Key Information Document (“KID”) - IQ Option

A place to help anyone who has a uterus

This sub is dedicated to providing information and resources to those in need of services in states that have passed the heartbeat bill. Please read the info in the sidebar 💖
[link]

Unable to connect to multiplayer servers

I've been having this bug for a while now and seen other players with it too but no proper solution.
I cannot connect to multiplayer servers. The game downloads about 2MB of the map and then the connection drops. This seems to be all servers that are headless, modded and unmodded. If I join a player hosted game it works fine.
I have reinstalled Factorio, including appdata. No joy. Disabled firewall no joy. Although firewall does not make sense since it would just block the connection outright.
We found a workaround of limiting the download speed to 512kbps, which is less than 1/10th of the upload speed the server is capable of. This prevents being dropped but it makes the map take a good 5 min to download and then another 5 min to catch up, most players have stopped playing with this since its not worth waiting 10 min to play. This is in a early to mid game map. It isnt even that big yet. This isnt a practical solution.
I would appreciate any help anyone can give to solve this. theres one of my debug logs included below.
0.001 2020-06-25 12:48:09; Factorio 0.18.33 (build 52856, win64, steam) 0.002 Operating system: Windows 10 (version 2004) 0.002 Program arguments: "C:\Program Files (x86)\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe" "--wait-to-close" "5700" "--mp-connect" "xxx.xxx.xxx.xxx:34197" 0.002 Read data path: C:/Program Files (x86)/Steam/steamapps/common/Factorio/data 0.002 Write data path: C:/Users/BigMonD/AppData/Roaming/Factorio [116637/226357MB] 0.002 Binaries path: C:/Program Files (x86)/Steam/steamapps/common/Factorio/bin 0.013 System info: [CPU: AMD FX(tm)-8350 Eight-Core Processor, 8 cores, RAM: 6324/16121 MB, page: 7954/35449 MB, virtual: 4327/134217727 MB, extended virtual: 0 MB] 0.015 Display options: [FullScreen: 1] [VSync: 1] [UIScale: automatic (100.0%)] [Native DPI: 1] [Screen: 255] [Special: lmw] [Lang: en] 0.027 Available displays: 2 0.028 [1]: \\.\DISPLAY2 - NVIDIA GeForce GTX 1060 3GB {0x05, [0,0], 1920x1080, 32bit, 60Hz} 0.028 [0]: \\.\DISPLAY1 - NVIDIA GeForce GTX 1060 3GB {0x01, [-1920,0], 1920x1080, 32bit, 60Hz} 0.202 [Direct3D11] Display: 0, Output: 0, DisplayAdapter: 0, RenderingAdapter: 0; d3dcompiler_47.dll 0.204 Verbose GraphicsInterfaceDX11.cpp:263: DXGI 1.5 detected, Allow tearing is supported 0.207 Adapter [0]: NVIDIA GeForce GTX 1060 3GB {10de-1c02} (26.21.14.4614) 0.212 Adapter [1]: Microsoft Basic Render Driver {1414-8c} (10.0.19041.84) 0.510 Initialised Direct3D[0]: NVIDIA GeForce GTX 1060 3GB; id: 10de-1c02; driver: nvldumdx.dll 26.21.14.4614 0.510 D3D Feature Level: 11.1, DXGI 1.5+, SwapChain: 3,flip-discard,-,-,-,none 0.511 [Local Video Memory] Budget: 2539MB, CurrentUsage: 2MB, Reservation: 0/1344MB 0.511 [Non-Local Vid.Mem.] Budget: 7401MB, CurrentUsage: 0MB, Reservation: 0/3828MB 0.511 Tiled resources: Tier 2 0.511 Unified Memory Architecture: No 0.511 BGR 565 Supported: Yes 0.511 MaximumFrameLatency: 3, GPUThreadPriority: 0 0.511 Graphics settings preset: very-high 0.511 Dedicated video memory size 2988 MB 0.577 Verbose PipelineStateObject.cpp:85: Time to load shaders: 0.064782 seconds. 0.586 Desktop composition is active. 0.587 Graphics options: [Graphics quality: high] [Video memory usage: all] [Light scale: 25%] [DXT: high-quality] [Color: 32bit] 0.587 [Max threads (load/render): 32/8] [Max texture size: 0] [Tex.Stream.: 0] [Rotation quality: normal] [Other: STDCWT] [B:0,C:0,S:100] 0.737 DSound: Starting _dsound_update thread 0.737 DSound: Enter _dsound_update; tid=1316 0.932 Info ModManager.cpp:253: Found duplicate mod aai-industry, using higher version (0.4.14 > 0.4.13). 1.071 Info ModManager.cpp:253: Found duplicate mod DeathMarkers, using higher version (0.3.1 > 0.3.0). 1.214 Info ModManager.cpp:253: Found duplicate mod space-exploration, using higher version (0.3.81 > 0.3.77). 1.250 Info ModManager.cpp:253: Found duplicate mod space-exploration, using higher version (0.3.82 > 0.3.81). 1.276 Info ModManager.cpp:253: Found duplicate mod space-exploration, using higher version (0.3.84 > 0.3.82). 1.387 Verbose PipelineStateObject.cpp:77: Time to load shaders in background: 0.810396 seconds. 1.423 Info ModManager.cpp:253: Found duplicate mod space-exploration-postprocess, using higher version (0.3.19 > 0.3.18). 1.431 Info ModManager.cpp:253: Found duplicate mod space-exploration-postprocess, using higher version (0.3.20 > 0.3.19). 1.494 Info ModManager.cpp:253: Found duplicate mod train-pubsub, using higher version (0.6.19 > 0.6.18). 1.505 Loading mod core 0.0.0 (data.lua) 1.802 Loading mod base 0.18.33 (data.lua) 2.656 Loading mod base 0.18.33 (data-updates.lua) 3.031 Checksum for core: 2231353392 3.031 Checksum of base: 2870976430 3.474 Prototype list checksum: 156825909 3.478 Verbose ModManager.cpp:554: Time to load mods: 2.5774 3.601 Loading sounds... 3.975 Info PlayerData.cpp:70: Local player-data.json unavailable 3.975 Info PlayerData.cpp:73: Cloud player-data.json available, timestamp 1593013512 4.274 Crop bitmaps. 4.493 Parallel Sprite Loader initialized (threads: 7) 4.784 Initial atlas bitmap size is 16384 4.869 Created atlas bitmap 16384x16368 [none] 4.878 Created atlas bitmap 16384x11428 [none] 4.879 Created atlas bitmap 8192x3736 [decal] 4.882 Created atlas bitmap 16384x5248 [low-object, linear-minification] 4.883 Created atlas bitmap 8192x3760 [mipmap, linear-minification, linear-magnification, linear-mip-level] 4.884 Created atlas bitmap 16384x5776 [terrain, mipmap, linear-minification, linear-mip-level] 4.885 Created atlas bitmap 4096x2848 [terrain-effect-map, mipmap, linear-minification, linear-mip-level] 4.885 Created atlas bitmap 4096x1600 [smoke, mipmap, linear-minification, linear-magnification] 4.886 Created atlas bitmap 4096x3104 [mipmap] 4.887 Created atlas bitmap 4096x2144 [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level] 4.888 Created atlas bitmap 2048x192 [icon-background, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, ] 4.888 Created atlas bitmap 4096x2652 [alpha-mask] 4.897 Created atlas bitmap 16384x14748 [shadow, linear-magnification, alpha-mask] 4.898 Created atlas bitmap 8192x2352 [shadow, mipmap, linear-magnification, alpha-mask] 4.905 Verbose TextureProcessor.cpp:1140: GPU accelerated compression test: Time 7.346 ms; YCoCg_DXT PSNR: 35.83, BC3 PSNR: 33.82 4.905 Texture processor created (2048). GPU accelerated compression Supported: yes, Enabled: yes/yes. Test passed. YCoCgDXT PSNR: 35.83, BC3 PSNR: 33.82 6.406 Parallel Sprite Loader initialized (threads: 7) 21.362 Sprites loaded 21.376 Generated mipmaps (4) for atlas [3] of size 16384x5248 21.387 Generated mipmaps (3) for atlas [4] of size 8192x3760 21.399 Generated mipmaps (3) for atlas [5] of size 16384x5776 21.410 Generated mipmaps (3) for atlas [6] of size 4096x2848 21.421 Generated mipmaps (3) for atlas [7] of size 4096x1600 21.469 Generated mipmaps (3) for atlas [8] of size 4096x3104 21.480 Generated mipmaps (5) for atlas [9] of size 4096x2144 21.492 Generated mipmaps (3) for atlas [13] of size 8192x2352 21.505 Custom mipmaps uploaded. 