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https://w.atwiki.jp/suzukigrasstracker/pages/2.html
2021-12-08 15 48 16 (Wed) メニュー 初めての方はこちらからどうぞ^^ GRASS TRACKER諸元 カスタム 流用情報 メンテナンス カスタムバイク一覧 リンク アーカイブ バイクブロス 零カスタム @wiki @wikiご利用ガイド プラグイン紹介 他のサービス 無料ホームページ作成 無料ブログ作成 2ch型掲示板レンタル 無料掲示板レンタル お絵かきレンタル 無料ソーシャルプロフ [429] Client error `POST https //webservices.amazon.co.jp/paapi5/getitems` resulted in a `429 Too Many Requests` response { __type com.amazon.paapi5#TooManyRequestsException , Errors [{ Code TooManyRequests , Message The request was de (truncated...) ここを編集
https://w.atwiki.jp/projecthikky/pages/70.html
今日の課題:Canvasで線を引く (2016/05/07) コード https //paiza.io/projects/2mhkt4TftcuUXTLVaHhquA 実行結果 https //out.paiza.io/projects/2mhkt4TftcuUXTLVaHhquA/output.html !DOCTYPE html html head title HTML5の練習@ヒッキープログラミングスレ /title style type="text/css" body { background-color silver; } canvas { background-color white; } /style /head body h4 線を引く /h4 canvas id="mycanvas" width="640" height="480" /canvas script language="javascript" type="text/javascript" function mydraw() { var canvas = document.getElementById( mycanvas ); var ctx = canvas.getContext( 2d ); ctx.beginPath(); ctx.strokeStyle = red ; ctx.moveTo(100, 100); ctx.lineTo(200, 200); ctx.lineTo(200, 150); ctx.lineTo(250, 150); ctx.stroke(); } mydraw(); /script /body /html bodyタグ内にcanvasタグを設置する canvasタグにidとwidthとheightを設定する canvas = document.getElementById( ~ ) メソッドでcanvasへのアクセスを取得する ctx = canvas.getContext( 2d ) でコンテキスト(canvasを操作するためのインターフェース?)を取得する ctx.beginPath() でコンテキストの使用開始を宣言? ctx.moveTo でカレント座標を設定 追記: beginTo()やclosePath()を呼び出したあとのときだけ座標を設定できる ctx.lineTo でカレント座標から指定座標まで仮の線を引き、指定座標を新たなカレント座標にする ctx.strokeStyle で線の色を指定する、指定方法はスタイルシート(CSS)の色指定方法と同じ ctx.stroke で仮の線に実際に線を引く?
https://w.atwiki.jp/dow2jpmodwiki/pages/28.html
9017745The downside is that this things takes a second to setup or tear down. But trust me it s worth the trouble. 9017746Test really is text, dude. 9017748The downside is that this things takes a second to setup or tear down. But trust me it s worth the trouble. 9017749The Orks have heavy guns. If we use the rocks for cover, we can withstand their fire. 9017750Tarkus is right. Your display will help you take cover units under cover have green or yellow shields above their heads. 9017751The Orks have heavy guns. If we use the rocks for cover, we can withstand their fire. 9017752Tarkus is right. Your display will help you take cover units under cover have green or yellow shields above their heads. 9017753The Orks have heavy guns. If we use the rocks for cover, we can withstand their fire. 9017754Tarkus is right. Your display will help you take cover units under cover have green or yellow shields above their heads. 9017755The Orks have heavy guns. If we use the rocks for cover, we can withstand their fire. 9017756Tarkus is right. Your display will help you take cover units under cover have green or yellow shields above their heads. 9017757The patrol markers are on your display, sargeant. Time to move out. 9017758The patrol markers are on your display, sargeant. Time to move out. 9017759The patrol markers are on your display, sergeant. Time to move out. 9017771Select this item to have your units search it. 9017772Select the Librarian with your units nearby to give him the gemstone. 90177791 9017780Okay, Marine Bonaparte’s flamer will get you through that Ork gate, sergeant. 9017781Select Bonaparte by left-clicking on him. 9017782Because the gate isn’t an enemy structure per se, simply right-clicking on it won’t cause him to attack. 9017783You need to issue an Attack-Move order. 9017784Click the Attack-Move button and then left-click on the gate you want him to burn down. 9017785Excellent. Bonaparte will move within range and then get started. He’ll have the gate down in a fgew moments. 9017786I’m picking up an Ork gunner in a structure near you, sergeant. 9017787He’ll be hard to kill since the structure is giving him cover. 9017788Thankfully, Bonaparte’s heavy bolter has better range than the Ork’s primitive gun. 9017789Just place Bonaparte outside the Ork’s range and have him attack. His bolter fire will wear that greenskin down. 9017802Some more data 9017825Health Pack 9017826Click to heal all your units. 9017827+ %1HP 9017828+500 9017838+1000 9018278Welcome to Elsmere, sergeant. 9018279Looks like you’ve landed south of the Firebase. 9018280No need to worry, though. I’ve marked the path to the base on your display. 9018281Careful, Sergeant. 9018282I m picking up feral Orks up ahead. 9018283Oy! A humie! 9018284Get ’im boyz! 9018285Well done, Sergeant. 9018286I guess caution is for lesser men. 9018287You must be the new blood. 9018288I see the local Orks already said hello. 9018289Waaagh! 9018290Behind you! 9018291They re not very smart, but they are determined. 9018292I’m Tarkus. Commander Thule asked me to meet you at the gate. 9018293Looks like you’ve taken some punishment. Let’s get you to the Apothecary. 9018294He can patch up those wounds before we see the commander. 9018303Now that you’re not so banged up, follow me and we’ll meet Commander Thule. 9018305You got it, sir. 9018306Let s do this, boys! 9018307Reporting as ordered, Commander. 9018308Great to have you on board, sergeant. We can use all the marines we can get right now. 9018309We’re in the middle of a full-fledged crisis, so I’m going to have to put you straight into the field. 9018310Tarkus here will be your second in command. We’ll assign you more marines as they become available. 9018311Hmm? 9018312Tarkus is a veteran, but he will still look to you for orders. He’s also one of my best marines, so take good care of him. 9018313His death on this mission would be unacceptable. 9018314Report to Chaplain Mikelus for your orders. 9018320There! We can use that trench for cover. 9018321An Ork barricade. I don’t think they want us coming this way. 9018323Sergeant, the Firebase is sending a heavy weapons specialist to deal with that barrier. 9018324ETA is less than a minute. 9018326Less talk; more burn, Bonaparte. 9018327We need to get this gate down. 9018330Alright. Let’s see what these Orks are so eager to protect. 9018331Gork! Gork! Gork! 9018332Some kind of ceremony… 9018336Bonaparte, Commander Thule wants to see you back at the base. 9018337Sergeant, we also need you to head back to the base. 9018338Chaplain Mikelus will have further orders when you arrive. 9018339It never ends. 9018340As soon as we clear one gang out, another sprouts up. 9018341Sergeant, I’m picking up a heavy concentration of Orks near your position. 9018342They need to be dealt with. 9018343If we get their attention, we can draw them right into the Firebase’s turrets. 9018347It’s on our heads if the greenskins have sullied that place… 9018352Ork tracks. They must be patrolling up this road. 9018354The Orks are entrenched in the ruins. 9018355A frontal assault’ll put us right into their guns. 9018356We should flank them. Another entrance could be less defended. 9018358Dead Marines is more like it. But it’s your call, sergeant. 9018359Alright. Let s clear out these Orks 9018360Sergeant there’s an Ork entrenched in a structure up ahead. Be careful. 9018363Sergeant, you’d better secure that stockpile. 9018364Frag grenades. These should come in handy. 9018365We’ve got a corpse here, sergeant. 9018366An Eldar. What the hell are they doing here? 9018367Whatever it is, it doesn t bode well for us. They re tricksters and murderers to a one. 9018368Sergeant, Anteus at the Firebase is a scholar. 9018369He might be able to make sense of this. 9018370I’ve run some scans and there’s a quicker passage back to the base. 9018371I’m marking a few points on your display. 9018374I’m picking up a priority message. Relaying now. 9018377In the town hall. I can’t hold it alone, though. 9018385Status report. 9018386I spied three more waves of xenos coming down the hills towards us. 9018387I ll snipe them from the hill, but the town hall is your best firing position. 9018388Flamers! I’ll take them out before they burn you down! 9018389Missile units! I’m on them! You deal with the rest! 9018390Taking out those heavy weapons! 9018393Actually, Sergeant, we’ve got some intel you’ll want to see for yourself. 9018394Hold position. I’m sending down a Thunderhawk for extraction. 9018475Let’s see if we can get you back into top shape. 9018477Let me know as soon as they’re secure. 9018478Entirely unacceptable. 9018480You men can take a quick rest. Additional troops are on the way to reinforce the town. 9018528We found this gem on the corpse. 9018532The alien had this gem on him. Let s get it to Anteus. 9018830Indigenous Building 9018893Indigenous Building 9019500Patrol End Point 9019624Kill the Ork Boss 9019625Find and kill the marauding Ork Mekboy. 9019745Corpse 9019746The corpse of an Eldar 9020147This is my speech. 9020499Idiots. So long as I stand my men are fearless! 9020500To war, brothers. You cannot fall with a Reclusiarch at your side. 9020501The Commander is dead! How could this happen? 9020508Withdraw! We need to regroup! 9020597You dare presume you can defeat a devout of the Emporer? 9020598You dare presume you can defeat a devout of the Emporer? 9020599You dare presume you can defeat a devout of the Emporer? 9020600You will take my place in the afterlife, heretic. 9020601Rest in pease at last, brother. Fall back, withdraw!. 9020602Rest in pease at last, brother. Fall back, withdraw!. 9020743By the Emperor 9020744Rest in peace, brother - you have served the Emporer well… Fall back! 9020747Brothers, the enemy approaches - form up and maintain the line! 9020783%1player_killer_name% killed %1player_victim_name% 9020784%1player_killer_name% has killed %1player_victim_name% 9020785%1player_killer_name% has killed %1player_victim_name% 9020786%1player_killer_name% has killed %1player_victim_name% 9020790%1player_killer_name% has killed %1player_victim_name 9020791%1player_killer_name% has killed %2player_victim_name% 9020795%1player_name% 9020998The Orks have been suppressed by the Heavy Bolter, they won t be getting very far now. 9021069The enemy has entrenched themselves near those explosives. We should take advantage of this. 9021070The enemy has entrenched themselves near those explosives. We should take advantage of this. 9021074If we complete our mission here quickly, we will earn a commendation from the chapter. 9021075Outstanding work, brothers. Weve earned praise from the chapter for the speed of our victory. 9021076Complete mission in time limit 9021077Fulfill all your primary objectives before the timer runs out. 9021099Looks like I ran out of components for my shield… 9021100I cast Magic Missile! 9021101Get clear of his target! 9021102Stand firm with me against these invaders, Brothers. I cannot be killed a second time. 9021233Capture strategic points to increase squad cap. 9021295Save the Imperial Guardsmen 9021319If we take that strategic point, our Thunderhawk will move up to provide us with supplies and reinforcements. 9021320Once at a new point, the Thunderhawk cannot ever return to the previous location - fuel doesn 9021321Dropzone secured, we can now resupply from this location 9021346To move your camera towards the Imperial Guardsmen, drag the mouse cursor towards the bottom-left of the screen. 9021347move your mouse cursor here 9021366Rendezvous with Bonaparte 9021367Rendezvous with Bonaparte 9021368Rendezvous with Bonaparte 9021369Rendezvous with Bonaparte 9021376We have redirected your drop pod near a group of Imperial Guardsmen who need our support to fight off the Orks. 9021377Nearby marine squads have been dispatched to help, but you are the closest marine. Save those men, sergeant. 9021397Sergeant, another squad was sent to the Badlands nearby, we should rendezvous as soon as possible 9021409Last radio contact placed them to the north of our current position. 9021410The Space Marines! We might win the day after all. 9021411Thank you my lord, the might of the Adeptus Astartes truly has no equal. 9021412Well met Sergeant, squad Tarkus reporting as ordered 9021449Foul beasts, they will be cleansed in flame. 9021451Just follow the sound of burning flesh. 9021452Foul beasts, they will be cleansed in flame. 9021454Just follow the sound of burning flesh. 9021455Foul beasts, they will be cleansed in flame. 9021457Just follow the sound of burning flesh. 9021458Foul beasts, they will be cleansed in flame. 9021460Just follow the sound of burning flesh. 9021461Foul beasts, they will be cleansed in flame. 9021463Just follow the sound of burning flesh. 9021464Foul beasts, they will be cleansed in flame. 9021466Just follow the sound of burning flesh. 9021467Foul beasts, they will be cleansed in flame. 9021469Just follow the sound of burning flesh. 9021472Kill the Big Shootas 9021473Kill the Big Shootas 9021474Those Orks are carrying weapons with a high rate of fire. 9021497Tactical Space Marine 9021498Tarkus 9021499Tarkus 9021500Tactical Bolter 9021501Tactical Space Marine 9021502Tarkus 9021503Tarkus 9021504Tactical Bolter 9021505Tactical Space Marine 9021506Tarkus 9021507Tarkus 9021508Tactical Bolter 9021509In the name of the Emperor! 9021704Bunker 9021719Look, an inactive bolter turret. If we can reactivate it, it should help us against our enemies. 9021898Sergeant, the situation is grim on Elsmere. Reports indicate an attack on the city is imminent. 9021899In addition, outlying settlements are reporting assaults from Orks and contact with others has been lost 9021900I am assigning squads Tarkus and Bonaparte to your command. 9021901This city needs your aid, but the village of Argus is also under our protection and warrants attention. 9021902Elena is on the Battle Barge Sword of Redemption in orbit around the planet and will contact you with intel as it is found. 9021903Wisdom in Fury, Sergeant. 9021904Sergeant, the situation is grim on Elsmere. Reports indicate an attack on the city is imminent. 9021905In addition, outlying settlements are reporting assaults from Orks and contact with others has been lost 9021907This city needs your aid, but the village of Argus is also under our protection and warrants attention. 9021908Elena is on the Battle Barge Sword of Redemption in orbit around the planet and will contact you with intel as it is found. 9021909Wisdom in Fury, Sergeant. 9021910Sergeant, the situation is grim on Elsmere. Reports indicate an attack on the city is imminent. 9021911In addition, outlying settlements are reporting assaults from Orks and contact with others has been lost 9021912I am assigning squads Tarkus and Bonaparte to your command. 9021913This city needs your aid, but the village of Argus is also under our protection and warrants attention. 9021914Elena is on the Battle Barge Sword of Redemption in orbit around the planet and will contact you with intel as it is found. 9021915Wisdom in Fury, Sergeant. 9021916Area secured. Your orders Sergeant? 9022227Building 9022368Sergeant, the situation is grim on Elsmere. Reports indicate an attack on the city is imminent. 9022369In addition, outlying settlements are reporting assaults from Orks and contact with others has been lost 9022371This city needs your aid, but the village of Argus is also under our protection and warrants attention. 9022373Wisdom in Fury, Sergeant. 9022404We are receiving radio traffic from more Imperial Guardsmen near your position, Sergeant. 9022405They are pinned down and will not last long unsupported. 9022406Reinforce the Imperial Guardsmen 9022590Order the unit to Hold Fire. 9022591Hold Fire 9022592Left-click icon to Hold Fire. 9022594Order the unit to Fire. 9022595Fire at Will 9022596Left-click icon to Fire at Will. 9022617Factory 9022618Garrissonable Structure 9022691Ready or not, ere we go! 9022692Get out of his way! 9022732Indigenous Building 9022733Garrisonable Structure 9022738Indigenous Building 9022739Garrisonable Structure 9022744Readouts coming across now… 9023050Tactical Marine 9023068Heavy Bolter Devastator 9023071Elite infantry that can shrug off most small-arms fire. Can be equipped with multiple weapon upgrades. 9023072Tactical Marine Squad 9023073Tactical Marine Squad 9023074 Infantry 9023102Comes with a weapon that suppresses large groups of infantry. Has limited firing arc and requires set-up time. Can be upgraded with a Lascannon which is effective versus vehicles. 9023103Devastator Heavy Bolter Squad 9023104Devastator Marine Squad 9023105Infantry 9023117SM Heavy Bolter Turret (Campaign) 9023123SM Techmarine Tarantula Turret 9023124Build a Tarantula Turret emplacement that can suppress enemy infantry. 9023310Repel the Ork Assault 9023311Repel the Ork Assault 9023488Tactical Marine 9023500Predator Tank 9023515In the name of the Emperor! 9023516Space Marine Tactical Bolter Squad 9023517Tactical Marine Squad 9023528Space Marine Tank 9023529Predator Tank 9023546Frag Grenade 9023547Throw anti-infantry explosive that deals good damage regardless of cover. 9023621Residence 9023622Garrissonable Structure 9023630Assault Marine 9023636Devastator Marine 9023639Force Commander 9023642Scout Marine 9023645Terminator Marine 9023648Tarkus 9023657Thaddeus 9023666Tarkus (Terminator) 9023669Thaddeus (Terminator) 9023672Terminator Force Commander 9023718Residence 9023719Garrissonable Structure 9023760Davian Thule 9023766Death from above! 9023767Assault Squad 9023768Assault Marine Squad 9023773Sergeant Thaddeus is a brash leader. Specializing in melee combat and equipped with a Jump Pack, he s able to get into combat quickly and tie up enemy squads. 9023774Marine Thaddeus 9023775Thaddeus 9023776Assault Marine Squad 9023780In the name of the Emperor! 9023782Devastator Marine Squad 9023795Death from above! 