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#PC Optimizer Tools
fitlifefuel · 2 months
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How to Free Up Space on Windows 10: A Comprehensive Guide
As your Windows 10 system accumulates more files and applications, it can start to slow down and become less efficient. Freeing up space not only improves your system’s performance but also extends its lifespan. In this guide, we’ll explore various methods to free up space on Windows 10, going beyond the basics to ensure you have a well-optimized system.
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Table of Contents
Introduction
Understanding Disk Space Usage
Utilizing Built-in Windows Tools
Disk Cleanup
Storage Sense
Uninstalling Unnecessary Applications
Managing Temporary and Cached Files
Cleaning Up System Files
Windows Update Cleanup
System Restore and Shadow Copies
Using Third-Party Disk Cleaners
Handling Large Files and Folders
Moving Data to External Storage
Using Cloud Storage Solutions
Conclusion
1. Introduction
As modern software and files grow larger, managing disk space effectively becomes crucial. This guide offers practical steps and tips to reclaim disk space on your Windows 10 computer, ensuring it runs smoothly and efficiently.
2. Understanding Disk Space Usage
Before freeing up space, it’s essential to understand how your disk space is being used. Navigate to Settings > System > Storage to view a detailed breakdown. This will help identify which areas need attention.
3. Utilizing Built-in Windows Tools
Disk Cleanup
Windows 10 features a built-in Disk Cleanup tool designed to delete unnecessary files. To access it:
Type “Disk Cleanup” in the search bar and select the app.
Choose the drive you want to clean.
Select the file types to delete (e.g., temporary files, system cache).
Storage Sense
Storage Sense automates disk cleanup. To enable it:
Go to Settings > System > Storage.
Toggle on Storage Sense and configure settings to regularly delete temporary files.
4. Uninstalling Unnecessary Applications
Unused applications take up significant space. To uninstall them:
Go to Settings > Apps > Apps & features.
Review the list and uninstall non-essential programs.
5. Managing Temporary and Cached Files
Temporary files can quickly accumulate and consume disk space. Use Disk Cleanup or third-party tools to regularly clear these files. Browsers also store cached data, which can be cleared from the browser settings.
6. Cleaning Up System Files
Windows Update Cleanup
Old update files can take up substantial space. Disk Cleanup includes an option to remove these:
Open Disk Cleanup and select Clean up system files.
Choose Windows Update Cleanup.
System Restore and Shadow Copies
System Restore points and shadow copies can consume significant disk space. Manage these by:
Typing “System Protection” in the search bar.
Selecting the drive and clicking Configure.
Adjusting the Max Usage slider to limit space usage.
7. Using Third-Party Disk Cleaners
Third-party tools like CCleaner provide more comprehensive cleaning options. They can remove junk files, clean registries, and manage startup programs to free up space.
8. Handling Large Files and Folders
Identifying and managing large files is crucial. Use tools like WinDirStat to find large files and folders. Consider moving non-essential large files to external storage.
9. Moving Data to External Storage
Free up space by moving data such as videos, photos, and documents to external hard drives or USB sticks. Ensure you regularly back up important data to avoid loss.
10. Using Cloud Storage Solutions
Cloud storage services like OneDrive, Google Drive, and Dropbox offer substantial space. Move infrequently accessed files to the cloud to save local disk space.
11. Conclusion
Regular maintenance and mindful storage practices can keep your Windows 10 system running efficiently. Use the tips and tools outlined in this guide to manage and optimize your disk space effectively.
External Authoritative Sources
Microsoft Support: Free up drive space in Windows
CCleaner Official Website
How-To Geek: The Ultimate Guide to Freeing Up Space on Your Windows PC
By following these detailed steps, you can efficiently manage and optimize your disk space on Windows 10, ensuring your system remains fast and reliable.
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mooestriovermind · 2 months
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Satisfactory Gaming
I fricking love Satisfactory (the video game in which you satisfyingly build a factory)
It feels like if modded minecraft (specifically tech/automation mods) were built into a standalone game!!