21.505 Verbose AtlasSystem.cpp:927: Atlas memory size: 1125.37MB; 0.00MB (virtual) 21.505 Verbose AtlasSystem.cpp:928: Size of sprites outside of atlas: 0.13MB 21.609 Factorio initialised 21.612 Joining game IP ADDR:({xxx.xxx.xxx.xxx:34197}) 21.612 Info UDPSocket.cpp:33: Opening socket 21.613 Verbose RouterBase.cpp:60: Started router thread. 21.613 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Ready) to(Connecting) 21.616 Verbose SteamContext.cpp:553: SteamUserStats initialized. 21.851 Connection refused 21.851 Info ClientMultiplayerManager.cpp:202: Quitting multiplayer connection. 21.851 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Connecting) to(Disconnected) 21.853 Info HttpSharedState.cpp:54: Downloading https://auth.factorio.com/generate-user-server-key-2?api_version=4 22.348 Info AuthServerConnector.cpp:97: Received key from auth server. 22.349 Verbose RouterBase.cpp:82: Finishing router thread. 22.349 Info UDPSocket.cpp:218: Closing socket 22.349 Info UDPSocket.cpp:248: Socket closed 22.349 Joining game IP ADDR:({xxx.xxx.xxx.xxx:34197}) 22.349 Info UDPSocket.cpp:33: Opening socket 22.350 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Ready) to(Connecting) 22.350 Verbose RouterBase.cpp:60: Started router thread. 22.618 Info ClientSynchronizer.cpp:35: Initialized Synchronizer local peer(1) latency(32). 22.618 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Connecting) to(ConnectedWaitingForMap) 22.618 Info ClientRouter.cpp:221: ConnectionAccepted 23.219 Info ClientMultiplayerManager.cpp:750: Received mapReadyForDownload 23.219 Downloading file C:\Users\BigMonD\AppData\Roaming\Factorio\temp\mp-download.zip (4733908 B, 9412 blocks) 23.222 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(ConnectedWaitingForMap) to(ConnectedDownloadingMap) 52.952 Error ClientMultiplayerManager.cpp:98: MultiplayerManager failed: "You have been dropped from the game." 52.952 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(ConnectedDownloadingMap) to(WaitingForUserToSaveOrQuitAfterServerLeft) 52.952 Info ClientMultiplayerManager.cpp:891: Disconnect notification for peer (3) 121.007 Verbose RouterBase.cpp:82: Finishing router thread. 121.008 Info UDPSocket.cpp:218: Closing socket 121.008 Info UDPSocket.cpp:248: Socket closed 121.009 Joining game IP ADDR:({xxx.xxx.xxx.xxx:34197}) 121.009 Info UDPSocket.cpp:33: Opening socket 121.009 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Ready) to(Connecting) 121.009 Verbose RouterBase.cpp:60: Started router thread. 121.253 Info ClientSynchronizer.cpp:35: Initialized Synchronizer local peer(1) latency(32). 121.253 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Connecting) to(ConnectedWaitingForMap) 121.253 Info ClientRouter.cpp:221: ConnectionAccepted 121.653 Info ClientMultiplayerManager.cpp:750: Received mapReadyForDownload 121.653 Downloading file C:\Users\BigMonD\AppData\Roaming\Factorio\temp\mp-download.zip (4733499 B, 9411 blocks) 121.655 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(ConnectedWaitingForMap) to(ConnectedDownloadingMap) 121.655 Warning ClientMultiplayerManager.cpp:772: receivedScriptChecksums isn't empty when download starting. 147.409 Info ClientMultiplayerManager.cpp:144: Disconnecting multiplayer connection. Reason: Quit. 147.410 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(ConnectedDownloadingMap) to(DisconnectScheduled) 147.418 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(DisconnectScheduled) to(WaitingForDisconnectConfirmation) 149.018 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(WaitingForDisconnectConfirmation) to(Disconnected) 149.021 Verbose RouterBase.cpp:82: Finishing router thread. 149.022 Info UDPSocket.cpp:218: Closing socket 149.022 Info UDPSocket.cpp:248: Socket closed 158.410 Info UDPSocket.cpp:27: Opening socket at (IP ADDR:({0.0.0.0:0})) 158.411 Info HttpSharedState.cpp:54: Downloading https://multiplayer.factorio.com/get-games?username=BigMonD&token=&version=0.18.33&lang=en 159.161 Info HttpSharedState.cpp:54: Downloading https://multiplayer.factorio.com/get-game-details/7628784?version=0.18.33&lang=en 161.943 Info HttpSharedState.cpp:54: Downloading https://multiplayer.factorio.com/get-game-details/7625626?version=0.18.33&lang=en 167.056 Info HttpSharedState.cpp:54: Downloading https://multiplayer.factorio.com/get-game-details/7625694?version=0.18.33&lang=en 168.675 Info HttpSharedState.cpp:54: Downloading https://multiplayer.factorio.com/get-game-details/7625752?version=0.18.33&lang=en 170.179 Info UDPSocket.cpp:218: Closing socket 170.179 Info UDPSocket.cpp:248: Socket closed 170.179 Info UDPSocket.cpp:218: Closing socket 170.179 Joining game IP ADDR:({xxx.xxx.xxx.xxx:34197}) 170.179 Info UDPSocket.cpp:33: Opening socket 170.180 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Ready) to(Connecting) 170.180 Verbose RouterBase.cpp:60: Started router thread. 172.734 Verbose TransmissionControlHelper.cpp:169: Fragment 0000 failed too many times 180.184 Error ClientMultiplayerManager.cpp:98: MultiplayerManager failed: multiplayer.not-received-connection-accept-reply 180.186 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Connecting) to(InitializationFailed) 185.553 Info ClientMultiplayerManager.cpp:202: Quitting multiplayer connection. 185.553 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(InitializationFailed) to(Disconnected) 185.555 Verbose RouterBase.cpp:82: Finishing router thread. 185.556 Info UDPSocket.cpp:218: Closing socket 185.556 Info UDPSocket.cpp:248: Socket closed 186.845 Info UDPSocket.cpp:27: Opening socket at (IP ADDR:({0.0.0.0:0})) 186.845 Info HttpSharedState.cpp:54: Downloading https://multiplayer.factorio.com/get-games?username=BigMonD&token=&version=0.18.33&lang=en 187.085 Info HttpSharedState.cpp:54: Downloading https://multiplayer.factorio.com/get-game-details/7628784?version=0.18.33&lang=en 189.807 Info HttpSharedState.cpp:54: Downloading https://multiplayer.factorio.com/get-game-details/7625516?version=0.18.33&lang=en 190.862 Info HttpSharedState.cpp:54: Downloading https://multiplayer.factorio.com/get-game-details/7625811?version=0.18.33&lang=en 192.069 Info UDPSocket.cpp:218: Closing socket 192.069 Info UDPSocket.cpp:248: Socket closed 192.069 Info UDPSocket.cpp:218: Closing socket 192.069 Joining game IP ADDR:({xxx.xxx.xxx.xxx:34197}) 192.069 Info UDPSocket.cpp:33: Opening socket 192.070 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Ready) to(Connecting) 192.070 Verbose RouterBase.cpp:60: Started router thread. 