fredag den 29. marts 2019

Dear Santa

Another year with another Christmas. And with Christmas it's time for the funny bearded man to come again courtesy of Ian of The Blog With No Name fame and his wife Catherine. Secret Santa is at it again with everyone having been given their target and instructions to come up with ideas for them to help with picking gifts.



With Dropfleet Commander coming out I've got tons of stuff coming from their Kickstarter, but more ships never hurt anyone and I'm definitely thankful for any UCM or PHR ships.

Flames of War is always high on my list and there's always room for one more tank or another platoon of infantry. Bigger German Cats can always find a good home at my house. My King Tigers and Jagdtigers can always have more friends to keep them company.

I can always use more fantasy monsters. The only things I'm really more or less fully stocked with for games are skeletons, zombies and small crawly critters. Trolls, ogres, goblins and what not can always find their way onto the table.

And even though my Saxon project has slightly been on hold now I'm starting to kick it off again with the start of our campaign looming ahead early next year. I've been using AB Saxons and I'm still missing a lot of Grenadiers and Light Infantry. Line Infantry is more or less all either painted or already bought as is cavalry.

Finally I've been meaning to get in some games of Konflikt '47 so any Weird War British or German troops or some suitable occult paraphernalia will definitely come in handy

Tech Book Face Off: CoffeeScript Vs. Simplifying JavaScript

I really like this setup for a Tech Book Face Off because it's implicitly asking the question of what can be done to improve the quagmire that is the JavaScript language. Should we try to simplify things and pare down what we use in the language to make it more manageable, or should we ditch it and switch to a language with better syntax that transpiles into JavaScript? For the latter option, I picked one of the few books on the CoffeeScript language, aptly named CoffeeScript: Accelerated JavaScript Development by Trevor Burnham. Then, for sticking with JavaScript, I went with a recently published book by Joe Morgan titled Simplifying JavaScript: Writing Modern JavaScript with ES5, ES6, and Beyond. It should be interesting to see what can be done to make JavaScript more palatable.

CoffeeScript front coverVS.Simplifying JavaScript front cover

CoffeeScript


This book was written a few years ago now, in early 2015, but CoffeeScript is still alive and kicking, especially for Ruby on Rails developers as the default front-end language of choice. CoffeeScript is integrated into Rails' asset pipeline, so it gets automatically transpiled to JavaScript and minified as part of the production release process. If you're already comfortable with JavaScript, and even more so if you know Ruby, then CoffeeScript is a breeze to learn.

The ease with which this language can be picked up is exemplified by the book, since it's one of the shortest books I've ever read on a programming language. Over half of the book has more to do with examples, applications, and other stuff tangential to CoffeeScript, rather than the language proper. The book itself is just short of 100 pages while the content on syntax and usage of the language is condensed into the first half of the book.

As all books like this do, the first chapter starts out with how to install the language and configure the environment. It's pretty straightforward stuff. Then, we get into all of the syntax changes that CoffeeScript brings to JavaScript, which essentially defines the language since all of the features are the same as JavaScript's. Chapter 2 shows how function and variable declarations are different, and much shorter. Chapter 3 demonstrates some nice syntactical sugar for arrays in the form of ranges, and iteration can be done more flexibly with for comprehensions. Chapter 4 gets into the syntax features for defining classes and doing inheritance concisely.

Most of the syntax will look quite familiar to Rubyists, including class instance variables denoted with an '@' prefix, the string interpolation notation, unless conditionals, and array ranges. Here's an example from the book showing a number of the syntax features:

class Tribble
constructor: -> # class constructor definition
@isAlive = true # instance variable definition
Tribble.count += 1 # class variable access

breed: -> new Tribble if @isAlive
die: ->
return unless @isAlive
Tribble.count -= 1
@isAlive = false

@count: 0 # class variable (property)
@makeTrouble: -> console.log ('Trouble!' for i in [1..@count]).join(' ')
This code would be about twice as many lines in JavaScript, so the compression is pretty great and the code is much cleaner and easier to understand. Burnham proclaims these virtues of CoffeeScript early on in the book:
Shorter code is easier to read, easier to write, and, perhaps most critically, easier to change. Gigantic heaps of code tend to lumber along, as any significant modifications require a Herculean effort. But bite-sized pieces of code can be revamped in a few swift keystrokes, encouraging a more agile, iterative development style.
Maybe that's stated a bit more strongly than is warranted, but it's still hard to argue with the improved simplicity and cleanliness of CoffeeScript making developers' lives more pleasant.

