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can this mutator up the LV to254
can this mutator up the LV to254URL="https://dl.dropboxusercontent.com/u/175212805/ServerPerksX_v13.rar"]Download ServerPerksX v1.30[/URL][/SIZE]
Download ServerPerksX v1.30 Source
Older Versions
ServerPerksX v1.3 Changelog
New Features
ServerPerksX v1.1 Changelog
New Features
I sent Marco a PM about updating ServerPerks a few days ago for the new game mode, and let him know that I would be happy to do so if he had no plans on it. Given his lack of response, I imagine that means he has no intentions to do so.
So I've taken the liberty of updating ServerPerks v6.1 for the new StoryGame mode. This modification of ServerPerks also expands its features by adding a new system for servers to modify Zed waves in both Invasion and Story game modes, specify GameMode-Specific PlayerController and HUD classes, specify a MonsterCollection (to enable event zeds if you want), and specify a ZombieList sub-system (if you want to write your own Zed-Replacement class). All of this while retaining all of the original ServerPerks functionality and adding no new client-side files other than the new HUD and PlayerController classes.
As the StoryGame mode is obviously new and heavily logged, so too is this mutator. I'll try to keep it updated as much as possible until StoryMode is relatively stable. Let me know if you encounter any bugs, and please send me your KillingFloor.log file if you do! This is especially helpful while StoryMode is still so heavily logged.
New Features
Old Features
See this thread. This mutator merely enhances the functionality of Marco's original mutator.
Installation and Use
New Features Guide
New Variables in ServerPerksX.ini
Explaining the ZedList replacement system
Essentially, this sub-system allows server-admins to specify what zeds they want to spawn on which maps without compiling any code, and merely modifying values in the ServerPerksX.ini file. The StoryMode squad system is quite sophisticated compared to older KF code (That Alex Quick guy is pretty good!), so messing with any of it directly could potentially be a nightmare for modders. And because the new spawning system is offloaded to the level designers almost entirely, it compounds the issue of trying to fiddle with the code in order to get the results you want. My hope is that this mutator will stop the almost certain problem of incompatibility between mods which all try to stick their fingers into that pie. This sub-system is modular, and allows modders to make their own replacement systems subclassing ServerPerksXMut.SRZombieList (which is the default, included module)
As of the v1.3 release of ServerPerksX, the ZedList system has been widely expanded for Invasion mode, allowing dynamic, map/difficulty/gamelength based modifications of waves without the need to mess with wavemasks, which the ZedList now generates on the fly every time a map loads.
A moderately simple module for modifying spawn waves in both game modes. This is the default mode, and intends to be as capable as possible for the majority of people's needs.
Custom Monster Collection
ServerPerksX can now dynamically create and load in a Monster Collection at runtime, which allows you, the modder, to specify new or replacement monsters by simply changing a line in the ServerPerksX.ini file. Monster Collections are the basic list of zombies used by both game modes to spawn waves of zeds in the game, and any modifications to this will be global. The ServerPerksX Monster Collection replacement module lets you selectively specify replacements, or completely override the default MonsterCollectionClass. Default values in ServerPerksX.ini represent the vanilla KFMod version of the Monster Collection, with all the classic zeds.
In order to customize your server's loadout of zombies, you have a great deal of options available. First, if you've already created your own Monster Collection, you can load it as the default collection by specifying it in the MonsterCollectionClass variable of the .ini file. Or, if you'd prefer, you can leave this variable definition empty and let Killing Floor load its own Monster Collection (handy if you want events, such as the sideshow/halloween zeds to affect the later portions).
Next, you can modify this default Monster Collection, whether defined by you or left up to Killing Floor, by setting the bCustomMonsterCollection under [ServerPerksX.SRZombieList] header to true. By doing this, you will activate the following variables:
By removing the values for any of these, you will allow the default Monster Collection to take precedence. You can also freely add new Monster definitions without affecting the defaults loaded in by the default Monster Collection. If, however, you define a Monster with any of the letters A-I, it will override the default monster held there.
For instance, let us assume that the Summer Sideshow event is taking place and while you like most of the new Zeds you think the Sirens are too ugly, and want to change them to the default. This is what your .ini file should look like:
[ServerPerksXMut.ServerPerksMut] ... MonsterCollectionClass= ... [ServerPerksXMut.SRZombieList] bCustomMonsterCollection=false Monster=(Letter="H",MClass="KFChar.ZombieSiren") ...
Invasion Squads
The Invasion spawning mechanic in ServerPerksX is capable of handling almost any kind of customized spawning patters for Invasion Mode. You may define squads, squad sets, waves, and wave information for both global use and map-specific use. Waves may be targeted at specific game lengths, difficulty modes, or maps, and may define the total number of zeds that wave, the set of monsters which spawn at the beginning of the wave, and even the zeds who accompany the patriarch.
First thing's first if you want to use the ZedList system to modify your zombie spawns. You must define some squads. By default, the .ini file provides all of the default KF monster squads. You may edit them freely.
Once you've defined your squads, you may choose to simply have your squads be injected into the existing WaveMasks (which control which squads spawn and when) by changing the bOverrideInvasionSquads variable to true. Once this is done, your squads will be eligible for spawning.
Next, provided you're still feeling adventurous, you can start defining custom squads, squad sets, waves, and wave informations. This part of the ZedList, enabled by the bOverrideInvasionWaves variable, allows you to set up waves for various game conditions.
First, I'll discuss SquadSets. SquadSets are not absolutely necessary in order to modify waves. They are simply a grouping mechanism allowing you to organize similar squads together in order to maximize your versatility in defining squads for specific conditions. Some parts of the waves do require SquadSets, however, such as the OpeningSet (the zeds which spawn at the start of the wave).
Once you have a couple of SquadSets planned out, you can move on to defining some Waves. Waves are definitions for a single dynamic Wave which is called by the GlobalWaves and MapWaves under specific conditions. Think of the generic wave, then, as the spawning mechanics for any given wave of Killing Floor.
Now that you've defined a few waves, you can go on to plugging them into the GlobalWaves and MapWaves as you see fit. GlobalWaves and MapWaves are essentially a list of conditions under which to spawn the previously defined Waves. GlobalWaves, obviously, apply to every map. MapWaves are Map-Specific, and will override any Globals if their conditions are met. The order of precedence for definitions goes as follows:
So if you leave any conditions empty here, Killing Floor's defaults will be allowed to take over. Handy if you only want to change one or two things.
MapWaves are identical to GlobalWaves with the exception of being able to define maps for them.
Story Mode Squads
So as I mentioned, this spawning system is much more sophisticated. Thus, I won't go into terrible details on it in this thread. As the system is still very new and capable of being altered by Tripwire, it wouldn't make much sense to do so now anyway. Let's just get right into it, then.
In order to modify the Story Mode Squads, you must change bOverrideStorySquads to true in the ServerPerksX.ini file. This will enable the ZombieList replacement system for Story Mode. There are some default, do-nothing values defined which you will need to replace (but you can leave them there if you want a handy reference since they don't actually do anything).
This method of changing zed spawns is quite simple and straightforward. Like the other methods, it can be map-specific or global. This method will simply replace a percentage of existing Zeds in every squad with the ones you want.
Start with the simplest definition, where we define that we want to replace things on the map KFO-Steamland StorySquadReplacements=(MapName="KFO-Steamland")
This method of changing zed spawns is intended to tack extra Zeds onto existing squads, or as an adjunct to StorySquadReplacements, as it is applied sequentially after the previous method. So we can use this method to further edit previously modified squads.
Start with the simplest definition, where we define that we want to replace things on the map KFO-Steamland StorySquadAdditions=(MapName="KFO-Steamland")
The most complicated way to add new Zeds to story maps. This is for those who can't be satisfied by simply manipulating existing squads, and want more control over how Zombies spawn. This array's definitions will create wholly new squads for placement on the defined maps.
Well, if you want to add your own squads to the game code-side, there you go. It's not nearly as complicated as it seems, however. I'll go through a couple of examples. First, let's consider the practical case that I would like to add a squad of 3-5 Stalkers, 1 Siren, and either 0 or 2 Crawlers to the KFO-Steamland map, and I would like them to only spawn during the Breaker wave (the one where you have to weld up the breaker boxes) and Escort wave (When that bastard says "Gooh, Bloody Knee!" a thousand times).
To do this, I'll start with a basic definition of the item that will go into the end of the ServerPerksX.ini file:
StoryNewSquads=( SquadInfo=( () , () ) )
Again, start with the simplest definition:
StoryNewSquads=( SquadInfo=( () ) )
An extremely simple replacement system designed to outright replace all occurences of one zombie type with another. Still under development.
Feedback, comments, suggestions, ideas, remarks, etcetera are all very welcome![/QUOTE]
can this mutator uped LV to 254,why i ask,i used serverperks but it could not uped the LV while i uped to 71,i always set the max LV254
Set the MaxPerksLevel variable to 254 in ServerPerksX.ini
Noticed a couple of strange bugs running ServerPerksX:
When ServerPerksX is loaded, it's the only mutator running. Mutators running alongside ServerPerks 6 are as follows:
Edit: The no perk issue doesn't seem to be consistent. Sometimes it says there's no perk available, other times it's just fine. Seems to happen more often when switching from ServerPerks 6, but I just tested it again and my perk loaded normally.
I may try reinstalling ServerPerksX and see if that fixes the bugs. It could just be a bad install.
Reinstalled, having the same problem. Screenshot of player without weapon: http://steamcommunity.com/sharedfile.../?id=160286512
Also, ServerPerksX seems to be pulling from the same ServerPerkStats.ini, so I wonder if this might have anything to do with it?
Last edited by PotentiaLeaena; 07-14-2013 at 10:11 PM.
Had a replication error with the delegates, fixed it. try v1.31, should no longer be an issue. All I can say is... oops! I don't know why I was even trying to replicate the delegate assignments in the first place, since simulated proxies wouldn't get that information.
edit: Also, a note about using mods like ScrNBalance. While it is true that anything compatible with ServerPerks is compatible with ServerPerksX, it will require a recompile in order to make it work. Poosh says he may be extending ServerPerksX in his next version of ScrNBalance, so that will probably be taken care of on its own in time. Otherwise, you'll need to recompile ScrNBalance on your own to make it work (which will cause version mismatch errors if some one tries to connect to your server and has previously downloaded the host files for ScrNBalance). Best to wait for other modders to update to this new system. Likewise, don't expect anything built for ServerPerks to work without a recompile. While Marco has given his permission for this mutator, I don't feel comfortable releasing it as "ServerPerks V7" unless he requests it directly.
Also let me know if you run across any more errors. I wish I could test everything myself, but with the volume of possible configurations I've added it's nearly impossible (though that replication bug shouldn't have ever slipped by, I apologize about that).
Last edited by Surly; 07-15-2013 at 04:48 AM.
Download ServerPerksX v1.32 archive is damaged
class KFMonstersCollection extends Object; struct MClassTypes { var() config string MClassName, MID; }; var() globalconfig array<MClassTypes> MonsterClasses; var() array<MClassTypes> StandardMonsterClasses; // The standard monster classed // Store info for a special squad we want to spawn outside of the normal wave system struct SpecialSquad { var array<string> ZedClass; var array<int> NumZeds; }; // Special squads are used to spawn a squad outside of the normal wave system so // we have a bit more control. Basically. these will only spawn towards the // end of the normal squad list. This way you don't end up with a bunch of really // beast Zeds spawning one right after the other> It also guarantees that this // squad will always get used - Ramm var array<SpecialSquad> SpecialSquads; // The currently used SpecialSquad array var array<SpecialSquad> ShortSpecialSquads; // The special squad array for a short game var array<SpecialSquad> NormalSpecialSquads; // The special squad array for a normal game var array<SpecialSquad> LongSpecialSquads; // The special squad array for a long game var array<SpecialSquad> FinalSquads; // Squads that spawn with the Patriarch var config string FallbackMonsterClass; var() string EndGameBossClass; // class of the end game boss, moved to non config - Ramm static function PreLoadAssets() { local int i; for(i=0;i<default.MonsterClasses.Length;i++) { class<KFMonster>(DynamicLoadObject(default.MonsterClasses[i].MClassName, Class'class')).static.PreCacheAssets(none); } } defaultproperties { MonsterClasses(0)=(MClassName="KFChar.ZombieClot",MID="A") MonsterClasses(1)=(MClassName="KFChar.ZombieCrawler",MID="B") MonsterClasses(2)=(MClassName="KFChar.ZombieGoreFast",MID="C") MonsterClasses(3)=(MClassName="KFChar.ZombieStalker",MID="D") MonsterClasses(4)=(MClassName="KFChar.ZombieScrake",MID="E") MonsterClasses(5)=(MClassName="KFChar.ZombieFleshpound",MID="F") MonsterClasses(6)=(MClassName="KFChar.ZombieBloat",MID="G") MonsterClasses(7)=(MClassName="KFChar.ZombieSiren",MID="H") MonsterClasses(8)=(MClassName="KFChar.ZombieHusk",MID="I") StandardMonsterClasses(0)=(MClassName="KFChar.ZombieClot",MID="A") StandardMonsterClasses(1)=(MClassName="KFChar.ZombieCrawler",MID="B") StandardMonsterClasses(2)=(MClassName="KFChar.ZombieGoreFast",MID="C") StandardMonsterClasses(3)=(MClassName="KFChar.ZombieStalker",MID="D") StandardMonsterClasses(4)=(MClassName="KFChar.ZombieScrake",MID="E") StandardMonsterClasses(5)=(MClassName="KFChar.ZombieFleshpound",MID="F") StandardMonsterClasses(6)=(MClassName="KFChar.ZombieBloat",MID="G") StandardMonsterClasses(7)=(MClassName="KFChar.ZombieSiren",MID="H") StandardMonsterClasses(8)=(MClassName="KFChar.ZombieHusk",MID="I") FinalSquads(0)=(ZedClass=("KFChar.ZombieClot"),NumZeds=(4)) FinalSquads(1)=(ZedClass=("KFChar.ZombieClot","KFChar.ZombieCrawler"),NumZeds=(3,1)) FinalSquads(2)=(ZedClass=("KFChar.ZombieClot","KFChar.ZombieStalker","KFChar.ZombieCrawler"),NumZeds=(3,1,1)) ShortSpecialSquads(2)=(ZedClass=("KFChar.ZombieCrawler","KFChar.ZombieGorefast","KFChar.ZombieStalker","KFChar.ZombieScrake"),NumZeds=(2,2,1,1)) ShortSpecialSquads(3)=(ZedClass=("KFChar.ZombieBloat","KFChar.ZombieSiren","KFChar.ZombieFleshPound"),NumZeds=(1,2,1)) NormalSpecialSquads(3)=(ZedClass=("KFChar.ZombieCrawler","KFChar.ZombieGorefast","KFChar.ZombieStalker","KFChar.ZombieScrake"),NumZeds=(2,2,1,1)) NormalSpecialSquads(4)=(ZedClass=("KFChar.ZombieFleshPound"),NumZeds=(1)) NormalSpecialSquads(5)=(ZedClass=("KFChar.ZombieBloat","KFChar.ZombieSiren","KFChar.ZombieFleshPound"),NumZeds=(1,1,1)) NormalSpecialSquads(6)=(ZedClass=("KFChar.ZombieBloat","KFChar.ZombieSiren","KFChar.ZombieFleshPound"),NumZeds=(1,1,2)) LongSpecialSquads(4)=(ZedClass=("KFChar.ZombieCrawler","KFChar.ZombieGorefast","KFChar.ZombieStalker","KFChar.ZombieScrake"),NumZeds=(2,2,1,1)) LongSpecialSquads(6)=(ZedClass=("KFChar.ZombieFleshPound"),NumZeds=(1)) LongSpecialSquads(7)=(ZedClass=("KFChar.ZombieBloat","KFChar.ZombieSiren","KFChar.ZombieFleshPound"),NumZeds=(1,1,1)) LongSpecialSquads(8)=(ZedClass=("KFChar.ZombieBloat","KFChar.ZombieSiren","KFChar.ZombieScrake","KFChar.ZombieFleshPound"),NumZeds=(1,2,1,1)) LongSpecialSquads(9)=(ZedClass=("KFChar.ZombieBloat","KFChar.ZombieSiren","KFChar.ZombieScrake","KFChar.ZombieFleshPound"),NumZeds=(1,2,1,2)) FallbackMonsterClass="KFChar.ZombieStalker" EndGameBossClass="KFChar.ZombieBoss" }
Is this correct?
Yes, you can do that if you already have a Monster Collection class made, and you don't need to do anything else to get the monster list to work properly. Simply set the MonsterCollectionClass variable in the [ServerPerksXMut.ServerPerksMut] section to the "Package.ClassName" of that monster collection. By leaving that blank, it will use the defaults.
Note: Your MonsterCollection must extend KFMonstersCollection to be valid! You should use one of the Event Zed collections as your template (all they have in them is default properties, no need to write any of the other stuff).
Alternatively OR additionally, you can also have the ZedList create a monster class dynamically by specifying it in the .ini file under the [ServerPerksXMut.SRZombieList] section. The Monster Collection it creates will use the monster collection defined by the MonsterCollectionClass as its base (or the defaults if it is undefined). Set the bCustomMonsterCollection variable to true, and it'll activate the monster definitions. When you change that variable to true, any Monster=(XXX) definitions you add will be APPENDED to your monster collection, and if you specify any monster definitions with a letter ID which is the same as one that is in the defined monster list, it will simply replace them. Otherwise, it'll add them to it.
I find this method better because it allows you to add, or change, zeds on the fly. For instance, if you do not define a MonsterCollectionClass in the .ini file, it will always use the base zeds as its defaults. This allows Killing Floor event zeds to be used whenever an event is going on, and you will always add your new zeds on top of them. So if the summer sideshow event is going on, those zeds will show up in addition to yours. (but if you replace any of the default zeds, yours will show up instead for those defined).
For reference, here's a fully created monster wave definition I've made for another mod I'm working on:
[ServerPerksXMut.SRZombieList] bCustomMonsterCollection=true Monster=(Letter="A",MClass="Survival.SZombieClot") Monster=(Letter="B",MClass="Survival.SZombieCrawler") Monster=(Letter="C",MClass="Survival.SZombieGoreFast") Monster=(Letter="D",MClass="Survival.SZombieStalker") Monster=(Letter="E",MClass="Survival.SZombieScrake") Monster=(Letter="F",MClass="Survival.SZombieFleshpound") Monster=(Letter="G",MClass="Survival.SZombieBloat") Monster=(Letter="H",MClass="Survival.SZombieSiren") Monster=(Letter="I",MClass="Survival.SZombieHusk") Monster=(Letter="J",MClass="Survival.SZombieMiniScrake") Monster=(Letter="K",MClass="Survival.SZombieRocketHusk") Monster=(Letter="L",MClass="Survival.SZombieMegaPound") Monster=(Letter="M",MClass="Survival.SZombieSnatch") Monster=(Letter="N",MClass="Survival.SZombieSmoker") Monster=(Letter="O",MClass="Survival.SZombieGhost") Monster=(Letter="P",MClass="Survival.SZombieHalfBreed") Monster=(Letter="Q",MClass="Survival.SZombieArachna") BossMonster="Survival.SHardPat" FallbackMonster="Survival.SZombieStalker" Squad=(SquadName="FodderWeak1",Zeds="3A1M") Squad=(SquadName="FodderWeak2",Zeds="4A1M") Squad=(SquadName="FodderMedium1",Zeds="2A2M1G") Squad=(SquadName="FodderMedium2",Zeds="3A1M2G") Squad=(SquadName="FodderStrong1",Zeds="1A2M1C1J1Q") Squad=(SquadName="FodderStrong2",Zeds="2A2M1C1G") Squad=(SquadName="AttackWeak",Zeds="2M4C") Squad=(SquadName="AttackMedium",Zeds="2M3C1J1H") Squad=(SquadName="AttackStrong",Zeds="1M3C2J1H1N") Squad=(SquadName="CrawlerWeak",Zeds="2B1Q") Squad=(SquadName="CrawlerMedium",Zeds="3B3Q1P") Squad=(SquadName="CrawlerStrong",Zeds="1B4Q2P") Squad=(SquadName="StalkerWeak",Zeds="3D") Squad=(SquadName="StalkerMedium",Zeds="3D1O") Squad=(SquadName="StalkerStrong",Zeds="3D3O1H1Q") Squad=(SquadName="CrawlerApocalypse",Zeds="9B9B9Q4P") Squad=(SquadName="BloatHusk",Zeds="2G1I1H1A1C") Squad=(SquadName="BloatHuskScreen",Zeds="3G2I1H1N1A") Squad=(SquadName="HuskScreen",Zeds="2I1N2C") Squad=(SquadName="Husk",Zeds="1I") Squad=(SquadName="RangedWeak",Zeds="1H1I1G1C") Squad=(SquadName="RangedMedium",Zeds="2H1I1N") Squad=(SquadName="RangedStrong",Zeds="2H1I1K1N") Squad=(SquadName="RocketScreen",Zeds="2K1N2H") Squad=(SquadName="MiniScrakes",Zeds="3J2C") Squad=(SquadName="ScrakeFodderWeak",Zeds="1E2A2C1H") Squad=(SquadName="ScrakeFodderMedium",Zeds="1E2M2C1J1H1N") Squad=(SquadName="ScrakeFodderStrong",Zeds="1E2M1G2J1N1K") Squad=(SquadName="ScrakeFamily",Zeds="2E4J") Squad=(SquadName="BulletSponge1",Zeds="1E2G1P1N") Squad=(SquadName="BulletSponge2",Zeds="1E3G1H1N") Squad=(SquadName="BulletSponge3",Zeds="2E2G1K1N") Squad=(SquadName="Pounder",Zeds="1F") Squad=(SquadName="DoublePounder",Zeds="2F") Squad=(SquadName="TriplePounder",Zeds="3F") Squad=(SquadName="ScreamCity",Zeds="4H1N") Squad=(SquadName="HardAttack",Zeds="3C3O1P2Q") Squad=(SquadName="Megapound",Zeds="1L") bOverrideInvasionSquads=true bOverrideInvasionWaves=true SquadSet=(SetName="Starters",Squads=("FodderWeak1","FodderWeak2","FodderMedium1","AttackWeak","StalkerWeak")) SquadSet=(SetName="StrongFodder",Squads=("AttackMedium","FodderStrong2","FodderStrong1")) SquadSet=(SetName="MediumFodder",Squads=("FodderMedium1","FodderMedium2")) SquadSet=(SetName="Attack",Squads=("AttackMedium","AttackStrong")) SquadSet=(SetName="StartersOpener",Squads=("FodderStrong1","CrawlerMedium")) SquadSet=(SetName="CrawlerSet",Squads=("CrawlerStrong","CrawlerMedium")) SquadSet=(SetName="CrawlerStalkerSet",Squads=("CrawlerStrong","StalkerMedium")) SquadSet=(SetName="CrawlerApocalypse",Squads=("CrawlerApocalypse")) SquadSet=(SetName="SirenMix",Squads=("RangedMedium","StalkerStrong")) SquadSet=(SetName="GhostMix",Squads=("StalkerStrong","HardAttack")) SquadSet=(SetName="BossHelpers",Squads=("FodderStrong1","StalkerMedium","MiniScrakes")) SquadSet=(SetName="HardFodder",Squads=("AttackStrong","CrawlerStrong","StalkerMedium")) SquadSet=(SetName="ScrakeWeak",Squads=("ScrakeFodderWeak")) SquadSet=(SetName="ScrakeMedium",Squads=("ScrakeFodderMedium")) SquadSet=(SetName="ScrakeHard",Squads=("ScrakeFodderStrong")) SquadSet=(SetName="ScrakeFamily",Squads=("ScrakeFamily")) SquadSet=(SetName="WeakPounder",Squads=("Pounder","FodderWeak")) SquadSet=(SetName="TwoPoundOpener",Squads=("DoublePounder","AttackMedium","BloatHusk")) SquadSet=(SetName="BulletSponges",Squads=("BulletSponge1","BulletSponge2","BulletSponge3")) SquadSet=(SetName="MegaPoundOpener",Squads=("MegaPound")) SquadSet=(SetName="UltraHard",Squads=("TriplePounder","Pounder","ScreamCity","RocketScreen","ScrakeFamily","CrawlerApocalypse")) SquadSet=(SetName="WeakRanged",Squads=("Husk","HuskScreen","RangedWeak")) SquadSet=(SetName="StrongRanged",Squads=("HuskScreen","RangedMedium","RangedStrong")) SquadSet=(SetName="RocketMix",Squads=("RangedStrong","BloatHusk","RocketScreen")) SquadSet=(Setname="LateWaveFodder",Squads=("BulletSponge1","HardAttack","RangedStrong")) SquadSet=(SetName="RocketOpener",Squads=("RocketScreen","BloatHusk","ScreamCity")) Wave=(WaveName="Wave1",Sets=("Starters"),OpeningSet="StartersOpener") Wave=(WaveName="Wave2",Sets=("CrawlerStalkerSet","Attack"),Squads=("Husk"),OpeningSet="CrawlerStalkerSet") Wave=(WaveName="Wave3",Sets=("MediumFodder","Attack","GhostMix","SirenMix"),Squads=("Husk"),OpeningSet="CrawlerApocalypse") Wave=(WaveName="Wave4",Sets=("ScrakeWeak","SirenMix","CrawlerStalkerSet","MediumFodder"),OpeningSet="ScrakeMedium") Wave=(WaveName="Wave5",Sets=("ScrakeWeak","ScrakeMedium","CrawlerSet","StrongFodder","WeakRanged"),Squads=("RangedWeak"),OpeningSet="ScrakeFamily") Wave=(WaveName="Wave6",Sets=("StrongFodder","SirenMix","WeakRanged","CrawlerStalkerSet","ScrakeHard","ScrakeWeak"),OpeningSet="WeakPounder") Wave=(WaveName="Wave7",Sets=("HardFodder","MediumFodder","SirenMix","ScrakeMedium","ScrakeHard","WeakRanged"),OpeningSet="WeakPounder") Wave=(WaveName="Wave8",Sets=("ScrakeFamily","StrongRanged","ScrakeMedium","WeakPounder","StrongFodder","HardFodder"),Squads=("BulletSponge1"),OpeningSet="RocketOpener") Wave=(WaveName="Wave9",Sets=("Pounder","ScrakeFamily","RocketMix","StrongFodder","ScrakeWeak","LateWaveFodder","CrawlerSet"),OpeningSet="TwoPoundOpener") Wave=(WaveName="Wave10",Sets=("GhostMix","SirenMix","ScrakeFamily","ScrakeHard","BulletSponges","StrongRanged","LateWaveFodder","MediumFodder","Attack"),OpeningSet="MegaPoundOpener") Wave=(WaveName="London10",Sets=("UltraHard"),OpeningSet="MegaPoundOpener") Wave=(WaveName="BossHelpers",OpeningSet="BossHelpers") GlobalWaves=(WaveNum=1,Short="Wave1",Normal="Wave1",Long="Wave1") GlobalWaves=(WaveNum=2,Short="Wave3",Normal="Wave3",Long="Wave2") GlobalWaves=(WaveNum=3,Short="Wave5",Normal="Wave4",Long="Wave3") GlobalWaves=(WaveNum=4,Short="Wave9",Normal="Wave6",Long="Wave4") GlobalWaves=(WaveNum=5,Normal="Wave7",Long="Wave5") GlobalWaves=(WaveNum=6,Normal="Wave9",Long="Wave6") GlobalWaves=(WaveNum=7,Normal="Wave10",Long="Wave7",NumZeds=40) GlobalWaves=(WaveNum=8,Long="Wave8",NumZeds=45) GlobalWaves=(WaveNum=9,Long="Wave9",NumZeds=48) GlobalWaves=(WaveNum=10,Long="Wave10",NumZeds=50) GlobalWaves=(WaveNum=0,Short="BossHelpers",Normal="BossHelpers",Long="BossHelpers") MapWaves=(MapName="KF-WestLondon",WaveNum=10,Long="London10",MinDifficulty=4,NumZeds=30) StorySquadReplacements=(ReplaceClass="Survival.SZombieSnatch",ZedTypeToReplace="clot",PercentReplaced=0.5) StorySquadReplacements=(ReplaceClass="Survival.SZombieHalfBreed",ZedTypeToReplace="crawler",PercentReplaced=0.25) StorySquadReplacements=(ReplaceClass="Survival.SZombieGhost",ZedTypeToReplace="stalker",PercentReplaced=0.40) StorySquadReplacements=(ReplaceClass="Survival.SZombieRocketHusk",ZedTypeToReplace="husk",PercentReplaced=0.35) StorySquadReplacements=(ReplaceClass="Survival.SZombieMiniScrake",ZedTypeToReplace="scrake",PercentReplaced=0.20) StorySquadAdditions=(SpawnsWithClass="Survival.SZombieSnatch",SpawnClass="Survival.SZombieMiniScrake",NumToSpawn=1,PercentChance=0.5) StorySquadAdditions=(SpawnsWithClass="Survival.SZombieScrake",SpawnClass="Survival.SZombieMiniScrake",NumToSpawn=2,PercentChance=0.8) StorySquadAdditions=(SpawnsWithClass="Survival.SZombieHusk",SpawnClass="Survival.SZombieSmoker",NumToSpawn=1,PercentChance=0.8) StorySquadAdditions=(SpawnsWithClass="Survival.SZombieFleshpound",SpawnClass="Survival.SZombieRocketHusk",NumToSpawn=1,PercentChance=0.8) ;StorySquadAdditions=(SpawnsWithClass="Survival.SZombieFleshpound",SpawnClass="Survival.SZombieMegaPound",NumToSpawn=1,PercentChance=0.2) StorySquadAdditions=(SpawnsWithClass="Survival.SZombieRocketHusk",SpawnClass="Survival.SZombieSmoker",NumToSpawn=1,PercentChance=0.8)
This particular configuration replaces all of the default zeds, adds more, and defines a bunch of waves, wave sets, squads, and basically everything else that can be done. And it's all done without a MonsterCollection class (as it allows ServerPerksX to create one when the server launches).
Last edited by Surly; 07-20-2013 at 11:59 AM.
This is awesome, thank you! I hadn't even considered using the Event Zed collections as a template. I was just going to make several subclasses of the KFMonstersCollection and load them as I saw fit (as my own 'events', for example), but this should save me a lot of time.
This might be a stupid question, but I'm rather new to UnrealScript. If I wanted to write a mutator that allowed random bosses to be spawned mid-game (similar to the Doom 3 mod), would this sort of thing be compatible with ServerPerksX?
Also, I don't suppose anyone has a reference to which unicode characters are valid for defining the monster array (or a list of invalid characters, as the case may be)?
Just stick to letters, if you ask me. Note: I have not tested the use of all unicode characters, but it should work theoretically, provided you stick to the actual, encoded characters in Unicode 4.0 (of which there are like 190,000).
As far as random bosses go... hmm. Well, that's interesting. How do you want the bosses to show up? Just in the middle of the wave? At the beginning? KF's spawning routine doesn't really support special mechanics for bosses, but one thing you CAN do is define an "OpeningSet" for a wave that has your boss in it, which will make him show up on whatever wave has that opening set. Heck, you can even shove the patriarch into the normal rotation (but do note that the vanilla patriarch will trigger the end of the game if he dies).
If you let me know exactly what you want I can try to think up a way to get it to work with this and maybe put it in an update.
Last edited by Surly; 07-21-2013 at 01:11 AM.
It sounds like I could do this by defining an OpeningSet, and the boss would show up on that wave, but it wouldn't be random. That could work, but I worry that it'd get boring after a while if you know that Wave X, Y, and Z are all going to have a boss in them (the same way everyone knows that Wave 11 is the Patriarch). So I'd like to randomize it, the way Doom 3 does.
The Doom 3 mutator uses BossStartWaves and BossWaveRate variables to control when bosses start to spawn and how often, respectively.
Excerpt from Doom3KF.ini:
bSpawnSuperMonsters=True # E.g. 10*0.4 = wave 4 in long game, 7*0.4 = wave 3 in medium game etc. BossStartWaves=0.500000 # 0.45 = 45% BossWaveRate=0.500000 BossWaveReduction=0.400000 # For example, Maledict has 4000hp (on Normal difficulty). If BossPerPlayerHP=0.4 # 4000 + 4000*0.4*(6-1) = 12000 BossPerPlayerHP=0.400000 # For example, if PatBossMult=3.0, then Maledict's health will be # 12000 * 3 = 36000hp (6 players, Normal difficulty). PatBossMult=3.000000 #PatReplacement=KFChar.ZombieBoss #PatReplacement=ScrnMonstersMut.HardPat #LargePatReplacement=KFChar.ZombieBoss #LargePatReplacement=ScrnMonstersMut.HardPat LargeMaps=KF-WestLondon LargeMaps=KF-Manor LargeMaps=KF-Farm LargeMaps=KF-MountainPass LargeMaps=KF-MountainPassNight LargeMaps=kf-abusementpark LargeMaps=kf-icebreaker LargeMaps=kf-suburbia LargeMaps=kf-wyre LargeMaps=KF-ArenaWars LargeMaps=KF-Afghanistan LargeMaps=KF-DeathBasinSands LargeMaps=KF-DeathBasinSandsNight LargeMaps=KF-Dust_Nightmare LargeMaps=KF-ElecFields-V1_2 LargeMaps=KF-HellGateFinal1-2 LargeMaps=KF-Helms_Deep LargeMaps=KF-Hyperblast2-V1_2 LargeMaps=Kf-SilentHillBeta2-0 LargeBosses=Guardian LargeBosses=HunterHellTime LargeBosses=Maledict LargeBosses=Cyberdemon NormalBosses=Sabaoth NormalBosses=Vagary NormalBosses=HunterBerserk NormalBosses=HunterInvul
Last edited by PotentiaLeaena; 07-21-2013 at 02:15 AM.
I'll do some research on how that's being done in the Doom3 mod, but from the looks of things it's either a custom gametype or a timer running in the mutator. As far as the timer thing goes, I wouldn't want to add a recurring timer to ServerPerks since that's beyond the "low drag" scope of the project, but I suppose I could add it as an optional module if necessary.
What I CAN do without manipulating the gametype or running a background timer is add a PercentChance variable to Sets, so that each monster defined in them only has the defined percentage chance to be added to the opening set pool per map wave. Opening sets are handled differently by the killing floor code than the rest of the squads, and can contain duplicate zeds (and even duplicate squads of zeds), so that might be what you're looking for.
I, too, was looking to add some randomization to the Invasion Mode waves. I think that's a promising venture. You can expect that in the next version.
edit: for now, the opening set thing is the closest this mod gets. but luckily you can change the settings in the .ini pretty easily to mix it up. next version should either be out in 3 days, or 20. i'm going to be out of town for 2 weeks starting on the 28th.
Last edited by Surly; 07-21-2013 at 02:40 AM.
Doom3 uses times. It does not use custom game type. Actually background timer is already running in ServerPerksMut:
Auto state EndGameTracker { Begin: while( !Level.Game.bGameEnded ) { Sleep(1.f); if( MidGameSaveWaves>0 && KFGT!=None && KFGT.WaveNum!=LastSavedWave ) { LastSavedWave = KFGT.WaveNum; InitNextWave(); } } CheckWinOrLose(); SaveStats(); }
Surly, can you do me a favor and add the following code in ServerPerksMut:
state SaveStats { Begin: SaveStats(); if ( !Level.Game.bGameEnded ) GotoState('EndGameTracker'); }
I added:
state SaveStatsState { Begin: SaveStats(); if ( !Level.Game.bGameEnded ) GotoState('EndGameTracker'); }
I'm loving the mutator so far; the custom spawns and waves are gonna be fun when I get it all set. But I'm wondering why after installing this mutator, no one can buy things like the thompson, or the flare revolvers, or basically any of the newer items, DLC included. I stumbled on a thread mentioning KF_DLC.utx for a similar problem last night. I checked my server and sure enough the file was tiny compared the the one I had on my home PC, so I uploaded the bigger one, hoping it would fix the issue, and it didn't, at least for the flares. I don't have many DLC packs so I can't say for sure what's fixed and what isn't. But then, didn't I read somewhere that these mutators are unable to check if a user has the rights to the DLC weapons, only the DLC characters?
If they're not there, you'll have to grab the pickup class names of the weapons and add them yourself. You can find the source for the weapons (and a great deal of other things) in a folder called KFMod in your Killing Floor directory.
There are a couple ways to deal with DLC weapons not being perked if that turns out to be the case (which I imagine it will be). I'd check the original ServerPerks thread, I know someone linked a more recent version of the KF perks. You'll probably have to change a few things around in the .ini to get them working (the lines that say "Perks=PackageName.ClassName"), but they should work nonetheless.
LairServers Official Steam Group
Thanks PotentiaLeaena, but they are listed in the config correctly. A helpful modder told me the problem is basically that servers running non-whitelisted content can't lookup whether or not a user has purchased the DLC, and just assumes no one has. There is a fix, but not sure if tripwire-sanctioned per se, so I won't mention, but it is indeed in the source code files in KFMod.
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May 28, 2011
Taube Family Tennis Center - Stanford, Calif.
Quarterfinal Doubles Matches
No. 3 Bradley Klahn-Ryan Thacher, STANFORD, d. No. 13 Vahid Mirzadeh-Connor Smith, FLORIDA, STATE, 6-7 (3), 6-4, 6-2
No. 4 Jeff Dadamo-Austin Krajicek (3), TEXAS A&M, d. No. 5 Roberto Maytin-John Peers, BAYLOR, 6-2, 7-6 (4)
No. 14 Kevin King-Juan Spir, GEORGIA TECH, d. No. 7 Reid Carleton-Henrique Cunha, DUKE, 6-7 (5), 6-4, 6-4
No. 17 Sekou Bangoura Jr.-Alexandre Lacroix, FLORIDA, d. No. 18 Austen Childs-Viktor Maksimcuk, LOUISVILLE, 6-3, 6-2
Jeff Dadamo, TEXAS A&M
"I thought it went really well. We had played them earlier in the year and lost to them, so we were pretty familiar with the way that they played. Austen and I both started out pretty hot. We returned well and broke them early. We had a game plan going in and executed it really well. I thought we never really gave them a chance to get in the match. I am not sure who we play tomorrow, but I feel pretty confident in the way that we are playing. It will be a good match either way and I feel like we are playing well."
Alexandre Lacroix, FLORIDA
"We played really good today, better than yesterday. We were really aggressive on our service game and return game. Both teams played really good, we got the break in the first set and double-break in the second set, it was pretty good. We improved our doubles and if we play like that tomorrow we can win but it's going to be tough so we'll see."
Ryan Thacher, STANFORD
"They were really scrappy. The conditions were tough out there today. During the first set, we were taking care of our serve pretty well but couldn't find the court on returns. We really just tried to stay focused and have confidence knowing it would come. Midway through the second set, things turned a little bit and we found our range a little more. I think we started to put together some better points and things went our way in the end."
No. 1 Mari Anderson-Jana Juricova (1), CALIFORNIA, d. No. 12 Linda Abu Meshrefova-Nida Hamilton, NORTHWESTERN, 6-2, 6-1
No. 3 Hilary Barte-Mallory Burdette (4), STANFORD, d. No. 9 Kate Fuller-Chelsey Gullickson, GEORGIA, 6-3, 7-6 (4)
No. 4 Kaitlyn Christian-Maria Sanchez, USC (3), d. No. 13 Venise Chan-Denise Dy, WASHINGTON, 6-1, 6-4
No. 6 Josipa Bek-Keri Wong, CLEMSON, d. No. 2 Alex Cercone-Allie Will (2), FLORIDA, 6-2, 7-5
Hilary Barte, STANFORD
"I thought we got off to a good start in the first set. We struggled a little to close it out but I thought we carried some of that momentum into the second set. We had a lot of game points in the second set; we almost could have been up 4-1 instead of down 4-1. Then at 5-2, we turned it up, played our game and came back to win it."
Jana Juricova, CALIFORNIA
"We needed to play better today. We took over the net and I think that is why we won. They have a really good net game and I think we were able to take that away and win because of that. We are very excited."
"Our team season ended earlier than we had hoped for, but that enabled us to get some extra rest. I am still feeling well, so I think that is a good sign."
Mari Andersson, CALIFORNIA
"In doubles, we are playing better and better with every match. Yesterday was better than the day before and today was better than yesterday. A lot more of our game plan was working today. We had played this doubles team before, so we knew what to expect and knew how to beat them. We played much better today, which made things easier.
"Everyone is tired, it is the end of the season and the end of the tournament. I guess I have been pretty lucky that I have had fairly short matches, so it is not bad at all actually. I remember my sophomore year, we made the finals in the team and then kept going in doubles. Every day I had a new injury and was spending more time in the training room than on the court. It's the same for everyone though, everyone is tired."
Kaitlyn Christian, USC
"I thought we came out ready to play and we did what we've been coming here to do, playing well as a team and keep moving through the draw."
Maria Sanchez, USC
"I thought it was a good match. We had some really good points and played well together. I think we've just been getting better each day this week."
Keri Wong, CLEMSON
"It was very tough. Florida's probably been our biggest rivals individually for doubles. This is the fourth time we've played them, I think. We knew it was going to be tough going into it and we just had to take one point at a time."

