約 4,115,253 件
https://w.atwiki.jp/keroro00innovator/pages/4863.html
Water Drop Water Drop アーティスト 石原夏織 発売日 2020年8月5日 レーベル ポニーキャニオン デイリー最高順位 1位(2020年8月6日) 週間最高順位 5位(2020年8月11日) 月間最高順位 13位(2020年8月) 年間最高順位 92位(2020年) 初動売上 5944 累計売上 6583 収録内容 曲名 タイアップ 視聴 1 Face to Face 2 フィービー・フィービー 3 Water Front 4 夜とワンダーランド 5 リトルシング 6 Crispy love 7 キミしきる 8 Diorama-Drama 9 TEMPEST 魔王様、リトライ! OP 10 SUMMER DROP 11 Page Flip ランキング 週 月日 順位 変動 週/月間枚数 累計枚数 1 8/11 5 新 5944 5944 2 8/18 10 ↓ 483 6427 3 8/25 ↓ 156 6583 2020年8月 13 新 6583 6583 関連CD TEMPEST Face to Face
https://w.atwiki.jp/sampleisbest/pages/237.html
開発環境 Microsoft Visual C# 2010 Express (SP1) 実行環境 Microsoft Windows XP Home Edition (SP3) プロジェクトの種類 空のプロジェクト プロジェクト名 Quaternion 参考 航法(航海)計算#大圏航法 四元数で3次元の回転を計算する方法 (ソースコード付き) Program.cs // Quaternion6 大圏コース逆算 using System; using Microsoft.Xna.Framework; // .NET参照 class Program { static void Main() { float startLatDeg = 35; float startLonDeg = 135; float angleDeg = 53.22f; float distNM = 4863.88f; float startLatRad = MathHelper.ToRadians(startLatDeg); float startLonRad = MathHelper.ToRadians(startLonDeg); float angleRad = MathHelper.ToRadians(angleDeg); float dist = distNM * 1.852f / 20000; Console.WriteLine(string.Format("dist={0 f2}", dist)); // +Z=0 +X=90 float y = (float)Math.Sin(startLatRad); float r = (float)Math.Cos(startLatRad); float z = (float)Math.Cos(startLonRad) * r; float x = (float)Math.Sin(startLonRad) * r; Vector3 axis = new Vector3(x, y, z); // 回転軸 Print(axis); // +Z=0 +X=90 float rad = startLatRad + dist * MathHelper.Pi; y = (float)Math.Sin(rad); r = (float)Math.Cos(rad); z = (float)Math.Cos(startLonRad) * r; x = (float)Math.Sin(startLonRad) * r; Vector3 v = new Vector3(x, y, z); // 回転する座標 Print(v); Quaternion p = new Quaternion(v, 0); Quaternion rot = Quaternion.CreateFromAxisAngle(axis, angleRad); Quaternion q = Quaternion.Conjugate(rot) * p * rot; Console.WriteLine(string.Format("x={0 f2} y={1 f2} z={2 f2} w={3 f2} len={4 f2}", q.X, q.Y, q.Z, q.W, q.Length())); PrintLatLon(q.X, q.Y, q.Z); Console.ReadLine(); } static void Print(Vector3 v) { Console.WriteLine(string.Format("x={0 f2} y={1 f2} z={2 f2} len={3 f2}", v.X, v.Y, v.Z, v.Length())); PrintLatLon(v.X, v.Y, v.Z); } static void PrintLatLon(float x, float y, float z) { Console.WriteLine(string.Format("lat={0 f1} lon={1 f1}", MathHelper.ToDegrees((float)Math.Asin(y)), MathHelper.ToDegrees((float)Math.Atan2(x, z)))); } } 出力 dist=0.45 x=0.58 y=0.57 z=-0.58 len=1.00 lat=35.0 lon=135.0 x=-0.31 y=0.90 z=0.31 len=1.00 lat=63.9 lon=-45.0 x=-0.71 y=0.57 z=-0.41 w=0.00 len=1.00 lat=35.0 lon=-120.0 Program.cs // Quaternion6 2.Vector4 ver. using System; using Microsoft.Xna.Framework; // .NET参照 class Program { static void Main() { float startLatDeg = 35; float startLonDeg = 135; float angleDeg = 53.22f; float distNM = 4863.88f; float startLatRad = MathHelper.ToRadians(startLatDeg); float startLonRad = MathHelper.ToRadians(startLonDeg); float angleRad = MathHelper.ToRadians(angleDeg); float dist = distNM * 1.852f / 20000; Console.WriteLine(string.Format("dist={0 f2}", dist)); // +Z=0 +X=90 float y = (float)Math.Sin(startLatRad); float r = (float)Math.Cos(startLatRad); float z = (float)Math.Cos(startLonRad) * r; float x = (float)Math.Sin(startLonRad) * r; Vector3 axis = new Vector3(x, y, z); // 回転軸 Print(axis); // +Z=0 +X=90 float rad = startLatRad + dist * MathHelper.Pi; y = (float)Math.Sin(rad); r = (float)Math.Cos(rad); z = (float)Math.Cos(startLonRad) * r; x = (float)Math.Sin(startLonRad) * r; Vector3 v = new Vector3(x, y, z); // 回転する座標 Print(v); Vector4 p = new Vector4(v, 0); Vector4 rot = CreateFromAxisAngle(axis, angleRad); Vector4 conj = new Vector4(-rot.X, -rot.Y, -rot.Z, rot.W); Vector4 q = MulQ(MulQ(conj, p), rot); Console.WriteLine(string.Format("x={0 f2} y={1 f2} z={2 f2} w={3 f2} len={4 f2}", q.X, q.Y, q.Z, q.W, q.Length())); PrintLatLon(q.X, q.Y, q.Z); Console.ReadLine(); } static Vector4 CreateFromAxisAngle(Vector3 axis, float angle) { // 回転軸の正規化 float norm = axis.Length(); if (norm = 0) return Vector4.Zero; norm = 1 / (float)Math.Sqrt(norm); axis *= norm; angle *= 0.5f; float c = (float)Math.Cos(angle); float s = (float)Math.Sin(angle); Vector4 v = new Vector4(axis * s, c); return v; } static Vector4 MulQ(Vector4 v1, Vector4 v2) { Vector4 v; v.X = (v1.W * v2.X) + (v1.X * v2.W) + (v1.Y * v2.Z) - (v1.Z * v2.Y); v.Y = (v1.W * v2.Y) + (v1.Y * v2.W) + (v1.Z * v2.X) - (v1.X * v2.Z); v.Z = (v1.W * v2.Z) + (v1.Z * v2.W) + (v1.X * v2.Y) - (v1.Y * v2.X); v.W = (v1.W * v2.W) - (v1.X * v2.X) - (v1.Y * v2.Y) - (v1.Z * v2.Z); return v; } static void Print(Vector3 v) { Console.WriteLine(string.Format("x={0 f2} y={1 f2} z={2 f2} len={3 f2}", v.X, v.Y, v.Z, v.Length())); PrintLatLon(v.X, v.Y, v.Z); } static void PrintLatLon(float x, float y, float z) { Console.WriteLine(string.Format("lat={0 f1} lon={1 f1}", MathHelper.ToDegrees((float)Math.Asin(y)), MathHelper.ToDegrees((float)Math.Atan2(x, z)))); } }