It has so many good things
First person perspective
Smooth, good feeling movement
Efficiency is encouraged and rewarded
Math puzzles to fry my brain
Decent graphics that also don't fry my PC
Lovely accessibility settings
A pretty good modding community
Lots of guides and community tips
Exploration is rewarded
You're not really forced into any form of meta as the game can be played in many ways and still be efficient
Progression always feels rewarding as there's always new tools to further optimize your factory or just have fun
You can make things look pretty! And color them how you want!
You can pet the dog!!!!
Be reminded of the corporate overlords in real life with the (mostly) satirical corporation that you work for in the game!
Really pretty views that you inevitably obliterate with EFFICIENCY
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mitigatedchaos · 1 year
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As for myself, I never backpacked through Asia, and of course I've never done a medical residency, either.
I was a Second Life content creator around 2008-2012, which is itself pretty rare.
In Second Life, especially in those years, there wasn't a clean division between "playing the game" and "making the world," and there wasn't a clean division between "content creators" (including businesses) and "players." And the whole thing was funded mostly by privately leased plots of virtual land as server space.
Back in 2007, under liberal technological optimism, there was still this sense that everyone would own and learn to properly operate their own PC, which is to say a 'real' computer like a desktop or laptop, rather than an 'appliance' computer like a smartphone or tablet. Though the platform was privately held, Second Life embodied this thinking.
And so it possessed this immense feeling of power and control. You could click on a rock and drag it around. If you had good device operator skills, you could search out and purchase a supply of copiable rocks and assemble a little volcano lair and exotic beach house on a sandy beach as your home.
At first, almost all items were assembled within the game, and only textures made externally. Gradually this shifted to the use of external 3D modelling tools such as Blender, but for a time, this meant that much of the act of product creation was in the world, as in people would be logged in making the product in front of you and you could chat with them while they did so.
And of course, this world attracted people that for some reason were willing to lean to this kind of detached embodiment. Some were queer, or trans, or neurodivergent. Some were of ill health, or crippled. Others were in some sense very 'in their own heads,' or just well-adapted to simulated or virtual-reality environments. (Does that sound like Tumblr? It's probably not a coincidence.)
It was a world with a very different axis. Your appearance was a function of your aesthetic taste, your device operator skill to search out and assemble and compose an outfit, and only a modest amount of money. Someone with a very high-grade appearance would also be someone that's decently good with computers. For those with programming aptitude, their gadgets or products around them (or for sale at their store), would illustrate it.
And for creators, there was overlap between the ability to 3D model a car, and the ability to 3D model clothing. A creator could be a maker of tanks and also have their own fashion line - or even unique personal outfits. (Even hobbyists with more modest abilities would customize and kitbash - and creators would sometimes set things up specifically so that they could do so.)
There was a sense of whimsy. Cultural norms, too, though of course all massively-multiplayer systems will develop their own etiquette. (Gender could be fluid - the same player might have a stock of both male and female bodies and outfits depending on the context in which they were to be used and the message they wanted to send.)
The problem with Second Life is that you cannot live there.
Yes, it's a low-dimensionality construct like all video games. It lacks scent, and temperature, and touch. Its avatars have far fewer bones than a human body does, and of course, no organs. Its low dimensionality is why it can be changed and molded like clay, into fantastical forms that could never exist in real life.
But more importantly, children live in real life. And if you're injured or sick and can't get up, someone needs to come retrieve you in real life.
The platform turned out to be relatively useless for major corporations and universities. It didn't transform the economy and add trillions to the GDP, and virtual land didn't become the wave of the future - although digital currency did, for a while.
Instead, this failed vision of the future created a flourishing of creativity and human connection, and as time passes, it's becoming clear that the reason is because it was so earnest and very much the thing that it was. (There is value in things which are not perfect, but which are very much themselves, and are good at being the thing that they are.)
On the financial side, it was still operating at a profit when I checked the numbers several years ago. As part of its portfolio, the company seems to have leveraged digital currency operations based on their built-up competency in that sector - as in payment processing, not cryptocurrency.
And what do people write about Second Life now, in 2023? Well, they write about the fashion. About the continuing culture of small-time creators, allowed to work within the framework that was created for them all those years ago. About the platform remaining a steady source of background income for people with jobs in the games industry, notorious for its high turnover.