192.284 Connection refused 192.285 Info ClientMultiplayerManager.cpp:202: Quitting multiplayer connection. 192.285 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Connecting) to(Disconnected) 192.286 Info HttpSharedState.cpp:54: Downloading https://auth.factorio.com/generate-user-server-key-2?api_version=4 192.770 Info AuthServerConnector.cpp:97: Received key from auth server. 192.770 Verbose RouterBase.cpp:82: Finishing router thread. 192.771 Info UDPSocket.cpp:218: Closing socket 192.771 Info UDPSocket.cpp:248: Socket closed 192.771 Joining game IP ADDR:({xxx.xxx.xxx.xxx:34197}) 192.771 Info UDPSocket.cpp:33: Opening socket 192.771 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Ready) to(Connecting) 192.771 Verbose RouterBase.cpp:60: Started router thread. 193.035 Info ClientSynchronizer.cpp:35: Initialized Synchronizer local peer(1) latency(32). 193.035 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Connecting) to(ConnectedWaitingForMap) 193.035 Info ClientRouter.cpp:221: ConnectionAccepted 197.869 Info ClientMultiplayerManager.cpp:750: Received mapReadyForDownload 197.869 Downloading file C:\Users\BigMonD\AppData\Roaming\Factorio\temp\mp-download.zip (72214722 B, 143569 blocks) 197.891 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(ConnectedWaitingForMap) to(ConnectedDownloadingMap) 226.334 Warning ClientSynchronizer.cpp:89: nextHeartbeatSequenceNumber(1972842051) server wants a heartbeat(1972841241) that we don't have. 226.651 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(ConnectedDownloadingMap) to(WaitingForUserToSaveOrQuitAfterServerLeft) 226.919 Info UnparsedNetworkMessage.cpp:91: Invalid packet (type ServerToClientHeartbeat) received from IP ADDR:({xxx.xxx.xxx.xxx:34197}): heartbeat sequence number (2353084) outside latency window [2352284, 2353084) 226.919 Info UnparsedNetworkMessage.cpp:102: Message data: 07 01 bc e7 23 00 01 19 2b 97 75 226.952 Info UnparsedNetworkMessage.cpp:91: Invalid packet (type ServerToClientHeartbeat) received from IP ADDR:({xxx.xxx.xxx.xxx:34197}): heartbeat sequence number (2353085) outside latency window [2352284, 2353084) 226.952 Info UnparsedNetworkMessage.cpp:102: Message data: 07 10 bd e7 23 00 01 0b f9 01 00 226.985 Info UnparsedNetworkMessage.cpp:91: Invalid packet (type ServerToClientHeartbeat) received from IP ADDR:({xxx.xxx.xxx.xxx:34197}): heartbeat sequence number (2353086) outside latency window [2352284, 2353084) 226.985 Info UnparsedNetworkMessage.cpp:102: Message data: 27 00 be e7 23 00 227.019 Info UnparsedNetworkMessage.cpp:91: Invalid packet (type ServerToClientHeartbeat) received from IP ADDR:({xxx.xxx.xxx.xxx:34197}): heartbeat sequence number (2353087) outside latency window [2352284, 2353084) 227.019 Info UnparsedNetworkMessage.cpp:102: Message data: 27 00 bf e7 23 00 227.051 Info UnparsedNetworkMessage.cpp:91: Invalid packet (type ServerToClientHeartbeat) received from IP ADDR:({xxx.xxx.xxx.xxx:34197}): heartbeat sequence number (2353088) outside latency window [2352284, 2353084) 227.051 Info UnparsedNetworkMessage.cpp:102: Message data: 07 10 c0 e7 23 00 01 0b fa 01 00 227.085 Info UnparsedNetworkMessage.cpp:91: Invalid packet (type ServerToClientHeartbeat) received from IP ADDR:({xxx.xxx.xxx.xxx:34197}): heartbeat sequence number (2353089) outside latency window [2352284, 2353084) 227.085 Info UnparsedNetworkMessage.cpp:102: Message data: 07 00 c1 e7 23 00 227.119 Info UnparsedNetworkMessage.cpp:91: Invalid packet (type ServerToClientHeartbeat) received from IP ADDR:({xxx.xxx.xxx.xxx:34197}): heartbeat sequence number (2353090) outside latency window [2352284, 2353084) 227.119 Info UnparsedNetworkMessage.cpp:102: Message data: 27 00 c2 e7 23 00 227.168 Info UnparsedNetworkMessage.cpp:91: Invalid packet (type ServerToClientHeartbeat) received from IP ADDR:({xxx.xxx.xxx.xxx:34197}): heartbeat sequence number (2353091) outside latency window [2352284, 2353084) 227.168 Info UnparsedNetworkMessage.cpp:102: Message data: 07 10 c3 e7 23 00 01 0b fb 01 00 227.186 Info UnparsedNetworkMessage.cpp:91: Invalid packet (type ServerToClientHeartbeat) received from IP ADDR:({xxx.xxx.xxx.xxx:34197}): heartbeat sequence number (2353092) outside latency window [2352284, 2353084) 227.186 Info UnparsedNetworkMessage.cpp:102: Message data: 07 00 c4 e7 23 00 227.218 Info UnparsedNetworkMessage.cpp:91: Invalid packet (type ServerToClientHeartbeat) received from IP ADDR:({xxx.xxx.xxx.xxx:34197}): heartbeat sequence number (2353093) outside latency window [2352284, 2353084) 227.218 Info UnparsedNetworkMessage.cpp:102: Message data: 07 00 c5 e7 23 00 227.251 Info UnparsedNetworkMessage.cpp:91: Invalid packet (type ServerToClientHeartbeat) received from IP ADDR:({xxx.xxx.xxx.xxx:34197}): heartbeat sequence number (2353094) outside latency window [2352284, 2353084) 227.251 Info UnparsedNetworkMessage.cpp:102: Message data: 07 10 c6 e7 23 00 01 0b fc 01 00 227.285 Info UnparsedNetworkMessage.cpp:91: Invalid packet (type ServerToClientHeartbeat) received from IP ADDR:({xxx.xxx.xxx.xxx:34197}): heartbeat sequence number (2353095) outside latency window [2352284, 2353084) 227.285 Info UnparsedNetworkMessage.cpp:102: Message data: 27 00 c7 e7 23 00 227.319 Info UnparsedNetworkMessage.cpp:91: Invalid packet (type ServerToClientHeartbeat) received from IP ADDR:({xxx.xxx.xxx.xxx:34197}): heartbeat sequence number (2353096) outside latency window [2352284, 2353084) 227.319 Info UnparsedNetworkMessage.cpp:102: Message data: 07 00 c8 e7 23 00 227.352 Info UnparsedNetworkMessage.cpp:91: Invalid packet (type ServerToClientHeartbeat) received from IP ADDR:({xxx.xxx.xxx.xxx:34197}): heartbeat sequence number (2353097) outside latency window [2352284, 2353084) 227.352 Info UnparsedNetworkMessage.cpp:102: Message data: 27 10 c9 e7 23 00 01 0b fd 01 00 227.401 Info UnparsedNetworkMessage.cpp:91: Invalid packet (type ServerToClientHeartbeat) received from IP ADDR:({xxx.xxx.xxx.xxx:34197}): heartbeat sequence number (2353098) outside latency window [2352284, 2353084) 227.401 Info UnparsedNetworkMessage.cpp:102: Message data: 07 00 ca e7 23 00 227.434 Info UnparsedNetworkMessage.cpp:91: Invalid packet (type ServerToClientHeartbeat) received from IP ADDR:({xxx.xxx.xxx.xxx:34197}): heartbeat sequence number (2353099) outside latency window [2352284, 2353084) 227.434 Info UnparsedNetworkMessage.cpp:102: Message data: 07 10 cb e7 23 00 01 0b fe 01 00 227.468 Info UnparsedNetworkMessage.cpp:91: Invalid packet (type ServerToClientHeartbeat) received from IP ADDR:({xxx.xxx.xxx.xxx:34197}): heartbeat sequence number (2353100) outside latency window [2352284, 2353084) 227.468 Info UnparsedNetworkMessage.cpp:102: Message data: 27 10 cc e7 23 00 01 01 01 01 00 229.340 Verbose RouterBase.cpp:82: Finishing router thread. 