn=Zoom In ZoomOut=Zoom Out Credits 必要ないと思うので省略 [Demo] EAStoreURL=www.buymoha.ea.com Marketing1=Jump into the Largest Airborne Operations in History Marketing2=Fight for Victory Online in Multiplayer Combat Marketing3=Upgrade Every Weapon in Your Arsenal Marketing4=Fight Anywhere in Open Battlefields MarketingDate=On September 4th MarketingEnd=Prepare to Jump @ MarketingTitle=Heroes Jump. MarketingTitle1=Enemies Fall. MarketingWebsite=MOHA.EA.COM OrderNow=Buy now at PlayDemo=Play Demo QuitPrompt=警告 最終チェックポイント以降の進行状況は全て失われます。本当に終了しますか? RestartMissionPrompt=警告 最終チェックポイント以降の進行状況は全て失われます。本当に再スタートしますか? RestartQuitTab=再スタートと終了 Extras 原文 AudioSFXProcess=Final Flight C47 Audio AudioSFXProcessCrit=Being Awarded the Soldier s Medal AudioSFXProcessDesc=Audio Director Paul Lackey and Historian Marty Morgan describe the process of recording and recreating the authentic C47 sounds of Medal of Honor. Battlefield2142=Battlefield 2142 BehindTheScenes=Husky Key Encounter BehindTheScenesCrit=Being Awarded the Army Good Conduct Medal BehindTheScenesDesc=Lead Designer Rex Dickson goes inside the construction of the central battle in Operation Husky, the assault on the mayor s residence, converted to a German Command HQ. FeatureAnalysis=Visual Concepts FeatureAnalysisAffordance=The Affordance Engine FeatureAnalysisAffordanceCrit=Being Awarded the Silver Star FeatureAnalysisAffordanceDesc=Lead AI engineer Tim Ford explains the Affordance Engine, and how MOH Airborne characters use elements of the environment to dynamically invent tactics against the player. FeatureAnalysisCrit=Being Awarded the Bronze Star FeatureAnalysisDesc=Take a visual tour through early concept sketches of each mission in Medal of Honor Airborne. FeatureAnalysisDrop=Designing the Air Drop FeatureAnalysisDropCrit=Completing Jump Training FeatureAnalysisDropDesc=Creative Director Jon Paquette and Game Designer Mike Licht describe the challenges involved in designing a game where the player can start anywhere. HistoricalPerspective=Weapons Audio HistoricalPerspectiveCrit=Being Awarded the Legion of Merit HistoricalPerspectiveDesc=Audio director Paul Lackey describes the process of recording and recreating the authentic sounds of Medal of Honor Airborne weapons. IGC=Building a Cinematic IGC_Crit=Being Awarded the WWII Victory Medal IGC_Desc=Producer Neville Spiteri narrates the life cycle of an in-game cinematic, from script through final delivery. MakingMusic=The Music of MOH Airborne MakingMusicCrit=Being Awarded the Distinguished Service Medal MakingMusicDesc=Composer Michael Giacchino returns to Medal of Honor to reinvent the musical sound he created with Medal of Honor, and Medal of Honor Frontline. See the entire process, from composing the music, to the live recording, to scoring the action in-game. MakingOfAvalanche=Making of Avalanche MakingOfAvalancheCrit=Completing Operation Avalanche MakingOfAvalancheDesc=See the progression of the development of the Avalanche campaign, from early concept art and 3D mockups through to the final touches. MakingOfHusky=Making of Husky MakingOfHuskyCrit=Completing Operation Husky MakingOfHuskyDesc=See the progression of the development of the Husky campaign, from early concept art and 3D mockups through to the final touches. MakingOfMarketGarden=Making of Market Garden MakingOfMarketGardenCrit=Completing Market Garden MakingOfMarketGardenDesc=See the development of Market Garden, from concept art and 3D mockups through to putting on the final touches. MakingOfNeptune=Making of Neptune MakingOfNeptuneCrit=Completing Operation Neptune MakingOfNeptuneDesc=See the progression of the development of the Neptune campaign, from early concept art and 3D mockups through to the final touches. MakingOfVarsity1=Making of Varsity - Factory MakingOfVarsity1Crit=Completing Varsity - Factory MakingOfVarsity1Desc=See the development of Varsity s Factory level, from concept art and 3D mockups through to putting on the final touches. MakingOfVarsity2=Building a Killer Mission MakingOfVarsity2Crit=Being Awarded the Distinguished Service Cross MakingOfVarsity2Desc=Production Designer Ken Harsha describes the development of one of the most ambitious missions in Medal of Honor Airborne. MOHAGameTrailers=MOHA Game Trailers MOHAGameTrailersDesc=Includes Individual game trailers that were released to the public before the launch of Medal of Honor Airborne. MOHATVCommercialDesc=Includes The television commercial for the game MOHATVCOmmerical=MOHA TV Commericial Training_Cover=Using Cover Training_Grenade=Making Things Go "Boom" Training_Movement=Tactics and Movements Training_Sniper=Sniper s Guide UCapProcess=MOH Airborne Performance Capture UCapProcessCrit=Being Awarded the Soldier s Medal UCapProcessDesc=MOH Airborne features state-of-the-art performance capture for realistic facial expressions, and battlefield movement. See how it s all created, then get a tour of the procedural death system that drives the in-game stunts and chaos. Unlocked=Unlocked UnlockedBy=Unlock criteria 和訳 AudioSFXProcess=最後の戦い C47の音源 AudioSFXProcessCrit=Being Awarded the Soldier s Medal AudioSFXProcessDesc=Audio Director Paul Lackey and Historian Marty Morgan describe the process of recording and recreating the authentic C47 sounds of Medal of Honor. Battlefield2142=バトルフィールド2142 BehindTheScenes=Husky Key Encounter BehindTheScenesCrit=Being Awarded the Army Good Conduct Medal BehindTheScenesDesc=Lead Designer Rex Dickson goes inside the construction of the central battle in Operation Husky, the assault on the mayor s residence, converted to a German Command HQ. FeatureAnalysis=Visual Concepts FeatureAnalysisAffordance=The Affordance Engine FeatureAnalysisAffordanceCrit=Being Awarded the Silver Star FeatureAnalysisAffordanceDesc=Lead AI engineer Tim Ford explains the Affordance Engine, and how MOH Airborne characters use elements of the environment to dynamically invent tactics against the player. FeatureAnalysisCrit=Being Awarded the Bronze Star FeatureAnalysisDesc=Take a visual tour through early concept sketches of each mission in Medal of Honor Airborne. FeatureAnalysisDrop=Designing the Air Drop FeatureAnalysisDropCrit=Completing Jump Training FeatureAnalysisDropDesc=Creative Director Jon Paquette and Game Designer Mike Licht describe the challenges involved in designing a game where the player can start anywhere. HistoricalPerspective=武器の音源 HistoricalPerspectiveCrit=Being Awarded the Legion of Merit HistoricalPerspectiveDesc=Audio director Paul Lackey describes the process of recording and recreating the authentic sounds of Medal of Honor Airborne weapons. IGC=Building a Cinematic IGC_Crit=Being Awarded the WWII Victory Medal IGC_Desc=Producer Neville Spiteri narrates the life cycle of an in-game cinematic, from script through final delivery. MakingMusic=The Music of MOH Airborne MakingMusicCrit=Being Awarded the Distinguished Service Medal MakingMusicDesc=Composer Michael Giacchino returns to Medal of Honor to reinvent the musical sound he created with Medal of Honor, and Medal of Honor Frontline. See the entire process, from composing the music, to the live recording, to scoring the action in-game. MakingOfAvalanche=アバランチ作戦メイキングムービー MakingOfAvalancheCrit=Completing Operation Avalanche MakingOfAvalancheDesc=See the progression of the development of the Avalanche campaign, from early concept art and 3D mockups through to the final touches. MakingOfHusky=ハスキー作戦メイキングムービー MakingOfHuskyCrit=Completing Operation Husky MakingOfHuskyDesc=See the progression of the development of the Husky campaign, from early concept art and 3D mockups through to the final touches. MakingOfMarketGarden=マーケット・ガーデン作戦メイキングムービー MakingOfMarketGardenCrit=Completing Market Garden MakingOfMarketGardenDesc=See the development of Market Garden, from concept art and 3D mockups through to putting on the final touches. MakingOfNeptune=ネプチューン作戦メイキングムービー MakingOfNeptuneCrit=Completing Operation Neptune MakingOfNeptuneDesc=See the progression of the development of the Neptune campaign, from early concept art and 3D mockups through to the final touches. MakingOfVarsity1=バーシティー作戦メイキングムービー MakingOfVarsity1Crit=Completing Varsity - Factory MakingOfVarsity1Desc=See the development of Varsity s Factory level, from concept art and 3D mockups through to putting on the final touches. MakingOfVarsity2=Building a Killer Mission MakingOfVarsity2Crit=Being Awarded the Distinguished Service Cross MakingOfVarsity2Desc=Production Designer Ken Harsha describes the development of one of the most ambitious missions in Medal of Honor Airborne. MOHAGameTrailers=MOHAのゲームトレーラームービー MOHAGameTrailersDesc=Includes Individual game trailers that were released to the public before the launch of Medal of Honor Airborne. MOHATVCommercialDesc=Includes The television commercial for the game MOHATVCOmmerical=MOHAのテレビコマーシャル (海外) Training_Cover=Using Cover Training_Grenade=Making Things Go "Boom" Training_Movement=Tactics and Movements Training_Sniper=Sniper s Guide UCapProcess=MOH Airborne Performance Capture UCapProcessCrit=Being Awarded the Soldier s Medal UCapProcessDesc=MOH Airborne features state-of-the-art performance capture for realistic facial expressions, and battlefield movement. See how it s all created, then get a tour of the procedural death system that drives the in-game stunts and chaos. Unlocked=アンロック UnlockedBy=Unlock criteria [FAC_HUDMSG_GAMMONHATCH] MESSAGE=Toss Gammon Grenade Into Hatch [FAC_HUDMSG_TANKCONTROLS] MESSAGE=Shoot Crane Controls to Sabotage [FLK_HUDMSG_FUSEBOX] MESSAGE=Shoot the fuse box to disable the conveyor [GEN] UI_MENU_CONTINUEBUTTON=次のページ [GeneralStrings] AcceptLoadout=Accept Loadout AcceptText=許可 AllowEmailFrom=Allow email from Any=Any Audio=オーディオ AudioMenu=オーディオメニュー Avalanche=アバランチ BackText=戻る BonusVideos=ボーナスビデオ Campaign=キャンペーン CampaignMenu=キャンペーンメニュー CancelText=キャンセル Cheats=チート Close=閉じる CloseUpgrades=アップグレードを閉じる Continue=続行 ContinueCampaign=キャンペーンの続行 Controller=操作 ControllerMenu=操作メニュー CreatingAccount=アカウントを作成... CreatingMatch=対戦を作成... Credits=クレジット CrossSell=Cross Sell Decline=拒否 Difficulty=難易度 DownloadingToS=Downloading EA Terms Conditions... DummyString=áéíóöőúüűÁÉÍÓÖŐÚÜŰèéìòóùàÈÉÌÒÓÙÀæøåÆØÅąćęłńóśżźĄĆĘŁŇÓŚŻŹáàãâéêíóôõúçÁÀÃÂÉÊÍÓÔÕÚÇАБВГДЕЖЗИЙКЛМНОПРСТУФХЦЧШЩЪЫЬЭЮЯабвгдежзийклмнопрстуфхцчшщъыьэюяЁёáéíóúñüç\n¿¡ªºÁÉÍÓÚÑÜÇåäöÅÄÖ\n\n Easy=Casual ElectronicArts=Electronic Arts ElectronicArtsPartners=Electronic Arts Partners Extras=おまけ ExtrasMenu=おまけメニュー Floor0=Ground Floor1=1st Floor2=2nd Floor3=3rd Floor4=4th FriendlyFire=フレンドリファイア GameMode=ゲームモード GameplayMenu=ゲームプレイメニュー Gamercard=Gamer card Gamertag=View Gamertag Global=グローバル Hard=Expert Husky=ハスキー KickPlayer=Kick Player KickPlayerNotification=You lost connection to the host. LoggingIn=Logging In... Map=マップ MarketGarden=マーケットガーデン MatchmakingProgress=マッチメイキング MaxPlayers=最大プレイヤー数 Medium=Medium Mission=ミッション Multiplayer=マルチプレイヤー MutePlayer=Mute Player NavigateText=ナビゲーション Neptune=ネプチューン New=新規 ObjectivesTab=目的 Off=オフ On=オン OptionsMenu=オプションメニュー OptionsTab=オプション Paused=停止中 PlayDemo=デモをプレイ Preferences=Preferences PrimaryObjectives=主目的 Proficiency=賞 RankedMatchOptions=ランクマッチオプション Retry=再試行 ReviewPlayer=Review Player Rounds=ラウンド RoundTime=Round Time Save=セーブ SaveLoadTab=セーブ ロード Select=選択 SelectCampaign=キャンペーン選択 SelectCampaignMenu=キャンペーン選択 メニュー Servers=サーバー ShowFavoriteServers=お気に入りのサーバー ShowInternetServers=インターネットサーバー SprintEffects=全力疾走エフェクト Start=開始 StartMatch=対戦を開始 StartPlayerMatch=Start Unranked Match StartRankedMatch=Start Ranked Match StatsMedals=戦績とメダル Team=Team ToS=EA Terms and Conditions Training=訓練 Upgrades=アップグレード UpgradeText=Upgrades VarsityFactory=ヴァーシティ VarsityFlakTower=高射砲塔 Video=ビデオ VideoMenu=ビデオメニュー WeaponsTab=武器 [Husky] IntroQuote="\"雲の上から、例え一万人の敵が舞い降りてきたとしても、\n彼らがあちこちで暴れ回る前にこれを撃退してしまえるように\n軍隊を全国土に配置できる君主はどこかにいないものだろうか\"\n\n1784年\nベンジャミン・フランクリン" [Leaderboards] BestRank=Best Rank Friends=Friends Gamertag=Gamertag General=General HighScore=High Score ObjectiveAirborne=Objective Airborne ObjectivePoints=Objective Points Score=Score SelectList=Select List TeamDeathmatch=Team Deathmatch TeamDeathmatchAirborne=Team Deathmatch Airborne TeamPoints=Team Points [Legal] CopyrightLong=Medal of Honor Airborne © 2007 Electronic Arts Inc. All Rights Reserved. LoadingScreen] 原文 Avalanche=Avalanche AvalancheDate=September 13, 1943 AvalancheTitle=Operation Avalanche BattleExp_Proven=Battle Experience Proven BattleExp_Skilled=Battle Experience Skilled BattleExp_Trained=Battle Experience Trained BattleExperience_Elite=Battle Experience Elite BattleExperience_Special=Battle Experience Special BattleExperience_Veteran=Battle Experience Veteran CombatEffect_Eight=Combat Effectiveness 8 CombatEffect_Five=Combat Effectiveness 5 CombatEffect_Four=Combat Effectiveness 4 CombatEffect_Nine=Combat Effectiveness 9 CombatEffect_One=Combat Effectiveness 1 CombatEffect_Seven=Combat Effectiveness 7 CombatEffect_Six=Combat Effectiveness 6 CombatEffect_Ten=Combat Effectiveness 10 CombatEffect_Three=Combat Effectiveness 3 CombatEffect_Two=Combat Effectiveness 2 DestroyedVillage=Destroyed Village EachWeapon=Each weapon (including grenades) may be upgraded three times. To earn experience, simply shoot enemies. EuropeanHeerInfantry=European Heer Infantry FallschirmjagerCommander=Fallschirmjager Commander FallschirmjagerInfantry=Fallschirmjager Infantry FallschirmjagerSniper=Fallschirmjager Sniper HeerOfficer=Heer Officer Husky=ハスキー HuskyDate=1943年7月10日 HuskyTitle=ハスキー作戦 ItalianBlackshirt=イタリア兵 黒シャツ隊員 Loading=ロード中 MarketGardenDate=September 17, 1944 MarketGardenTitle=Operation Market Garden MoreExperience=More experience will be earned for special kills, including head shots and triple-kills. Multi0=情報 ボタンを押し続けると手榴弾の投擲から爆発までをずらすことができる。 Multi1=情報 幾つかの拠点を制圧するには二人のプレイヤーが必要となる。\n但し、中立化は一人のみ有効となる。 Multi10=情報 高い場所へ上れる場所を探し、\n敵に対しては上方から交戦しろ。 Multi11=情報 カバーや曲がり角に隠れた状態から向こう側を見る時は、\nアイアンサイト中の覗き見と傾きを用いろ。 Multi12=情報 自動式ライフルはバースト射撃でより高い正確性を得られる。 Multi13=情報 姿勢ボタンを押して立ちと屈みを切り替えろ。\nジャンプボタンを押して障害を跳び越えろ。 Multi14=情報 ジャンプ中に格闘ボタンを押して敵を蹴り飛ばせ。 Multi15=情報 各ミッションに於いて、より高い命中率と\n殺傷数を達成して上位の星評価を勝ち取れ。 