9023796Assault Squad 9023797Terminator Assault Squad 9023802Sergeant Thaddeus is a brash leader. Specializing in melee combat and equipped with a Jump Pack, he s able to get into combat quickly and tie up enemy squads. 9023803Marine Thaddeus 9023804Thaddeus 9023805Terminator Assault Squad 9023809Sergeant Tarkus is a veteran of countless campaigns and is effective on the front lines, drawing enemy fire and using his tactical experience to soak up damage. 9023810Marine Tarkus 9023811Tarkus 9023812Tactical Marine Squad 9023816In the name of the Emperor! 9023817Space Marine Tactical Bolter Squad 9023818Terminator Marine Squad 9023823In the name of the Emperor! 9023824Space Marine Tactical Bolter Squad 9023825Scout Squad 9023837Commander of the Strike Cruiser Armageddon and its forces. While most effective in melee combat, the Commander can wield the widest variety of weapons. He must deploy on all missions. 9023838Force Commander 9023839Force Commander 9023844Commander of the Armageddon and its forces. While most effective in melee combat, the Commander can wield the widest variety of weapons. He must deploy on all missions. 9023851Sergeant Tarkus is a veteran of countless campaigns and is effective on the front lines, drawing enemy fire and using his tactical experience to soak up damage. 9023852Marine Tarkus 9023853Tarkus 9023854Terminator Squad 9023890Indigenous Building 9023967Commander Thule is reborn as a holy Dreadnought, able to reap untold destruction upon the Chapter s enemies. Though primarily a melee combatant, he s capable of being a terrible force with the right ranged weapon. 9023968Davian Thule (Dreadnought) 9023969Davian Thule 9023970Dreadnought 9023972Eldar Guardian Squad 9023991Fire Prism 9024008Eldar Tank 9024009Fire Prism 9024010Fire Prism 9024011Eldar Heavy Grav Tank 9024066MP Temp 9024190Big Shoota Boy 9024193Burna Boy 9024196Feral Ork Boy 9024199Feral Ork Boy 9024205Shoota Boy 9024208Slugga Boy 9024211Tankbusta 9024229Ork Wartrukk 9024238dis ere is da boyz dat blowz tings up 9024239Ork Tankbusta 9024240Basic infantry of Orks. 9024241Feral Ork Boyz 9024242Dis ere is da boyz dat has da big shootaz 9024243Ork Big Shoota Boyz 9024244Shooty Orks. 9024245Ork Shoota Boyz 9024246Basic infantry of feral Orks. 9024247Feral Ork Boyz 9024248Basic infantry of feral Orks. 9024249Feral Ork Boyz 9024250Dis here is da boyz dat burnz 9024251Ork Burna Boyz 9024254Ork War Trukk 9024255Ork War Trukk 9024256Wartrukk 9024257Ork Light Armor 9024290Imperial Guard Squad 9024295Imperial Guardsman 9024300Smash! Maim! Destroy! 9024301Tyranid Carnifex 9024302Consume mass quantities! 9024303Tyranid Ripper 9024304Consume mass quantities! 9024305Tyranid Warrior 9024306Carnifex Boss 9024309Tyranid Ripper 9024312Tyranid Warrior 9024340Space Marine HQ2 9024343Headquarters 9024344Building 9024393Clear Out 9024394Swing Avitus s weapon, knocking away nearby enemies. 9024444Stimulant Kit 9024445Revive nearby incapacitated squad leaders and heal nearby squads. 9024516Deployment HQ, heals nearby friendly units. 9024519Headquarters 9024520Building 9024636Relay Station 9024637Garrissonable Structure 9024823Da Boyz 9024825Snakebites 9024826Rippers 9024827Metalboy Humies 9024828Da Boyz 9024830Snakebites 9024831Rippers 9024832Metalboy Humies 9024833Da Boyz 9024835Snakebites 9024836Rippers 9024837Metalboy Humies 9024838Da Boyz 9024840Snakebites 9024841Rippers 9024842Metalboy Humies 9024847Save da boyz! 9024859Ripper 9025140This is also speech 9025141Thsi is my speech 9025142Oy! Boss, da boyz ya came ta get are stuck in wit da umies! 9025143Oy! Boss, da boyz ya came ta get are stuck in wit da umies! 9025144Oy! Boss, da boyz ya came ta get are stuck in wit da umies! 9025145Oy! Boss, da boyz ya came ta get are stuck in wit da umies! 9025146Ya better git in dere and sort dem out! 9025147Ya better git in dere and sort dem out! 9025148Good un boss, you showed dem umies! 9025149Good one boss, you showed dem umies ! 9025156Dere ain t too many o da boyz left though. Boss Boartoof ain t gonna like dat 9025157Dere ain t too many o da boyz left though. Boss Boartoof ain t gonna like dat 9025158Dere aint too many of da boyz left though. Boss Boartoof ain t gonna like dat 9025159Dere ain t too many of da boyz left. Boss Boartoof ain t gonna like dat 9025160Dere aint too many of da boyz left. Boss Boartoof aint gonna like dat… 9025161Dere aint too many of da boyz left. Boss Boartoof aint gonna like dat… 9025162Dere aint too many of da boyz left. Boss Boartoof aint gonna like dat… 9025167Bash da git 9025168Not enough energy. 9025169You boyz work for Boss Boartoof now. ead on up ter is camp. 9025170You boyz work for Boss Boartoof now. ead on up ter is camp. 9025171You boyz work for Boss Boartoof now. ead on up ter is camp. 9025172We ain t workin for Boartoof…da Snakebite Orks pays more. 9025173We ain t workin for Boartoof…da Snakebite Orks pays more. 9025174We ain t workin for Boartoof…da Snakebite Orks pays more. 9025175Right! We work for Boartoof now..sides, he has good beer! 9025176Can I ave is stuff? 9025177Snakebites? Dem boyz are runts! 9025178Har! Yer nob knocked all da stuff outta him! 9025179Har! Yer nob knocked all da stuff outta him! 9025180Har! Yer nob knocked all da stuff outta him! 9025181Har! Yer nob knocked all da stuff outta him! 9025182Har! Yer nob knocked mosta da stuff outta him! 9025183 ere we go boyz! 9025184Har! Yer nob knocked mosta da stuff outta him! 9025185 ere we go boyz! 9025187My name is Elena of the Battle Barge Sword of Redemption. 9025188You should rendezvous with your battle brothers, Sergeant. Squad Tarkus is north of your current position. 9025189Squad Tarkus reporting, Sergeant. 9025190Another squad was sent to the Badlands nearby. 9025191However, Orks with heavy guns have set up ahead, we should proceed with caution. 9025192My name is Elena of the Battle Barge Sword of Redemption. 9025193You should rendezvous with your battle brothers, Sergeant. Squad Tarkus is north of your current position. 9025194Squad Tarkus reporting, Sergeant. 9025195Another squad was sent to the Badlands nearby. 9025196However, Orks with heavy guns have set up ahead, we should proceed with caution. 9025197My name is Elena of the Battle Barge Sword of Redemption. 9025198You should rendezvous with your battle brothers, Sergeant. Squad Tarkus is north of your current position. 9025199Squad Tarkus reporting, Sergeant. 9025200Another squad was sent to the Badlands nearby. 9025201However, Orks with heavy guns have set up ahead, we should proceed with caution. 9025202My name is Elena of the Battle Barge Sword of Redemption. 9025203You should rendezvous with your battle brothers, Sergeant. Squad Tarkus is north of your current position. 9025204Squad Tarkus reporting, Sergeant. 9025205Another squad was sent to the Badlands nearby. 9025206However, Orks with heavy guns have set up ahead, we should proceed with caution. 9025207My name is Elena of the Battle Barge Sword of Redemption. 9025208You should rendezvous with your battle brothers, Sergeant. Squad Tarkus is north of your current position. 9025209Squad Tarkus reporting, Sergeant. 9025210Another squad was sent to the Badlands nearby. 9025211However, Orks with heavy guns have set up ahead, we should proceed with caution. 9025212My name is Elena of the Battle Barge Sword of Redemption. 9025213You should rendezvous with your battle brothers, Sergeant. Squad Tarkus is north of your current position. 9025214Squad Tarkus reporting, Sergeant. 9025215Another squad was sent to the Badlands nearby. 9025216However, Orks with heavy guns have set up ahead, we should proceed with caution. 9025249We gotta get movin too, yer nobship, or Boartoof might git-slap us. 9025318Just listen for the Heavy Bolter. 9025319Just listen for the Heavy Bolter. 9025320Just listen for sound of the Heavy Bolter. 9025325Oi! Doze runty boyz yer fetched for Boartoof were runnin like herd squigs were after em. Bet yer showed em wot s wot, hur hur! 9025326Pick up da boyz 9025329Dis ere *BZZT CRACKLE!* grot knows wots wot, e ll elp yer sort tings out. 9025330 appy to be workin wiv yer nobship. Yer can count on me sir! 9025331Dem boyz wot yer fetchin is just ter da North a bit 9025332Dem boyz wot yer fetchin is just ter da North a bit 9025339Dat crazy Nob, Brakka, is waitin for us to da Northwest. 9025340Foul beasts… die! 9025341My squad has the greenskins suppressed, but these Guardsmen won 9025342Cut the chatter. 9025367Kill the Orks 9025368Kill the Orks 9025369Kill the Orks. 9025370Kill the Orks. 9025371Kill the Orks. 9025372Kill the Orks. 9025373Kill the Orks. 9025374Kill the Orks. 9025375Kill the Orks. 9025376Kill the Orks. 9025377My squad has the greenskins suppressed, but these Guardsmen won t be able to take them out. 9025378I suggest we give the guardsmen some help, Sergeant. 9025379My squad has the greenskins suppressed, but these Guardsmen won t be able to take them out. 9025380I suggest we give the guardsmen some help, Sergeant. 9025381My squad has the greenskins suppressed, but these Guardsmen won t be able to take them out. 9025382I suggest we give the guardsmen some help, Sergeant. 9025383Destroy out the Suppressed Orks 9025384Kill the Orks. 9025386They are pinned down, but the Guardsmen wouldn t stand a chance in close quarters against Orks. 9025387My squad will cut down any Orks foolish enough to venture out in the open… 9025388Well fought, Sergeant. Bonaparte will not admit so, but he could not have taken those Orks alone. 9025389Destroy out the Suppressed Orks. 9025390Kill the Orks. 9025392They are pinned down, but the Guardsmen wouldn t stand a chance in close quarters against Orks. 9025393My squad will cut down any Orks foolish enough to venture out in the open… 9025394Well fought, Sergeant. Bonaparte will not admit so, but he could not have taken those Orks alone. 9025395Sergeant, this is Thule. Radio reports indicate the Orks are using a mine entrance near you to reinforce. 9025396Head to the Fellhammer Mines immediately to your north, but expect heavy resistance. 9025397Sergeant, this is Thule. Radio reports indicate the Orks are using a mine entrance near you to reinforce. 9025398Head to the Fellhammer Mines immediately to your north, but expect heavy resistance. 9025399Sergeant, this is Thule. Radio reports indicate the Orks are using a mine entrance near you to reinforce. 9025400Head to the Fellhammer Mines immediately to your north, but expect heavy resistance. 9025401Sergeant, this is Thule. Radio reports indicate the Orks are using a mine entrance near you to reinforce. 9025402Head to the Fellhammer Mines immediately to your north, but expect heavy resistance. 9025403Sergeant, this is Thule. Radio reports indicate the Orks are using a mine entrance near you to reinforce. 9025404Head to the Fellhammer Mines immediately to your north, but expect heavy resistance. 9025405Sergeant, this is Thule. Radio reports indicate the Orks are using a mine entrance near you to reinforce. 9025406Head to the Fellhammer Mines immediately to your north, but expect heavy resistance. 9025407Sorry ter trouble bof yer nobships, but Boss Boartoof ain t wun fer waitin 9025408Da grot is right, waitin ain t one of Boartoof s speshulties. We shood get ter movin 9025409Report to Boartooth 9025410Report to Boartooth 9025411Report to Boartooth 9025412Report to Boartooth 9025413Report to Boartooth 9025414Report to Boartooth 9025417I m Brakka! 9025418Report to Boartooth 9025419I m Brakka! 9025420Report to Boartooth 9025421I m Brakka! 9025422Explosives - Target Here 9025423If we fire at the general area, our bolter 9025424If we fire at the general area, our explosive rounds should take care of the rest and bring down those rocks. 9025425Destroy the Suppressed Orks. 9025426I don 9025427My squad doesn t have a clear shot at the explosives. We need to get closer to the entrance Sergeant. 9025471Rendezvous with nearby Space Marine squads 9025475Find dat crazy nob Brakka da Brik 9025477If dem Snakes is attackin da camp, dere might be sum on da way we get ter stomp! 9025479Dis ere is me planet an I swear by Gork and Mork I m gonna keep it! 9025480Since yer the biggest nob wot I got still alive or still workin fer me, I got a job yer gonna like. 9025481You an dat crazyboy Brakka needs to teach da Snakebites dey is messin wid da wrong Boss. 9025482ead West a bit, bend some Snakebite boyz an dere camps…den come back an tell me what yer saw dem gits doin . 9025483If dem Snakes is attackin da camp, dere might be sum on da way we get ter stomp! 9025485Dis ere is me planet an I swear by Gork and Mork I m gonna keep it! 9025486Since yer the biggest nob wot I got still alive or still workin fer me, I got a job yer gonna like. 9025487You an dat crazyboy Brakka is going ter teach da Snakebites dey is messin wid da wrong Boss. 9025488Ya need ter ead northeast a bit, bend some Snakebite boyz an dere camps…Meanwhile I ll be roundin up some more boyz for da REAL fight later . 9025489I eard dat! Git back ere quick like, dem Snakebites is attackin me camp! 9025490I eard dat! Git back ere quick like, dem Snakebites is attackin me camp! 9025491I eard dat! Git back ere quick like, dem Snakebites is attackin me camp! 9025492I eard dat! Git back ere quick like, dem Snakebites is attackin me camp! 9025505I am Commander Thule, and I must be brief. 9025506We have redirected your drop pod near a group of Imperial Guardsmen in peril. 9025507Save those men, sergeant. 9025508You should rendezvous with your battle brothers, Sergeant. 9025509Squad Tarkus is north of your current position, 9025510My squad has some Orks suppressed in the Badlands area, but these Guardsmen won 9025511Die foul beasts! 9025512Bonaparte, what is your status? 9025513Die foul beasts! 9025514Bonaparte, what is your status? 9025515Die foul beasts! 9025516Bonaparte, what is your status? 9025517My squad has some Orks suppressed in the Badlands area, but these Guardsmen can t take them out. 9025518Raid da Snakebites 9025519Dis oughter be fun! We ll it dem boyz ead-on, you stomp em and I ll shoot em! 9025520I dunno boss, I tink Brakka s been it in da bonce too many times. Dere might not be enough o us to take em ead-on. 9025521I know, I said dat before..but dis time, I MEAN it. 9025522Right! I reckon dat job is done. Now go find Maso, da merc git I ired… e was posed ta check in from da oasis. 9025523I know, I said dat before..but dis time, I MEAN it. 9025524Right! I reckon dat job is done. Now go find Maso, da merc git I ired… e was posed ta check in from da oasis. 9025525I know, I said dat before..but dis time, I MEAN it. 9025526Right! I reckon dat job is done. Now go find Maso, da merc git I ired… e was posed ta check in from da oasis. 9025527Dis oughter be fun! We ll it dem boyz ead-on, you stomp em and I ll shoot em! 9025528I dunno boss, I tink Brakka s been it in da bonce too many times. Dere might not be enough o us to take em ead-on. 9025529I know, I said dat before..but dis time, I MEAN it. 9025530Right! I reckon dat job is done. Now go find Maso, da merc git I ired… e was posed ta check in from da oasis. 9025531I know, I said dat before..but dis time, I MEAN it. 9025532Right! I reckon dat job is done. Now go find Maso, da merc git I ired… e was posed ta check in from da oasis. 9025533I know, I said dat before..but dis time, I MEAN it. 9025534Right! I reckon dat job is done. Now go find Maso, da merc git I ired… e was posed ta check in from da oasis. 9025535Dis oughter be fun! We ll it dem boyz ead-on, you stomp em and I ll shoot em! 9025536I dunno boss, I tink Brakka s been it in da bonce too many times. Dere might not be enough o us to take em ead-on. 9025537I know, I said dat before..but dis time, I MEAN it. 9025538Right! I reckon dat job is done. Now go find Maso, da merc git I ired… e was posed ta check in from da oasis. 9025539I know, I said dat before..but dis time, I MEAN it. 9025540Right! I reckon dat job is done. Now go find Maso, da merc git I ired… e was posed ta check in from da oasis. 9025541I know, I said dat before..but dis time, I MEAN it. 9025542Ok, I reckon dat job is done. Now go find Maso, da merc git I ired… e was posed ta check in from da oasis. 9025543Dis oughter be fun! We ll it dem boyz ead-on, you stomp em and I ll shoot em! 9025544I dunno boss, I tink Brakka s been it in da bonce too many times. Dere might not be enough o us to take em ead-on. 9025545I know, I said dat before..but dis time, I MEAN it. 9025546Right! I reckon dat job is done. Now go find Maso, da merc git I ired… e was posed ta check in from da oasis. 9025547I know, I said dat before..but dis time, I MEAN it. 9025548Right! I reckon dat job is done. Now go find Maso, da merc git I ired… e was posed ta check in from da oasis. 9025549I know, I said dat before..but dis time, I MEAN it. 9025550Right! I reckon dat job is done. Now go find Maso, da merc git I ired… e was posed ta check in from da oasis. 9025551Dat s good work, but dere s anudder camp to da south. Betcha we can hit em from the rear, what dey call a flankin manoover 9025552Dat s good work, but dere s anudder camp to da north. Betcha we can hit em from the rear, what dey call a flankin manoover 9025553Dat s good work, but dere s anudder camp to da south. Betcha we can hit em from the rear, what dey call a flankin manoover 9025554Dat s good work, but dere s anudder camp to da north. Betcha we can hit em from the rear, what dey call a flankin manoover 9025555Dat s good work, but dere s anudder camp to da south. Betcha we can hit em from the rear, what dey call a flankin manoover 9025556Dat s good work, but dere s anudder camp to da north. Betcha we can hit em from the rear, what dey call a flankin manoover 9025557Dat s good work, but dere s anudder camp to da south. Betcha we can hit em from the rear, what dey call a flankin manoover 9025558Dat s good work, but dere s anudder camp to da north. Betcha we can hit em from the rear, what dey call a flankin manoover 9025559Reinforce squads at captured dropzones. 