The last three chapters of the book delve into different frameworks and packages in the JavaScript universe that can be used with CoffeeScript, and the vehicle for exploring these things is a (heavily) stripped  down version of the Trello app. Chapter 5 goes through how to create the front-end portion of the app with jQuery and Backbone.js. Chapter 6 adds a backend server for the app with Node and Express. Chapter 7 explores how to test the app with Intern. All of the code for the front-end, backend, and tests is written in CoffeeScript, and the transpiling is setup to be managed with Grunt. It's nice to see multiple different examples of how to use CoffeeScript anywhere that JavaScript would normally be used, just to get an idea of how to transition to CoffeeScript in multiple ways.

Throughout the book, Burnham presents everything in a straightforward, no-frills manner. Everything is clear and logical, and his concise descriptions are part of the reason the book is so short. He assumes you already know JavaScript—which is much appreciated—and he doesn't go into extended explanations of JavaScripts features. It's just the facts on how CoffeeScript is different and what the syntax is for the features it compresses. It's awfully hard for me not to recommend this book simply because it's so short and to the point. It only took a few hours to read through, and now I know a better way to code JavaScript. There's not much more I can ask of a programming language book.

Simplifying JavaScript


Every language has those more advanced books that assume you already know the language and instead of covering the basics and syntax, it provides advice on how to write idiomatically in the language. I've read these books for C++, Ruby, and JavaScript and found them to be surprisingly enjoyable to read. That was not the case with this book, but before I get too far into criticisms, I should summarize what this book does well.

Simplifying JavaScript is organized into ten chapters with each chapter broken into a set of tips that total 51 tips in all. These tips each explain one new feature of the JavaScript language from the new ES5, ES6, and ES2017 specifications. Some features, like the spread operator take multiple tips to fully cover. Then, the last chapter covers some features of the JavaScript development environment, like npm, that are not part of the language and have been around a bit longer than these newer specifications.

Most of the new features significantly improve and simplify the language, and they include things like:
  • new variable declaration keywords const and let
  • string template literals, which look much like Ruby's string interpolation
  • the spread operator ... for converting arrays to lists and converting lists of parameters to arrays
  • the Map object
  • the Set object
  • new loop iterators such as map(), filter(), and reduce()
  • default parameters
  • object destructuring
  • unnamed arrow functions
  • partially applied functions and currying
  • classes
  • promises and async/await
The arrow functions, spread operator, loop iterators, and destructuring go a long way in making modern JavaScript much more pleasant to program in. All of these features—and likely more in the newest language specs—make CoffeeScript nearly irrelevant, and likely not worth the effort of going through the step of compiling to JavaScript. The language has really matured in the last few years!

Morgan does a nice job introducing and justifying the new features at times:
We spend so much time thinking and teaching complex concepts, but something as simple as variable declaration will affect your life and the lives of other developers in a much more significant way.
This is so true. The code we're reading and writing every day has hundreds of variable declarations and usages, and being able to indicate intent in those declarations makes code much cleaner and more understandable. Getting better at the fundamentals of the language and having these new declarations available so that the most common code is clear and purposeful will more significantly improve code than all of the complicated, esoteric features that only get used once in a blue moon.

These exciting new features and simple explanations were the good parts, so why did I end up not liking this book much? Mostly, it was because of how long-winded the explanations were. Each tip dragged on for what felt like twice as long as it needed to, and the book could have easily been half as long. CoffeeScript showed how to present language features in a clear, concise way. This book took the opposite approach. Then, to make matters worse, it was written in the second person with the author always referring directly to the reader with you this and you that. Normally I don't mind a few references to you, the reader, every now and then, but this was constant so it became constantly aggravating.

Beyond the writing style, some of the justifications for various features didn't hold much water. For example, when trying to rationalize the new variable declarations, Morgan presented an example of code where the variables are declared at the top, and then there are a hundred lines of code before those variables are used again. Then he says, "Ignore the fact that a block of code shouldn't be 100 lines long; you have a large amount of code where lots of changes are occurring." I don't know about you, but I wouldn't declare a variable and then not use it for a hundred lines. I would declare it right before use. He shouldn't have to contrive a bad example like that to justify the new const and let declarations. The improved ability to relate intent in the code should be reason enough.

