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News for Saturday, September 29, 2007
Fallout's 10th anniversary: Stuff You Want But Can't Get
Posted by Brother None - at 19:09
In an apparent attempt to torture my mind, Sharon Shellman sent us a dozen or so photos of promotional material from the days of Fallout 1 and 2. All very "I want", all very "I can't get". Larger photos and descriptions can be found by clicking the thumbnails:
Older users will remember the Gecko (and pen and mug, apparently) were available in this can.
Link: NMA presents: Fallout's 10th anniversary.
Hellgate: London preview
Posted by Brother None - at 4:03
Upcoming post-apocalyptic demonic Diablo-esque action RPG Hellgate: London really fell off our radar. And we don't really intend to follow it much now that the media machine really kicked off. Nonetheless, if you're looking to read up on the game, our host site AtomicGamer kicked up a really expansive preview, with a handful of screenshots and exclusive HD video to go along with it.
News for Friday, September 28, 2007
GameShark interviews Gavin Carter
Posted by 13pm - at 23:51
GameShark has put up a good interview with Gavin Carter, lead producer on Fallout 3. Nothing really new there, but there're some interesting bits:
Some have criticized the PC version of Oblivion for having a UI that was too much like the console game, not taking enough advantage of higher PC resolutions for things like the inventory UI, etc. How different will the UI for the PC version of Fallout 3 be, compared to the Xbox 360 and PS3 versions?
The interfaces will be very similar in terms of art and layout. We are more sensitive to the PC side of things this time around, and as such the default font is smaller than what we had in Oblivion. We have a number of other things we�re doing to make the PC interface better.
There's been some "controversy" in various gaming forums from fans of the first two games that have reacted very negatively to the direction they perceive this game to be going, relative to the original games. Have you seen any of the negativity and what has been your reaction to it given that this game won't even be released for another year?
I read lots of message boards all over the place, even if they�re negative. I find that even the negative reactions vary quite a bit. You definitely get some people that start to get a bit maudlin or melodramatic, but you can also find a lot that are well-reasoned and very deeply passionate about the series. I think whenever you have something quality that can whip people into a frenzy, it�s a good thing. I would be much more disappointed if we were simply ignored.
Do you think many of the concerns fans of the original Fallout have voiced will be assuaged when they're able to get their hands on the final product?
That�s the hope of course. As you mentioned, there is quite some time to go before this game is actually out there, and we�ve got a lot more info to reveal in a desperately slow trickle, as we�re (in)famous for. I do believe strongly that we�re making a worthy successor to the originals, and I hope that becomes more and more evident as the Big Picture reveals itself.
Link: Fallout 3 Interview with Gavin Carter at GameShark
"My precious" - GFW on fans, industry and media
Back in early August, I (Brother None) was approached by GFW's Julian Murdoch to discuss Bethesda and Fallout 3 in a short Q&A with him, in response to the reactions on Jeff Green's lightly controversial blogpost. It's always nice to get the chance to react publicly in a media that pretty much turned against us over the past few years. So I co-operated in the hope that we'd end up with a fairly balanced story presenting both sides of the argument. Judge for yourself if that's the case.
The story (called "My Precious" and using Gollem to represent the fans) is about interaction between fans, the industry and the media, using BioShock and Fallout 3 as test cases. It opens with "Bethesda has a crappy gig." You'll have to buy it to read it, but to facilitate, some quotes:
That's when the postnuclear turds really hit the fan.
Within days of the announcement that Bethesda would pick up where Interplay had left off, the largest and most vocal fansite of the game, No Mutants Allowed (wwww.nma-fallout.com), worked itself into a frenzy.
Thomas (known as Brother None on the forum) posted the news on July 12, 2004. A casual observer might have believed that the resurrection of a beloved world by a dedicated, respected RPG developer would be a good thing. But the relationship between Bethesda and the fan community got off to a bad start, to say that least.
"This is possibly the worst news I've heard since FOBOS [Fallout: Brotherhood of Steel]," posted forum user Spazmo, (...) "Bethesda is crap." The community divided into two distinct groups: those preaching the apocalypse of postapocalyptic gaming, and those - like forum moderator Bеекеrs- who pled for rationality. "I refuse to judge this," he later wrote. "Bethesda has done some pretty good games... It's a matter of wait and see."
While commenters on his [Jeff Green's - NMA] blog (and in Bethesda's own forums [this is actually simply untrue - NMA]) were overwhelmingly excited about the developments shown at E3, the hardcore Fallout fansites fired invective, arguing that Green (and the gaming press in general), were incapable of objective opinion, often using language not fit to print.
On No Mutants Allowed, the first response to Green's blog post was a simple one-liner from user Sorrow: "That's fucking pathetic." Again, forum moderators and many community members pled for rational discussion, but the angry few overwhelmed the conversation. "We're an abrasive community with some bad elements, which is not really unique in how the Internet works," explains Bеекеrs.
Todd Howard, the executive producer on Fallout 3 for Bethesda, has become inoculated to this kind of controversy, because he understands it. "I remind my guys that nobody works up the energy to get on the Internet and write 'Everything is fine,'" he explains. "If people aren't writing about it, what's up with that? Either they don't care, or we're playing it too safe."
"Reinvention is one of our core philosophies. Sequals aren't 'plus ones'- this old thing with a new change." So instead, his team started with what they liked best about the old games - the setting, the humor and the ink-black irony of the world - and started making a new game. A Bethesda games. "That's just how we work."
But they continue to face heavy pushback from the community. The lead developer on a competitive class-of-2008 RPG put it this way: "There's no fucking way I'd want to be in their shoes. No matter how great that game is, they're screwed. The Fallout guys are nuts." Needless to say, this person asked to remain anonymous.
As for Bethesda, they've been listening. Pete Hines, vice president of PR and marketing, lives at the bloody front of the Fallout 3 battle. From his perspective, despite the noise, the job is pretty simple. "It doesn't take all that long to figure out what it is people want or don't want," he claims. "We've known what they've wanted since 2004, and I don't think anything that they want has changed."
"If you go too easy on a game and don't approach the article with any real questions...then what the hell are you, other than a free ad for the product?" Green says. "It's a tough, tough line."
But both sides of the dialogue recognize the value of the medium, even with its opportunities for miscommunication and heartache. "It's message boards, blogs and niche run communities that are changing the dialogue," argues No Mutant Allowed's Bеекеrs. "One journalist coming over to interact with us on our forums is 1,000 times more valuable than the 50 uninformative, bland previews we have read." And Green agrees. "I like the interaction. I think it can help make us more vital and dynamic and honest," he says. "Community is a good thing."
"If you don't want us to make this game, you're going to be disappointed, because we're making it," concludes Bethesda's Hines. "And if you're willing to give it a shot - well, then we appreciate what you want, but we're going to move on."
2K Boston's Levine puts it a little more bluntly. He has no interest in making games to serve a sequel-starved fan base. "Games take three or four years. I'm almost 41 years old. I'm going to be dead soon. I don't have 4 years to toss into being a human Xerox machine."
Ever noticed how when people set out to prove NMA's bad behaviour through forum quotes, they always end up quoting the same user, namely Sorrow?
Here's two examples of bits of the Q&A Julian Murdoch did not use:
JM: What are you hoping for in Fallout 3? What's the ideal?
BN: A game that takes the core design of the originals, a darkly ironic retro-50s PnP-emulating cRPG, and moves it into the new era of gaming technology. What the series needs is evolution, as opposed to reinvention.
JM: How do you think bethesda should/shouldn't be interacting with the existing fan base?
BN: "At all" would be a great start.
Thanks Killzig.
The Vault 12 Comic
Hosted by NMA, xulm brings you the Vault 12 Comic:
Updated every Friday, be sure to keep tabs on it.
News for Thursday, September 27, 2007
Fallout's 10th anniversary: Eddie Rainwater profile
Another day, another developer's profile, with Fallout 1 and 2 artist Eddie Rainwater, one of the men behind the talking heads:
I came onto Fallout in it's last year of development along with Scott Rodenheizer to help out with the close up 3D rendered heads. I'd just finished working on the TSR logo cinematic for the Dungeons and Dragons title, which was rendered/composited in Lightwave, and what the heads were being created with for Fallout also, so I guess that helped get me onboard. We both completed the existing character heads (scanned from sculptures) and figured out how to create rendered soft edge ray-traced shadows for the lighting with the help of my friend Mike Sherak (aka Lightwave guru). We also created a series of facial phonems as morph targets, so they could be used for lip syncing. I believe we made facial expressions for A, C, E, F, L, M, U, V, and there were 3 states, neutral, angry and happy. For the intro cinematic, I successfully tested an unused lightwave plugin called morph gizmo that worked WAY better than LWs crappy envelope system. I was pretty happy about that, because another team adopted this into their pipeline after I showed them how much better it worked. I remember acting the parts out and recording the movements for rotoscoping purposes and literally staying up all night looking at wave sound files, and writing down where to keyframe all the mouth movements at 15 frames per second. I had never done this before and was happy to have figured out a way to accomplish this with Sound Forge so the audio would sync up with my rendered video. It's SO much easier nowadays... Back then we had to shoot the scene over to our render farm and wait till the next day to see if it worked once composited with the sound. It was actually a lot of fun figuring all that stuff out.
We spruced up the profile with a few talking head images taken from Eddie Rainwater's site, where you can take a look at more of his Fallout work.
Link: Fallout Developers Profile - Eddie Rainwater.
Inside the Vault - Mark Lampert
Meet the Wolfman.
Today's "Inside the Vault" at BethBlog features Mark Lampert, Bethesda's sound engineer, whom we already know pretty well from "Meet the Devs" threads.
What�s your job at Bethesda?
I�m the sound engineer, and I handle all aspects of the sound design for Bethesda Game Studios. In addition I do the voice casting, recording and editing, plus any post processing such as voice effects, and I share in directing, typically with the lead designer of a project. There�s also a little bit of music work in terms of mastering our chosen composer�s tracks for the game, and sometimes I end up writing little bits and pieces of things here and there as needed.
What other games have you worked on?
The first two games I worked on were at Ion Storm, which was my first gig. I was hired as a contractor to take care of voice recording and editing for �Deus Ex: Invisible War�, the sequel to �Deus Ex�. That job was originally slated to run about four or five months, but it was extended and then extended again as more material was being written and significant changes were still being made, so that worked out well for me. Eventually a year had gone by and there was still plenty of work to do, so I was hired on �officially�.
He's a verbose guy, so be patient to read it all.
Link: Inside the Vault - Mark Lampert
News for Wednesday, September 26, 2007
Neuroshima Hex: A Post-Nuclear Tactical Board Game
Posted by Morbus - at 23:44
Neuroshima Hex is a Polish tactical post-nuclear boardgame by Michał Oracz, published by Wydawnictwo Portal. It�s an adaptation of �Neuroshima�, an also Polish Fallout-inspired Pen and Paper RPG. Its first edition was only released in Poland (and Polish), but now they are releasing an international second edition, which you can preorder here.
From the official site:
We received a lot of emails from US gamer who cannot attend Essen Spiel but wish to purchase 'Neurosima Essen Pack'. We decided that all gamers who are unable to attend Essen this year can preorder 'Neuroshima HEX Essen Pack' as well and this limited edition of our game will be sent to them.
You can preorder this limited edition till 10th of October. If you are interested, drop us an email on portal@wydawnictwoportal.pl
Link: Neuroshima Hex 1st Edition (Polish)
Link: Preorder Neuroshima Hex 2nd Edition
Link: Wydawnictwo Portal official site
Thanks Ausir.
News for Tuesday, September 25, 2007
Emil Pagiarulo on quest structures & NPCs in Fallout 3
There's been little news on Fallout 3 lately, and this isn't really news either, but nonetheless, Emil Pagiarulo posted on the official Bethesda forums to comment on quest structures & NPCs:
The fact that you know who the traitor is and can't do anything about it, well -- I think that's a totally valid criticism of the Dark Brotherhood. The factions in Oblivion are linear by nature; that was changed up a bit in Shivering Isles, but in the main game, not so much. It's really just the way the game is structured. There's so much content in Oblivion, and that content takes so long to create, we really didn't have the resources to do divergent plotlines or branching factions.
Fallout uses is a different quest structure entirely. Most quests have multiple paths, and are much less straightforward. Depending on the quest, you may be able to do one thing instead of the other, play two NPCs against each other, betray your questgiver. Etc. etc.
In Fallout 3, we're also making a much greater effort to handle the player killing NPCs, and there are very few unkillable characters. In keeping with the tone of "you do something, you have to live with the consequences," if you decide to pull a gun on a questgiver and blow his head off, well... that was clearly your decision. So we'll let you do it. And if a quest fails because of that, so be. So long as we give you feedback that you've screwed yourself, we're fine with that.
Link: thread on BGSF.
Thanks 13pm.
Fallout's 10th anniversary: Jason D. Anderson interview
Another two days, another drop in the Fallout pool. NMA finally managed to get in touch with Jason D. Anderson, Fallout 1's lead technical artist and one of the 6 original game designers and later co-founder of Troika. He answered our regular developer profile questions for us, with some fascinating tidbits in there:
What's your favourite Fallout memory?
I have a few favorite memories. I think one of the best is when we came to the conclusion that the player was going to have to get kicked out of the vault at the end of the game. Leon and I shared an office and he was struggling to think up an end movie for the game. Originally, it was going to be a celebration... You are the returning hero of the vault in classic rpg fashion. This was decided on early in the game's design. And while we sat there wracking our brains trying to figure out how to make the movie work, it dawned on us that the whole idea of this celebration sounded kind of ordinary and lame.
Leon made the comment that, through the whole game, the vault dwellers are completely xenophobic... I mean, why would they even *let* you in? And I responded, well, then we should just have the movie being them kicking you out.
It was so funny. Over and over again we said we can't do that! But we absolutely loved the idea - it was just so cool! So we went to tell Tim. Tim wasn't sure of the idea. He thought it would flop with the fans, nothing like that had ever been done. But he finally gave in (we could be pains in the asses when we wanted something our way.) That movie is one of my favorite parts of the whole game - the returning hero getting kicked out. Absolutely perfect!
Link: Jason D. Anderson developer profile.
News for Sunday, September 23, 2007
Fallout's 10th anniversary: 4 Leonard Boyarsky concept arts
10 years ago on this date, the official site was updated with this message:
Project Update: We are starting to put together "final candidates." These are CDs that could possibly be final versions, if we experience no major bugs during the testing phase. The Quality Assurance team is staying extra late to go over the latest version. As soon as we silver, and can confirm the lack of major crash bugs or other stop shipment style bugs, we'll be posting here... -- 23 Sep 1997
A glorious date. To commemorate, NMA brings you 4 piece of Leonard Boyarsky's original concept art, with thanks to Leonard himself.
Leonard gives the following descriptions:
Fallout Tales #2: larger version of the painting I did for the Fallout Tales #2 loading screen
Fallout Tales #2 sketch: original sketch for above - interesting story behind this image. Jason and I had already done a first draft of the story for FO2, and at one point the player was to be ambushed by lobotomized creatures (lobotomites), when a renegade brotherhood soldier comes to his rescue. Get it? It's Fallout Tales # 2 and it was an illustration of a scene from FO2. Of course, the story was changed after FO1 was released, but it seemed like a good idea at the time.
Gretch: it's gretch, man
Skill Guy: this is the first ever drawing of the 'skill guy' as I originally called him. I did it to show everyone what I was going on about. It was then given to George Almond, who did the first few initial cards (and began the progression from what you see in this pic to the final version). Tramell Isaac (T.Ray) then took over the cards and did the rest of them, finalizing his 'look'.
No Mutants Allowed presents: Fallout's 10th anniversary.
NMA presents: Fallout's 10th anniversary!
Well, we've been dropping hints left and right, and starting some surprisingly silly speculation on our previous thread, but let's get all that out of the way with the official announcement:
In early October, 1997, thousands of discs were being churned out by a nondescript factory. The discs were not quite as nondescript, as they contained a game that is still being hailed today as one of the greatest cRPGs of all time. This...is Fallout.
Now, 10 years later, No Mutants Allowed (also around 9 years of age) and others are bringing you some stuff to reminisce over. Pictures, talks, docs. Everything short of Harold's head.
Although today is just "announcement day", we'll start off good and proper anyway.
Chris Taylor brings you the Mr Handy design doc, a small little scribble from the days of Fallout GURPS. And yes, indeed, mr Taylor is not an artist. You can download the original .doc here.
No Mutants Allowed presents: Fallout's 10th anniversary
Black Rain Update
News about the former "True Sequel" project:
We're still here, and with a brand new working title for the project as there was some confusion about the previous one. The project is going strong, with a new forum, updated website, and a much improved wiki.
We made some huge steps with the game plot, as well. BlackRain will be set in post-apocalyptic Europe, ravaged by the nukes and internal strife, and highly influenced by the Chinese. We wrote our own history of Europe, down to almost every country! Location of the game is now known and we are currently working on the first towns, characters, and dialog! Check out our wiki for more info.
Additionally, we started to build a map-editor and have some very interesting plans for the techdemo. Great ambient music is currently on the way as well!
With the last news update we gained several new members who have been very important for the project and filled in many gaps, particularly in the game plot and isometric tiles section. We also gained our music expert and a new programmer.
However, given our recent progress, we are in need of more help. BlackRain requires concept artists to put what our writer has accomplished so far into pictures and some more writers to assist in the herculean task of creating dialog. We also are in need of people who can create isometric graphics, which will be particularly important for our techdemo.
Think you can help us with concept or isometric art, or with dialog writing? Visit our forum at www.blackrain.fifengine.de/smf/ and introduce yourself with a couple of sentences. For more information, check out our website at www.blackrain.fifengine.de (our wiki is located at www.blackrain.fifengine.de/wiki). You can also find us at irc.gamesurge.net #falloutfans.
Apokalypsos: A Post-Apocalyptic MMO Project
Posted by Sigoya - at 2:12
Greetings NMA!
Stopping by to make the first announcement on your forum in particular, about a new post-apocalyptic project! (bet you've heard that before )
Following the recent shutdown of Auto Assault, a group of dedicated and talented players decided to work on a new MMO inspired by AA, but with a fresh and realistic vision.
We aim to create an FPS/Vehicular hybrid with a far more involved "RPG" content than what gets usually branded these days, with realistic choices and consequences within the game world (and lots of Fallout series influence).
We've been working for the last 2 months on the storyline, concept art and all the usual conceptual elements. We have also assembled a solid crew of writers, artists, modelers and a sound engineer, but we are always looking for a few more talented volunteers. A special call goes to any programmers who can handle C++ and scripting using Torque Game Engine Advanced and more.
If any of you are interested please feel free to visit us at the official site and register at our forums: http://apokalypsos.com or contact me directly at sigoya(at]gmai[dot].com
Apokalypsos is a Role Playing Game set in a massively multiplayer online world. This title sends the player into a devastated North America as a surviving refugee, escaping the brutal winters of the north. Seeking a new shelter and a better future, the player is forced to take a side in the ongoing battle between the surviving factions that control the few remaining resources.
The player is free to explore entire zones and areas on foot, in 1st or 3rd person view, scavenging resources, fighting enemies & creatures and building a legacy.
The game systems will allow the player to acquire vehicles in which they can use to travel into far and forgotten zones, through a highway system, full of missions and challenges.
Faction Control Zones:
-Refugees: The survivors of the devastated American continent gathered under the protection of the SOS forces in Camp Zero, South Dakota.
-Rebels: Situated far west of the SOS refugee camps, covering the area surrounding mount St. Helens and parts of what formerly was known as Canada.
-Protectors: Located in the lower eastern shore zones, away from the northern ice-engulfed borders, yet close to the old centers of power in Maryland and D.C.
-Reformers: Escaping the growing persecution and cleansing efforts, the Reformers gathered their remnants in the central areas of the Midwest and southwest, where the deserts and difficult terrain kept them safe & hidden.
Welcome to Apokalypsos stranger!
Sigoya - Project Lead
Apokalypsos.com
Looking for Fallout?
There's still a lot of interest in the Fallout titles these days, and we sometimes hear complaints from people that they can't seem to find them. If you're one of those persons that hasn't played Fallout but is looking for it, Gogamer is having a 48-hour sale (40 hours left at the time of this posting) selling the Fallout Radioactive pack (Fallout 1, 2 and Tactics) for 14.90 USD. Not an incredibly low price, and you might be able to find it cheaper if you search hard, but it's a good opportunity to pick it up if you've been looking for it for a while.
Spotted on GameBanshee.
New post-apocalyptic MP FPS
NetDevil, who you'll remember from the recently halted Auto Assault post-apocalyptic vehicle MMO, is bringing us the post-apocalyptic multi-player FPS Warmonger:
Warmonger is the first step to realizing a vision. NetDevil believes the next generation of FPS games will usher in new standards both in game play as well as technology that are currently unexplored. For decades the first person shooter has remained basically the same, granted there have been major shifts in style and technology, but basic game play has lacked any profound evolution. Physics technology has come to a point that will change all that, and change it forever. New rigid body technology and procedural destruction of game environments set the stage for dynamic content creation that is truly stunning and will literally change the way people think and play.
