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https://w.atwiki.jp/shoyofilms/pages/28.html
◆川柳 !DOCTYPE html html head meta http-equiv="X-UA-Compatible" content="IE=edge" meta charset="utf-8" title vue test /title meta name="viewport" content="width=device-width, initial-scale=1" style type="text/css" #result{ writing-mode vertical-rl; text-orientation upright; } /style /head body ?php echo "ok"; ? textarea id="source" onchange="rebuild2()" /textarea p id="result" aaa /p script const source = document.querySelector("#source"); const result = document.querySelector("#result"); function rebuild(){ const lines = source.value.split(/\n/); const lines2 = source.value.split(/\n/); const lines_size = lines.length; const r = " "; let char_count=0; let line_index=0; const longest = lines2.sort( function (a, b) { return b.length - a.length; } )[0]; const char_count_lim = longest.length; while(char_count char_count_lim){ if(lines[line_index][char_count]!=undefined){ r = r + " " + lines[line_index][char_count]; console.log(lines[line_index][char_count]); } line_index++; if(line_index =lines_size){ char_count++; line_index=0; } } result.innerHTML = r; } function rebuild2(){ result.innerHTML=source.value.replaceAll("\n"," br "); } /script /body /html ◆Download !DOCTYPE html html head meta http-equiv="X-UA-Compatible" content="IE=edge" meta charset="utf-8" title vue test /title meta name="viewport" content="width=device-width, initial-scale=1" style type="text/css" #canvas{ width 500px; height 500px; border 1px solid #000; } /style /head body canvas id="canvas" /canvas button id="download" download /button script document.getElementById("download").onclick = (event) = { let canvas = document.getElementById("canvas"); let link = document.createElement("a"); link.href = canvas.toDataURL("image/png"); link.download = "test.png"; link.click(); } /script /body /html ◆管理画面 html head meta charset="utf-8"/ style body{ margin 0; display flex; } aside{ width 200px; background #000; } /style /head body aside button onclick="load()" load csv /button /aside main input type="text" button onclick="save()" save /button /main script const input_txt = document.querySelector("input"); console.log(input_txt); function load(){ console.log("load"); fetch('test.txt') //.then(response = response.text()) .then(response = response.text()) .then(data = { console.log(data); input_txt.value=data; }); /* fetch('sample.csv') // (1) リクエスト送信 .then(response = response.text()) // (2) レスポンスデータを取得 .then(data = { // (3)レスポンスデータを処理 console.log(data); }); */ } function save(){ fetch('/admin/save.php?text=aaa') .then(response = { console.log(response); // (1) 通信が成功したか確認する if (!response.ok) { // (2) 通信に失敗したときはエラーを発生させる throw new Error('Not ok'); }else{ console.log("res ok"); } }); } /script /body /html ◆ファイル入出力 ?php // ファイルのパスを変数に格納 $filename = 'test.txt'; // fopenでファイルを開く('w'は上書きモードで開く) $fp = fopen($filename, 'w'); // fwriteで文字列を書き込む fwrite($fp, "test aaa"); //$_REQUEST["text"] // ファイルを閉じる fclose($fp); // ファイルを出力する readfile($filename); ? ◆mermaid !DOCTYPE html html head meta http-equiv="X-UA-Compatible" content="IE=edge" meta charset="utf-8" title comment specifi /title meta name="viewport" content="width=device-width, initial-scale=1" style type="text/css" #code_view, #specifi{ display inline-block; border 1px solid #000; width 45%; min-width 200px; height 100vh; vertical-align top; padding 5px; } #code_view{ white-space pre; } /style /head body div id="code_view" /div div id="specifi" class="mermaid" #コメント @mermaid記法 graph TD; A-- B; /div script type="module" import mermaid from 'https //cdn.jsdelivr.net/npm/mermaid@10/dist/mermaid.esm.min.mjs'; /script script const code_view = document.querySelector("#code_view"); const code = '//初期化\n$a =3;\n$b =5;\n\n//合計\n$c = $a+$b;\n\necho $c;'; const code_rows = code.split(/\n/); code_rows.forEach(dog = { console.log(dog.name); }); const spec = code_rows.filter(c = { return c.indexOf('//') === 0; }); console.log(spec); /script /body /html ◆CSVEDITOR html head style body{ display flex; margin 0; } nav.csv_list{ min-width 170px; padding 10px; overflow auto; border-right 1px solid #000; } nav.csv_list ul{ list-style none; padding 0; } section.data{ overflow auto; padding 0 5px; } table { border 1px solid #000; } th, td{ border 1px solid #000; padding 0; } th input{ font-weight bold; } td input{ display inline; } nav.control{ margin-bottom 20px; /*display block;*/ } /style /head body nav class="csv_list" h2 CSV一覧 /h2 ul ?php $files = glob('*.csv'); foreach ($files as $key = $value) { echo " li a href='?open=".$value."' ".$value . ' /a /li '; } ? /nav section class="data" ?php if(isset($_REQUEST["open"]) file_get_contents($_REQUEST["open"])){ $file_name = $_REQUEST["open"]; $file = null; #データべースのファイルポインタ $is_indexed=false; $row; $column_name = []; $column_id=0; $row_num=0; echo " h2 {$file_name} /h2 nav class='control' button id='apply' 反映 /button button id='addleft' disabled 左に追加 /button button id='addright' disabled 右に追加 /button button id='addup' disabled 上に行追加 /button button id='deleterow' disabled 行削除 /button button id='adddown' disabled 下に行追加 /button /nav table id='data_table' "; if(file_exists($file_name)){ $file=fopen($file_name,"r"); while($row = fgetcsv($file)){ #データベースの列名変数を設定 if($is_indexed===false){ echo " tr td /td "; foreach($row as $r= $i){ ${"r_".$i} = $r; array_push($column_name,$i); echo " th input type='text' value='".$i."' id='h".$r."' class='select_column' /th "; } echo " /tr "; $column_num = $r+1; $is_indexed=true; }else{ echo " tr td class='select_row' id='r".$row_num."' 選 /td "; foreach($column_name as $c= $i){ $column_id = ${"r_".$i}; echo " td input type='text' value='".$row[$column_id]."' id='c".$row_num." ".