229.340 Info UDPSocket.cpp:218: Closing socket 229.340 Info UDPSocket.cpp:248: Socket closed 229.346 Joining game IP ADDR:({xxx.xxx.xxx.xxx:34197}) 229.346 Info UDPSocket.cpp:33: Opening socket 229.347 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Ready) to(Connecting) 229.347 Verbose RouterBase.cpp:60: Started router thread. 231.885 Verbose TransmissionControlHelper.cpp:169: Fragment 0000 failed too many times 239.351 Error ClientMultiplayerManager.cpp:98: MultiplayerManager failed: multiplayer.not-received-connection-accept-reply 239.351 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Connecting) to(InitializationFailed) 241.169 Info ClientMultiplayerManager.cpp:202: Quitting multiplayer connection. 241.169 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(InitializationFailed) to(Disconnected) 241.171 Verbose RouterBase.cpp:82: Finishing router thread. 241.172 Info UDPSocket.cpp:218: Closing socket 241.172 Info UDPSocket.cpp:248: Socket closed 242.402 Info UDPSocket.cpp:27: Opening socket at (IP ADDR:({0.0.0.0:0})) 242.403 Info HttpSharedState.cpp:54: Downloading https://multiplayer.factorio.com/get-games?username=BigMonD&token=&version=0.18.33&lang=en 242.560 Info HttpSharedState.cpp:54: Downloading https://multiplayer.factorio.com/get-game-details/7628784?version=0.18.33&lang=en 246.131 Info HttpSharedState.cpp:54: Downloading https://multiplayer.factorio.com/get-game-details/7625812?version=0.18.33&lang=en 248.291 Info HttpSharedState.cpp:54: Downloading https://multiplayer.factorio.com/get-game-details/7625693?version=0.18.33&lang=en 250.542 Info UDPSocket.cpp:218: Closing socket 250.542 Info UDPSocket.cpp:248: Socket closed 250.542 Info UDPSocket.cpp:218: Closing socket 250.542 Joining game IP ADDR:({xxx.xxx.xxx.xxx:34197}) 250.542 Info UDPSocket.cpp:33: Opening socket 250.543 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Ready) to(Connecting) 250.543 Verbose RouterBase.cpp:60: Started router thread. 253.101 Verbose TransmissionControlHelper.cpp:169: Fragment 0000 failed too many times 260.552 Error ClientMultiplayerManager.cpp:98: MultiplayerManager failed: multiplayer.not-received-connection-accept-reply 260.552 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Connecting) to(InitializationFailed) 369.720 Info ClientMultiplayerManager.cpp:202: Quitting multiplayer connection. 369.720 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(InitializationFailed) to(Disconnected) 369.721 Verbose RouterBase.cpp:82: Finishing router thread. 369.721 Info UDPSocket.cpp:218: Closing socket 369.721 Info UDPSocket.cpp:248: Socket closed 371.049 Info UDPSocket.cpp:27: Opening socket at (IP ADDR:({0.0.0.0:0})) 371.050 Info HttpSharedState.cpp:54: Downloading https://multiplayer.factorio.com/get-games?username=BigMonD&token=&version=0.18.33&lang=en 371.796 Info HttpSharedState.cpp:54: Downloading https://multiplayer.factorio.com/get-game-details/7628784?version=0.18.33&lang=en 375.104 Info HttpSharedState.cpp:54: Downloading https://multiplayer.factorio.com/get-game-details/7625583?version=0.18.33&lang=en 378.159 Info UDPSocket.cpp:218: Closing socket 378.159 Info UDPSocket.cpp:248: Socket closed 378.159 Info UDPSocket.cpp:218: Closing socket 378.160 Joining game IP ADDR:({xxx.xxx.xxx.xxx:34197}) 378.160 Info UDPSocket.cpp:33: Opening socket 378.160 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Ready) to(Connecting) 378.161 Verbose RouterBase.cpp:60: Started router thread. 378.234 Connection refused 378.234 Info ClientMultiplayerManager.cpp:202: Quitting multiplayer connection. 378.234 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Connecting) to(Disconnected) 378.236 Info HttpSharedState.cpp:54: Downloading https://auth.factorio.com/generate-user-server-key-2?api_version=4 378.727 Info AuthServerConnector.cpp:97: Received key from auth server. 378.728 Verbose RouterBase.cpp:82: Finishing router thread. 378.728 Info UDPSocket.cpp:218: Closing socket 378.728 Info UDPSocket.cpp:248: Socket closed 378.728 Joining game IP ADDR:({xxx.xxx.xxx.xxx:34197}) 378.728 Info UDPSocket.cpp:33: Opening socket 378.729 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Ready) to(Connecting) 378.729 Verbose RouterBase.cpp:60: Started router thread. 379.103 Info ClientSynchronizer.cpp:35: Initialized Synchronizer local peer(1) latency(32). 379.103 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Connecting) to(ConnectedWaitingForMap) 379.103 Info ClientRouter.cpp:221: ConnectionAccepted 379.234 Info ClientMultiplayerManager.cpp:750: Received mapReadyForDownload 379.234 Downloading file C:\Users\BigMonD\AppData\Roaming\Factorio\temp\mp-download.zip (7826785 B, 15561 blocks) 379.237 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(ConnectedWaitingForMap) to(ConnectedDownloadingMap) 407.768 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(ConnectedDownloadingMap) to(WaitingForUserToSaveOrQuitAfterServerLeft) 410.272 Info ClientMultiplayerManager.cpp:202: Quitting multiplayer connection. 410.272 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(WaitingForUserToSaveOrQuitAfterServerLeft) to(Disconnected) 410.274 Verbose RouterBase.cpp:82: Finishing router thread. 410.274 Info UDPSocket.cpp:218: Closing socket 410.274 Info UDPSocket.cpp:248: Socket closed 412.772 Info UDPSocket.cpp:27: Opening socket at (IP ADDR:({0.0.0.0:0})) 412.772 Info HttpSharedState.cpp:54: Downloading https://multiplayer.factorio.com/get-games?username=BigMonD&token=&version=0.18.33&lang=en 413.022 Info HttpSharedState.cpp:54: Downloading https://multiplayer.factorio.com/get-game-details/7628784?version=0.18.33&lang=en 416.837 Info HttpSharedState.cpp:54: Downloading https://multiplayer.factorio.com/get-game-details/7625693?version=0.18.33&lang=en 418.842 Info HttpSharedState.cpp:54: Downloading https://multiplayer.factorio.com/get-game-details/7625694?version=0.18.33&lang=en 423.632 Info UDPSocket.cpp:218: Closing socket 423.632 Info UDPSocket.cpp:248: Socket closed 423.632 Info UDPSocket.cpp:218: Closing socket 423.633 Joining game IP ADDR:({xxx.xxx.xxx.xxx:34197}) 423.633 Info UDPSocket.cpp:33: Opening socket 423.633 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Ready) to(Connecting) 423.633 Verbose RouterBase.cpp:60: Started router thread. 426.202 Verbose TransmissionControlHelper.cpp:169: Fragment 0000 failed too many times 433.635 Error ClientMultiplayerManager.cpp:98: MultiplayerManager failed: multiplayer.not-received-connection-accept-reply 433.635 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Connecting) to(InitializationFailed) 435.269 Info ClientMultiplayerManager.cpp:202: Quitting multiplayer connection. 435.269 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(InitializationFailed) to(Disconnected) 435.270 Verbose RouterBase.cpp:82: Finishing router thread. 435.270 Info UDPSocket.cpp:218: Closing socket 435.271 Info UDPSocket.cpp:248: Socket closed 
submitted by bigmonmulgrew to factorio [link] [comments]