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demifiendrsa · 4 months
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Black Myth: Wukong - "Confront Destiny" Trailer
Game Science has opened pre-orders for action RPG Black Myth: Wukong, as well as announced that the Xbox Series X|S version has been delayed to an unannounced date. The PlayStation 5 and PC (Steam, Epic Games Store) versions will launch on August 20 as previously planned.
“We are currently optimizing the Xbox Series X|S version to meet our quality standards, so it won’t release simultaneously with the other platforms,” Game Science. “We apologize for the delay and aim to minimize the wait for Xbox users. We will announce the release date as soon as it meets our quality standards.”
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Key visual
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Stills
Latest details
Latest Trailer
The new Black Myth: Wukong CG trailer showcased the game’s development progress as well as a glimpse into The Destined One’s legendary journey and the formidable challenges that lie before him. In addition, the developer will host behind-closed-door demos at the Summer Game Fest Play Days private event from June 8 to 10. The latest efforts are aimed at providing audiences with a deeper look into the game’s mysterious and rich world and how players will experience a unique offering through the eyes of a powerful Chinese hero.
About the Game
Black Myth: Wukong combines rich storytelling with stunning visuals and a unique take on the action RPG formula. Players will explore a fascinating realm filled with the wonders and discoveries of ancient Chinese mythology, breathtaking landscapes, and a diverse cast of memorable characters based on the acclaimed novel Journey to the West. In addition to a precise and visually striking melee combat system using a staff, the Destined One can harness spells, transformations, and magic vessels as powerful tools in their arsenal against tenacious foes. Freely combine different spells, abilities, weapons, and equipment to find the winning strategy that best suits any combat style.
Editions
Black Myth: Wukong is set to launch worldwide on August 20, 2024, for PC and PlayStation 5.
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The standard and deluxe editions will be available in North America for a MSRP of $59.99 and $69.99 respectively in digital format on PlayStation 5, and PC (via Steam and Epic Games Store). The Black Myth: Wukong physical Deluxe Edition and Collector’s Edition are available for pre-order for a MSRP of $169 and $399, respectively for PC. Note that a release date for the physical editions is pending.
Release timing for the Xbox Series X|S version will be disclosed at a later time. For pricing in other regions, please refer to the information listed on the designated regional storefront. This game has not yet been rated by the ESRB and is RP for Rating Pending.
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simstorian-blog · 7 months
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The Sims 4: Performance Resources
You cannot be lazy and want to have a modded Sims 4 game. This is how a lot of your games get messed up. You HAVE to keep up with patches and batch fixes of CC.
Also, have a decent knowledge about your computer and its specs so that you know your limitations.
(1) Remove any mods that are no longer supported or obsolete. Here is a website to check if mods are broken, compatible, updated, or obsolete (I realized that I did not post on my regular timeline):
(2) Here is a mod manager where you can view photos and delete mods. It also has a bunch of other features:
(3) For those who do not know how to detect sims 3 files in your sims 4 mods (they will prevent your game from starting and yes this still works -- I've use it monthly):
(4) When updating gameplay mods, ALWAYS delete the > localthumbcache.package < file found here: Documents/Electronic Arts/The Sims 4 (PC)
(5) When downloading CC: unmerged > merged
(6) Program for batch fixing CC and so much more. I advise that you read through what they have on the website. (Required to have a user account)
(7) Clean your C drive of temp files and optimize it as well! This is a great "no fluff" video to help you out if you have never done it.
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linuxgamenews · 5 months
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Unveiling Food Devils: A Strategy RPG Roguelite Base Builder Game
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Food Devils strategy RPG roguelite base builder game is gearing towards Linux and Steam Deck with Windows PC. Studio Daimon just shared more exciting details about their title. The crowdfunding campaign is doing well on Kickstarter. Exciting news from the talented team at Studio Daimon, all the way from Italy. They've released Food Devils on Kickstarter, and it hit its funding goal in just 72 hours. That’s some serious attention. Plus there is also talk about a native port.
We are considering Linux support, especially because we'd also need to optimize the game for Steam Deck. The game is being developed in Unity anyway.