($c+1)."' /td "; } echo " /tr "; } $row_num++; } echo " /table "; } } ? /section script const row_num= ?php echo $row_num; ? ; const column_num= ?php echo $column_num; ? ; let selected_row=""; let selected_column=""; button_addleft = document.getElementById("addleft"); button_addright = document.getElementById("addright"); button_addup = document.getElementById("addup"); button_deleterow = document.getElementById("deleterow"); button_adddown = document.getElementById("adddown"); data_table = document.getElementById("data_table"); button_addup.addEventListener("click", function() { const add_pos = parseInt(selected_row.substr(1)); var p = data_table.children[0].children; var q = data_table.children[0].children[1].cloneNode(true); console.log(q); data_table.children[0].children[add_pos].before(q); }); button_deleterow.addEventListener("click", function() { const del_pos = parseInt(selected_row.substr(1)); var aa = data_table.deleteRow(del_pos); console.log(del_pos, aa); }); button_adddown.addEventListener("click", function() { const add_pos = parseInt(selected_row.substr(1)); var p = data_table.children[0].children; var q = data_table.children[0].children[1].cloneNode(true); data_table.children[0].children[add_pos].after(q); }); button_addleft.addEventListener("click", function() { const add_pos = parseInt(selected_column.substr(1)); var aa = data_table.deleteRow( 1 ); console.log(add_pos, aa); }); function select_reset(){ var p = data_table.children[0].children; for(i=0; i p.length; i++){ p[i].children[0].style.backgroundColor = "#fff"; } for(i=0; i columns.length; i++){ columns[i].style.backgroundColor = "#fff"; } button_addleft.setAttribute("disabled",""); button_addright.setAttribute("disabled",""); button_addup.setAttribute("disabled",""); button_deleterow.setAttribute("disabled",""); button_adddown.setAttribute("disabled",""); } const rows = document.getElementsByClassName("select_row"); const trs = document.getElementsByTagName("tr"); for(i=0; i rows.length; i++){ rows[i].addEventListener("click", function() { select_reset(); this.style.backgroundColor = "#ff0"; tr_list = [].slice.call(trs); selected_row=tr_list.indexOf(this.parentNode); button_addup.removeAttribute("disabled"); button_deleterow.removeAttribute("disabled"); button_adddown.removeAttribute("disabled"); }); } const columns = document.getElementsByClassName("select_column"); const ths = document.getElementsByTagName("th"); for(i=0; i columns.length; i++){ columns[i].addEventListener("click", function() { select_reset(); this.style.backgroundColor = "#ff0"; th_list = [].slice.call(ths); selected_row=th_list.indexOf(this.parentNode); selected_column=this.id; button_addleft.removeAttribute("disabled"); button_addright.removeAttribute("disabled"); }); } document.getElementById("apply").addEventListener("click", function() { let csvtext = ""; for(c=0; c column_num; c++){ csvtext += document.getElementById("h"+c).value+","; } csvtext+="\r\n"; var p = data_table.children[0].children; for(i=1; i p.length; i++){ for(j=1; j p[i].children.length; j++){ csvtext += p[i].children[j].children[0].value +","; } csvtext+="\r\n"; } ////////////////////CSV形式へ変換//////////////////// // BOMを付与(Excelで開いた際のの文字化け対策) const bom = new Uint8Array([0xef, 0xbb, 0xbf]); // CSV用バイナリデータを作成 const blob = new Blob([bom, csvtext], { type "text/csv" }); // blobからオブジェクトURLを作成 const objectUrl = URL.createObjectURL(blob); ////////////////////ダウンロードリンクの作成とクリック//////////////////// // ダウンロードリンクを作成 ※HTMLのaタグを作成 const downloadLink = document.createElement("a"); // ファイル名の設定 const fileName = "sample.csv"; downloadLink.download = fileName; // ダウンロードファイルを設定 ※aタグのhref属性 downloadLink.href = objectUrl; // ダウンロードリンクを擬似的にクリック downloadLink.click(); // ダウンロードリンクを削除 downloadLink.remove(); }); /script /body /html ◆モーダル !DOCTYPE html html head meta http-equiv="X-UA-Compatible" content="IE=edge" meta charset="utf-8" title vue test /title meta name="viewport" content="width=device-width, initial-scale=1" style type="text/css" /style /head body dialog !-- モーダルウィンドウ内のテキストの指定 -- p これはモーダルダイアログのウィンドウ画面です /p !-- モーダルウィンドウ内を閉じるボタンの指定 -- button id="close" モーダルウィンドウを閉じる /button /dialog !-- モーダルウィンドウ内を開くボタンの指定 -- button id="open" モーダルウィンドウを開く /button aaa br aaa br aaa br aaa br aaa br aaa br aaa br aaa br aaa br aaa br aaa br aaa br aaa br aaa br aaa br aaa br aaa br aaa br aaa br aaa br aaa br script let dialog = document.querySelector('dialog'); // dialog(モーダルダイアログ)の宣言 let btn_open = document.getElementById('open'); // open(開く)ボタンの宣言 let btn_close = document.getElementById('close'); // close(閉じる)ボタンの宣言 btn_open.addEventListener('click', function() { // 開くボタンをクリックした場合の処理 dialog.showModal(); }, false); btn_close.addEventListener('click', function() { // 閉じるボタンをクリックした場合の処理 dialog.close(); }, false); /script /body /html ◆HTML生成 !DOCTYPE html html head meta http-equiv="X-UA-Compatible" content="IE=edge" meta charset="utf-8" title vue test /title meta name="viewport" content="width=device-width, initial-scale=1" style type="text/css" /style /head body form action="gen.php" method="post" input type="submit" value="gen" /input /form /body /html gen.php ?php exec("php e.php t2.html"); header("Location /static/"); ? e.php ?php $test = "aaa"; $model=" !DOCTYPE html html head meta http-equiv=\"X-UA-Compatible\" content=\"IE=edge\" meta charset=\"utf-8\" title vue test /title meta name=\"viewport\" content=\"width=device-width, initial-scale=1\" style type=\"text/css\" /style /head body ".$test." /body /html "; echo $model; ◆スキル !DOCTYPE html html head meta http-equiv="X-UA-Compatible" content="IE=edge" meta charset="utf-8" title test /title meta name="viewport" content="width=device-width, initial-scale=1" style type="text/css" details{ margin 0 0 -10px; padding 0; } summary{ font-family Impact; font-style italic; list-style none; font-size 50px; height 50px; border-bottom 1px solid #000; margin 0; padding 0; transition 1s; } summary hover{ color #fa0; } /style /head body details summary HTML /summary dl dt 項目1 /dt dt 項目2 /dt dt 項目3 /dt /dl /details details summary HTML2 /summary dl dt 項目1 /dt dt 項目2 /dt dt 項目3 /dt /dl /details /body /html
https://w.atwiki.jp/kimura/pages/4.html