MAME 0.218

MAME 0.218

It’s time for MAME 0.218, the first MAME release of 2020! We’ve added a couple of very interesting alternate versions of systems this month. One is a location test version of NMK’s GunNail, with different stage order, wider player shot patterns, a larger player hitbox, and lots of other differences from the final release. The other is The Last Apostle Puppetshow, an incredibly rare export version of Home Data’s Reikai Doushi. Also significant is a newer version Valadon Automation’s Super Bagman. There’s been enough progress made on Konami’s medal games for a number of them to be considered working, including Buttobi Striker, Dam Dam Boy, Korokoro Pensuke, Shuriken Boy and Yu-Gi-Oh Monster Capsule. Don’t expect too much in terms of gameplay though — they’re essentially gambling games for children.
There are several major computer emulation advances in this release, in completely different areas. Possibly most exciting is the ability to install and run Windows NT on the MIPS Magnum R4000 “Jazz” workstation, with working networking. With the assistance of Ash Wolf, MAME now emulates the Psion Series 5mx PDA. Psion’s EPOC32 operating system is the direct ancestor of the Symbian operating system, that powered a generation of smartphones. IDE and SCSI hard disk support for Acorn 8-bit systems has been added, the latter being one of the components of the BBC Domesday Project system. In PC emulation, Windows 3.1 is now usable with S3 ViRGE accelerated 2D video drivers. F.Ulivi has contributed microcode-level emulation of the iSBC-202 floppy controller for the Intel Intellec MDS-II system, adding 8" floppy disk support.
Of course there are plenty of other improvements and additions, including re-dumps of all the incorrectly dumped GameKing cartridges, disassemblers for PACE, WE32100 and “RipFire” 88000, better Geneve 9640 emulation, and plenty of working software list additions. You can get the source and 64-bit Windows binary packages from the download page (note that 32-bit Windows binaries and “zip-in-zip” source code are no longer supplied).

MAME Testers Bugs Fixed

New working machines

New working clones

Machines promoted to working

Clones promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

Source Changes

submitted by cuavas to emulation [link] [comments]

"Failed to hibernate system via logind: Not enough swap space for hibernation" with swap file on LUKS encrypted Btrfs

EDIT: Solved. I had a typo in the kernel parameters. resume_offest. :facepalm: I regret nothing.
Hi all. I've been going through the Arch wiki in the past few days, trying to get suspend to disk to work on my LUKS encrypted Btrfs using a swap file. I have a /swap subvolume with an initialized /swap/swapfile, and its size is larger than the one specified in /sys/poweimage_size . When executing systemctl hibernate I get the following error. Can someone point me to what I'm missing? Here's the relevant system information:
# systemctl hibernate Failed to hibernate system via logind: Not enough swap space for hibernation # swapon -s # swapfile size is ~7G, error persists even if this is ~20GB Filename Type Size Used Priority /swap/swapfile file 7340028 0 -2 # free -h total used free shared buff/cache available Mem: 15Gi 1.4Gi 12Gi 391Mi 1.6Gi 13Gi Swap: 7.0Gi 0B 7.0Gi # ls -l /swap/swapfile -rw------- 1 root root 7.0G Apr 11 15:33 /swap/swapfile # sudo lsattr /swap/swapfile ---------------C---- /swap/swapfile # sudo btrfs property list /swap/swapfile compression compression algorighm for the file or directory # cat /sys/poweimage_size 6545125376 # ~6.5GB # cat /etc/fstab # Static information about the filesystems. # See fstab(5) for details. #       # /dev/mappecryptroot LABEL=ArchLinux UUID=e68feaa2-026f-4519-acd3-48b1dc3ad26e / btrfs rw,relatime,compress=zstd:3,ssd,space_cache,subvolid=256,subvol=/@,[email protected] 0 0 # /dev/nvme0n1p1 LABEL=ESP UUID=EC5D-1EC7 /boot vfat rw,relatime,fmask=0022,dmask=0022,codepage=437,iocharset=iso8859-1,shortname=mixed,utf8,errors=remount-ro 0 2 # /dev/mappecryptroot LABEL=ArchLinux UUID=e68feaa2-026f-4519-acd3-48b1dc3ad26e /home btrfs rw,relatime,compress=zstd:3,ssd,space_cache,subvolid=258,subvol=/@home,[email protected] 0 0 # /dev/mappecryptroot LABEL=ArchLinux UUID=e68feaa2-026f-4519-acd3-48b1dc3ad26e /.snapshots btrfs rw,relatime,compress=zstd:3,ssd,space_cache,subvolid=257,subvol=/@snapshots,[email protected] 0 0 # /dev/mappecryptroot LABEL=ArchLinux UUID=e68feaa2-026f-4519-acd3-48b1dc3ad26e /var btrfs rw,relatime,compress=zstd:3,ssd,space_cache,subvolid=259,subvol=/@var,[email protected] 0 0 # /dev/mappecryptroot LABEL=ArchLinux UUID=e68feaa2-026f-4519-acd3-48b1dc3ad26e /srv btrfs rw,relatime,compress=zstd:3,ssd,space_cache,subvolid=260,subvol=/@srv,[email protected] 0 0 # /dev/mappecryptroot LABEL=ArchLinux UUID=e68feaa2-026f-4519-acd3-48b1dc3ad26e /swap btrfs rw,relatime,compress=zstd:3,ssd,space_cache,subvolid=261,subvol=/@swap,[email protected] 0 0 /swap/swapfile none swap defaults 0 0 # sudo ./btrfs_map_physical /swap/swapfile | head -n 2 FILE OFFSET FILE SIZE EXTENT OFFSET EXTENT TYPE LOGICAL SIZE LOGICAL OFFSET PHYSICAL SIZE DEVID PHYSICAL OFFSET 0 4096 0 regular 268435456 24003264512 268435456 1 24003264512 # python -c 'print(24003264512 / 4096)' 5860172.0 # cat /boot/loadeentries/arch.conf title Arch Linux linux /vmlinuz-linux initrd /intel-ucode.img initrd /initramfs-linux.img options rd.luks.name=a9643812-e6f6-4a83-80a5-fa279319cb76=cryptroot root=/dev/mappecryptroot [email protected] resume=UUID=e68feaa2-026f-4519-acd3-48b1dc3ad26e resume_offest=5860172 rd.luks.options=discard mem_sleep_default=deep rw # sudo blkid /dev/nvme0n1p1: LABEL="ESP" UUID="EC5D-1EC7" BLOCK_SIZE="512" TYPE="vfat" PARTLABEL="EFI system partition" PARTUUID="779d3ecf-a384-4af6-a7f1-e590aa461a51" /dev/nvme0n1p2: PARTLABEL="Microsoft reserved partition" PARTUUID="04026d8b-75c2-427b-bb61-829e1cd59bb8" /dev/nvme0n1p3: LABEL="OS" BLOCK_SIZE="512" UUID="B4BC610DBC60CB84" TYPE="ntfs" PARTLABEL="Basic data partition" PARTUUID="93ebb189-2d9d-4289-a16c-e6312b1f8a01" /dev/nvme0n1p4: UUID="a9643812-e6f6-4a83-80a5-fa279319cb76" TYPE="crypto_LUKS" PARTLABEL="primary" PARTUUID="4e28fb6f-e43e-4b13-8535-a0ff12963167" /dev/mappecryptroot: LABEL="ArchLinux" UUID="e68feaa2-026f-4519-acd3-48b1dc3ad26e" UUID_SUB="f0d73592-f7c4-4702-85e1-53ca679bda11" BLOCK_SIZE="4096" TYPE="btrfs" # lsblk -pfo NAME,SIZE,TYPE,FSTYPE,MOUNTPOINT NAME SIZE TYPE FSTYPE MOUNTPOINT /dev/nvme0n1 477G disk ├─/dev/nvme0n1p1 180M part vfat /boot ├─/dev/nvme0n1p2 128M part ├─/dev/nvme0n1p3 255.9G part ntfs └─/dev/nvme0n1p4 220.8G part crypto_LUKS └─/dev/mappecryptroot 220.8G crypt btrfs /valib/dockebtrfs # cat /etc/mkinitcpio.conf MODULES=(i915) BINARIES=("/usbin/btrfs") FILES=() HOOKS=(base systemd autodetect keyboard sd-vconsole modconf block sd-encrypt sd-lvm2 filesystems fsck) # pacman -Q systemd systemd 245.4-2 # uname -a Linux roach 5.6.2-arch1-2 #1 SMP PREEMPT Sun, 05 Apr 2020 05:13:14 +0000 x86_64 GNU/Linux 
Thanks in advance for any kind of assistance or guidance.
Side question: Why when executing lsblk, the MOUNTPOINT for /dev/mappecryptroot is /valib/dockebtrfs?
submitted by OryBand to archlinux [link] [comments]