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Item: 2018491
| Model: 4835
(81 reviews)
Your toddler is sure to enjoy some high-flying fun in this high-back swing. It features a wide seat and leg openings to make it easy to get you little one in and out of the swing and it attaches easily to an existing swing set (not included). Best of all, the adjustable seat belt keeps your toddler secure.Click here to shop swing set accessories.Product Features:
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Wonderful Safe Swing
By dlps
from Northern Virginia
Comments about BJs Wholesale Club Little Tikes High-Back Toddler Swing:
I bought this for my visiting 11 month old granddaughter and she loves it! We were able to attach the hooks on the chains of the existing swings of our children's swing set and it worked perfectly. The seat is supportive and secure, with a high back and sides and lap straps that keep the child firmly in a comfortable and safe position.
Bottom Line Yes, I would recommend this to a friend
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Great buy!
By AmandaA
from NJ, United States
I'm so glad I got this swing! I received it within a few days of ordering it. Good quality and great price! Came with everything needed to hang it as well as easy to read instructions. It was extremely easy to hang up. This swing was definitely worth the money! My son loves swinging in his new "big boy" swing!
YAY! Great swing!
By taerynian
from West Valley, UT
About Me Stay at home Mom
This swing was so easy to put up, and I felt safe putting my daughter in it. Her older brother even loved to push the swing back and forth and I knew she would be safe. We, however, didn't feel like it would last through the rough winter season, and took it down until spring.
Highback Toddler Swing
By "Grandma Sweetie"
from Grand Rapids, Mi
About Me Grandparent
My Granddaughter loves her swing. Best gift I could have gotten her.
Love the swing,colors great
By LouLou
from Vansant, VA
About Me Grandparent, Parent Of Two Or More Children
The swing was great, use it with my great grand-daughter. She loves it.
Good swing for the money
By NCMomMommyMama
from NC
About Me Parent Of Two Or More Children
I returned 2 other inexpensive baby swings before settling on this one. This is a nice swing for the price. No assembly required, we simply hung it from our wooden playset. Its easy to get my 10 month old into but tricky to get his chubby thighs out. We pick him up and have to wiggle him out because the swing is so lightweight. Unlike some other swings that forced him to sit too far forward, this is a nice, flat seat. He can literally sit in this for an hour gently swinging with no complaints. I expect we will use this swing until around 18 months of age. We've had it for 2 months and no fading yet.
Images shared by NCMomMommyMama
Swinging at age 9 months
Grandaughter loves it!
By jwglock
from Lafayette IN
Perfect swing for my 1 year old grandaughter
Easy for Grandparent
By GMA
from Spring, TX
Easy for Grandparents! Our grandson is secure without much hassle. With the bucket design I am assured he will not fall out
Easy for Grandparents! Our grandson is secure without much hassle. With the bucket design I am assured he will not fall out
great swing but hard to pull our kiddo o
By Crabb
from Denver, CO
About Me Education Oriented, First Time Parent, Stay At Home Parent
The main reason I gave this swing four stars instead of five is because it is difficult to get my son out of. His feet get caught as I pull him out and the swing comes up with him instead of staying in place like the swings at the park. I have found it easier to get him out if I pull him out from behind instead of in front of him. I am thinking about adding a weight to the bottom of the swing. I think if I added a five pound weight to hold the swing down then the swing would not come up with my son as I pull him out. Other than that, this swing is GREAT. My son loves swinging in it! I would recommend it to others.
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Item: 152929223 |
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Praise & Worship
50 Golden Hymns; Instrumental Collection
Various Artists$13.99Add Your Review
50 Worship Anthems
Various Artists$13.99Add Your ReviewFrom the UK and the US come some of the most powerful worship anthems the church has experienced. This 3 CD set is a collection of those worship songs all in one place. 50 songs that resonate in the soul and refresh the spirit. Learn More
A Collision
David Crowder Band, Louie Giglio$13.99Add Your ReviewDCB is a band that invites you to share in the journey of creating an album and invites fans to feel as if they are apart of what the band is doing. This approach has helped them to continually build their awareness. Even though they have already sold almost 200,000 CD's to ... Learn More
A Deeper Level
Israel & New Breed, Israel Houghton$9.99Add Your ReviewThis recording was captured during three nights of intimate worship at the annual A Deeper Level Conference in Houston, TX. In preparation for this release, Israel and New Breed fasted 40 days petitioning the Lord to give everyone who hears this project a heart to go deeper ... Learn More
A Greater Song
Paul Baloche$12.95Add Your ReviewMatching songbook to Paul Baloche's A Greater Song, including overhead masters and piano/vocal/guitar arrangements for all songs. Learn More
A Greater Song
Paul Baloche$13.99Add Your ReviewFor the past decade, Paul Baloche, one of the world's leading worship songwriters, has effectively bridged contemporary and modern worship styles on top CCLI songs such as "Open The Eyes Of My Heart," "Above All" & "All The Earth Will Sing Your Praises." Recorded LIVE a... Learn More
A Live Worship Experience
Casting CrownsRegular Price: $11.99 Special Price $7.97Add Your ReviewWhen Mark Hall, lead singer for Casting Crowns, wrote the song "Just Be Held," he had no idea how large of an impact the song would have in his own life. Mark's cancer diagnosis brought the lyrics into sharp focus. The song is included on the new live album from Castin... Learn More
A Living Prayer
Eamonn McCrystal$9.99Add Your ReviewCelebrating his Irish roots, Eamonn McCrystal presents A Living Prayer, a collection of reflective hymns and prayers. Produced by McCrystal and Casey Wood (Charlie Daniels, Bruce Brown), A Living Prayer boasts an inspired Celtic sound and includes spoken word reflections nar... Learn More
A Worshipper's Heart
Todd Dulaney$13.99Add Your ReviewThe definition of a worshipper's heart is "one that thirsts for any and every opportunity to be in the presence of God Almighty," says worship leader and song writer Todd Dulaney. His new release A Worshipper's Heart delivers a perspective of worship that will reach an array... Learn More
Need help ordering? Ask a question and we'll get back to you. Or call 1-888-319-0319