In another example for why one must be careful when testing for truthy values in a conditional, he shows some code that would fail because a value of 0 is falsey:
const sections = ['shipping'];

function displayShipping(sections) {
if (sections.indexOf('shipping')) {
return true;
} else {
return false;
}
}
Ignoring the fact that I just cringe at code like this that returns a boolean value that should be computed directly instead of selected through an if statement, (don't worry, he corrects that later) there is much more wrong with this code than just the fact that an index of 0 will incorrectly hit the else branch. In fact, that is the only case that hits the else branch. Whenever 'shipping' is missing from sections, indexOf() will return -1, which is truthy! This code is just totally broken, even for an example that's supposed to show a certain kind of bug, which it does almost by accident.

Other explanations were somewhat lacking in clarity. Late in the book, when things start to get complicated with promises, the explanations seem to get much more brief and gloss over how promises actually work mechanically and how the code executes. After having things explained in excruciating detail and in overly simplistic terms, I was surprised at how little explanation was given for promises. A step-by-step walk through of how the code runs when a promise executes would have been quite helpful in understanding that feature better. I figured it out, but through no fault of the book.

Overall, it was a disappointing read, and didn't at all live up to my expectations built up from similar books. The tone of the book was meant more for a beginner while the content was geared toward an intermediate to expert programmer. While learning about the new features of JavaScript was great, and there are plenty of new features to get excited about, there must be a better way to learn about them. At least it was a quick read, and refreshing my memory will be easy by skimming the titles of the tips. I wouldn't recommend Simplifying JavaScript to anyone looking to come up to speed on modern JavaScript. There are better options out there.

Roman Update


           The Roman count has now reached 4 cohorts, and this batch are ready to go off to their new home

                                                         Cohort number 4- Foundry figures -




torsdag den 28. marts 2019

GTA Vice City Stories Rage PC Limited Edition - By Gaming Point

Screenshots:


GTA Vice City Stories Pc Video Game Full & Final Setup In A Single Direct Link Works For All Windows Operating Systems (Xp,7/8/8.1/9/10). GTA Vice City Stories Game Is Very Interesting Game To Play And Enjoy. GTA Vice City Stories Pc Video Game 100% Working And Tested Links Of Full GTA Vice City Stories Video Game. Make Sure Before Downloading You Pc Laptop Meats Minimum System Requirements To Play The GTA Vice City Stories Video Game Perfectly. Lets Download And Enjoy GTA Vice City Stories Latest updated Full Video Game From Shivaaygamingpoint.blogspot.com.Com And Share Our Site For More Reviews Of Games Free. Support Us To Share Our Site To Your Friends And Social Network Like Facebook, Twitter, Linkedin, Reddit, Pinterest, Scoop It.
Grand Theft Auto: Vice City Stories video of the Grand Theft Auto series in the genre of 3D-shooter with elements of arcade autosimulator and freedom of movement through the game world. The game was developed by the studio Rockstar Leeds in conjunction with Rockstar North for the PSP, and later for the PS2. The game is set in the fictional town of Vice City in 1984, two years before the events of the game Grand Theft Auto: Vice City.
GTA fans, this is for you. The team behind the Vice City Stories mod for San Andreas has released a new beta version for it. In this update, you will find a remarkable amount of changes to the engine as well as a nice bundle of missions to complete, most of the first chapter is available to play along with a couple of side missions and some other extras here and there that you will unlock as you progress through the story.