https://w.atwiki.jp/vocaloidenglishlyric/pages/917.html
【Tags D Kaito Shinjou-P tD】 Original Music title Draft Romaji music title Draft Music Lyrics written, Voice edited by 新城P (Shinjou-P) Music arranged by 新城P (Shinjou-P) Singer Kaito Click here for the original Japanese Lyrics Romaji lyrics (transliterated by motokokusanagi2009): mado no soto itsumo aru ano omokage ga totsuzen kie te hareru sora taiyōga teru yakusoku no basho de matteru warau koe hibii teta asa nani hitotsu kawara nakatta bokuno hoho nade te yuku kaze naite ita namida ga nagare umaku ie nai warae nai dōshite darō? ah wakara nai nan darō sukima kaze kono aida made soba ni ita hazu kakaeta itami zutto zutto kie nai ītaku te ītaku te kaze ni nagashita niwa ni saku shiawase no hana kaze ni yure kaori tadayou ochi tsuka nai furue teru boku kakushi teru kokoro no dōyō mi nareta michi ima wa totemo omoku mie te hikage ni aru mizu tamari ga utsushita oi tsuzuke tai koware teku ashi ibara michi o tada tada funde iku tsutae tai tsutae tai tachi saru mae ni kaben ni tsutae tai kimochi nose te mita ichimai ga todokeba to negau "kaette kite" [Shinjou-P, ShinjouP, Shinjo-P, ShinjoP]
https://w.atwiki.jp/teamarrowhead/pages/4.html
*R-TYPE Table Strategy とは PSP® (PlayStation® Portable)にて発売中のSFシミュレーション、「R-TYPE TACTICS」「R-TYPE TACTICS II」を元にしたボードゲームです。 同人サークル「Taem Arrow-Head」が作成・更新しています。
https://w.atwiki.jp/dr_twister/pages/48.html
【他動】~を活気づける、愉快にする、陽気にさせる、浮き浮きさせる、~に刺激を与える、活力を与える The dancer exhilarated the audience with her skill. 踊り子は、自らの技量で観客を活気づけた。 【@】イグジラレイト、エグジラレイト、【変化】《動》exhilarates | exhilarating | exhilarated、【分節】ex・hil・a・rate
https://w.atwiki.jp/nicoratch/pages/1089.html
概要 CMD Microは、小型タイプのUSB2.0バスパワー動作DJ・MIDIコントローラです。フェーダーは本格フェーダー45mmを採用しておりプレイヤーの直感的な要求にしっかりと応えます。もちろん主要DJソフトウェアには完全互換でLive、TractorユーザーのPC/DJスタイルにフィットします。さらに、押さえれば曲が止まる・コスリ・早送り巻き戻しや、プラッターの淵に触れる事により、テクニクスターンテーブルのようにテンポ微調整の為のブレーキングまで可能な、自由自在のタッチセンシティブ・プラッタ搭載により、アナログレコード感覚でPCDJを行う事が可能です。USBバスパワーに対応していますので、モバイル環境においても電源の心配をする必要は一切ありません。どうぞ、ご期待ください。 ※現在ベリンガー社のオーディオインターフェース/MIDIコントローラー等に関しましては、USB3.0との互換性が御座いません。ご検討の際はお手持ちのPCを必ずご確認を下さい。 スペック表 機材種別小型タイプUSB DJ・MIDIコントローラー 寸法高さ×幅×奥行き=約(54×381×102)mm 重量約0.8kg JANコード4033653140171 価格 8,618円(新品) CMD MICRO http //www.hotlinemusic.co.jp/products/cmd-micro.html
https://w.atwiki.jp/uo88/pages/101.html
概要 通称 ドレイク slot 2 生息地 Cold Blood Champion, Destard, Daemon Temple, Kirin Passage, Labyrinth, Terathan Keep, Wind 関連生物 ancient wyrm, dragon, greater dragon, serpentine dragon, shadow wyrm, skeletal dragon, skeletal drake, white wyrm, wyvern 名声 5500 カルマ -5500 戦利品 200-300 gold, Lv3 Treasure Map 解体 2 Red or Yellow Dragon Scales, 20 Horned Hides, 10 生のあばら肉(Raw Ribs), 8 Dragon's Blood アビリティ ブレス 特効 爬虫類, ドラゴン テイム可能値 84.3 バード難度 80.6 ステータス ステータス HP スタミナ マナ STR DEX INT 最小 241 133 101 401 133 101 最大 258 152 140 430 152 140 抵抗 抵抗 物 炎 冷 毒 エ 最小 45 50 40 20 30 最大 50 60 50 30 40 ダメージ DMG 物 炎 冷 毒 エ 11-17(xx-xx) 80 20 スキル スキル 格闘 戦術 耐性 解剖学 毒 魔法 評価 瞑想 最小 65.1 65.1 65.1 0 - - - - 最大 80 90 80 0 - - - - その他 食べ物 魚 グループパワー - コメント 名前 コメント
https://w.atwiki.jp/nmrih/pages/30.html
cvarlist "sv_" sv_accelerate 10 , "sv", "nf", "rep" sv_airaccelerate 10 , "sv", "nf", "rep" sv_allow_color_correction 1 , "rep" Allow or disallow clients to use color correction on this server. sv_allow_voice_from_file 1 , "rep" Allow or disallow clients from using voice_inputfromfile on this server. sv_allow_wait_command 1 , "rep" Allow or disallow the wait command on clients connected to this server. sv_allowdownload 1 Allow clients to download files sv_allowupload 1 Allow clients to upload customizations files sv_alltalk 0 , "sv", "nf" Players can hear all other players, no team restrictions sv_alternateticks 0 , "sp" If set, server only simulates entities on even numbered ticks. sv_autosave 1 Set to 1 to autosave game on level transition. Does not affect autosave triggers. sv_backspeed 0 , "a", "sv", "rep" How much to slow down backwards motion sv_barricade_cooldown 0 , "sv", "cheat", "rep" Time