High performance FPS action is delivered in rich and stunning detail through the Unreal Engine 3. This has allowed the NetDevil team to give Warmonger's environments and special effects a depth and feel that reflect the cutting edge of gaming visuals. More than just dark and moody, the environments in Warmonger suggest utter devastation and convey deep drama. Interiors are dark and downright frightening, while exteriors feature hideously twisted buildings and massive smoldering rubble piles.
Link: Warmonger.
Thanks Briosafreak.
Inside the Vault - Daniel Lee
Another one, and they're looking for interns.
How many games do you own, including game systems? What was the first system you ever owned?
I own 782 games, two NES�s, a Super NES, a Genesis with Sega CD and 32X attatchments, a Sega Nomad, a GameBoy Pocket, a Sega Saturn with VCD card, two Nintendo64s, five Dreamcasts, two PlayStation 2s, two Gamecubes (both with Broadband Adapters and one with a GameBoy Player, a GameBoyAdvance Sp, a Nintendo Ds, a Nintendo DS Lite, two Xbox 360s, a Wii, and a PC. I tried to put that in chronological order based on memory, apologize if I�m wrong. My first game console was the classic Nintendo Entertainment System.
Still no more questions about the original games?
Link: Inside the Vault - Daniel Lee
News for Monday, September 17, 2007
New Dawn Gallery Update
Posted by Silencer - at 21:39
From www.newdawn-game.com:
First screenshots from the New Dawn demo made a lot of waves across the boards around the world. We're happy and grateful for your interest. This time we're updating sections of our website which have been sort of neglected for some time. There are some new treats the - portraits and concept art sketches. We'd love to hear from you any opinions and suggestions so why don't you join our board and let your voice be heard?
Thanks Sethergal!
Pete Hines fires back
Game Informer gave Pete Hines a much-needed opportunity to address the several worries Fallout fans have:
Since announcing that it would be taking the reins of one of the revered Fallout series, Bethesda has faced a barrage of feedback. Some saw the decision to move from isometric, turn-based gameplay to a more action-oriented, third-person game as an inevitable step. Technology has changed since Fallout debuted in 1997, so it stands to reason that a newer incarnation should take advantage of those advancements. Others in the fan community likened that move to blasphemy, saying that Bethesda had abandoned core components of the game. Worse, the company didn�t seem to have any idea what made the original such a classic�the humor, freedom and environments.
At the center of this debate is Bethesda�s Pete Hines, the company�s VP of PR and Marketing. We spoke to Hines about how the team handles such criticisms and what players can expect to see when Fallout 3 launches in 2008.
Pete Hines discussed how not everyone is going to love Fallout 3, how they know of our concerns and know we won't like it because we're too specific about it, and addressing the question of humour.
Link: Game Informer video interview with Pete Hines.
Thanks to the Codex.
What's this, then?
I guess you'll just have to wait and see
(more like T-minus a couple of days until detonation, actually)
Todd answers 25 questions
Posted by Tagaziel - at 23:17
Bethesda Softworks has recently released an official community FAQ, in which Todd Howard responds to selected twenty five questions from the community.
9. Will you have the written descriptions of items or just the visual? Granted, the visuals work just fine for me, but I loved the descriptions from the earlier Fallouts about how nasty the bed looks or whatever. Will there be something like our beloved text box anywhere in the main HUD? [anonymous]
We just show the object name, like �nasty bed�, but in general, I think if we�re relying on text to describe how something looks, sounds, etc, then we screwed up not having that come across naturally with what the player is seeing. It annoys me whenever we have to resort to describing something like that, even in Oblivion, with, say a journal describing how I feel or what I am seeing�it should just happen naturally.
Link: Official Fan Interview
Muchas Gracias, Ausir
X-Box says Fallout 3 for 2!
Posted by welsh - at 5:31
Yes! According to X-Box
A typo? Maybe.
Vault-Tec engineers have worked around the clock on an interactive reproduction of Wasteland life for you to enjoy from the comfort of your own vault. Included in Fallout� 3 is an expansive world, unique combat, shockingly realistic visuals, tons of player choice, and an incredible cast of dynamic characters. Every minute is a fight for survival against the terrors of the outside world�radiation, super mutants, and hostile mutated creatures. Remember, it's from:
Vault-Tec�, America's First Choice in Post-Apocalyptic Simulation�
Oh Boy! Because there is nothing quite like the love of fallout, except maybe sharing that love with someone SPECIAL.
Thanks to Ausir for pointing this out. And everyone note how the background art in that header
is ripped straight from our own dear Defonten.
EDIT: both the banner and the 2 player listing have been removed now.
.223 pistol origins
Do Fallout fans dream of electric guns?
Perhaps, in any case, our resident gun academic SuAside took a flight to the only thing mightier than the gun (the pen) and wrote us some musings on the origins of one of Fallout's most popular weapons, the .223 pistol, continuing our subseries on Fallout lore.
The Venerable .223 pistol.
Inside the Vault - Mike Lipari
Bethesda's blog pushed up another one. Again, the question asking if the person has played Fallout seems to have disappeared.
What would you say is your personal greatest game of all time?
Oblivion. I still find myself hooked on occasion. I start it up to look at a bug in GOTY and find myself sneak shotting bandits just to see their corpses tumble over ledges. If we let nostalgia factor in though, then its probably Contra 3 on the SNES. Back in the day I�d beat it in one man, starting on easy and working up through hard while using only the basic gun, just to kill time.
stage and all the crowd could do was jump up and down to the music.
What is your favorite type of game to play?
Open-ended RPGs. Surprising, no?
Is the master file currently up or down?
The master file is up. At least until Jon Paul checks in�
Link: Inside the Vault - Mike Lipari.
Fallout modding wiki opened
In a Machiavellian move to take over even more of the internet with his nefarious network of wikis, Ausir opened a Fallout modding wiki. Which is great, because centralized and complete documentation is non-existent for Fallout mods. Go and edit it!
Omega Syndrome pulls the plug
If you haven't heard of indie Sci-Fi TB isometric cRPG Omega Syndrome before, well, then it's too late now:
After four years of updating and selling The Omega Syndrome online, I have finally decided to take it off sale and shut the site down. While this game was never profitable by any measure, it was fun working on it for the first few years. However over the last year I have found my motivation to work on it and subsidise it has flagged and recently it has dropped off altogether.
While I may be back with a new site and game in the future (I was never happy with the name of this one), I don't know if I will have the high motivation that is required to make another computer RPG. Why? Fan expectations are high, the potential audience is small and fractured and the amount of work that is required to create even a low quality computer RPG, far exceeds that of any other type of game. So in short I no longer believe they can be successful financially or otherwise, unless they are properly funded and have the very best people working in each area.
As a final word I want to send out a big thank you to all of the people that bought the game and gave me a lot of encouragement over the years.
A sad day for indie gaming, a sad day for TB cRPGs, a sad day for isometric cRPGs. Triple sadness.
Link: Omega Syndrome website.
FIFE - anniversary IRC party
Tomorrow will mark the two-year anniversary of the 2D game engine project FIFE. mvBarracuda forwards this invitation:
We can't really believe it either but our calendar says that it has been almost two years now since we started to work on this very project. At the 11th of September 2005 a group of naive but enthusiastic individuals agreed to found a development project to create an improved Fallout-like engine for roleplaying games. While the focus shifted to become a more general and flexible 2D engine, while new members joined and old ones left the team, we're still around and the recent progress gives us the hope that there'll be a bunch of birthday parties to celebrate in the next couple of years To celebrate at least our first two years we invite every developer (active, inactive, ex or even simply interested to get involved) and of course every guest to visit our IRC channel at Tuesday, 2007/09/11.
If you always wanted to get to know these crazy FIFE people here is your chance. As the majority of the FIFE developers are set in Europe you will probably need to wait for the evening hours (GMT) to get in touch with project members though. You could even try to obtain an answer to the question when 2007.2 will be released. Though it's likely that we'll answer: ''When it's done''. Not because we're cruel but because we don't know it either Anyway: we hope to see all of you at Tuesday.
Link: FIFE website.
Link: FIFE IRC channel.
Exodus images
We bring you a bunch of images of Glutton Creeper's Exodus pen and paper RPG:
The new cover doesn't seem that big a leap from the old one.
News for Saturday, September 8, 2007
PC Gamer UK on NMA and AoD
A bit under the "this is hardcore" section of the PC Gamer UK discusses both NMA's reaction to Fallout 3 and Iron Tower's Age of Decadence:
Some disgruntled forum inhabitants at www.nma-fallout.com have been wallowing in their own misery since finding out details of Bethesda's plans for Fallout 3. They're moaning about not being able to kill children and whether drinking from toilet bowls should be a feature. The subtext seems to be that because Fallout 3 doesn't look like the first two games then it is somehow evil. Here's an example of the posts on the forums.
"If half of the previers had any Fallout experience, we would've seen the occasional negative preview. As it stands, there isn't one. Not one from anyone that was there to witness the demo." Speaking as someone with plenty of Fallout experience, I loved what I saw. No conspiracy: a great demo of a promising RPG.
Fortunately for anyone who's determined that RPGs must not progress into first-person 3D, there are still games like Age of Decadence (pictured). It's post-apoclauptic, it eschews magic and it's indie. It's a game predicated on social interactions, cause and effect and plenty of dialogue options; it's pretty low-tech, but has plenty of features, such as the action-point based combat, that old school roleplayers will probably find comfortingly familiar. Try www.irontowerstudio.com for more.
The post referred to can be found here. Links to more info on Age of Decadence can be found here. It is unknown where "a great demo of a promising PRG" can be found.
Spotted on the RPGCodex forums.
Game Reactor interviews Emil Pagiarulo
Game Reactor has a video interview up with Emil Pagiarulo. Duck and Cover provides some extractions:
*New example for choices and consequences: you meet a little kid in the wasteland, the question is what do you do with the kid?
*Everytime you fire a gun, the shots are determined by your skills.
*Emil says he`s very proud of the rad scorpions in Fallout 3.
*The game will feature old robots (Mr. Handy etc.) and a bunch of new ones.
*He says the deathclaw definitely won`t be a furry deathclaw.
*"Flaming sword" with gasoline. (EDIT: "so we have one that`s called a shishkabob, its a sort of a flaming sword, you know, using, you know, imagine(?) like a motorcycle gasoline tank.... stuff like that.")
Link: Game Reactor interview with Emil Pagiarulo.
Thanks Bloch.
News for Friday, September 7, 2007
Afterfall Trudges On
Intoxicate posted some news on the Afterfall project, which I don't really feel like translating, so here goes the gist of it:
They're still working on the project. GUI and FX are still to be polished and physics improved. The Techdemo 1 is in the works, and it will cover 1,838 square meters per underground level.
New screenshots will be released in October.
No Mutants Allowed and hot, steamy... Steam?
Posted by Tagaziel - at 0:15
With the implementation of the new Community feature into Steam, No Mutants Allowed expands, and has estabilished an official NMA community there, open for all Fallout fans to join.
Time to vent some Steam!
Link: No Mutants Allowed on Steam
News for Thursday, September 6, 2007
Inside the Vault - Bruce Nesmith
The next Inside the Vault on Bethesda's blog is with director of design Bruce Nesmith:
What pen and paper RPGs did you work on?
I�ve lost count of the games I made while at TSR. I did work with Marvel Superheroes, D&D, AD&D (1st and 2nd edition), Gamma World, and Buck Rogers. I�m probably best known as the author of the original Ravenloft boxed set. For quite a while I was the lead for that product line. I also did work with Dark Sun, Forgotten Realms, Dragonlance, and Mystara. I was the designer of the Dragonstrike board game, and worked heavily on the Spellfire collectible card game.
What is your favorite part about working on Fallout?
I�ve always loved the post-apocalyptic setting. I did a lot of work with Gamma World while at TSR and really loved it. It was one of my favorite non-traditional roleplaying games. In particular, the work we�re doing with multiple paths through a quest and the moral choices the player has to make are very cool.
It also doesn�t suck to empty a clip into a Supermutant and watch him dissolve into a gory mess.
The standard question of "have you played the Fallout games?" seems to have been removed from the list.
Link: Inside the Vault - Bruce Nesmith.
GamePro Fallout 3 preview
Just before the war, many sought refuge is massive underground bunkers called Vaults. Once sealed, the Vaults are sealed permanently -- nobody enters, nobody leaves. This is the dark world of Fallout, a cult hit on the PC in the late 90's and now an upcoming action-RPG from Bethesda Softworks, creator of The Elder Scrolls series.
Fallout 3 is set 200 years after the bombs dropped, some 80 years following the first Fallout. You begin the game in Vault 101, a facility that lies beneath the bomb-blasted surface of Washington, D.C. -- a similar setup to past Fallout titles. But rather than start as a standard low-level character, Bethesda breaks role-playing convention by putting you in the satin-laced booties of a toddler.
Visually, the game already looks phenomenal, and is far, far more detailed than the already stunning Oblivion. Bethesda is promising virtually identical graphics and performance between the Xbox 360, PlayStation 3, and PC versions as well as simultaneous launch dates. Fall 2008 is a long ways off...but we have a hunch that Fallout 3 is one game worth waiting for.
Link: Fallout 3 preview on GamePro.
Fallout 3 trailer sets franchise record
From Bethesda's Blog:
On June 5th � three months ago today � fans may recall seeing the above image on our website - that is, when our servers weren�t crashing in anticipation of the teaser trailer.
Well, everyone�s seen the above trailer now, or so it seems. Today I got word that the trailer has been viewed more than 2 million times off our website (over 1.8 million downloads) and through Xbox Live (over 250K downloads). That doesn�t include YouTube views or downloads off of all the other sites that hosted the trailer.
To put it in context, in the first five months that we hosted the Oblivion teaser trailer, 800,000 views took place. So the Fallout 3 trailer has been viewed more than twice as many times in about half the time. Impressive�most impressive.
Spotted on Fallout 3: A Post Nuclear Blog.
News for Wednesday, September 5, 2007
BioShock reviews, penultimate roundup?
As predicted, there were way too many reviews of Bioshock lately to cover them all (about a 100, in fact), but it's worth pointing out it aggregates at 96% on PC and Xbox360. Of more interest are the reviews that don't join the 90+% rank-and-file, like Killer Betties, 3/5:
If the game was nothing more than an interactive story told with some beautiful graphics and amazing sound work, Bioshock would be an amazing accomplishment. However, the game has some actual gameplay underneath it too, which ultimately hurts the game immensely. The developers piled so many options and potential options into the game, that they failed to focus on the core, tainting everything that was attached to it. The fact that there is no death is also a huge problem, because it takes away the suspense, action, and ultimate satisfaction of a fight well fought and survived. Imagine your life and if you couldn't die � sure, it would probably sound good for a while, but wouldn't you eventually tire of the nothingness of it all. The reason life is so cherished and prized as it is, is because eventually it will go away and extinguish. Without sadness you cannot truly know happiness, and without death you can never truly know what life is. Much is the same with Bioshock.
And the Escapist's Zero Punctuation piece. The Escapist seems to have been making a drive to turn from being intelligently critical to amusingly controversial, continuing here, noting Bioshock is dumbed down for the console tards, and that your only real choice is to be "Mother Teresa or a baby eater."
Link: Killer Betties Bioshock review.
Link: Escapist Zero Punctuation Bioshock review.
GameTap interviews Emil Pagliarulo
A very worthwhile read:
GameTap: The theme of moral dilemmas seem to be playing a greater role in games these days. Do you think this is the next logical step for games as a whole as the audience grows up?
Emil Pagliarulo: Videogames are trying desperately these days to be accepted as art. The whole Roger Ebert debate has fanned those flames, but it�s been a big issue for years. Can games, like art, manipulate a person�s emotions? Can a game make you cry, can a game make you truly feel for the characters inhabiting a virtual world? Presenting the player with a moral dilemma is one of the easiest ways to do this. BioShock completely yanks at your heart strings with their Little Sisters, and it�s incredibly effective.
I honestly think there�s room for both types of games. I mean, in the Dark Brotherhood in Oblivion, you really don�t have a choice. There�s no moral dilemma. You�re evil. And that�s part of the fun--not having to compromise, not having to worry about what you�re doing is right or wrong. It�s wrong, and you�re going to do it anyway. In Fallout 3, it�s the complete opposite--a big part of the fun is deciding whether to do the right thing, the wrong thing...or not caring if it�s right or wrong, but doing it anyway.
GameTap: At the same time, does it make certain games an easier target for politicians and media that are looking for any sort of justification for their anti-videogame sentiments?
Emil Pagliarulo: Of course, of course. The more serious you try to make your game, the more realistic the situations, the more realistic the situations, the larger the bullseye you paint on your back. I�ve always maintained that it�s a matter of context, though. Using film as an example, an obscure movie like The Basketball Diaries gets picked on because it has a school shooting sequence. Whereas Kill Bill, which is more violent by a factor of 10, doesn�t receive the same sort of criticism...because it�s so over-the-top, so comedically unrealistic, it doesn�t strike the same nerves.
Fallout 3 definitely falls into that latter category.
GameTap: How does morality play into Fallout 3? Will players encounter those kinds of moments where they have to think, �hrm, do I really want to do this?� We saw during the E3 demo that you have the option to blow up the town named Megaton that you encounter early in the game.
Emil Pagliarulo: Oh, the player�s morality is called into question all over the place in Fallout 3. The Megaton bomb quest in the demo is a really black-and-white, really extreme example. It�s pretty clearly �good� or �evil,� and destroying the town pretty much bottoms out your karma.
In the game as a whole, we play around a lot with the very definitions of good and evil, right and wrong. Do personal motivations, if well intentioned, override the wishes of a community? If a person wants to die, is it OK to let that happen...or is it worth the effort to save them, even if they don�t want to be saved? If I find a kid abandoned in the Wasteland, is it okay to leave him there� even if I promise to go get help? That morally gray area is a big part of what we�re trying to accomplish.
All of that said, we still won�t allow the player to break his or her game. Getting cut off from a quest path or location is acceptable; allowing the player to get the game into a state where he or she can�t move forward or finish the game isn�t. We worry about that stuff, and handle it, so the player doesn�t have to.
That said, the Fallout world is the Fallout world; it�s non-restrictive by nature. There�s not a whole we couldn�t include, if that�s what we wanted. So really, for us, it�s always a matter of asking ourselves, �Do we really want this? Does it fit with the world, does it fit with our story. At the end of the day, does it make Fallout 3 better?� If the answer to any of those questions is �no,� it doesn�t go in the game.
OK, let�s assume for a second that there is an end boss. And I�m a master of verbal manipulation. Will I be able to use these skills to my advantage, to maybe defeat my opponent without lifting a finger? You can count on it.
Now, that�s not to say you can talk your way through the entire game without ever engaging in combat. The Capital Wasteland�s a dangerous place, so you�re going to have to defend yourself at some point. But within the quests, and several other places, yeah--you can talk your way through, if you�ve got the skill.
There's too much to quote here. This is a mandatory read.
Link: GameTap interviews Emil Pagiarulo.
Auto Assault to die its final death
MMO Auto Assault has, as reported earlier, closed its doors:
With Auto Assault closing down tonight, we wanted to thank all of you for creating a tremendously cool and dedicated community of Wastelanders. We just didn�t want to give you guys a wild, crazy event tonight, but something else that may be just as fun. In the coming days those that are eligible will be receiving a �Parting Gift� message in your e-mail inboxes, with opportunities to take a part in some of our other products, including Richard Garriott�s Tabula Rasa and City of Heroes. It�s our way of saying �Thank You� to the diehard Auto Assault fan base and we hope to see you in are other virtual worlds.
"Thank You"s are nice, but the best efforts of the fans appeared to have resulted in naught. Don't know why NCSoft isn't releasing the server code to the community to turn AA into a free community-based game, rather than a dead one.
Link: AA news.
10 Things I Hate About Bioshock
The GameSanity blog has an interesting piece up, which'll do well as a counter point to the hype Bioshock has been straining under:
You might not believe this based on reviews and the general hype in the media, but Bioshock is *not* perfect. �Game of the Year� material to be sure, but not perfect. While I do not expect that Bioshock will become like Oblivion and be oft-quoted in articles using it as a whipping-boy for the latest and greatest features of upcoming games (for example, the game has level-scaling, but it isn�t idiotic like it was in Oblivion), I do envision some form of �backlash�. It is almost inevitable due to how high the scores are that people will begin to get overly negative about the game. Indeed, while I love the game the more I think about it the more little things bug me. I have seen articles about this sort of thing starting to crop up, but I�m going to give it a bit of a twist - rather than just bitching about things, I�m going to highlight a few things I love and give you the drop on a couple of extra special treats for Bioshock lovers. Needless to say this is chock full of the biggest sorts of spoilers. Avoid clicking until you�ve finished the game.
Link: 10 Things I Hate About Bioshock.
Spotted on RPGWatch.
-Opening Analysis: Fallout
-AMA Q&A with Brian Fargo and Chris Avellone
-Wasteland 2 Interview with Chris Avellone and Brian Fargo
-Circle Junction
-Wasteland Kickstarter Project Interview with Brian Fargo
-The Origins of Fallout
-Afterfall: InSanity review
-Afterfall: InSanity preview
-Lonesome Road Review
-Old World Blues review
-Fallout2 Hi-Res Patch v4.1.5
-Falloup, a Fallout Comic by 'Ten'
-WayDowntown V1.1
-FO1 bos grenades quest
-FO1_pistol_sound_patch
-Fallout FIXT
-Graphics Viewer v1.36
-RobCo Systems Beta 1.0
-S.T.A.L.K.E.R.: Anarchy Cell Design Document
-Koan's Gift: Oblivion Lost Design Document Pack
-S.T.A.L.K.E.R.: Oblivion Lost Design Document
-S.T.A.L.K.E.R.: Oblivion Lost Story Outline
-Uptown v1.4
-Fallout Script Editor 1.5a
-Mission Mojave Fixpack
-Garden Of Eden Creation Kit
-The Weapon Mod Menu
-The Mod Configuration Menu
-Interior Lighting Overhaul
Older news articles can be found over here.
�1997-> End of time Odin. The Contents of this page may not be used, published or reproduced without the owners written permission.
All other material � of their respectful owners.