9025573New orders, brothers. 9025574Find Maso 9025575Was this labor in vain? 9025576We must atone for this failure. 9025589Outlying settlements are also reporting assaults from Orks. 9025590This city needs your aid, but the villages nearby are also under our protection. 9025591Radio reports indicate the Orks are using a mine entrance near you to reinforce. 9025592Radio reports indicate the Orks are using a mine entrance near you to reinforce. 9025597Leave it for now. 9025598We shall return. 9025599Find Maso 9025600Dat oasis ain t far from ere, but dat place might be crawlin wid Snakebites by now. 9025601Sumpin yer ought ter know bout dat Maso.. e ain t right, one of dem boyz dat gives names to his shootas… 9025602I m not talkin bout givin is boyz names.. is actual SHOOTA as a name. George or sumfink like dat. 9025603I tink dats nice! Nobody never gave ME a name. 9025604Shut yer cryin runt, else I ll be givin names to yer bits wot I lop off with me choppa. 9025611A task unfinished is a prayer unanswered. 9025618Scout Marine 9025621Versatile anti-melee unit that can be equipped with shotguns or a sniper rifle. May also add a Scout Sergeant who grants frag grenades. 9025622Scout Squad 9025623Scout Squad 9025624Infantry 9025628Assault Marine 9025631Assault squad that is effective at closing distances quickly. Additional upgrades include the Sergeant, Blind Grenades and Melta Bombs. 9025632Assault Squad 9025633Assault Squad 9025634Infantry 9025647Force Commander (Hero) 9025650A general combat expert. Has Assault Marines, Dreadnought, Assault Terminators. 9025651Force Commander 9025652Force Commander 9025653Hero 9025666Sprint 9025667Gain increased movement speed for the duration of the ability. 9025669Apothecary (Hero) 9025714Yes, brother. 9025715As you will it. 9025889Heals allies and revives fallen commanders. Has Scouts, Razorback, Plasma Cannon. 9025890Apothecary 9025891Apothecary 9025892Commander 9025966Some Imperial Guardsmen allies have come under attack by heavy guns up ahead, however. 9025967Learn the basics. 9025968You have not selected your Sergeant. 9025969He is located in the middle of your screen and is now highlighted. 9025970Left click a unit to select them at any time. 9025971Your unit is now selected. 9025972Move the Camera 9025973Move your mouse to the edge far of the screen and the camera will follor your mouse cursor. Do this in the direction of the blue arrow now. 9025974Select the Sergeant 9025976The Orks are carrying heavy guns, we need to get behind cover. 9025977Those Guardsmen need our help, Sergeant. 9025992Machine Spirit online… Sergeant, you are not familiar with these systems. 9025993You need to select your character on screen to begin… 9025994Faith without deeds is worthless. 9025998Flamer 9025999The Flamer is effective against infantry in cover and buildings. 9026004Missile Launcher 9026005The Missile Launcher is effective against vehicles and heavy infantry. 9026007Plasma Gun 9026008The Plasma Gun s high damage makes it considerably effective against infantry and heavy infantry. 9026010Sergeant, your drop onto the planet Elsmere has been redirected. 9026011Your landing zone is now near an Ork mob that has been attacking settlements. 9026012Other Space Marine squads have been sent to the area, you should rendezvous as soon as possible. 9026022We are cut off from our allies, and they re getting cut down by Ork fire. 9026023Get behind the wall! We 9026024Get behind the wall! We ll need cover to withstand the heavy gunfire. 9026025We need ter ead Northwest to da other camp…an watch out for more umies! 9026026I don t tink dat s da last of da umies. 9026030Smack dat mouthy git, sir. Show im whose da biggest! 9026031Smack dat mouthy git, sir. Show im whose da biggest! 9026038Tarkus is nearby, Sergeant. 9026056The Orks are between us and our allies, but there is a flank route around the rocks. 9026066Failure cannot be forgiven. 9026067Understood. 9026068They cannot stand against us. 9026079Target confirmed. Engaging. 9026080Destroy them. 9026081Attack. 9026082Let fly. 9026083Brothers, bring that structure down. 9026084Crack that armor. 9026085Charge! 9026086Make haste, brothers. 9026087Moving to engage 9026088At your command. 9026089Let swiftness make way for strength. 9026090Tactical movement. 9026091Standard march. 9026092Your duty is not done, brother! 9026093Stimulant deployed. 9026094Laraman s Blessing is with us. 9026095Death is the servant of the righteous. 9026096No mercy. No respite. 9026097Carry the Emperor s Will as your torch. 9026098Stand with your brothers! 9026099Death before dishonor! 9026100Destroy them, brothers. 9026101All guns. Open fire. 9026102Disengaging. 9026103Purge the alien. 9026104Remember your training. The Eldar are deadly. 9026105Destroy them all. 9026106Target acknowledged. 9026131Dere s one o dem umies now! Stomp im! 9026132More umies! 9026135Forgive this failure. 9026136None may stand against Space Marines. 9026137Fire! 9026138Priority target. 9026139No mercy. 9026140Cleanse the monstrosity. 9026141Enemy targets ahead. 9026142Face the Emperor s wrath. 9026143Attack! 9026144Let them fall before us! 9026157We will stay here to guard the Badlands entrance. 9026203Bring that structure down. 9026204Beginning assault. 9026205We shall destroy any who cross our path. 9026206Yes, brother. Moving to engage. 9026207We are the angels of death. 9026208Move. 9026209Fury and Zeal. 9026210Hunt and destroy. Yes, brother. 9026211They will not escape our holy fire. 9026212We shall know no fear. 9026213Forward to victory. 9026214Fortify position. 9026215Fortifications ready. 9026216Understood. 9026217End of da line, yer on foot from ere… 9026218Boss Boartoof said ter give ya dis radio. 9026219Boss Boartoff said ter give ya dis ere radio. 9026220Boss Boartoff said ter give ya dis ere radio. 9026221Boss Boartoff said ter give ya dis ere radio. 9026222Boss Boartoff said ter give ya dis ere radio. 9026231I look like a fool now because it s working! 9026232Deploy cover. 9026233Cover deployed. 9026234Drop sentry gun on this position. 9026235Sentry gun active. 9026236Call down the Tarantulas. 9026237Understood. 9026238The Litany of Deployment has been made, brother. 9026239Yes brother. 9026240We claim this in the Emperor s name. 9026241Location secure. 9026246We shall not fail. 9026247Take and hold. Yes, brother. 9026248The Emperor provides weapons for his chosen. 9026249It shall be ours. 9026250Stratagem under control, brother. 9026251Strategic location marked. 9026252Securing area. 9026253This is Imperial territory now. 9026254Purge the enemy. 9026255To victory. 9026256Death comes to the enemy. 9026257Strike true. 9026264Suffer the fate of the heretic. 9026265To the last drop of blood. 9026266For Terra and for the Chapter. 9026267We bring death to our enemies. 9026268Remember your duty victory or death. 9026269My craft is death. 9026270Let them feel our fury! 9026271There has come a reckoning, Greenskin. 9026272The Emperor s Light is my torch. 9026273Death to the enemy. 9026274Exercise your faith in combat, brothers. 9026275He is with us! 9026276Unleash all fury upon them. 9026277As ordered. 9026278We shall be the end of you. 9026279Feel the might of the righteous. 9026280Look to your wargear. 9026281Even in death, I am victorious. 9026282Blood for blood. 9026283Never forget. Never forgive. 9026284I shall fight on. 9026285Damnation. 9026286Yes. 9026287Secure the perimeter, brother. 9026288Eyes open. One moment of laxity may damn us all. 9026289System help will activate again when you are experiencing difficulty with the interface. 9026290We shall be remembered in the Book of Honor. 9026291Stay at the ready. 9026292Brothers, tend to your weapons and equipment. 9026293Bless us as we go into combat in His name. 9026294Remain at guard positions brothers. 9026295We have faced savage enemies before, brother, but every foe can be your last. 9026296Vigilance, brothers. Always vigilance. 9026297The fury of battle will come soon enough, brothers. 9026298We underestimate the aliens at our peril, brother. Though they are depraved and inhuman, the Eldar are deadly. 9026299Keep in formation. 9026300Let those who once lived here be protected. Or avenged. 9026301The mightiest weapon is powerless without the warrior to wield it. 9026306Right! We re off den! ave fun! *CLANK!* *CLUNK!* *GRIND!* *VROOOOOOOOOOOOOOOOM!* 9026307Gah! Dere s more of dem squishy boyz 9026312Move the Sergeant 9026313Left click here to select the Sergeant 9026314Right click here to issue a move order to this spot. 9026315Attack the Ork 9026316Right click on this Ork to issue an attack order. 9026317Select squad Tarkus 9026318Left click on squad Tarkus to select them 9026319Select the Sergeant and Tarkus 9026320Move behind the wall 9026321Move to this spot to take cover 9026322Flank attack the Orks 9026323Move along this path to flank attack 9026325No activity. 9026326Let none find us wanting. In His name. 9026327Answer the enemy s quiet with vigilance, brother. 9026328The Emperor Protects, but the Space Marine strikes. 9026329Remember the Primarchs. They watch us still. 9026330Brothers, return fire! 9026331Stand firm. 9026332Brothers, the Emperor protects. 9026333Make them pay for this assault! 9026334No blow will go unanswered. 9026335Your Sergeant is now selected. 9026336You need to issue a move order. 9026337Right click on the highlighted area to move there. 9026338Your squad will now move to the target. 9026339Right click on an area of ground to issue that squad a move order anytime. 9026340Attack the highlighted Ork by selecting your Sergeant and right clicking the target. 9026341Your Sergeant will now close to melee range and attack, firing his pistol on the way. 9026342A new squad is now under your command. 9026343Left click on the highlighted area to select Tarkus 9026344Squad Tarkus has now been selected. 9026345Orders, such as Move and Attack, can be issued to squads independently. 9026346This squad uses ranged weapons, which means they will not close into melee range. 9026347Right click on the highlighted Orks with Tarkus selected to initiate ranged combat. 9026348The squad will move within firing range of their weapons and immediately start firing. 9026349To issue orders for several squads simultaneously, you must drag a selection box around both units. 9026350Left click above one squad, then hold and drag the mouse cursor across the second one. 9026351Both squads are now selected. 9026352Any orders given will affect all squads that have been selected. 9026353To get behind cover, move behind the wall to the highlighted area. 9026354Your squads are now in heavy cover. 9026355The green shield above your squad shows they are under cover. 9026356Squads in cover take significantly less damage from ranged fire. 9026357The combat will be much easier by attacking from the flank. 9026358Select your Force Commander and move to the highlighted area. 9026359Now right click on the Orks to issue an attack order and you will have attacked the flank. 9026360Always be on the lookout for possible flank routes to attack strong enemy positions. 9026361Attack the Orks with ranged fire 9026362Right click on the orks with tarkus selected 9026363Looks like da umies it dis camp. No boyz left alive ere… 9026364Alien fiends! 9026365The time is now, brothers. 9026366Let none find us wanting. 9026367My faith is my shield. My fury is my sword. 9026368We will not bow before these attacks, brothers. We will not! 9026369There is only the Emperor; he is our shield and protector. 9026370A fine welcome for us, brothers. Return the greeting in kind. 9026371They will regret this day. 9026372Come, show me what passes for fury among your misbegotten kind. 9026373The enemy wishes to fight, brothers. Let us indulge them. 9026374We must move on brothers. 9026375Rain fire upon us and we shall return it. 9026376Gird yourselves in zeal, brothers. 9026377They fight like devils. They will die like sinners. 9026378Valor and duty. 9026379I will not fall. 9026380I die for my brothers and my Emperor. 9026381None found me wanting. 9026382Avenge me. 9026383Victory in death. 9026384Executing. 9026385It shall be done. 9026386Dere s a back way, behind dat pile o junk, leads ter a ridge. ead East, and dat ridge ll let us get up on em all sneaky like! 9026387Dere s a back way, behind dat pile o junk, leads ter a ridge. ead East, and dat ridge ll let us get up on em all sneaky like! 9026388Dere s a back way, behind dat pile o junk, leads ter a ridge. ead East, and dat ridge ll let us get up on em all sneaky like! 9026389Gah! I bet dat back way has some Snakebites watchin it, too. Dat s what I d do. But it s a shorter walk takin da sneaky way. 9026390We shall see it done. 9026391For the Chapter. 9026392Duty and Honor. 9026393Without hesitation. 9026394I shall not fail you, brother. 9026395Understood. 9026396Yes, brother! 9026397At your command. 9026398Consider it done. 9026399It shall be done. 9026400Sir! 9026401In here, brothers. 9026402This way. 9026403Out of this place. 9026404Deploy in formation. 9026405Set up firing positions in there. 9026406To the exits, brothers. 9026407Shelter. 9026408Evacuate the building. 9026409Carry us to battle. 9026410Boarding now. 9026411Deploying now. 9026412Disembark. 9026413No fear. No fear. No fear. 9026414Under heavy attack! Find cover! 9026415Fall back. 9026416In Terra s name! 9026417Victory! 9026418The Emperor is with us! 9026419Make penance in the blood of the enemy. 9026420Regroup. There is no honor in retreat. 9026421A moment of weakness, overcome. 9026422Choose fury over fear, brothers. 9026423Moving out. 9026424Destination confirmed. 9026425Deploying now, brother. 9026426Understood. 9026427In position. 9026428Hold position. Overwatch. 9026429Go! 9026430Move. 9026431Advance. 9026432Squad on the move. 9026433Forward to victory. 9026434The Machine Spirit will carry us forward. 9026435Command, we are blocked off. 9026436This road is not viable, brother. 9026437A sealed gate. Bring forth the melta bombs. 9026438They think to keep us out. 9026439Hold, brothers. We need a way through. 9026440Impasse. 9026441Heavy weapons are needed to clear this pass, brother. 9026442Blockade. 9026443Walls is it? Walls can be made to tumble. 9026444Fortifications block the way, brother. Orders? 9026445Command, enemy fire has us pinned. 9026446Hold firm. 9026447Courage and fury. 9026454Use cover brothers. 9026455Suppressive fire on our position. 9026456Hostile autofire. 9026457Damn them. 9026458Priority orders. Redeploy. 9026459Get out of the open, brothers. 9026460To a better position. Now. 9026461Fall back. 9026462There is no glory in pointless defeat. 9026463Tactical retreat. 9026464Ready for duty. 9026465On guard. 9026466Orders? 9026467Make penance by being victorious, brothers. 9026468Go ahead. 9026469Reading you clear and true. 9026470Channel is good. Go ahead. 9026471Ready to deploy. 9026472Ready to serve. 9026473My fury knows no bounds. 9026474I am death. I am fearless. I am invincible. 9026475Fear me. 9026476Blow by blow, I send you to hell! 9026477You. Will. Fall. 9026478There lies the key to victory. 9026479Field assets. Claim them before the enemy does. 9026480Stratagem in sight. 9026481Objective in sight. 9026488Unbelievable… a Venerated Dreadnought that has fought for the Imperium for centuries, and now hes gone mad? 9026489Hed disagree, since he claims to be the Emperor. So he dies, like any other heretic. 9026490Yes… that is the law. The Dreadnought must be destroyed. 9026491So the unbelievers have come. My faithful shall sweep you from my sight. 9026492Indeed. We are the Venerated Emperors personal guard, and slaying you unbelievers is an honor. 9026493Youve not seen the last of my personal guard. More now hunt you, unbelievers. 9026494Begone! You may not look upon our Emperor! 9026495Youre madmen and heretics. Ive killed better men than you by the hundred, men you shame by wearing the our armor. 9026496You force my hand, unbelievers. 9026497None can stand before me! 9026498Receive my blessing, unbelievers. 9026499That power! Get away from the Dreadnought, quickly! 9026500My faithful, stand by me and become legend. 9026501You cannot kill me… I am… the… immortal… Em… 9026502Hmph. And so more die, in the Emperors name. 9026503He did so much good in life… Will men only remember how he died? 9026504…I have enough to remember already. 9026530Da umies are comin , get im boyz! 9026531More Snakebites at da camp, looks like a good fight! 9026532More Snakebites at da camp, looks like a good fight! 9026533Whadda ya standin around ere for…we got ter kill dem Snakebites before I got time ter chat! 9026534More Snakebites at da camp, looks like a good fight! 9026535Whadda ya standin around ere for…we got ter kill dem Snakebites before I got time ter chat! 9026536I tink Brakka is just up dere a bit 9026545Shit! Contact! Alert the others! 9026546Incoming! Form up the firing lines! 9026547Corporal Devlan of the Imperial Guard reporting, sir. 9026548Our orders are to hold this entrance to the Badlands, so we will remain here in position. 9026549Recent patrols have not returned from the mines to the north, my Lord… be wary. 9026550We are Space Marines, Corporal, we have no fear of the Orks. 9026551Hostiles ahead. 9026552More Orks, Sergeant. 9026553Another mob of Orks. 9026554Get da humies boyz! WAAAAAAAGH! 9026555Wonderful… another green Sergeant. 9026574Withdraw to the firing line!