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【登録タグ F ichigo surumeika- 岸田教団&the明星ロケッツ 魔法少女達の百年祭 曲】 【注意】 現在、このページはJavaScriptの利用が一時制限されています。この表示状態ではトラック情報が正しく表示されません。 この問題は、以下のいずれかが原因となっています。 ページがAMP表示となっている ウィキ内検索からページを表示している これを解決するには、こちらをクリックし、ページを通常表示にしてください。 /** General styling **/ @font-face { font-family Noto Sans JP ; font-display swap; font-style normal; font-weight 350; src url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/10/NotoSansCJKjp-DemiLight.woff2) format( woff2 ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/9/NotoSansCJKjp-DemiLight.woff) format( woff ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/8/NotoSansCJKjp-DemiLight.ttf) format( truetype ); } @font-face { font-family Noto Sans JP ; font-display swap; font-style normal; font-weight bold; src url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/13/NotoSansCJKjp-Medium.woff2) format( woff2 ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/12/NotoSansCJKjp-Medium.woff) format( woff ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/11/NotoSansCJKjp-Medium.ttf) format( truetype ); 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https://w.atwiki.jp/mainichi-matome/pages/42.html
The story below is originally published on Mainichi Daily News by Mainichi Shinbun (http //mdn.mainichi.jp). They admitted inventing its kinky features, or rather deliberately mistranslating them from the original gossip magazine. In fact, this is far from the general Japanese behavior or sense of worth. このページは、毎日新聞事件の検証のための配信記事対訳ページです。直接ジャンプして来られた方は、必ずFAQをお読みください。 ※ この和訳はあくまでもボランティアの方々による一例であり、翻訳の正確さについては各自判断してください。もし誤訳(の疑い)を発見した場合には、直接ページを編集して訂正するか翻訳者連絡掲示板に報告してください。 "Deadly 'iku iku byo' reaches a climax"「致命的な'イクイク病'は頂点に達している」 関連情報 拡散情報 関連ページ "Deadly iku iku byo reaches a climax" 「致命的な イクイク病 は頂点に達している」 2006年11月15日配信 元記事(削除済み):http //mdn.mainichi-msn.co.jp/waiwai/archive/news/2006/11/20061115p2g00m0dm040000c.html 引用元:http //www.jref.com/forum/archive/index.php/t-28151.html Growing numbers of Japanese women are afflicted with an illness that gives them orgasms virtually 24 hours a day. And with suggestions that it could be deadly, the women hardly know whether they re coming or going, according to Shukan Post (11/24). 24時間オーガズムを感じ続ける病気に悩まされている女性の数が増えている。 週刊ポスト(11/24) によれば、それらの女性たちは自分がイキつつあるのかどうか判らなくなるほど致命的なことになる可能性もあるらしい。 "If a guy simply taps me on the shoulder, I just swoon. Even when I go to the toilet, my body reacts. I m a little bit scared of myself," one woman sufferer tells Shukan Post. 「男性に単に肩を叩かされただけで、恍惚となるんです。トイレに行っただけでも体が反応するし。自分のことが少し怖くなる」と、ある女性は週刊ポストに語る。 Another adds "When I got on the train one day, I could feel blood gushing toward a certain part of my body and it felt so good I almost let out a moan. It was sheer murder when everybody got pushed into the carriage." 別の女性も言う。「ある日電車に乗ってたんですが、自分の体の特定の場所に向かって血液が奔流となって流れるのを感じました。凄く気持ちよくて思わず喘ぎそうになりました。 車両で皆に押されると死んじゃいそうでした」 Yet another woman has her say. またある女性も語る。 "Even the vibration of my mobile phone is enough to set me off," she says. "My friend said there s something called Iku Iku byo (Cum Cum Disease). I guess I ve got that." 「私に火をつけるには携帯電話のバイブレーションだけで十分」と彼女は言う。 「友人はイクイク病(Cum Cum Disease)っていう病気があると言ってたんで私もそれじゃないかと思うんです」 What may be afflicting these women, the best-selling weekly says, is an ailment called persistent sexual arousal syndrome (PSAS). これらの女性を悩ませているのは、人気週刊誌によれば、持続性性喚起症候群(PSAS)という病気ではないかということだ。 PSAS has been described as an affliction that brings about orgasm through the slightest of jolts regardless of whether they re aroused, or even thinking about sex. What s more, orgasms experienced by PSAS sufferers are not just momentary phenomena, instead affecting women over anywhere from a few days to a week, with one reported case seeing 300 orgasms in a single day. PSASは患者が性的に興奮しているか、セックスのことを考えているかどうかとは関係なしに、わずかな刺激でオーガズムを引き起こす病気とされてきた。 さらにPSASの患者が経験するオーガズムは瞬間的な現象ではなく、数日間から一週間に渡ってどこにいても感じることができる。一日に300回オーガズムを感じたというケースも報告されている。 Awareness in Japan of PSAS -- which was first documented by Dr. Sandra Leiblum in the United States five years ago -- is growing, especially in the blogsphere, where it is being called Iku Iku byo. PSASは5年前にアメリカのSandra Leiblumによって初めて報告された病気だが、日本でもPSASに対する意識が高まりつつあるが、特にブログではそうで、イクイク病と呼ばれている。 Hideo Yamanaka, a doctor at the Toranomon Hibiya Clinic in Tokyo says the disease can be debilitating. 虎ノ門日比谷クリニック の山中秀男医師によると、この病気は女性を衰弱させる可能性があるそうだ。 "For women to orgasm, they need to have some sort of sexual stimulation. There are nerves around the female genitals which react to sexual stimulation. The body gradually builds up to a crescendo, that ascends to a climax," the doctor tells Shukan Post. "However, with this disease, women are mysteriously reaching climax without any external sexual stimulation at all. One possible cause that I can think of is an irregularity in the sensory nerves." 「女性にとってオーガズムを感じるには、何らかの性的な刺激が必要です。 女性器の周りには性的な刺激に反応する神経があります。 女性の体は徐々に興奮していき、頂点に達するものです」と医師は週刊ポストに語った。 「しかしながらこの病気にかかっていると、女性は外部からの性的刺激なしで神秘的に頂点に達するわけです。 感覚神経に異常があるのではないかと考えられます」 PSAS discover Leiblum says that the disease has a tendency to strike post-menopausal women in their 40s and 50s or those who ve undergone hormonal treatment. But she adds that there have also been cases reported among women in their 30s, stressing that too little is known about the syndrome to pinpoint anything and adds that the nature of the ailment means that many sufferers may be too ashamed to report it. PSASを発見したLeiblum医師によれば、更年期前の40代から50代の女性、もしくはホルモン療法を受けている女性がこの病気にかかりやすい傾向があるとのこと。 30代の女性のケースもかなり報告されてきているが、この症候群については多くの患者が医者に話すことを恥じる性質の病気であるため、詳しいことはなにもわかっていないそうだ。 PSAS numbers in the U.S. are high enough for support groups to have popped up, suggesting it won t be too long before Japan sees the same. アメリカでのPSAS患者は支援団体が出来るほどに増えているが、近い将来日本でも同じようなじょうきょうになるだろう。 "Awareness levels are still too low," Jeannie Allen, the head of PSAS Support, tells Shukan Post. "I think there s a strong possibility that there are Japanese patients." 「この病気に対する認識はまだ非常に低いのです」と、PSAS支援団体の代表であるJeannie Allenは週刊ポストに語る。 「日本人の患者がもっといる可能性は強いと思います」 Manga artist Akira Narita, who says he has slept with over 1,000 different women, says he has come across some he believes may have had PSAS. 漫画家である成田アキラは1000人もの女性と寝たことがあると豪語しているが、PSASに罹患した女性に遭遇したことがあるという。 "There must have been about 15 who came without me doing a thing. We d only need to stare in each other s eyes and they d start wiggling about, gripping tightly onto whatever was around them and their bodies would start to shake. There were others who d orgasm repeatedly just because I d stroked their hands," the self-professed sexpert says. "I d always thought of these women as types who got off in their minds, but I think perhaps they may have had PSAS." 