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Home > other > Mother-in-law and daughter than shame
Mother-in-law and daughter than shame
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Gadhada, Bhavnagar
Gujarat, 364750
Aarti Times
The land for constructing this temple in Gadhada, was donated by the court of Dada Khachar in Gadhada. Shri Dada Khachar and his family were devotees of Shree Swaminarayan Bhagwan. The temple was made in the courtyard of his own residence. The temple work was planned and executed directly under the consultation and guidance of Shree Swaminarayan Bhagwan. Shree Swaminarayan Bhagwan overviwed the construction and also helped with the manual service in the construction of the temple, by lifting stones and mortar. This shrine has two stories and three domes. It is adorned with carvings
Shree Swaminarayan Bhagwan had installed the idols in this temple on the October 9, 1828, Gopinathji Maharaj and Harikrishna Maharaj in the middle, Dharmdev and Bhaktimata and Vasudevanarayan on the western side and Revti-Baldevji, Shri Krishna and Suryanarayan in the eastern temple.
Besides the idols installed by Shree Swaminarayan Bhagwan himself, the temple is a place of many memories of Shree Swaminarayan Bhagwan. On the path of the worship circuit of the inner temple, there is the idol of Ghanshyam Maharaj facing northward. This prasadi temple has prasadi items of Shree Swaminarayan Bhagwan displayed in a museum at the temple.
On the southern side of the temple, there is a big margosa tree (neem tree) and the chamber of Lord Vasudevanarayan. Shree Swaminarayan Bhagwan gave several discourses at that place. The court of Dada Khachar has been preserved in its original form.
On the backside, there is the Akshar Oradi temple and Gangajalio well. Lakshmiwadi (place of cremation of Shree Swaminarayan Bhagwan) is situated a little away from the town. At Lakshmiwadi, a single dome temple has been constructed at the place of the funeral rituals of Shri Hari's mortal remains. Slightly away, there is one canopy where Shree Swaminarayan Bhagwan used to sit and deliver the discourses, and just a little ahead, there is the room of Nishkulanand Swami, where he placed the palanquin prepared by him for Shree Swaminarayan Bhagwan's last journey. A neem tree faces this place, and on its western side, there is one more canopy where Shree Swaminarayan Bhagwan celebrated 'Sharadotsava.'
Shree Swaminarayan Bhagwan and his saints used to take a bath in the River Ghelo. This river flows in the south side of the temple. There are prasadi river-beds - Narayan Dharo and Sahasra Dharo which Shree Swaminarayan Bhagwan visited frequently. There are small temples of Neelkanth Mahadev and Lord Hanuman on the bank of the river. Both these places are prasadi places of Shree Swaminarayan Bhagwan.
Mangla Aarti - 5:30AM
Shangaar Aarti - 7:30AM
Raajbhog Aarti - 11:00AM
Sandhya Aarti - 7:30PM
Kalupur Live Darshan
Maharajshree's Speech
Devasya