after board breaking before barricade point is available again sv_barricade_health 150 , "sv", "cheat", "rep" Health of barricade boards. sv_barricade_opacity 0 , "sv", "cheat", "rep" Opacity of barricade points when visible sv_bash_cost_per_sec 16 , "sv", "cheat", "rep" Cost of stamina per second of bash charge sv_benchmark_autovprofrecord 0 , "sv" If running a benchmark and this is set, it will record a vprof file over the duration of the benchmark with filename benchmark. sv_benchmark_force_start cmd Force start the benchmark. This is only for debugging. It s better to set sv_benchmark to 1 and restart the level. sv_benchmark_numticks 3300 , "sv" If 0, then it only runs the benchmark for this # of ticks. sv_bloody_chance 0 , "sv", "cheat", "rep" Chance of a weapon to be bloodied on each melee attack sv_bonus_challenge 0 , "sv", "rep" Set to values other than 0 to select a bonus map challenge type. sv_bonus_map_challenge_update cmd Updates a bonus map challenge score. sv_bonus_map_complete cmd Completes a bonus map. sv_bonus_map_unlock cmd Locks a bonus map. sv_bounce 0 , "sv", "nf", "rep" Bounce multiplier for when physically simulated objects collide with other objects. sv_cacheencodedents 1 If set to 1, does an optimization to prevent extra SendTable_Encode calls. sv_cheats 0 , "nf", "rep" Allow cheats on server sv_chopper_drop_height 768 , "sv", "cheat", "rep" How high above a drop point the chopper tries to get before dropping its crate sv_chopper_drop_leave_time 2 , "sv", "cheat", "rep" How long the chopper waits after dropping its crate before leaving sv_chopper_drop_wait_time 1 , "sv", "cheat", "rep" How long the chopper waits before dropping its crate sv_chopper_flare_count 6 , "sv", "cheat", "rep" Number of flares that get dropped with a supply crate sv_chopper_flare_life 180 , "sv", "cheat", "rep" Lifetime of flares in seconds sv_clearhinthistory cmd Clear memory of server side hints displayed to the player. sv_client_cmdrate_difference 20 , "rep" cl_cmdrate is moved to within sv_client_cmdrate_difference units of cl_updaterate before it is clamped between sv_mincmdrate an sv_client_max_interp_ratio 5 , "rep" This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). If sv_client_min_ sv_client_min_interp_ratio 1 , "rep" This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). -1 sv_client_predict -1 , "rep" This can be used to force the value of cl_predict for connected clients (only while they are connected). -1 = let clients se sv_clockcorrection_msecs 60 , "sv" The server tries to keep each player s m_nTickBase withing this many msecs of the server absolute tickcount sv_consistency 1 , "rep" Whether the server enforces file consistency for critical files sv_contact 0 , "nf" Contact email for server sysop sv_curelength 180 , "sv", "cheat", "rep" How long pills keep the player cured sv_debug_player_use 0 , "sv", "rep" Visualizes +use logic. Green cross=trace success, Red cross=trace too far, Green box=radius success sv_debugmanualmode 0 Make sure entities correctly report whether or not their network data has changed. sv_debugtempentities 0 Show temp entity bandwidth usage. sv_default_door_health 500 , "sv", "cheat", "rep" Default health for breakable doors sv_deltaprint 0 Print accumulated CalcDelta profiling data (only if sv_deltatime is on) sv_deltatime 0 Enable profiling of CalcDelta calls sv_downloadurl 0 , "rep" Location from which clients can download missing files sv_duck_speed_frac 0 , "sv", "cheat", "rep" Fraction of movement speed while ducking sv_enableoldqueries 0 Enable support for old style (HL1) server queries sv_extract_pause 3 , "sv", "cheat", "rep" Time after getting extracted that a player is frozen. sv_extract_previewtime 12 , "sv", "rep" Time the extract cam is active. sv_filterban 1 Set packet filtering by IP mode sv_footsteps 1 , "sv", "nf", "rep" Play footstep sound for players sv_force_transmit_ents 0 , "sv", "cheat" Will transmit all entities to client, regardless of PVS conditions (will still skip based on transmit flags, however). sv_forcepreload 0 , "a" Force server side preloading. sv_free_knowedge_duration 6 , "sv", "cheat", "rep" Time after a zombie spawns that it has free knowledge. sv_friction 4 , "sv", "nf", "rep" World friction. sv_friendly_fire_factor 0 , "sv", "rep" Damage factor of friendly fire. sv_gravity 800 , "sv", "nf", "rep" World gravity. sv_gren_damage_mult 4 , "sv", "cheat", "rep" Damage