Multi2=情報 フレンドリファイアがオンの場合はチームメイトを撃ってはならない。 Multi3=情報 注目! Multi4=情報 幾つかの拠点を制圧するには二人のプレイヤーが必要となる。\n但し、中立化は一人のみ有効となる。 Multi5=情報 各プレイヤーは二つの武器とピストルを持つことが出来る。\n倒した敵の武器を拾え。\nいつ何時、余分な火力が必要となるかは決して分からない。 Multi6=情報 注目! Multi7=情報 試合中にスコアボードを確認し、\n調子のほどを確認しろ。 Multi8=情報 ボタンを押し続けると手榴弾の投擲から爆発までをずらすことができる。 Multi9=情報 発射モード切替ボタンで特定のアップグレードを装備する。\n再度押せばアップグレードを取り外す。 NaziStormElite=Nazi Storm Elite Neptune=Neptune NeptuneDate=June 5, 1944 NeptuneTitle=Operation Neptune Panzergrenadier=Panzergrenadier PressAndHold=Press and HOLD PW_G43=Primary Weapon Gewehr 43 PW_G43Sniper=Primary Weapon Gewehr 43 Sniper PW_K98K=Primary Weapon Karabiner 98k PW_MG42=Primary Weapon Maschinengewehr 42 PW_MP40=Primary Weapon Maschinenpistole 40 PW_Panzerschreck=Primary Weapon Panzerschreck PW_STG44=Primary Weapon Sturmgewehr 44 Remagen=Remagen Single0=情報 手榴弾を装備している時、発射ボタンを押し続けると\n投擲から爆発までの時間をずらせる。 Single1=情報 高い場所へ上れる場所を探し、\n敵に対しては上方から交戦しろ。 Single10=情報 姿勢ボタンを押して立ちと屈みを切り替えろ。\nジャンプボタンを押して障害を跳び越えろ。 Single11=情報 手榴弾ボタンを押して、手榴弾と棒形手榴弾および\n更に強力なギャモン手榴弾を切り替えろ。 Single12=情報 屈みながら素早くカバーからカバーへ移動する為に全力疾走ボタンを押し続けろ。 Single13=情報 体力の一ブロックが完全に無くなりそうになったら、\n隠れて回復を待て。 Single14=情報 体力が残り少なくなったら、近くにメディキットが無いか探せ。 Single15=情報 ジャンプ中に格闘ボタンを押して敵を蹴り飛ばせ。 Single16=情報 戦車はロケットかギャモン手榴弾の\nいずれかでのみ破壊できる。 Single17=情報 ドアや窓から手榴弾を投げ込み、\n部屋から敵を一掃しろ。 Single18=情報 アイアンサイトで命中率を高めたまま、\nゆっくりと歩くことができる。 Single19=情報 各ミッションに於いて、より高い命中率と\n殺傷数を達成して上位の星評価を勝ち取れ。 Single2=情報 目的に赤枠が付いている場合、\n携帯爆薬を置いて破壊することが出来る。 Single20=情報 ブロンズ,シルバーそしてゴールドの星評価はそのミッションを完了した難易度を示している。最高難易度でプレイしてゴールドの星を勝ち取れ。 Single3=情報 各ミッションには五カ所のスキルドロップ地点がある。\n能力を示すためにそれらを発見しろ。 Single4=情報 緑色の発煙は安全な着地地点を示している。 Single5=情報 発射モード切替ボタンで特定のアップグレードを装備する。\n再度押せばアップグレードを取り外す。 Single6=情報 各ミッションで、隠された武器を探し当てろ。 Single7=情報 連続して三人の敵を倒せば\n武器の経験にボーナスが入る。 五人連続ならば更に多くなる。 Single8=情報 カバーや曲がり角に隠れた状態から向こう側を見る時は、\nアイアンサイト中の覗き見と傾きを用いろ。 Single9=情報 自動式ライフルはバースト射撃でより高い正確性を得られる。 StrengthofThrow=情報 発射ボタンを軽く押して短距離にするか、いっぱいに押し込んで\n遠距離にするか、投げる強さを調節できる。 SW_Grenade=Secondary Weapon Stielhandgranate SW_None=Secondary Weapon None TheHunt=The Hunt toggleStand=to toggle between crouch and stand. toJump=to jump. toPeekUpAndDown=to peek up and down when crouched, and lean left and right around cover when crouched or standing. toSprint=to sprint toSwitchToGrenades=to switch to grenades. Press again to cycle to the next grenade if available, or return to your previous weapon. TropicalHeerInfantry=Tropical Heer Infantry use=use Varsity1Date=March 25, 1945 Varsity1Title=Operation Varsity Varsity2Date=March 27, 1945 VicecapoBlackshirt=Vicecapo Blackshirt WaffenInfantry=Waffen Infantry WaffenOfficer=Waffen Officer WaffenSeniorTrooper=Waffen Senior Trooper WaffenStormLeader=Waffen Storm Leader WhileArmed=While armed with a grenade, press and HOLD WhileHolding=While holding 和訳 Avalanche=アバランチ作戦 AvalancheDate=1943年9月13日 AvalancheTitle=アバランチ作戦 BattleExp_Proven=Battle Experience Proven BattleExp_Skilled=Battle Experience Skilled BattleExp_Trained=Battle Experience Trained BattleExperience_Elite=Battle Experience Elite BattleExperience_Special=Battle Experience Special BattleExperience_Veteran=Battle Experience Veteran CombatEffect_Eight=Combat Effectiveness 8 CombatEffect_Five=Combat Effectiveness 5 CombatEffect_Four=Combat Effectiveness 4 CombatEffect_Nine=Combat Effectiveness 9 CombatEffect_One=Combat Effectiveness 1 CombatEffect_Seven=Combat Effectiveness 7 CombatEffect_Six=Combat Effectiveness 6 CombatEffect_Ten=Combat Effectiveness 10 CombatEffect_Three=Combat Effectiveness 3 CombatEffect_Two=Combat Effectiveness 2 DestroyedVillage=Destroyed Village EachWeapon=Each weapon (including grenades) may be upgraded three times. To earn experience, simply shoot enemies. EuropeanHeerInfantry=ドイツ陸軍歩兵 (ヨーロッパ戦線) FallschirmjagerCommander=ドイツ空軍降下猟兵将校 FallschirmjagerInfantry=ドイツ空軍降下猟兵一般兵 FallschirmjagerSniper=ドイツ空軍降下猟兵狙撃兵 HeerOfficer=ドイツ陸軍将校 Husky=ハスキー作戦 HuskyDate=1943年7月10日 HuskyTitle=ハスキー作戦 ItalianBlackshirt=イタリア軍 黒シャツ隊員 Loading=ロード中 MarketGardenDate=1944年9月17日 MarketGardenTitle=マーケット・ガーデン作戦 MoreExperience=More experience will be earned for special kills, including head shots and triple-kills. Multi0=情報 ボタンを押し続けると手榴弾の投擲から爆発までをずらすことができる。 Multi1=情報 幾つかの拠点を制圧するには二人のプレイヤーが必要となる。\n但し、中立化は一人のみ有効となる。 Multi10=情報 高い場所へ上れる場所を探し、\n敵に対しては上方から交戦しろ。 Multi11=情報 カバーや曲がり角に隠れた状態から向こう側を見る時は、\nアイアンサイト中の覗き見と傾きを用いろ。 Multi12=情報 自動式ライフルはバースト射撃でより高い正確性を得られる。 Multi13=情報 姿勢ボタンを押して立ちと屈みを切り替えろ。\nジャンプボタンを押して障害を跳び越えろ。 Multi14=情報 ジャンプ中に格闘ボタンを押して敵を蹴り飛ばせ。 Multi15=情報 各ミッションに於いて、より高い命中率と\n殺傷数を達成して上位の星評価を勝ち取れ。 Multi2=情報 フレンドリファイアがオンの場合はチームメイトを撃ってはならない。 Multi3=情報 注目! Multi4=情報 幾つかの拠点を制圧するには二人のプレイヤーが必要となる。\n但し、中立化は一人のみ有効となる。 Multi5=情報 各プレイヤーは二つの武器とピストルを持つことが出来る。\n倒した敵の武器を拾え。\nいつ何時、余分な火力が必要となるかは決して分からない。 Multi6=情報 注目! Multi7=情報 試合中にスコアボードを確認し、\n調子のほどを確認しろ。 Multi8=情報 ボタンを押し続けると手榴弾の投擲から爆発までをずらすことができる。 Multi9=情報 発射モード切替ボタンで特定のアップグレードを装備する。\n再度押せばアップグレードを取り外す。 NaziStormElite=ナチ・ストーム・エリート Neptune=ネプチューン作戦 NeptuneDate=1944年6月5日 NeptuneTitle=ネプチューン作戦 Panzergrenadier=ドイツSS装甲擲弾兵 対戦車猟兵 PressAndHold=Press and HOLD PW_G43=第1武器 G43 PW_G43Sniper=第1武器 狙撃スコープ付きG43 PW_K98K=第1武器 Kar98k PW_MG42=第1武器 MG42 PW_MP40=第1武器 MP40 PW_Panzerschreck=第1武器 RPzb 54 パンツァーシュレック PW_STG44=第1武器 StG44 Remagen=レマーゲン Single0=情報 手榴弾を装備している時、発射ボタンを押し続けると\n投擲から爆発までの時間をずらせる。 Single1=情報 高い場所へ上れる場所を探し、\n敵に対しては上方から交戦しろ。 Single10=情報 姿勢ボタンを押して立ちと屈みを切り替えろ。\nジャンプボタンを押して障害を跳び越えろ。 Single11=情報 手榴弾ボタンを押して、手榴弾と棒形手榴弾および\n更に強力なギャモン手榴弾を切り替えろ。 Single12=情報 屈みながら素早くカバーからカバーへ移動する為に全力疾走ボタンを押し続けろ。 Single13=情報 体力の一ブロックが完全に無くなりそうになったら、\n隠れて回復を待て。 Single14=情報 体力が残り少なくなったら、近くにメディキットが無いか探せ。 Single15=情報 ジャンプ中に格闘ボタンを押して敵を蹴り飛ばせ。 Single16=情報 戦車はロケットかギャモン手榴弾の\nいずれかでのみ破壊できる。 Single17=情報 ドアや窓から手榴弾を投げ込み、\n部屋から敵を一掃しろ。 Single18=情報 アイアンサイトで命中率を高めたまま、\nゆっくりと歩くことができる。 Single19=情報 各ミッションに於いて、より高い命中率と\n殺傷数を達成して上位の星評価を勝ち取れ。 Single2=情報 目的に赤枠が付いている場合、\n携帯爆薬を置いて破壊することが出来る。 Single20=情報 ブロンズ,シルバーそしてゴールドの星評価はそのミッションを完了した難易度を示している。最高難易度でプレイしてゴールドの星を勝ち取れ。 Single3=情報 各ミッションには五カ所のスキルドロップ地点がある。\n能力を示すためにそれらを発見しろ。 Single4=情報 緑色の発煙は安全な着地地点を示している。 Single5=情報 発射モード切替ボタンで特定のアップグレードを装備する。\n再度押せばアップグレードを取り外す。 Single6=情報 各ミッションで、隠された武器を探し当てろ。 Single7=情報 連続して三人の敵を倒せば\n武器の経験にボーナスが入る。 五人連続ならば更に多くなる。 Single8=情報 カバーや曲がり角に隠れた状態から向こう側を見る時は、\nアイアンサイト中の覗き見と傾きを用いろ。 Single9=情報 自動式ライフルはバースト射撃でより高い正確性を得られる。 StrengthofThrow=情報 発射ボタンを軽く押して短距離にするか、いっぱいに押し込んで\n遠距離にするか、投げる強さを調節できる。 SW_Grenade=第2武器 M24型柄付手榴弾 SW_None=第2武器 無し TheHunt=狐狩り toggleStand=to toggle between crouch and stand. toJump=to jump. toPeekUpAndDown=to peek up and down when crouched, and lean left and right around cover when crouched or standing. toSprint=to sprint toSwitchToGrenades=to switch to grenades. Press again to cycle to the next grenade if available, or return to your previous weapon. TropicalHeerInfantry=ドイツ陸軍歩兵 (イタリア戦線) use=use Varsity1Date=1945年3月25日 Varsity1Title=バーシティー作戦 Varsity2Date=1945年3月27日 VicecapoBlackshirt=Vicecapo Blackshirt WaffenInfantry=武装親衛隊歩兵 WaffenOfficer=武装親衛隊将校 WaffenSeniorTrooper=武装親衛隊古参兵 WaffenStormLeader=武装親衛隊突撃隊長 WhileArmed=While armed with a grenade, press and HOLD WhileHolding=While holding [MenuButtons] [MenuButtons] Audio=オーディオ Audio_Video=ビデオ/オーディオ Audio_VideoMenu=ビデオ/オーディオ メニュー Cheats=チート Continue=続行 Controller=コントローラー CreateMatch=対戦を作成 Credits=クレジット CustomMatch=カスタム対戦 Easy=Casual Gameplay=ゲームプレイ Hard=Expert Leaderboards=Leaderboards Load=ロード LoadCheckpoint=最終チェックポイントをロード Logout=ログアウト Medium=Medium New=新規 Options=オプション PCStart=クリックすると開始 PlayerMatch=非ランクマッチ PlayerMatchCustom=非ランクマッチ オプション PrivateMatch=プライベートマッチ Quickmatch=クイックマッチ RankedMatch=ランクマッチ RestartMission=ミッションをやり直す SaveLastCheckpoint=最終チェックポイントをセーブ SaveQuit=セーブと終了 SelectADevice=デバイスを選択 Video=ビデオ XboxMarketPlace=Xboxマーケットプライス XenonStart=PRESS START [MenuContent] Friends=Friends Games=Games July1943=1943年7月 Kills=Kills OpHusky=ハスキー作戦 Password=Password Players=Players Rank=Rank ShotsFired=Shots Fired ShotsHit=Shots Hit SignedInAs=Signed in as [MP_MatchAwards] Antitank=Anti-Tank AutoRifle=Auto-Rifle AWOL=AWOL CombatAwards=Combat Awards CombatAwards=Combat Awards Deadliest=Deadliest DeathStreak=Death Streak HeadShots=Head Shots KillStreak=Kill Streak MatchAwards=Match Awards MatchAwards=Match Awards MatchRivalry=Match Rivalry MostAccurate=Most Accurate MostDeaths=Most Deaths MostDeaths=Most Deaths MostUseless=Most Useless Objective=Objective PlayerRivalry=Player Rivalry Rifle=Rifle Rivalries=Rivalries SMG=SMG Sniper=Sniper Suicidal=Suicidal WeaponAwards=Weapon Awards [MP_Scoreboard] EndMatchIn=End of match in MatchStartsIn=Match starts in [MP_Scoreboards] AlliesWin=Allies Win AxisWin=Axis Wins Name=Name NextRound=Next round starts in Press=Press Rank=Rank Scoreboard=Scoreboard ToShowMatchAwards=to show Match Awards [MP_UI_InGameMenu] AlliesFull=Allied team is full. AntiTank=Anti-Tank AxisFull=Axis team is full. Carbine=Carbine ChangeTeam=Change Team ClickToJoinAllies=Click to join Allies ClickToJoinAxis=Click to join Axis ClipSize=Clip Size Long=Long MatchStarted=Match has started Medium=Medium No=いいえ PlayerSpeed=Player Speed Press=Press Quit=終了 QuitMatch=Quit Match QuitMatchQues=Are you sure you want to quit this match? Range=Range Respawn_AntiTank=You will be equipped with the Anti-tank on respawn Respawn_AutoRifle=You will be equipped with the Auto-Rifle on respawn Respawn_Rifle=You will be equipped with the Rifle on respawn Respawn_SMG=You will be equipped with the SMG on respawn Respawn_Sniper=You will be equipped with the Sniper on respawn SelectTeam=Select Team Short=Short toJoinAllies=to join Allies toJoinAxis=to join Axis WeaponSelect=Weapon Select Yes=はい [Options] AimSensitivity=マウス感度 Brightness=明るさ ControllerScheme=操作 InvertYAxis=マウスの上下を反転 MusicVolume=音楽の音量 RestoreDefaults=標準設定の復元 SFXVolume=効果音の音量 Subtitles=字幕 ToggleCompass=コンパス Vibration=震動 [PCLogin] Birthdate=Birthdate CountryCode=Country Code CreateAccount=Create Account CreateNewAccount=Create New Account EmailAddress=Email Address ParentalEmailAddress=Parental Email Address SignIn=Sign In Username=Username VerifyPassword=Verify Password ZipCode=Zip Code [Prompts] AcceptCheatsMessage=Warning! Cheating will disable your ability to save your progress and earn achievements until a new game is started, do you wish to continue? AcceptToSNeeded=EA Terms Conditions must be accepted in order to play on Xbox LIVE. ActiveProfileChanged=The active gamer profile has changed. AirborneCampaign=MOH Airborne Campaign AreYouSureKickPlayer=Are you sure you want to kick this player? AutosaveWarning=Medal of Honor Airborne™ は、ゲームの進行と設定を確認なしで上書きセーブするオートセーブ機能を使用しています。 CDKey_Banned=This CD Key has been banned CDKey_CDKeyCDKey=CD Key CDKey_Enter=Enter CD Key CDKey_InUse=This CD Key is in use by another account CDKey_Reenter=Re-enter CD Key CDKey_UInvalid=Invalid CD Key ConnectingEAServers=Connecting to EA Servers... EAServerConnectionLost=You have lost connection to the EA Servers. FreeSpace=There is not enough free space on the selected storage device. GuestSave=You are unable to save while logged in as a Guest. HostLeft=The match has ended because the host has left the game. LIVEAge=This Xbox LIVE Account does not have the sufficient age listed to allow it to connect with EA Servers. LIVEConnectionLost=Your connection to Xbox LIVE has been lost. LIVEMultiplayerLoginErro=Please sign in on an Xbox LIVE Account before logging into Multiplayer LIVEPriviledges=Please sign on to a profile with sufficient Xbox LIVE priviledges. LoadingWarning=Loading. Please don t turn off your XBOX 360 Console LoadLastCheckpointWarning=警告 最終チェックポイント以降の進行状況は全て失われます。本当にロードしますか? NeedPhysXToExecute=Medal of Honor Airborne requires PhysX to be installed in order to run properly. See the ReadMe file for instructions on how to install Physx. NeedStorageDevice=No storage device selected. You will need to select a storage device to save or load games.\n NeedStorageDeviceOptions=Unable to save your changes. Your profile is no longer available. NewCampaignOverwrite=新規にキャンペーンを開始すると、以前セーブしたゲームに上書きされます。これには以前取得した武器の経験、戦績、勲章およびアンロックが含まれています。これらを失わずに新しいゲームを開始するには、キャンペーンの選択機能を使用してください。本当に最初から始めてもよろしいですか? NoSaveAvailable=No saved game is available. Password_Enter=Enter game password Password_EnterNew=Enter new game password Password_Incorrect=Incorrect password Password_Invalid=Invalid password Password_MatchPW=Game Passwords don t match Password_Verify=Verify game password PCAccount_ErrAddress=Bad address PCAccount_ErrCity=Bad username PCAccount_ErrCity2=Bad city PCAccount_ErrEmail=Bad email address PCAccount_ErrMatchPW=Passwords don t match PCAccount_ErrOld=You are too old to still be alive PCAccount_ErrParental=You are too young to play this game online without a parent s approval PCAccount_ErrPassword=Bad password PCAccount_ErrPostal=Bad Postal Code PCAccount_ErrPWSent=Password Sent PCAccount_ErrRecoverPW=Recover Password? PCAccount_ErrState=Bad State PCAccount_ErrYoung=You are too young to play this game online PCAccount_ErrZIP=Bad ZIP Code ProfileInUse=Your profile is already in use. ProfileNotAvailable=Your profile is not available. PunkbusterRestart=Punkbuster will not be disabled until you restart the game. QuitConfirm=本当にゲームを終了しますか? RestartMissionWarning=警告 最終チェックポイント以降の進行状況は全て失われ、セーブは上書きされます。本当に再スタートしますか? Rewards_MedalPrompt=You have been awarded the Rewards_StarRating=Star Rating Rewards_StarRatingDesc=This Star Rating is based on your accuracy and number of kills for the mission. Rewards_ViewInExtras=View your unlocked video in the Extras menu. Rewards_WeaponEquipPriSec=Equip this weapon in your Primary or Secondary slot. Rewards_WeaponEquipSidearm=Equip this weapon in your Sidearm slot. Rewards_WeaponPrompt=You have unlocked the SaveQuit1=警告 最終チェックポイントセーブ以降の状況は全て失われます。本当に終了しますか? SaveQuit2=警告 最終チェックポイントのセーブを上書きしますか? SelectCampaignOverwrite=キャンペーン選択は以前セーブしたゲームを上書きします。本当に続行しますか? SelectDevice=Select a new storage device. SelectStorageDevice=Select Storage Device SigningIn=Signing in... Trusted_Desc=Games played on trusted servers will count towards your rank Trusted_ServerList=Server List Trusted_Servers=Trusted Servers Trusted_Trusted=Trusted UnavailableStorage=The previously selected storage device is unavailable. You will need to select a storage device to be able to save.