  • 800 Mhz Intel Pentium III or 800 Mhz AMD Athlon or 1,2 Ghz Intel Celeron or 1,2 Ghz AMD Duron processor
  • 128 MB of RAM
  • 32 MB video card with DirectX 9.0 compatible drivers ("GeForce" or better)
  • 8X speed CD/DVD drive
  • Sound Card with DirectX 9.0 compatible drivers
  • 915 MB of free hard disk space (+ 635 MB if video card does NOT support DirectX Texture Compression)
  • Windows 98, 98 SE, ME, 2000, XP or Vista
  • DirectX 9.0 or higher 

Download Link:



Overcooked 2 Goes Camping With New DLC And Season Pass - Eurogamer

Overcooked 2 goes camping with new DLC and season pass

onsdag den 27. marts 2019

Tom Clancy's Ghost Recon Highly Compressed Download | High-Compress.Com

Tom Clancy's Ghost Recon Highly Compressed Download 


Tom Clancy's Ghost Recon Wildlands is a tactical shooter that takes place in an open environment and plays from the third person's point of view with an optional first-person view to aim with the pistol. It does not present the futuristic configuration used in Advanced Warfighter and Future Soldier but adopts a modern configuration, similar to Tom Clancy's original Ghost Recon. As a result, the equipment that appears in the game is based on weapons and equipment commonly used by military forces around the world. However, some original equipment, such as drones, can be used to mark enemies and show their targets. These drones have limited capabilities until they are updated. The game is the first entry that presents an open global environment, consisting of nine different types of terrain, such as mountains, forests, deserts, salt marshes, and also has a dynamic climate system, as well as a daily cycle -night. Performing missions during the day allow players to easily detect enemies, while night missions give a tactical advantage to players because the night offers players better concealment and infiltration easier because some members of the guard are asleep. The players have the task of making observations before carrying out their missions. A variety of vehicles, such as off-road motorcycles, helicopters, and buggies are featured in the game. Unlike its predecessors, Wildlands has several side missions.

Once the missions are complete, players can reach the starting point of the mission in different ways. Players can parachute from a helicopter, walk on the ground or head for their targets. Players can use several methods to achieve their goals, such as stealth, close combat or the use of long or short range weapons provided in the game. The game also has outposts that can be overthrown by the players. players. Players can seize their enemies at close range with one hand to defend themselves as a human shield, while on the other to shoot. Players can also earn experience points to upgrade to the next level. The playable character can be personalized and players' characters can equip the loot found in the corpses of enemies. Weapons and equipment can also be improved. According to the creative director of the game, the AI of the game has no script and has its own "motivations and agendas".









Each of the 21 areas of the map is controlled by a traffic jam, which is also associated with one of the four operating divisions of the cartel: Influence, Security, Production, and Smuggling. By eliminating quests in an area and collecting key information, missions are unlocked and allow players to attack a shield and eliminate it by killing or capturing the target. The elimination of a sufficient number of Bechones in a division of operations allows the players to attack the deputy leader of that division and to eliminate that deputy commander and all the henchmen of a division of operations, which makes the vulnerable division leader. The capture of this division leader paralyzes and destabilizes the division and makes the leader of the cartel more vulnerable.

It features a cooperative multiplayer mode, in which players can join three other players to explore the game world and carry out campaign missions. The game can also be played alone, in which the player will be accompanied by three teammates of the AI, to whom the player can give him orders. If a player wants a more "solitary" style of play, it can be disabled via the configuration. A competitive multiplayer mode was launched as part of a free update on October 10, 2017. It offers a sort of game mode elimination in a 4-4 game timed game with Revive game. Players can level up through the multiplayer game that allows them to enhance the different classes of characters available.

System Requirements :

  •  OS: Windows 7 SP1, Windows 8, Windows 8.1, Windows 10 
  • Processor: Intel Core i5 2400 @ 3.1 GHz or AMD FX 6100 @ 3.3 GHz.
  • Memory :RAM: 6GB.
  • Video Card: NVIDIA GeForce GTX 560 or AMD Radeon HD 7770 




Download


DIRECT DOWNLOAD  

tirsdag den 26. marts 2019

Striking The Infinity War Iron... A Month After It Came Out

So much for more Mario Game Genie crap. Probably next week.
Instead, time to cash-in on the Avengers: Infinity War hype! What do you mean it came out last month and almost everyone knows how it ends?
Leave it to Chris to be late to the party.
For the few people that haven't seen Infinity War and still want to, spoilers are ahead.

This week's video is only three and a half minutes long, that's a relief.
THANOS Destroys the Video Game Universe! Avengers Infinity War Gauntlet Battle 

Not sure why Thanos is in all caps... well click-bait.
In fact, I saw the title this morning and it was worse. It didn't have the "video game" part, just said "destroys the universe" (even though Thanos only took out half the universe). The title also had Fortnite in it. Someone must have called him out on that one, then he deleted the comment and changed it pretending like it never happened. It's the conspiracy shitbag way!
EDIT: Or maybe it did say "Video Game Universe". I just know Fortnite was there before and now it's gone. Twas a busy day.