MAME 0.218

MAME 0.218

It’s time for MAME 0.218, the first MAME release of 2020! We’ve added a couple of very interesting alternate versions of systems this month. One is a location test version of NMK’s GunNail, with different stage order, wider player shot patterns, a larger player hitbox, and lots of other differences from the final release. The other is The Last Apostle Puppetshow, an incredibly rare export version of Home Data’s Reikai Doushi. Also significant is a newer version Valadon Automation’s Super Bagman. There’s been enough progress made on Konami’s medal games for a number of them to be considered working, including Buttobi Striker, Dam Dam Boy, Korokoro Pensuke, Shuriken Boy and Yu-Gi-Oh Monster Capsule. Don’t expect too much in terms of gameplay though — they’re essentially gambling games for children.
There are several major computer emulation advances in this release, in completely different areas. Possibly most exciting is the ability to install and run Windows NT on the MIPS Magnum R4000 “Jazz” workstation, with working networking. With the assistance of Ash Wolf, MAME now emulates the Psion Series 5mx PDA. Psion’s EPOC32 operating system is the direct ancestor of the Symbian operating system, that powered a generation of smartphones. IDE and SCSI hard disk support for Acorn 8-bit systems has been added, the latter being one of the components of the BBC Domesday Project system. In PC emulation, Windows 3.1 is now usable with S3 ViRGE accelerated 2D video drivers. F.Ulivi has contributed microcode-level emulation of the iSBC-202 floppy controller for the Intel Intellec MDS-II system, adding 8" floppy disk support.
Of course there are plenty of other improvements and additions, including re-dumps of all the incorrectly dumped GameKing cartridges, disassemblers for PACE, WE32100 and “RipFire” 88000, better Geneve 9640 emulation, and plenty of working software list additions. You can get the source and 64-bit Windows binary packages from the download page (note that 32-bit Windows binaries and “zip-in-zip” source code are no longer supplied).

MAME Testers Bugs Fixed

New working machines

New working clones

Machines promoted to working

Clones promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

Source Changes

submitted by cuavas to MAME [link] [comments]

[GUIDE] Name changing trick

Before I begin I wanna say sorry for the huge wall of text.
Also, instead of making a TL;DR, I've simply made a list of things you should read/skim over to get the gist of it:
  1. Introduction.
  2. Basic codes.
  3. Fade/opacity codes.
  4. "Special" codes.
  5. Codes that allow profanity.
  6. Combining codes.
  7. Final words.
  8. nsFAQ.


Introduction:

Hello Blazing players, today I will talk about something that quite a few of you might already be a little familiar with, the name change trick.

You might've played PvP and matched against someone with and underline in thier name, or thier name is written in italics.
Well today I've done some (in my own opinion) extensive testing with the name changer and it's codes.

  1. Go into the game settings and press on "Change Name".
  2. Type in a name you like with 5, 4, 3 or less characters, depending on the code you want to use (this is because of the 8 character limit in your name).
  3. After typing your prefered name, select a place in your name where you would like the effect to start from.

  1. Select any mission you can play in multipler, and press on "Gather friends".
  2. When you're in the pre-lobby, press on "Room settings" in the top left, and then press on the lowest text input field.
  3. Type your message.

In this example I'll use the names "Obito", "Neji" and "Lee" for the 5, 4 and 3 letter names respectively.
How this works is that you use what is called "BB code" codes to give effects to your name.
I will split these tables outlining the codes into sections;
  1. Basic codes (5 or less characters in name).
  2. Fade/opacity codes (4 or less chacaters in name).
  3. "Special" codes (3 or less characters in name).
  4. Weird codes (Varies in lenght, but the shortest one is 1 character, so 5 or less character name).
  5. Codes that allows profanity (Codes we already talked about, but how they can be used).
  6. Combining codes (Varies in length, but the shotest only allows you to have 2 or less characters in your name).
  7. Fun names you can use if you want to (the names obviously uses the codes I've mentioned here).
  8. Full list of fade/opacity codes - because english isn't my first language I don't believe in my own ability to get information across.
  9. Imgur albums with examples of all the mentioned codes.
  10. Final words.
  11. nsFAQ (edited in after posting).

1. Basic codes:

The first table is the basic codes, i.e the codes that are the most well known in the community, and consist of only 1 letter in the code.
You will need 5 or less characters in your name.

Name Code Usage Result
Bold [b] [b]Obito Obito
Italics [i] [i]Obito Obito
Underline [u] [u]Obito See Imgur album
Strikethrough [s] [s]Obito Obito

These are the codes/names you've most likely run into at some point playing the game since they are the most common and well known codes.
On a sidenote, I wanna mention that when you're on your homwscreen, then the code will be visible in your name (this goes for all codes), but don't worry, because in PvP and such it will still look differentand without the code looking horrible in your name.

Imgur album with examples: Album


2. Fade/opacity codes:

IMPORTANT EDIT at the bottom of the section!
The second table is the fade codes, i.e the codes that make your name "fade", or as normal people would say, it makes your name's opacity lower than original (transparent).
You need 4 or less characters in your name.

Now, these codes are a little special.
Have you ever been up against someone in PvP with an opaque name, and it turns out the have [69] in thier name?
Well, the 69 code is just a tiny part in the section that is opacity codes.
Let's get into the table first, and I'll then explain further afterwards.
The table doesn't have a "Result" column since Reddit doesn't have a feature for text opacity.