Studio Daimon is considering a version for Steam Deck, which likely means a Linux build is on the cards. Since they're using Unity, making a port should be smooth. Even though this is not a full out confirmation. So, what’s Food Devils all about? It’s a mix of strategy RPG and roguelite base builder gameplay. Imagine the strategic challenges of classics like "Fire Emblem" and "Final Fantasy Tactics" combined with the random aspects of titles like "Darkest Dungeon" and "Hades." Plus, you get to manage your own quirky restaurant,  serving up monstrous dishes to power up your characters — both the Devils and humans. The backdrop? A post-apocalyptic world where nature’s balance is flipped upside down, and humans are struggling to survive against new apex predators. To stand a chance, humans need to team up with the Food Devils.
Food Devils - Official Reveal Trailer (Kickstarter)
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Players around the globe are already digging the unique gameplay style of Food Devils. And if you’ve also heard of "Path of the Midnight Sun" by Studio Daimon — which was a top hit last year — you know they make some quality stuff. The gameplay is intense and fun. As a result, you’ll maneuver your characters on a grid, planning each move in battles that are not only strategic but also a feast for the eyes thanks to the stunning 2.5D graphics. As you dive into Food Devils, you’ll explore various unique biomes. Each adventure is different because the worlds are procedurally generated—though you’ll start noticing patterns to help you strategize. And don’t worry about it getting too tough; it also lets you adjust the difficulty to fit your style. Managing your restaurant is another key part of the title. Deck it out with funky furniture, cook up some unique meals, and attract adventurers who can help you on your missions. As you progress, you'll unlock new tools and facilities to beef up your team. Starting a run? Pick a Food Devil and four humans from different classes like Warrior, Mage, or Healer. Make a deal with a Devil to boost your team’s abilities and kick some serious butt. Food Devils strategy RPG roguelite base builder is due to drop on PC in late 2025. It’s shaping up to be a wild ride with a perfect blend of strategy, adventure, and culinary chaos. And the crowdfunding campaign continues to do well on Kickstarter. Along with that pending support for Linux and Steam Deck plus Windows PC.
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frostbitegator · 6 months
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I'd rather share when I have more things of substance, but I'm still a lil proud I managed to follow tutorials to use Blender to make a VRChat space. Quest compatible too.
Yes, I've made a VRChat world before. It's 220mb as of this writing, PC only, and was made 100% in Unity using Pro Builder. While I think it's a perfectly fine tool and process, I want to learn to be less scared of Blender, and learn to optimize 3D creations for better accessibility (and open myself up to other possibilities too). This was merely a test for something more I'd like to do soon and publish to community labs.
For posterity sake, this was the tutorial I was loosely following while making this. If anyone else has any other references/tutorials I could lean on as well, I'm all ears.
(oh, and you can visit this lil place too, if you'd like.)
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Video
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New Super Mario Land is a [SNES] homebrew created by M. Nagler and released in 2019. This is version 1.5.
So apparently, in 2019, someone released a SNES homebrew recreation of the 1989 gameboy game Super Mario Land
They made it from the ground up (there’s not much in the way of homebrew dev tools for the SNES) as a gift for their friends
Incredibly, it also features multiplayer support for up to 4 players simultaneously:
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(A physical SNES can handle 4 controllers via a multitap peripheral. The above video is recorded from netplay, though)
Interview with the creator, from the day after it was initially posted online: [nintendolife link]
This game was intended as a personal Christmas gift for my Nintendo-loving friends to commemorate the 30th anniversary of Super Mario Land, which may not be the best, but is the first Mario game I owned, and it definitely was a game-changer for seven-year-old me. I produced 30 cartridges and I have sent most of these out via mail by now.
[...]
Just to be perfectly clear, this is not a ROM-hack or modification of an existing game. I also did not reuse any data or code from the original Super Mario Land. The game itself was developed just like the bulk of commercial SNES games were developed back in the nineties: programmed from scratch in Assembly language using a text editor on a PC, with custom-made tools to convert data such as graphics, music and levels into a format the SNES is able to use. The crucial difference is that today, we have powerful SNES emulators that speed up the build and test iteration and have tons of useful debugging features.
The tools used were the excellent SNES emulator bsnes, Blender for 3D modelling and animation, Gimp for graphics editing, Tiled for level editing, MilkyTracker for music composition and so forth. Also used was a Map Editor called Land Forger for the original Super Mario Land as a reference to make sure the level design and enemy placement was faithful.