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Exporting to Your Animation Package Once you are happy with the object paths and tracker positions, use the Export menu items to save your scene. The following options are currently available (note that this list is constantly being expanded; check the web site) · 3ds max 4 or later (Maxscript). Should be usable for 3D Studio MAX 3 as well. Separate versions for 3dsmax 5 and earlier, and 3dsmax 6 and later. · After Effects (via a special maya file) · Bentley Microstation · Blender · Carrara · Cinema 4D (via Lightwave scene) · Combustion · ElectricImage (less integrated due to EI import limitations) · FLAIR motion control cameras (Mark Roberts Motion Control) · Flame (3-D) · Fusion 5 · Hash Animation Master. Hash 2001 or later. · Houdini · Inferno 3-D Scene. · Lightwave LWS. Use for Lightwave, Cinema 4D · Maya scene file · Mistika · Motion – 2-D · Nuke (D2 Software, subsidiary of Digital Domain) · Particle Illusion · Poser · Realsoft 3D · Shake (several 2-D/2.5-D plus Maya for 3-D scenes) · SoftImage XSI, via a dotXSI file · Toxik · trueSpace · Vue 5 and 6 Infinite · VIZ (via 3ds Max scene) SynthEyes offers a scripting language, SIZZLE™, that makes it easy to modify the exported files, or even add your own export type. See the separate SIZZLE User Manual for more information. New export types are being added all the time, check the export list in SynthEyes and the support site for the latest packages or beta versions of forthcoming exporters. General Procedures You should already have saved the scene as a SynthEyes file before exporting. Select the appropriate export from the list in the File/Exports area. SynthEyes keeps a list of the last 3 exporters used on the top level of the File menu as well. Hint SynthEyes has many exports. To simplify the list, clickScript/System Script Folder, create a new folder “Unused” in it, and move all the scripts for applications you do not use into that folder. You will have to repeat this process when you later install new builds, however. There is also an export-again option, which repeats the last export performed by this particular scene file, with the most-recently-used export options, without bring up the export-options dialog again to save time for repeated exports. When you export, SynthEyes uses the file name, with the appropriate file extension, as the initial file name. By default, the exported file will be placed in a default export folder (as set using the preferences dialog). In most cases, you can either open the exported file directly, or if it is a script, run the script from your animation package. For your convenience, SynthEyes puts the exported file name onto the clipboard, where you can paste it (via control-V or command-V) into the open-file dialog of your application, if you want. (You can disable this from the preferences panel if you want.) Note that the detailed capabilities of each exporter can vary somewhat. Some scripts offer popup export-control dialogs when they start, or small internal settings at the beginning of each Sizzle script. For example, 3ds max does not offer a way to set the units from a script before version 6 and the render settings are different, so there slightly different versions for 3dsmax 5 and 6+. Settings in the Maya script control the re-mapping of the file name to make it more suitable for Maya on Linux machines. If you edit the scripts, using a text editor such as Windows’ Notepad, you may want to write down any changes as they must be re-applied to subsequent upgraded versions. Be aware that not all packages support all frame rates. Sometimes a package may interpret a rate such as 23.98 as 24 fps, causing mismatches in timing later in the shot. Or one package may produce 29.96 vs 29.97 in another. Handle image sequences and use frame counts rather than AVIs, QTs, frame times, or drop-frame time codes wherever possible. TheCoordinate System control panel offers an Exportable checkbox that can be set for each tracker. By default, all trackers will be exported, but in some cases, especially for compositors, it may be more convenient to export only a few of the trackers. In this case, select the trackers you wish to export, hit control-I to invert the selection, then turn off the checkbox. Note that particular export scripts can choose to ignore this checkbox. Setting the Units of an Export SynthEyes uses generic units a value of 10 might mean 10 feet, 10 meters, 10 miles, 10 parsecs—whatever you want. It does not matter to SynthEyes. This works because match-moving never depends on the overall scale of the scene. SynthEyes generally tries to export the same way as well—sending its numbers directly as-is to the selected animation or compositing package. However, some software packages use an absolute measurement system where, for instance, Lightwave requires that coordinates in a scene file always be in meters. If you want something else inside Lightwave, it will automatically convert the values. For such software, SynthEyes needs to know what units you consider yourself to be using within SynthEyes. It doesn’t care, but it needs to tell the downstream package the right thing, or pre-scale the values to match your intention. To set the SynthEyes units selection, use the Units setting on the SynthEyes preferences panel. Changing this setting will not change any numbers within SynthEyes; it will only affect certain exports. The exports affected by the units setting are currently these · After Effects (3-D) · Hash Animation Master · Lightwave · 3ds max · Maya · Poser Before exporting to one of these packages, you should verify your units setting. Alternatively, if you observe that your imported scene has different values than in SynthEyes, you should check the units setting in SynthEyes. Hint if you will be exporting to acompositing package, they often measure everything, including 3-D coordinates, in terms of pixels, not inches, meters, etc. Be sure to pick sizes for the scene that will work well in pixels. While you might scale a scene for an actor 2m tall, if you export to a compositor and the actor is two pixels tall that will rarely make sense. Image Sequences Different software packages have different conventions and requirements regarding the numbering of image sequences whether they start at 0 or 1, whether there are leading zeroes in the image number, and whether they handle sequences that start at other numbers flexibly. For example, if you have a shot that originally had frames img1.tif-img456.tif, but you are using only images img100.tif-img150.tif of it, SynthEyes will normally consider it as a 51 frame shot, starting with frame 0 (img100.tif) or, withFirst frame is 1preference on, as frame 1 at img100.tif. Other software sometimes requires that their frame numbers match the file number, so img100.tif must always be frame 100, no matter what frame# they normally start at. SynthEyes gives you the option to pad the beginning of IFLs with extra copies of the first frame, so that the SynthEyes frame number matches the image frame number, by turning on the Match frame# s preference. While this sounds simple, it will cause trouble for many of the exports. It is especially a problem if you do not have the unused frames, as is often the case. By being aware of these differences, you will be able to recognize when your particular situation requires an adjustment to the settings—typically when there is a shift between the camera path animation and the imagery. Generic 2-D Tracker Exporters There are a number of similar exporters that all output 2-D tracker paths to various compositing packages. Why 2-D, you protest? For starters, SynthEyes tracking capabilities can be faster and more accurate. But even more interestingly, you can use the 2-D export scripts to achieve some effects you could not with the compositing package alone. For image stabilizing applications, the 2-D export scripts will average together all the selected trackers within SynthEyes, to produce a synthetic very stable tracker. For corner-pinning applications, you can have SynthEyes output not the 2-D tracker location, but the re-projected location of the solved 3-D point. This location can not only be smoother, but continues to be valideven if the tracker goes off-screen. So suppose you need to insert a painting into an ornate picture-frame using corner pinning, but one corner goes off-screen during part of the shot. By outputting the re-projected 3-D point (Use solved 3-D points checkbox), the corner pin can be applied over the entire shot without having to guess any of the path. Taking this idea one step further, you can create an “extra” point in 3-D in SynthEyes. Its re-projected 2-D position will be averaged with any selected trackers; if there are none, its position will be output directly. So you can do a four-corner pin even if one of the corners is completely blocked or off-screen. By repeating this process several times, you can create any number of synthetic trackers, doing a four-corner insert anywhere in the image, even where there are no trackable features. Of course, you could do this with using a 3-D compositing environment, but that might not be simplest. At present, there are compatible 2-D exporters for AfterEffects, Digital Fusion, Discreet (Combustion/Inferno/Flame), Particle Illusion, and Shake. Note that you will need to import the tracker data file (produced by the correct SynthEyes exporter) into a particular existing tracker in your compositing package. There is also a 2-D exporter that exports all tracker paths into a single file, with a variety of options to change frame numbers and u/v coordinates. A similar importer can read the same file format back in. Consequently, you can use the pair to achieve a variety of effects within SynthEyes, including transferring trackers from SynthEyes file to SynthEyes file, as described in the section onMerging Files and Tracks. This format can also be imported by Fusion. Generic 3-D Exporters There are several 3-D exports that produce plain text files. You can use them for any software SynthEyes don’t already support, for example, non-visual-effects software. You can also use them as a way to manipulate data with little shell, AWK, or Perl scripts, for example. Importantly, you can also use them as a way to transfer data between SynthEyes scene files, for example, to compute some tracker locations to be used by a number of shots. There are several ways to do this, see the section onMerging Files and Tracks. The generic exports are Camera/Object Path for a path, Plain Trackers for the 3-D coordinates of trackers and helper points, and corresponding importers. You can import 3-D locations to create either helper points, or trackers. This latter option is useful to bring in surveyed coordinates for tracking. After Effects 3-D Procedure 1. Export to After Effects in SynthEyes to produce a (special) .ma file. 2. In After Effects, do a File/Import File 3. Change Files of Type to All File Formats 4. Select the .ma file 5. Double-click the Square-whatever composition 6. Re-import the original footage 7. Click File/Interpret Footage/Main and be sure to check the frame rate and pixel aspect. 8. Rewind to the beginning of the shot 9. Drag the re-imported footage from the project window into the timeline as the first layer 10.Tracker nulls have a corner at the active point, instead of being centered on the active point as in SynthEyes. After Effects 2-D Procedure 1. Select one or more trackers to be exported. 2. Export using the After Effects 2-D Clipboard. You can select either the 2-D tracking data, or the 3-D position of tracker re-projected to 2-D. 3. Open the text file produced by the export 4. In the text editor, select all the text, using control-A or command-A. 5. Copy the text to the clipboard with control-C or command-C. 6. In After Effects, select a null to receive the path. 7. Paste the path into it with control-V or command-V. Bentley MicroStation You can exporter to Bentley s Microstation V8 XM Edition by following these directions. Exporting from SynthEyes MicroStation requires that animated backgrounds consist of a consecutive sequence of numbered images, such as JPEG or Targa images. If necessary, the Preview Movie capability in SynthEyes s Perspective window can be used to convert AVIs or MOVs to image sequences. Perform tracking, solving, and coordinate system alignment in SynthEyes. (Exporting coordinates from MicroStation into SynthEyes may be helpful) File/Export/Bentley MicroStation to produce a MicroStation Animation (.MSA) file. Save the file where it can be conveniently accessed from MicroStation. The export parameters are listed below. SynthEyes/MicroStation Export Parameters Target view number. The view number inside MicroStation to be animated by this MSA file (usually 2) Scaling. This is from MicroStation s Settings/DGN File Settings/Working Units, in the Advanced subsection the resolution. By default, it is listed as 10000 per distance meter, but if you have changed it for your DGN file, you must have the same value here. Relative near-clip. Controls the MicroStation near clipping-plane distance. It is a “relative” value, because it is multiplied by the SynthEyes world size setting. Objects closer than this to the camera will not be displayed in MicroStation. Relative view-size.Another option to adjust as needed if everything is disappearing from view in MicroStation. Relative far-clip. Controls the MicroStation far clipping-plane distance. It is a “relative” value, because it is multiplied by the SynthEyes world size setting. Objects farther than this from the camera will not be displayed in MicroStation. Importing into MicroStation Open your existing 3-D DGN file. Or, create a new one, typically based on seed3d.dgn Open the MicroStation Animation Producer from Utilities/Render/Animation File/Import .MSA the .msa file written by the SynthEyes exporter. Set the View Size correctly—this isrequiredto get a correct camera match. Settings/Rendering/View Size Select the correct view # (typically 2) Turn off Proportional Resize Set X and Y sizes as follows. Multiply the height(Y) of your image, in pixels, by the aspect ratio (usually 4 3 for standard video or 16 9 for HD) to get the width(X) value. For example, if your source images are 720x480 with a 4 3 aspect ratio, the width is 480*4/3 = 640, so set the image size to X=640 and Y=480, either directly on the panel or using the “Standard” drop-down menu. This process prevents horizontal (aspect-ratio) distortion in your image. Hit Apply Turn Proportional Resize back on Close the view size tool On the View Attributes panel, turn on the Background checkbox. Bring up the Animation toolbar (Tools/Visualization/Animation) and select the Animation Preview tool. You can dock it at the bottom of MicroStation if you like. If you scrub the current time on the Animation Preview, you’ll move through your shot imagery, with synchronized camera motion. Unless you have some 3-D objects in the scene, you won’t really be able to see the camera motion, however. If desired, use the Tools/3-D Main/3-D Primitives toolbar to create some test objects (as you probably did in SynthEyes). To see the camera cone of the camera imported from SynthEyes, bring up Tools/Visualization/Rendering, and select the Define Camera tool. Select the view with the SynthEyes camera track as the active view in the Define Camera tool, and turn on the Display View Cone checkbox. Transferring 3-D Coordinates If you would like to use within MicroStation the 3-D positions of the trackers, as computed by SynthEyes, you can bring them into MicroStation as follows. You have the option of exporting only a subset of points from SynthEyes to MicroStation. All trackers are exported by default; turn off the Exportable checkbox on the coordinate system panel for those you don’t wish to export. You may find it convenient to select the ones you want, then Edit/Invert Selection, then turn off the box. In SynthEyes, File/Export/Plain Trackers with Set