「僕が何をしなくてもイった女性が15人くらいいましたね。 お互いに目を見つめあっただけで彼女たちは小刻みに動き始め、彼女たちの体の周りについているものを強く引っ張っただけで、体が震え始めるんです。 手を撫でただけで何度もオーガズムに達した女性たちもいましたね」と自称セックス専門家は言う。 「彼女たちは頭の中でオーガズムに達するタイプなのかと思ってましたが、多分PSASだったんでしょうね」 PSAS is not sex addiction and, considering the constant orgasms can be draining, can often be a painful and demeaning experience. Many sufferers are driven to the verge of suicide, prompting medical experts to recommend anybody who suspects they have the ailment to seek a doctor s advice immediately. PSASはセックス中毒ではなく、持続するオーガズムは精根を尽きさせ、しばしば苦痛であり屈辱的な経験となりえる。 多くの患者は自殺寸前に追い込まれることがあるため、医療の専門家はこの症候群にかかっていることが疑わしい場合はすぐに医師の診断を受けるようにと薦めている。 "Anybody who has the slightest suspicion," physician Yamanaka tells Shukan Post, "should get to a gynecologist or neurologist straight away." (By Ryann Connell) 「少しでも疑いをもったら、すぐに婦人科か神経科にいくべきです」と山中医師は週刊ポストに語っている。(ライアン・コネル) 訳文を送ってくださった方、ありがとうございます(by 管理人) 関連情報 こちらのページもぜひ読んでください。 病気を患う人を小ばかにする毎日新聞 『イクイク病』について この記事でイクイク病とされているものは本当は持続性性喚起症候群といい、イクイク病などではありません。 ウィキペディア より 『持続性性喚起症候群は、特発性かつ持続性の性的興奮を引き起こすが、オーガズムや性器の充血はあることもないこともあり、性欲とも関係がない。 特に、女子色情症(ニンフォマニア)や男子色情症(サチリアージス)として知られる色情症とはまったく関係がない。』 週刊ポスト(2006/11/24号) http //skygarden.shogakukan.co.jp/skygarden/owa/sol_magcode?sha=1 neoc=2005411106 keitai=0 虎ノ門・日比谷クリニック http //www7.ocn.ne.jp/~hibikuri/ 拡散情報 Asian Sex Gazzete http //www.asiansexgazette.com/asg/japan/japan06news13.htm Barely 18 Movies http //www.barely18movies.com/blog/?p=429 Japan Stippy http //www.stippy.com/japan-waiwai-archives/deadly-iku-iku-byo-reaches-a-climax/ Japundit http //blog.japundit.com/archives/2006/11/16/4174/ JREF http //www.jref.com/forum/archive/index.php/t-28151.html 英語サイト http //www.atheistnetwork.com/viewtopic.php?t=15720 http //belablack.com/2006/11/18/deadly-iku-iku-byo-reaches-a-climax/ http //bruneistudent.com/board/index.php?showtopic=35700 http //www.buzzlife.com/forums/showthread.php?p=2191701#post2191701 http //enart.dballastages.com/iku/iku-iku-byo-502014.htm http //discardedlies.com/entry/?23048_ http //doncasterhaikupoet.blog.co.uk/2006/12/19/japanese_cum_cum_disease~1455254 http //www.dragoon-networks.net/forum/showthread.php? 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WaiWaiの記事を転載した英語サイト: [A|B|C|D|E|F|G|H|I|J|K|L|M|N|O|P|Q|R|S|T|U|V|W|X|Y|Z|数字] xanga XCritic Forum China Entertainment Tabloid XproductionZ.com 関連ページ xanga http //www.xanga.com/ Japan becoming paradise to growing numbers of Nigerians 部分転載:http //americandomination.xanga.com/439528854/item/ breastphone. 部分転載:http //www.xanga.com/carmenyhyper/663333802/breastphone.html "Chest challenged chicks ring in bigger breasts" Love hotels tell tales http //www.xanga.com/CeruleanShingo/658772068/item.html This is an interesting article...funny in a way. 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Hillbilly hookers redefine pillow talk" 関連ページ
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Prophesy of Pendor WB Mount Blade WBのMOD「Prophesy of Pendor」のページです。 無印版WikiのPOPのページより記事を移植中・・・。 #contehttps //i.imgur.com/JfP3jAM.jpg あらすじと紹介 ペンドールの建国より354年― 幾世代もの長きにわたり、この荒廃した地ペンドールを統べる王はない。 かつて人が成し得た偉大な業績は、今や神話として唄われ子守のお伽話で聞かされるのみ。 しかしその伝説は希望に満ちた予言のなかに生きている。 それは遥か岸の彼方より来て、一人の統治者の下にペンドールの諸侯を束ね、 この戦火に疲弊した地に再び平和と繁栄をもたらす英雄の物語。 志に相応しい力を持つ者は多くはない。 壮大な戦いが今まさに幕を開けようとしている。 剣を帯びよ、その想いとともに。 このペンドールの地に降り立ち、予言に挑め―君にその覚悟があるなら。 マップ、国家、コンパニオンを全て一新。新アイテム多数追加。 国家に属しない18種小派閥と大軍団。独立した騎士団。新しいクエストetc. Download Prophesy of Pendor WB Ver.3.9.5(Full) (2020,Mar,13) Prophesy of Pendor WB Ver.3.9.5 WARBAND Prophesy of Pendor WB Ver.3.9.4(Full) (2019,Jun) Prophesy of Pendor WB Ver.3.9.4 WARBAND Prophesy of Pendor WB Ver.3.9.4 Hotfix3差分ファイル Prophesy of Pendor WB Ver.3.9.3(Full) (2018,Dec) Prophesy of Pendor WB Ver.3.9.3 WARBAND Prophesy of Pendor WB Ver.3.8.4(Full) (2017,Jan) Prophesy of Pendor WB Ver.3.8.4 WARBAND Taleworlds該当記事 WARBAND - Prophesy of Pendor 日本語化プロジェクト Mount Blade日本語化Wiki Prophesy of Pendor WB 現在ver.3.9.5(2020/3/13リリース版) ほぼ完了! https //www21.atwiki.jp/warband/pages/214.html 注:ver.3.9.5は2020年3月6日にリリースされた後、3月13日に更新されましたが、バージョン名が3.9.5.6(MODDB)だったり、3.9.5.1(PoP Wiki)だったり、3.9.5のまま(フォーラムなど)だったりとバージョンのナンバリングがまちまちなので、日本語化ファイル作成にあたっては3.9.5(2020/3/13リリース版)としています。 なお、現状のver.3.9.5をダウンロードすると必ず2020/3/13リリース版がダウンロードされますので、ver.3.9.5をリリース直後に導入した方以外は気にしないでください。 暫定日本語化ファイル(ver.3.9.5(2020/3/13リリース版)) https //ux.getuploader.com/MnB2/download/629 FAQ MODに日本語化ファイルを当てて言語を「Nihongo」にしたら文字がすべて透明になるんだけど Prophesy of Pendor WB データ類 ○ Prophesy of Pendor 3 Wiki - Wikia(外部サイトへ飛びます) google翻訳直通 ○ Prophesy of Pendor公式フォーラム(外部サイトへ飛びます) 注:以下のデータはやや古いので最新データを知りたい場合は上記の英語wikiを参照してください。 ○ ペンドールへはじめて来た方へヒント→ 別ページへ ○ キャラメイクの選択肢速見表→ 別ページへ ○ 国別兵士、傭兵ツリー→ 別ページへ ○ その他小派閥の紹介、兵科ツリー→ 別ページへ ○ コンパニオン紹介→ 別ページへ ○ 騎士団紹介→ 別ページへ ○ 射撃武器→ 別ページへ Ver.3.9特徴と変更点等 対応Warbandバージョン:1.165以降 セーブデータの互換性について 3.8 →3.9 なし 3.9 →3.91 なし 3.9.1 →3.92 なし 3.9.2 →3.9.3 なし 3.9.3 →3.9.4 なし 3.9.4 →3.9.5 なし + PoP Ver.3.9 変更点表示 以下英wikiへのリンク v3.9.0変更履歴 v3.9.1変更履歴 v3.9.2変更履歴 v3.9.3変更履歴 Ver.3.8特徴と変更点等 セーブデータの互換性について 3.7 →3.8 なし 3.8 →3.81 あり 3.81→3.82 あり 3.82→3.83 あり + PoP Ver.3.8 変更点表示 ソース https //forums.taleworlds.com/index.php/topic,126952.0.html バトルサイズの拡大、3つの新騎士団の追加。 色々と全面的に改良 デシャル軍、鎧・兜・服、武器、馬、宿屋、マップ、舞台、旗、メニューのイラスト、派閥・アイテム・兵種のバランス、闘技場、女性主人公でのプレイング、サウンドマスタリング、新サウンド。 その他多くの最適化・強化・バグ修正。 ゲームプレイ より大きく適応した戦場サイズ。 バトルサイズを100~450までに。 増援回数をより多く デシャル軍隊の改訂 派閥の再調整 多数の兵種のバランス調整 Phoenix order、不死鳥騎士団追加(2兵種) Shadow Wolves order、幻狼騎士団追加(2兵種) Scorpion Assassins order、蠍暗殺教団追加(2兵種) 以下のLeonion氏のTweakを採用 (1, 3.1, 3.2, 4, 5, 11, 20, 25, 26, 28, 29, 30, 32, 33, 35, 38, 40, 42, 43, 44) K0nr@d氏のアルゴリズムに基づき、全ての商品価格を正規化 新しい兜、ブーツ、ボルト、弓、矢、馬を追加 殆どのユニットを再作成、再調整。 ドラゴン・ドレイクがレイヴンスタン従歩兵からアップデートできる 非常に希少なアイテムがもっと贈られる 攻城戦の防御側のAIとプレイヤーの弾薬は補給される 商人たちが金を得るための新システム 村や隊商を襲うと名誉が下がるように キルカメラを更新 新たなオプションや勢力図システムを追加 コンパニオンが異性用の鎧を戦利品にしなくなった 弓騎兵の給料を騎兵より低く 傭兵の給料を200%→166%に 略奪品が満杯でもコンパニオンが自動装備可能に 背景関連 適応型の戦場(外観等倍、5倍、12倍) ※訳注:参加人数によって変化するっぽい エラクライの内装、外装、闘技場と訓練を新しく 14の街や城の攻城戦マップを刷新(Floris氏のを再加工) 地平線の背景とマップ境界を更新 より生き生きとした宿屋に。最大15人のランダム客、楽士、ラッシュアワー、そして文化に則した様々な衣装。 サーレオンの宿屋を新しく 宿屋や闘技場の出現位置を調整 街の背景を編集(トーバーの河、サーレオンの塔、ナルタルの灯台、帝国の町のテクスチャ、などなど) ナルタルの背景はサランのドロクバのに置き換え 空の背景を更新 宴にもっと多くの諸侯が入れるように 闘技場に女性 ビジュアル 鎧の追加、再加工 兜の追加、再加工 武器の追加、再加工 馬の追加、再加工 ブーツの追加、再加工 一般的な服を追加 トーナメントのアイテム見直し ※訳注:報酬か試合に使うアイテムのことかは不明 一部例外を除いた全ての鎧に男女それぞれのバージョンがある 全ての旗を刷新 さらに42の旗を追加 多くの兜のスキニング。