text:
alexistorez's Mom Answers Activity
Recent Activity | Asked | Answered
How can I shave off my baby fat quikly
Most recent answer (06/04/2012):
Well I have 3 other kids but only 2 other pregnancies because I have twins. So this isnt my first baby but I can tell that I didnt lose t...posted by alexistorez
My daughter is almost 4 and is still having temper tantrums, should I be worried?
posted by alexistorez 05/27/2012


text:
The PC is now with Windows XP Pro. I want to install XP again but cannot run the installation disk.
Motherboard: I have CD which says
Asus A7S8X-MX but Everest says
Biostar GeForce 6100-M7.
Phoenix CRU51-M7.
In the boot menu the CDROM is first:
IDE Channel 0 Master [_NEC_DVD_RW ND-4550A]
IDE Channel 0 Slave [None]
IDE Channel 1 Master [None]
IDE Channel 1 Slave [None]
IDE Channel 2 Master [Maxtor 6V080E0]
IDE Channel 3 Master [None]
When I insert the installation disk and reboot the old Windows is loaded.
I tried with 3 different disks, so I don't think the disks are broken.
I tried to reset BIOS options to default.
The CDROM opens the installation disks without a problem, also I already burn some disks for backup the data, so it's working.
The only problem that I noticed was that I can't change the boot order with
Page Up and
Page Down buttons. Maybe it's related to the kayboard, dunno. But anyway, the CDROM is on first place already.
Is there a way to run the installation disk without reboot, I mean directly from the old Windows? Or some other advices?
My last idea is to try with another CDROM, but it's the final option.
Please help, it's urgent.
Edit: I can open the disk. Can I run the installation directly from
Setup.exe? It opens a window and there is an option for install but I'm not sure whether to click. Is it the same as running installation with rebooting?