multiplier on grenade (does not affect radius) sv_harcore_survival 0 , "sv", "rep" Enables or disables survival hardcore mode sv_health_station_heal_per_tick 1 , "sv", "rep" Amount healed by health station per second sv_health_station_health 200 , "sv", "rep" Amount of health that a health station spawns with sv_health_station_opacity 0 , "sv", "rep" Opacity of unused health station sv_idle_autokick_enabled 1 , "sv", "rep" Enable autokicking idle players. sv_idle_autokick_time 120 , "sv", "rep" Time a player can be idle before auto kicked from the server. sv_infect_chance_modifier 0 , "sv", "cheat", "rep" Modifier for infect chance formula sv_infection_chance 1 , "sv", "cheat", "rep" Chance for zombie to infect players per hit. sv_infectionlength 90 , "sv", "cheat", "rep" Length of time it takes for infection to kill a target sv_item_throwforce 0 , "sv", "cheat", "rep" Force of thrown objects sv_itembox_single_use 0 , "sv", "rep" Whether or not players can only take one item per box sv_kid_dmg_onehand 8 , "sv", "cheat", "rep" Damage kid zombie does with one handed attacks sv_kid_dmg_twohand 16 , "sv", "cheat", "rep" Damage kid zombie does with two handed attacks sv_kid_health_fraction 0 , "sv", "cheat", "rep" Percent of normal zombie maximum health that runners have. sv_kills_per_token 20 , "sv", "rep" Number of zombie kills per respawn token (extinction mode) sv_kp_canceltype 0 , "cheat", "rep", "cl" 1 = reject instantly; 0 = reject at end of sequence sv_lagflushbonecache 1 , "sv" Flushes entity bone cache on lag compensation sv_lan 0 Server is a lan server ( no heartbeat, no authentication, no non-class C addresses ) sv_log_onefile 0 , "a" Log server information to only one file. sv_logbans 0 , "a" Log server bans in the server logs. sv_logblocks 0 If true when log when a query is blocked (can cause very large log files) sv_logdownloadlist 1 sv_logecho 1 , "a" Echo log information to the console. sv_logfile 1 , "a" Log server information in the log file. sv_logflush 0 , "a" Flush the log file to disk on each write (slow). sv_logsdir 0 , "a" Folder in the game directory where server logs will be stored. sv_maglite_melee_factor 0 , "sv", "cheat", "rep" Factor of melee damage that Maglite does sv_massreport 0 , "sv" sv_master_legacy_mode 1 Use old (outside-of-Steam) code to communicate with master servers. sv_master_share_game_socket 1 Use the game s socket to communicate to the master server. If this is 0, then it will create a socket on -steamport + 1 to comm sv_max_charge_length 3 , "sv", "cheat", "rep" Maximum time attacks can be charged sv_max_queries_sec 3 Maximum queries per second to respond to from a single IP address. sv_max_queries_sec_global 60 Maximum queries per second to respond to from anywhere. sv_max_queries_window 30 Window over which to average queries per second averages. sv_max_runner_chance 0 , "sv", "cheat", "rep" Maximum chance of a runner zombie spawning sv_maxcmdrate 40 , "rep" (If sv_mincmdrate is 0), this sets the maximum value for cl_cmdrate. sv_maxrate 0 , "rep" Max bandwidth rate allowed on server, 0 == unlimited sv_maxreplay 0 Maximum replay time in seconds sv_maxroutable 1260 Server upper bound on net_maxroutable that a client can use. sv_maxspeed 400 , "sv", "nf", "rep" sv_maxunlag 1 , "sv" Maximum lag compensation in seconds sv_maxupdaterate 60 , "rep" Maximum updates per second that the server will allow sv_maxvelocity 3500 , "sv", "rep" Maximum speed any ballistically moving object is allowed to attain per axis. sv_melee_damage_base 30 , "sv", "cheat", "rep" Melee weapon base damage sv_melee_damage_head 600 , "sv", "cheat", "rep" Melee weapon head damage sv_melee_dmg_per_sec 0 , "sv", "cheat", "rep" Multiple of base melee damage to do per second of charge sv_melee_force_scale 0 , "sv", "cheat", "rep" How much to scale force of melee hits by sv_mincmdrate 0 , "rep" This sets the minimum value for cl_cmdrate. 