首部分が滑らかに変形する 本の装丁、クオリス石、金の延べ棒、リュート、リラ、宝箱、普通のアイテム、家具、体、髪などなど更新 ゾンビの動的顔生成システムと新テクスチャ 血がいっぱい manu item用のバンプマップや反射マップ ※訳注:Manuってなんだ? 背の高い草 画面転換時のフェードイン処理(切り替え可) マップ 個別の街アイコン 個別の城アイコン(Floris氏作) 正規化された旗 修正済みの橋 訓練場とウルフボウドの新マップアイコン マップテクスチャと形状を修正 顔の改良 男性の頭部形状を新しく 全NPCを再加工 より多くの良いテクスチャ 年寄りがよりしわくちゃに デシャルをより色黒に ノルドールの顔 ランダムな顔をより良く 顔と体の色を合わせる デシャル人が色黒に 闘技場のマッスルバディ ゾンビの動的顔生成 ゾンビのテクスチャを刷新 女性モデルを改善 UI 150以上のメニューイラスト(街や派閥、イベントやメニューの個別のイラスト) インターフェイス微調整 キルカウンター追加 一部メニュー修正 サウンド 女性の唸り声を追加 悪魔の断末魔追加 サウンド見直し・リマスター 宿の楽士 女性も命令を叫ぶ 最適化 サウンド最適化(使用に応じてOGGとFLACに分ける) メッシュ簡略化 節約のためテクスチャを書き換え ほぼすべてのアイテムのLODを作成 全ての古い未最適化素材を削除 品質向上のために全てのテクスチャのミップマップ追加 不要な時のアルファレイヤーを除去 内部の再加工(.brfファイルとアイテム順のソート) バグ修正 多くの文法、句読点、記述エラー 「すべてを変えた手紙(a letter that changed everything)」シナリオでの商人の選択は常に医師になった。 ※訳注:詳細不明 捕虜から雇用可能なカスタム騎士を造った。 ウルルベトルの弓を使ったバグ技 岩塩坑の出口 透明な岩塩坑 アイテムの複製 位置のあってないサーレオンの旗 位置のあってないメッテンハイムクロスボウ 城にグールの顔 解脱者の顔 頭に合わない兜 操作不可能な幾つかのドア 髪のテクスチャ 頭上の旗印のズレ 闘技場とトーナメント出場者がオリジナルのブーツを保持しない問題 パーティの名前バグ NPCパーティ内の下女を削除 美人顔の修正 賊の略奪の抑制問題 多くのアイテムのシェーダを修正 紋章付き鎧の裏の色を修正 v3.8.1 貴族の爵位名が戻ってた問題 デシャル女性の顔の修正 戦利品画面のデバッグメッセージと、ごちゃ混ぜの戦利品 光る馬 宿の酔っぱらいのバグった会話 ヴァイパーサーベルの幅 (K0nr@dによる修正) 切れた兜 ヴァイパーサーベル、蠍暗殺教団の剣、幻狼軍団の剣の鞘 店にトナメ賞品 FLCのランスのテクスチャ Crassusはもう帝国の絹の衣服を持たない※訳注 ヤノスの執事クラッシウスのことか? リゼルディランは「彼女」と呼ばれるのを避けるため、男に戻せていなかった。 イモータルから兜を削除 増援回数微調整 Put back inventory chest in 550 maps. 不死鳥と幻狼の騎士団は一つの城にのみ与えられる。 v3.8.2 脱獄問題を修正 商人クエの間、参加している傭兵が自分を売り込むのを修正 諸侯になってないコンパニオンが戦闘後に関係がアップするのを修正 ミストマウンテンの侵略者としてカウントされるミストマウンテン族の修正 「befriending ミストマウンテン」についての勝利条件を削除 村内戦闘の戦利品バグ(Native由来)を修正 村内戦闘でのキルカウントを修正 イシュコマンの門外出撃を修正 兵士0人の部隊を修正 戦闘から離れていたり統治権を獲得しにでているのに再出現するコンパニオンの修正 新騎士団のバランス再調整 間違った場面で出る領地交換の会話を削除 宿のライティングとシェーダを作り直し(特にちらつく光) 闘技場とトーナメントの音楽をNativeのものに変更 宿のサウンド変更 略奪された村の音楽、及び同じように曲の最後まで流してしまうものの修正 エラクライに追加の戦利品 デシャルの闘技場以外から色黒の女性を削除 三賢者の巡視兵をマッチョ化 幾つかの剣の鞘を修正 暗殺者の覆面兜から生えるヒゲを修正 フィアーズベインの族長の兜を修正 誘拐された少女のハゲを修正 ベッカヴィア女王親衛隊の乗馬スキルを上げた 亡霊軍から青のすね当てを削除 tweak 44を入れ直し (派閥情報画面の元帥に関する項) 幾つかのテクスチャを改善 2種の貴族服に代わるモデルを追加 一部の街の収納箱の戦利品を修正 アップグレード割引を33%ではなく90%に。(カスタム騎士装備の段階的アップグレードを促進するために、現在の装備にかけた費用と時間の90%を新たな装備に適用する) v3.8.3 増援回数の設定(攻城戦と通常戦は別々)を追加 しゃがんで槍を突き刺すための、頭上突き刺し攻撃(Hoboistice氏のsubmodより)を追加 二倍の妻のバグを修正 下女の解放時に関係が向上するのを修正 クイッグフェンの店を修正 音楽が正しくループするように 宿の雰囲気づくりは音楽ではなく音になった。 チート変更 アルアジズの狂った会話を修正 諸侯の基本収入を750→1000に クインの村近くで部隊が立ち往生する可能性を修正 転移する訓練場を修正 男性の体を改善 沢山の斧のテクスチャを改善 幾つかのドアや服のテクスチャを修正 不死鳥騎士団と蠍暗殺教団に新たなモデルの剣 城の床のシェーダを修正 闘技場に出るババアを削除 ヴァイパーサーベルと不死鳥騎士団の長剣の性能を変更 Leonion氏のtweak 3.2を修正 棒の防御動作を修正 矢やボルトの自動装備では、数より攻撃力が優先されるように 旅人の文章エラーを修正 会話中の金額エラーを修正 下馬命令のエラーを修正 スキニングを改良し、あれこれ最適化 守護帝国騎士の板金鎧(マント付き)の重量を修正 牢屋/宴にでる訓練所長/奴隷商を修正(できてたらいいな) 勝利後に時々全コンパニオンの関係が上がる「tweak 38」の修正 文法修正 Ver.3.7特徴と変更点等 セーブデータの互換性について 3.6xx→3.7xx なし 3.7→3.701 なし 3.701→3.702 なし 3.702→3.705 あり 3.705→3.706 なし + PoP Ver.3.7 変更点表示 ○!! NEW FEATURE Updated map and town/castle/village locations [新要素] 街、城、村の配置を刷新 ○!! NEW FEATURE added lady in waiting troop/events (talk to this troop type if they are in your party). [新要素] 女官(侍女)を部隊やイベントに追加(パーティにいれば話しかけることができる) ○!! NEW FEATURE Vastly Improved starting options with story arc that has game reprocussions. [新要素] ゲーム開始時のストーリーの選択肢を大きく改善、そのストーリーがゲームに影響する Rumor refresh rate 噂の更新頻度 jobs for bards and healers 吟遊詩人とヒーラー background NPC's that spawn based upon character choices. キャラの選択に基づいて関係NPCが生成 ○!! NEW graphical interface 新グラフィカルインターフェース ○!! NEW artwork for armors and weapons 装備・武器の新アートワーク ○!! NEW Troops and weapons 新しい部隊と武器 ○!! NEW Healer jobs from Travelers - income and renown 旅人から新ヒーラー職・・・収入と名声 ○!! New Bard Jobs from Innkeepers - income and party Morale for Bards (keep that lute in your possessions). 宿屋の主人から新吟遊詩人職・・・収入と吟遊詩人による部隊士気(リュートを所有しておくこと) ○!! NEW major spawn - ( - Spawn of Azi Dahaka) 新しい大規模スポーン (Azi Dahakaが登場) ○!! NEW Renegade Specialty spawns - added 25+ personality spawns that fit into the lore.. 新しい反逆者・・・物語に合わせて25以上の人物追加 ○!! NEW Two dozen Map Icons added that better reflects the type of NPC party. 20数個のマップアイコンを追加、NPC部隊のタイプをより正しく反映 ○!! NEW Additional Music Tracks 新ミュージックトラックを追加 ○!! NEW Change custom Knighthood Order can be changed to be all Female. 騎士団カスタマイズを刷新、全員女性にもできる ○!! NEW Creating Knighthood orders can cause negative relations with other orders. The lore matters.. 騎士団創設により他の騎士団と関係が険悪化することがある。物語との関係上。 ○Improved pendor line of troops ペンドール部隊ツリーの改善 ○Improved Mercenary line of troops.. top tier is Mercenary Sergeant. 傭兵部隊のツリー改善、最上位は傭兵軍曹 ○Modified fierdsvain berserker troops - visually and their abilities. フィアーズベインバーサーカーの修正・・・見た目と能力 ○Modified empire line of troops 帝国の部隊ツリー修正 ○Modified bandit spawns to provide more variance 追いはぎの生成を修正、より多様な生成 ○Modified vanskery spawns to provide more variance and challenge (not harder.. just different..ok. .a few are harder) ヴァンスケリーの生成を修正、より多様で挑戦的に(若干難易度も上昇) ○Modified many spawns and troops to increase variance and challenge (Bloodsword Witches, Iron Circle Knights, Red Fletchers, Northgard Rangers, Possessed Doomgards) 多くの生成部隊を修正、より多様で挑戦的に(血塗られた剣の魔女隊、鉄盟騎士、レッドフレッチャー、ノースガードレンジャー、悪霊憑きの破滅兵) ○Balanced out faction spawn rates for greater variation 勢力の生成頻度を調整しよりバリエーション豊かに ○Updated stats on weapons and armors 武器防具のステータスをアップデート ○Updated factional relations 勢力との関係性をアップデート ○Created new Jatu Troops and implemented upgrade path with Jatu mercs ヤツ族部隊を新しく作成、ヤツ族射手へのアップグレードパスを実装 ○Modified and increased the types of troops you can obtain from Red Brotherood Tavern Slavers. 宿屋のレッドブラザーフッドの奴隷商から入手できる部隊のタイプを修正・追加 ○Deity events now have both benefits and consequences ..depending. 神様のお告げイベントはメリットだけでなく、それに伴う事柄もある ○Implemented procedural system to create a few established knighthood orders in towns and castles. 街や城でいくつかの騎士団について設立する手続きを改善 ○Knighthood order Knights skills and equipment modified 騎士団の騎士のスキルと装備を修正 ○CKO sergeants prestige cost lowered 騎士団の従士の消費する名誉とコストを低減 ○CKO sergeants training made slightly less efficient. 騎士団の重視の訓練効果をわずかに低減 ○Modified the easter egg qualis gem gambling results. クオリス石ギャンブルの結果を修正 ○Reduced amount of troops for Knighthood renown quest 騎士団名声クエストの部隊数を低減 ○new face codes for many companions. 