Description says he's "trying out something new". Uh oh...
It also says "Thank you for watching the Chris NEO Retro Show" Retro? Where did this come from? Also, isn't that an oxymoron? I assume the word "Neo" in this case means "new", and yet all you've talked about is old games. Now you're calling yourself "Chris Neo Retro"? What the hell are you?

Video opens, gives a spoiler warning, claims Thanos had an impact on reality and the real world but also had one on the gaming world. Then he does an over-acting "WUUT?"

He mentions how he saw "The Infinity War" (it's called Avengers: Infinity War, you're likely confusing it with the 1992 comic that served as a sequel to The Infinity Gauntlet comic which A:IW took its inspiration)
After seeing it, he returned home and decided to play Maximum Carnage. ... As you do?
Starting it up, Spider-Man doesn't show up in the game. He believes because Spider-Man died in the movie, he was wiped out from the game. This is already stupid!
He puts in Arcade's Revenge (not a good game) and he's gone from that.
Then he freaks out because Thanos may have wiped out characters in other games. So he grabs a bunch of random NES games off his shelf. Look at all this tension! Pffffft

"It was then that I put in Super Mario Bros. for the NES" You don't have to narrate, you're not a Jojo character.
He beats Bowser and finds that Toad is gone. Then he voices Mario wondering where he is. Duuuumb. At least he said Toad's name right for once.
Then he goes to Super Mario Bros. 2 and finds Toad is gone there.
Then he goes to Paperboy and the title character is gone. Then a stupid bit where two neighbors wonder where the paperboy is and a break-dancer in the streets is run over with a car. ARE YOU LAUGHING YET?
Then he goes to Mortal Kombat (because Chris' knowledge of video games is so very limited) and somehow Thanos wiped out "the announcer". You mean Shang Tsung? He was the announcer of the first game. It gets worse because he's playing in the stage where Tsung is clearly in the background. Also his voices for Scorpion and Johnny Cage are terrible.

Then Donkey Kong, there's no more Pauline (Chris couldn't bother to learn her name). More terrible Mario voices.
Then Sonic & Knuckles (not Sonic 3 and Knuckles, just the expansion) where there's no Knuckles
Then Pac-Man with no Pac-Man, with a dumb bit where two of the ghosts leave to get ice cream (Zzzzzz)
Then TMNT on NES with Leonardo, Donatello and Michelangelo gone, only Raphael is left. Get it because Raphael sucks in that game. Hur hur hur hur hur hur hurfaksrjef;likesrf;laekrj;lka

"Wait a minute, what about the Duck Hunt Dog?" The one you already killed in the finale of Irate Gamer? Thanos can't kill what's already dead. Unless he reverses time and reality first but you killed the dog already.
He starts playing... with the NES controller. Where's your fucking Zapper? You can't play Duck Hunt with the controller! Did you put any thought into this video?
Anyway the dog survived and that's the joke...
He begs the Avengers to stop Thanos and save the "gaming world". Oh fuck this noise.

What a pointless video. Can't even cash in on the Avengers hype because it's over a month old. And don't tell me "It took him long time to edit", a lot of these were really easy edits! Basic shit you learn in a school course. Hell the Mortal Kombat example didn't even need editing, he just muted sound! The TMNT one was easy, he just killed off the other three Turtles first. It's not like How It Should Have Ended which actually needs time to animated, or Honest Trailers which needs the full movie.

One of the comments Chris liked (the little heart symbol that puts the comments on top) comes off really sarcastic. "Wow this was unique. Nobody has brought this up on YouTube. Good job!"
Somehow Chris could not see the obvious snark. Goes to show how dumb he really is.

Are we sure this wasn't a Puppet Steve video he somehow mixed in here? It was just as juvenile.
Speaking of *goes to check* More FNAF, more Bendy, more Minecraft, wait Mortal Kombat? *thumbnail has Steve wearing a Raiden hat* Yeah I'm not touching that.

EDIT: Also to add how lazy this video was, he didn't even bother to do the fading effect. He's just showing the aftermath. That's boring!