Names=none, Scale=1, Coordinate System=Z Up. This export produces a .txt file listing all the XYZ tracker coordinates. In MicroStation, bring up the Tools/Annotation/XYZ Text toolbar. Click the Import Coordinates tool. Select the .txt file exported from SynthEyes in Step 1. Set Import=Point Element, Order=X Y Z, View=2 (or whichever you are using). Transferring Meshes SynthEyes uses two types of meshes to help align and check camera matches mesh primitives, such as spheres, cubes, etc; and tracker meshes, built from the computed 3-D tracker locations. The tracker meshes can be used to model irregular areas, such as a contoured job site into which a model will be inserted. Both types of models can be transferred as follows In SynthEyes, select the mesh to be exported, by clicking on it or selecting it from the list on the 3-D panel. Select the File/Export/STL Stereolithography export, and save the mesh to a file. In MicroStation, select File/Import STL and select the file written in step 2. You can use the default settings. Meshes will be placed in MicroStation at the same location as in SynthEyes. You can bring up its Element/Information and assign it a material. To Record the Animation Select the Record tool on the Animation toolbar (Tools/Visualization/Animation) Important Be sure the correct (square pixels) output image size is selected, the same one as the viewport size. For example, if your input is 4 3 720x480 DV footage, youMUSTselect640x480output to achieve 4 3 with square pixels (ie 640/480 = 4/3). MicroStation always outputs square pixels. You can output images with any overall aspect you wish, as long as the pixels are square (pixelaspect ratio is 1.0). Note that HD images already have square pixels. Don’t clobber your input images! Be sure to select a different location for your output footage than your input. Blender Directions Blender has a tendency to change around frequently, so the details of these directions might best be viewed more as a guide than the last word. When working with image sequences and blender, it will be a good idea to ensure that the overall frame number is the same as the number in the image file name. Although you can adjust the offset, Blender incorrectly eliminates a frame number of zero. 1. In SynthEyes, export to Blender (Python) 2. Start Blender 3. Delete the default cube and light 4. Change one of the views to the blender Text Editor 5. In the text editor, open the blender script you exported in step 1. 6. Hit ALT-P to run the script 7. Select the camera (usually Camera01) in the 3-D Viewport 8. In a 3-D view, select Camera on the View menu to look through the imported, animated, SynthEyes camera 9. Select View/Background image 10.Click Use Background Image 11.Select your image sequence or movie from the selection list. 12.Adjust the background image settings to match your image. Make sure the shot length is adequate, and that Auto Refresh is on. If the images and animation do not seem to be synced correctly, you probably have to adjust the offset. 13.Decrease the “blend” value to zero, or you can go without the background, and set up compositing within blender. 14.On the View Properties dialog, you might wish to turn off Relationship Lines to reduce clutter. 15.Use a Timeline view to scrub through the shot. Cinema 4D Procedure 1. Export from SynthEyes in Lightwave Scene format (.lws) — see below. 2. Start C4D, open the .lws file 3. From the Objects menu, add a Background 4. Create a new Texture with File/New down below. 5. At right, click on “…” next to the file name for texture. 6. Select your source file. 7. Click on the right-facing triangle button next to the file name, select Edit. 8. Select the Animation panel 9. Click the Calculate button at the bottom. 10.Drag the new texture from the texture editor onto the “Background” on the object list. Background now appears in the viewport. DotXSI Procedure 1. In SynthEyes, after completing tracking, do File/Export/dotXSI to create a .xsi file somewhere. 2. Start Softimage, or do a File/New. 3. File/Import/dotXSI... of the new .xsi file from SynthEyes. The options may vary with the XSI version, but you want to import everything. 4. Set the camera to Scene1.Camera01 (or whatever you called it in SynthEyes). 5. Open the camera properties. 6. In the camera rotoscopy section, select New from Source and then the source shot. 7. Make sure “Set Pixel Ratio to 1.0” is on. 8. Set “Use…” pixel ratio to “Camera Pixel Ratio” (should be the default) 9. In the Camera section, make sure that Field of View is set to Horizontal. 10.Make sure that the Pixel Aspect Ratio is correct. In SynthEyes, select Shot/Edit Shot to see the pixel aspect ratio. Make sure that XSI has the exact same value 0.9 isnota substitute for 0.889, so fix it! Back story XSI does not have a setting for 720x480 DV, and 720x486 D1 causes errors! 11.Close the camera properties page. 12.On the display mode control (Wireframe, etc), turn on Rotoscope. ElectricImage The ElectricImage importer relies on a somewhat higher level of user activity than normal, in the absence of a scripting language for EI. You can export either a camera or object path, and its associated trackers. 1. After you have completed tracking in SynthEyes, select the camera/object you wish to export from the Shots menu, then select File/Export/Electric Image. SynthEyes will produce two files, an .obm file containing the trajectory, and an .obj file containing geometry marking the trackers. 2. In ElectricImage, make sure you have a camera/object that matches the name used in SynthEyes. Create new cameras/objects as required. If you have Camera01 in SynthEyes, your camera should be Camera 1 in EI. The zero is removed automatically by the SynthEyes exporter. 3. Go to the Animation pull-down menu and select the Import Motion option. 4. In the open dialog box, select All Files from the Enable pop-up menu, so that the .obm file will be visible. 5. Navigate to, and select, the .obm file produced by SynthEyes. This will bring up the ElectricImage motion import dialog box which allows you to override values for position, rotation, etc. Normally, you will ignore all these options as it is simpler to parent the camera/object to an effector later. The only value you might want to change is the start time to offset when the camera move begins. Click OK and you will get a warning dialog about the frame range. This is a benign warning that sets the range of frames rendering option to match the length of the incoming camera data. Hitting cancel will abort the operation, so hit OK and the motion data will be applied to the camera. 6. Select Import Object from the Object pull-down menu. 7. Enable All Files in the pop-up menu. 8. Select the .obj file produced by SynthEyes. 9. Create a hierarchy by selecting one tracker as the parent, or bringing in all trackers as separate objects. 10.If you are exporting an object path, parent the tracker object to the object holding the path. Fusion 5 There are several Fusion-compatible exporters. The main exporter is the Fusion 5 composition export, which can be opened directly in Fusion. The Tracker 2-D Paths export can write all the exportable trackers to a text file, which can then be read in Fusion with the Import SynthEyes Trackers script and assigned to any Point-type input on a node. Select a node and start the Import script from its right-click menu. At present, it appears that you should animate the desired control before importing, then tell the script to proceed anyway when it notices that the control is already animated. There is also a generic 2-D path exporter for Fusion. Houdini Instructions 1. File/New unless you are addding to your existing scene. 2. Open the script Textport 3. Typesource c /shots/scenes/flyover.cmd or equivalent. 4. Change back from COPs to OBJs. Lightwave The Lightwave exporter produces a lightwave scene file (.lws) with several options, one of them crucial to maintaining proper synchronization. As mentioned earlier, Lightwave requires a units setting when exporting from SynthEyes. The SynthEyes numbers are unitless by changing the units setting in the lightwave exporter as you export, you can make that 24 in SynthEyes mean 24 inches, 24 feet, 24 meters, etc. This is different than in Lightwave, where changing the units from 24 inches would yield 2 feet, 0.61 meters, etc. This is the main setting that you may want to change from scene to scene. Lightwave has an obscure preferences-like setting on its Compositing panel (on the Windows menu) named “Synchronize Image to Frame.” The available options are zero or one. Selecting one shifts the imagery one frame later in time, and this is the Lightwave default. However, for SynthEyes, a setting of zero will generally be more useful (unless the SynthEyes preferenceFirst Frame is 1is turned on). The Lightwave exporter from SynthEyes allows you to select either 0 or 1. We recommend selecting zero, and adjusting Lightwave to match. You will only have to do this once, Lightwave remembers it subsequently. In all cases, you must have a matching value on the exporter UI and in Lightwave, or you will cause a subtle velocity-dependent error in your camera matches in Lightwave that will drive you nuts until you fix the setting. The exporter also has a checkbox for using DirectShow. This checkbox applies only for AVIs, and should be on for most AVIs that contain advanced codecs such as DV or HD. If an AVI uses an older codec and is not opened automatically within Lightwave, export again with this checkbox turned off. Nuke The nuke exporter produces a nuke file you can open directly. The pop-up parameter panel lets you indicate if you have a slate frame at the start of the shot, or select renderable or non-rendering tracker marks. The renderable marks are better for tracking, the non-rendering marks better for adding objects within Nuke s 3-D view. Poser Poser struggles a little to be able to handle a match-moved camera, so the process is a bit involved. Hopefully Curious Labs will improve the situation in further releases. The shot must have square pixels to be used properly by Poser; it doesn t understand pixel aspect ratios. So if you have a 720x480 DV source, say, you need to resample it in SynthEyes, AfterEffects or something to 640x480. Also, the shot has to have a frame rate of exactly 30 fps. This is a drag since normal video is 29.97 fps, and Poser thinks it is 29.00 fps, and trouble ensues. One way to get the frame rate conversion without actually mucking up any of the frames is to store the shot out as a frame sequence, then read it back in to your favorite tool as a 30 fps sequence. Then you can save the 640x480 or other square-pixel size. Note that you can start with a nice 720x480 29.97 DV shot, track it in SynthEyes, convert it as above for Poser, do your poser animation, render a sequence out of Poser, then composite it back into the original 720x480. One other thing you need to establish at this time---exactly how many frames there are in your shot. If the shot ranges are 0 to 100, there are 101; from 10 to 223, there are 214. 1. After completing tracking in SynthEyes, export using the Poser Python exporter. 2. Start Poser. 3. Set the number of frames of animation, at bottom center of the Poser interface, to the correct number of frames. It is essential that you do this now, before reading the python script 4. File/Run Python Script on the python script output from SynthEyes. 5. The Poser Dolly camera will be selected and have the SynthEyes camera animation on it. There are little objects for each tracker, and also SynthEyes boxes, cones, etc are brought over into Poser. Open Question How to render out of Poser with the animated movie background. The best approach appears to be to render against black with an alpha channel, then composite over the original shot externally. Shake SynthEyes offers three specific exporters for Shake, plus one generic one 1. MatchMove Node. 2. Tracker Node 3. Tracking File format 4. 3-D Export via the “AfterFX via .ma” or Maya ASCII exports. The first two formats (Sizzle export scripts) produce shake scripts (.shk files); the third format is a text file. The fourth option produces Maya scene files that Shake reads and builds into a scene using its 3-D camera. We’ll start with the simplest, the tracking file format. Select one tracker and export with the Shake Tracking File Format, and you will have a track that can be loaded into a Shake tracker using the load option. You can use this to bring a track from SynthEyes into existing Shake tracking setups. Building on this basis, #2, Tracker Node, exports one or more selected trackers from SynthEyes to create a single Tracker Node within Shake. There are some fine points to this. First, you will be asked whether you want to export the solved 3-D positions, or the tracked 2-D positions. These values are similar, but not the same. If you have a 3-D solution in SynthEyes, you can select the solved 3-D positions, and the export will be the “ideal” tracked (predicted) coordinates, with less jitter than the plain 2-D coordinates. Also, since you might be exporting from a PC to a Mac or Linux machine, the image source file(s) may be named differently perhaps X \shots1\shot1_#.tga on the PC, and //macmachine/Users/tom/shots/shot1_#.tga on the PC. The Shake export script s dialog box has two fields, PC Drive and Mac Drive, that you can set to automatically translate the PC file name into the Mac file name, so that the Shake script will work immediately. In this example, you would set PC Drive to “X \\” and Mac Drive to “//macmachine/Users/tom/”. Finally, the MatchMove node exporter looks not for trackers to export, but for SynthEyes planes! Each plane (created from the 3-D panel) is exported to Shake by creating four artificial trackers (in Shake) at the corners of the plane. The matchmove export lets you insert a layer at any arbitrary position within the 3-D environment calculated by SynthEyes. For example, you can insert a matte painting into a scene at a location where there is nothing to track. You can use a collection of planes, positioned in SynthEyes, to obtain much of the effect of a 3-D camera. The matchmove node export also provides PC to Mac/Linux file name translation. trueSpace Directions Warning trueSpace has sometimes had problems executing the exported script correctly. Hopefully Caligari will fix this soon. 1. In SynthEyes, export to trueSpace Python. 2. Open trueSpace. 3. Right-click the Play button in the trueSpace animation controls. 4. Set the correct BaseRate/PlayRate in the animation parameters to match your source shot. 5. Open the Script Editor. 6. From inside the Script Editor, Open/Assign the python script you created within SynthEyes. 7. Click Play (Time On) in the Script Manager. 8. When the Play button turns off, close the ScriptManager. 9. Open the Object Info panel. 10.Verify that the SynthEyes camera is selected (usually Camera01). 11.Change the Perspective view to be View from Object. 12.Select the Camera01Screen. 13.Open the Material Editor (paint pallete). 14.Right click on Color shaders button. 15.Click on (Caligari) texture map, sending it to the Material Editor color shader. 16.Open the subchannels of the Material Editor (Color, Bump, Reflectance). 17.On the Color channel of the Material Editor, right click on the Get Texture Map button and select your source shot. 18.Check the Anim box. 19.Click the Paint Object button on the Material Editor. 20.Click on File/Display Options and change the texture resolution to 512x512. 21.You may want to set up a render background to overlay animated objects on the background, or you can use an external compositing program. Make the Camera01Screen object invisible before rendering. 