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Former Labor government ignored Treasury opposition and shelled out $29m in Future Jobs Funds grants and loans to businesses
The former Labor government flagrantly ignored the expert advice of its own treasury officials and shelled out $5.48 million in taxpayer-funded jobs grants and another $23.6 million in loans to businesses, some of which had been evaluated as 'high risk'.
Treasurer Rob Lucas said as many as 7 companies that either failed grant criteria or the previous government's own due diligence checks – on the basis of a poor balance sheet, high cost per job and overall risk to taxpayers – were subsequently given taxpayer funds anyway.
"It is eminently clear the former Labor government had utter contempt for hard-working South Australians and splashed their taxpayer dollars around like it was Monopoly money,'' said Treasurer Lucas.
"Instead of developing real policies they tried to pick winners and buy jobs, in some cases despite knowing full well the corporate recipients were either ineligible or posed a high risk to taxpayers.
"In some cases, these loans were interest free for more than 10 years and, in one case, the cost per job was $385,000.
"In another instance, a health industry firm was handed $10 million in grants and loans despite warnings from treasury officials 'there was not sufficient evidence that the company had the capacity to undertake or deliver the project'
"In another, a food manufacturer was offered a $3 million taxpayer loan for a $5.9 million project employing 22 people – which equates to $136,364 per job.
"This is just another example of the gross financial mismanagement and mess we're having to clean up."
After receiving legal advice, Mr Lucas said the former government's offers would be honoured but he had asked treasury officials to seek terms and conditions with grant recipients, where possible, to offer additional security for taxpayers.
Category: Media Releases Wednesday, 15 August 2018
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U.S. appeals court blocks Trump administration birth control exemptions
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(Reuters) – A federal appeals court on Friday blocked the Trump administration from enforcing new rules allowing employers to obtain exemptions from an Obamacare requirement they provide health insurance that covers women's birth control.
FILE PHOTO: An illustration picture shows a woman holding a birth control pill at her home in Nice January 3, 2013. REUTERS/Eric Gaillard
The 3rd U.S. Circuit Court of Appeals in Philadelphia upheld a nationwide injunction that blocked the implementation of rules allowing employers with religious and moral objections to seek exemptions from the 2010 healthcare law's requirement.
The three-judge panel agreed with Democratic state attorneys general from Pennsylvania and New Jersey pursuing the case that the rules issued by the U.S. Departments of Health and Human Services, Labor and Treasury had "serious substantive problems."
The lawsuit was one of several by Democratic state attorneys general challenging the rules, which targeted a requirement in the Affordable Care Act, or Obamacare, former Democratic President Barack Obama's signature domestic policy achievement.
The contraceptive mandate required employer-provided health insurance include coverage for birth control with no co-payment.
Pennsylvania Attorney General Josh Shapiro on Twitter said the ruling would protect women's access to contraceptive care.
Republican President Donald Trump's administration itself has estimated up to 126,400 women nationally would lose contraceptive coverage due to their employers taking advantage of the exemptions.
Kelly Laco, spokeswoman for the U.S. Justice Department, which defended the rules in court, said it was disappointed. "Religious organizations should not be forced to violate their mission and deeply-held beliefs," she said.
The appellate ruling upheld a nationwide injunction issued in January by a federal judge in Philadelphia. Another judge in California has blocked the rules' enforcement in 14 states and the District of Columbia.
In Friday's decision, U.S. Circuit Judge Patty Shwartz, writing for the panel, said the administration lacked good cause to forgo a requirement to provide the public notice and the chance to comment on interim versions of the rules it adopted in 2017.
The administration had cited an urgent need to alleviate the harm faced by employers with religious objections.
But Shwartz said its "desire to address the purported harm to religious objections does not ameliorate the need to follow appropriate procedures."
She said government agencies showed a "lack of open-mindedness" when they later adopted similar, final rules in 2018, which were also not authorized by Obamacare.
A nationwide preliminary injunction preventing the rules' enforcement was necessary, she said, to protect the states from against the potential costs they would face if women's employers refused to provide insurance that covered birth control.
Reporting by Nate Raymond in Boston; editing by Tom Brown
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Taronis Completes Successful MagneGas Demonstration in Bahrain
Demo Conducted at Bahrain's Largest Acetylene Producer PHOENIX, AZ, Jan. 21, 2020 (GLOBE NEWSWIRE) — Taronis Technologies, Inc., ("Taronis" or "the Company") (NASDAQ: TRNX), a sustainability technologies company, announced the successful completion of a MagneGas demonstration in Bahrain on January 16th. The demonstration was conducted at Bahrain's largest acetylene producer. "We were very pleased to have […]
Factbox: How a virus impacts the economy and markets
(Reuters) – The outbreak of a new virus in China has sent shivers through world financial markets, with investors drawing comparisons to the 2003 SARS (Severe Acute Respiratory Syndrome) outbreak in order to assess its potential economic impact. A woman holds the mask at a street in Beijing, China January 21, 2020. REUTERS/Jason Lee The […]
The NHS in England faces paying out £4.3bn in legal fees to settle outstanding claims of clinical negligence, the BBC has learned through a Freedom of Information request. Each year the NHS receives more than 10,000 new claims for compensation. This figure includes all current unsettled claims and projected estimates of ones in the future. […]
Media playback is unsupported on your device The United States has confirmed the first case of the new coronavirus on its territory. The Centers for Disease Control said the virus, which originated in China, had been diagnosed in a US resident who arrived in Seattle from China. The virus, which spread from the Chinese city […]
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Our Ladies' Group of Melody is here for women of all ages to get together for a time of fellowship, Word, and ministry. Laura Baldwin, our Pastor's wife, has a desire to see women living a life of empowerment - living life the way God designed. Our ladies meet on the first Friday of each month.
Laura Baldwin leads our ladies' group.
Our Men's Group of Melody meets on the third Thursday of each month. Food, good fellowship, accountability, and transformational teaching is our focus.