Name Code Usage
Regular 1-9 opacity [01-09] [05]Neji
Regular 10-99 opacity [10-99] [55]Neji
Fancy a-f opacity [ax-fx] [af]Neji

These are the name opacity codes.
The opacity codes work in such a way that the higher the number, the less opacity, meaning that a name with [90] will be less transparent compared to a name with [10].
A sidenote to the statement made above, is that the code [01-05] makes your name pretty much completely invisible, and [05]-[08] makes it almost unreadable.
Don't think you can use this to cheat, people will be able to see your full name and will be able to report after a match is done in PvP.
The two "regular" opacity codes are conected, it's just that you just put a [1] and it'll work, no, you have to put a zero (0) in front of single character numbers, which is the reason why I separeted them in the table above.

The "fancy" opacity codes is a little special in that it's basically an alphabet, but with everything beyond "f" removed, but also because they are the ones that adds the least total ammount of transaprency to your name.
Let me explain; we all know the alphabet, and we all know that "g" comes after "f", however not in this case., so basically just go up to "f" and then go to the next letter.
So a little quick list would be that you start with the code [aa], and then the next one is [ab], then [ac] and so on, until you get [af], after that you move on to [ba], then [bb] and so on. This means that the last code here will be [ff].
I will add a full list at the bottom of the post in case you still don't understand.

Imgur album with examples: Album

EDIT:
Due to the findings of user iramd24, I have done a little more testing, and can now confirm his statement:
"Since the opacity code goes from 01 to ff Im pretty sure It is hexadecimal instead of numeric and alphabetic so you could probably use the codes [b8] or [4e] for example I can't test It right now but following that logic it should work"
This means that they aren't split into numeric and alphabetic sections, but rather everything is linked.
I can confirm that he is indeed right (Full code table at the bottom has also been updated):

(Codes go from 0 to 9, and then it goes from A to F, meaning that one section is 00, 01, 02, 03, 04, 05, 06, 07, 08, 09, 0a, 0b, 0c, 0d, 0e and 0f, after that we start over, but add a 1 where the 0 was, so it would be 10, 11, 12... all the way up till 1a, 1b, 1c... which is repeated for each section, for the alphabetic codes you simply do the same; a0, a1, a2... all the up to f0, f1, f2...).
Hopefully this is understandable, but look under the section "Hexadecimal (base 16)" on this website for reference.



3. "Special" codes:

The third table is the "special" codes, i.e the codes that can give your name a "to the power of 2" aesthetic.
You will need 3 or less characters in your name.

Name Code Usage Result
Subscript [sub] L[sub]ee See Imgur album
Superscript [sup] L[sup]ee Lee

Now, there's not too much to say about these, they're just pretty cool to have, and they also looks the nicest when having a 3 letter profanity word in my opnition.

Imgur album with examples: Album


4. "Weird" codes:

The fourth table is the weird codes, i.e codes that's doesn't seem to do anything, but still works (or codes that just can't do anything due to the way the name changing and name displaying is set up).
At the time of writing this I've only found one, which is a one character code, however I'll update the table if I find or are made aware of any more.

Name Code Usage Result
??? (Seems to labeled as "code snippet") [c] [c]Obito ???

The first one I've found seems to labeled as a code snippet on this website, which then makes sense as to why it doesn't work.

Imgur album with examples: Album


5. Codes that allows profanity:

The fifth section is the profanity allowence codes, i.e codes that allows players to have banned words in thier name.
I'm gonna use something mild in this section.
This section feels sort of unnecessary in my own opinion, but hey, it's kinda funny to have your name as "Ass", right?

Well instead of having a table outlining how to do it exactly, I'll just tell you that you should just put the code in the middle of the banned word and then you can use it, along with a few examples.
Let's use "Ass" as an example once again.

Name Code Usage Result
The fancy ass [i] A[i]ss Ass
Subscript Ass [sub] A[sub]ss See Imgur album
Superscript Ass [sup] A[sup]ss Ass

I still don't know why "yeet" is a banned word :/

Imgur album with examples: Album


6. Combining codes:

The sixth section is the combining of codes, i.e codes that you can combine to make a name look nice with 2 effects.
Like with section 5 above, I'm not gonna outline everything since there is an endless amount of possibilities for you to combine codes and make a nice name.
In this section I'll use "xD" as an example, because I'm cringe like that.
And I'll just use "D" in the last example.

Name Code Uasge Result
Bold + Italics [b] + [i] [b][i]xD xD
[u]Underline[/u] + Italics [u] + [i] [u][i]xD See Imgur album
Transparent + strikethrough [s] + [69] [s][69]D D (image the text being transparent a bit too)

You can combine any 2 previously mentioned codes to make a nice looking name, altough the only real viable option is to use two of the single character codes, because then you can get a 2 character name.

Imgur album with examples: Album


7. Fun names you can use:

Now what is a guide about names without a section of free to use names? Well it's still a guide, but it's lacking that last section, like a frozen pizza is missing that jazz.
This is a list of names I made (only 2 at the time of writing this) that you can use freely if you want to.

Name Code used Usage Result
Hidden Rain village rouge ninja headband [s] [s] Try it yourself!
Triangle [u] [u]/\ Try it yourself!

Don't judge, I'm not the most well versed guy in what other people like and find "cool", so, yeah.


8. Full list of fade/opacity codes:

Please note that the table to supposed to be read from the left most column, all the way down, and then move one column to the right and repeat.
EDIT:
This table has been updated due to new information being found by user iramd24, to now include all the Hexadecimal values you can use (it was quicker to write that it looks, I promise).
This table takes the values from this website, look under the section "Hexadecimal (base 16)" for reference.
Section 0 codes Section 1 codes Section 2 codes Section 3 codes Section 4 codes Section 5 codes Section 6 codes Section 7 codes
[00] [10] [20] [30] [40] [50] [60] [70]
[01] [11] [21] [31] [41] [51] [61] [71]
[02] [12] [22] [32] [42] [52] [62] [72]
[03] [13] [23] [33] [43] [53] [63] [73]
[04] [14] [24] [34] [44] [54] [64] [74]
[05] [15] [25] [35] [45] [55] [65] [75]
[06] [16] [26] [36] [46] [56] [66] [76]
[07] [17] [27] [37] [47] [57] [67] [77]
[08] [18] [28] [38] [48] [58] [68] [78]
[09] [19] [29] [39] [49] [59] [69] [79]
[0a] [1a] [2a] [3a] [4a] [5a] [6a] [7a]
[0b] [1b] [2b] [3b] [4b] [5b] [6b] [7b]
[0c] [1c] [2c] [3c] [4c] [5c] [6c] [7c]
[0d] [1d] [2d] [3d] [4d] [5d] [6d] [7d]
[0e] [1e] [2e] [3e] [4e] [5e] [6e] [7e]
[0f] [1f] [2f] [3f] [4f] [5f] [6f] [7f]

Section 8 codes Section 9 codes Section a codes Section b codes Section c codes Section d codes Section e codes Section f codes
[80] [90] [a0] [b0] [c0] [d0] [e0] [f0]
[81] [91] [a1] [b1] [c1] [d1] [e1] [f1]
[82] [92] [a2] [b2] [c2] [d2] [e2] [f2]
[83] [93] [a3] [b3] [c3] [d3] [e3] [f3]
[84] [94] [a4] [b4] [c4] [d4] [e4] [f4]
[85] [95] [a5] [b5] [c5] [d5] [e5] [f5]
[86] [96] [a6] [b6] [c6] [d6] [e6] [f6]
[87] [97] [a7] [b7] [c7] [d7] [e7] [f7]
[88] [98] [a8] [b8] [c8] [d8] [e8] [f8]
[89] [99] [a9] [b9] [c9] [d9] [e9] [f9]
[8a] [9a] [aa] [ba] [ca] [da] [ea] [fa]
[8b] [9b] [ab] [bb] [cb] [db] [eb] [fb]
[8c] [9c] [ac] [bc] [cc] [dc] [ec] [fc]
[8d] [9d] [ad] [bd] [cd] [dd] [ed] [fd]
[8e] [9e] [ae] [be] [ce] [de] [ee] [fe]
[8f] [9f] [af] [bf] [cf] [df] [ef] [ff]
Well hopefully these tables helped someone, else I just wasted my time writing them for no reason.