22.In trueSpace, you need to pay special attention to get the video playback synchronized with rest of the animation, and to get the render aspect ratio to match the original. For example, you must add the texture map while you are at frame zero, and you should set the pixel aspect ratio to match the original (SynthEyes s shot panel will tell you what it is). Vue 5 Infinite The export to Vue Infinite requires a fair number of manual steps pending further Vue enhancements. But with a little practice, they should only take a minute or two. 1. Export from SynthEyes using the Vue 5 Infinite setting. The options can be left at their default settings unless desired. You can save the python script produced into any convenient location. 2. Start Vue Infinite or do a File/New in it. 3. Select the Main Camera 4. On its properties, turn OFF Always keep level 5. Go to the animation menu, turn ON the auto-keyframe option. 6. Select the Python/Run python script menu item, select the script exported from SynthEyes, and run it. 7. In the main camera view, select the Camera01 Screen object (or the equivalent if the SynthEyes camera was renamed) 8. In the material preview, right-click, select Edit Material. 9. The material editor appears, select Advanced Material Editor if not already. 10.Change the material name to flyover or whatever the image shot name is. 11.Select the Colors tab. 12.Select Mapped picture 13.Click the left-arrow Load icon under the black bitmap preview area 14.In the Please select a picture to load dialog, click the Browse File icon at the bottom --- a left arrow superimposed on a folder 15.Select your image file in the Open Files dialog. If it is an image sequence, select the first image, then shift-select the last. 16.On the material editor, under the bitmap preview area, click the clap-board animation icon to bring up the Animated Texture Options dialog 17.Set the frame rate to the correct value. 18.Turn on Mirror Y 19.Hit OK on the Animated Texture dialog 20.On the drop-down at top right of the Advanced Material Editor, select a Mapping of Object- Parametric 21.Turn off Cast shadows and Receive shadows 22.Back down below, click the Highlights tab 23.Turn Highlight global intensity down to zero. 24.Click on the Effects tab 25.Turn Diffuse down to zero 26.Click the Ambient data-entry field and enter 400 27.Hit OK to close the Advanced Material Editor 28.Select the Animation/Display Timeline menu item (or hit F11) 29.If this is the first time you have imported from SynthEyes to Vue Infinite, you must perform the following steps a. Select File/Options menu item. b. Click the Display Options tab c. Turn off Clip objects under first horizontal plane in main view only , otherwise you will not be able to see the background image. d. Turn off Clip objects under first horizontal plane (ground / water) e. Turn off Stop camera going below clipping plane (ground / water) if needed by your camera motion. f. Hit OK 30.Delete the Ground object 31.If you are importing lights from SynthEyes, you can delete the Sun Light as well, otherwise, spin the Sun Light around to point at the camera screen, so that the image can be seen in the preview window. 32.You may have to move the time bar before the image appears. Vue Infinite only shows the first image of the sequence, so you can verify alignment at frame zero. 33.You will later want to disable the rendering of the trackers, or delete them outright. 34.Depending on what you are doing, you may ultimately wish to delete or disable the camera screen as well, for example, if you will composite an actor in front of your Vue Infinite landscape. 35.The import is complete; you can start working in Vue Infinite. You should make probably save a copy of the main camera settings so that you can have a scratch camera available as you prepare the scene in Vue Infinite. Vue 6 Infinite Export from SynthEyes using the Vue 6 Infinite option, producing a maxscript file. Import the maxscript file in Vue 6 Infinite Adjust the aspect ratio of the backdrop to the correct overall aspect ratio for your shot. This is important since Vue assumes square pixels, and if they aren’t (for all DV, say), the camera match will be off badly
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Linuxディストリビューション バージョン2.4 or 2.6? glibcとそのバージョン X Window System デスクトップ環境 カーネルイメージ カーネルモジュール カーネル再構築 初期RAMディスクの中身 参考 http //www.ibm.com/developerworks/jp/linux/library/itm-linux-base/#b Linuxディストリビューション Linuxカーネルに各種ソフトウェアを集め、システムとしての一通りの機能を持ったソフトウェアの集合。 imageプラグインエラー ご指定のURLはサポートしていません。png, jpg, gif などの画像URLを指定してください。 バージョン コマンド [root@localhost ~]# uname -a Linux localhost.localdomain 2.6.18-164.el5 #1 SMP Thu Sep 3 03 33 56 EDT 2009 i686 i686 i386 GNU/Linux ファイル [root@localhost ~]# cat /proc/version Linux version 2.6.18-164.el5 (mockbuild@builder16.centos.org) (gcc version 4.1.2 20080704 (Red Hat 4.1.2-46)) #1 SMP Thu Sep 3 03 33 56 EDT 2009 2005年3月の2.6.11以前、安定版と開発版はマイナーバージョン番号によって区別でき、開発版は奇数、安定版は偶数をつける決まりになっていました。 imageプラグインエラー ご指定のURLはサポートしていません。png, jpg, gif などの画像URLを指定してください。 2005年3月の2.6.11以降、「2.6.x.y」のような、さらなるメンテナンスナンバーが追加され、「2.6.x」に対して「2.6.x.y」は安全な修正のみを反映させる。 yに関して、"-164.el5"は自由に決めることが出来る。 [root@localhost ~]# vi /usr/src/linux-2.6.33.3/Makefile kernel http //www.kernel.org/ 2010/05/03現在 2.6.33.3 2.4 or 2.6? 2.6系は、2.4系のチューニング版。 主要な変更点:高負荷時の性能向上 glibcとそのバージョン 各アプリケーションでよく使われる機能を持ったライブラリ。Linuxアプリケーションはglibcに依存。バージョンの違いにシビア。 [root@localhost ~]# gcc -v Using built-in specs. Target i386-redhat-linux コンフィグオプション ../configure --prefix=/usr --mandir=/usr/share/man --infodir=/usr/share/info --enable-shared --enable- threads=posix \ --enable-checking=release --with-system-zlib --enable-__cxa_atexit --disable-libunwind-exceptions --enable-libcj-multifile \ --enable-languages=c,c++,objc,obj-c++,java,fortran,ada --enable-java-awt=gtk --disable-dssi --enable-plugin \ --with-java-home=/usr/lib/jvm/java-1.4.2-gcj-1.4.2.0/jre --with-cpu=generic --host=i386-redhat-linux スレッドモデル posix gcc バージョン 4.1.2 20080704 (Red Hat 4.1.2-46) X Window System X.Orgサイト:http //www.x.org/wiki/ XFree86→X.Orgへ変更 2010/05/03現在 X11R7.6 デスクトップ環境 X Window Systemで使用されるデスクトップ環境。ウィンドウ操作などを実現するウィンドウマネージャなど。 KDEとGNOMEがある。 カーネルイメージ [root@localhost ~]# ls -la /boot/vmlinuz-2.6.18-164.el5 -rw-r--r-- 1 root root 1855924 9月 3 2009 /boot/vmlinuz-2.6.18-164.el5 カーネルモジュール [root@localhost ~]# ls -l /lib/modules/2.6.18-164.el5/kernel drwxr-xr-x 3 root root 4096 4月 11 04 44 arch drwxr-xr-x 2 root root 4096 4月 11 04 44 crypto drwxr-xr-x 42 root root 4096 4月 11 04 44 drivers drwxr-xr-x 31 root root 4096 4月 11 04 44 fs drwxr-xr-x 4 root root 4096 4月 11 04 44 lib drwxr-xr-x 22 root root 4096 4月 11 04 44 net drwxr-xr-x 9 root root 4096 4月 11 04 44 sound スクリプトなどで記述する時 [root@localhost 2.6.18-164.el5]# echo /lib/modules/`uname -r` /lib/modules/2.6.18-164.el5 現在ロードされているカーネルモジュール コマンド [root@localhost ~]# lsmod ip_conntrack_netbios_ns 6977 0 xt_state 6209 4 ip_conntrack 53281 2 ip_conntrack_netbios_ns,xt_state など... モジュール名・サイズ・参照回数・依存関係 ソート [root@localhost ~]# lsmod|sort -k2nr|less ファイル [root@localhost ~]# cat /proc/modules|less ip_conntrack_netbios_ns 6977 0 - Live 0xf8a44000 xt_state 6209 4 - Live 0xf8a4d000 ip_conntrack 53281 2 ip_conntrack_netbios_ns,xt_state, Live 0xf8a69000 モジュール名・サイズ・参照回数・依存関係,ロード状態(Live、Loading、Unloading),現在のカーネルメモリオフセット カーネルモジュールの詳細 モジュール名を調べるには、lsmodコマンド、/live/modules/`uname -r`/lernel以下のファイルを参照する。 [root@localhost nfs]# modinfo ext3 filename /lib/modules/2.6.18-164.el5/kernel/fs/ext3/ext3.ko license GPL description Second Extended Filesystem with journaling extensions author Remy Card, Stephen Tweedie, Andrew Morton, Andreas Dilger, Theodore Ts o and others srcversion 51D84081C475FE078B1D891 depends jbd vermagic 2.6.18-164.el5 SMP mod_unload 686 REGPARM 4KSTACKS gcc-4.1 module_sig 883f3504a9f784e581431131ff6a52711292c309f5ef8f88488c3d9bd4505db9d613e0af459f3a1909c8b43293f9bcd72f55c96c4f801f2fcba02858 カーネル再構築 ダウンロード 参考 http //www.kernel.org/ [root@localhost nfs]# cd /usr/src/ [root@localhost src]# wget http //www.kernel.org/pub/linux/kernel/v2.6/linux-2.6.33.3.tar.bz2 [root@localhost src]# tar jxvf linux-2.6.33.3.tar.bz2 [root@localhost src]# cd linux-2.6.33.3 .configファイル(カーネル構築の設定ファイル)がある場合、バックアップを取っておく。初めて展開した場合はない。 [root@localhost linux-2.6.33.3]# make mrproper 現在のコンフィグレーションファイル.configと、前回のカーネルコンフィグレーションで生成されたすべてのファイルを削除して初期状態に戻します。 [root@localhost linux-2.6.33.3]# make config .configを生成 [root@localhost linux-2.6.33.3]# make カーネルとカーネルモジュールのコンパイル [root@localhost linux-2.6.33.3]# make modules_install カーネルモジュールのインストール(/lib/modules/2.6.33.3) [root@localhost linux-2.6.33.3]# mkinitrd /boot/initrd-2.6.33.3.img 2.6.33.3 初期RAMディスクの作成(/lib/modules以下を検索) [root@localhost linux-2.6.33.3]# installkernel vmlinuz-2.6.33.3 arch/i386/boot/bzImage System.map カーネルイメージとSystem.mapを/boot以下に作成 ※【vmlinuz-】はいらなかった...。 初期RAMディスクの中身 [root@localhost ~]# cp /boot/initrd-2.6.33.3.img /tmp/ [root@localhost tmp]# file initrd-2.6.33.3.img initrd-2.6.33.3.img gzip compressed data, from Unix, last modified Sat May 1 10 21 23 2010, max compression [root@localhost tmp]# gunzip -S .img initrd-2.6.33.3.img ※-Sは、拡張子を指定 [root@localhost tmp]# mkdir initrd-2.6.33.3-tmp;cd initrd-2.6.33.3-tmp [root@localhost initrd-2.6.33.3-tmp]# cat /tmp/initrd-2.6.33.3|cpio -i cpioコマンド http //itpro.nikkeibp.co.jp/article/COLUMN/20060227/230735/ [root@localhost initrd-2.6.33.3-tmp]# ls -F bin/ dev/ etc/ init* lib/ proc/ sbin@ sys/ sysroot/ ※gzipよりbzip2の方が圧縮率が高い
https://w.atwiki.jp/wowwiki/pages/183.html
Argent Dawn #ref error :ご指定のページがありません。ページ名を確認して再度指定してください。 Argent Dawnは、ScourgeからAzerothを守る組織です。Argent Dawnの拠点はEastern/Western Plaguelandsで見つけることができるでしょう。 Argent DawnのReputationが上昇すると様々なProfessionレシピやFood、Waterを購入できたり Shoulderへの各Resist、Head/LegへのShadow/Frost Resist Enchantが可能になります。 また40人Instance Naxxramas潜入の為のコストも軽減できるでしょう。 StormwindのCity Hall隣にもギルドハウスを持っていますが現在は空家。 DarnassusのギルドハウスはBlackfathom Depthsのクエストがあります。 Scourgestone LV50になるとArgent Dawn Commission (Trinket)をもらうことができます。 HordeならTirisfal Glades東のBulwark、AllianceならWestern Plaguelands南のChillwind CampでNPCに話しかけてみましょう。 このTrinketを装備しPlaguelands、Scholomance、Stratholmeの中でUndead と戦うことにより各Scourgestoneを入手できます。 Scourgestoneを一定数集めArgent DawnのNPCにTurninすることでArgent Dawn Valor Tokenに交換してもらうことができます。(Rep+25) このArgent Dawn Valor Tokenはそのままクリックして使用するとRep+25ですが 下記のArmaments of the Dawn QuestやMantle of the Dawnで肩にResisiを付ける場合にも必要になるでしょう。 Argent Dawn Commission #ref error :ご指定のページがありません。ページ名を確認して再度指定してください。 Argent DawnのNPCから入手 Argent Dawn Valor Token #ref error :ご指定のページがありません。ページ名を確認して再度指定してください。 クリックでRep+25、他Questでも使用 Scourgestone Minion s Scourgestone #ref error :ご指定のページがありません。ページ名を確認して再度指定してください。 低LV Undead Turnin 20個単位 Invader s Scourgestone #ref error :ご指定のページがありません。ページ名を確認して再度指定してください。 高LV Undead Turnin 10個単位 Corruptor s Scourgestone #ref error :ご指定のページがありません。ページ名を確認して再度指定してください。 Boss Turnin 1個単位 [60] The Flesh Does Not Lieと[60] The Active AgentのQuestを完了すると、2種のTrinketのどちらかを選択することができます。(参考:Stratholme) これはArgent Dawn Commissionの完全上位互換版で+Damage効果が付いたものです。 Seal of the Dawn(vs Undead +81 Attack Power) #ref error :ご指定のページがありません。ページ名を確認して再度指定してください。 Rune of the Dawn](vs Undead +48 Spell Damage) #ref error :ご指定のページがありません。ページ名を確認して再度指定してください。 Cauldron Quest #ref error :ご指定のページがありません。ページ名を確認して再度指定してください。 アウトドアで効率の良いReputation上げの一つCauldron Quest、通称”お釜”Questです。 4箇所のCauldronを調査しChain Quest完了後にVitreous Focuserを入手すると繰り返し可能なRRQとなります。 Revered以上になると通常のMobからReputationを得ることができなくなりますが Cauldron Questには制限はなくExaltedまで到達可能です。 Step1 Scourge cauldron(大釜)探査クエスト Horde [53] The Scourge Cauldrons (Bulwark High Executor Derrington) Shadow Priestess Vandisと話す。 [53] Target Felstone Field (Bulwark Shadow Priestess Vandis) Western PlaguelandsのFelstone Fieldへ行き、大釜のKey(Named Drop)と毒のサンプルを採取する。 [53] Return to the Bulwark (Western Plaguelands Scourge Cauldron) Shadow Priestess Vandisへ報告する。 [55] Target Dalson s Tears (Bulwark Shadow Priestess Vandis) Western PlaguelandsのDalson s Tearsへ行き、大釜のKey(Named Drop)と毒のサンプルを採取する。 [55] Return to the Bulwark (Western Plaguelands Scourge Cauldron) Shadow Priestess Vandisへ報告する。 [55] Target Writhing Haunt (Bulwark Shadow Priestess Vandis) Western PlaguelandsのWrithing Hauntへ行き、大釜のKey(Named Drop)と毒のサンプルを採取する。 [55] Return to the Bulwark (Western Plaguelands Scourge Cauldron) Shadow Priestess Vandisへ報告する。 [58] Target Gahrron s Withering (Bulwark Shadow Priestess Vandis) Western PlaguelandsのGahrron s Witheringへ行き、大釜のKey(Named Drop)と毒のサンプルを採取する。 [58] Return to the Bulwark (Western Plaguelands Scourge Cauldron) Shadow Priestess Vandisへ報告する。 Alliance [53] The Scourge Cauldrons (Chillwind Point Commander Ashlam Valorfist) High Priestess Macdonnellと話す。 [53] Target Felstone Field (Chillwind Point High Priestess Macdonnell) Western PlaguelandsのFelstone Fieldへ行き、大釜のKey(Named Drop)と毒のサンプルを採取する。 [53] Return to Chillwind Camp (Western Plaguelands Scourge Cauldron) High Priestess Macdonnellへ報告する。 [55] Target Dalson s Tears (Chillwind Point High Priestess Macdonnell) Western PlaguelandsのDalson s Tearsへ行き、大釜のKey(Named Drop)と毒のサンプルを採取する。 [55] Return to Chillwind Camp (Western Plaguelands Scourge Cauldron) High Priestess Macdonnellへ報告する。 [55] Target Writhing Haunt (Chillwind Point High Priestess Macdonnell) Western PlaguelandsのWrithing Hauntへ行き、大釜のKey(Named Drop)と毒のサンプルを採取する。 [55] Return to Chillwind Camp (Western Plaguelands Scourge Cauldron) High Priestess Macdonnellへ報告する。 [58] Target Gahrron s Withering (Chillwind Point High Priestess Macdonnell) Western PlaguelandsのGahrron s Witheringへ行き、大釜のKey(Named Drop)と毒のサンプルを採取する。 [58] Return to Chillwind Camp (Western Plaguelands Scourge Cauldron) High Priestess Macdonnellへ報告する。 Step2 Cauldronクエスト(RRQ) Scourge cauldron探査クエストを終えたならば、Argent Dawn campでのNPCからVitreous Focuserを得ることができるでしょう。 これを持っているとWestern PlaguelandsでUndeadを倒した際に3種類の特別なクエストアイテムを入手することができます。 各クエストアイテムを集めたらArcane Quickener1個、Runecloth 4枚と一緒にそれぞれの大釜に放り込めばRRQは完了します。 獲得ReputationはFelstone Fieldだけ15Rep、それ以外は25Repとなっています。 #ref error :ご指定のページがありません。ページ名を確認して再度指定してください。 Vitreous Focuser Argent Dawn NPCより入手 3種類のクエストアイテムが入手可能になる。 #ref error :ご指定のページがありません。ページ名を確認して再度指定してください。 Quest Item#1 Osseous Agitator Drop 骨系 Felstone Fieldで使用 #ref error :ご指定のページがありません。ページ名を確認して再度指定してください。 Quest Item#2 Somatic Intensifier Drop ゾンビ系 Dalson s Tears、Writhing Hauntで使用 #ref error :ご指定のページがありません。ページ名を確認して再度指定してください。 Quest Item#3 Ectoplasmic Resonator Drop ゴースト系 Gahrron s Witheringで使用 #ref error :ご指定のページがありません。ページ名を確認して再度指定してください。 Arcane Quickener Argent Dawn NPCより40sで購入 各Cauldronで使用。(時間制限30分) [RRQ] Felstone Field Cauldron (Western Plaguelands Scourge Cauldron) Arcane Quickener 1個 Osseous Agitator 6個 Runecloth 4枚 [RRQ] Dalson s Tears Cauldron (Western Plaguelands Scourge Cauldron) Arcane Quickener 1個 Somatic Intensifier 5個 Runecloth 4枚 [RRQ] Writhing Haunt Cauldron (Western Plaguelands Scourge Cauldron) Arcane Quickener 1個 Somatic Intensifier 5個 Runecloth 4枚 [RRQ] Writhing Haunt Cauldron (Western Plaguelands Scourge Cauldron) Arcane Quickener 1個 Ectoplasmic Resonator 4個 Runecloth 4枚 Armaments of the Dawn Patch1.11で追加されたQuest。 各turnin Questをこなし2種類のInsigniaを集めるとItemと交換することができます。 RewardはRare6種類、Epic6種類の中から1つ。(繰り返し可能ですがUnique品は1つしか持つことが出来ないので注意) 各Insigniaがそれぞれ6〜110個必要になり、数はReputationによって変化します。 #ref error :ご指定のページがありません。ページ名を確認して再度指定してください。 Insignia of the Dawn #ref error :ご指定のページがありません。ページ名を確認して再度指定してください。 Insignia of the Crusade (例)Rare Item QuestのSupply Bag(18 slot)が欲しい場合 Argent DawnのReputationがReveredならばInsignia of the DawnとInsignia of the Crusadeが7個づつ、Honoredなら20個づつ必要。 Rare Item Quest Reputation Insignia Quest Friendly 30 Insignia of the Dawn30 Insignia of the Crusade Superior Armaments of Battle - Friend of the Dawnhttp //www.thottbot.com/?qu=9221 Honored 20 Insignia of the Dawn20 Insignia of the Crusade Superior Armaments of Battle - Honored Amongst the Dawnhttp //www.thottbot.com/?qu=9223 Revered 7 Insignia of the Dawn7 Insignia of the Crusade Superior Armaments of Battle - Revered Amongst the Dawnhttp //www.thottbot.com/?qu=9226 Exalted 6 Insignia of the Dawn6 Insignia of the Crusade Superior Armaments of Battle - Exalted Amongst the Dawnhttp //www.thottbot.com/?qu=9227 Rewards Band of Piety Band of Resolution Leggings of the Plague Hunter Sanctified Leather Helm Supply Bag Verimonde s Last Resort Epic Item Quest Reputation Insignia Quest Friendly 110 Insignia of the Dawn110 Insignia of the Crusade Epic Armaments of Battle - Friend of the Dawnhttp //www.thottbot.com/?qu=9222 Honored 75 Insignia of the Dawn75 Insignia of the Crusade Epic Armaments of Battle - Honored Amongst the Dawnhttp //www.thottbot.com/?qu=9224 Revered 45 Insignia of the Dawn45 Insignia of the Crusade Epic Armaments of Battle - Revered Amongst the Dawnhttp //www.thottbot.com/?qu=9225 Exalted 27 Insignia of the Dawn27 Insignia of the Crusade Epic Armaments of Battle - Exalted Amongst the Dawnhttp //www.thottbot.com/?qu=9228 Rewards Amulet of the DawnBracers of HopeBracers of SubterfugeMedallion of the DawnTalisman of AscendanceThe Purifier Turnin Turnin QuestはDrop品5種類とCraft品24種類に分かれます。 