Grants are for people of any age.
Find out more at the activities, befriending or grants sections on this site. If you'd like to apply for one of our services, complete the application form. If you need help to do this please contact us.
You can use either our activity service or our befriending service but not both at the same time. Sometimes people move from befriending into an activity, or the other way around. We're always happy to speak to you about what will work best for you.


text:
Orlando City vs. New England Revolution, Preseason Friendly: Final Score 6-2 as Lions Run Riot Against Revs
Five different Lions scored goals in the team's second consecutive convincing (albeit preseason) victory.
By Michael Citro@ManeLandMichael Feb 20, 2019, 10:19pm EST
Share All sharing options for: Orlando City vs. New England Revolution, Preseason Friendly: Final Score 6-2 as Lions Run Riot Against Revs
Scott Carnevale, The Mane Land
Five different Lions scored in a surprising 6-2 thrashing of the New England Revolution in the final game of the Orlando City Invitational at Orlando City Stadium. The Lions captured the Orlando City Invitational title on goal differential after finishing 2-0 at the top of the table alongside Minnesota United, spurred on by four second-half goals in the span of about 10 minutes. It was the second consecutive comprehensive win, although it's difficult to take too much away from preseason matches.
"I thought (the team's performance) was excellent," said Head Coach James O'Connor after the match. "I thought the movement was very good. I think we can be very pleased. Quite a number of the players had a really strong performance."
O'Connor rotated his squad from Saturday's lineup and gave mostly backups a run-out. He also started OCB defender Matheus Silva and 17-year-old Hamady Diop from SIMA's Gold Team. Santiago Patino and Benji Michel flanked Josué Colmán on the forward line, in front of a defensive-minded midfield of Cristian Higuita, Cam Lindley, and Uri Rosell. Presumed starter Lamine Sané slotted into the back line with Dillon Powers as the starting right back. Greg Ranjitsingh started in goal.
New England started a lot more regulars, including Teal Bunbury and Cristian Penilla up front, which looked to be a mismatch against the back line of the Lions. However, it didn't turn out that way in the end.
Ranjitsingh was called into action in the sixth minute, making a good reaction save on a header by Antonio Delamea. The shot came off a New England free kick out near the right sideline. The Revs controlled the ball early and tried to work through the Orlando defense, but two different attacks broke down when Penilla tried to flop to draw a penalty on Powers, who was well positioned.
Referee Robert Sibiga didn't buy either dive and booked the Revs' attacker after the second simulation in the 11th minute. Penilla was a non-factor after that.
Bunbury timed his run well and got in behind the back line in the 13th minute but Sané's recovery run bothered him just enough to make him send his shot wide of the far post. Three minutes later, Carles Gil fired a shot that Ranjitsingh stopped after a bad turnover by Silva.
Orlando then started to climb into the match. Patino forced a good save from Matt Turner in the 23rd minute and Michel made a great move to free himself on the right side a minute later, only to see Turner deny his attempt.
In the 29th minute, the Lions took the lead. Rosell fired inside the left post from the penalty spot after a handball on the Revs defense denied a Higuita cross from finding Michel on the right. Uri sent Turner the wrong way and easily put Orlando on the board.
Vamos, @Urirosell! #VamosOrlando pic.twitter.com/H3oUJjzkNO
— Orlando City SC (@OrlandoCitySC) February 21, 2019
"You don't think about it," Rosell said about his approach to the penalty. "You are there and you feel confident and you just say, 'hey, I want to do it because I know I am going to score.' And that's what I did."
Three minutes later it was Rosell again. This time he got free on the right side and tried to cross for a wide-open Patino at the back post but Brandon Bye deflected the ball past his own goalkeeper, doubling the Lions' lead in the 32nd minute.
Sané got a free header on a corner kick in the 43rd minute but hit his shot right at Turner. A minute later, the Lions should have made it three goals when a gorgeous passing play from Colmán and Lindley sent Patino in alone on the left. The rookie hit his shot inches wide of the back post on his best opportunity of the half. Orlando took its 2-0 lead into the break.
Orlando City blew the game open with three goals in a five-minute span early in the second half. Michel laid off a ball on the right for Lindley and the Homegrown midfielder made a perfect cross-field switch to Colmán in space. The Paraguayan smashed a shot inside the far post to make it 3-0 in the 47th minute.
Two minutes later, Rosell slipped a ball in for Patino and the rookie, who grew up in Orlando, blasted his shot through Turner to make it 4-0.
"It was an amazing feeling," Patino said of his goal, which he scored in front of 12 friends and family members — a number he said would have been larger if he had been able to give out more tickets. "It's always great to help the team and to score a goal. And as a forward, every goal helps with confidence and how you play. So tonight was great. We won. We won the tournament and it was great teamwork."
Colmán's pass found Higuita in the 51st minute and the Colombian made it 5-0.
"I thought he played very well. I thought his understanding of space was very good," O'Connor said of Colmán. "Not just him. I thought there was a number of players who played really, really well. The intensity that they were able to play at was great to see. Everyone will leave encouraged by the work the players were able to put in tonight."
The Lions added a sixth with Dillon Powers scoring from the penalty spot after Michel was in alone and was taken down by Turner after playing the ball in behind. Sibiga took it easy on Turner and only booked him when in a regular-season game it likely would have been a sending off for the last defender.
Teal Bunbury scored a pair of goals late in garbage time to pull something back for the Revs, but it was a comprehensive victory for the Lions.
Lindley, Colmán, Diop, Rosell, and Higuita played exceptionally well for Orlando City.
"There are so many positives that we'll be able to draw upon, which is really encouraging," O'Connor said. "The movement, the understanding of space was excellent. There are quite a few things we can be pleased about but again, it's preseason. For us, it's fantastic to have the level of performance, considering we've changed out the whole 11. To get that level of performance is excellent."
"I think we're on a great path," Rosell said. "We played two games with almost two different teams and both won, so that means we have a lot of depth, which is good for a long run. I feel like now we can start building from here."
All six from the night in one convenient package.
G'night #OCtwitter. This was fun. We'll see 'yall on March 2nd. pic.twitter.com/gdLnGHOacr
The Lions will play Minnesota United on Saturday afternoon in a closed-door friendly to finish the preseason.
New York City FC finished the Orlando City Invitational without a win, falling 1-0 to Minnesota United on an own goal by Ben Sweat. The Pigeons were outscored 3-1 in their two matches at Orlando City Stadium, while the Loons won both their matches by 1-0 scores on goals that should never have happened. Prior to beating NYCFC on an own goal tonight, Minnesota beat New England on Saturday on a howler of a giveaway outside the penalty area by goalkeeper Brad Knighton.
Exploring Orlando City's Connectivity Issues The Lions and the Pride can and should do a better job of engaging supporters before it becomes a problem.
Lion Links: 1/20/22 Orlando City signs Schlegel to new contract, Pride announce assistant coaches, Exploria Stadium to host USMNT World Cup qualifier, and more.
Exploria Stadium to Host USMNT World Cup Qualifier Exploria Stadium gets the last home game of the 2022 World Cup qualifying cycle.