0 == unlimited. sv_minrate 3500 , "rep" Min bandwidth rate allowed on server, 0 == unlimited sv_minupdaterate 10 , "rep" Minimum updates per second that the server will allow sv_netvisdist 10000 , "sv", "cheat" Test networking visibility distance sv_noclipaccelerate 5 , "a", "sv", "nf", "rep" sv_noclipduringpause 0 , "sv", "cheat", "rep" If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.). sv_noclipspeed 5 , "a", "sv", "nf", "rep" sv_noinvlimit 0 , "sv", "cheat", "rep" Disable inventory weight limit. (Also removes speed reduction) sv_npc_talker_maxdist 1024 , "sv" NPCs over this distance from the player won t attempt to speak. sv_npc_unlag_minfreq 0 , "sv", "cheat" Minimum time between lag track entries for NPCs sv_optimizedmovement 1 , "sv", "rep" sv_parallel_packentities 1 sv_parallel_sendsnapshot 1 sv_password 0 , "nf", "prot", "norecord" Server password for entry into multiplayer games sv_pausable 0 , "nf" Is the server pausable. sv_pickup_masslimit 35 , "sv", "cheat", "rep" sv_pickup_sizelimit 128 , "sv", "cheat", "rep" sv_playerperfhistorycount 20 , "sv" Number of samples to maintain in player perf history sv_postinfection_zombietime 4 , "sv", "cheat", "rep" Time after death until an infected zombie is spawned sv_postround_time 10 , "sv", "rep" Time after round win/loss before reset. sv_practice_mode 0 , "sv", "cheat", "rep" Practice mode. sv_practice_transtime 45 , "sv", "rep" Transition time for ending practice mode. sv_precacheinfo cmd Show precache info. sv_preround_freezetime 5 , "sv", "rep" Freeze time before each round. sv_pure cmd Show user data. sv_pure_kick_clients 1 If set to 1, the server will kick clients with mismatching files. Otherwise, it will issue a warning to the client. sv_pure_trace 0 If set to 1, the server will print a message whenever a client is verifying a CRC for a file. sv_pushaway_clientside 0 , "sv", "rep" Clientside physics push away (0=off, 1=only localplayer, 1=all players) sv_pushaway_clientside_size 15 , "sv", "rep" Minimum size of pushback objects sv_pushaway_force 30000 , "sv", "rep" How hard physics objects are pushed away from the players on the server. sv_pushaway_max_force 1000 , "sv", "rep" Maximum amount of force applied to physics objects by players. sv_pushaway_max_player_force 10000 , "sv", "cheat", "rep" Maximum of how hard the player is pushed away from physics objects. sv_pushaway_min_player_speed 75 , "sv", "rep" If a player is moving slower than this, don t push away physics objects (enables ducking behind things). sv_pushaway_player_force 200000 , "sv", "cheat", "rep" How hard the player is pushed away from physics objects (falls off with inverse square of distance). sv_pvsskipanimation 1 , "a", "sv" Skips SetupBones when npc s are outside the PVS sv_quickattack_limit 0 , "sv", "cheat", "rep" Time for mouse to be held down and still considered quick attack. sv_rare_tool_chance 0 , "sv", "rep" Chance for item boxes to spawn rare tools (flare gun, extinguisher, welder) sv_rare_weapon_chance 0 , "sv", "rep" Chance for item boxes to spawn rare weapons (chainsaw) sv_rcon_banpenalty 0 Number of minutes to ban users who fail rcon authentication sv_rcon_log 1 Enable/disable rcon logging. sv_rcon_maxfailures 10 Max number of times a user can fail rcon authentication before being banned sv_rcon_minfailures 5 Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned sv_rcon_minfailuretime 30 Number of seconds to track failed rcon authentications sv_realism 0 , "sv", "rep" Enables/disables realism mode. Headshots will be instant kills and all other areas of the body will take no damage. sv_region -1 The region of the world to report this server in. sv_resupplytime 60 , "sv", "nf", "rep" Length of resupply wave, in seconds sv_rollangle 0 , "sv", "nf", "rep" Max view roll angle sv_rollspeed 200 , "sv", "nf", "rep" sv_roundlag_time 10 , "sv", "rep" Wait time between rounds. sv_runner_dmg_onehand 20 , "sv", "cheat", "rep" Damage runner zombie does with one handed attacks sv_runner_dmg_twohand 40 , "sv", "cheat", "rep" Damage runner zombie does with two handed attacks sv_runner_health_fraction 0 , "sv", "cheat", "rep" Percent of normal zombie maximum health that runners have. sv_safezone_counter_per_player_sec 1 , "sv", "cheat", "rep" Amount of HP drain each player counters per second. sv_safezone_drain_per_zombie_per_sec 0 , "sv", "cheat", "rep" Amount of HP safe zones lose per second per zombie occupying. sv_safezone_empty_drain_per_sec 0 , "sv", "cheat", "rep" Amount of HP safe zones lose per second with no players. sv_safezone_empty_drain_time 10 , "sv", "cheat", "rep" Time a safe zone is empty before it starts draining sv_safezone_heal_amt 10 , "sv", "rep" Amount safe zone heals at once sv_safezone_health 100 , "sv", "cheat", "rep" Maximum HP of safe zones. sv_safezone_max_drain_per_sec 2 , "sv", "cheat", "rep" Maximum amount of HP safe zones can lose per second from zombie occupancy. sv_safezone_reactivate_health 25 , "sv", "cheat", "rep" Amount of HP safe zones reactivate with. sv_shove_cost 20 , "sv", "cheat", "rep" Stamina cost of shove sv_showanimstate -1 , "sv", "cheat" Show the (server) animation state for the specified entity (-1 for none). sv_showanimstate_log 0 , "sv", "cheat" 1 to output sv_showanimstate to Msg(). 