Furthermore, I keep a variety of different revisions of SNES/SFC consoles for testing to make sure the game works fine on every version of real hardware. I have never developed a modern game, so I can't speak with confidence on this one, but nowadays in the age of engines like Unity, all the low-level-stuff is usually taken care of and you can concentrate on actually implementing your game.
The library/framework situation on the SNES ranges from dire to nonexistent in comparison. Even by contemporary standards, the slow SNES CPU doesn't help either and makes generalization and adding abstraction layers difficult because you usually have to hand-optimize your code pretty aggressively to your specific use case to get even moderate performance.
Archive.org page with the latest version (1.5): [archive.org link]
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stevebattle · 1 year
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HE-RObot (2008) by Heathkit Educational Systems, Benton Harbor, MI. In December 2007, Heathkit announced it would distribute an educational version of White Box Robotics' PC-BOT to be known as the HE-RObot. “Whether you and your students want to write custom algorithms for artificial intelligence or just want an entertaining learning tool, Heathkit's HE-RObot™ can do the job. Built with a compact design for optimal mobility, HE-RObot™ utilizes industry standard PC hardware and software providing the most versatile and user-friendly robot on the market today. Controlled by remote or set to move autonomously, it is capable of sensing its environment, reacting and moving around obstacles. HE-RObot™ can talk, see, hear, transmit receive and process data, or if you like, just play a CD. By being able to do just about anything, HE-RObot™ provides students and teachers with a friendly, personable technological experience.”
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scoobydoodean · 1 year
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Does anyone want a tutorial on making good gifs with free tools only?
Because all of my gifsets are made with free tools only, and I have recently made some changes to the way I make them and I think the results are pretty good. Here have some Dean Supernatural:
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Some of my posted sets from the recent improvements:
Example 1
Example 2
Example 3
Example 4
I made all these gifs using DaVinci Resolve, a video editor that includes tons of color adjustment options, in conjunction with a command line utility called ffmpeg for compression (I have written a script that can simply be copy/pasted into your shell to render a folder of optimized gifs).
I know Photoshop and AE are also free if you sail the high seas (which I fully endorse doing with Adobe products) but if installing software from an unknown source on your computer makes the hairs rise on the back of your neck out of fear for your PC or isn't an option for another reason, I have a workflow for you with free tools only for Mac, Windows, and Linux (there are some hardware minimum spec requirements for DaVinci Resolve).
In fact if anyone else is interested in this project, I would love to have some partners who want to pass around minor quality improvements or come up with other ways to make good gifs with free tools so this ancient format that dominates the Tumblr sphere is accessible to everyone who wants to try their hand.
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almathecolormaniac · 3 months
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Honestly like using Krita nore than csp, tried both, missed the masks in krita but I got used to it, CSP just doesn't have what krita has (fun eraser feature for brushes! You can do it in csp but it's work)
Also doesn't have the same pencils that i love, and I don't wanna have to scourge through free content
hmm, i see your point, it's very true krita did the perfect optimal minimal features, which csp made unbearably confusing. Also the brush engines did not started to overwhelm the pc when used in a big size. I give that, i still resent csp to hide really useful functions. OH do not start me at the text tool, HOw can actual comic artist use that hell of a tool! Like did you know Dungeon Meshi (my current new fave media) was made with CSP? Whit that total unorganised mess of a programme!
But i'm overly satisfied with the natural feeling materials and brushes. I can confuse people with my digital art to believe I used analogue good ol' paint. Which is such a surprising compliment. Also the colour engine is so satisfying. Besides, most importantly, against all odds, it's still suits me better, it's just matches with my workflow.
So there is no actual concrete reason why i could say CSP better than any other software besides my simple preference, and that my past experiences with other drawing programmes i found it the most satisfying.
In conclusion, i believe the real differences are the skill and preferences of the artist that defines the tool, not otherwise.
(Right now, i drawn a bunch of cats, and i'm quite happy with the results.)
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satoshi-mochida · 4 months
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The Last Alchemist launches July 12 - Gematsu
From Gematsu
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Third-person alchemy simulation game The Last Alchemist will launch for PC via Steam on July 12 for $19.99, publisher Marvelous Europe and developer Vile Monarch announced. It will be available at a 10 percent-off discount price for the first week of release.