English-born and Scottish-based playwright Jo Clifford has been an astonishingly energetic and creative writer for more than three decades. At the age of 55, John as she then was, began the process of transition—following the death of his wife Susie—and is now, in her own words as reported by theatre critic Joyce McMillan in the programme to this show, both a father and a grandmother. This revival of Clifford's Losing Venice, which was an enormous hit at the Traverse Theatre during the 1985 Edinburgh Festival, reminds us of her uniquely elegant, subtle and strongly metaphorical theatre sensibility. It's one of those rediscoveries that has moments when it's a real treat to watch, even if it is more of a curiosity than a mind-blowing masterpiece.
Blending a fascination with Spanish Golden Age drama with an acutely critical attitude to the delusions of the British state in the years after the Falklands War, Losing Venice is set in Spain and Italy in the first part of the 17th century, taking in the controversial Conspiracy of the Spaniards against the Venetian Republic of 1618. The story focuses on a Spanish Duke, based on the gloriously named Pedro Téllez-Girón Third Duke of Osuna, a selfish and arrogant braggart who gets married to his less than completely enthusiastic Duchess. Finding that she cannot stand him, he responds—after an interview with the King, a stinking mountain of physical corruption—by embarking on an invasion of Venice, determined to achieve military glory and to expand his country's Empire.
Losing Venice is well crafted, gently allusive, and pulsing with warm humanity, being self-satirizing as well as critical of the structures of power, whether personal or political. In the Brexit era, the delusions of the powerful and the comedy of the powerless have a renewed resonance, but Clifford's elegant and clever writing cannot be easily conscripted to make any obvious points about the state of the nation. When she talks about the Spanish Empire and especially its illusion that it can be great again, the joke is as much on the brutalizing masculinity of the leaders as it is on another nation nearer home, which once lost its Empire and failed to find a new role. Yet all this makes Clifford's play sound much more serious than it actually is: the piece's tone is quietly humorous and softly silly.
It's a very difficult sensibility to put on stage, and to say that Paul Miller's production is not one hundred percent successful is not to deny that it is still very pleasurable, and challenging in terms of its ideas (what exactly is Clifford saying about men, women, and war?). Designer Jess Curtis combines a post-punk 1980s style (skinny torn jeans) with suggestions of the classic costumes of the Spanish Golden Age (ruffs, codpieces, and gowns) so the cast looks great on the bare stage, which has a mere handful of props. Tim Delap commands the space vigorously as the aggressive Duke, a parody of male impotence finding its release in warfare, while Christopher Logan's Quevedo conveys the strains and craziness of arty poets everywhere. Especially good are Florence Roberts (the feminist Duchess and a priest), Eleanor Fanyinka (sensible Maria and Mrs. Doge) and David Verrey (King and Mr. Doge). Last but by no means least, Remus Brooks plays the servant Pablo. If this big-hearted romp never quite delivers much intellectual illumination, it still has plenty of passages of fable-like fun.
Losing Venice is at the Orange Tree Theatre until October 20.
This article first appeared in Aleks Sierz on September 20, 2018, and has been reposted with permission.
PreviousWho Doesn't Love The Jester?