Drop品は拾った物をそのまま届けることができますが、Craft品の方は製造指示書が必要です。 製造指示書はLght s Hope ChapelのRRQ[60]They Call Me "The Rooster"(Craftsman s Writ)でArgent Dawn Valor Token1つと交換です。(ランダム) (Cenarion CircleのField Duty Questに似ています) Profession Name 数量 Rewards Alchemy Major Healing Potion 20 #ref error :ご指定のページがありません。ページ名を確認して再度指定してください。Insignia of the Dawn or#ref error :ご指定のページがありません。ページ名を確認して再度指定してください。Insignia of the Crusade Major Mana Potion 10 Greater Arcane Protection Potion 15 Flask of Petrification 1 Blacksmithing Huge Thorium Battleaxe 3 Volcanic Hammer 3 Dense Weightstone 120 Radiant Circlet 3 Imperial Plate Chest 3 Fishing Stonescale Eel 40 Lightning Eel 30 Plated Armorfish 30 Engineering Gnomish Battle Chicken 4 Goblin Sapper Charge 20 Thorium Tube 14 Thorium Grenade 20 Leatherworking Runic Leather Pants 4 Wicked Leather Headband 10 Rugged Armor Kit 25 Wicked Leather Belt 9 Tailoring Runecloth Boots 8 Runecloth Robe 8 Runecloth Bag 8 Brightcloth Pants 6 Drop Dark Iron Scrap 30 #ref error :ご指定のページがありません。ページ名を確認して再度指定してください。Insignia of the Dawn Core of Element 30 Savage Frond 30 #ref error :ご指定のページがありません。ページ名を確認して再度指定してください。Insignia of the Crusade Bone Fragment 30 Crypt Fiend Parts 30 Resist Enchant Argent Dawn Enchantments Argent DawnのReputationが上昇すると様々な+Resist Enchantを購入できるようになります。 ReveredではMantles of the Dawn Quest(Argent Dawn Valor Token10個)完了後に各属性Resistを9gで。 ExaltedではChromatic Mantle of the Dawn Quest(Argent Dawn Valor Token25個)完了後にAll Resist+5を9gで購入できます。 Head/LegへのFrost/Shadow ResiはScarlet CrusadeのQuestになるのでArgent DawnのReputationは関係ないと思われます。(未確認) Revered #ref error :ご指定のページがありません。ページ名を確認して再度指定してください。 Arcane Mantle of the Dawn Shoulder Arcane Resi+5 #ref error :ご指定のページがありません。ページ名を確認して再度指定してください。 Flame Mantle of the Dawn Shoulder Fire Resi+5 #ref error :ご指定のページがありません。ページ名を確認して再度指定してください。 Frost Mantle of the Dawn Shoulder Frost Resi+5 #ref error :ご指定のページがありません。ページ名を確認して再度指定してください。 Nature Mantle of the Dawn Shoulder Nature Resi+5 #ref error :ご指定のページがありません。ページ名を確認して再度指定してください。 Shadow Mantle of the Dawn Shoulder Shadow Resi+5 Exalted #ref error :ご指定のページがありません。ページ名を確認して再度指定してください。 Chromatic Mantle of the Dawn Shoulder All Resi+5 Scarlet Crusade Enchantments Light s Hope Chapel内Mataus the Wrathcasterより#ref error :ご指定のページがありません。ページ名を確認して再度指定してください。Insignia of the Crusade10個+30gと交換 #ref error :ご指定のページがありません。ページ名を確認して再度指定してください。 Shadow Guard Head/Leg Shadow Resi+10 #ref error :ご指定のページがありません。ページ名を確認して再度指定してください。 Ice Guard Head/Leg Frost Resi+10 Mob Plagulands/Scholomance/Stratholme/NaxxramasにいるScourgeのUndeadを倒すことによりReputationを獲得できます。 (Rep+5) Normal Undeadを倒す。 Honoredまで。 (Rep+5) Eastern PlaguelandsのShadowmageを倒す。 Reveredまで。 (Rep+5) Scholomance、StratholmeのElite Undeadを倒す。 Reveredまで。 (Rep+25) Scholomance、Stratholmeのボス級Undeadを倒す。 (Rep+50) StratholmeのBaron Rivendare、ScholomanceのRas Frostwhisperを倒す。 (Rep+150) 45minBaronを達成する。 その他Naxxramas一部MOBを倒す。 その他 Argent Dawn関連Quest In Search of Thaelrid Blackfathom Villainy (A) Blackfathom Villainy (H) Twilight Falls Sceptre of Light Book of the Ancients RRQ一覧 Scourgestone--Minion s Scourgestone 20個を Argent Dawn Valor Token 1個に交換 (+25) Invader s Scourgestone 10個を Argent Dawn Valor Token 1個に交換 (+25) Corruptor s Scourgestone 1個を Argent Dawn Valor Token 1個に交換 (+25) Argent Dawn Valor Token を使用する(+25) Cauldron Quest--Felstone Field Cauldron (+15) Dalson s Tears Cauldron (+25) The Writhing Haunt Cauldron (+25) Gahrron s Withering Cauldron (+25) Healthy Dragon Scale ScholomanceのPlagued Hatchlingの鱗をLight s Hope Chapel Betina Bigglezinkへ渡す (+50) Craftsman s Writ (初回+200,2回目以降+10) Craftsman s Writ 各Craft品Turnin (+50) Insignia Quest Drop品Turnin (初回+200,2回目以降+10) Reputation上昇による特典 ※Recipeは別途記載 ※40人Instance Naxxramas潜入のコスト軽減 ※Armaments of the DawnのInsignia数軽減 Friendly Enriched Manna Biscuit を購入できる Honored Revered Blessed Sunfruit を購入できる Blessed Sunfruit Juice を購入できる Questを受けることができる Mantles of the Dawn 完了後に各Mantle購入可能 Arcane Mantle of the Dawn Flame Mantle of the Dawn Frost Mantle of the Dawn Nature Mantle of the Dawn Shadow Mantle of the Dawn Exalted Questを受けることができる Chromatic Mantle of the Dawn 完了後にMantle購入可能 Chromatic Mantle of the Dawn Recipe Profession/Reputation Honored Revered Alchemy Recipe Transmute Air to Fire - Blacksmithing Plans Girdle of the Dawn Plans Gloves of the Dawn Leatherworking Pattern Dawn Treaders Pattern Golden Mantle of the Dawn Tailoring Pattern Argent Boots Pattern Argent Shoulders Enchanting Formula Enchant Bracer - Mana Regeneration Formula Enchant Bracer - Healing FirstAid Formula Powerful Anti-Venom - 公式Vnder Rewards http //www.worldofwarcraft.com/info/basics/factions/argent/index.html
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フォロー投稿画面表示 ★ 投稿者検索表示 ◆ スレッド表示 最大登録件数 2000件 /FONT HR INPUT type="submit" name="post" value="投稿/リロード" INPUT type="submit" name="zeload" accesskey="0" value="0件" INPUT type="submit" name="meload" accesskey="Y" value="未読" a href="#bottom" ▼ /a a class="ZanzanMsgdisp" href="./bbs.cgi?p=5498319 c=900" accesskey="J" 最新30件 /a INPUT type="hidden" name="p" value="899" INPUT type="hidden" name="multizilla" value="" INPUT type="hidden" name="newtitle" value="ぐだぐだわーるdo@暫定" INPUT type="hidden" name="target_blank" value="" INPUT type="hidden" name="targetlink" value="" INPUT type="hidden" name="gikoitsuoff" value="" /FORM HR A name="899" /A !-- 899 -- FONT size="+1" color="#fffffe" B >擬古猫(騙り) /B /FONT 投稿者: B /B FONT size="-1" 投稿日:2012/10/22(月)21時24分47秒 A href="/~qptn/cgi-bin/bbs.cgi?m=f u= d=30 p=899 s=899 c=b01 " ■ /A A href="/~qptn/cgi-bin/bbs.cgi?m=t c=b01 s=898 ff= " target="link" ◆ /A /FONT BLOCKQUOTE PRE FONT color="#ffffff" gt; 書き込み完了 gt; 【吉】 gt; ∧ ∧ gt; /(´ー`)<その串漏れてるよ gt;  ̄ ̄ ̄ ̄ ̄| /FONT 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urlの貼り付けは明示的に行うべきである!?!? /FONT A href="/~qptn/cgi-bin/bbs.cgi?m=f c=b01 s=896 r=2012/10/22(月)21時17分20秒" 参考:2012/10/22(月)21時17分20秒 /A /PRE /BLOCKQUOTE HR !-- -- A name="896" /A !-- 896 -- FONT size="+1" color="#fffffe" B > /B /FONT 投稿者: B 擬古猫 /B FONT size="-1" 投稿日:2012/10/22(月)21時17分20秒 A href="/~qptn/cgi-bin/bbs.cgi?m=f u= d=30 p=899 s=896 c=b01 " ■ /A A href="/~qptn/cgi-bin/bbs.cgi?m=s s=%8b%5b%8c%c3%94L c=b01 " target="link" ★ /A A href="/~qptn/cgi-bin/bbs.cgi?m=t c=b01 s=892 ff= " target="link" ◆ /A /FONT BLOCKQUOTE PRE FONT color="#ffffff" gt; urlの貼り付けは明示的に行うべきである!?!? /FONT A href="/~qptn/cgi-bin/bbs.cgi?m=f c=b01 s=892 r=2012/10/22(月)18時15分54秒" 参考:2012/10/22(月)18時15分54秒 /A /PRE /BLOCKQUOTE HR !-- -- A name="895" /A !-- 895 -- FONT size="+1" color="#fffffe" B >擬古猫 /B /FONT 投稿者: B A href="mailto gikonekos@gmail.com" 擬古猫 /A /B FONT size="-1" 投稿日:2012/10/22(月)20時00分51秒 A href="/~qptn/cgi-bin/bbs.cgi?m=f u= d=30 p=899 s=895 c=b01 " ■ /A A href="/~qptn/cgi-bin/bbs.cgi?m=s s=%8b%5b%8c%c3%94L c=b01 " target="link" ★ /A A href="/~qptn/cgi-bin/bbs.cgi?m=t c=b01 s=893 ff= " target="link" ◆ /A /FONT BLOCKQUOTE PRE FONT color="#ffffff" gt; gt; wikiで明示的に変更点が分かる、か。イイネ gt; gt; a href="http //www14.atwiki.jp/swsw/diffx/12.html" target="_blank" http //www14.atwiki.jp/swsw/diffx/12.html /a gt; これはデバッグに使えるカナ? gt; a href="http //www14.atwiki.jp/swsw/?cmd=backup action=nowdiff page=%E3%81%8F%E3%81%9A%E3%81%AF%E3%81%99%E3%81%8F%E3%82%8A%E3%81%B7%E3%81%A8%20Rev.0.1%20Preview%209%20%282000.9.3%29 num=3" target="_blank" http //www14.atwiki.jp/swsw/?cmd=backup action=nowdiff page=%E3%81%8F%E3%81%9A%E3%81%AF%E3%81%99%E3%81%8F%E3%82%8A%E3%81%B7%E3%81%A8%20Rev.0.1%20Preview%209%20%282000.9.3%29 num=3 /a /FONT 版間の差分が無い(;´Д`) a href="http //www14.atwiki.jp/swsw/?cmd=backup action=nowdiff page=%E3%81%8F%E3%81%9A%E3%81%AF%E3%81%99%E3%81%8F%E3%82%8A%E3%81%B7%E3%81%A8%20Rev.0.1%20Preview%209%20%282000.9.3%29 num=6" target="_blank" http //www14.atwiki.jp/swsw/?cmd=backup action=nowdiff page=%E3%81%8F%E3%81%9A%E3%81%AF%E3%81%99%E3%81%8F%E3%82%8A%E3%81%B7%E3%81%A8%20Rev.0.1%20Preview%209%20%282000.9.3%29 num=6 /a A href="/~qptn/cgi-bin/bbs.cgi?m=f c=b01 s=894 r=2012/10/22(月)19時27分19秒" 参考:2012/10/22(月)19時27分19秒 /A /PRE /BLOCKQUOTE HR !-- -- A name="894" /A !-- 894 -- FONT size="+1" color="#fffffe" B >擬古猫 /B /FONT 投稿者: B A href="mailto gikonekos@gmail.com" 擬古猫 /A /B FONT size="-1" 投稿日:2012/10/22(月)19時27分19秒 A href="/~qptn/cgi-bin/bbs.cgi?m=f u= d=30 p=899 s=894 c=b01 " ■ /A A href="/~qptn/cgi-bin/bbs.cgi?m=s s=%8b%5b%8c%c3%94L c=b01 " target="link" ★ /A A href="/~qptn/cgi-bin/bbs.cgi?m=t c=b01 s=893 ff= " target="link" ◆ /A /FONT BLOCKQUOTE PRE FONT color="#ffffff" gt; wikiで明示的に変更点が分かる、か。イイネ gt; a href="http //www14.atwiki.jp/swsw/diffx/12.html" target="_blank" http //www14.atwiki.jp/swsw/diffx/12.html /a /FONT これはデバッグに使えるカナ? a href="http //www14.atwiki.jp/swsw/?cmd=backup action=nowdiff page=%E3%81%8F%E3%81%9A%E3%81%AF%E3%81%99%E3%81%8F%E3%82%8A%E3%81%B7%E3%81%A8%20Rev.0.1%20Preview%209%20%282000.9.3%29 num=3" target="_blank" http //www14.atwiki.jp/swsw/?cmd=backup action=nowdiff page=%E3%81%8F%E3%81%9A%E3%81%AF%E3%81%99%E3%81%8F%E3%82%8A%E3%81%B7%E3%81%A8%20Rev.0.1%20Preview%209%20%282000.9.3%29 num=3 /a A href="/~qptn/cgi-bin/bbs.cgi?m=f c=b01 s=893 r=2012/10/22(月)19時20分20秒" 参考:2012/10/22(月)19時20分20秒 /A /PRE /BLOCKQUOTE HR !-- -- A name="893" /A !-- 893 -- FONT size="+1" color="#fffffe" B /B /FONT 投稿者: B A href="mailto gikonekos@gmail.com" 擬古猫 /A /B FONT size="-1" 投稿日:2012/10/22(月)19時20分20秒 A href="/~qptn/cgi-bin/bbs.cgi?m=f u= d=30 p=899 s=893 c=b01 " ■ /A A href="/~qptn/cgi-bin/bbs.cgi?m=s s=%8b%5b%8c%c3%94L c=b01 " target="link" ★ /A /FONT BLOCKQUOTE PRE wikiで明示的に変更点が分かる、か。イイネ a href="http //www14.atwiki.jp/swsw/diffx/12.html" target="_blank" http //www14.atwiki.jp/swsw/diffx/12.html /a /PRE /BLOCKQUOTE HR !-- -- A name="892" /A !-- 892 -- FONT size="+1" color="#fffffe" B /B /FONT 投稿者: B /B FONT size="-1" 投稿日:2012/10/22(月)18時15分54秒 A href="/~qptn/cgi-bin/bbs.cgi?m=f u= d=30 p=899 s=892 c=b01 " ■ /A /FONT BLOCKQUOTE PRE urlの貼り付けは明示的に行うべきである!?!? /PRE /BLOCKQUOTE HR !-- -- A name="891" /A !-- 891 -- FONT size="+1" color="#fffffe" B /B /FONT 投稿者: B /B FONT size="-1" 投稿日:2012/10/22(月)17時48分43秒 A href="/~qptn/cgi-bin/bbs.cgi?m=f u= d=30 p=899 s=891 c=b01 " ■ /A /FONT BLOCKQUOTE PRE 【引吉】 ∧ ∧ /(´ー`)<パクりじゃない、リスペクトだ 乙/ ) ⊃ ⊃ \⊃\⊃ )))))))) /PRE /BLOCKQUOTE HR !-- -- A name="890" /A !-- 890 -- FONT size="+1" color="#fffffe" B /B /FONT 投稿者: B /B FONT size="-1" 投稿日:2012/10/22(月)16時46分10秒 A href="/~qptn/cgi-bin/bbs.cgi?m=f u= d=30 p=899 s=890 c=b01 " ■ /A /FONT BLOCKQUOTE PRE 【小吉】 ∧ ∧ ~′ ̄(´Д`)<クリリンのことかーーーーーーっ!!!!! UU ̄ U U /PRE /BLOCKQUOTE HR !-- -- A name="889" /A !-- 889 -- FONT size="+1" color="#fffffe" B > /B /FONT 投稿者: B A href="mailto awamimomo@gmail.com" 管理人 /A /B FONT size="-1" 投稿日:2012/10/22(月)16時30分32秒 A href="/~qptn/cgi-bin/bbs.cgi?m=f u= d=30 p=899 s=889 c=b01 " ■ /A A href="/~qptn/cgi-bin/bbs.cgi?m=s s=%8a%c7%97%9d%90l c=b01 " target="link" ★ /A A href="/~qptn/cgi-bin/bbs.cgi?m=t c=b01 s=888 ff= " target="link" ◆ /A /FONT BLOCKQUOTE PRE FONT color="#ffffff" gt; 被害者になってから、「理不尽だ!」と騒いでも後の祭りです。 gt; 不満を胸に抱いて、理不尽をモノともしない人も大勢いる時代に gt; なっていることを覚えておいたほうがいいかもしれません。 gt; a href="http //hiro.asks.jp/" target="_blank" http //hiro.asks.jp/ /a gt; 前はそんなんじゃなかったなぁ。うーむ gt; やっぱ世代が変わったんだろうな /FONT Σ/D<twitterの隠し変数か。googleの暗号に似ている a href="http //platform.twitter.com/widgets.js quot;;fjs.parentNode.insertBefore(js" target="_blank" http //platform.twitter.com/widgets.js quot;;fjs.parentNode.insertBefore(js /a ,fjs) lt;Error gt; lt;Code gt;AccessDenied lt;/Code gt; lt;Message gt;Access Denied lt;/Message gt; lt;RequestId gt;C128F85817308695 lt;/RequestId gt; lt;HostId gt; bLmfyi2omtTqahpTn+Uhdw+FmpW23aWIBGO0rqFj2m2e5smb5wm2vOYIvu5myEoF lt;/HostId gt; lt;/Error gt; A href="/~qptn/cgi-bin/bbs.cgi?m=f c=b01 s=888 r=2012/10/22(月)15時46分29秒" 参考:2012/10/22(月)15時46分29秒 /A /PRE /BLOCKQUOTE HR !-- -- A name="888" /A !-- 888 -- FONT size="+1" color="#fffffe" B /B /FONT 投稿者: B /B FONT size="-1" 投稿日:2012/10/22(月)15時46分29秒 A href="/~qptn/cgi-bin/bbs.cgi?m=f u= d=30 p=899 s=888 c=b01 " ■ /A /FONT BLOCKQUOTE PRE 被害者になってから、「理不尽だ!」と騒いでも後の祭りです。 不満を胸に抱いて、理不尽をモノともしない人も大勢いる時代に なっていることを覚えておいたほうがいいかもしれません。 a href="http //hiro.asks.jp/" target="_blank" http //hiro.asks.jp/ /a 前はそんなんじゃなかったなぁ。うーむ やっぱ世代が変わったんだろうな /PRE /BLOCKQUOTE HR !-- -- A name="887" /A !-- 887 -- FONT size="+1" color="#fffffe" B /B /FONT 投稿者: B /B FONT size="-1" 投稿日:2012/10/22(月)02時47分04秒 A href="/~qptn/cgi-bin/bbs.cgi?m=f u= d=30 p=899 s=887 c=b01 " ■ /A /FONT BLOCKQUOTE PRE (^Д^) /PRE /BLOCKQUOTE HR !-- -- A name="886" /A !-- 886 -- FONT size="+1" color="#fffffe" B /B /FONT 投稿者: B /B FONT size="-1" 投稿日:2012/10/22(月)02時09分33秒 A href="/~qptn/cgi-bin/bbs.cgi?m=f u= d=30 p=899 s=886 c=b01 " ■ /A /FONT BLOCKQUOTE PRE (^Д^) A href="printenv.cgi" target="link" printenv.cgi /A /PRE /BLOCKQUOTE HR !-- -- A name="885" /A !-- 885 -- FONT size="+1" color="#fffffe" B /B /FONT 投稿者: B /B FONT size="-1" 投稿日:2012/10/21(日)22時23分29秒 A href="/~qptn/cgi-bin/bbs.cgi?m=f u= d=30 p=899 s=885 c=b01 " ■ /A /FONT BLOCKQUOTE PRE > 投稿者: 投稿日:2012/10/21(日)22時14分35秒 ■ ★ ◆ FONT color="#ffffff" gt; また発作? /FONT Tシャツ屋にクレーム入れて完全無視された石崎壮一郎さんこんばんは(^Д^) 参考:2012/10/21(日)20時25分03秒 投稿者: 投稿日:2012/10/21(日)20時25分03秒 ■ ★ また発作? ファンクラブ会員各位 投稿者:擬古猫に晒されたキチガイ基建吉おじさん 投稿日:2012/10/21(日)19時38分49秒 ■ ★ ∧ ∧ /(´ー`)ノ<またまた新作が出来ました☆  ̄ ̄ ̄ ̄| 宜しくご査収下さいませ a href="http //clubt.jp/product/237658.html" target="_blank" http //clubt.jp/product/237658.html /a /PRE /BLOCKQUOTE HR !-- -- A name="884" /A !-- 884 -- FONT size="+1" color="#fffffe" B >管理人 /B /FONT 投稿者: B A href="mailto awamimomo@gmail.com" 管理人 /A /B FONT size="-1" 投稿日:2012/10/21(日)22時12分05秒 A href="/~qptn/cgi-bin/bbs.cgi?m=f u= d=30 p=899 s=884 c=b01 " ■ /A A href="/~qptn/cgi-bin/bbs.cgi?m=s s=%8a%c7%97%9d%90l c=b01 " target="link" ★ /A A href="/~qptn/cgi-bin/bbs.cgi?m=t c=b01 s=862 ff= " target="link" ◆ /A /FONT BLOCKQUOTE PRE FONT color="#ffffff" gt; gt; lt;a href= quot; a href="http //www.amazon.co.jp/gp/aw/rd.html?ie=UTF8 a=4199603859 at=gikoneko00-22 dl=1 lc=msn uid=NULLGWDOCOMO url=%2Fgp%2Faw%2Fd.html" target="_blank" http //www.amazon.co.jp/gp/aw/rd.html?ie=UTF8 a=4199603859 at=gikoneko00-22 dl=1 lc=msn uid=NULLGWDOCOMO url=%2Fgp%2Faw%2Fd.html /a quot; gt; FONT color=orchid 暫定 /FONT 、恋人 (キャラコミックス) lt;/a gt; lt;img src= quot; a href="http //www.assoc-amazon.jp/e/ir?t=gikoneko00-22 l=as2 o=9 a=4199603859" target="_blank" http //www.assoc-amazon.jp/e/ir?t=gikoneko00-22 l=as2 o=9 a=4199603859 /a quot; width= quot;1 quot; height= quot;1 quot; border= quot;0 quot; alt= quot; quot; style= quot;border none !important; margin 0px !important; quot; / gt; gt; gt; ( ])『ふむふむーっ、。 gt; ぎゅうううう /FONT 発想を変えてみるか(;´Д`) A href="/~qptn/cgi-bin/bbs.cgi?m=f c=b01 s=871 r=2012/10/21(日)20時52分45秒" 参考:2012/10/21(日)20時52分45秒 /A /PRE /BLOCKQUOTE HR !-- -- A name="883" /A !-- 883 -- FONT size="+1" color="#fffffe" B >管理人 /B /FONT 投稿者: B A href="mailto awamimomo@gmail.com" 管理人 /A /B FONT size="-1" 投稿日:2012/10/21(日)21時46分45秒 A href="/~qptn/cgi-bin/bbs.cgi?m=f u= d=30 p=899 s=883 c=b01 " ■ /A A href="/~qptn/cgi-bin/bbs.cgi?m=s s=%8a%c7%97%9d%90l c=b01 " target="link" ★ /A A href="/~qptn/cgi-bin/bbs.cgi?m=t c=b01 s=862 ff= " target="link" ◆ /A /FONT BLOCKQUOTE PRE FONT color="#ffffff" gt; gt; lt;a href= quot; a href="http //www.amazon.co.jp/gp/aw/rd.html?ie=UTF8 a=4199603859 at=gikoneko00-22 dl=1 lc=msn uid=NULLGWDOCOMO url=%2Fgp%2Faw%2Fd.html quot; gt;" target="_blank" http //www.amazon.co.jp/gp/aw/rd.html?ie=UTF8 a=4199603859 at=gikoneko00-22 dl=1 lc=msn uid=NULLGWDOCOMO url=%2Fgp%2Faw%2Fd.html quot; gt; /a FONT color=orchid 暫定 /FONT 、恋人 (キャラコミックス) lt;/a gt; lt;img src= quot; a href="http //www.assoc-amazon.jp/e/ir?t=gikoneko00-22 l=as2 o=9 a=4199603859 quot;" target="_blank" http //www.assoc-amazon.jp/e/ir?t=gikoneko00-22 l=as2 o=9 a=4199603859 quot; /a width= quot;1 quot; height= quot;1 quot; border= quot;0 quot; alt= quot; quot; style= quot;border none !important; margin 0px !important; quot; / gt; gt; gt; ( ])『ふむふむーっ、。 