多くのコンパニオンのための新しい顔 Ver.3.6特徴と変更点等 以前のバージョンとセーブデータの互換性無し + PoP Ver.3.6 変更点表示 ○ Player Knighthood Order プレイヤーによる騎士団の新設ができるよ(wiki内騎士団解説を参照) ○ Player king mercenary parties from different factions 王様になると傭兵団を雇えるよ(大臣との会話に項目追加) ○ The Melitine Empire a new minor faction メリティネ帝国が部隊を率いてウロウロするよ(バークレーやメッテンヘイムと同様に) ○ New unique spawns from foreign factions (Mettenheim, Veccavia, Barclay, Melitine) メッテンへイム、ベッカヴィア、バークレー、メリティネの新しいユニットが登場するよ ○ Order ranks and stronghold 騎士団(既存)に加入すると、階級を与えられて頑張ると昇進するよ。あと騎士団の砦もあるよ(団長昇進クエストにて) ○ New Order quests (tournament, challenge, rivalry, GM quest) 騎士団のクエストを追加したよ(トーナメントで勝って来い、騎士団兵を率いて名を挙げろ、ライバル騎士団をぶちのめせ、団長昇進) ○ Randomly generated minor knighthood Orders; sometimes created by lords NPC諸侯が小規模騎士団を設立することもあるよ(wiki内騎士団解説を参照) ○ Numerous new Order, Noldor and other map dialogs ○ Prettier female faces (corprus OSP) 美人顔を追加したよ、女だけだよ ○ Large minor faction spawns sometimes siege and sack nearby towns. 大軍団はたまに街を襲撃するよ、占領はしないけど守備兵をもっさり殺されるよ ○ Order war parties of the main kingdom Orders sometimes spawn and actively assist their kingdom 派閥のメイン騎士団は、その派閥の援助をする為に150人くらいの戦団を率いて参戦するよ、とってもうざいよ ○ Kings sometimes found Orders if they don't have a chapterhouse yet もしまだ会所を持ってなければ、王はたまに騎士団を設立するよ(未確認) ○ Recruiting Order Sergeants similar to recruiting Order Knights 騎士団の従士格は騎士と同様に、特定の一般兵から名誉を消費して任命できるよ ○ Liege lord troops culture switchable to the player's kingdom culture through a dialog. 配下の諸侯との会話で、諸侯の文化をプレイヤーの文化へ変更させることができるよ(率いる兵の文化のことだよ、でも文句言われて友好度さがるよ) ○ Can give troops to your kingdom or your village militias (if they have 100 troops) 自国の、もしくは自分の村のパトロール隊に兵を与えることが出来るよ、但し100人以下の場合のみ ○ Traveler NPCs in taverns give locations of the two booksellers. 酒場の旅人から本屋の居場所を教えてもらえるよ、有料で ○ Sell all prisoners dialog 酒場の奴隷商の会話で、全ての捕虜を売るダイアログを追加したよ、便利だね ○ Ramun gives locations of random unhired companions if you sell him slaves ラムンはまだ雇っていないコンパニオンの場所を教えてくれるよ(未確認) ○ Talk to Guildmaster menu option for towns 街のメニューにギルドマスターに会うというダイアログを追加したよ、もっと早くしてほしかったね ○ Order and minor factions relations report within the faction relation report 騎士団と小派閥の関係を一覧にしてレポートから確認できるようにしたよ ○ Ability to rename your party and Order (Camp- Take action) 自分の部隊に名前をつけることができるよ、厨二心をくすぐられるね ○ Heretics and Snakes drop books that are useful to Orders (membership required) 異教徒とスネーク教は戦利品として本を落とすようになったよ(所属騎士団にあげるとお金とか貢献度とかもらえるよ) ○ Siege defense inventory chest at defender spawn point (to refill ammo and change gear) 防衛戦でも荷物にアクセスできるようになったよ、リスポンポイントに箱があるよ(場所が分かり難いので使い辛いけどね) ○ Camp menu review and drill your troops キャンプメニューに、兵を並ばせて閲兵する、訓練するを追加したよ(訓練する drill ってのは未確認というか無い) ○ Renown costs for Order knights increased a lot and depend on relations as well as honor 騎士団の設立時の名誉コストを増やしたよ、関係は名声によって変わるよ ○ Updated Order factions hostility matrix 騎士団派閥の敵愾心のベースをアップデートしたよ(よくわかんねぇけど、関係の初期値を変更したんじゃない?) ○ No more instaloss with Scorpion Assassin ambushes. Only one or two spawned. 蠍暗殺兵の待ち伏せ襲撃で5対1とか無いわ~減らしとくわ(3人になっている) ○ Valkyries' axes were too short, they got a better weapon. ヴァルキリーの竜の背骨の斧って短過ぎて当たらなくない?マシなのに変えるわ(レディヴァルキリーはまだ持ってるけどね) ○ Get -2 RTR if attacking during a truce 休戦中のに攻撃すると統治権を-2するよ。(未確認) ○ Removed horses from D'Shar Bowmen and Dervishes デシャル射手と弓兵から馬を取り上げるよ(熟練弓は馬持ってる) ○ Changed Elixirs to give half the stats bonuses from the 4th use onwards エリクサーの効果を4回目から半減させたよ ○ Order bounty quest quota tweaked down 騎士団の賞金首クエストの対象人数を下げたよ ○ Spawn small Noldor patrols more frequently (now in line with other minor factions, every 33 hours) ノルド-ルのパトロール隊の出現頻度をマシマシにしたよ、4~5部隊出てくるよ ○ Tweaked up the endgame low spawning rates of Mysts and Heretics ゲーム終盤のミストマウンテンと異教徒の発生率を下げたよ ○ Limited generated Order knights and sergeants in garrisons to about 30 and 50 - there were too many in the end game 守備兵として勝手に追加される騎士団の騎士と従士格の増加を、各自30、50に制限したよ(ゲーム終盤には増えすぎて城落とせなくなるからね) ○ Leth doesn't let you see his equipment until you are level 30 リゼルディランの装備はあなたがLv.30にならないと触れないよ、弓を奪ってポイは出来ないよ ○ Get less payment as a kingdom merc, it was too exploitable. 傭兵契約時の給金を減らしたよ、取り過ぎてたよ ○ Nerfed a notch the Fierds party sizes フィアーズベインのパーティーサイズの段階を弱めたよ(兵の増加率のことだと思う) ○ Small increase to rare spawn spawning rates (since they get mobbed by kingdoms too often) レアな大軍団の発生を少し増やしたよ(度々、NPCの軍隊に集団でボコられてプレイヤーが倒す間もないからね) ○ Bugfix Order sergeants had autocalc values of 0 ○ Bugfix (Native bug) Companion missions lasted half the time advertised ○ Bugfix (Native bug) Loaned companions (quest) disappeared if the lender lord disappeared ○ Bugfix The trading villagers (quest) would rarely turn into an ordinary villager party ○ Bugfix (Native bug) Gained 3x3 RTR instead of 3 for peace, and 0 RTR instead of 15 for marriage ○ Bugfix Fixed Notes and other headings positions ○ Bugfix Wolfbode now counts towards Myst supression クラッシュ問題と対応方法 快適な動作のためにの一番下参照。また、スレの過去ログにもいろいろな解決策が出ています。 ATIカード問題についてはこちら TaleworldsのPOPWB Forums Prophesy of Pendor(Moderators saxondragon,sairtar,MitchyMatt) 以下は非公式のクラッシュ問題解決スレ Fix for some crashes (32 bit OS)... NOT A BUG THREAD - READ 1st POST Known things that will cause you to CTD or Lag heavily! Prophesy of Pendor 4 61 名前:名無しさんの野望[sage] 投稿日:2011/01/18(火) 12 03 58 ID xjtT53eV Prophesy of Pendor4.0プロジェクトが始動 http //forums.taleworlds.com/index.php/topic,154493.0.html 物語の舞台はペンドール統一後20~25年後、蛇神教団らが跋扈する南方への征伐軍派遣が主軸。 新しいマップ、勢力、賊、コンパの子供達や新しいコンパ、騎士団が登場。 Prophesy of Pendor 4.0 ≪ on January 16, 2011, 04 26 15 PM ≫ Hello everyone, First, thank you for your support and love of this very interesting project that has been growing every month since November 2008. It has been your posts, PM's, and overall positive feedback that has fueled us to do what we have done to create this offering. I am pleased to announce that Prophesy of Pendor 4.0 is moving forward. I wanted to give everyone some insight on what is happening. The next version of this collaborative effort will mark a significant change. The setting will be some 20-25 years AFTER the unification of Pendor, where the "King/Queen" of Pendor in an alliance with the Noldor, sends an invasion force south to the lands of the old Empire to defeat the abomination known as the Snake Goddess once and for all. There will be a new map, new factions, new and old spawns, children of the companions you have come to love and hate, new companions, new knighthood orders, and twists and turns that will both surprise and entertain. We are combining the many developers, artists and coders who have contributed to this effort so far with a classroom of game design students to bring forth a conclusion to this long saga. Stay tuned for more stories, detailed histories, artwork, concept work, and status updates. Kindest regards, Saxondragon ■上記スレ内での開発スタッフらによる続報のまとめ プレイヤーはペンドールを統一した王の息子/娘となる。