2 to store in AnimStateServer.log. 3 for both. sv_showhitboxes -1 , "sv", "cheat" Send server-side hitboxes for specified entity to client (NOTE this uses lots of bandwidth, use on listen server only). sv_showimpacts 0 , "sv", "rep" Shows client (red) and server (blue) bullet impact point sv_showladders 0 , "sv" Show bbox and dismount points for all ladders (must be set before level load.) sv_showlagcompensation 0 , "sv", "cheat" Show lag compensated hitboxes whenever a player is lag compensated. sv_sks_melee_headshot_multiplier 5 , "sv", "cheat", "rep" Max Multiplier on SKS melee damage sv_sks_melee_multiplier_max 12 , "sv", "cheat", "rep" Max Multiplier on SKS melee damage sv_sks_melee_multiplier_min 5 , "sv", "cheat", "rep" Min Multiplier on SKS melee damage sv_skyname 0 , "a", "sv", "rep" Current name of the skybox texture sv_sniper_zoom 30 , "sv", "cheat", "rep" FoV zoom for sniper rifles sv_soundemitter_flush cmd Flushes the sounds.txt system (server only) sv_soundemitter_trace 0 , "sv", "rep" Show all EmitSound calls including their symbolic name and the actual wave file they resolved to sv_spawn_density 2 , "sv", "cheat", "rep" Multiplier For Zombie Spawn Zones without specific maximums sv_spawn_grace 120 , "sv", "rep" Time after a round starts in which players are allowed to spawn sv_spawn_grace_objectivecount 2 , "sv", "rep" Number of objectives completed after which players cannot respawn. sv_spawn_regen_target 1 , "sv", "cheat", "rep" Multiplier for adjusting the target percentage of live zombies to keep while being killed off. sv_specaccelerate 5 , "a", "sv", "nf", "rep" sv_specnoclip 1 , "a", "sv", "nf", "rep" sv_specspeed 3 , "a", "sv", "nf", "rep" sv_sprint_penalty 15 , "sv", "cheat", "rep" Initial stamina penalty when sprinting. sv_stam_drainrate 3 , "sv", "cheat", "rep" Amount of stamina drained per second while running sv_stam_jumpcost 0 , "sv", "cheat", "rep" Stamina cost for a jump sv_stam_min_move_pct 0 , "sv", "cheat", "rep" Fraction of movement speed when zero stamina sv_stam_min_sprint_pct 0 , "sv", "cheat", "rep" Fraction of sprinting speed when zero stamina sv_stam_regen_crouch 10 , "sv", "cheat", "rep" Stamina regained per second while crouched sv_stam_regen_idle 20 , "sv", "cheat", "rep" Stamina regained per second while idle sv_stam_regen_moving 5 , "sv", "cheat", "rep" Stamina regained per second while moving sv_stam_regen_sprint 0 , "sv", "cheat", "rep" Stamina regained per second while sprinting sv_stats 1 Collect CPU usage stats sv_stepsize 18 , "sv", "nf", "rep" sv_stickysprint_default 0 , "cl" sv_stopspeed 100 , "sv", "nf", "rep" Minimum stopping speed when on ground. sv_strict_notarget 0 , "sv" If set, notarget will cause entities to never think they are in the pvs sv_supply_use_time 3 , "sv", "rep" Time a supply station must be used before a piece is given. sv_suppress_viewpunch 0 , "sv", "cheat", "rep" sv_tags 0 , "nf" Server tags. Used to provide extra information to clients when they re browsing for servers. Separate tags with a comma. sv_test_scripted_sequences 0 , "sv" Tests for scripted sequences that are embedded in the world. Run through your map with this set to check for NPCs falling throu sv_teststepsimulation 1 , "sv" sv_thinktimecheck 0 , "sv" Check for thinktimes all on same timestamp. sv_timeout 65 After this many seconds without a message from a client, the client is dropped sv_turbophysics 0 , "sv", "rep" Turns on turbo physics sv_unlag 1 , "sv" Enables player lag compensation sv_unlag_debug 0 , "sv" sv_unlag_fixstuck 0 , "sv" Disallow backtracking a player for lag compensation if it will cause them to become stuck sv_unlockedchapters 99 , "a" Highest unlocked game chapter. sv_vehicle_autoaim_scale 8 , "sv" sv_visiblemaxplayers -1 Overrides the max players reported to prospective clients sv_voice_cooldown 3 , "sv", "rep" Voice command cooldown (seconds). sv_voicecodec 0 Specifies which voice codec DLL to use in a game. Set to the name of the DLL without the extension. sv_voiceenable 1 , "a", "nf" sv_voteban_banlength 30 , "sv", "rep" Time a votebanned player is banned for, in minutes sv_voteban_required_pct 0 , "sv", "rep" Percent of players required to vote yes for kick to pass sv_votekick_required_pct 0 , "sv", "rep" Percent of players required to vote yes for kick to pass sv_votekick_timer 10 , "sv", "rep" Time until a kick / ban vote expires sv_wateraccelerate 10 , "sv", "nf", "rep" sv_waterdist 12 , "sv", "rep" Vertical view fixup when eyes are near water plane. sv_waterfriction 1 , "sv", "nf", "rep" sv_wave_begin_grace 30 , "sv", "cheat", "rep" Time before wave system begins sv_wave_cooldown 15 , "sv", "rep" Cooldown time between waves sv_wave_cycle 10 , "sv", "cheat", "rep" Length of wave cycles for zombie spawning sv_wave_max 0 , "sv", "rep" Maximum wave number sv_wave_skip_count 5 , "sv", "rep" Number of zombies left at which the wave skip timer kicks in sv_wave_skip_time 10 , "sv", "rep" Time after which no zombies are killed that the wave system skips to the next wave sv_wave_spawn_per_think 35 , "sv", "rep" Number of zombies spawned per think (when spawning) sv_wave_spawn_think_rate 6 , "sv", "rep" How often the wave controller thinks when spawning sv_zombie_ambush_dist 16000 , "sv", "cheat", "rep" Distance for a zombie to consider ambushing a player sv_zombie_base_pitch_max 110 , "sv", "cheat", "rep" Maximum base pitch for zombie noises sv_zombie_base_pitch_min 90 , "sv", "cheat", "rep" Minimum base pitch for zombie noises sv_zombie_bullet_dmg_scale 0 , "sv", "cheat", "rep" Zombies take this factor of bullet damage sv_zombie_burn_time 10 , "sv", "cheat", "rep" If ignited, zombies burn for this long sv_zombie_burn_time_noise 2 , "sv", "cheat", "rep" If ignited, zombies burn for burn_time give or take this much sv_zombie_change_max 5 , "sv", "cheat", "rep" Maximum time for zombie sound pitch to change sv_zombie_change_min 0 , "sv", "cheat", "rep" Minimum time for zombie sound pitch to change sv_zombie_charge_reset_tol 60 , "sv", "cheat", "rep" Distance for player to move from LKP for zombie to consider moved sv_zombie_decay_max 0 , "sv", "cheat", "rep" Maximum zombie grunt sound decay time sv_zombie_decay_min 0 , "sv", "cheat", "rep" Minimum zombie grunt sound decay time sv_zombie_dmg_onehand 15 , "sv", "cheat", "rep" Damage zombie does with one handed attacks sv_zombie_dmg_twohand 30 , "sv", "cheat", "rep" Damage zombie does with two handed attacks sv_zombie_door_dmg 8 , "sv", "cheat", "rep" Damage zombies do to doors per hit. sv_zombie_farthest_phys_obj 480 , "sv", "cheat", "rep" Zombies only consider swatting objects this close to them sv_zombie_flinch_delay 3 , "sv", "cheat", "rep" Zombies ignore damage this many seconds after flinching sv_zombie_grab_cooldown 10 , "sv", "cheat", "rep" How often zombies will try to grab the same player. sv_zombie_health 500 , "sv", "cheat", "rep" Zombie maximum health sv_zombie_heavy_dmg_threshold 250 , "sv", "cheat", "rep" Minimum damage for zombie to consider heavy sv_zombie_max_physobj_mass 60 , "sv", "cheat", "rep" Heaviest a physics object can be for a zombie to swat sv_zombie_moan_freq 1 , "sv", "cheat", "rep" How many zombies can moan at one time sv_zombie_physobj_movetodist 48 , "sv", "cheat", "rep" How close to a physics object zombies try to get before swatting them sv_zombie_physobj_swatdist 80 , "sv", "cheat", "rep" How close to a physics object zombies get before swatting them sv_zombie_player_max_swatdist 1000 , "sv", "cheat", "rep" Zombies will not swat physics objects at players farther away than this sv_zombie_reach 44 , "sv", "cheat", "rep" Zombie attack range / reach distance sv_zombie_sound_decay_time 20 , "sv", "cheat", "rep" Zombies lose interest in sounds after this long sv_zombie_squash_mass 300 , "sv", "cheat", "rep" Minimum mass that will squish a zombie sv_zombie_step_freq 4 , "sv", "cheat", "rep" How many footstep sounds to play at once sv_zombie_swat_delay 5 , "sv", "cheat", "rep" How long between zombie physics swat attacks sv_zombie_target_cooldown 5 , "sv", "cheat", "rep" sv_zombie_torso_health 0 , "sv", "cheat", "rep" Factor of maximum health that zombie torsos start with
https://w.atwiki.jp/syndicate_starbreeze/pages/50.html