Stinson Gibner brings twenty years worthy of expertise to Commodity making an investment and buying and selling, during which he and his skilled members talk about all features of the commodity markets, from basics to how top to speculate and exchange in them. This publication systematically presents the reader with an advent to the first threat drivers of every of the primary commodity markets.
In a global the place commodities are expanding in significance end result of the development in rising markets, concerns over fossil fuels, renewable power, infrequent earths, inflation, and worthy metals (amongst many different issues), the need of this ebook is larger than at any time because the Seventies. The turning out to be wisdom that commodities may be an efficient device for portfolio diversification has elevated their desirability, and the volatility in those markets has necessitated a better wisdom in their machinations.
Commodity making an investment and buying and selling covers the entire spectrum of investable commodity markets with the intention to provide you with a pretty good grounding within the nature and drivers of those markets. The booklet supplies an outline of the elemental probability drivers for the most commodity periods and matters concerning their transportation, garage and infrastructure; old rate views and placement pricing; a intent of index making an investment and up to date advances in index development; the present buying and selling innovations acceptable to commodities; and key matters for the arriving decade.
you're supplied with broad-based services in those hugely dynamic markets, despite your point of expertise. The investor becomes acquainted with the possibilities in those markets in addition to features of every marketplace phase and cautionary articles on easy methods to stay away from pitfalls. The beginner dealer will discover a reliable advent to marketplace basics in addition to a pattern of average innovations utilized in every one market.
All readers might be supplied with perception and useful wisdom at the commodity markets which can in a different way merely be acquired by means of without delay operating for natural-resource-focused buying and selling and making an investment companies.
Commodity making an investment and buying and selling is the great consultant to knowing and comparing buying and selling and making an investment possibilities within the commodities markets, with chapters written via validated specialists in commodities study.
Stroll right into a liquor shop this present day and you'll be confronted with an unheard of number of vodka, gin, whisky, cognac, rum or even tequila. some time past decade, the volume of spirits offered in bars, shops and eating places has climbed approximately sixty percentage. Celebrating the acumen of the businessmen and craftsmen accountable for this extra special revenues development, The company of Spirits: How Savvy agents, leading edge Distillers, and marketers replaced How We Drink, is a cocktail of background and perception right into a speedily growing to be undefined.
This booklet discusses the usual technique of commodity industry reform within the particular context of cocoa, espresso, cotton, grains and sugar markets, and offers classes by means of selectively drawing on cross-country adventure in these markets. The commodity markets coated during this booklet deserve particular recognition for the subsequent purposes - • They play a major position in lots of constructing nations; • those markets illustrate how good targeted beneficial properties can impression the reform approach and illustrate the significance of taking preliminary stipulations under consideration whilst designing reform; • adventure from commodity markets illustrates how long-standing interventions can crowd out markets and associations aimed toward the help of personal markets; • shut exam of liberalization on the commodity point exhibits the sensible ways in which alterations in advertising and marketing platforms can lead to a shift in political strength clear of the govt. and towards the non-public quarter within the layout and implementation of commodity subsector rules.
This e-book offers innovative learn at the improvement of analytics in commute and tourism. It introduces new conceptual frameworks and size instruments, in addition to functions and case stories for vacation spot advertising and administration. it really is divided into 5 components: half one on shuttle call for analytics makes a speciality of conceptualizing and enforcing commute call for modeling utilizing tremendous information.
Imagine a scenario where commodity prices are trending down, say, for 60 days. The 30-day sentiment indicator has to turn upwards within those 60 days because the scoring is based on the last 30 days, and so even in a declining market the sentiment may rise. In this sense, the 30-day sentiment indicator is a short-term indicator, and we develop the 100-day and 252-day indicator to assess medium- and longer-term trends. 01 Mar-12 Apr-12 Source: SG Cross Asset Research 10 May-12 Jun-12 Jul-12 Aug-12 Sep-12 01 Chapter CIT_Commodity Investing and Trading 25/09/2013 15:43 Page 11 THE IMPACT OF NON-FUNDAMENTAL INFORMATION ON COMMODITY MARKETS an investor to hold positions for longer (as the investment is based on sentiment) and incur lower trading costs from rebalancing.
05 Source: SG Cross Asset Research 17 01 Chapter CIT_Commodity Investing and Trading 25/09/2013 15:43 Page 18 COMMODITY INVESTING AND TRADING to sentiment and are still part of global benchmark indexes, but sentiment's influence on them is certainly lower. Last, we present a couple of examples of markets that did not change after Lehman. 20). 06, precisely the same value it had before the crisis in 2008. 05). 21). 1 12 -Ju ct -0 5 0 01 Chapter CIT_Commodity Investing and Trading 25/09/2013 15:43 Page 19 THE IMPACT OF NON-FUNDAMENTAL INFORMATION ON COMMODITY MARKETS DO SOME COMMODITIES REACT MORE TO SENTIMENT IN "RISK-OFF" VERSUS "RISK-ON" ENVIRONMENTS?
The rolling historical correlation estimator provides equal weights to newer and older observations, and raises issues surrounding window-length determination. The exponentialsmoothing estimator requires the user to adopt an ad hoc approach to choosing the smoothing parameter. 1 In the first step, time-varying variances are estimated using a general autoregressive conditional heteroscedasticity (Garch) model. In the second step, a time-varying correlation matrix is estimated using the standardised residuals from the first-stage estimation.


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Bernard Rose
Director | Writer | Cinematographer
Born on 4th August 1960, in London, England, Bernard Rose began his career by making Super 8 films ...
View agent, publicist, legal on IMDbPro
Candyman Director (1992)
Ivans xtc. Director (2000)
Frankenstein Director (2015)
Paperhouse Director (1988)
Traveling Light (2021)
Claude Debussy's Danse Profane (2019)
Samurai Marathon (2019)
The Hurdy Gurdy Man (2018)
Frankenstein (2015)
The Devil's Violinist (2013)
SX_Tape (2013)
Boxing Day (2012)
2 Jacks (2012)
Mr. Nice (2010)
The Kreutzer Sonata (2008)
Derek (2008)
Snuff-Movie (2005)
Ivans xtc. (2000)
Anna Karenina (1997)
Immortal Beloved (1994)
Wedding Anniversary (1992)
Inside Out IV (1992)
Inside Out III (1992)
Chicago Joe and the Showgirl (1990)
Paperhouse (1988)
Body Contact (1987)
Smart Money (1986)
Prospects (1986)
Frankie Goes to Hollywood: Welcome to the Pleasuredome (1985)
Bronski Beat: Why? (1984)
Bronski Beat: Smalltown Boy (1984)
Frankie Goes to Hollywood: Relax (Original Version) (1983)
UB40: Red Red Wine (1983)
Looking at Alice (1977)
The Wreckers (1976)
A Bomb with No Name on It (1975)
The Bride of Candyman (2021)
Hooker #2 Director (2017)
Immortal Beloved Elector Max Friedrich (1994)
Inside Out IV Stanley (segment "Motivation") (1992)
Army of Darkness Fake Shemp (1992)
Candyman Archie Walsh (1992)
Inside Out II (1992)
Additional Crew
The Dark Crystal (1982)
7 wins & 11 nominations.
Graduated from National Film and Television School, Beaconsfield, England, UK
The glorious thing about horror is that this is the only genre where you can kill the entire cast.
Frequently casts Danny Huston
10 January 2022 | DailyDead
Emily's Favorites of 2021
07 December 2021 | Trailers from Hell
Allan Arkush Returns!
29 October 2021 | Bloody-Disgusting.com
Tony Todd Discusses the Body Horror of Nia DaCosta's 'Candyman' in This Featurette Clip [Exclusive]
Best of the Greatest Comedies
DigitalDreamdoor Top 25 Greatest Horror Movies
Best B&W Films of the 70s
The Prairie State Movies
Franchises That Lasted for Generations
Most MeMorable 'Mirror' MoMent froM a Movie ...