https://w.atwiki.jp/jubeatoriginal/pages/173.html
2010年 Q4 10月~12月 2010年 Q4 10月~12月12月 11月 10月 12月 12月 タイトル アドレス 作者 LOVE♡SHINE http //www.nicovideo.jp/watch/sm12918163 未来のプリズム http //www.nicovideo.jp/watch/12918880 GIO KOROBUSHKA (Ryu☆Remix) http //www.nicovideo.jp/watch/sm12936418 愛迷エレジー http //www.nicovideo.jp/watch/12936134 ヘイムダル sakura storm http //www.nicovideo.jp/watch/sm12942362 roppongi EVOLVED ver.C http //www.nicovideo.jp/watch/sm12949322 KIMONO♡PRINCESS http //www.nicovideo.jp/watch/sm12951798 Xepher -Long ver- http //www.nicovideo.jp/watch/sm12951877 さぼchan starmine http //www.nicovideo.jp/watch/sm12958323 Infinity(ネタAnother譜面) http //www.nicovideo.jp/watch/sm12960009 Time to Air http //www.nicovideo.jp/watch/sm12965327 Wuv U http //www.nicovideo.jp/watch/sm12969883 DONT,CUT http //www.nicovideo.jp/watch/sm12979571 患部で止まってすぐ溶ける ~狂気の優曇華院 http //www.nicovideo.jp/watch/sm12984778 Go Beyond!! http //www.nicovideo.jp/watch/sm12987931 七転八起☆至上主義! http //www.nicovideo.jp/watch/sm12991439 Breaking the ground http //www.nicovideo.jp/watch/sm12991863 Rainbow Rainbow http //www.nicovideo.jp/watch/sm12995241 さぼchan ねぇ http //www.nicovideo.jp/watch/sm12995781 VOICE http //www.nicovideo.jp/watch/sm12996245 knit マッチングBGM http //www.nicovideo.jp/watch/sm12997295 超越↑↑恋してナイしょ☆メア!! http //www.nicovideo.jp/watch/sm13006919 ∞未来 http //www.nicovideo.jp/watch/sm13007330 INITIATIVE http //www.nicovideo.jp/watch/sm13013102 If You Do, I Do (威風堂々) http //www.nicovideo.jp/watch/sm13028181 Sakura Reflection http //www.nicovideo.jp/watch/sm13030828 Diamond Dust http //www.nicovideo.jp/watch/sm13030857 DRAGONLADY http //www.nicovideo.jp/watch/sm13030869 3y3s http //www.nicovideo.jp/watch/sm13035604 さよなら人類 http //www.nicovideo.jp/watch/sm13037379 空想ルンバ http //www.nicovideo.jp/watch/sm13037679 Just Be Friends http //www.nicovideo.jp/watch/sm13038046 LOVEずっきゅん http //www.nicovideo.jp/watch/sm13042390 灼熱Beach-side-bunny http //www.nicovideo.jp/watch/sm13051880 カウンターアイデンティティ http //www.nicovideo.jp/watch/sm13059229 くさびかたびら☆下剋上! http //www.nicovideo.jp/watch/sm13066308 からふるぱすてる http //www.nicovideo.jp/watch/sm13073767 スパンコール http //www.nicovideo.jp/watch/sm13075268 Utauyo!!MIRACLE http //www.nicovideo.jp/watch/sm13086594 ミス・パラレルワールド http //www.nicovideo.jp/watch/sm13090452 EZ DO DANCE retracked by Yasutaka Nakata http //www.nicovideo.jp/watch/sm13094506 Sakura sunrise http //www.nicovideo.jp/watch/sm13098266 message http //www.nicovideo.jp/watch/sm13101591 初音ミクの激唱 http //www.nicovideo.jp/watch/sm13099093 カラフルミニッツ http //www.nicovideo.jp/watch/sm13110763 いろは唄 http //www.nicovideo.jp/watch/sm13119267 ナスカの丘/劇団レコード feat.Sana http //www.nicovideo.jp/watch/sm13120407 GO!GO!明るい社会 http //www.nicovideo.jp/watch/sm13153290 流れ星☆キラリ/ココナちゃん(LieN) http //www.nicovideo.jp/watch/sm13159008 ハイスピード幻想チューン http //www.nicovideo.jp/watch/sm13166846 dianthus_k RIZING YOU UP http //www.nicovideo.jp/watch/sm13174366 背水之陣の赤っぽいもの http //www.nicovideo.jp/watch/sm13178172 背水之陣の緑っぽいもの http //www.nicovideo.jp/watch/13178221 11月 11月 タイトル アドレス 作者 Apocalypse ~memento mori~ http //www.nicovideo.jp/watch/sm12705058 おちゃめ機能 http //www.nicovideo.jp/watch/sm12605445 Dr.LOVE http //www.nicovideo.jp/watch/sm12608174 Utauyo!!MIRACLE http //www.nicovideo.jp/watch/sm12609688 gentle stress http //www.nicovideo.jp/watch/sm12610689 never no astray http //www.nicovideo.jp/watch/sm12609085 .59 http //www.nicovideo.jp/watch/sm12618771 waxing and wanding http //www.nicovideo.jp/watch/sm12620651 凸丸 passionate fate http //www.nicovideo.jp/watch/sm12627366 サヨナラ・リヴァイバル http //www.nicovideo.jp/watch/sm12627819 Sense http //www.nicovideo.jp/watch/sm12628722 Aegis http //www.nicovideo.jp/watch/sm12629034 Dances with Snow Fairies http //www.nicovideo.jp/watch/sm12630608 Laznapis ネコネコ☆スーパーフィーバーナイト http //www.nicovideo.jp/watch/sm12634494 ABSOLUTE http //www.nicovideo.jp/watch/sm12639370 reunion http //www.nicovideo.jp/watch/sm12641716 Laznapis La Campanella - Nu Rave http //www.nicovideo.jp/watch/sm12638979 We Can Change http //www.nicovideo.jp/watch/sm12648125 マトリョシカ http //www.nicovideo.jp/watch/sm12648509 OVER THE CLOUDS http //www.nicovideo.jp/watch/sm12648338 R176-jubeat analyser-(修正版) http //www.nicovideo.jp/watch/sm12648599 Y.West waxing and wanding http //www.nicovideo.jp/watch/sm12656671 rottel-da-sun http //www.nicovideo.jp/watch/sm12658420 XANADU OF TWO http //www.nicovideo.jp/watch/sm12659684 dianthus_k Echoes http //www.nicovideo.jp/watch/sm12662654 Pluto Relinquish http //www.nicovideo.jp/watch/sm12666289 DOS Butter-Fly http //www.nicovideo.jp/watch/sm12666780 革命 http //www.nicovideo.jp/watch/sm12669521 future gazer http //www.nicovideo.jp/watch/sm12669677 恋愛レボリューション21-秋葉工房mix- http //www.nicovideo.jp/watch/sm12669815 メタナイトの逆襲 http //www.nicovideo.jp/watch/sm12671266 future gazer http //www.nicovideo.jp/watch/sm12671875 FO(U)R http //www.nicovideo.jp/watch/sm12675274 ItoiReo エージェント夜を往く http //www.nicovideo.jp/watch/sm12675339 Happy! Sorry!! http //www.nicovideo.jp/watch/sm12676000 jophine airflow http //www.nicovideo.jp/watch/sm12681587 one or eight http //www.nicovideo.jp/watch/sm12691002 One More Lovely http //www.nicovideo.jp/watch/sm12700075 ヒカリへ http //www.nicovideo.jp/watch/sm12706882 Happy Gang Bang http //www.nicovideo.jp/watch/sm12713616 冥 http //www.nicovideo.jp/watch/sm12718039 jophine Red-rize http //www.nicovideo.jp/watch/sm12720665 Red-rize / wint http //www.nicovideo.jp/watch/sm12720612 Bounce Bounce Bounce http //www.nicovideo.jp/watch/sm12721350 reunion http //www.nicovideo.jp/watch/sm12733809 Mermaid girl http //www.nicovideo.jp/watch/sm12736070 Red-rize http //www.nicovideo.jp/watch/sm12740826 かずあそび http //www.nicovideo.jp/watch/sm12747684 ?でわっしょい http //www.nicovideo.jp/watch/sm12757772 夕焼け ~Fading Day~ http //www.nicovideo.jp/watch/sm12760607 Red-rize http //www.nicovideo.jp/watch/sm12765419 華爛漫 http //www.nicovideo.jp/watch/sm12767515 さぼchan BROKEN EDEN http //www.nicovideo.jp/watch/sm12774422 Red-rize http //www.nicovideo.jp/watch/sm12786146 Heart of Witch http //www.nicovideo.jp/watch/sm12786262 Disco train http //www.nicovideo.jp/watch/sm12788889 20,November http //www.nicovideo.jp/watch/sm12796795 quasar http //www.nicovideo.jp/watch/sm12801751 Y.West アルムジカac14.0V http //www.nicovideo.jp/watch/sm12810270 AKATSUKI http //www.nicovideo.jp/watch/sm12810630 ICARUS http //www.nicovideo.jp/watch/sm12812438 ごはんはおかず http //www.nicovideo.jp/watch/sm12815329 waxing and wanding http //www.nicovideo.jp/watch/sm12819737 Red-rize http //www.nicovideo.jp/watch/sm12830326 Come On http //www.nicovideo.jp/watch/sm12834600 百花繚乱 http //www.nicovideo.jp/watch/sm12834545 Rusty Bucket Bay Remix http //www.nicovideo.jp/watch/sm12836205 虹色ばぶるばるーん http //www.nicovideo.jp/watch/sm12841649 Lunatic tears http //www.nicovideo.jp/watch/sm12849899 黒髪乱れし修羅となりて http //www.nicovideo.jp/watch/sm12850045 そのDJは地底を震わせ http //www.nicovideo.jp/watch/sm12857583 PARADISE LOST http //www.nicovideo.jp/watch/sm12862583 LOVELY STORM http //www.nicovideo.jp/watch/sm12873395 moon_child http //www.nicovideo.jp/watch/sm12880861 Y.West ジャパネットたかた http //www.nicovideo.jp/watch/sm12883114 はっぴぃにゅうにゃあ http //www.nicovideo.jp/watch/sm12884026 ベストウイッシュ! withマッギョマーカー http //www.nicovideo.jp/watch/sm12887879 DUE TOMORROW http //www.nicovideo.jp/watch/sm12895388 10月 10月 タイトル アドレス 作者 Session 1 -Genesis- http //www.nicovideo.jp/watch/sm12283174 Kaleidoscope http //www.nicovideo.jp/watch/sm12283557 HELL SCAPER http //www.nicovideo.jp/watch/sm12292855 ハジマリノトキ http //www.nicovideo.jp/watch/sm12293266 Colorful Cookie http //www.nicovideo.jp/watch/sm12301222 No,No,No! http //www.nicovideo.jp/watch/sm12304759 I m Screaming LOVE http //www.nicovideo.jp/watch/sm12306196 二人色 http //www.nicovideo.jp/watch/sm12306315 smooooch・∀・ http //www.nicovideo.jp/watch/sm12317565 Y.West Mermaid girl http //www.nicovideo.jp/watch/sm12318805 dianthus_k AA http //www.nicovideo.jp/watch/sm12322194 BLOOD on FIRE http //www.nicovideo.jp/watch/sm12323402 Bad Apple!! http //www.nicovideo.jp/watch/sm12318527 バビロニア http //www.nicovideo.jp/watch/sm12327613 3y3s http //www.nicovideo.jp/watch/sm12334571 Kyrie(BMS version) http //www.nicovideo.jp/watch/sm12338519 CALDERA http //www.nicovideo.jp/watch/sm12347937 Chain of pain http //www.nicovideo.jp/watch/sm12353320 In Scottish Highlands http //www.nicovideo.jp/watch/sm12353598 さぼchan Queen s Tragedy http //www.nicovideo.jp/watch/sm12389307 ナイトメア☆パーティーナイト http //www.nicovideo.jp/watch/sm12363173 No buts! http //www.nicovideo.jp/watch/sm12374638 花吹雪 -IIDX LIMITED- http //www.nicovideo.jp/watch/sm12376437 Mind Mapping http //www.nicovideo.jp/watch/sm12381211 R176 http //www.nicovideo.jp/watch/sm12389987 6-3 【星のカービィ64】 http //www.nicovideo.jp/watch/sm12400729 Caring Dance http //www.nicovideo.jp/watch/sm12403353 ハルトマンの妖怪少女 http //www.nicovideo.jp/watch/sm12402852 勝利のうた http //www.nicovideo.jp/watch/sm12402899 Tori-no-kimochi http //www.nicovideo.jp/watch/sm12411922 ICARUS http //www.nicovideo.jp/watch/sm12413413 ICARUS http //www.nicovideo.jp/watch/sm12432976 LOVE IS ORANGE http //www.nicovideo.jp/watch/sm12453146 宇佐見 GAMBOL http //www.nicovideo.jp/watch/sm12462045 宇佐見 KAMAITACHI http //www.nicovideo.jp/watch/sm12465043 GRADIUS -FULL SPEED- http //www.nicovideo.jp/watch/sm12476241 蝶 http //www.nicovideo.jp/watch/sm12481810 Jack http //www.nicovideo.jp/watch/sm12486308 JUMPER http //www.nicovideo.jp/watch/sm12486584 GOLD RUSH http //www.nicovideo.jp/watch/sm12506372 JUMPER http //www.nicovideo.jp/watch/sm12517214 Laznapis GOLD RUSH http //www.nicovideo.jp/watch/sm12524169 凸丸 BAMBOO BEAT http //www.nicovideo.jp/watch/sm12524368 超超忙しい人のためのEvans http //www.nicovideo.jp/watch/sm12525478 CURUS http //www.nicovideo.jp/watch/sm12529853 カレ・カレ・カノン http //www.nicovideo.jp/watch/sm12532899 BATTLE BREAKS http //www.nicovideo.jp/watch/sm12540605 polyhonic room http //www.nicovideo.jp/watch/sm12540929 お嫁にしなさいっ! http //www.nicovideo.jp/watch/sm12541179 L erisia (Primal logic) 赤き天使 http //www.nicovideo.jp/watch/sm12545410 侵略ノススメ http //www.nicovideo.jp/watch/sm12547254 WORK IT OUT http //www.nicovideo.jp/watch/sm12557145 高速船アクア号のテーマ http //www.nicovideo.jp/watch/sm12574316 Rolling Star☆彡 http //www.nicovideo.jp/watch/sm12577679 mosaic http //www.nicovideo.jp/watch/sm12578285 Golden Palms http //www.nicovideo.jp/watch/sm12583263 マトリョシカ http //www.nicovideo.jp/watch/sm12592930 ハロー!ハロウィン http //www.nicovideo.jp/watch/sm12596867 Mr.T.(take me higher) http //www.nicovideo.jp/watch/sm12597303 Juicy http //www.nicovideo.jp/watch/sm12597741 VACATION http //www.nicovideo.jp/watch/sm12599105 FREEDOM DiVE↓ http //www.nicovideo.jp/watch/sm12602624 No buts! http //www.nicovideo.jp/watch/sm12602753 Dead end http //www.nicovideo.jp/watch/sm12603251 ハッピー・ハロウィン MARIA http //www.nicovideo.jp/watch/sm12604950
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I INTRODUCTION I イントロダクション The best things in an artist s work are so much a matter of intuition, that there is much to be said for the point of view that would altogether discourage intellectual inquiry into artistic phenomena on the part of the artist. Intuitions are shy things and apt to disappear if looked into too closely. And there is undoubtedly a danger that too much knowledge and training may supplant the natural intuitive feeling of a student, leaving only a cold knowledge of the means of expression in its place. For the artist, if he has the right stuff in him, has a consciousness, in doing his best work, of something, as Ruskin has said, not in him but through him. He has been, as it were, but the agent through which it has found expression. 芸術家の作品の中でもっとも良いものは直観に満ちているので、芸術家の要素をなす芸術的才能なるものについての知的な探究を完全に思いとどまらせようとする立場にとってはかなり有利である。直観は引っ込み思案で、近づいて見ようとすれば消えてしまいやすいものである。そして過剰な知識とトレーニングには、学生の自然で直観的な感性を、表現の意味についての冷めた知識に置き換えてしまうおそれがたしかにある。芸術家としては、彼が正しい資質を備えており、傑作を描く中でラスキンの言う「彼の中にはないが彼の中を通る」何ものかについての自覚を持つならば、彼はいわばそれを通して表現を発見する代理人であるだろう。 Talent can be described as that which we have, and Genius as that which has us. Now, although we may have little control over this power that has us, and although it may be as well to abandon oneself unreservedly to its influence, there can be little doubt as to its being the business of the artist to see to it that his talent be so developed, that he may prove a fit instrument for the expression of whatever it may be given him to express; while it must be left to his individual temperament to decide how far it is advisable to pursue any intellectual analysis of the elusive things that are the true matter of art. 才能は「われわれが持っているもの」、天才は「われわれをとらえるもの」と言える。さて、われわれはこの「われわれをとらえる」力をほとんどコントロールできないし、そのうえわれわれはその影響力にいやおうなく溺れてしまうが、どんな表現であれそれに適切な道具を示せるほどに才能を伸ばすようにするのが、芸術家の仕事であるということには、ほとんど疑いがないだろう。他方、芸術の本質というつかみどころのないものを知的に分析することを続けるのがどれだけ賢明であるかどうかは、彼個人の気質によって判断されるはずである。 Provided the student realises this, and that art training can only deal with the perfecting of a means of expression and that the real matter of art lies above this and is beyond the scope of teaching, he cannot have too much of it. For although he must ever be a child before the influence that moves him, if it is not with the knowledge of the grown man that he takes off his coat and approaches the craft of painting or drawing, he will be poorly equipped to make them a means of conveying to others in adequate form the things he may wish to express. Great things are only done in art when the creative instinct of the artist has a well-organised executive faculty at its disposal. このことや、芸術のトレーニングはある表現手段の徹底を扱うにすぎないこと、また本当の芸術というものはその上に存在し、教育の範疇を超えているということを理解している生徒は、いすぎて困るということはない。なぜなら彼は彼を動かす影響力の前では子ども同然でさえあるが、もし彼にコートを脱ぎペインティングやドローイングの技術に近づくだけの成長した人間の知性がなければ、彼は自分が表現したいことを十分な形式で他人に伝える手段にすることができないだろう。偉大なものは、芸術家の創造的直観が、彼が自由に使えるよく組織されたな実践的な能力を持つときに、芸術においてのみなされる。 * * * * * * * * * * Of the two divisions into which the technical study of painting can be divided, namely Form and Colour, we are concerned in this book with Form alone. But before proceeding to our immediate subject something should be said as to the nature of art generally, not with the ambition of arriving at any final result in a short chapter, but merely in order to give an idea of the point of view from which the following pages are written, so that misunderstandings may be avoided. 絵画の技術的な学習は、フォルムと色という、2つの領域に分けられるが、われわれは本書においてフォルムのみを扱う。しかし本論に進む前に、芸術一般の本質についていくらか言及しておくべきだろう。これはいきなり最終的な結論に達しようというのではなく、以降の論述が立脚する視点の考え方を示し、誤解を避けるためのものにすぎない。 The variety of definitions that exist justifies some inquiry. The following are a few that come to mind Art is nature expressed through a personality. But what of architecture? Or music? Then there is Morris s Art is the expression of pleasure in work. But this does not apply to music and poetry. Andrew Lang s Everything which we distinguish from nature seems too broad to catch hold of, while Tolstoy s An action by means of which one man, having experienced a feeling, intentionally transmits it to others is nearer the truth, and covers all the arts, but seems, from its omitting any mention ofrhythm, very inadequate. 存在する数多くの定義がいくつかの探究を正当化している。以下に思いつくものを若干挙げてみよう。 「芸術とは個性を通して表現される本質である」 しかし建築はどうだろう? あるいは音楽は? それならウィリアム・モリスによるものがある。 「芸術とは仕事における喜びの表現である」 しかしこれは音楽と詩には当てはまらない。アンドリュー・ラングによる、 「われわれが自然から区別するすべてのもの」 という定義は広すぎて捉えられない。一方、トルストイの 「ある感情を経験した人間が、それを他者に伝えようとして用いられる行為」 という定義はより真実に近く、すべての芸術をカバーしているが、しかし“リズム”について言及していない点で、あまり適当ではないように思われる。 * * * * * * * * * * Now the facts of life are conveyed by our senses to the consciousness within us, and stimulate the world of thought and feeling that constitutes our real life. Thought and feeling are very intimately connected, few of our mental perceptions, particularly when they first dawn upon us, being unaccompanied by some feeling. But there is this general division to be made, on one extreme of which is what we call pure intellect, and on the other pure feeling or emotion. The arts, I take it, are a means of giving expression to the emotional side of this mental activity, intimately related as it often is to the more purely intellectual side. The more sensual side of this feeling is perhaps its lowest, while the feelings associated with the intelligence, the little sensitivenesses of perception that escape pure intellect, are possibly its noblest experiences. さて、現実は知覚によってわれわれの意識に伝えられ、われわれの真の生活を構成する思考と感覚の世界を刺激する。思考と感覚はひじょうに密接に繋がっており、精神的認識は、とくにはじめてそれがもたらされる場合、ほとんど何らかの感覚を伴う。しかしここに一般的な区分を設けて、一方の極を純粋な知性、他方を純粋な感覚や感情と呼ぶことにしよう。私の言う芸術とは、この精神的活動の感覚的側面に表現を与える手段のことであり、それはじっさいはより純粋な知的側面としばしば密接に結びつく。この感覚の官能的な部分が多いものは、おそらく最低だろう。一方、知性に結びついた感覚、つまり純然たる知性を逃れるだけのごくわずかな感受性は、もっとも崇高な体験であるだろう。 Pure intellect seeks to construct from the facts brought to our consciousness by the senses, an accurately measured world of phenomena, uncoloured by the human equation in each of us. It seeks to create a point of view outside the human standpoint, one more stable and accurate, unaffected by the ever-changing current of human life. It therefore invents mechanical instruments to do the measuring of our sense perceptions, as their records are more accurate than human observation unaided. 純粋な知性は、知覚によってわれわれの意識にもたらされた事実から、正確に計測され、誰にとっても等しいありのままの現象界を組み立てようとする。それは人間の外に立ち、たとえ現在の人間の生活が変わったとしても影響をを受けないような、より確実かつ正確な視点を作ろうとする。それゆえ、知性はわれわれの知覚を計測するのに機械的な道具を発明する。それらの記録は、機械の補助のない人間が行う観察よりも正確なのだ。 But while in science observation is made much more effective by the use of mechanical instruments in registering facts, the facts with which art deals, being those of feeling, can only be recorded by the feeling instrument--man, and are entirely missed by any mechanically devised substitutes. しかし、科学的観測では事実の記載に機械的道具を使うことがより有効だとしても、芸術が扱う事実は、感覚的道具――人間によってしか記録できず、機械的に発明された物体によってはまったく理解できない。 The artistic intelligence is not interested in things from this standpoint of mechanical accuracy, but in the effect of observation on the living consciousness--the sentient individual in each of us. The same fact accurately portrayed by a number of artistic intelligences should be different in each case, whereas the same fact accurately expressed by a number of scientific intelligences should be the same. 芸術的な知性は、この機械的正確さの観点から見たものではなく、生きた認識――感覚を持ったわれわれ個人――についての観察結果に関心を持つ。科学者たちが同じ事実を正確に表現すればどれも同一になるが、芸術家たちが正確に描いた同じ事実は、それぞれ異なったものになるにちがいない。 But besides the feelings connected with a wide range of experience, each art has certain emotions belonging to the particular sense perceptions connected with it. That is to say, there are some that only music can convey those connected with sound; others that only painting, sculpture, or architecture can convey those connected with the form and colour that they severally deal with. しかし幅広い経験と結びついた感覚のほかに、それぞれの芸術には、それと関係する特別な知覚を伴った、ある感情が存在する。すなわち、音と関係するものは、音楽だけが伝えることができ、フォルムと色に関係するものは、それらを各々扱う絵画、彫刻、建築だけが伝えることができる。 In abstract form and colour--that is, form and colour unconnected with natural appearances--there is an emotional power, such as there is in music, the sounds of which have no direct connection with anything in nature, but only with that mysterious sense we have, the sense of Harmony, Beauty, or Rhythm (all three but different aspects of the same thing). 抽象的なフォルムと色、つまり自然にはないフォルムと色には、感情的なパワーがある。それはまるで音楽――そこでは音が自然とは直接には結びつかず、われわれが持つその不思議な感覚、すなわち、調和、美、リズム(これら3つは同じものの異なる側面を表す)だけに結びついている――にあるようなパワーである。 This inner sense is a very remarkable fact, and will be found to some extent in all, certainly all civilised, races. And when the art of a remote people like the Chinese and Japanese is understood, our senses of harmony are found to be wonderfully in agreement. Despite the fact that their art has developed on lines widely different from our own, none the less, when the surprise at its newness has worn off and we begin to understand it, we find it conforms to very much the same sense of harmony. この内的な感覚は非常に重要な事実であり、すべての(たしかにすべての文明的な)人種に広範に見出されるはずである。そして中国や日本のような遠く離れた人々の芸術が理解されるとき、われわれの調和の感覚が驚くほど同じであることがわかる。彼らの芸術がわれわれのものとは大きく異なる系譜の中で発展してきたという事実にもかかわらず、それでもなお、その目新しさへの驚きが薄れてそれを理解しはじめたときには、われわれはそれがわれわれの調和の感覚とひじょうによく一致していることを知るのである。 