はじめにプレイヤーは、どのように統一がなされたかを選択する。 開発期間は数ヶ月で、年単位ではない。最初のものを除けばどれもだいたい5~7ヶ月サイクルだった。 POP3とは異なり、悪党キャラとしてプレイできる可能性はない。プレイヤーの役割は善玉の聖騎士であって悪党ではない。 ペンドールのサーガはこれで完結する予定。細かな調整変更はあるだろうが、SaxonDragon氏が許可しない限りはその先の開発予定はない。 まだプランニング段階なので細かい質問には答えられない。 今のところPOP3.2に取り組んでいるのでPOP4はまだごく初期段階に過ぎない。 POP4リリース後もPOP3の開発を続けるかは不明。必要だと思えばするかもしれない。 (2013,May)New!! 「うん、今のところは保留中だよ、だから、のんびりリラックスしてVer.3.6を楽しんでいってね」MitchyMatt氏 コメント ちょっと質問です。 兵力の少なくなった諸侯が城に引きこもって出てきません。 かなり時間を経たせても兵力は回復せず、ずっとそのままです。 色んなキーワードでググってみたけど該当無し。 ペンドールもしくはネイティブの仕様・バグなのかも分かりません。 なにか知っている人がいたらご教授お願いします。 -- (名無しさん) 2020-05-10 18 55 30 傭兵隊長時代は儲かりすぎて濡れ手に粟なのに、領地持ちになった瞬間からどんどん赤字が増えていくのは何故なのか -- (名無しさん) 2020-05-18 07 07 13 2でもこのmod出ないかな -- (名無しさん) 2020-06-22 23 16 24 1https //forums.taleworlds.com/index.php?threads/pop-planned-for-bannerlord.407392/page-2#post-9633952 計画はあるみたいよ -- (名無しさん) 2021-02-08 17 01 12 初期から好感度マイナスの黒檀篭手とか黎明騎士とかは地道に巡回部隊に加勢したりして好感度稼ぐしかないですかね? 他に何か手段無いでしょうか? -- (名無しさん) 2021-04-04 15 05 23 確か夕暮騎士団は名前は忘れたけど特殊な本を門番にあげることで 少し友好度が上がった記憶はあるけどその方法しか知らないかな。 友好度がマイナスからプラスになれば城内にいる門番からクエストを 受けられてそこから友好度上げは出来るんだけどもね -- (名無しさん) 2021-04-05 14 51 21 初期からマイナスの所との仲改善クエストとかもほしいところですね。 -- (名無しさん) 2021-04-12 17 18 45 ctaにあるような同行機能と初期陣形機能が追加されてないんですけどなんとかならないですかね -- (名無しさん) 2021-04-19 20 24 57 NPCの捕虜採用はかなり変だね 大群と戦うと最後の方がシンガリア兵だけになる -- (名無しさん) 2022-03-19 23 59 27 日本語化ファイルで、某掲示板でいくつかご指摘のあった箇所を修正しました。 -- (名無しさん) 2022-03-21 14 34 39 アップデートしたいけど、互換性なしかな?今まで育ててきたキャラ、装備をリスタートするのは厳しい・・・。 -- (名無しさん) 2022-05-05 17 06 07 PoPの紹介ページにバージョン間の互換情報が載っていますが、セーブデータの互換は期待しない方がいいですよ。 -- (名無しさん) 2022-05-05 21 16 32 名前 コメント すべてのコメントを見る
https://w.atwiki.jp/v-lyrics/pages/322.html
ふぉーがっとぅん [ TAG Alp-F E-A Miku OreP title] Music OreP/オレP Lyric OreP/オレP Arrange OreP/オレP Vocal Hatsune Miku Videos PVs ■ Show/Hide Video http //www.nicovideo.jp/watch/sm1762073 http //www.nicovideo.jp/watch/sm1762073 Translations ■ Show/Hide Romaji kuraku samui heya uzukumaru watashi no "itsuka mata yonde kureru" sono tsubuyaki ga kasureteru watashi to deatta ano shunkan wo anata wa ima demo oboete imasu ka watashi niwa kotoba wa nai keredo kono utagoe wa aru kara ganbaru kara watashi ni uta wo oshie te "kon-nanimo kanashii no nara deawana kereba yokatta na ..." ano hi anata to mitsumete ta mirai eno omoi wo hasete ... todoke tai kono koe wo watashi no merodi (melody) wo kedo kitto kono kimochi mou utae nai kono heya no doa (door) anata wa mada ake nai "ashita koso wa kite kureru" hoo ni shizuku ga tsutatte ku ... watashi no utagoe wo kiita ano toki no anata no hohoemi wa wasure nai kara watashi ni karada wa nai keredo omou kokoro wa aru kara hitori wa iya watashi ni oto wo atae te "kon-nanimo sabishii no nara umarenakereba yokatta na ..." deatta toki no omoi ga namida to tomo ni afurete ku utai tai ano uta wo anata e no omoi wo watashi ni wa ano kioku mada nokotteru watashi ni mirai wa nai no ka na kono utagoe ga aru noni onegai na no "anata no oto wo kikase te ..." ... watashi no negau koe dake ga shizuka ni sotto kodama suru kon-nanimo setsunai noni nukumori wa moo todoka nai ... futari de tsukutta ano uta wa watashi no hatsune (substituted as "oto") ni nokotteru anata ga kure ta oto dake wa watashi no mune no okufukaku ... 09-07-14 Checked by damesukekun 2009-07-14 22 49 Generated automatically [部分編集] ■ Show/Hide Translation Forgotten... 2009-07-15 First Entry 2009-08-12 21 46 22 (Wed) Last update Translated by damesukekun Title Forgotten... Lyric In a dark and cold room I m crouching and mutter "do you call me again?" with a feeble voice Do you still remember the moment when you met me first? I was not formed to speak words but I do have this singing voice so, please give me singing lessons, I ll do my best "I shouldn t have met you cause I m so sad..." I m thinking of the the future that I was looking at with you that day... I want to send this voice and my melody to you, but I can t sing my heart anymore You don t open the door of this room yet I mutter, "do you come tomorrow or never?" and the drops of tears run down my cheeks... I never forget your smile you made when you heard my singing voice I don t have a real body but I do have this feeling heart so don t leave me alone, give me your sounds "I shouldn t have been born cause I feel so lonely" the feeling of meeting you first is pouring over with tears I want to sing that song and the sincere heart to you that memory still remains within me Isn t there any future for me even I have this singing voice? please, "let me listen to your sound..." ...Only my voice wishing for you echoes lightly and quietly I feel so heart-breaking but your warmth doesn t reach me anymore... That song we created together remains as my first sound and only the sounds you gave me stays in my deep heart... Note This translation is by permission of the composer. 作者様のご了解のもと翻訳しました。 I paraphrased some sentences. I tried to correspond what English listeners would feel with that of Japanese listeners. Comment If you have any advise or opinion for this post please write here.この投稿に対して助言、ご意見などありましたらこちらに書き込んで下さい。 Name Comment すべてのコメントを見る あ・・・スペルミス直しておきました。どうもです。 -- (damesukekun) 2009-07-25 20 44 29 スペルチェックしました。 Note の sentenses は sentences ですね -- (BookPeople) 2009-07-16 11 40 39 Last modified 2009-08-12 21 46 22 (Wed) Original Lyric, Nicosound MP3, etc http //www5.atwiki.jp/hmiku/pages/191.html http //nicosound.anyap.info/sound/sm1762073 http //www.nicomimi.com/play/sm1762073 Sub video, PV, other fan made video in YouTube http //www.youtube.com/watch?v=HkLDXsz6feI [Add] http //www.youtube.com/watch/xxxxxxxxx ADD LINK すべてのコメントを見る http //www.youtube.com/watch?v=HkLDXsz6feI (Information in this page is based on HatsuneMiku@Wiki) _
https://w.atwiki.jp/matchmove/pages/74.html
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
https://w.atwiki.jp/ageofconan/pages/66.html