text:
Kath Eats Real Food
Website: Kath Eats Real Food
Kath Younger writes a popular healthy food blog read by over 6,000 visitors a day from around the world. Kath Eats Real Food, which youll find at www.KathEats.com, follows photos of Kaths meals each day while also sharing stories about her life and the recipes she and her husband create.
Having lost over 30 pounds since graduating from college, Kath is now studying to become a Registered Dietitian. During her weight loss, she joined an online weight loss support group at CalorieKing.com that offered community forums and private blogs where she started posting photos of her recipes. Since she could only share one small photo at a time, Kath decided to start her own food diary on the web. During the past year, Kath Eats Real Food, also known as KERF, has expanded to include a loyal following of readers who check in daily to comment on Kath's latest meal, recipe or activity. The blog has encouraged readers to try new foods, including wheat berries, kale, pomegranate and spaghetti squash. KERF is most famous for Kaths signature Whipped Banana Oatmeal, which many of her readers now swear by as their favorite breakfast, and her Tribute To Oatmeal.


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- Business News
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Many stocks are entering my buy ranges again. The question is how much short-term risk do individual names have?
The volatility spike implied by Wednesday's lunar eclipse at 9:46 and warned about in Tuesday's report played out in spades.
Yesterday, we showed the 3 drives to a high on the weekly S&P 500 (^GSPC) chart


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George J. Rohleder
Position: G-T-FB
Height: 5-11 Weight: 213 lbs.
Born: October 3, 1898 in Bryan, OH
Died: February 17, 1958
High School: Bryan
College: Wittenberg
Weighted Career AV (100-95-...): 0 (15060th overall since 1950)
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Houghton Lake Real Estate
Houghton Lake Real Estate Market Info - Prices of Houses for Sale in Houghton Lake
Buyers looking to purchase a home in the pleasant community of Houghton Lake will find that the area predominantly offers listings of single family homes. Prices for Houghton Lake's single family homes run the pricing spectrum of $46,000 to $250,000.
Houghton Lake Real Estate Stats and Trends for the week of June 20th, 2016: homes priced around $141,050 compared to $138,357 the previous week, showing a increase of more than +2%. For Friday, June 24th, the current national mortgage rate for a 30 year fixed mortgage is 3.73%; the 15 year fixed rate is at 2.70%. For a loan larger than conventional conforming loans, or 'jumbo' loan, the 30 year rate is 4.22%, while the 15 year jumbo rate currently is at 3.94%. You can calculate your mortgage rate with our mortgage calculators. Get local info and homes for sale in Houghton Lake MI. View active real estate listings for different types of properties including new homes, houses for sale, foreclosures, short sales, and price reduced listings. Find information and property resources including prices of recently sold homes, neighborhood information, crime stats, home values, and schools in Houghton Lake to help you find the best home!
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text: Davina is very sexy and despite her haters I love her. She's no stranger to racy photos and doesn't mind showing off her hot little body. We haven't seen Davina McCall totally nude though. That is until now! Check out this brilliant fake from Celeb Defamer. What a view! Seeing that luscious figure of hers all wet and glistening is candy for the eyes.