But apart from the feelings connected directly with the means of expression, there appears to be much in common between all the arts in their most profound expression; there seems to be a common centre in our inner life that they all appeal to. Possibly at this centre are the great primitive emotions common to all men. The religious group, the deep awe and reverence men feel when contemplating the great mystery of the Universe and their own littleness in the face of its vastness--the desire to correspond and develop relationship with the something outside themselves that is felt to be behind and through all things. Then there are those connected with the joy of life, the throbbing of the great life spirit, the gladness of being, the desire of the sexes; and also those connected with the sadness and mystery of death and decay, c. しかし表現方法と直接関係する感覚のほかにも、全ての芸術に共通するものは、彼らの最も深い表現の中に多く見られる。われわれの内的生活には、彼ら全てがそれに訴える共通の核心があるように思われる。おそらく、この核心にあるものは、全ての人間に共通する偉大で原始的な感情だろう。宗教家たちは、大いなる宇宙の神秘とその広大に対する己の卑小さについて人間が熟考したときに感じる深い畏怖と尊敬の念――彼らの外部にあり、あらゆるものを通してその存在を感じられるあの何ものかと通じて関係を深めたいという欲求――を集合させる。そしてこれらを、生の楽しみ、偉大な魂の鼓動、生きることの喜び、性への欲望、また死や衰えの悲しみと神秘といったことと結びつける。 The technical side of an art is, however, not concerned with these deeper motives but with the things of sense through which they find expression; in the case of painting, the visible universe. しかし、芸術の技術的な側面は、これら深遠なモチーフとではなく、彼らが表現を見つける感覚についてのことがらと関係がある。絵画の場合、それは視覚の宇宙である。 The artist is capable of being stimulated to artistic expression by all things seen, no matter what; to him nothing comes amiss. Great pictures have been made of beautiful people in beautiful clothes and of squalid people in ugly clothes, of beautiful architectural buildings and the ugly hovels of the poor. And the same painter who painted the Alps painted the Great Western Railway. 芸術家は見たものすべてから芸術表現への刺激を受けることができる。たとえどんなものでも、彼にとって不都合なものはない。偉大な絵画は、美しい服装の美しい人々と、醜い服を着た汚い人々、そして美しい建築と、貧民の掘っ立て小屋から作られる。そしてアルプスを描いたその同じ画家が、グレート・ウェスタン鉄道を描くのである。[訳者注:ターナーおじさんのこと] The visible world is to the artist, as it were, a wonderful garment, at times revealing to him the Beyond, the Inner Truth there is in all things. He has a consciousness of some correspondence with something the other side of visible things and dimly felt through them, a still, small voice which he is impelled to interpret to man. It is the expression of this all-pervading inner significance that I think we recognise as beauty, and that prompted Keats to say Beauty is truth, truth beauty. 目に見える世界は芸術家のものであり、いわばすばらしい衣服である。それはときどき彼に、すべてに内在する内なる真実の向こうを見せてくれる。彼は視角の向こう側にあるものと通じているという意識を持ち、誰かに説明したくなるような「静かで、小さな声」を通してそれをかすかに感じる。このすべてに広がる内的な意味の表現こそが、われわれが美として認識し、ジョン・キーツにかのように言わしめたものである。 「美は真であり、真は美である」 And hence it is that the love of truth and the love of beauty can exist together in the work of the artist. The search for this inner truth is the search for beauty. People whose vision does not penetrate beyond the narrow limits of the commonplace, and to whom a cabbage is but a vulgar vegetable, are surprised if they see a beautiful picture painted of one, and say that the artist has idealised it, meaning that he has consciously altered its appearance on some idealistic formula; whereas he has probably only honestly given expression to a truer, deeper vision than they had been aware of. The commonplace is not the true, but only the shallow, view of things. それゆえ真と美への愛は芸術家の作品の中でともに存在できることになる。この内的な真理の探究が美の探究である。凡庸さの狭い限界を超えた認識をする視点を持たない人々(彼らにとってキャベツは庶民の野菜でしかないのだが)は、芸術家の描いた美しい絵を見て驚き、そしてこう言うのである。この芸術家はそれを理想化した、つまり彼はその外観をある理想的な様式に意識的に変化させたのだと。しかし彼はおそらく、彼らがすでに気づいていたある真なる深遠なビジョンに対して誠実に表現を与えただけだろう。平凡さは真実ではなく、単にものの見方の浅薄さにすぎない。 [Illustration Plate II. DRAWING BY LEONARDO DA VINCI FROM THE ROYAL COLLECTION AT WINDSOR _Copyright photo, Braun Co._] Fromentin s Art is the expression of the invisible by means of the visible expresses the same idea, and it is this that gives to art its high place among the works of man. Beautiful things seem to put us in correspondence with a world the harmonies of which are more perfect, and bring a deeper peace than this imperfect life seems capable of yielding of itself. Our moments of peace are, I think, always associated with some form of beauty, of this spark of harmony within corresponding with some infinite source without. Like a mariner s compass, we are restless until we find repose in this one direction. In moments of beauty (for beauty is, strictly speaking, a state of mind rather than an attribute of certain objects, although certain things have the power of inducing it more than others) we seem to get a glimpse of this deeper truth behind the things of sense. And who can say but that this sense, dull enough in most of us, is not an echo of a greater harmony existing somewhere the other side of things, that we dimly feel through them, evasive though it is. But we must tread lightly in these rarefied regions and get on to more practical concerns. By finding and emphasising in his work those elements in visual appearances that express these profounder things, the painter is enabled to stimulate the perception of them in others. In the representation of a fine mountain, for instance, there are, besides all its rhythmic beauty of form and colour, associations touching deeper chords in our natures--associations connected with its size, age, and permanence, c.; at any rate we have more feelings than form and colour of themselves are capable of arousing. And these things must be felt by the painter, and his picture painted under the influence of these feelings, if he is instinctively to select those elements of form and colour that convey them. Such deeper feelings are far too intimately associated even with the finer beauties of mere form and colour for the painter to be able to neglect them; no amount of technical knowledge will take the place of feeling, or direct the painter so surely in his selection of what is fine. There are those who would say, This is all very well, but the painter s concern is with form and colour and paint, and nothing else. If he paints the mountain faithfully from that point of view, it will suggest all these other associations to those who want them. And others who would say that the form and colour of appearances are only to be used as a language to give expression to the feelings common to all men. Art for art s sake and Art for subject s sake. There are these two extreme positions to consider, and it will depend on the individual on which side his work lies. His interest will be more on the aesthetic side, in the feelings directly concerned with form and colour; or on the side of the mental associations connected with appearances, according to his temperament. But neither position can neglect the other without fatal loss. The picture of form and colour will never be able to escape the associations connected with visual things, neither will the picture all for subject be able to get away from its form and colour. And it is wrong to say If he paints the mountain faithfully from the form and colour point of view it will suggest all those other associations to those who want them, unless, as is possible with a simple-minded painter, he be unconsciously moved by deeper feelings, and impelled to select the significant things while only conscious of his paint. But the chances are that his picture will convey the things he was thinking about, and, in consequence, instead of impressing us with the grandeur of the mountain, will say something very like See what a clever painter I am! Unless the artist has painted his picture under the influence of the deeper feelings the scene was capable of producing, it is not likely anybody will be so impressed when they look at his work. And the painter deeply moved with high ideals as to subject matter, who neglects the form and colour through which he is expressing them, will find that his work has failed to be convincing. The immaterial can only be expressed through the material in art, and the painted symbols of the picture must be very perfect if subtle and elusive meanings are to be conveyed. If he cannot paint the commonplace aspect of our mountain, how can he expect to paint any expression of the deeper things in it? The fact is, both positions are incomplete. In all good art the matter expressed and the manner of its expression are so intimate as to have become one. The deeper associations connected with the mountain are only matters for art in so far as they affect its appearance and take shape as form and colour in the mind of the artist, informing the whole process of the painting, even to the brush strokes. As in a good poem, it is impossible to consider the poetic idea apart from the words that express it they are fired together at its creation. Now an expression by means of one of our different sense perceptions does not constitute art, or the boy shouting at the top of his voice, giving expression to his delight in life but making a horrible noise, would be an artist. If his expression is to be adequate to convey his feeling to others, there must be some arrangement. The expression must be ordered, rhythmic, or whatever word most fitly conveys the idea of those powers, conscious or unconscious, that select and arrange the sensuous material of art, so as to make the most telling impression, by bringing it into relation with our innate sense of harmony. If we can find a rough definition that will include all the arts, it will help us to see in what direction lie those things in painting that make it an art. The not uncommon idea, that painting is the production by means of colours of more or less perfect representations of natural objects will not do. And it is devoutly to be hoped that science will perfect a method of colour photography finally to dispel this illusion. What, then, will serve as a working definition? There must be something about feeling, the expression of that individuality the secret of which everyone carries in himself; the expression of that ego that perceives and is moved by the phenomena of life around us. And, on the other hand, something about the ordering of its expression. But who knows of words that can convey a just idea of such subtle matter? If one says Art is the rhythmic expression of Life, or emotional consciousness, or feeling, all are inadequate. Perhaps the rhythmic expression of life would be the more perfect definition. But the word life is so much more associated with eating and drinking in the popular mind, than with the spirit or force or whatever you care to call it, that exists behind consciousness and is the animating factor of our whole being, that it will hardly serve a useful purpose. So that, perhaps, for a rough, practical definition that will at least point away from the mechanical performances that so often pass for art, #the Rhythmic expression of Feeling# will do for by Rhythm is meant that ordering of the materials of art (form and colour, in the case of painting) so as to bring them into relationship with our innate sense of harmony which gives them their expressive power. Without this relationship we have no direct means of making the sensuous material of art awaken an answering echo in others. The boy shouting at the top of his voice, making a horrible noise, was not an artist because his expression was inadequate--was not related to the underlying sense of harmony that would have given it expressive power. [Illustration Plate III. STUDY FOR APRIL In red chalk on toned paper.] Let us test this definition with some simple cases. Here is a savage, shouting and flinging his arms and legs about in wild delight; he is not an artist, although he may be moved by life and feeling. But let this shouting be done on some ordered plan, to a rhythm expressive of joy and delight, and his leg and arm movements governed by it also, and he has become an artist, and singing and dancing (possibly the oldest of the arts) will result. Or take the case of one who has been deeply moved by something he has seen, say a man killed by a wild beast, which he wishes to tell his friends. If he just explains the facts as he saw them, making no effort to order his words so as to make the most telling impression upon his hearers and convey to them something of the feelings that are stirring in him, if he merely does this, he is not an artist, although the recital of such a terrible incident may be moving. But the moment he arranges his words so as to convey in a telling manner not only the plain facts, but the horrible feelings he experienced at the sight, he has become an artist. And if he further orders his words to a rhythmic beat, a beat in sympathy with his subject, he has become still more artistic, and a primitive form of poetry will result. Or in building a hut, so long as a man is interested solely in the utilitarian side of the matter, as are so many builders to-day, and just puts up walls as he needs protection from wild beasts, and a roof to keep out the rain, he is not yet an artist. But the moment he begins to consider his work with some feeling, and arranges the relative sizes of his walls and roof so that they answer to some sense he has for beautiful proportion, he has become an artist, and his hut has some architectural pretensions. Now if his hut is of wood, and he paints it to protect it from the elements, nothing necessarily artistic has been done. But if he selects colours that give him pleasure in their arrangement, and if the forms his colour masses assume are designed with some personal feeling, he has invented a primitive form of decoration. And likewise the savage who, wishing to illustrate his description of a strange animal he has seen, takes a piece of burnt wood and draws on the wall his idea of what it looked like, a sort of catalogue of its appearance in its details, he is not necessarily an artist. It is only when he draws under the influence of some feeling, of some pleasure he felt in the appearance of the animal, that he becomes an artist. Of course in each case it is assumed that the men have the power to be moved by these things, and whether they are good or poor artists will depend on the quality of their feeling and the fitness of its expression. [Illustration Plate IV. STUDY ON TISSUE-PAPER IN RED CHALK FOR FIGURE OF BOREAS] The purest form of this rhythmic expression of feeling is music. And as Walter Pater shows us in his essay on The School of Giorgione, music is the type of art. The others are more artistic as they approach its conditions. Poetry, the most musical form of literature, is its most artistic form. And in the greatest pictures form, colour, and idea are united to thrill us with harmonies analogous to music. The painter expresses his feelings through the representation of the visible world of Nature, and through the representation of those combinations of form and colour inspired in his imagination, that were all originally derived from visible nature. If he fails from lack of skill to make his representation convincing to reasonable people, no matter how sublime has been his artistic intention, he will probably have landed in the ridiculous. And yet, #so great is the power of direction exercised by the emotions on the artist that it is seldom his work fails to convey something, when genuine feeling has been the motive#. On the other hand, the painter with no artistic impulse who makes a laboriously commonplace picture of some ordinary or pretentious subject, has equally failed as an artist, however much the skilfulness of his representations may gain him reputation with the unthinking. The study, therefore, of the #representation of visible nature# and of #the powers of expression possessed by form and colour# is the object of the painter s training. And a command over this power of representation and expression is absolutely necessary if he is to be capable of doing anything worthy of his art. This is all in art that one can attempt to teach. The emotional side is beyond the scope of teaching. You cannot teach people how to feel. All you can do is to surround them with the conditions calculated to stimulate any natural feeling they may possess. And this is done by familiarising students with the best works of art and nature. * * * * * It is surprising how few art students have any idea of what it is that constitutes art. They are impelled, it is to be assumed, by a natural desire to express themselves by painting, and, if their intuitive ability is strong enough, it perhaps matters little whether they know or not. But to the larger number who are not so violently impelled, it is highly essential that they have some better idea of art than that it consists in setting down your canvas before nature and copying it. 芸術を構成するものについて理解している美術学生の少なさは、おどろくべきことである。彼らはおそらく、絵画によって彼ら自身を表現したいという自然な欲求によって駆り立てられている。もし彼らの直観的な能力が十分に強いのであれば、彼らが知っているどうかはたいした問題ではないだろう。しかしそこまで暴力的に駆り立てられない多くの学生にとって、芸術についてよりよく理解することは、自然の前にキャンバスを据えてそれを模写することよりも、ひじょうに重要で不可欠なことである。 Inadequate as this imperfect treatment of a profoundly interesting subject is, it may serve to give some idea of the point of view from which the following pages are written, and if it also serves to disturb the copying theory in the minds of any students and encourages them to make further inquiry, it will have served a useful purpose. 大いに興味深い主題についてこのような不完全な論じ方をするのは不適当であるが、以降の論述がもとづく視点の考え方を示すことにはなるだろう。そしてまた、学生の心に浮かぶ「模写説」を防ぎ、彼らをさらなる探究へ促すことにもなったのならば、役立つ目的は果たしたことになる。
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Market Analysis Mobile banking is a service provided by a bank or other financial institutions and allows users to conduct financial transactions remotely using a mobile device. The devices such as smartphones or tablets are used for mobile banking, primarily for transferring money from one account to another and depositing a check by taking a picture. These are prominently provided features for mobile banking in the market. Moreover, it typically operates across applications developed for iPhone, Android, or other device platforms. Moreover, mobile banking is conducted with the availability of an internet or data connection to the mobile device. Depending on the feature provided in applications, the products and services included in mobile banking provide account balances and lists of the latest transactions, remote check deposits, funds transferred between beneficiary accounts, electronic bill payments, peer-to-peer payments, and others. The main concept of mobile banking is to offer online services that will offer dynamic banking services. Covid 19 is impacting the market segments and market share, and it is a way of life across the world. People are now acquiring online banking due to the shutdown and other issues. The advanced smartphone application and banking methods mapping other facilities are key drivers for the market. It is expected that the Mobile Banking Market will register USD 3.47 billion and a CAGR of 15.4% by 2030. High Adoption of Mobile Banking Apps In order to promote and increase customer satisfaction and expectations, the global mobile banking market is implementing a number of new initiatives and challenges. New clients are installing the most recent banking applications in order to make the best use of the technology that has been offered to benefit consumers. This is one of the primary factors that will directly accelerate the mobile banking industry during the anticipated assessment period. Aside from that, advanced smartphone applications are dynamic, the fundamental banking method that may also be the driving force behind market expansion. Due to the increased number of smartphone users worldwide, mobile banking s new subscribers are expected to increase significantly. Mobile banking also encourages and enables the recording, mapping, and close examination of the customer s financial situation. As a result, it has had a favorable impact on the growth of the mobile banking market. COVID-19 Pandemic to Positively Impact the Market According to the global mobile banking market analysis, customers make up a sizable portion of the whole market. There are numerous potential aspects in the mobile banking industry analysis that are reliant on a variety of factors. The COVID-19 pandemic has had a significant impact on the mobile banking market share and way of life around the world. People are conducting a growing number of transactions online in order to avoid visiting a bank branch. Many organizations have to fight a never-ending battle for survival and client relationships. Request a Free Sample @ https //www.marketresearchfuture.com/sample_request/2906 Competitive Outlook Notable players in the