Here is an overview of the game, via its Steam page:
About
Welcome to the wholesome science-fantasy world of The Last Alchemist, a third-person alchemy simulation game about the blazing pursuit of science and friendship. Embrace your weird and wonderful role as the world’s last Alchemist! You will craft your workshop from the ground up, practice alchemy by solving puzzles, befriend and understand the Agari folk, and roam a vibrant world packed with brilliant resources to bring home and make use of.
Key Features
Solve Alchemy Puzzles – Test, Combine, Transform. Extract Essences from everything you collect, fuse them together and solve Alchemy puzzles to obtain the Properties you need to discover the wonders of this charming world.
Craft Your Workshop – Find and use various materials to craft your alchemical workshop. You need tools to harvest and research ingredients as well as large machines to perform further experiments. The complexity of known blueprints will increase and soon you will find yourself preparing compound substances or cultivating plants to get necessary ingredients. You can also build furniture for convenience…. and for style.
Meet the Agari: Your Little Mushroom Friends – You share your laboratory with the Agari, a local civilization of sentient mushroom creatures with their own secrets. These cute but cryptic folk run both the economy and the machines you need to optimize production. But you’ll have to work to earn their invaluable trust.
Roam the Wilds – Explore colorful and enchanting landscapes rich in resources, secrets, peculiar plants, fungi and minerals. Some of these unique materials need specific alchemical mixtures to be gathered. Find ways to overcome obstacles, unlock new routes and discover wondrous places among the gorgeous, lush peaks of the Alps.
Watch a new trailer below.
Release Date Trailer
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loquaciousquark · 2 years
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Scrambled, manic thoughts after that episode:
Fearne is the MVP by a million miles. Brilliant play, great smart spell choices, didn't take a single hit to compromise that Earthbind. I laughed out loud when Ashley was making stupendous call after stupendous call and then had to ask if she could concentrate on two spells at once. Mister mattered! Like, a lot! Amazing! I've been rewatching C1 very intermittently, and seeing Ashley grow from being so unsure in the Kevdak fight (and falling off like three roofs, not understanding opportunity attacks and just about getting herself killed, etc.) that to this confident, smart, tactical player tonight was awesome. She asked great questions and knew her spell effects. I think the only thing she missed was that when Mister's out, she should do a little extra fire damage. Awesome job.
Getting a moment's taste of Laudna made my heart hurt. I miss her so much! Assuming all goes well, I'm going to LOVE coming back to this arc and rewatching it, but right now I'm still so stressed.
Imogen's call to Ruidus is a really cool idea, but it really put her in a tough spot HP-wise. Those 12hp sure came close to mattering (it looks like she can wound herself with her own hit dice to make an attack as a free action? Unclear). I don't think the Blindness was the right call in the moment, but one mediocre choice in a sea of otherwise REALLY optimal party choices is a non-issue.
The usages of motes was INCREDIBLE. Negating that nat 20 on Ashton, turning that last Delilah attack into a natural 1--Matt must be bursting at the seams to see them using the tools he gave them so effectively. Absolutely clutch. The only bust was that Travis reroll to a 1 on the Inflict Wounds, but them's the breaks.
New Bells Hells logo is gorgeous.
Incredible fight design by Matt start to finish. A reduction to 0 making them pop back to the real world is so smart; it gives his sole villain increasing odds against an otherwise terrible action economy as the fight continues and makes her heavy hitting spellpower matter that much more. She's easy to hit, so she needs the spellcasting advantage and the lair actions to make it an even battle, but he still managed to create an amazing tradeoff between likely losing her lair actions as the fight went on with the tree getting damaged, but increasing her own odds against likely fewer and fewer PCs. It was incredibly effective to have the players leave the table as they poofed out.
I get what Orym was trying to do, but the dice weren't having it. Sucks that he didn't get to do much that battle. Still, Delilah using that attack on him likely saved Imogen's life. Good to see Ashton being SIGNIFICANTLY more effective here than against Otohan.