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STARKVILLE, Miss. – Since the preseason started 23 days ago, the countdown has been on. After 24 practices and countless hours preparing, the Mississippi State volleyball Bulldogs will finally take the court Friday, Aug. 29, to open the 2014 season.
"It's really exciting to get to kick off another season," sixth-year head coach Jenny Hazelwood said. "It's always exciting to see where your team is, how they match up and what their strengths and weaknesses are. I'm just really pumped for this group and this year will be a lot of fun."
Since taking over in 2009, Hazelwood's squads have been 4-1 in season-openers. This year's away tournament is the first time since 2006 that MSU has not opened the year within the friendly confines of the Newell-Grissom Building.
The Bulldogs will open the season in Huntsville, Texas, for the 2014 Sam Houston Invitational. MSU joins Bakersfield, Texas-Pan American, the University of Louisiana at Monroe and host Sam Houston State in the tournament's field. State takes on the Bakersfield Roadrunners at 1:30 p.m. CT, and the Sam Houston State Bearkats at 6:30 p.m., on Friday. Following the doubleheader, Hazelwood's squad will return on Saturday to face UTPA (11:30 a.m.) and ULM (4:30 p.m.) to close out the weekend.
Mississippi State will showcase a roster of 17 players as it enters the 2014 season, highlighted by 11 newcomers and six returnees. Hazelwood's class of 2014 signees feature a mix of rookie and experienced talent, as seven freshmen and four transfers will don the Maroon and White this season.
Returning for the Bulldogs are sophomores Chelsea Duhs and Bali Leffall-Young, juniors Alex Warren, Katlyn Mataya and Ellen Stuart and MSU's lone senior, Kelsey Stommes. The group is led by Warren, who returns after leading the Bulldogs in blocks last season with 89 total, while standing top three in kills (175), attack percentage (.231) and points (241.5). Mataya has emerged as the vocal leader on the court during the 2014 preseason. The setter returns after piling up 229 assists, which stood second on the squad last year.
Duhs is also coming off an impressive 2013, where she shined as a freshman. The California native stood top five on the team with 165 kills and 241.5 points, while standing second in total blocks with 85.
Middle Tennessee transfer Shelby Anderton and former Houston Cougar Emily Howard come to State after two impressive years with their former respective DI programs. Amber Gass (Hudson Valley [NY] CC) and Cheyenne Spell (Tyler [TX] JC) round out the Bulldog transfers.
High school standouts Kelly Costeira, Payton Harris, Tyra Long and Ericka Timberlake will see their first collegiate volleyball experience in the Maroon and White in 2014. The remaining three freshmen bring crucial international experience to the Bulldogs, as Chantal Martin (Munich, Germany), Lourdes Rosario (Bayamon, Puerto Rico) and Leticia Valente (Sao Paulo, Brazil) will begin their college careers this season.
The Bulldogs enter the new year after capturing 12 victories last season, the most since Hazelwood returned in 2009 and the most for the program since winning 17 in 2006. State also enjoyed great non-conference success, earning nine wins, the most against non-Southeastern Conference opponents since 2000. In SEC play, MSU swept consecutive conference opponents for the first time since 2009 and registered its first win in Knoxville by downing Tennessee in the last weekend of the season.
Following State's time in Huntsville, Texas, they will head to Bloomington, Ind., for the Indiana Invitational (Sept. 5-6).
For more information and updates on Mississippi State volleyball, fans can follow the Bulldogs on Twitter, Facebook and Instagram at HailStateVB.


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Captain Samuel Eto'o was a notable absentee in coach Volker Finke's 28-man squad for next month's Orange Africa Cup of Nations - Morocco 2015 qualifiers.
The 33-year old, who is unattached, was overlooked by the German trainer, who named a relatively young squad for the Group D double-header against DR Congo and Cote d'Ivoire on 6 September and four days later in Lubumbashi and Yaounde. Sierra Leone is the other team in the group.
Amongst the casualties are goalkeeper Charles Itandje, defender Benoit Assou-Ekotto, midfielder Jean II Makoun and forward Achilles Webo.
Finke has handed surprise call-ups to Barcelona trio, Fabrice Ondoua, Franck Bangnack and Jean Marie Dongou as well as Clinton Njie of French side, Olympique Lyon. Five others have also been named on the stand-by list.
According to the Cameroon Football Federation (FECAFOOT), the Indomitable Lions are expected to begin camping on Monday, 1 September 2014 at the CAF Centre of Excellence in Mbankomo, on the outskirts of Yaounde.
Cameroon, four-time African champions have failed to qualify for the last editions of the continental showpiece event in 2012 and 2013.
Full squad
Goalkeepers: Guy-Rolland Ndy Assembe (Nancy, France), Pierre-Sylvain Abogo (Tonnerre Yaoundé), Fabrice Ondoua (Barcelona, Spain)
Defenders: Cédric Djeugoué (Coton Sport), Nicolas Nkoulou (Marseille, France), Joël Matip (Schalke 04, Germany), Gaëtan Bong (Olympiakos, Greece), Frank Bagnack (Barcelona, Spain), Jérôme Guihota (Valenciennes, France), Ambroise Oyongo Bitolo (New York Red Bulls, USA)
Midfielders: Eyong Enoh (Antalyaspor, Turkey), Stéphane Mbia (FC Sevilla, Spain), Landry Nguemo (unattached), Raoul Loé (Osasuna, Spain), Edgar Salli (Monaco, France), Georges Mandjeck (Kayseri Erciyesspor, Turkey), Guy-Christian Zock (Cosmos Bafia), Marc Kibong à Mbamba (Konyaspor, Turkey)
Forwards: Eric-Maxim Choupo Moting (Schalke 04, Germany), Benjamin Moukandjo (Reims, France), Vincent Aboubakar (Lorient, France), Jean-Marie Dongou (Barcelona, Spain), Léonard Kweuke (Caykur Rizespor, Turkey), Clinton Njie (Lyon, France), Franck Etoundi (FC Zurich, Switzerland)
Stand-by: Franck Kom (ES Sahel, Tunisia), Mougang Mbassogog (Lion Blesse Foutouni), Bana Moussa (Coton Sport), Tabekou Ouambe (Apéjes de Mfou), Brice Ekongolo Nlate (Marseille, France)


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What I think of the Kicks from JK2
View Single Post
Master William
@Master William
Addicted to SW:BF 2
Join Date
: Mar 2003
: 1,234
What I think of the Kicks from JK2
Remember the kicks that people went around spamming, constantly annoying each other?
I just played JK2, and I was pissed as heck. People run around kick me, when I try to kick them I end up missing because they simply use /amsit exactly when I'm supposed to kick them.
I never know when to avoid them, because they always come sneaking on me.
This is really not the point, what I am saying is that IF they put the kick back into JA, make it less annoying.
I think they can be reached through console commands... forgot which though.
What do you think about them? Personally I think you should be able to kick with every saber type, but not the JK2 kick, I mean like a staff kick (but the animation has to fit).
I have alot of ideas going around my head, I just want to know what people think.
"It's Jango Fett! And he's brought his head!"
you may:
Master William
View Public Profile
Find More Posts by Master William


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Keys to Success with Four Corners Alliance Group Financial Education Products
Watch This Powerful Video Presentation
Optional Fast Start Tip: If you want to get paid commissions right away (after you have signed up for $18.00), you can buy all the rest of the products for $545.00 and the Financial Investment Newsletter ($29.95 per month) in your back office. This will qualify you to get paid every Tuesday on each sale of all the products. You will also get paid every Tuesday the matching bonuses from all of your personal referrals. This is recommended because when you have and use these financial education products; you will realize that these products are worth a heck of a lot more than what they cost! And you will feel good about recommending them to others!
Note: 80% of all people live paycheck to paycheck and cannot afford to pay $555.00 all at once. The onetime $18.00 plan was designed for these people to be able to receive this valuable knowledge to improve their financial situation and help them create wealth. The $18.00 system makes it possible to fill your 4x6 matrix really fast creating a nice income for you and your family. The Four Corners Alliance Group really cares about people.
Warning: There is a built in safety mechanism designed to get rid of dead non active people to keep the matrix from dying - thank God! To qualify to receive commissions, one sale of a $10.00 product per month is required. Or the purchase of the monthly newsletter will also guarantee that you are qualified to receive commissions, which covers more than $10.00 per month. If you are not a good promoter and just can't make one sale a month, then there are three things you can do; 1) Ask your sponsor for help because we work as a team and will help you to make a sale, 2) Order the Platinum Monthly Newsletter which covers global financial current affairs topics for $29.95 per month, 3) or just don't sign up for this program in the first place! We are only talking $18.00, the price of a family pizza that you are risking. If you can't do this simple business, you will never be able to make money as an Online Entrepreneur! One thing you need to understand here is that in a forced matrix, there is overspill that pays you a commission from others who actively promote. This is a business and without customers, there are no commissions and that goes for any business. If you think you can make money in any business by doing nothing at all, you won't make any money at all. There is no simpler business online today than this - where you can make a huge income. Of course, if you don't want to do the business, you can still purchase the products and profit from the valuable financial and investment knowledge you acquire from them. Be sure to get back to the Person who sent you to this page to sign up.
Legal Disclaimer & Compliance: We do not guarantee that you will make any money with this system! In any type of business, it takes work, effort and dedication to have success. Here, you are at RISK for only $18.00 out of your pocket. After you pay the onetime $18.00 and actively promote the system, there are no other fees that will come out of your pocket. This system has an automatic upgrade system that upgrades and qualifies everyone from their earnings, not out of their pockets. That is why so many people are able to do this and are making lots of money. Do you know anyone who does not have $18.00? If you are not willing to risk the price of a family pizza to see if this works, then don't do it! If you can't afford to do this, then you really need to do this ASAP! - LOL
This marketing website that you are reading now is an independent private team website and is not authorized by Four Corners Alliance Group. It is only an information site designed to make sales for you. All you have to do is get as many people as you can to watch the videos and you will be able to get at least 4 signups without too much effort. Many are getting 4 or more sign-ups in their first week mainly because the videos sell well and you are only risking $18.00 onetime! What are you waiting for? Go up to the "Continue Tour" button and on the next page sign up and start building your business NOW!