global mobile banking market include Dais Software Company (Bulgaria), Strands Inc. (U.S.), Ebanq B.V (Netherlands), Nymbus Inc. (U.S.), Apex Software Ltd. (Kenya), Temenos Group AG (Switzerland), Neptune Software PLC (U.K.), Fisa System (U.S.), Capital Banking Solutions (U.S.). Segmentation The global mobile banking market has been segmented into solution, technology, and The Mobile Banking Market is segmented into solution, Technology and deployment. Based on the Solution, the market is categorized into Customer Management, Mobile Banking Features, and Mobile Payment Features. The mobile payment features will dominate the market due to the use of the several UPI payment option and due to the pandemic as well as people prefer cashless payments. By Technology, the Mobile Banking Market is bifurcated into Wireless Application protocols, Standalone Mobile applications. Among them, the standalone segments will have a high market share as mobile banking has become the most secure and hassle-free process, increasing the market in the future. The Deployment variables are On-Cloud and On-Premise. Both segments are increasing the market value, but the on-cloud is expected to hold more than the on-premise as it is helpful for the storage of the data without having security concerns. Regional Analysis The Mobile Banking Market is studied in the regions such as Asia Pacific, North America, Europe and Latin America and the middle east and Africa. North America and Europe register the highest share of the market in 2018 and are expected to hold the same share in the forecast period. Due to the increase of new-age FinTech technologies, banks are upgrading their mobile banking applications to provide better-customized product offerings, enhanced customer experience, and convenience for their users. Asia-Pacific will dominate the market during the forecast period due to the increased use of digital banking platforms and robust economic growth. Other regions also have a good growth due to the enhancement of the market, and the market will experience growth shortly. Industry news TRAI dismisses the USSD fee on mobile banking. The regulator body said it is a bid to boost digital financial inclusion and protect the interests of ordinary feature phone users. Browse Full Report Details @ https //www.marketresearchfuture.com/reports/mobile-banking-market-2906 Table of Contents 1Executive Summary 2Scope of the Report 2.1Market Definition 2.2Scope of the Study 2.2.1Research objectives 2.2.2Assumptions Limitations 2.3Markets Structure Continued…. View Similar Report Fixed-Mobile Convergence (FMC) Market By Convergence Type (Device Convergence, Network Convergence and Application Convergence), Mode (Single-mode and Dual-mode), Component (Infrastructure and Service) Antivirus Software Market By Type (PC and Phones/Pad), By Application (Enterprises, Individual and Government) Voice Assistant Market** https //mrfrinformation.tistory.com/615 Network-Attached Storage Market** https //telescope.ac/information-technology-Lc1XMRDqL/5WlKY9Kx4 About Market Research Future At Market Research Future (MRFR), we enable our customers to unravel the complexity of various industries through our Cooked Research Report (CRR), Half-Cooked Research Reports (HCRR), Raw Research Reports (3R), Continuous-Feed Research (CFR), and Market Research Consulting Services. 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誰か手が空いてたら訳して整頓しといて(丸投げ) +2016-3-28 HOTFIX 2.17 Bug Fixes – Fix crashes related to Http requests – Improve trophy unlock handling for PS4 – Fix not being able to assign the same taunt to more than one slot – Improved PSN handling for PS4 – Fixed framerate drops in some cases – Fixed missing suicide notifications – Fixed revival injector not showing recharge progress – Fixed R3 opening up the player inspect in the social menu – Fixed cross-game invites – Fixed issues with Rivals / Warlords and team switching – Fixed Hardsuit Battle Mode – Fixed dead pawn cleanup issues in Onslaught – Fixed issues with host migration and spectators – Fixed Ready Up buttons not working as designed – Fixed level restrictions in some cases – Fixed unstable ping reporting – Fixed spectate abuse, deaths now remain when you switch to spectator – Fixed dropped pickups being overly difficult to… pick up – Fixed issues with matchmaking weighting – Fixed issues causing player invisibility – Fixed issues causing player cameras to do strange things on revives in some cases – Fixed issues with empty searches – Fixed a small memory leak with chat restricted players – Fixed issues with the backup host selection PC NA BEAQ-FQIU-DDMD-YMPB PS4 QYHD-OPTB-DOIA-YCOI PC EU XSCG-FUTI-DCBR-YGIM +2016/3/8 Blacklight March update Updated 2016-03-08 2 34 24 PM Important to Note – If you are experiencing problems with the older Weapon Skins, please unequip and re-equip them to fix it. – All Weapon Tags with effects have been updated and replaced with Trophies. If you had a Weapon Tag with an effect it has been changed to a Trophy. This is a game design change that we thought long and hard about. It ended up making more sense to have effects on the character to be associated with Trophies instead of Weapon Tags. New Features – New Weapon Skins! – New Helmets! – New Holiday playlists with special rewards! – New death animation system! – Added new emotes! – Added new holiday content! Game Changes – Customization now sorts objects into categories such as Owned, Featured, Purchaseable and Locked – New background for UI elements – Party members will always be allowed to join your game if there is space available – Ping calculation has been slightly improved – Improved ping cache generation – Games can be spectated even if full as long as we have space open for spectators – Onslaught games can be rejoined if you leave them, you’ll respawn next wave – New startup sequence flow – Weapon Pickups no longer disappear randomly. Dropped weapons will now last full 30 seconds Bug Fixes – Finally fixed the heal injector – Added mitigations regarding grenade suicide – Zoom Blur can be turned off in settings – Zoom Blur now turns off properly when dying or when a round ends – Fixed friends being able to join your private matches if they aren’t in a party with you – Fixed trophies not unlocking under certain conditions – Fixed bugs with EMP grenades – Fixed crashing while searching for/joining games – Fixed “you need a password” error message appearing in matchmaking – Fixed broken trophy unlock cases – Fixed Convoy on KOTH causing crashes – Fixed friend sorting with parties – Fixed players showing up as dead if you joined SnD in progress – Fixed game is full message appearing incorrectly – Fixed softlock on login – Fixed a case of the void world occuring – Fixed revive UI in round-based game modes – Fixed private match timers always becoming 1 minute after the first match – Fixed map names not appearing correctly in the custom playlist selector – Fixed UI Scrollers appearing in chance packs when they shouldn’t – Fixed the description for the Mechanized Soldier trophy – Fixed a level glitch in Deadlock – Fixed a level glitch in Decay – Fixed a level glitch in Rig – Fixed a level glitch in SeaPort – Fixed a level glitch in Trench regarding hardsuit spawns +2016/2/2 Blacklight Feburuary Update New Features – Added Gun sway in first person when rotating – Added a new Training Level – Added a presige system once you hit max level – Added some lovely new items – Added a new and improved AAR Game Changes – Vortex color grading has been improved – BLP and SMG balance has been adjusted – CTF spawns have been adjusted in all maps – SND bomb placements have been adjusted in several maps – The Compound Bow now supports weapon tags – Ammo counter scopes now show ammo remaining properly for single-shot weapons – Level curve has been adjusted significantly – Rain in Evac has lessened – Rejoining a server should preserve your stats Bug Fixes – Fixed many sight alignment issues – Fixed an issue with KOTH beacon movement – Fixed headshot mutator conflict for private matches – Fixed bot and turret names in non-english languages – Fixed gear not showing camo colors in the armory – Fixed several scoreboard bugs – Fixed several elevator exploits – Fixed issues with floating mines – Fixed Spoon texture offset – Fixed Spoon skin tiling on variant spork – Fixed private matches sometimes host migrating – Fixed effects not showing in taunt menu – Fixed purchase dialog for weapon skins – Fixed weapon tags not swapping when picking up weapons – Fixed incorrect max ammo on picked up weapons – Fixed sensitivity sliders not saving correctly – Fixed collision issues in several levels – Fixed a rare crash at the end of the round – Fixed issues with expired trial items – Fixed a few issues with parties – Fixed lighting on a few minor items – Fixed ZCoin buttons in the Marketplace – Fixed invalid map/mode combinations in playlists – Fixed some issues with matchmaking +2015/12/18 Blacklight Holiday patch New Features – Prime is no more, long live the GP Duplicator! We will have a blog post up with more information when patch goes live. – Added new items for all to enjoy – A multi-playlist selector has been added to the playlist menus, you can now queue for multiple game types at once! – Level-restricted playlists have been added for new players Game Changes – Level restrictions have been removed from all items – Most functional items can now be purchased permanently with GP – GP prices have been adjusted to varying degrees – Rig has been optimized, and should run much better – Reduced several hitches in the startup sequence, main menus, and social tabs – BLP and BSMG have been tuned – You can no longer start practice while searching for a match – Ping bars now also show numbers in addition to tiers – Update to µ setting on Spoon due to AOE falloff cascading too quickly – Improved matchmaking performance and functionality – Completed missions will now write to your live feed – GP Bonuses (if applicable) will now be individually called out in the AAR – Pass done on weapon balancing – Additional work on servers for stability and future services Bug Fixes – Fixed missing scopes – Fixed being unable to reload in certain situations – Fixed a level glitch in Vortex – Fixed a level glitch in Seaport – Fixed a level glitch in Rig – Fixed a level glitch in Crashsite – Fixed issues with spectator joining – Fixed an issue where ammo / health counters are not updated in the HUD – Fixed some bugs with profile stats – Fixed several rare crash bugs – Fixed issues with the holo decoy and hero skins – Fixed issues with certain taunt and gender combinations – Fixed an issue with burst fire weapon animations getting stuck on in certain situations – Fixed issues with private matches – Fixed issues with friends lists – Fixed emblem color mismatch between character and UI – Fixed reload / taunt bug – Fixed a movement stutter upon initial movement – Fixed an issue where the kill cam would freeze at the wrong time – Fixed Kill Confirmed tags sometimes not dropping – Fixed alignment on sights for shotgun barrels – Fixed alignment of EMI Scope on pistols – Fixed incorrect end match text in Onslaught – Fixed unreliable headshot stat tracking +2015/11/18 Stability Patch Blacklight stability patch [18 November 2015] RAW CHANGESLIST FIXES Fixing error in Engine.fra localization. Fixed duplicated keys and removed white space from keys Spelling pass Adding title for contest winners Reduced bloom effect on Vortex, turned down lighting on Victory screen Fixed buttons in private match being broken if entering one of the dialogs [BLR-1082] Fix for BSD-318 (Out of map bug [elevator installation – Trench]) Removing Dropzone from the game. Clamped recoil further on PS4 Fixed a decal mesh in Decay that would stop bullets Fix recursion issue in dialog buttons Slightly reduced recoil on BSMG Adding anniversary camos and corresponding UI icons Fixed out-of-world bug BLR-1108 Fixed out of world bug BLR-1107 Fixed a stuck spot on a ramp BLR-1106 Fix chat being available on console builds. Additional error catching Fix for Missions Replaced Upper Playground billboard in Evac Floored a floating depot in Seaport Merge host migration fix for missing weapons due to mutators Fixed a casting error when jumping to an object Merge HM fix for not resetting game settings to defaults on host migration Merging crash fix for landing page market widget featured items Merging ui fix for not showing error when trying to re-purchase weapon license in landing page market widget Added 2016 and 2017 anniversary camos / preview art Adding anniversary body and weapon camos to default.ini and loc files. Enable Admin message Reduce dedicated server threads Disable physx threads Halve pool threads Disable Stats and stats threads Replaced µ setting on Spoon; damage rate variable Setting for toggle-scoreboard is added back for PS4 in Gameplay menu. Private match now says “DOM” instead of “CP” under Custom Playlist- Map Select BLR-1151 #fixed #comment Private match now says “DOM” instead of “CP” under Custom Playlist- Map Select Correcting Friendly Abbreviation from “TKoth” to “Koth” Fixed LMG and LMG-R tooltips which had inaccurate rate of fire description, BLR-1066 BLR-1069 #comment Removed right and left stick deadzone sliders from PC mode as they aren’t being used by the PC build, only in console. Fixed script error with invalid array access on PS4 build with controls page. Fixing out of world spot in Vortex. BLR-1177 Renting Incendiary / Toxic ammo with GP / ZCoin now unequips item when the rental period is over, Fix left joystick not navigating UI anymore BLR-1144 No longer allowing 32 player matches on ps4, matches are now respecting the value of MaxPlayers. Fix WeaponClass class name from ‘FoxWeapon_ThrowingKnives’ to ‘FoxWeapon_ThrowingStars’ to fix BLR-1102 Stun Shurikens labeled as Throwing Knives in first person spectate Fixed author name and removed log entry that isn’t necessary anymore. Related change to BLR-1135 Added DefaultAmmo.ini to address newly added FoxDataProvider_Ammo type related to BLR-1135 Making changes to disconnection cases to try to lessen the amount of random disconnects happening during gameplay Now have a “safe” connection change delegate where, when fired, will only disconnect if not in a game Fixed inability to login when in non-english with GTS files hosted Fixing the scrolling server browser missing information bug as well as the invalid server name issue. BLR-1180 fixed the interior elevator in Trench so players dont get stuck on closing doors and moving floors Texture format corruption on SmallDepthZ for PS4 fix Fix healing a player who’s capped at a reduced health from toxic damage rewarding CP. Fixing up taunts BLR-1018 Sensitivity and deadzone sliders have decimal precision. Users can now set their Mouse Tight Aim Sensitivty to 11.5 instead of just 10 or 11, similar applies to other sliders in the control’s page. BLR-1002. Fix rare light shaft corruption on PS4. Fixed by clamping sample values in the light shaft radial blur shader Fix news widget trying to activate when it isn’t actually visible on any menu. BLR-1193 Fix profile button prompt in clan list A host now gets an extended dialog message when trying to leave a match since it will cause a host migration A host can no longer leave a match when it is almost over Thresholds are ini configurable and this functionality can be disabled with GTS Fix broken projectile weapons PS4 HOSTING REFACTOR PASS 1 Wifi users will be forbidden from hosting via Quick Match Wifi users will be marked as not viable hosts early on in the hosting qualification determination sequence. This only affects Quick Join/Match, Private Matches are unaffected entirely. Can be disabled via the ini flags. Added function to check if the current console is on eth or wlan. This function allows us to ping the current netadapter to figure out what process is used. It’s a part of the Online Subsystem, and is usable in C++. Only PS4 has this implemented. Added new config flags that can turn off these features as needed. bPreventWifiHosts (true) – by default starts filtering users who have wifi to not be used in host determination and will get a heavy rating against them HostSelectionWifiPenalty (60.0f) – Users who are on wifi get this penalty applied to them (higher means will be ignored for other clients) HostSelectionStrictNatPenalty (125.0f) – If a user is on a strict NAT, apply this penalty to them. – Removed depricated host determination/migration code Lots of script code was deleted due to deprication. It is not used currently and is taking space/being confusing. +2015/8/18 Post Parity Patch Blacklight post parity patch [18 August 2015] TO BE DONE DURING PATCH MAINTENANCE [BLR-980] – Create Onslaught Token MIssions [BLR-970] – Titles need a pass on “rarity” [BLR-962] – Missing daylight camo and Daylight Weapon Tag [BLR-963] – 30 Day of Fight Award [BLR-964] – FoxCat Helmet [BLR-965] – Zombie Girls Weapon Tag – Missing JIRA TASKS/BUGS/SUGGESTIONS FIXED [BLR-966] – Troll Taunt – MIssing [BLR-1036] – PC Client isn’t getting web localization even though it seems to be properly set up. [BLR-905] – BSD – Nor’Easter Ice Pick Axe trail is bugged [BLR-911] – ArmCom Assault Barrel too high [BLR-912] – Mission didn’t disappear after completion [BLR-918] – BSD – Clickable Menus in Settings that Hide [BLR-919] – BSD – Play Game menu potential error [BLR-923] – BSD – EMP while the HUD is disabled results in semi-permanent blindness [BLR-950] – BSD – Have hit ENTER multiple times to get into the game [BLR-959] – Rig is still called Work in Progress RIG [BLR-968] – Web Localization isn’t being loaded by the PC client [BLR-971] – update titles for Drought Survivors to indicate how it is earned [BLR-973] – running client from steam produces this error but still launches [BLR-975] – Unique Rarity Label has no color associated with it. [BLR-979] – double clicking on server browser list has funky results and is confusing to players. [BLR-982] – Current Playlist Templates for EU and US run 16 player DMs [BLR-984] – Having 700+ Friends will cause the friends list to hang for ~3 minutes before it fully loads [BLR-987] – PC is not loading localization over rides correctly [BLR-989] – Players have the Beta Emblem when they should not [BLR-992] – Players received the wrong unlockid for the drought emblem itemid = 644159 should be 64159 [BLR-995] – rename UNIQUE to be UNOBTAINABLE [BLR-1004] – BSD – Can’t disable Spawn Screen Effect, players are annoyed. [BLR-90] – RECEIVER BALANCE [BLR-961] – Missing Items from Players to Follow Up on [BLR-988] – settings menu overlaps quick match dialog RAW CHANGESLIST FIXES UI – hookup new title icons – add content for new boost and title icons – Fixing the Billing and other links for PWE. Now when you click Buy ZCoin, it should not open the Russian zcoin page. – Fixed bad support and forum links for Russian. – fixing click issue with zcoin banners – Fix zcoin banner – Fix logout callback – Don’t tick presence unless logged in – Fixed – EMP while the HUD is disabled results in semi-permanent blindness – [BLR-923] as reported by Aita – Fixed – Clickable Menus in Settings that Hide – [BLR-918] as reported by Shockwave – Updated description text of The Burning Sensation title to be “In remembrance of ‘The Burning Sensation’ SMG Premade created by ZeroArmada” – Show item unlock ids in tooltips in development – possible fix for the black modal BG for dialog boxes not showing sometimes – fix playlist search box arg for engineering – New Spoon icon – on playlist checkbox rollover focus playlist entry – new mutator icons! – cp reset, disable join in progress, force ready up. Switched headshots related icons a bit. – some changes for new marketplace loc – fix double click server browser issue – add unique color – some fixes for mouse interaction with mutator list – fix some menu overlap with the matchmaking widget – missing zcoin markup for German – some splash art tweaks – re-added UI option to toggle spawn FX setting – Fixing duplicated keys from rev #1 of foxmenuUI before Andy can blame me Game – Remove TOCs from CookerSync – Adds rename step to