A smoked BBQ dinner sounds delicious, and it's going to really help with Carol-Lynn's special needs.
This is about a community reaching out and stepping up to help a young disabled girl and her family, and more help is needed.
Carol-Lynn Wygans is a four-year-old Grand Junction girl. She was born with Holoprosencephaly, Dandy- Walker Malformation, Cerebral Palsy and Epilepsy, and has developed Scoliosis. Her adoptive parents, Greg and Jody Wygans, welcomed her with open arms and are committed to giving her the best life possible. It's a difficult journey as you can imagine.
The Caring4Carol-Lynn Fundraiser has been an effort to help offset the cost of raising a special needs child and to help the Wygans get into a home that is wheelchair accessible and suitable for Carol-Lynn's special needs. Their current house is being torn down and they are needing to relocate.
A smoked BBQ dinner and silent auction is being held on Wednesday, June 27 at the Historic Redlands Community Center. Tickets for the event are just $15 and are being sold at the door. However, an RSVP is requested. You can note your intention to attend on the Carol- Lynn Facebook page, and on the Caring4Carol-Lynn website.
Some of the items up for auction are a Botox Session from Mountain West Dermatology, 2 Funday passes from Glenwood Caverns, a pet spay and neuter and microchips from All Pets Center, and two carry and conceal classes from Top Shot Guns.
If you can't attend the fundraiser, you are encouraged to contribute on the Carol-Lynn Go Fund Me page.


text:
Family Caregivers Unite!
July 23rd 2013: Radio Broadcasting as a Professional Career for People with Blindness
Peter Whitaker is the president and owner of the radio station The Haze FM. He talks about his life with blindness and describes the technology he uses for reading. He describes the radio station, and its broadcasting and its audiences. He describes his work as its president and owner. He discusses the work required to keep the station on the air and its audiences growing. He talks about work in broadcasting and career opportunities for people living with blindness. He says what he thinks of an internet broadcasting service, like his and Family Caregivers Unite, offering training in internet b
Archives Available on VoiceAmerica Variety Channel
Peter Whitaker
Peter Whitaker is the president and owner of http://www.thehazefm.ca/. He arrived in Canada with his family on a boat from Scotland in 1963. Even though he was only 6 years old it took him only a few short weeks to figure out what a nickel, dime and quarter was.


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Q: Database design: I want a column value to determine which table to query I don't have much experience in designing databases. I want a column value to determine which table to query, and I don't know if there is a better method for this. Here is the concrete problem for better understanding:
I am designing a database for a survey creator application. I want to store different kind of questions (for example: multiple choice questions and basic text question). I have the following tables:
QUESTION
| ID | Title                        | TypeID |
----------------------------------------------
| 1  | "Pick a num from 1-10"       | 1      |
| 2  | "Choose some from the list:" | 2      |

TYPE
| ID | Name                  | ExtraValues |
--------------------------------------------
|1   |Scale Question         |ScaleValues  |
|2   |Multiple Choice        |MultiValues  |

SCALE VALUES
|Question_ID | Min | Max |
--------------------------
|1           | 1   |10   |

MULTI VALUES
|Question_ID | Name    | Value |
--------------------------------
|2           | Sugar   |  10   |
|2           | Milk    |  20   |
|2           | Egg     |  14   |

So from now on, if a question is a "Multiple choice" type, than I want to check the table MULTI VALUES, else the SCALE VALUES. I can do it with stored procedure or I can just query the all the SOMETHING VALUES tables for the question_ID. But is there a better way to do it?

A: You can certainly design your database that way. However you can't grab the "ExtraValues" column in a query and have that automagically pull in that table into a query. Not without dynamically executed sql. You're best bet is just use branching logic on the question type and use that to determine where to get other related data.
You could also move the min and max fields into the QUESTION table and do away with the ScaleValues table completely. You could just set the to NULL if it's a multiple choice question.

A: I think there is definetely a better way to do it.  Set up a many to many relationship between questions and available answers.  Add a third column, named points.  So your three tables would be:
Question - QuestionId and Text
Answer - AnswerId and Text
QuestionAnswer - QuestionId, AnswerId, and Points.
Award 0 points for wrong answers.
This design might be too simple.  You might need a Test Table as well.  Then you would need a TestId field in that many to many table, which would now be called, TestQuestionAnswer.

redpajama_set_name: RedPajamaStackExchange


text:
[![Gem Version](https://badge.fury.io/rb/rbdock.png)](http://badge.fury.io/rb/rbdock)

Generate Dockerfile for Ruby or Rails, Sinatra.

Dockerfile to prepare ruby is almost common, so generate its common parts. This is still experimetal and under heavy construction.

## Installation

```bash
$ gem install rbdock
```

## Usage

### Create Dockerfile to build ruby

Create `Dockerfile` to build ruby 2.1.0 ready image.

```
$ rbdock 2.1.0
```

It generates this [Dockerfile](https://gist.github.com/tcnksm/9388685).

You can create `Dockerfile` to build multiple versions of ruby by rbenv or rvm.

```
$ rbdock 2.0.0-p353 1.9.3-p484 -i centos
```

It generates this [Dockerfile](https://gist.github.com/tcnksm/9388736).

### Create Dockerfile for rails/sinatra application

For example, you can work with rails application developed on local environment.

```
$ rails new my_rails_app
$ rbdock 2.1.0 --app my_rails_app --rbenv
$ docker build -t tcnksm/rails_app .
$ docker run -i -p 3000:3000 -t tcnksm/rails_app 'rails server'
```

It generates this [Dockerfile](https://gist.github.com/tcnksm/9389036).

You can work with application hosted on remote repository. For example, this is my sinatra application hosted on github.

```
$ rbdock 2.0.0-p353 --app https://github.com/tcnksm/trying-space
$ docker build -t tcnksm/sinatra_app .
$ docker run -i -p 8080:8080 -t tcnksm/my_sinatra_app 'rackup -p 8080'
```
It generates this [Dockerfile](https://gist.github.com/tcnksm/9389116). Your application will be cloned to local directory (`.rbdock_app`) and `ADD` to docker image.

### Options

|Option | Description |
|:----- |:----------- |
|--image `name`| Set base image. Now `ubuntu` or `cenos` is avalable. Default is `ubuntu`.|
|--rbenv| Use [rbenv](https://github.com/sstephenson/rbenv) to manage ruby installation|
|--rvm  | Use [rvm](https://github.com/wayneeseguin/rvm) to manage ruby installation|
|--app `url` | Add Rails/Sinatra application. You can set local path or remote host|
|--list | List all available ruby versions.|

## Contributing

1. Fork it ( http://github.com/<my-github-username>/rbdock/fork )
2. Create your feature branch (`git checkout -b my-new-feature`)
3. Commit your changes (`git commit -am 'Add some feature'`)
4. Push to the branch (`git push origin my-new-feature`)
5. Create new Pull Request

redpajama_set_name: RedPajamaGithub


A new and very graphic video has been released by IS showing the murder of another hostage.
The video, showing the beheading of Peter Kassig, was released hours after it was reported that the militant who has been conducting the beheading in the previous videos, Jihadi John, had been injured in an airstrike.
In the 16 minute video, a black clad militant, who may have been Jihadi John, stands in front of a severed and claims the head belonged to Peter Kassig.
Kassig, 26, was captured last year while helping provide medical aid to Syrians. His friends say he converted to Islam in captivity and changed his name to Abdul-Rahman. The video also shows the beheading of several captured Syrian soldiers. As with the previous videos the militant gives a message saying who will be next, this time it has been stated to President Obama that an American will be next.
David Cameron has again been forced to comment on the loss of an innocent and the barbarity of IS. He has said he was "horrified by the cold blooded murder" of US hostage Peter Kassig, and claimed that Islamic State militants "have again shown their depravity".


text:
Safe and Accurate Food Labeling Act Applauded
The Agricultural Retailers Association (ARA) applauded the introduction of legislation that will create a national, science-based labeling standard for foods containing genetically modified organisms (GMOs) and urged Congress to quickly pass the bill.
The legislation, which will ensure that the U.S. Food and Drug Administration (FDA) remains the authority on food safety and labeling standards in the U.S., was introduced by a bipartisan group of lawmakers led by Rep. Mike Pompeo (R-Kan.), and Rep. G.K Butterfield (D-NC).
"Agricultural retailers are optimistic the broad support of this bipartisan proposal will lead to quick passage of the bill, and we applaud the leadership of reps. Pompeo and Butterfield," said Daren Coppock, ARA president and chief executive officer. "A patchwork of labeling laws would be untenable for farmers and food companies, and result in less clarity for consumers."
A hodgepodge of mandatory state labeling laws threatens to harm interstate commerce, drive up the price of food, and increase consumer confusion. The Safe and Accurate Food Labeling Act will ensure labeling decisions are established by science-based, uniform standards that are consistent in every grocery store in all 50 states.
Nearly 2000 studies from the leading scientific bodies in the world, including the World Health Organization and the American Medical Association have declared GMOs safe. Bill and Melinda Gates and Bill Nye the Science Guy have recently touted the benefits of biotechnology, which helps feed a growing world by allowing farmers to produce higher yields on less land while using fewer pesticides.
"For nearly two decades, genetically modified seeds have been an important tool for farmers to increase yield while reducing the need for crop protection products," Coppock added. "Farmers adopt them quickly because they work. And time and again, biotechnology has been proven safe."
Due to the complexity of the American food chain, state-by-state labeling will severely cripple the supply chains of our nation's food producers. These costs - as much as $500 a year for a family of four according to a Cornell University study - will be passed on to consumers. Many family-run businesses will simply be unable to navigate these new hurdles.
"It is imperative that Congress pass this legislation this year to help consumers who are looking for more transparency in labeling, not laws riddled with carve outs and exemptions that vary from state to state," Coppock added. "The Safe and Accurate Food Labeling Act is the common sense solution to the labeling question."
More information about GMO labeling is available at www.coalitionforsafeaffordablefood.org and www.gmoanswers.com.
The Agricultural Retailers Association (ARA) is a nonprofit trade association representing the interests of retailers across the U.S. on legislative and regulatory issues on Capitol Hill. As the political voice of agricultural retailers, ARA not only represents its membership but also educates members on the political process and important issues affecting the industry.
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