Combos Level Cooldown Stamina 要Feat 方向 Combo名 説明 0 0 0 - - Combo Placeholder 2 10 20 - - Sweep 複数の敵に当たる攻撃を行う 4 15 22 - - Slam 敵をknock downさせる攻撃を行う 5 8 152 - - Enraging Strike I A combination of low blow and verbal goading intended to infuriate an attacker and lock them into combat with the soldier. Useful in a battle, the actions of an enraged enemy can be predicted and dealt with more easily. 11 10 217 - - Enraging Strike II 17 10 217 - - Enraging Strike III 5 60 173 - - Shield Sweep I The guardian flings an enemy backwards by sweeping their shield through them and following up the momentum with a vicious strike. 52 60 173 - - Shield Sweep III 76 60 195 - - Shield Sweep IV 7 9 195 - - Brutal Enraging Strike I The soldier taunts their enemy as they attack to lock them into combat with the soldier. Useful in a battle, the actions of an enraged enemy can be predicted and dealt with more easily. 13 11 173 - - Brutal Enraging Strike II 19 13 303 - - Brutal Enraging Strike III 5 10 ? - - Leech Life I This savage attack also triggers a lifetap effect. For a short time, a portion of the damage inflicted by the dark templar will be converted into healing 24 10 ? - - Leech Life II 40 10 ? - - Leech Life III 56 10 ? - - Leech Life IV 64 10 ? - - Leech Life V 80 10 ? - - Leech Life VI 7 15 ? - - Blood for Aid I The Dark Templar dedicates the blood spilled by this strike to the dark powers of the underworld. The victim is more susceptible to crushing and slashing attacks, and all melee attacks against them have an increased chance to hit. 20 15 ? - - Blood for Aid II 36 15 ? - - Blood for Aid III 60 15 ? - - Blood for Aid IV 76 15 ? - - Blood for Aid V 15 60 ? - - A Soul for our Feast I The Dark Templar drains life essence from their target. As an added blasphemy, the essence is also bestowed upon the Dark Templar s teammates. Foul incantations accompany this blow. 52 60 ? - - A Soul for our Feast II 17 12 ? - - Mystical Bane I After striking with a Mystical bane combo, for a brief time the Dark Templar s attacks have a chance of triggering mana restoration effect. 28 12 ? - - Mystical Bane II 44 12 ? - - Mystical Bane III 68 12 ? - - Mystical Bane IV 32 20 ? - - Unhallowed Blight I This strike spills blood and weakens the victim s resistance to unholy damage. 48 20 ? - - Unhallowed Blight II 72 20 ? - - Unhallowed Blight III Spells Level Mana 要Feat Spell名 説明 10 120 - Aura of Dread Fury (Rank 1) A long lasting invocation, it grants the caster and any of their company a chance of inflicting bonus unholy damage with melee and ranged attacks. Only one Aura may be active at any time. 30 325 - Aura of Dread Fury (Rank 2) 50 475 - Aura of Dread Fury (Rank 3) 70 715 - Aura of Dread Fury (Rank 4) 13 120 - Drain Life (Rank 1) This blood rite enables the dark templar to absorb blood spilled by them in battle. A fraction of the damage the caster inflicts will be converted into instant healing. 25 280 - Drain Life (Rank 2) 40 405 - Drain Life (Rank 3) 55 515 - Drain Life (Rank 4) 70 715 - Drain Life (Rank 5) 20 245 - Aura of Infusion (Rank 1) A long lasting invocation, it grants the caster and any of their company a chance of recovering health when attacked. Only one Aura may be active at any time. 35 365 - Aura of Infusion (Rank 2) 50 480 - Aura of Infusion (Rank 3) 65 660 - Aura of Infusion (Rank 4) 80 825 - Aura of Infusion (Rank 5) 20 20 - Martyrdom (Rank 1) The dark templar sacrifices a fountain of their own blood, infusing both themselves and their brethren with unnatural regeneration for a brief time. 35 30 - Martyrdom (Rank 2) 50 40 - Martyrdom (Rank 3) 65 55 - Martyrdom (Rank 4) 80 65 - Martyrdom (Rank 5) 50 475 - Covenant of Invulnerability (Rank 1) The dark templar gains protection in a fountain of blood and crimson runes. Some of the health damage inflicted on them in battle is converted into mana damage instead (while they have mana left). Only one Soul Covenant spell may be active at any time. 65 669 - Covenant of Invulnerability (Rank 2) 80 820 - Covenant of Invulnerability (Rank 3) 20 0 - Pact of Malacodor Grants all melee attacks additional unholy damage for a short period of time. This spell costs no mana to cast, but requires a significant sacrifice of health that can kill a reckless caster. 25 0 - Dark Burden The dark templar calls upon the victim s own sins, using them to weigh them down, briefly slowing them.
https://w.atwiki.jp/acer_n300/pages/14.html
Smart-PDA.netさん(http //smart-pda.net/hardware3+index.id+11.htm)の紹介記事を元にSpbBenchmarkというのを行ってみました。 「PocketWordDocumentOpen」というのが何故かエラーになりました。 OSやActiveSyncを行うPC環境が全く異なりますので、もれなくでてくる「iPAQ3650との比較結果」は実質無意味ですが、 Smart-PDA.netさんでのW-ZERO3の結果と比較すると、総合的に同等程度の性能を持っている結果になりました。 とは、いってもリスト表示で異常に時間がかかっているのが気になります。自分の環境のせいかもしれませんので、各自やり直して見てください。 尚、全てメインメモリ(SDカードではない)に対してのテスト結果です。(ranran) Acer n300 Report Spb Benchmark Indices Spb Benchmark index 328.48 (iPAQ 3650 scored 1000) CPU index 1549.51 (iPAQ 3650 scored 1000) File system index 165.26 (iPAQ 3650 scored 1000) Graphics index 261.68 (iPAQ 3650 scored 1000) ActiveSync index 3934.52 (iPAQ 3650 scored 1000) Platform index insufficient number of tests were done. (iPAQ 3650 scored 1000) Main test results Test Time Speed % of iPAQ 3650* speed Write 1 MB file 1043 ms 982 KB/sec 124% Read 1 MB file 263 ms 3.8 MB/sec 21% Copy 1 MB file 1099 ms 931 KB/sec 118% Write 10 KB x 100 files 3853 ms 266 KB/sec 47% Read 10 KB x 100 files 579 ms 1.73 MB/sec 27% Copy 10 KB x 100 files 2895 ms 354 KB/sec 74% Directory list of 2000 files 1214 ms 1.65 thousands of files/sec 1% Internal database read 798 ms 1254 records/sec 297% Graphics test DDB BitBlt 32.4 ms 30.9 frames/sec 115% Graphics test DIB BitBlt 76.9 ms 13 frames/sec 96% Graphics test GAPI BitBlt 37.9 ms 26.4 frames/sec 12% Pocket Word document open error Pocket Internet Explorer HTML load 3419 ms 7.24 KB/sec 55% Pocket Internet Explorer JPEG load 2026 ms 125 KB/sec 237% File Explorer large folder list 34751 ms 57.6 files/sec 11% Compress 1 MB file using ZIP 3719 ms 272 KB/sec 257% Decompress 1024x768 JPEG file 564 ms 498 KB/sec 156% Arkaball frames per second 40.9 ms 24.4 frames/sec 23% CPU test Whetstones MFLOPS 4474 ms 0.083 Mop/sec 180% CPU test Whetstones MOPS 1182 ms 53.3 Mop/sec 156% CPU test Whetstones MWIPS 9438 ms 5.3 Mop/sec 178% Memory test copy 1 MB using memcpy 14.3 ms 69.9 MB/sec 99% ActiveSync upload 1 MB file 2620 ms 391 KB/sec 339% ActiveSync download 1 MB file 1952 ms 525 KB/sec 559% *iPAQ 3650 running Pocket PC 2000