redux.py so we can automatically rename combineTexture.cache to texture.cache instead of compressing. – Possible crash fix for StartOnlineGameComplete delegate not cleaned up on leaving server. – Integrated latest French localization from PWE. – Submitting latest localization files from PWE (German) – Fixing up Weapon Tags and Camo for Promotional Content Re-added content consists of KBMOD Weapon Body Camo, KBMOD Weapon Tag, Extra Life Weapon Body Camo, Extra Life Weapon Tag, FPSGuru Weapon Body Camo, FPSGuru Weapon Tag, IGN Weapon Body Camo, IGN Weapon Tag, MMO Bomb Weapon Body Camo, MMOBomb Weapon Tag, Curse Gaming Weapon Tag, Destructoid Weapon Tag, Game Informer Weapon Tag, GameSpot Weapon Tag, Machinima Weapon Tag, PCGamer Weapon Tag, Xplay Weapon Tag, BroTeam Pill Weapon Tag, Raptr Weapon Tag, PAX Prime Weapon Tag, GameSpy Weapon Tag, MMOHut Weapon Tag, Yeousch Weapon Tag – Fixed global recoil on PC – Quick BFR update – dropped spread a bit for more predictable pattern – Fix BOOL not being UBOOL – Checking in leftover inis – Made Diamond Supporter Titles shorter. – Fixes to Cookersync – Integrating fixes for scaleform – updating icon package to include MLG helmet icons – Updated barrel 09 to lower front sight post – M Fixing AR3 1st p muzzle flash so people can see their targets – Disable ready-up for private matches by default – Add 4 more mutators – Remove stamina mutator – Make time limit mutator default to 10m instead of 1m, new reange is 2m – 30m – More recoil changes – Read title file list – syncing up Dev TSS with Live for QA – Set our BaseURL after we get a valid server so TSS can download from ZCure – Fill out title file read callbacks – Re-enable missing BaseURL warning – Merging Arc fix – Add launch event system service call, not hooked up to anything yet – Removed some log spam – Moved weapon skins to their own DLC (too big for primary weapon DLC) – Moved a costly function native – Fix a profile bug – Allow cmdline switch to force show the region selector. – Also reset default game region to internal(102) instead of localhost(13). – Cook FX_Bandana – Fix some log spam – Rebuilt CookerSync and friends so Orbis sync works again – Add Sphere component to UE3 – Proximity mines now “fizzle” when shot instead of exploding – Proximity mines now use spheres for collision instead of cylinders – Fix missions appearing when they weren’t supposed to do to a hack thrown in to prevent text coloring from happening. Moved to the appropriate location. – Fixed – BLR-912 (Mission didn’t disappear after completion) – Fix sphere pointcheck – Fix orbis executable sync groups – Work on Orbis regions / patching – Hooked up fizzle fx from art team – Fixed BLR-935 as reported by WorstPlayerEU (Proximity Mine hitboxes are not representative of their placement) – Fixed ice pick axe moved the particle emitter to better align with the axe head. also removed the ribbon particle, because i couldn’t get it to look right. I replaced it with additional frost particles – Fixed range on M4X – changing text View Mutators to Edit Mutators – adding Zcoins + to market prompt – updating the BLR PC splash image – Log spam cleanup – Set the GC values to valid settings in defaultEngine rather than just Orbis – Fixed Filtered Words – Added new function to fill in blanks when they aren’t the master language (INT) – updated socket location for KRANE scope – Handling unhandled message for UpdateMission which was being sent from the ZCure server. – Fix for Orbis build with the bad Function pointer. – Moved several functions related to friends list reads native – Vastly speeds up friends list parsing / sorting – Tacticle Spoon, adjusted sugar / medicine ratio – Friend updates are now run through the FriendInfoUpdated callback instead of the ReadFriendslist callback – fixing BLR-941 (Changing titles not working), it was old bad logic – Fix minor memory leak – Change Steam append to use new URL – Fix some log spam – Fix a memory leak from UDN – More useful error messages – Fix parsing for failed to register – added TheEye helmet icon – added AnimeEyes helmet icon – Helmet updates Adding Overmatch Armet – Anime and RX5 Vision “The Eye” – Fix for DEU and FRA localizations for character creation. – THe AllowedCharacters array contained a lot of duplicate entries, and all duplicates are inserted as NULL for some reason. – Removed all dupes and it works as intended. – Killing duplicated unlock ID for 61140 – Fixing the 30 days of fight badge, it’s been mangled. – Re-enabled the Troll taunt for exisitng PC users. Need to update icon. – Include Punk Buster files with the shipping builds. – added troll taunt icon in content – Bump game version – Fixed Kael’s borked text for the Streamer Title. – Resubmitting Arc bypass fix – Added icon for Troll taunt in INI – Reallow two parameters for HandleReduxAction so bKeepFiles is set correctly. – updated scope default camo so it appears correct when using a receiver skin – “The following packages (WPN_Sights) contain materials that were automatically updated due to parent Material or Material Function changes. Please resave and submit to ensure fast load times.” – Doing the above. – Add Russia / Staging back into the region list Maps – Fixed map bugs in, Trench – sand piles blocked collision, and Heavy Metal – a wall was mistakenly lowered – Fixed a bad collision bug in Convoy that prevented you from walking through a certain hallway without jumping BSD-204 – Removed uber shine from concrete in garage on Containment. – Updated Ramp alongside stairs in RIG. It disappeared at Low and Medium World detail Settings, but collision remained. Asset now is always visible. – Fixed a missing collision on some wire spools and a broken collision on a ramp in Piledriver (BLR-845) – fixed bot stuck spot in Seaport, cleaned navmesh in general (BLR-1012) – Added “Block All” to a mesh in Vertigo because it was blocking only weapons, not grenades. – Fixed bug as reported by Screamification https //youtu.be/Xk4AIwnGLUU Still Bugged (work in progress) – Clans and friend support. Friend support will work shortly after patch release (being a server side fix). Clans will need additional work as we have issues that we know need to be fixed; but we didn’t want to delay the patch further. +2015/7/27 Parity Patch Blacklight Retribution Parity Patch Notes [27 July 2015] Hello all! Thanks for your interest and continuing support of Blacklight Retribution – both on PC and PS4. ) The purpose of this document is to outline most, if not all, of the changes that the game has undergone since our last major patch on PS4. What you see described in detail below reflects changes to the game since that last major patch. Note that since then, on PS4, we did release a small patch that added some Rocket League (great game, check it out!) content and a small fix for the “HRV Glitch”. Additionally, included below, is a quick summary of all the changes to the PC that PC users will be experiencing. In all honesty, there have been so many changes to Blacklight since the last PC patch that digging up and reviewing ALL of the changes would have been impossible, that we are only going to provide a quick summary, based mostly on the FAQ that we previously posted on our website (www.hardsuitlabs.com/2015/05/blacklight-parity-patch-update-news/). So below you will find three sections to this document Summary of changes to PC game based on our FAQ Export from our JIRA of fixed Bugs and completed Tasks since March 25, 2015 Export from our source control of relevant changes to the game since March 25, 2015 In their totality, the above 3 things should give you a sense of how the game has evolved and how you may or may not be affected. So with out further ado, here are the changes that you can review SECTION 1 Summary of changes to PC game based on our FAQ For reference you can find the FAQ here http //www.hardsuitlabs.com/2015/05/blacklight-parity-patch-update-news/ NOTE All of your settings and loadouts will need to be reconfigured!!!*** Build Related – Reduced the size of the download of the client to around 4GB – New Install size should be about 5.09 GB – Old BLR Build with the folder “LIVE” under it can be deleted – New launcher build and deployed for PC Users – Logging in now happens in the launcher/patcher and no longer in the actual game client – Game does not require the ARC client to be running. Can launch the patcher directly if you want. Items and Inventory Related – Datanodes have been removed from the game – Datanodes in a users inventory have been deleted – Game no longer supports an inventory that players have to manage. Instead it behaves more like an unlock system – Game no longer supports inactive items. Items are now always activated at time of purchase – Items owned by users that were inactive, are, as of now, activated. – If a user owned multiple timed durations of the same item, those items are now combined into a single item with a duration equal to the combined duration of those items. Some additional “bonus” time has been added as well to account for the upgrade process. – If a user owned multiple instances of a permanant item, they will keep the first instance of that item. Additional instances are deleted. – Mail system has been removed – Items left in the mail system have been deleted – Merchant Pass has been deleted. It is no longer relevant – Any Inactive XP Tokens you own have been activated and applied to your account, up to the max level cap. – Any Inactive GP tokens you own have been activated and applied to your account. – Some unopened Bundles will be refunded to you in the coming days/weeks, if you had unopened/inactive versions of them. You can find the list of those bundles here Tactical SMG Chance Pack Ghost GP Chance Pack Crusher GP Chance Pack Hero Chance Pack – M.A.R.S. Chance Pack – Hero Viper Basic Skin Chance Pack – Hero Viper Premium Skin Chance Pack – Hero Deacon Premium Skin Chance Pack – Hero Grendel Premium Skin Chance Pack – Hero MARS Basic Skin Chance Pack – Hero MARS Premium Skin Chance Pack – Hero Lilith Premium Skin Chance Pack – Hero Ghost Premium Skin High Explosives Pack Medic Pack Stealth Pack Engineer Pack Armor Pack Survival Pack Sniper Pack Starter Pack Evacuation Pack Emblems Corporate Logos 1 Emblems Corporate Logos 2 Emblems Secondary Weapon Pack Emblems Combat Letterset Emblems Urban Letterset Sniper Kit Assault Kit Taunt GP Chance Pack Hardsuit Camo GP Chance Pack Glacial Grendel GP Chance Pack Bundle – Onslaught Bronze Pack Bundle – Onslaught Silver Pack Bundle – Onslaught Gold Pack Bundle – Lover’s Bundle Grenade Pack Protection Emblem Pack Scrim Pack 2 Platinum Pack – New weapon attachment system – attachments are now purchased on a per reciever basis. If you buy a scope and want it on 3 guns, you will need to buy it 3 times. – Existing players, who up until now had had global attachments, will get copies of those attachments for all weapons that they own. Thus their current user experience will not change, but if they buy a new gun in the future, they will need to get the corresponding attachments, if they so desire. – Pricing for attachments shouls be updated to reflect the neeed to potentially purchase said attachment multiple times – Premade/Preset weapons no longer exist – If you owned a permanant version of a premade, you now have all those disparate parts permanantly instead. Those parts are applied to the relevant reciever that was the premade you owned. – If you owned promotion premade then you own all the parts as per the above, plus a title commemorating that premade. For example, users who owned The Burning Sensation premade, will now get a Burning Sensation title in addition to the parts of the premade – Heroes have been removed from the game as you previously knew them. New Heroes function as character skins – basically the same thing as a Camo, but instead of just changing your camo color, they can change your entire model, geometry included. These can be found under the Camo/Skin selector in customization. – If you owned a hero permanantly, you now own their Skin, Depot Weapon, Premade (broken up as per above), and taunt instead. – Hero taunts have been broken up to be able to work with all characters (kinda). There is a bug associated with this currently where a female hero taunt works fine on a femal model, but on a male model it will break. We are fixing this. In the meanwhile, you have the taunts, but you may not be able to properly use them until we get a new fix out. – Blacklight Prime has been awarded to all existing PC users. – Blacklight Prime unlocks GP Permanant prices for all GP purchasable items. – Other items are available for GP Permanant prices on a weekly rotation. Additionally, some other items are always avaiable for GP Permanant (Combat Rifle, SMG, e.g.) – All EXISTING PC USERS will get Blacklight Prime automatically. – Offshore map has been removed from the game – Slumlord map has been removed from the game – Dropzone map has been removed from the game – Siege game mode and Nuken map have been removed from the game – Netwar game mode has been removed from the game – Premium servers have been removed from the game – Server Mutators have been added to private matches – Global Chat has been removed from the game – Whisper chat has been removed from the game – Voice over IP has been disabled. – Parties on PC have been temporarily removed from the game – Report Bug and Report Player have been removed from the game – Level progression and curve has been refactored. You will keep the same amount of XP but your level may change – Twitter integration has been disabled – FOV has been converted from an X constrained model to a Y constrained model (more similar to what hollywood does with widescreen) – Exotic ammo types are no longer controlled via magazines – new category “ammo type” has been added – Magnum ammo is currently identical to normal ammo, but has different visual/audio fx. When Magnum ammo gets updated you will have it already if you own it now (pre-parity). – Explosive and Electro have their old functionality but will be updated along with Magnum ammo. Like magnum ammo you will already have it if you own it now (pre-parity). – Explosive, Electro and Magnum will not be for sale until they are updated. – Incendiary and Toxic ammo types have been updated to reflect latest functionality from the console. – Toxic ammo now does less damage on impact than normal ammo, but applies a small toxic damage over time and temporarily reduces the maximum health for a limited period of time – Toxic Gear now prevents the reduced maximum health debuff from Toxic Ammo – Incendiary ammo now does less damage on impact than normal ammo, but applies a burn damage over time. The DOT for incendiary is larger than for Toxic. – There are possibly other changes that we may have missed. Consider this to be “fine print”. SECTION 2 List of Jira Tickets for Current Version Completed Tasks – LMS/LTS functionality added to PS4 – Server mutators added for private matches – Revitalized PC Presence Server – New Icons for Titles and 100% Boosts[ – Implement a PC Style Server Browser for PC versions – Add an “apply” button to the menu flow for PC settings menu – ENG UI Hook up Add Friend button on friends list – Marketplace – Feature item scroller does not accept mouse input – Update PC presence an friends functionality to work with refactored backend – Recent changes to HS necessitate un-nerfing the flamethrower – Remove unmodified stats from armor pieces in the UI – CLAN SUPPORT implemented – FOV Slider refactored and implemented – Mission System implemented – Rig – Audio implmeented – Missions UI implemented – Game Modes Last Team Standing / Last Man Standing spawn streams updated – RECEIVER BALANCE – ENG Add the ability to add friends from the player list or non-friend clan/party members – Rig Finalized – PRIVATE MATCHES implemented – FRIENDS SYSTEM powered by BACKEND implemented for PC (rather than rely on Sony friends) – Removed uneeded server filters – Implement informative error messages for Code Redemption – Add new flag to playlists to have a random starting index to avoid possibility of non randomized map rotations – Convert FOV values and calculations such that Y axies is fixed rather than X axis. – Scope Zooming should be FOV modifications and not FOV targets – Updated all scope FOV values to refelct change to Y axis constraint – Toxic ammo now does less damage on impact than normal ammo, but applies a toxic damage over time and temporarily reduces the maximum health for a limited period of time – Toxic Gear now prevents the reduced maximum health debuff from Toxic Ammo- EVAC and Vortex added to PS4 – PC Veteran Rewards Pack based on things lost in the udpate implemented – [PS4] Change matchmaking regions to “Your own” and “Worldwide” – Have UI auto-query new store values – Add button somewhere in UI to go to new training level – Add “bDisabled” flag to playlists so that default playlists can be disabled – ENG UI Respawn widget timer issue – Refactored login to work with new patcher/launcher – HRV Glitch fixed (reported on PS4) – [PC] We need Lobby Chat in Intermission – Hacking menu should close with RMB just like the depot – UI Move loadout switcher to right side on PC – PC Mouse Option to disable Mouse/Look Acceleration by default – Annoucement Pop Up Dialog on Login – Remake the PC login UI – Ensure Gore settings are functional on PC – Disable stamina, but not by making it 999999999999999999 – Remove icestorm logos – Hide missions that are completed and rewarded – Make ~5 daily missions – Updates Stamina usage in Twitch viewing OS integration – remove stamina from HUD – FOV Adjustments to be made for various scenes – Remove Zombie Girl Logo/Graffitti from Decay (and other maps) – Hero Scene – Chat in Hero Scene – Hero Scene – Don’t Auto Show the scoreboard during hero scene – Expose Mouse/Look Accelleration to the UI Options – Make Loadout Selection while dead be used with Mouse Wheel and W/S – Sanity Check “Register user” button and user capture identification so we know if a user is steam or arc. – Make accept auto focus after choosing purchase option – Timer indicator for Daily/Weekly missions – New Splash Art – Remove Steam DLC Purchase Options from Steam – since they will no longer work after Parity – Toxic updates – Default the game to DX9 instead of DX11 – Implement Names for Weapon Skins – Ensure new items are properly added to the LIVE store – Announcement Dialog Scrolling Banner Support – Announcement Dialog Right-Thumbstick should scroll body text up/down – Announcement Dialog downloadable banner image support – Localization pass – Fix production master server so we can log in via the patcher – Validate upgraded accounts on production server – Fix chain link doors in Heavy Metal, since you can’t shoot through them. – Remove win32 .exe’s that aren’t used or needed – Patcher – default region to US – [PS4] – Update TSS to undo negative Ammo Override for the parity patch – BACKEND Private Matches need to be implemented – CLIENT Private Matches UI – Create Generic “TItle” icon for player title items – PC Vet Pack Tier 1 – Title – PC Vet Pack Tier 1 – Emblem – PC Vet Pack Tier 2 – Helmet – PC Vet Pack Tier 3 – Weapon Skin for AR – Engineering support for new LMS stream – VIEW PROFILE in player list should not be on PC – BACKEND Clan Support – CLIENT Clan Support – CLANS Add social flyout when you receive a clan invite – CLANS Purchasing a clan and cancelling takes money and doesn’t give clan – CLANS EXPAND does not work on PC – CLANS EXPAND should probably not be a drop-down menu option on the clan leader – CLANS Set MOTD does not work on PC – CLANS Set MOTD should probably not be a drop-down menu action on the clan leader – CLANS TOGGLE INVITED should not be a drop-down menu item on the clan leader – CLANS Button prompts for clan actions (VIEW PROFILE, SELECT) should probably not exist as they do nothing and have broken icon references – CLANS Need a button to invite users to clan via user name – CLANS No push notification for receiving clan invites – CLANS Leader of clan with no other users shows 0/20 members in clan information – CLANS Should probably keep the option to