MILESTONE 6 / EUROCORP NEW YORK, EUROCORP MANHATTAN HQ 5.14.2069/ 09.13 AM EuroCorp Receptionist Welcome back Agent Miles Kilo. CEO Jack Denham's waiting for you. おかえりなさい、エージェント・キロ。CEOのジャック・デナムがお待ちです。 Announcement Agent operations R D department. Have a nice day. エージェント研究開発部です。よい一日を。 Denham Keep it under wraps and get me the data soon as you have it. Alright? 内密にしておくんだ。データは、手に入り次第持って来なさい。いいね? Kilo. Thanks for coming. Walk with me. キロ。よく来てくれた。ちょっと一緒に来てくれ。 Outstanding work at Aspari. The thing with Drawl was a shock. I should have seen that coming - she's been sharing information with Chang for some time. アスパリでは大した働きだった。ドロールの件はショックだったが。 彼女がチャンと情報を共有していたことには気づくべきだったよ。 Now, with him out of the picture and the files wiped we've regained some of the initiative, but we're still vulnerable. 彼がもはや重要な存在でなく、ファイルも末梢された今、我々は再び指導権を得ることが できた。未だ危うい状況ではあるがね。 a EuroCorp Staff Could you sign this, Jack? これにサインしていただけますか? Denham Next time make an appointment. I don't like surprises. 次はアポをとってくれるかな。私はサプライズが好きじゃない。 The market is at a critical juncture and war is brewing between the corporations. マーケットは大きな転換期に差し掛かっているし、企業間では戦争が勃発している。 Cayman-Global's been thumping their chest with this Panama Canal thing and developments in chip technology are at the front-line of the war. ケイマン・グローバル社はこのパナマ運河の一件で自信をつけているし、 チップ技術の発達を巡ってこうした戦争が起こっている。 There's an obvious risk that Drawl is going to defect. Now we can't allow that to happen. But at the same time she's too valuable an asset to terminate. Sam! ドロールが離反してしまうことが問題なのは明白だ。そのようなことは起こってはならない。 しかし彼女は亡くすには惜しい人材なのだよ。サム! Sam Jack! デナムさん! Denham Still waiting for the numbers you promised. Something you're not telling me? 君が持ってくると約束したデータがまだ届いていないが? Sam Sorry, I should have something by the end of the day. すみません。今日中にお伝えします。 Denham Good man. それでいい。 Which brings us to the problem at hand. 問題のタネはすぐ傍にある。 Look at her. Best biotech mind of her generation. Such a shame… 彼女はバイオテックにおける最高の叡智だというのに。残念なことだ... Follow me. ついて来なさい。 Go ahead. Start the procedure. それを済ませて行きなさい。 Now, remember, this is all confidential. Let's keep her guessing. いいか、覚えておくんだ。今日の話はすべて極秘事項だ。彼女に悟られるんじゃないぞ。 Lily, thank God if anyone can fix him up, it's you. リリー!神よ。やはり彼を治せるのは君しかいないな。 Drawl We do science here, Jack. Not miracles. 我々は科学者よ、ジャック。奇跡を起こすわけじゃないわ。 Denham Nothing's more important than my people. Merit's been one of the most royal. Let's get him back to work as soon as possible. 我々に仕える人間がもっとも重要なんだよ。メリットはよく仕えていてくれる。 早急に彼が仕事に戻れるようにしてくれ。 Calico The chip was severely damaged, but the neural connections look healthy. We should be able to get something else in there. チップは激しく損傷していますが、神経接合部は無事なようです。 他のチップで代用できるでしょう。 Denham Excellent, Calico. 流石だな、キャリコ。 Drawl I'm not so sure. The new chips are much more powerful and these connections are old. どうかしら。新型のチップは強力すぎて、この古いタイプの接合部では… Calico Seizure! 発作だ! Drawl I was afraid of that! これを恐れていたのよ! Kilo, hold him still! キロ、彼を押さえて! Shit. We're loosing time! There. なんてこと…時間がないわ。行くわよ! Trace memory convulsions from de-bugging. It'll damp out. But no more upgrades for him. デバッグによるトレース・メモリーの発作ね。じきに収まるわ。 彼をアップグレードすることはできないけど。 Merit What did you do to me.. 俺に何をしたんだ... Drawl How're you feeling? どんな気分? Merit Like somebody stabbed me in the damn chest… 誰かに胸をブッ刺された感じだ... Drawl He's good to go, Jack. As good as he's gonna be. 彼を連れて行ってもいいわよ、ジャック。もう大丈夫だわ。 Denham Thank you, Liliy ありがとう。 Let's get moving. それじゃ行こうか。 Listen, Kilo, I'm going to put together a… Package… To convince doctor Drawl to stay with us. いいか、キロ。私はこれからパッケージをまとめてドロール博士を説得に行く。 But in the meantime we need to keep an eye on her. Make sure she doesn't suddenly decide to try her luck out west. しかしその間も彼女の行動には目を光らせる必要がある。 突然変な気を起こされないようにな。 So you and Merit will be on surveillance duty for a few days. よってキロとメリットには数日の間、調査を行ってもらう。 Merit Guess I'll go brief the set-up team. それじゃセットアップ・チームに声をかけてくるとするか。 Denham Above all, Kilo -- keep Lily out of hostile hands… whatever that entails. いずれにせよだ、キロ。リリーを敵の手に渡してはならん…何があってもだ。 DART6 Receiving EuroCorp upgrade protocol. ユーロコープ・アップグレード・プロトコルを受信中。 Denham I have a lot of confidence in you, Kilo. Once this unfortunate business has been taken care of we're gonna have a little chat about your future. 私は君を本当に信頼しているのだよ、キロ。 このひどいビジネスに片がついたら、君の将来について話をしようじゃないか。 And from where I'm standing, it looks bright. Very bright. 私には見えるよ、君の明るい、本当に明るい未来が。
https://w.atwiki.jp/satoschi/pages/5531.html
Mandar【mdr】 マンダル語 00 Austronesian 01 Malayo-Polynesian 02 South Sulawesi 03 Northern 04 Mandar Latin script【Latn】 Lontara script【Bugi】 《現》living language インドネシア【ID】 言語名別称 alternate names Andian Mandharsche Manjar Nordost-Celebes 方言名 dialect names Balanipa (Napo-Tinambung) Majene Malunda Pamboang Sendana (Cenrana, Tjendana) 表記法 writing Latin script【Latn】 Lontara script【Bugi?】 参考文献 references WEB ISO 639-3 Registration Authority - SIL International LINGUIST List Ethnologue Wikipedia