I could be wrong, but I think Matt is scripting this as the resurrection ritual. He said three successes and one failure as they moved through the shadows, and he was making them roll persuasion, etc. He's changed the rules for his resurrection rituals every campaign, but if this is similar to C1, ritual successes lowered the DC by 2 and failures upped it by 1. Assuming Laudna starts at a DC of 10 (or 11, depending on how he rules the Delilife), that drops the DC for Pike's straight roll to potentially 5 or 6. Good odds. Not foolproof. Maybe Sarenrae will give her advantage.
What a beautiful Destroy Undead. Again! Manipulating the action economy in the party's favor! So good!
Edit: coming back to add that I can't get over that Earthbind. While she could still move on the ground, it prevented tons of line of sight options Delilah might have had otherwise--Fearne & Imogen were able to duck behind the rock, Orym had cover in the tree. It also meant that Chet & Ashton were able to get right up on her with flanking, and Chet in particular being in melee with her forced disadvantage on one of her attacks that might have otherwise knocked Imogen out. It also meant she had to care about the melee fighters on the ground because she couldn't get away, and she's so eminently hittable as a spellcaster.
Man. This entire episode was great and when he ended it, I still threw myself back into the couch and yelled, "No!" Thank goodness there's no break next week.
One more edit: There is something beautifully poetic about Imogen using lightning to split right down the middle the tree that Laudna died in, the tree that was still holding her captive after all this time.
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saleonplugins · 6 months
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Download Ableton Live 11.3.21 Suite
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asklittlepip · 2 years
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It’s been a crazy week huh? I’ve got lots to say, so let’s go!
First off, AI “art” is an abomination, and the only reason to not abandon the idea entirely is because the singular way it can be useful is as a tool an actual artist employs to make some minor corrections, like noise cancellation. That’s it. But simply writing better algorithms for those might be all that’s needed..
Using it to generate imagery (and by that I mean, it’s stealing things it copied from prior inputs) is lazy, stupid and devoid of any kind of soul or meaning. Every single other potential use is harmful. Unless it’s going to be used as this sort of tool, it should be burned in the bin with those and we can all move on. Not all tech is worthwhile; need I remind you of self-destructive DVDs?
In my world, one of my old routers died after six years of heavy service, so I got this beast, the GT-AX11000, and the performance improvements are so tremendous I’ve made it my home’s primary connection point.* Not only am I getting the full download speeds I’ve been paying for instead of slightly lower, sometimes it’s even a few megabits higher on wired connections (like to my PC), and the triple-band setup helps devices throughout the house stay connected seamlessly. Very happy with it, and before you ask, yes I use the Merlin firmware suite as well. Being able to switch back to the standard UI instead of that stupid “gamer” one it defaults to would be reason enough!
* = The router & cable modem are on the 2nd floor in a corner, so I have another access point and a repeater boosting signals downstairs due to it’s location not being optimal. We have cameras outside that also require a connection, so the WiFi radius needs to extend beyond the house on top of that. Physically moving it makes interference worse as there’s an insane amount of traffic for a suburban area, and also results in wires going all over my room, so it stays put.
Slaver, son of slavers continues to fuck the birdsite. Here’s his plane status, btw. I’d care about his privacy if he gave a damn about ours. And don’t tell me the richest man in the world can’t afford anything; he could literally solve all sorts of global issues single-handedly, but won’t. None of them ever will. Fuck ‘em.
Grifter uses NFTs to launder money. Film at 11. The less I have to talk about that loser, the better...
And then, you know, I’m enjoying the new Warcraft expansion, happy with the new patch’s raid boss (!) in Fallout 76 and it’s associated Nuka-Cola themed content with most of it actually new (!!) instead of copied from 4, and all that.
Oh, and lastly... the king’s back! Now can we just get rid of Bobby, please?!
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jpeg-optimizer · 8 months
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Jpeg Plans to Provide an Instagram Video Downloader for Free
Check out Instagram Video Download updated on Jpeg Optimizer. It's the new tool for the new generation to save their favorite video on mobile or PC. Accordingly, Jpeg Optimizer has been recognized for compressing Jpeg files but has become more advanced in adjusting to the demands of people who use social media daily. That's why the optimizer has grown its range into the new perception of the free online uploads era. PLS, look forward to their big change real soon. Stay tuned, Jpeg optimizers.
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