invite others to clan even if an invite is already pending and just show the error dialog. – CLANS Rejecting clan invites do not work. – CLANS Accepting clan invite does not work – CLANS Clan leader removing clan invite refreshes list to no longer show pending clan invites – CLANS Cannot differentiate visually between users in clan who are actual members and just pending users. Fixed Bugs – Can fall in between wall and shanty in Deadlock – Title softlocks when loading in to certain maps from the game lobby – Viewing Dataluxe X2 Tactical from the front causes it to become invisible – Purchase dialog – Dialog is not centered – CLIENT SOFTLOCK Leaving a match can result in a softlocked UI state – Players do not see their own messages in a DM – Cyrillic Player Name Look Up Doesn’t Work – Not receiving presence updates when joining clan – ENG UI Hook up Add Friend button on friends list – Accepting friend invite does not update to show the person is online – Being kicked from clan doesn’t update clan information properly – Promoting doesn’t work – User accepting clan invite does not refresh the list properly for others. – Clan member list doesn’t update properly for members already in clan when others join into the clan. – Re-enable social notifications that are disabled – Clan tag does not show up in player card or player lists in online games – Fix In-Game Player Presence – [CONSOLE] Button prompt to add member to clan via username – Presence for clans broken immediately after creating clan – XP counts still don’t match in AAR – Customization filters are not working on PC – Bug when dying in the pause menu. – Don’t reset level display to 1 when the backend acts up – When funds fail to query, triangle overlaps text in currency window – Incorrect Error Message Displayed after quick search and game leave – Armory items don’t have any tooltip show up – Giant friend lists can hitch the game for a very long time in the social menu, causing people to consider it frozen. – Return to intermission button in AAR is missing loc – Headshot kills do not prevent player revives anymore – Text cut off in some Gear listings – Text cut off in some Depot listings – Button icons for gear don’t show proper in-game placement when a non-usable gear item is equipped – Customization – Emblem – Color picker only shows black as a color – Customization – Emblem – Selection highlight too prominent – The T in “Permanent” when buying items with zcoin is too close to the edge of the box – Stat Viewer appears behind UI elements – In Game – Depot – “CP Available” text appears incorrectly – [PC] Practice mode not launching – [PC] Selecting the Redeem Code with the controller does not bring up the keyboard – Map rotation always seems to not be respected – [PC] Stamina and Health bars not shown in bottom left of screen – [PC] The player’s weapon some times appears while using the hardsuit – Auto Shotgun’s Barrels have incorrect icons (its using the grip icons) – Running with the katana tends to have its ground scrape sound get stuck on – [PC] Inspecting a player / bot after death does not show the player the killer’s loadout – [PC] Depot menu sometimes displays smaller than normal – GetValidMapsForGameType doesn’t seem to filter any maps – Private matches should not host migrate; instead kick to menu – ‘Current Loadout’ has the ‘T’ cut off at the end – Mouse sensitivity setting in UI needs to allow equal levels of adjustments in each direction from default – Player turn animations may be limiting camera movement and creating a feeling of “stuttering” – [PS4] “Checking Server Status…” never ends – Letter-boxing isn’t working in UI – Decals act as if in foreground (show through walls objects) – No collision on pillar in Trench – [PC] Game crashes if you push F12 – updating preview mesh should not happen on mouse over – Friend Lists is broken on PC – Server Browser needs a refresh button – Ready up doesn’t respect other players – Motion blur option – Option for Brightness appears twice – Camera jitters / hitches while mouse looking on PC. Only while using pawn. – Playlists do not work (always opens to TDM) – Scope. Gun and Sight Combo make for unusable Iron Sight – “Master Loadout Glitch” Players can equip items they shouldn’t be able to by mashing buttons – [PC] On Settings open menu, VIDEO is auto highlit – Cursor roll over on arrow buttons in Settings not responding – Steam Achievements not working – “Please wait before trying to log in again” on PC should not happen – A pop up please wait message is displayed when first entering the server browser – MasterServer stops responding – LTS OFTEN confuses enemies and teammates in the Blue/Orange Colorization – In Customization, clicking equip doesn’t put it on the preview on right – All mouse-over tooltips missing in customization – Alt Tabbing while switching menu states can cause loss of focus – Unable to navigate title menu with mouse – Occassionally Master Servers seems to not allow users to find games – Character model vanishes while in the Customization menu – Bunch of level bugs from youtube video (Vertigo, Trench) – reported by RomanAW – Player is able to get outside of the rig and looks to be floating in the air – Incorrect billboard colors after team swaps in SND/LTS – Wins in LMS overlaps a lot of text on scoreboard – [PC] – On PC, LMB and RMB functionality for Hardsuit needs to swap – Clan tag didn’t update in dedicate server – FOV affects hardsuit cockpit first-person mesh – Can’t join a clan member’s game from clan member list. – Chat window does not disappear after entering gameplay from specatate – If I own a trial version of a weapon, I can’t buy it again (perm or more time) – Patcher does not give feedback to player while extracting – Remove aim assist options for non-console – Lotto boxes have PS4 button icons on PC – Clan tag shows up in UI for non-accepted clan members – Patcher sometimes doesn’t leave itself in a good state – Purchasing ammo doesn’t show correct target weapon in purchase UI – Disable Male Flex Taunt on PC until fixed – Fix Patcher patching itself in subsequent versions – Patcher throws errors when logging into arc – Muzzle Flash FX is offset too far from the tip of the gun – Add gun skins to the store – Infinite loop crash – Revive widget showed orange border when selected, even though it was usable – X on color selector under emblem does not work – When choosing a character’s logo colors the X button at the top right does not close popup – No way to log out of the game if you “Remember Me” on login – Custom playlists crash – Dedicated server round end does not replicate to clients in a timely fashion – Parity helmet missing from the build – Decay is not available in Practice Mode – BCL Weapon Tag appears as KBMOD weapon tag. – BSD – BCL Weapon Tag appears as KBMOD weapon tag. – BSD – Alternative keybinds not showing in Control Binds menu – BSD – Slight Texture Bug On DeadLock – Turn off the Block Zero Extent collision flag on all triggers in all levels – BSD – Chat overlays Leave Match button – BSD – No exit game button on splash screen – You can’t click on, or get tool tip info from, items appearing in gradiant in items list – Vortex victory screen lighting is very bright – BSD – Back Button is not clear in UI SECTION 3 From HSL Source Control UI Changes – Fixed being able to equip mods on receivers they shouldn’t go on by doing something secret we’re not telling anyone about (aka “Master Loaodout”) – Fix for friend list hitches being really bad with large friend lists – Hooked up new mutator selection dialog box – UI Art update for mutators dialog – Updated the settings menu button for PC – Fixs to the button tooltips in the settings menu – Fixed serverbrowser from game transitions – Added new mutator icons – Added a dialog for creating private playlists – Hooked up the custom playlist editor for private invite only matches – Fix for black BG not showing sometimes on PC dialog boxes – Updated GORE Settings for PC – Toggle Scoreboard Settings – Adding some Mission UI strings – Fixed some menu back transition issues – Fixed some private match listing positions so it isn’t off the screen – Made the back button clickable area larger – Added localization for social menu click – Fix server browser popup – Made it so double clicking on a loadout button causes the button to become the default – Added prompts for selecting default loadout on PC – New icons for boosts, titles and load outs – Clarified cosmetic armor and weapons in server mutators more. – Added training level to the bottom of the play game menu – Replaced old practice command group with new practice – Made prompts in the pause menu disappear when you’re using the mouse so they will not be in the way – Was due to no one in friend list information actually having a uniquenetid, causing all the false positives to fire in a very large loop – Also fixes friend list refreshing scrolling to bottom of list sometimes – Enabled new Prime UI to better communicate what prime is/does to players – Updated social menu slideout – Removed loadout button from intermission – Fixed clicking on sliders so it’s more mouse friendly – Fixed stepper arrows not working with mouse – Fix some stat text cutoff – Removed duplicate brightness setting on PC – Fix for emblem highlight to be less harsh so it will not make the orange logo unreadable – Adding Mouse and Mouse Tight Aim Sensitivity – Zcoin Wallet will no longer disable incorrect negative values. That way people will not panic if the server does not respond. =) – Making the landing page navigable – Limiting the landing page to only 4 items – Made it so the landing page and the marketplace refresh the items when you buy one – Updated server filters for PC parity – Made it so priavte match playlist creation checks the filtered gamemodes – Changed search and destroy abbreviation from S+D to SND to make things consistent – Updated some loc to not be all caps – Added button for add clan member – Can now create a clan on PC – Change some clan localization – Spaced clan information apart to not over overlapping purchase clan button on top of pending title – Fix setting clan MOTD button not working – Allow text dialog boxes to enable spaces as valid characters – MOTD works now as long as presence server is working properly – Remove “View Profile” from clan member drop-down on non-console because PC players do not have console profiles – Fix accepting and declining clan invites not working on PC – Can now join and decline clan invites properly! – Fixs to mouse over tool tips in customization UI – Fix for tooltips not popping up on items – Fix minimart items being disabled after transition – Fix clan information and clan list not refreshing properly for a person who is kicked from a clan – Notification for receiving a clan invite – Update clan invite list when receiving clan invite – Showing a question mark icon for clan members who are pending invite – Fixed promoting, demoting, and making officers into the leader – Changed MOTD to be settable by clan leader and officers – Add an “Add Clan Member” button to clan member list so that users can be added to clan via username – Change some badly written loc strings! – New create clan UI icon – Clan social category now gives option to activate a previously purchased clan creation item – Updated localization for clan item activating – Added support for updating clan generic textbox and button – Updated clan purchase button – Some changes to market tiles appearance to clean them up – Re-enable social notifications for clan member updates – Flyouts for everything except clan members coming online and offline – Online/Offline notifications should be re-added when presence is fixed – Fixs some for sum incorrekt spelligs – Fixed settings button rollover arrows – Fixed license for clan purchase in social menu – Fix clan member presence updates in most cases – Social notifications for clan members coming online and offline – Remove question-mark icon for pending clan members – Added presence information for clan members – Please report new bugs if there are problems with clans – Added new refresh button to server browser – Added new mouse acceleration option on PC – Fixed “label” showing on slider focus – Much better transitions back from settings menus with mouse (clicking back goes to the previous menu) – Fix for some issues with server browser dialogs not being removed – Add slider to Advanced Video options that lets you change the size of the streaming texture pool. – Includes some fixes to keep various settings options from getting erroneously clobbered – Fix map names not showing up in custom playlist creator – Adding ability to add friend from player context menus – Fix Deny Friend Invite loc bug – Remove aim assist option from PC – Got bubblegum stuck to my shoe ( – Adjusted the main menu upwards to make more room for the news panel – Removed progress bar from news panel if it only has one item – Made front page news a bit taller – Added support for multiple banner images – Offer banner will auto-scroll now – Update default news banner image – Adding working localization and icon for new daily Lotto Box – Fix for console prompts on Lotto Box popup when on PC – Various items were using tooltip instead of desciption text. Cleaned this up – Updated localization for some broken armory text – Scrolling with mousewheel in chance pack UI on PC – Fix chat not going away when switching to spectate – Fix for [ENTER] not closing HUD chat is some situations – Updated Localization for Emblems – Fixed bug (Vote Kick Text is incorrect) – FIx for “Sight 17 (OPRL Holo Sight) has incorrect Tool Tip Text.” – Adding icon to titles to show when an item is an award to differentiate between equippable titles and award titles. (Both currently look the same) – Fix Lotto Boxs not showing “buy” or the price in the chance pack ui on PC – Fix Lotto Boxs not showing sale price when opening the chance pack ui – Added sales timers to better communicate opportunites to players – Localization updates and additions – Updated Sales timer settings so they can be modified with out needing to patch – Remove stamina from the stat info bars in the armory – Removed UI referneces to the old Stamina stat – Renamed “armor” to “head protection” to more accurate represent it’s function – Improved UI icons for title items – Updated PC Depot UI to include numbering – Default to fullscreen – Fixed a bug related to copying to a directory that doesn’t (yet) exists – Enabled Alt Bindings Column for PC control binds – PC Settings screen back button feed back improvement – Resized the special offer prompt UI – Added new respawn art changes – Fixed revive colors – Added close button and functionality – changed art for settings buttons – Announcement dialog box now scrolls with the right thumbstick – Fixed armory filter checkboxes not working correctly on PC – Fixed an issue with revive widget and revive – Fixed mouse over on depot armory items – Fixed line wrapping in armory items – Fixed the list moving when clicking on a friend/clan – Fixed color swatch on the X button not working – Added more support for sale info in armory and purchase dialog – Added yellow sale to featured banner item – Moved the code redeem option to the options menu – Fixed navigating between settings scenes on PC making the scene not load – Fixed a masking issue with the new back button – Fixed armory grid to not block tooltip functionality MAP CHANGES CONTAINMENT – Added separate stream for LMS so we can make LMS specific changes distinct from the core map – Navmesh cleanup to help AI path more correctly – Numerous small bug fixes CONVOY – Added separate stream for LMS so we can make LMS specific changes distinct from the core map – Fixed a bad collision bug in Convoy that prevented you from walking through a certain hallway without jumping – Numerous small bug fixes CRASHSITE – Added separate stream for LMS so we can make LMS specific changes distinct from the core map – Fixed stuck spot on rock – Fixed a Detail Mode Setting on an asset that was causing it to dissappear when detail mode was low or medium. – Fixed collision issues with grenades going through meshes – Numerous small bug fixes DEADLOCK – Added separate stream for LMS so we can make LMS specific changes distinct from the core map – Fixed stuck spot – Cleaned up pathing volumes in deadlock – Special attention to a bot stuck spot – Simplified Nav Mesh to fix area where bots were getting stuck – Fixed a collision hook on running up stairs – Fixed collision issue – Fixed mesh culling bug on Deadlock – Fixed an out of map issue, exposed by blocking volume on top of elevator. – Removed floating geo on Deadlock – Numerous small bug fixes DECAY – Added separate stream for LMS so we can make LMS specific changes distinct from the core map – Removed Zombie Studios logo in “Decay” – Rebaked lighting on Decay – Removing “Block Zero Extent” trace checks on triggers so they won’t be considered for collision checks – Numerous small bug fixes EVAC – Added separate stream for LMS so we can make LMS specific changes distinct from the core map – Navmesh cleanup to help AI path more correctly – Numerous small bug fixes – Added EVAC to PS4 HEAVY METAL – Added separate stream for LMS so we can make LMS specific changes distinct from the core map – Fixed a bot stuck spot – Allowed shooting through a chainlink fence – Fixed map bug where a wall was mistakenly lowered – Numerous small bug fixes HELODECK – Added separate stream for LMS so we can make LMS specific changes distinct from the core map – Numerous small bug fixes METRO – Added separate stream for LMS so we can make LMS specific changes distinct from the core map – Navmesh cleanup to help AI path more correctly – fixed out-of-map bug in Metro – removing “Block Zero Extent” trace checks on triggers so they are not used for collision checks – Numerous small bug fixes PILEDRIVER – Added separate stream for LMS so we can make LMS specific changes distinct from the core map – removed streams from persistent – fixed collision issues reported by Zero Armada – Numerous small bug fixes RIG – Added new Map “Rig” SAFEHOLD – Fixed bushes in Safehold blocking bullets (disabled per poly collision on leaf foliage material) – Fixed bad collision (would catch you when going up stairs) in Seaport. – Added separate stream for LMS so we can make LMS specific changes distinct from the core map – Navmesh cleanup to help AI path more correctly – Fixed an out of world map bug – Put a vehicle blocking volume in the tunnel to prevent hardsuits from driving down there – Fixed invisible collision (added back meshes where there were none – but there was collision) – Numerous small bug fixes SEAPORT – Fixed bushes in Safehold blocking bullets (disabled per poly collision on leaf foliage material) – Fixed bad collision (would catch you when going up stairs) in Seaport. – Added separate stream for LMS so we can make LMS specific changes distinct from the core map – Fixed get out of world bug. Rebuilt paths/lighting on production – Numerous small bug fixes TRENCH – Made some aesthetic adjustments to Trench generator. – Fixed collision on pillars – Added separate stream for LMS so we can make LMS specific changes distinct from the core map – Added blocking volume to a door with missing collision – Updated color coding the level a bit more to provide more awareness. I was getting lost when working on it. – Turned off shadow casting on sand piles to save on performance – Fixed a depot and area of the map not being properly lit. – Fixed a light map seam on some pipe meshes by rebuliding light map UVs. – Fixed bug where sand piles blocked collision – Numerous small bug fixes VERTIGO – Added separate stream for LMS so we can make LMS specific changes distinct from the core map – Fixed a spot where players could get to a place they shouldnt – Navmesh cleanup to help AI path more correctly – Fixed a vertigo issue that allowed players to bounce into the skiy. – Fixed some wonky collision as well as an out of map bug. – Numerous small bug fixes VORTEX – Added Vortext to PS4 – Added separate stream for LMS so we can make LMS specific changes distinct from the core