9. Imgur albums with examples:

I have made a few Imgur albums dedicated to the different sections to give users an idea of how the different names look with the codes.
All the albums will have a neutral name without any codes on to show the difference.

Section 1 - Basic codes Section 2 - Fade/opacity codes Section 3 - "Special" codes Section 4 - "Weird" codes Section 5 - Codes that allows profanity Section 6 - Combining codes
Album Album Album Album Album Album

The table here was mainly to have the albums in one convenient place.
There is also a link to the albums in each section respectively.


10. Final words:

Thank you so much for reading! I dedicated a bunch of time to making this, especially since my brwser crashed halfway through writting it the first time around because my dumbass installed some sketchy software and it ate all my ram, which caused all my work to go to waste.

I will end the post here by saying; if you have anything to add, let me know and I'll add it to the post and give you the proper credits!
I'm always looking to expand, so if you know a code I don't know of, shoot it at me.
I'm really damn tired right now, so I'll hop off and answer comments and such tomorrow (if anyone decides to comment aha).
Also, please ignore any misspellings, English isn't my native language and I'm pretty self aware about my spelling, which causes me to misspell even more.

Also, rip mobile users, this post is pretty much a hell to read for you.
I'm sorry.

11. nsFAQ (not so Frequently Asked Questions):

In this section I will outline a few things that I have either figured out after posting, or things I simply forgot to add (both of which I don't know where exactly to put).

Q: Can I use this anywhere else besides my name?
A: Yes you can! Anywhere in the game where you have the ability to input text you can do it! Meaning you can really outline your message in multiplayer rooms by combining a few of the codes above (I can't remember if you have the ability to write text anywhere else, but I suppose that if you can, these codes will work).
I personally rock a message that looks like this: [b][i][u]ONLY 99LUCK. (In-game: "ONLY 99LUCK" with an underline).
In the multiplayer rooms you have a bit more freedom, since there is a 20 character limit instead of the tiny 8 when choosing a name.

Q: Will I be banned for using these?
A: No, this is Hexadecimal and BB codes which simply changes your name/text apperence, there's no reason for Bandai to ban players having a name with a code in it.
I even know someone that found one of the opacity codes by accident, and has been rocking with it for almost 3 years now.

This is all I have for now, but I will add more as I'm made aware of new things, or remember new stuff.


Edits:

EDIT: Just posted this. Apparently some of the results doesn't work proberly, so I've refered to the Imgur album instead to look at it.

EDIT2: Just realized the "fun names" results doesn't work. I've listed it as "try it yourself!".

EDIT3: Fixed a misspelling.

EDIT4: Added a bad TL;DR outlining what you should read/skim over to get the gist over everything.
Added a "rip/sorry mobile users" message in Section 10 - Final words.
Edited name of Section 8 to better reflect findings by user below.
Added the findings of iramd24 under "Section 2 - Fade/Opacity codes" and "Section 8 - (Thanks man!).
Added a "nsFAQ" (not so Frequently Asked Questions) outlining a few datails I overlooked when writing and don't know where else to put.
submitted by Lyn_The_2nd to NarutoBlazing [link] [comments]

MAME 0.218

MAME 0.218

It’s time for MAME 0.218, the first MAME release of 2020! We’ve added a couple of very interesting alternate versions of systems this month. One is a location test version of NMK’s GunNail, with different stage order, wider player shot patterns, a larger player hitbox, and lots of other differences from the final release. The other is The Last Apostle Puppetshow, an incredibly rare export version of Home Data’s Reikai Doushi. Also significant is a newer version Valadon Automation’s Super Bagman. There’s been enough progress made on Konami’s medal games for a number of them to be considered working, including Buttobi Striker, Dam Dam Boy, Korokoro Pensuke, Shuriken Boy and Yu-Gi-Oh Monster Capsule. Don’t expect too much in terms of gameplay though — they’re essentially gambling games for children.
There are several major computer emulation advances in this release, in completely different areas. Possibly most exciting is the ability to install and run Windows NT on the MIPS Magnum R4000 “Jazz” workstation, with working networking. With the assistance of Ash Wolf, MAME now emulates the Psion Series 5mx PDA. Psion’s EPOC32 operating system is the direct ancestor of the Symbian operating system, that powered a generation of smartphones. IDE and SCSI hard disk support for Acorn 8-bit systems has been added, the latter being one of the components of the BBC Domesday Project system. In PC emulation, Windows 3.1 is now usable with S3 ViRGE accelerated 2D video drivers. F.Ulivi has contributed microcode-level emulation of the iSBC-202 floppy controller for the Intel Intellec MDS-II system, adding 8" floppy disk support.
Of course there are plenty of other improvements and additions, including re-dumps of all the incorrectly dumped GameKing cartridges, disassemblers for PACE, WE32100 and “RipFire” 88000, better Geneve 9640 emulation, and plenty of working software list additions. You can get the source and 64-bit Windows binary packages from the download page (note that 32-bit Windows binaries and “zip-in-zip” source code are no longer supplied).

MAME Testers Bugs Fixed

New working machines

New working clones

Machines promoted to working

Clones promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

Source Changes

submitted by cuavas to cade [link] [comments]

17 0 0B AB U4 17 0 0B AA U2 1A.0b Exponent Review Day 2 Part 1 Java 7 feature:Binary Literals 0B - YouTube

0b is not a valid number in binary; 0o is not a valid number in octal; a parser could detect the initial prefix and then trim any repeats. 0x0x0b10 => parseInt('0b10', 16) 0x0b10 => parseInt('0b10', 16) 0b10 => parseInt( '10', 2) example: Let me describe the device, and the options you have to make it work for you. As you can see by the Schematic's provided you have an option to "Invert" the generated "BITS" by including the NPN transistor inverter stage on each of the 4 data bit lines. (Labeled 8,4,2,1) Named for there Binary place holder value. Why the option ? In this example, we have loaded six binaries in the input and turned off the multi-line option. As a result, the output displays the total number of low bits in all numbers. The symbols '0' that is used in binary prefixes '0b' and '0B' is not counted in the total amount. The binary equivalent of 5 is: 0b101 The prefix 0b represents that the result is a binary string. Example 2: Convert an object to binary implementing __index__() method Other ways of expressing binary: You can have the zeros and ones in a string object which can be manipulated (although you should probably just do bitwise operations on the integer in most cases) - just pass int the string of zeros and ones and the base you are converting from (2): >>> int('010101', 2) 21 You can optionally have the 0b or 0B

[index] [4634] [1734] [20348] [25825] [16141] [17355] [27105] [11591] [170] [7544]

17 0 0B AB U4

Easy To Make Notecard Portfolio/ DIY Stationery Set/ MAKE NOTECARDS AND STATIONERY AT HOME TODAY - Duration: 38:45. The Posh Paper Lady Recommended for you 03 - Mental Math Secrets! - The Secret to Mental Addition - Math Tricks for Fast Calculations! - Duration: 12:31. Math and Science Recommended for you Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube. A number with the prefix '0b' is considered binary, '0o' is considered octal and '0x' as hexadecimal. So let’s get started. Sign in to like videos, comment, and subscribe. Sign in. Watch Queue Queue

Flag Counter