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Connecticut Population 2016
With the last US Census being carried out in 2010, the Connecticut population in 2012 can only be estimated. However, if we look back at natural growth figures for the past few years, we can make some fairly accurate predictions.
For the last confirmed set of figures we have to go back to that 2010 Census which revealed that Connecticut has a total population of 3,574,097. A 2011 census bureau estimate took that figure to 3,580,709 which would make this the 29th largest state in the United States in terms of sheer numbers.
Taking that forward a further year, into 2012, it's likely that the population of Connecticut won't increase by more than another 5,000 or so, taking us to a figure of around 3,586,000.
Connecticut Population 2014
Connecticut's population in 2013 is estimated at 3,598,500. It is one of the slower growing states in terms of population, at just 0.23% per year.
Connecticut Population History
Because of its location on the east coast of America, many of the early settlers would have set up home in Connecticut – something that is clear from the early population figures.
Way back in 1790, the population of Connecticut was recorded as 237,946, a population which dwarfed many other states at the time, where the total population barely exceed a few thousand in many cases.
From this point, the population within the state grew but at a slower rate than in many other parts of the country. By 1800, the numbers had grown by just 5.5% to 251,002 and similar rises were recorded throughout the first half of the 19th century.
In the second period of the 1800's however, numbers were on the rise by significant margins and increases of 20% on a census by census basis were common. By 1900, the Connecticut population exceeded one million for the very first time.
Since then the state's population has continued to grow at a fairly steady rate, to the 3.5 million of today.
In 2005, natural growth figures were released and they showed that in the five years since the previous census in 2000, there was an increase in numbers of 67,427. This was calculated based on 222,222 births in the five year period minus 154,795 deaths and a net migration figure of 41,718.
Connecticut Population Density
The population density of Connecticut makes for some very interesting reading. There is a very small land mass here – just 5,543 square miles (14,357 square kilometres) making this only the 48th largest state in the Union.
However, Connecticut crams a significant number of citizens into every inch of its land. The terrain is very flat and very few areas of the state are inhospitable to habitation. As a result, there is an impressive 739 people for every square mile (285 per square kilometre) and this takes Connecticut up to 4th place in the country in terms of population density.
Population Data via US Census


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Low-fat diets don't prevent heart disease, accelerate weight loss, or prolong life, according to a report published in the medical journal BMJ Open Heart March 7.
Dr. James DiNicolantonio, a cardiovascular research scientist, said the 40-year demonization of saturated fat is based on flawed data and that a high-carb diet — especially one high in sugar — is responsible for obesity, heart disease, high cholesterol, and early mortality.
Sugar is the real culprit, not dietary fat, said DiNicolantonio, who said the U.S. government needs to launch a public health campaign to inform people about the lies they've been told about the evils of dietary fat.
"There is no conclusive proof that a low-fat diet has any positive effects on health," said DiNicolantonio. "The public fear that saturated fat raises cholesterol is completely unfounded.
A public health campaign is drastically needed to educate on the harms of a diet high in carbohydrate and sugar. A change in recommendations is drastically needed, as public health could be at risk. We need a public health campaign as strong as the one we had in the '70s and '80s demonizing saturated fats — to say that we got it wrong."
Dr. DiNicolantonio joins a growing number of leading medical experts who say a diet high in carbs (especially processed carbs and sugar) is what causes most of the degenerative diseases known to man.
Neurologist Dr. David Perlmutter said debilitating diseases like Alzheimer's, diabetes, epilepsy, obesity, heart disease and ADHD are 100% preventable by following a low-carb, high-fat ketogenic-style diet. Dr. Perlmutter detailed his research in his book, Grain Brain: The Surprising Truth about Wheat, Carbs, and Sugar.
According to Perlmutter, a grain-heavy, high-carb diet destroys the brain and the body, leading to weight gain, disease, and early death.
He said high-quality saturated fats (like grass-fed beef, organic butter, wild salmon, extra-virgin olive oil and avocados) have been shown in numerous studies to fuel rapid weight loss and prevent dementia. "Fat is your friend," said Dr. Perlmutter. "The brain thrives on a fat-rich, low-carbohydrate diet."
Similarly, Dr. Eric Westman, an obesity expert who oversees the Duke University Obesity Clinic, has seen thousands of morbidly obese patients experience dramatic weight loss on a low-carb, high-fat ketogenic diet.
Dr. Westman said dietary fat is not the enemy of good health — it's low-quality carbs that is making us fat and sending us to an early grave. That's the premise of the low-carb, high-fat diet book Eat Fat, Lose Fat.
"I tell my patients not to fear the fat," said Dr. Westman. "Eat lots of fat. Fat makes you feel full. There's no problem with fat. In fact, saturated fat, the fat that we've been taught not to eat, raises your good cholesterol best of all the foods you can eat."
Suggested Links
- Ketogenic diet fights depression, bipolar disorder and aids weight loss
- Kim Kardashian flaunts smoking-hot bikini body: Her low-carb ketogenic diet plan
- Ketogenic diet fuels rapid weight loss says obesity expert Dr. Eric Westman
- Paleo diet and CrossFit gave Tim McGraw 8-pack abs and 40 pound weight loss
- Paleo diet follower Megan Fox flaunts weight loss: Her low carb diet and workout


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Description of D&D Adult Family Care in Spokane Valley, WA
Number of Beds : 6
D&D Adult Family Care, located in Spokane Valley, Washington provides the following services: Assisted Living, Micro-Community: Residential Care Facility, and Alzheimer's Care. D&D Adult Family Care has a very good hospital, Valley Hospital & Medical Center, located nearby, which scored a 83 out of 100 in its most recent Medicare review. The D&D Adult Family Care's nearest hospital is 1 miles away. The zipcode (99206) in Washington, where D&D Adult Family Care is located, has an average safety rating based on recent crime statistics.
D&D Adult Family Care is an assisted living facility. Assisted living facilities are an apartment-style habitat designed to focus on providing assistance with daily living activities. They provide a higher level of service for the elderly which can include preparing meals, housekeeping, medication assistance, laundry, and also do regular check-in's on the residents. Basically, they are designed to bridge the gap between independent living and nursing home facilities. When thinking about how to pay for care, assisted living facilities are generally less expensive than nursing homes, if assisted living is a viable option for your loved one.
Also, D&D Adult Family Care is a Micro community, which means it is a smaller senior community. It is a Residential Care Facility. Some people prefer it for its smaller less institutional setting.
Also, D&D Adult Family Care facility provides Alzheimer's care. This means it has special safeguards for wandering seniors, and caregivers are trained in handling dementia behaviors.
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Sarah McLachlan fans will have a chance to chat online during the multi-Grammy and Juno winner's first ever Facebook Q&A. The veteran Canadian singer-songwriter will answer questions about her upcoming album "Shine On," the supporting tour and more!
According to an update posted on April 28 at SarahMcLachlan.com, the Lilith Fair founder will stage the event, dubbed "Sarah Live Q&A," on Wed., April 30 from 11:30 a.m. - 12:30 p.m. PT. Participants are instructed to sign in to Facebook when the chat officially opens and type their question in the comment section. The Q&A is in support of the "Angel" hitmaker's 8th studio album, which will be released on May 6.
McLachlan fans chomping at the bit to hear her first studio album in four years have an opportunity to preview three tracks in their entirety. The 46-year-old Halifax, NS native is currently streaming two album tracks, titled "Beautiful Girl" and "Monster," as well as the album's lead single "In Your Shoes" in their entirety. Each track on the album can also be sampled at her official YouTube page.
"Shine On" will be McLachlan's first release on Verve Records, after parting company with longtime label Nettwerk/Artista. The album features eleven-tracks and is available in CD and digital formats. Fans can also order the deluxe edition, which features an addition two songs. For more information on the Q&A or preorder information, check out her official Facebook page or SarahMcLachlan.com.
The "Angel" hitmaker has been busy with promotional work in support of the new album, which will include a sold out "Up Close and Personal with Sarah McLachlan" show on May 15 in Toronto, ON as part of the Visa Infinite music series. Last month, the eight-time Juno winner performed her Canadian television debut of "Beautiful Girl" and also acted as a special presenter for the music education charity MusiCounts at the 2014 Juno Awards held in Winnipeg, MB.
She recently announced a U.S. Shine On Tour leg, which will kick off June 20 at Woodinville, Wash. at Chateau Ste. Michelle Winery and wrap up Aug. 3 in Dallas, Texas at Margot & Bill Winspear Opera House. A full Canadian tour leg is also in the works, slated tentatively for the fall. Dates and details are expected to very shortly.
Did you know? "Shine On" is Sarah McLachlan's first studio album since her 2010 release "Laws of Illusion."