gt; ぎゅうううう /FONT ぼにゅうーーーー(`Д´) A href="/~qptn/cgi-bin/bbs.cgi?m=f c=b01 s=871 r=2012/10/21(日)20時52分45秒" 参考:2012/10/21(日)20時52分45秒 /A /PRE /BLOCKQUOTE HR !-- -- A name="882" /A !-- 882 -- FONT size="+1" color="#fffffe" B >管理人 /B /FONT 投稿者: B A href="mailto awamimomo@gmail.com" 管理人 /A /B FONT size="-1" 投稿日:2012/10/21(日)21時45分16秒 A href="/~qptn/cgi-bin/bbs.cgi?m=f u= d=30 p=899 s=882 c=b01 " ■ /A A href="/~qptn/cgi-bin/bbs.cgi?m=s s=%8a%c7%97%9d%90l c=b01 " target="link" ★ /A A href="/~qptn/cgi-bin/bbs.cgi?m=t c=b01 s=862 ff= " target="link" ◆ /A /FONT BLOCKQUOTE PRE FONT color="#ffffff" gt; gt; lt;a href= quot; a href="http //www.amazon.co.j" target="_blank" http //www.amazon.co.j /a p/gp/aw/rd.html?ie=UTF8 a=4199603859 at=gikoneko00-22 dl=1 lc=msn uid=NULLGWDOCOMO url=%2Fgp%2Faw%2Fd.html quot; gt; FONT color=orchid 暫定 /FONT 、恋人 (キャラコミックス) lt;/a gt; lt;img src= quot; a href="http //www.assoc-amazon.j" target="_blank" http //www.assoc-amazon.j /a p/e/ir?t=gikoneko00-22 l=as2 o=9 a=4199603859 quot; width= quot;1 quot; height= quot;1 quot; border= quot;0 quot; alt= quot; quot; style= quot;border none !important; margin 0px !important; quot; / gt; gt; gt; ( ])『ふむふむーっ、。 gt; ぎゅううう /FONT くぬぅぅぅうx! A href="/~qptn/cgi-bin/bbs.cgi?m=f c=b01 s=871 r=2012/10/21(日)20時52分45秒" 参考:2012/10/21(日)20時52分45秒 /A /PRE /BLOCKQUOTE HR !-- -- A name="881" /A !-- 881 -- FONT size="+1" color="#fffffe" B >管理人 /B /FONT 投稿者: B A href="mailto awamimomo@gmail.com" 管理人 /A /B FONT size="-1" 投稿日:2012/10/21(日)21時26分15秒 A href="/~qptn/cgi-bin/bbs.cgi?m=f u= d=30 p=899 s=881 c=b01 " ■ /A A href="/~qptn/cgi-bin/bbs.cgi?m=s s=%8a%c7%97%9d%90l c=b01 " target="link" ★ /A A href="/~qptn/cgi-bin/bbs.cgi?m=t c=b01 s=862 ff= " target="link" ◆ /A /FONT BLOCKQUOTE PRE A href="/~qptn/cgi-bin/bbs.cgi?m=f c=b01 s=871 r=2012/10/21(日)20時52分45秒" 参考:2012/10/21(日)20時52分45秒 /A /PRE /BLOCKQUOTE HR !-- -- A name="880" /A !-- 880 -- FONT size="+1" color="#fffffe" B /B /FONT 投稿者: B A href="mailto awamimomo@gmail.com" 管理人(騙り) /A /B FONT size="-1" 投稿日:2012/10/21(日)21時19分46秒 A href="/~qptn/cgi-bin/bbs.cgi?m=f u= d=30 p=899 s=880 c=b01 " ■ /A A href="/~qptn/cgi-bin/bbs.cgi?m=s s=%8a%c7%97%9d%90l%81i%e9x%82%e8%81j c=b01 " target="link" ★ /A /FONT BLOCKQUOTE PRE あきらめた(`Д´) /PRE /BLOCKQUOTE HR !-- -- A name="879" /A !-- 879 -- FONT size="+1" color="#fffffe" B >管理人 /B /FONT 投稿者: B A href="mailto awamimomo@gmail.com" 管理人 /A /B FONT size="-1" 投稿日:2012/10/21(日)21時19分26秒 A href="/~qptn/cgi-bin/bbs.cgi?m=f u= d=30 p=899 s=879 c=b01 " ■ /A A href="/~qptn/cgi-bin/bbs.cgi?m=s s=%8a%c7%97%9d%90l c=b01 " target="link" ★ /A A href="/~qptn/cgi-bin/bbs.cgi?m=t c=b01 s=862 ff= " target="link" ◆ /A /FONT BLOCKQUOTE PRE FONT color="#ffffff" gt; gt; lt;a href= quot; a href="http //www.amazon.co.jp/gp/aw/rd.html?ie=UTF8 a=4199603859 at=gikoneko00-22 dl=1 lc=msn uid=NULLGWDOCOMO url=%2Fgp%2Faw%2Fd.html quot; gt;" target="_blank" http //www.amazon.co.jp/gp/aw/rd.html?ie=UTF8 a=4199603859 at=gikoneko00-22 dl=1 lc=msn uid=NULLGWDOCOMO url=%2Fgp%2Faw%2Fd.html quot; gt; /a FONT color=orchid 暫定 /FONT 、恋人 (キャラコミックス) lt;/a gt; lt;img src= quot; a href="http //www.assoc-amazon.jp/e/ir?t=gikoneko00-22 l=as2 o=9 a=4199603859 quot;" target="_blank" http //www.assoc-amazon.jp/e/ir?t=gikoneko00-22 l=as2 o=9 a=4199603859 quot; /a width= quot;1 quot; height= quot;1 quot; border= quot;0 quot; alt= quot; quot; style= quot;border none !important; margin 0px !important; quot; / gt; gt; gt; ( ])『ふむふむーっ、。 gt; ぎゅうううう /FONT popopopopいお A href="/~qptn/cgi-bin/bbs.cgi?m=f c=b01 s=871 r=2012/10/21(日)20時52分45秒" 参考:2012/10/21(日)20時52分45秒 /A /PRE /BLOCKQUOTE HR !-- -- A name="878" /A !-- 878 -- FONT size="+1" color="#fffffe" B >管理人 /B /FONT 投稿者: B gikonnuts /B FONT size="-1" 投稿日:2012/10/21(日)21時13分46秒 A href="/~qptn/cgi-bin/bbs.cgi?m=f u= d=30 p=899 s=878 c=b01 " ■ /A A href="/~qptn/cgi-bin/bbs.cgi?m=s s=gikonnuts c=b01 " target="link" ★ /A A href="/~qptn/cgi-bin/bbs.cgi?m=t c=b01 s=862 ff= " target="link" ◆ /A /FONT BLOCKQUOTE PRE FONT color="#ffffff" gt; gt; lt;a href= quot; a href="http //www.amazon.co.jp/gp/aw/rd.html?ie=UTF8 a=4199603859 at=gikoneko00-22 dl=1 lc=msn uid=NULLGWDOCOMO url=%2Fgp%2Faw%2Fd.html quot; gt;" target="_blank" http //www.amazon.co.jp/gp/aw/rd.html?ie=UTF8 a=4199603859 at=gikoneko00-22 dl=1 lc=msn uid=NULLGWDOCOMO url=%2Fgp%2Faw%2Fd.html quot; gt; /a FONT color=orchid 暫定 /FONT 、恋人 (キャラコミックス) lt;/a gt; lt;img src= quot; a href="http //www.assoc-amazon.jp/e/ir?t=gikoneko00-22 l=as2 o=9 a=4199603859 quot;" target="_blank" http //www.assoc-amazon.jp/e/ir?t=gikoneko00-22 l=as2 o=9 a=4199603859 quot; /a width= quot;1 quot; height= quot;1 quot; border= quot;0 quot; alt= quot; quot; style= quot;border none !important; margin 0px !important; quot; / gt; gt; gt; ( ])『ふむふむーっ、。 gt; ぎゅうううう /FONT (`Д´) A href="/~qptn/cgi-bin/bbs.cgi?m=f c=b01 s=871 r=2012/10/21(日)20時52分45秒" 参考:2012/10/21(日)20時52分45秒 /A /PRE /BLOCKQUOTE HR !-- -- A name="877" /A !-- 877 -- FONT size="+1" color="#fffffe" B >管理人 /B /FONT 投稿者: B 擬古猫 EM ◆LaGiKOneko /EM /B FONT size="-1" 投稿日:2012/10/21(日)21時05分32秒 A href="/~qptn/cgi-bin/bbs.cgi?m=f u= d=30 p=899 s=877 c=b01 " ■ /A A href="/~qptn/cgi-bin/bbs.cgi?m=s s=%8b%5b%8c%c3%94L+%3cEM%3e%81%9fLaGiKOneko%3c%2fEM%3e c=b01 " target="link" ★ /A A href="/~qptn/cgi-bin/bbs.cgi?m=t c=b01 s=862 ff= " target="link" ◆ /A /FONT BLOCKQUOTE PRE FONT color="#ffffff" gt; gt; lt;a href= quot; a href="http //www.amazon.co.jp/gp/aw/rd.html?ie=UTF8 a=4199603859 at=gikoneko00-22 dl=1 lc=msn uid=NULLGWDOCOMO url=%2Fgp%2Faw%2Fd.html quot; gt;" target="_blank" http //www.amazon.co.jp/gp/aw/rd.html?ie=UTF8 a=4199603859 at=gikoneko00-22 dl=1 lc=msn uid=NULLGWDOCOMO url=%2Fgp%2Faw%2Fd.html quot; gt; /a FONT color=orchid 暫定 /FONT 、恋人 (キャラコミックス) lt;/a gt; lt;img src= quot; a href="http //www.assoc-amazon.jp/e/ir?t=gikoneko00-22 l=as2 o=9 a=4199603859 quot;" target="_blank" http //www.assoc-amazon.jp/e/ir?t=gikoneko00-22 l=as2 o=9 a=4199603859 quot; /a width= quot;1 quot; height= quot;1 quot; border= quot;0 quot; alt= quot; quot; style= quot;border none !important; margin 0px !important; quot; / gt; gt; gt; ( ])『ふむふむーっ、。 gt; ぎゅうううう /FONT a href="http //ab.com/ quot; quot; quot; quot; quot; quot; quot; quot; quot; quot; quot; quot; quot;" target="_blank" http //ab.com/ quot; quot; quot; quot; quot; quot; quot; quot; quot; quot; quot; quot; quot; /a A href="/~qptn/cgi-bin/bbs.cgi?m=f c=b01 s=871 r=2012/10/21(日)20時52分45秒" 参考:2012/10/21(日)20時52分45秒 /A /PRE /BLOCKQUOTE HR !-- -- A name="876" /A !-- 876 -- FONT size="+1" color="#fffffe" B >管理人 /B /FONT 投稿者: B 擬古猫 EM ◆LaGiKOneko /EM /B FONT size="-1" 投稿日:2012/10/21(日)21時02分12秒 A href="/~qptn/cgi-bin/bbs.cgi?m=f u= d=30 p=899 s=876 c=b01 " ■ /A A href="/~qptn/cgi-bin/bbs.cgi?m=s s=%8b%5b%8c%c3%94L+%3cEM%3e%81%9fLaGiKOneko%3c%2fEM%3e c=b01 " target="link" ★ /A A href="/~qptn/cgi-bin/bbs.cgi?m=t c=b01 s=862 ff= " target="link" ◆ /A /FONT BLOCKQUOTE PRE FONT color="#ffffff" gt; gt; lt;a href= quot; a href="http //www.amazon.co.jp/gp/aw/rd.html?ie=UTF8 a=4199603859 at=gikoneko00-22 dl=1 lc=msn uid=NULLGWDOCOMO url=%2Fgp%2Faw%2Fd.html quot; gt;" target="_blank" http //www.amazon.co.jp/gp/aw/rd.html?ie=UTF8 a=4199603859 at=gikoneko00-22 dl=1 lc=msn uid=NULLGWDOCOMO url=%2Fgp%2Faw%2Fd.html quot; gt; /a FONT color=orchid 暫定 /FONT 、恋人 (キャラコミックス) lt;/a gt; lt;img src= quot; a href="http //www.assoc-amazon.jp/e/ir?t=gikoneko00-22 l=as2 o=9 a=4199603859 quot;" target="_blank" http //www.assoc-amazon.jp/e/ir?t=gikoneko00-22 l=as2 o=9 a=4199603859 quot; /a width= quot;1 quot; height= quot;1 quot; border= quot;0 quot; alt= quot; quot; style= quot;border none !important; margin 0px !important; quot; / gt; gt; gt; ( ])『ふむふむーっ、。 gt; ぎゅうううう /FONT ぽきーる! A href="/~qptn/cgi-bin/bbs.cgi?m=f c=b01 s=871 r=2012/10/21(日)20時52分45秒" 参考:2012/10/21(日)20時52分45秒 /A /PRE /BLOCKQUOTE HR !-- -- A name="875" /A !-- 875 -- FONT size="+1" color="#fffffe" B >管理人 /B /FONT 投稿者: B /B FONT size="-1" 投稿日:2012/10/21(日)21時00分22秒 A href="/~qptn/cgi-bin/bbs.cgi?m=f u= d=30 p=899 s=875 c=b01 " ■ /A A href="/~qptn/cgi-bin/bbs.cgi?m=t c=b01 s=862 ff= " target="link" ◆ /A /FONT BLOCKQUOTE PRE FONT color="#ffffff" gt; gt; lt;a href= quot; a href="http //www.amazon.co.jp/gp/aw/rd.html?ie=UTF8 a=4199603859 at=gikoneko00-22 dl=1 lc=msn uid=NULLGWDOCOMO url=%2Fgp%2Faw%2Fd.html quot; gt;" target="_blank" http //www.amazon.co.jp/gp/aw/rd.html?ie=UTF8 a=4199603859 at=gikoneko00-22 dl=1 lc=msn uid=NULLGWDOCOMO url=%2Fgp%2Faw%2Fd.html quot; gt; /a " target="_blank" http //www.amazon.co.jp/gp/aw/rd.html?ie=UTF8 a=4199603859 at=gikoneko00-22 dl=1 lc=msn uid=NULLGWDOCOMO url=%2Fgp%2Faw%2Fd.html quot; gt; /a FONT color=orchid 暫定 /FONT 、恋人 (キャラコミックス) lt;/a gt; lt;img src= quot; a href="http //www.assoc-amazon.jp/e/ir?t=gikoneko00-22 l=as2 o=9 a=4199603859 quot;" target="_blank" http //www.assoc-amazon.jp/e/ir?t=gikoneko00-22 l=as2 o=9 a=4199603859 quot; /a " target="_blank" http //www.assoc-amazon.jp/e/ir?t=gikoneko00-22 l=as2 o=9 a=4199603859 quot; /a width= quot;1 quot; height= quot;1 quot; border= quot;0 quot; alt= quot; quot; style= quot;border none !important; margin 0px !important; quot; / gt; gt; gt; ( ])『ふむふむーっ、。 gt; ぎゅうううう /FONT びゅう A href="/~qptn/cgi-bin/bbs.cgi?m=f c=b01 s=871 r=2012/10/21(日)20時52分45秒" 参考:2012/10/21(日)20時52分45秒 /A /PRE /BLOCKQUOTE HR !-- -- A name="874" /A !-- 874 -- FONT size="+1" color="#fffffe" B >管理人 /B /FONT 投稿者: B A href="mailto awamimomo@gmail.com" 管理人 /A /B FONT size="-1" 投稿日:2012/10/21(日)20時58分29秒 A href="/~qptn/cgi-bin/bbs.cgi?m=f u= d=30 p=899 s=874 c=b01 " ■ /A A href="/~qptn/cgi-bin/bbs.cgi?m=s s=%8a%c7%97%9d%90l c=b01 " target="link" ★ /A A href="/~qptn/cgi-bin/bbs.cgi?m=t c=b01 s=862 ff= " target="link" ◆ /A /FONT BLOCKQUOTE PRE FONT color="#ffffff" gt; gt; lt;a href= quot; a href="http //www.amazon.co.jp/gp/aw/rd.html?ie=UTF8 a=4199603859 at=gikoneko00-22 dl=1 lc=msn uid=NULLGWDOCOMO url=%2Fgp%2Faw%2Fd.html quot; gt;" target="_blank" http //www.amazon.co.jp/gp/aw/rd.html?ie=UTF8 a=4199603859 at=gikoneko00-22 dl=1 lc=msn uid=NULLGWDOCOMO url=%2Fgp%2Faw%2Fd.html quot; gt; /a " target="_blank" http //www.amazon.co.jp/gp/aw/rd.html?ie=UTF8 a=4199603859 at=gikoneko00-22 dl=1 lc=msn uid=NULLGWDOCOMO url=%2Fgp%2Faw%2Fd.html quot; gt; /a FONT color=orchid 暫定 /FONT 、恋人 (キャラコミックス) lt;/a gt; lt;img src= quot; a href="http //www.assoc-amazon.jp/e/ir?t=gikoneko00-22 l=as2 o=9 a=4199603859 quot;" target="_blank" http //www.assoc-amazon.jp/e/ir?t=gikoneko00-22 l=as2 o=9 a=4199603859 quot; /a " target="_blank" http //www.assoc-amazon.jp/e/ir?t=gikoneko00-22 l=as2 o=9 a=4199603859 quot; /a width= quot;1 quot; height= quot;1 quot; border= quot;0 quot; alt= quot; quot; style= quot;border none !important; margin 0px !important; quot; / gt; gt; gt; ( ])『ふむふむーっ、。 gt; ぎゅうううう /FONT ぼぬふー A href="/~qptn/cgi-bin/bbs.cgi?m=f c=b01 s=871 r=2012/10/21(日)20時52分45秒" 参考:2012/10/21(日)20時52分45秒 /A /PRE /BLOCKQUOTE HR !-- -- A name="873" /A !-- 873 -- FONT size="+1" color="#fffffe" B >管理人 /B /FONT 投稿者: B A href="mailto awamimomo@gmail.com" 管理人 /A /B FONT size="-1" 投稿日:2012/10/21(日)20時57分29秒 A href="/~qptn/cgi-bin/bbs.cgi?m=f u= d=30 p=899 s=873 c=b01 " ■ /A A href="/~qptn/cgi-bin/bbs.cgi?m=s s=%8a%c7%97%9d%90l c=b01 " target="link" ★ /A A href="/~qptn/cgi-bin/bbs.cgi?m=t c=b01 s=862 ff= " target="link" ◆ /A /FONT BLOCKQUOTE PRE FONT color="#ffffff" gt; gt; lt;a href= quot; a href="http //www.amazon.co.jp/gp/aw/rd.html?ie=UTF8 a=4199603859 at=gikoneko00-22 dl=1 lc=msn uid=NULLGWDOCOMO url=%2Fgp%2Faw%2Fd.html quot; gt;" target="_blank" http //www.amazon.co.jp/gp/aw/rd.html?ie=UTF8 a=4199603859 at=gikoneko00-22 dl=1 lc=msn uid=NULLGWDOCOMO url=%2Fgp%2Faw%2Fd.html quot; gt; /a FONT color=orchid 暫定 /FONT 、恋人 (キャラコミックス) lt;/a gt; lt;img src= quot; a href="http //www.assoc-amazon.jp/e/ir?t=gikoneko00-22 l=as2 o=9 a=4199603859 quot;" target="_blank" http //www.assoc-amazon.jp/e/ir?t=gikoneko00-22 l=as2 o=9 a=4199603859 quot; /a width= quot;1 quot; height= quot;1 quot; border= quot;0 quot; alt= quot; quot; style= quot;border none !important; margin 0px !important; quot; / gt; gt; gt; ( ])『ふむふむーっ、。 gt; ぎゅうううう /FONT どぅぅぅ A href="/~qptn/cgi-bin/bbs.cgi?m=f c=b01 s=871 r=2012/10/21(日)20時52分45秒" 参考:2012/10/21(日)20時52分45秒 /A /PRE /BLOCKQUOTE HR !-- -- A name="872" /A !-- 872 -- FONT size="+1" color="#fffffe" B >管理人 /B /FONT 投稿者: B 管理人 /B FONT size="-1" 投稿日:2012/10/21(日)20時53分32秒 A href="/~qptn/cgi-bin/bbs.cgi?m=f u= d=30 p=899 s=872 c=b01 " ■ /A A href="/~qptn/cgi-bin/bbs.cgi?m=s s=%8a%c7%97%9d%90l c=b01 " target="link" ★ /A A href="/~qptn/cgi-bin/bbs.cgi?m=t c=b01 s=862 ff= " target="link" ◆ /A /FONT BLOCKQUOTE PRE FONT color="#ffffff" gt; 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lt;a href= quot; a href="http //www.amazon.co.jp/gp/aw/rd.html?ie=UTF8 a=4199603859 at=gikoneko00-22 dl=1 lc=msn uid=NULLGWDOCOMO url=%2Fgp%2Faw%2Fd.html quot; gt;" target="_blank" http //www.amazon.co.jp/gp/aw/rd.html?ie=UTF8 a=4199603859 at=gikoneko00-22 dl=1 lc=msn uid=NULLGWDOCOMO url=%2Fgp%2Faw%2Fd.html quot; gt; /a FONT color=orchid 暫定 /FONT 、恋人 (キャラコミックス) lt;/a gt; lt;img src= quot; a href="http //www.assoc-amazon.jp/e/ir?t=gikoneko00-22 l=as2 o=9 a=4199603859 quot;" target="_blank" http //www.assoc-amazon.jp/e/ir?t=gikoneko00-22 l=as2 o=9 a=4199603859 quot; /a width= quot;1 quot; height= quot;1 quot; border= quot;0 quot; alt= quot; quot; style= quot;border none !important; margin 0px !important; quot; / gt; gt; ( ])『ふむふむーっ、。 /FONT ぐぬぬ A href="/~qptn/cgi-bin/bbs.cgi?m=f c=b01 s=862 r=2012/10/21(日)08時39分16秒" 参考:2012/10/21(日)08時39分16秒 /A /PRE /BLOCKQUOTE HR !-- -- P I FONT size="-1" 以上は、現在登録されている新着順1番目から30番目までの記事です。 /FONT /I /P TABLE TR TD FORM method="post" action="/~qptn/cgi-bin/bbs.cgi" INPUT type="hidden" name="m" value="n" INPUT type="hidden" name="b" value="30" INPUT type="hidden" name="u" value="" INPUT type="hidden" name="d" value="30" INPUT type="hidden" name="c" value="b01" INPUT type="hidden" name="linkline" value="" INPUT type="hidden" name="multizilla" value="" INPUT type="hidden" name="newtitle" value="ぐだぐだわーるdo@暫定" INPUT type="hidden" name="target_blank" value="" INPUT type="hidden" name="targetlink" value="" INPUT type="hidden" name="gikoitsuoff" value="" INPUT type="submit" name="pnext" value="次のページ" /FORM /TD TD FORM method="post" action="/~qptn/cgi-bin/bbs.cgi" INPUT type="hidden" name="u" value="" INPUT type="hidden" name="p" value="899" INPUT type="hidden" name="d" value="30" INPUT type="hidden" name="c" value="b01" INPUT type="hidden" name="linkline" value="" INPUT type="hidden" name="multizilla" value="" INPUT type="hidden" name="newtitle" value="ぐだぐだわーるdo@暫定" INPUT type="hidden" name="target_blank" value="" INPUT type="hidden" name="targetlink" value="" INPUT type="hidden" name="gikoitsuoff" value="" INPUT type="submit" name="reload" value="リロード" INPUT type="submit" name="meload" accesskey="Y" value="未読" /FORM /TD TD a href="#top" ▲ /a /TD /TR /TABLE HR P align="right" FONT size=-1 A href=http //kuzuha.tripod.co.jp/ くずはすくりぷと /A Rev.0.1 Preview 9 + a href=bbs.txt α /a a href=#top ▲ /a /FONT /P a name="bottom" /a /BODY /HTML
https://w.atwiki.jp/sprocket/pages/24.html
King Tiger King Tiger Taigaを進むKing Tiger。 左前から。 正面から。車高の高さが分かる。 The Crossroadを進むKing Tiger。 戦車概要 シナリオ「The Crossroad」、「Taiga」、「Defence」に敵戦車として出現。言わずと知れたドイツの重戦車、別名ティーガーII。Sprocketの戦車としては珍しく、明確なモデルが存在している。史実のKing Tigerが搭載している8.8cm砲とは異なり、105mm砲を搭載。The Crossroadに出現する三戦車(King Tiger、Centurion、IS-122 Late)の中で最も貫通力が高く、全戦車の中で一番硬いIS-122 Lateを正面から貫通できる。というか全戦車の中で一番貫通力が高い。被弾しないような立ち回りを心がけよう。車高が高いこともあり、予想外の所から撃ち込んでくることもしばしば。The Crossroadでは開幕リス地に撃ち込んでくる。とはいえ、相手を見つけやすいのはこちらも同じなので、ちゃっちゃと発見して倒してしまおう。明確な欠点として、主砲の性能に対して防御力が追いついていないことが挙げられる。車体正面は45度の傾斜がついた150mm、砲塔正面は緩い傾斜の200mmとなっており、決して薄くはないもののCenturionやIS-122 Lateに比べるとお世辞にも硬いとは言えない。高い車高もここではマイナスに働いている。 性能諸元 時代区分 Latewar 重量 70.53t エンジン 23.4L V12 エンジン出力 755馬力 最高速度 約○○km/h 主砲 105mm砲 主砲貫徹力 308mm 副砲 なし 副砲貫徹力 なし 再現度は高い。 車体装甲厚(前/側/後)(mm) 150mm / 100mm / 10mm 砲塔装甲厚(前/側/後)(mm) 200mm / 75mm / 30mm 出現シナリオ 出現シナリオ The Crossroad Taiga Defence コメント 名前