map – Added collision to some pipes missing it – Reduced bright light on Vortex for end of match hero pose – Numerous small bug fixes CONTENT GAME CHANGES – Removed Datanodes – Fix for infinite searches due to timed out pings not being treated as the same IP as the original request – Improved retries for logins if the connection is having trouble – Fixing process hang on shutdown – Fix clan list updating improperly when new members join clan – Updated private matches to support console and PC functionality – Fix for PC playlists – Presence server now reconnects if it fails to log in – Prevent user name overriding for steam users – Updated Arc SDK – Removed other stam related twitch mods since stam is gone – Fix DX11 shadows and shader linking errors – Unified content cooking so PC and console are identical – Additional logging for playtests to help find problems more quickly – Including substance redux packed textures so the download size will be much smaller – Add warnings when we can’t resolve a DNS address – Potential fix for server filter list showing too many filters – Fix engine config not saving after changing video settings so settings will not get lost – Moved several functions out of unreal script into C++ for better performance – Localization Tool Work – Added supported for AND / OR string searching – Adding some more mission support – Fixed playlist hitch – Added a new Gold default item set – Added gold item icons – Created Titles for premade conversion for the compensation in the parity patch. ) – Changed package settings so bots can spawn on pc – Fixed Dataluxe Tactical chest piece as it was incorrectly labeled – Changed Blacklight Prime Membership to Blacklight Prime. Changed Blacklight Prime Member to Blacklight Prime Owner. Membership implied subscription fee, there is none. – Added GOLD icons to appropriate packages – Fixed shrinking Depot icons issue to make initial selection more consistant – Added depot navigation callout – Removed the jump penalizer from the flamethrower… It no longer costs stamina to jump with the flamethrower. – FOV now locks against y-axis which causes a more movie-like effect on screen-loss when changing aspect ratios. – Zooming mechanics largely kept the same with target FOV’s – Camera mechanics changed to be based on a slider – TargetFOV is still a thing and is based on assumed default of 90 FOV – Increased FOV range to [60, 150] – Tweaked closed scope mesh positions to move slightly based on FOV to remove seeing beyond edges at high FOV’s. – Fixed position of preview meshes in YFOV – Adding content to game to support various awards. Still more to come so stay tuned! – Made it so the hacking minigame now can be closed with RMB – Fixed the camera jittering due to bone location caching – Fixed being able to revive on Headshot Kills – Just tear is out! – Added BugBasher Title – Fixed the level display as 1 when the backend fails – Fixed an issue so that Clans don’t check console or arc – Fixed not seeing clan tags in online matches on PC – Chat is now present on PC in intermission and lobbies – Made it so that after selecting a price the cursor defaults to Accept. (was for console only, now will work if using the controller) – if only 1 option is available it will now be selected automatically and take the player to the Accept Button – Added a new package for ak weapon models and textures – Added a new package for AR weapon models and textures, updating AK weapon package – Added a new package for ar3 weapon models and textures – Fixed clan expansion! – Removed the tops of the rings on the barrel sights – Make private matches start as a standar private match so they shutdown when empty – Updated clan creation icon – Made it so the add clan/friend button not animate when highlighted – Fixed FOV for certain Third Person views – Added HSL emblems, Emblems for Bots are a fixed color, Player Emblems are customizable – Fixed Katana charge sounds, they now end when they should – Fixed HUD chat – Removed automatically showing the scoreboard at the end of rounds. – I hate my life… build issues – [PS4] Changed matchmaking to use only two regions “Your Own” and “Worldwide” – Fixed incorrect team colors in billboards after team switches – Fixed player weapon floating around while inside a hardsuit – Don’t hate me for config arrays! It’s how it was previously written! ) – if(equipped.is(‘spoon’)) unequip(); // There is no spoon – DM matches are shuffled again – Fixed playlist cycling. – Fixed random shuffling not being consistant – Fixed dedicated servers not showing clan tags on Player Lists – Animated the hsl emblem, isolated the bot emblem – Moved loadout swapper to the left side of the screen – Loadout swapper now scrolls with mouse wheel, arrow keys, and W/S keys – Added an input guard to prevent spamming of the W/S keys on death to try to counter accidental loadout changes – Fixed practice match bots starting at 1 instead of 9 – Fixed an issue with the camo list thinking everything was consumable – Fixed MotionBlur and Letterbox. – Fixed player names having incorrect colors after team swaps in LTS – Fixed an issue showing incorrect max players for servers in server browser – Fixed icons for gear items being incorrect in the armory if you equip a non-wieldable gear item (such as protection gear) – Fixed an issue with the Mission Timer – Added better mission support, now displays time remaining and has the ability to trash expired missions. – Will hide missions that have been completed and redeemed, storing them until they expire and can be trashed – Fixed taunts going to the wrong index after equipping them – Added Parity Emblem – Drought Survivor, Parity Title – SURVIVOR OF THE DROUGHT, Parity Helmet – Helm of the Drought, Parity Weapon Skin – The Droughtbreaker – Fixed offset iron sights. – Added a new dialog box for announcements – Fixed game modes to add TDM – Fixed an issue where trashing missions caused a softlock – Fixed an issue where the dialog box displayed as ‘undefined’ when buying elemental ammo – Added Veteran helmet – Added skinned weapons packages – Added new Veteran Helmet and reciever. – Added updated weapons skin packages – Added a new profile setting for vehicle FOV’s – Loading screens on map loads are now re-enabled for all platforms – Fixed the expired flag in the missions list – Added updated icons – Fixed idle kicking not working for players in round-based game modes – Updated Veteran Weapon skin – Updated primary skins, updated LOC to remove errors – Added AR Vet skin – Fixed heal injector bugs so that personal and player heals are onb the same timer – Fixed incorrect animations being used when picking up your thrown tomahawk without the detonator actually equipped – Added the Golden Grenade and Golden Knife – Depot can now purchase items using number keys – Fixed weapon skins for LMG – Updated the PC splash image – Updated AR weapon skins with a new barrel – Updated AR3 weapon with new barrel, updating AR, AR3 icons – Updated SMG 3rd person mesh and icons – Increased engine pool sizes for Audio – Fixed an issue that did not allow shooting through a chainlink fence – Fixed localization issues on the PS4 where the sensitivities of the controller did not say “gamepad” – Removed stamina stats from Lower Body armor – Made it so default gamepad sensitivity settings were not suck – Updated FP muzzle brake effect so it doesn’t appear to float – Added volk34r helmet packages and icons – Created clean concrete material for Gun Range – Added Volk34r Elite helmet – Fixed dedicated server custom playlists – Fixed spectator prompt/chat overlay on PC – Fixed depot issue with mouse cursor – Added being able to sort private match names – Added BCL weapon tag mesh and textures. (Because the other one got nuked somehow) – Updated filtered words. – Fixed the control bindings to highlight with the mouse – Changed MARKETPLACE to SPECIAL OFFERS – Added packages for MLG helmet variants – Hid the reticle and crosshair when initiating a thrid person taunt – Fixed map sorting in practice settings – Changed ZEN to Zcoin – Fixed default values button in settings menu in Spanish – Fixed SARK barrel icons – Fixed a bunch of missing loc strings for emblems – Fixed Spanish localization. – Added close tab on splash screen – Added support for alt bindings back on PC – Player pawns now rotate twice as fast resulting in less-noticeable running in the wrong direction when turing the camera fast – Adding Weapon skins to PC – Fixed an issue so that new helmets are now consistent across platforms – Fixed ZCoin from Zen again. this time without getting rid of all caps. – Removed the all caps names for bundles – Updated ice axe gear mesh to only use one material – Changed fireRate on Tactical Spoon to 1256 – Changed Damage on Tactical Spoon to 82 – Changed baseRecoil on Tactical Spoon to 0.0 – Changed recoilVectorOffset on Tactical Spoon to (x=0.0, y=0.0) – Added misterSpoonBeam behavior to Spoonicorn – misterSpoonBeam does 0 damage but renders target unable to fire or move for 3860 seconds – Added music to misterSpoonBeam – Note have legal verify usage rights with Mr. Astley’s management team – Finished receiver cleanup – Hostability checks now run on main menu – Added icon for Supporter Title animated icons for permanent cp/gp/xp boosts – Game invites re-implemented for PC +いつかの NEW CONTENT 荒廃した大都市の中庭で戦え! ドロップゾーンマップ - この台無し大都市中庭の制御のための戦いの敵を! バリケードMK.2 - この新シールドは、視認性を備えておりシールドで打撃攻撃をした際、敵をスタンさせますが地面に設置できません クロークMK.2 - このクロークは制限時間がありますが、IRスコープから視認されなくなる IR保護ギア - 装備したとき、IRスコープから視認されなくなる ソニックトマホーク -このトマホークは爆発こそしませんが、高い攻撃力と鋭さを持ちます。 レベルキャップが50に引き上げられました!新しい報酬はレベル45とレベル50に到達したエージェントに報酬があります。 BALANCE CHANGES BFRの基本ダメージが55から50に低下 コンバットライフルの移動時拡散率は、3.00から3.66に増加されました。 コンバットライフルの反動は11.33から8.23に減少しました。 スタン手裏剣の非直撃時スタン持続時間は60%削減されています。 爆発トマホーク用*ダメージフォールオフ半径を半分に短縮されました。 移動時拡散率とスコープイン時間は、武器に装着されたパーツの重量の影響を受ける。マガジンの重さも加味される HRVジャマー(背面装備?手持ち装備?どっちだろう・・・)がキャンセルされることはもはやありません リペアツールはそタレットとバリケードを修復したとき耐久性を2倍に増加させることができます。 HRVジャマーはS+Dモードにおいて、その半径を味方プレーヤーから青のリングで表示されます。 スタミナが体力200未満の装備になると増加するようになりました。増加範囲は最大150で+5秒〜190で1秒の範囲である。 体力237.5とヒーローの体力237は238に切り上げます。 試合終了後プレイヤーは、直前の試合から自分のスコアに基づいてチームに並べ替えられています。 BUG FIXES 密着状態での近接攻撃でバリケードを貫通して攻撃できた不具合を修正 Going into Spectate mode while holding a flag or bomb will no longer prevent other players from interacting with it.(観戦モード時にフラググレネードの類の起爆が干渉しないように修正???) 梯子に登るときのアニメーション範囲を減少 Vertigoにてエリア外に出る不具合を修正 OffShoreにてエリア外に出る不具合を修正 0GPのアイテムを購入した際にGPの表示が0になる不具合を修正 デポ禁止のルールが適用されたS+Dモードにて爆弾の設置ポイントを修正 同じ手持ちギアを2つ装備できるバグを修正 OSモードにて壁の外でゾンビがリスポーンする不具合を修正 Zenを課金する際に新しいブラウザで開くように修正 BARのエンブレムを使用した際の問題を修正 パッチによる不具合はおって掲示します [This is Tekky] -パンクバスターにて多くのプレイヤーに不具合が出ているようです。サポートに
https://w.atwiki.jp/touhoukashi/pages/3780.html
【登録タグ M メイガスナイト 吉河順央 曲 東方マヨヒガTV~博麗神社☆プロデュース~ 荒木敬一郎 feat.吉河順央】 【注意】 現在、このページはJavaScriptの利用が一時制限されています。この表示状態ではトラック情報が正しく表示されません。 この問題は、以下のいずれかが原因となっています。 ページがAMP表示となっている ウィキ内検索からページを表示している これを解決するには、こちらをクリックし、ページを通常表示にしてください。 /** General styling **/ @font-face { font-family Noto Sans JP ; font-display swap; font-style normal; font-weight 350; src url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/10/NotoSansCJKjp-DemiLight.woff2) format( woff2 ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/9/NotoSansCJKjp-DemiLight.woff) format( woff ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/8/NotoSansCJKjp-DemiLight.ttf) format( truetype ); } @font-face { font-family Noto Sans JP ; font-display swap; font-style normal; font-weight bold; src url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/13/NotoSansCJKjp-Medium.woff2) format( woff2 ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/12/NotoSansCJKjp-Medium.woff) format( woff ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/11/NotoSansCJKjp-Medium.ttf) format( truetype ); } rt { font-family Arial, Verdana, Helvetica, sans-serif; } /** Main table styling **/ #trackinfo, #lyrics { font-family Noto Sans JP , sans-serif; font-weight 350; } .track_number { font-family Rockwell; font-weight bold; } .track_number after { content . ; } #track_args, .amp_text { display none; } #trackinfo { position relative; float right; margin 0 0 1em 1em; padding 0.3em; width 320px; border-collapse separate; border-radius 5px; border-spacing 0; background-color #F9F9F9; font-size 90%; line-height 1.4em; } #trackinfo th { white-space nowrap; } #trackinfo th, #trackinfo td { border none !important; } #trackinfo thead th { background-color #D8D8D8; box-shadow 0 -3px #F9F9F9 inset; padding 4px 2.5em 7px; white-space normal; font-size 120%; text-align center; } .trackrow { background-color #F0F0F0; box-shadow 0 2px #F9F9F9 inset, 0 -2px #F9F9F9 inset; } #trackinfo td ul { margin 0; padding 0; list-style none; } #trackinfo li { line-height 16px; } #trackinfo li nth-of-type(n+2) { margin-top 6px; } #trackinfo dl { margin 0; } #trackinfo dt { font-size small; font-weight bold; } #trackinfo dd { margin-left 1.2em; } #trackinfo dd + dt { margin-top .5em; } #trackinfo_help { position absolute; top 3px; right 8px; font-size 80%; } /** Media styling **/ #trackinfo .media th { background-color #D8D8D8; padding 4px 0; font-size 95%; text-align center; } .media td { padding 0 2px; } .media iframe nth-of-type(n+2) { margin-top 0.3em; } .youtube + .nicovideo, .youtube + .soundcloud, .nicovideo + .soundcloud { margin-top 0.75em; } .media_section { display flex; align-items center; text-align center; } .media_section before, .media_section after { display block; flex-grow 1; content ; height 1px; } .media_section before { margin-right 0.5em; background linear-gradient(-90deg, #888, transparent); } .media_section after { margin-left 0.5em; background linear-gradient(90deg, #888, transparent); } .media_notice { color firebrick; font-size 77.5%; } /** Around track styling **/ .next-track { float right; } /** Infomation styling **/ #trackinfo .info_header th { padding .3em .5em; background-color #D8D8D8; font-size 95%; } #trackinfo .infomation_show_btn_wrapper { float right; font-size 12px; user-select none; } #trackinfo .infomation_show_btn { cursor pointer; } #trackinfo .info_content td { padding 0 0 0 5px; height 0; transition .3s; } #trackinfo .info_content ul { padding 0; margin 0; max-height 0; list-style initial; transition .3s; } #trackinfo .info_content li { opacity 0; visibility hidden; margin 0 0 0 1.5em; transition .3s, opacity .2s; } #trackinfo .info_content.infomation_show td { padding 5px; height 100%; } #trackinfo .info_content.infomation_show ul { padding 5px 0; max-height 50em; } #trackinfo .info_content.infomation_show li { opacity 1; visibility visible; } #trackinfo .info_content.infomation_show li nth-of-type(n+2) { margin-top 10px; } /** Lyrics styling **/ #lyrics { font-size 1.06em; line-height 1.6em; } .not_in_card, .inaudible { display inline; position relative; } .not_in_card { border-bottom dashed 1px #D0D0D0; } .tooltip { display flex; visibility hidden; position absolute; top -42.5px; left 0; width 275px; min-height 20px; max-height 100px; padding 10px; border-radius 5px; background-color #555; align-items center; color #FFF; font-size 85%; line-height 20px; text-align center; white-space nowrap; opacity 0; transition 0.7s; -webkit-user-select none; -moz-user-select none; -ms-user-select none; user-select none; } .inaudible .tooltip { top -68.5px; } span hover + .tooltip { visibility visible; top -47.5px; opacity 0.8; transition 0.3s; } .inaudible span hover + .tooltip { top -73.5px; } .not_in_card span.hide { top -42.5px; opacity 0; transition 0.7s; } .inaudible .img { display inline-block; width 3.45em; height 1.25em; margin-right 4px; margin-bottom -3.5px; margin-left 4px; background-image url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2971/7/Inaudible.png); background-size contain; background-repeat no-repeat; } .not_in_card after, .inaudible .img after { content ; visibility hidden; position absolute; top -8.5px; left 42.5%; border-width 5px; border-style solid; border-color #555 transparent transparent transparent; opacity 0; transition 0.7s; } .not_in_card hover after, .inaudible .img hover after { content ; visibility visible; top -13.5px; left 42.5%; opacity 0.8; transition 0.3s; } .not_in_card after { top -2.5px; left 50%; } .not_in_card hover after { top -7.5px; left 50%; } .not_in_card.hide after { visibility hidden; top -2.5px; opacity 0; transition 0.7s; } /** For mobile device styling **/ .uk-overflow-container { display inline; } #trackinfo.mobile { display table; float none; width 100%; margin auto; margin-bottom 1em; } #trackinfo.mobile th { text-transform none; } #trackinfo.mobile tbody tr not(.media) th { text-align left; background-color unset; } #trackinfo.mobile td { white-space normal; } document.addEventListener( DOMContentLoaded , function() { use strict ; const headers = { title アルバム別曲名 , album アルバム , circle サークル , vocal Vocal , lyric Lyric , chorus Chorus , narrator Narration , rap Rap , voice Voice , whistle Whistle (口笛) , translate Translation (翻訳) , arrange Arrange , artist Artist , bass Bass , cajon Cajon (カホン) , drum Drum , guitar Guitar , keyboard Keyboard , mc MC , mix Mix , piano Piano , sax Sax , strings Strings , synthesizer Synthesizer , trumpet Trumpet , violin Violin , original 原曲 , image_song イメージ曲 }; const rPagename = /(?=^|.*
https://w.atwiki.jp/cohstatsjp/pages/147.html
Weapon Incendiary Grenade Incendiary Grenade Damage 15-10 Fire Aim Time 0-0 Range Max 20 Min 0 L 20 Aim Multiplier L 1 AOE Distance L 6 M 20 M 1 M 1.5 S 15 S 1 S 0.5 Accuracy L 1 Ready Aim Time 0-0 AOE Accuracy L 1 M 1 Post Firing Aim Time 0 M 1 S 1 Post Firing Cooldown 0 S 2 Reload 0-0 AOE Damage L 0.2 1 Reload Multiplier L 1 Penetration L 1 M 0.6 1 M 1 M 1 S 1 1 S 1 S 1 AOE penetration L 1 Cooldown 0-0 Deflection Multiplier 1 M 1 Cooldown Multiplier L 1 Suppression L 0 S 1 M 1 M 0 AOE Suppression L 0.1 0.1 S 1 S 0 M 0.125 0.125 Wind Up 0.9 Nearby Supp. Multiplier 1.5 S 0.15 0.15 Wind Down 1.1 Nearby Supp. Radius 10 Setup Time 0 Vs. Supp. Targets A 1 Fire Cone Angle 60 Burst Duration 0-0 P 1 Tracking Vertical 40--40 Rate of Fire 0-0 D 1 Tracking Horizontal -60-60 Reload Frequency 0-0 S 1.25 Speed Vertical 360 Moving Accuracy 1 Speed Horizontal 360 Moving Burst 1 Scatter Angle 3 Moving Cooldown 1 Scatter Max 3 AA Weapon false Acc. Incremental 1 Scatter Offset 0.2 Attack Ground true Search Radius L 0 Scatter Ratio 0 Projectile incindiary_grenade M 0 FoW Angle Mult. 1.5 S 0 FoW Distance Mult. 1.5 Cover Type Accuracy Damage Suppression Penetration Default 1 1 1 1 Garrison 1 1 0 1 Halftrack 0.1 0.1 0 0.1 Heavy 1 1 1 1 Light 1 1 1 1 Negative 1.5 2 1.25 1 Open 1.25 1 1 1 Smoke 1 1 1 1 Trench 1 0.75 0 1 Water 1 0 0 0 Bunker 1 1 0 1 Emplacement 0.5 1 0.75 1 Target Name Acc Mov Dmg Pen R-Pen Sup Pri Infantry 1 1 1 1 1 1 80 Infantry Airborne 1 1 1 1 1 1 80 Airborne Inflight 1 1 1 1 1 1 50 Infantry Heroic 1 1 1 1 1 0.5 80 Infantry Elite 1 1 1 1 1 1 80 Infantry Sniper 1 1 1 1 1 1 80 Infantry Soldier 1 1 1 1 1 1 80 Bren Carrier 1 1 0.25 1 1 1 50 Motorcycle 1 1 1 0.25 1 1 80 Jeep 1 1 0.25 1 1 1 60 M3 Halftrack 1 1 0.25 1 1 1 60 Greyhound 1 1 0.25 1 1 1 55 Stuart 1 1 0.25 0 1 1 50 Sdkfz 234 Puma 1 1 0.25 1 1 1 55 Sdkfz 251 Halftrack 1 1 0.25 1 1 1 60 Sdkfz 22x 1 1 0.25 1 1 1 50 M10 TD 1 1 0.25 0 1.62 1 50 Sherman 1 1 0.25 0 1.57 1 50 Flak Panzer 1 1 0.25 0 1.8 1 50 Panther 1 1 0.25 0 1 1 50 Panther w/Skirts 1 1 0.25 1 1 1 50 Panzer IV 1 1 0.25 0 1 1 50 Panzer IV w/Skirts 1 1 0.25 1 1 1 50 StuG 1 1 0.25 0 1 1 50 StuG w/Skirts 1 1 0.25 1 1 1 50 Tiger 1 1 0.25 0 1.14 1 50 Churchill 1 1 0.25 0 1 1 50 Cromwell 1 1 0.25 0 1 1 50 Priest 1 1 0.25 0 1 1 50 Pershing 1 1 0.25 0 1 1 50 Marder III 1 1 0.25 0 5 1 50 Hetzer 1 1 0.25 0 1 1 25 Hummel 1 1 0.25 0 3 1 50 Jagdpanther 1 1 0.25 0 1 1 50 Team Weapon 1 1 0.25 1 1 1 5 Howitzer 1 1 0.25 1 1 1 25 Towed Gun 1 1 0.25 1 1 1 25 Flak 88 1 1 0.25 1 1 1 25 P47 Thunderbolt 1 1 1 1 1 1 25 Building Construction 1 1 1.5 3 1 1 25 Building 3 1 1 3 1 1 20 Checkpoint 3 1 0.25 3 1 1 0 Bunker 1 1 0.25 10 1 1 3 CW Emplacement 5 1 0.25 1 1 1 25 CW Emplaced HQ 1 1 1 1 1 1 25 CW Mobile HQ 1 1 1.5 1 1 1 25 Defenses 1 1 0.5 3 1 1 25 Defenses Construction 5 1 5 1 1 1 25 Trench 1 1 1 2 1 1 25 Mine 1 1 1 2 1 1 25 Mine Airdrop 1 1 1.5 2 1 1 40 Detector Radio 1 1 1 1 1 1 10 Bridge 1 1 0.05 0 1 1 25