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Women's Track And Field Begins 2014 Season At Yale Invitational
Jan. 10, 2014
NEW HAVEN, Conn. -
And They're Off!
The UMass Women's Track and Field team will kick off its 2014 journey at the Yale Invitational. The meet is slated for 9:00 A.M. in New Haven Conn. on Saturday January 11. After a 2013 season full of team and individual successes, Coach LaFreniere's squad is viewed as a program on the rise in the Atlantic 10.
The Minutewomen graduated a very talented senior class in 2013 however the coaches responded by recruiting a deep and highly touted freshman class. The class consists of 23 athletes, all of which adding depth and addressing areas of need on the team.
Minutewomen On The Run
The squad's six freshmen distance runners who shined on the cross country course this fall will make an immediate impact. Two in particular Coach LaFreniere is excited about are Heather MacLean and Christine Davis.
MacLean was on her way to having a stellar freshman cross country campaign until it was cut short by injury. The Peabody, Mass. native will compete anywhere from the 400 to the mile over the course of the season and will surely be a factor in the teams already strong relay quads.
Davis will compete in the longer distance events, adding depth in the 800, 1,000 and mile as well as the 4x800 and distance medley relay. The Acton, Mass. native was one of the few freshmen to make it through the cross season avoiding injury and excelled in the process, consistently finishing in the front of the pack for UMass.
The two freshmen will add to what could be a strength for UMass this season. The distance events will surely be led by Rachel Hilliard, who led her team in all but one meet this past cross country season. UMass' other three experienced mid-distance-to-distance runners are Katie Powers, Courtney Neves and Sarah Bittermann. The three will compete primarily in the 800 and have been back-to-back New England champions in the 4x800 meter relay.
Another freshman that will step in and compete right away in mid-distance events and relays is Krista Webb. Webb, along with fellow first year Minutewoman Madison Nadeau will join Kayla Baldwin, Andrea Saccardo, Ashley Palmer and Sarah Murphy in the faster races. The team also adds Alex Puccia this season after missing her freshman season to injury.
Remaining Consistent And Successful In The Field
One thing that will remain constant is the team's success in the jump events. Becky Stoyle, Courtney Kromko and Palmer are all back for their junior season and will lead the way. Camille Edwards is also returning for her third season. The Brooklyn, N.Y. native has battled injury since she arrived and has been right in the mix of elite jumpers when healthy.
The Minutewomen still have their depth in the pole vault with Rachel Busch returning for her junior season and Sarah Bierly and Lexi Rewick beginning their second season as Minutewomen. A season ago Bierly and Busch consistently scored together in the top eight week-to-week.
UMass graduated most of its talent in the throwing events, losing Rachelle Bourque and Nalis Mbianda to graduation. However the team has its standout sophomore Kelsey Crawford who excelled in the shot put and javelin as a freshman and will be competing in the weight throw this year. Sarah Wagner, Alexa Fearing and freshman Margaret Risenborough will join Crawford.
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Immigration, Education, & Incarceration
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To Be Heard screening and conversation
Praised as "one of the best documentaries of the year," by The New York Times, To Be Heard is the story of three teens from the South Bronx whose struggle to change their lives begins when they start to write poetry. Screening will be followed by a conversation on education and literacy with Richard Cardillo (Education Director, National School Climate Center), filmmaker Roland Legiardi-Laura, and Christen Pollock (Vice President of the College Board Advocacy and Policy Center). Moderated by Kanene Holder (educator, artist, and Occupy spokesperson).
July 16, 7:00pm
Buy Tickets ($10)
Urbana Poetry Slam
For three weeks only the three-time-winner of the national slam championship, Urbana Poetry Slam, takes up residence at IMPACT 2012. A quirky and eccentric series, Urbana features all kinds of poetic voices: political, confessional, musical, and spiritual.
Tue. July 17, 7pm
Tickets ($10) at the door.
A Conversation on Immigration with Jose Vargas, Cristina Jimenez, Karen Kaminsky, Iyaba Ibo Mandingo & Rinku Sen
Join us for an exciting conversation on immigration policy, activism and art in the context of the upcoming election with Define American founder Jose Antonio Vargas, recently featured on the cover of TIME (along with the story of nearly 12 million undocumented Americans), Karen Kaminsky (New York Immigration Coalition Deputy Executive Director), Iyaba Ibo Mandingo (poet/painter/performer), Cristina Jimenez (United We Dream Managing Director), and Rinku Sen (President and Executive Director of the Applied Research Center).
Iyaba Ibo Mandingo will also be performing and displaying his art.
Wed. July 18, 7:00pm
[Click here to watch all video segments]
Buy Tickets ($10)
IMPACT Social Salon with readings from Howard Zinn's Voices of a People's History
Come to Culture Project next Thursday for a political open mic with IMPACT's artist community. Email firstname.lastname@example.com to sign up to read. Let us know if you would like to bring your own work, your favorite fiction or non-fiction writing, or request a script of "Voices" if you are interested in reading a monologue from Zinn's brilliant book, focusing on the extraordinary history of ordinary people who built the movements that made this country what it is today.
Thur. July 19, 7pm
Rain Phoenix & Friends: Unplugged
Singer/Songwriter and actress Rain Phoenix (Red Hot Chili Peppers, Even Cowgirls Get the Blues, O) brings her mesmerizing, shiver-inducing voice to IMPACT 2012 with a night of acoustic melodies. Rain is the voice behind the rotating, gypsy wanderer encampment papercranes, an LA-based project with an ever-evolving roster of collaborators with whom she has released two full-length albums, Vidalia and Let's Make Babies in the Woods. Rain also founded the Gift Horse Project and performs in the famed 30-member-plus political cabaret act, The Citizens Band.
Rain will be accompanied on guitar by Jen Turner (singer and guitarist for Inner). The night will also include solo acoustic performances by Turner and Ryan Jarman (The Cribs).
Fri. July 20, 8pm
Tickets $20
Artists in Residence Works in Progress: Richard Vetere & Manuel Borras
During their week-long residencies, IMPACT 2012 Resident Artists discuss, create, and rehearse new work surrounding the week's topics. Each week will culminate in a free public presentation of the new works-in-progress.
SQUARE ONE by Richard Vetere
Nino DeSimone and Cantel Daniels are long time friends. For twenty-years Cantel has worked for Nino's construction business and now he wants Nino to hire his nephew Shan as an assistant-book keeper. Nino does only to find that Shan has a criminal record. Nino is outraged that Cantel never told him but the truth of the matter was this – the college graduate Shan was a victim of "stop and frisk" and the cop who arrested him planted the drugs on him. Nino doesn't believe Shan and fires him and for the first time Cantel realizes that both men are not what he wanted to believe and perhaps race does play a part, an ugly part, in their 'friendship.'
July 21, 7pm.
Reserve seats (free)
The House I Live In pre-release screening
In the past 40 years, the War on Drugs has accounted for 45 million arrests, made America the world's largest jailer, and destroyed impoverished communities at home and abroad. Yet drugs are cheaper, purer, and more available today than ever. Where did we go wrong, and what can be done? The House I Live In is not only the definitive film on the failure of America's drug war, but it is also a masterpiece filled with hope and the potential to effect change.
Grand Jury Prize, Sundance Film Festival 2012
July 21, 8pm.
Tickets $10


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Secrets of Success
I was able to work uninterrupted today
Tuesday, February 19, 2013
Yes, She(WMBO), whom I love dearly and have for lo, these past 40+ years, went back to work today after taking a 3 1/2 day weekend. She got home after Lunch on Thursday and took off on Friday. When She is around, whatever I am doing, even if it is something she has assigned to me, takes a back seat to helping her with whatever she is doing.
And I let it happen.
For example. Yesterday morning I was trying to move the fridge to the kitchen, as she asked me to. I got five feet and had to help her out with taking tile off the kitchen wall. In fact I had to take down the sheet rock everywhere there was tile. Meanwhile she went off to paint and other things. One of those was to turn the door on the dryer from left handed to right handed. "Tim, I can't make this work!" Remember, I was already pulled off to work the kitchen. This time I had some glue out. I almost let her suck me in. I almost stopped what I was doing to help her with the door. "No. NO! I have glue setting in the kitchen."
"But what about me?" She is so spoiled. And I am the one who spoils her.
"Just stop doing what you are doing so you don't hose it up anymore." Well ... it's true.
When I did get to help her, she was hopelessly stuck on step 13. It made absolutely no sense to her. "It's like badly translated Chinese." Actually it made perfect sense ... if she hadn't completely skipped steps 6 - 10. "Well, I didn't think those were necessary."
Huh? Let me turn up my hearing aids because I don't believe what I just heard.
Today. She was not around. I made a run to the dump and a trip to Lowes to buy new sheetrock and a part for the stove. And I worked with the plumber to get our steam radiators re-installed (the pipes needed to be raised about 3/4 inch because of the floors). And I got the refrigerator installed and working. And I cleaned up the kitchen enough that I got started on the new sheetrock. And I did the laundry. And I gathered all the scattered tools into one place, into two buckets.
And no one called from three rooms away, "Tim! I have a problem."
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- Colorado improves its overall record to 14-2 and 3-2 in the Pac-12. Tonight's win gives Colorado its best record after 16 games since the 2003-04 NCAA Tournament team started 14-2, eventually improving to 18-2.
- The Buffs are now 10-2 in their overall meetings with the Sun Devils and improve to 6-1 against ASU in Boulder. Tonight was CU's first win over Arizona State as a Pac-12 opponent.
- Arizona State has been averaging 3.8 three-point field goals and surpassed that average in the first half with 6. The Sun Devils ended the night with 8 three-point field goals.
- At the half, CU trailed ASU 26-22. This is only the third time the Buffs have trailed at the half this year and improved to 2-1.
- Colorado ended the first half with 0-3 from the 3-point line. It was just the second time all season the Buffs didn't make a first half 3-pointer (0-6 vs. Stanford)
- The Buffs have held their opponents to a .269 field goal percentage (38-of-141) since the second half of the Utah home game (Jan. 8/2 ½ games/100 minutes)
- Colorado is allowing just 50.6 points over the five Pac-12 games. CU has held its last two to 43 points each, the first time the Buffaloes have held an opponent under 45 in conference play since 1996-97, the Buffs Big 12 Tournament Championship year. CU won at Texas A&M 69-40 on Feb. 8 and defeated Oklahoma at home 61-42 on Feb. 12.
- Arizona State was held to 17 points on 4-of-30 from the field in the second half. The four field goals are one shy of a school record (3 vs. Texas State 12/1/10 and Kansas State 3/7/92). The 13.3 percent allowed was just a fraction off the all-time opponent low for a half, 13.0 (3-of-23) vs. Kansas State on 3/7/92).
• Colorado has won three straight conference games for the first time since 2011 Big 12 season (Oklahoma-Missouri-Nebraska)
- Colorado had two players with double-digit rebounds for the second straight game (Jeffery 16, Roberson 11).
Chucky Jeffery - 19 points, 16 rebounds, 2 steals, 1 block
- Had two steals to break her tie with Sandy Bean (1978-82) four 4th on CU's career list with 252.
- Also moves up to the 13th spot for career field-goals made with 535.
- Led the Buffs in points for the 6th time this season with 19 points.
- Logged her fourth double-double of the season and 24th of her career. Has all four of CU's double-doubles this season.
It was also 26th career double-figure rebounding game and 77th career double-figure scoring game.
- Jeffery's 16 rebounds is a team season high, and just one of her career high of 17 (Villanova, 2012 WNIT).
Brittany Wilson - 7 points, 5 assists
- Tied her season high of 5 assists tonight. Last time Wilson had 5 assists this season was against Louisville (12/14/12).
Arielle Roberson 7 points, 11 rebounds
- New career-high in rebounds (previous high was 8 vs. Texas A&M-Corpus Christi)
- Third player to have double-figure rebounds in a game this season (Swann and Jeffery are the only other two players to do so this season).
Lexy Kresl - 8 points, 2-of-4 3FG
- Had two 3-pointers to move her career total to 81, 14th all-time
- Has 23 career games with two or more 3-pointers.