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First time,Wide Wolf Wednesday:🐺 Audio edit com. for Norman6321ify 🔊/🎙️ J.Fiera/ck19 .°•Audio cömş open.°• 🎨: gab 🦇🥭 C0MMS FULL #Vore | #animation | #comic | #furry

44,837 views • 4 months ago •via X (Twitter)

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😱EXCLUSIVE: LEAKED Courtroom Audio of Tyler Robinson's Grandfather Exposes The Fed-Slop COVER-UP👀 You’ve all been spoon-fed the official story: Tyler Robinson’s grandfather saw the murder weapon on the news, recognized his own rifle, and turned his grandson in for the Charlie Kirk assassination. There is just one massive, glaring problem with that story. The photos broadcasted on TV weren't even pictures of the actual gun. They were stock photos of a completely different firearm. we've just obtained EXCLUSIVE, leaked audio from the latest court hearing. Journalist Elisabeth Lane caught up with Tyler's grandparents in the courthouse, and what the grandfather revealed just blew the state's entire case wide open. Here is what you need to know: The Family Knows Firearms: Tyler’s grandfather is a lifelong hunter, and his father is an ex-cop. These aren't people who get easily confused by guns or police procedures. Rejecting the "Fedslop": The grandfather makes it clear he is not buying the official narrative being pushed by the three-letter agencies. The "Framed" Admission: When the journalist tells him straight to his face, "your grandchild is absolutely framed," the grandfather doesn't argue. He responds: "You're very right." Why did the feds use fake stock photos to trigger a confession? Why is an ex-cop's family saying this is a setup? The breadcrumbs are all leading to the exact same conclusion: Tyler Robinson is the fall guy for a much larger, coordinated operation. The narrative is collapsing in real-time. 🔊 LISTEN TO THE RAW COURTHOUSE AUDIO ABOVE 👆 FOLLOW Candace Owens, RT and Watch her FULL Podcast below,

Project Constitution

258,058 views • 3 months ago

10 free GitHub repos that can save you hundreds every month. open-source. free to use. better than most people think. ↓ 1️⃣ OpenScreen — an alternative to Screen Studio ($29/mo) • record polished demos on macOS, Windows, and Linux • automatic cursor effects, blur, annotations, GIF + MP4 export • lightweight and perfect for product walkthroughs without extra editing — 2️⃣ VoiceBox — an alternative to ElevenLabs ($22/mo) + Wispr Flow ($15/mo) • privacy-first AI voice toolkit that runs locally • clone voices with a few seconds of audio • supports 7 TTS engines, 23 languages, and system-wide voice dictation • works with Apple Silicon, CUDA, and ROCm — 3️⃣ OpenShorts — an alternative to Opus Clip ($19/mo) + Submagic ($16/mo) • convert long videos into viral vertical clips • auto captions, face tracking, and AI clip selection • includes AI UGC video generation • easy Docker deployment for self-hosting — 4️⃣ FreeLLMAPI — an alternative to ChatGPT Pro + Claude Pro ($20/mo each) • combine 14 free AI providers behind one API • OpenAI-compatible endpoint • roughly 800M free tokens/month • built-in routing, failover, encrypted key storage, and dashboard — 5️⃣ Playwright MCP — an alternative to Browserbase ($39/mo) + Browser Use ($25/mo) • Microsoft's official browser automation MCP • AI agents interact using accessibility trees instead of screenshots • faster, cheaper, and more reliable automation • works with Claude Code, Cursor, Windsurf, and Codex — 6️⃣ Vibe Trading — an alternative to TradingView Premium ($60/mo) • AI-powered investing and strategy research platform • supports stocks, crypto, forex, futures, and options • dozens of built-in research skills • backtesting included without requiring paid APIs — 7️⃣ — an alternative to Calendly ($12/mo) + SavvyCal ($12/mo) • open-source scheduling platform • round robin, team scheduling, routing forms, payments • integrates with Google Calendar, Outlook, Apple Calendar, Zoom, Meet, and Teams • deploy yourself in minutes — 8️⃣ Whisper — an alternative to ($17/mo) • OpenAI's speech recognition model • transcribes and translates audio in nearly 100 languages • timestamp support included • runs locally on CPU or GPU — 9️⃣ Postiz — an alternative to Buffer ($15/mo) • schedule content across all major social platforms • AI-generated captions and hashtags • built-in analytics and collaborative workspaces • growing rapidly with a large open-source community — 🔟 Vaultwarden — an alternative to 1Password ($8/mo) • lightweight Bitwarden-compatible server written in Rust • works with official Bitwarden apps • unlimited users and vaults • self-host on almost any VPS or home server — Worth knowing: Open-source isn't always a perfect replacement. You may spend a little more time setting things up. In return, you get: • no monthly subscription • full ownership of your data • complete control over your workflow That's a trade many builders happily make. Save this for later. Someone on your timeline is probably paying for at least three of these. — Kshitij Mishra

Kshitij Mishra | AI & Tech

16,698 views • 1 month ago

Wuthering Waves, and what's next... A visit to Kuro Games headquarters an exclusive interview with CEO Solon by YTN Team Full Video: Q: Looking back, what first motivated the team to take on such an ambitious project? A: From the very beginning, we realized something important: when a goal feels difficult but the result is exciting, people’s eyes light up. That moment tells us the challenge is worth pursuing. We genuinely enjoy tackling hard problems, because we believe meaningful achievements only come from doing things that are difficult but right. Q: Your early projects gained attention very quickly. How did that affect the team? A: When our first product launched, the response exceeded expectations. At the time, it almost made us believe we already had everything figured out. But that confidence was quickly tested. We lacked experience in long-term content planning, sustainable version updates, and large-scale operations. Many issues only became apparent after launch, forcing us to learn by solving problems in real time. Q: How did those early lessons shape Punishing: Gray Raven? A: In hindsight, many early versions of our games didn’t fully reach their potential. Those shortcomings became invaluable lessons. When developing Punishing: Gray Raven, we consciously avoided repeating those mistakes. We studied player ecosystems, observed how other successful titles operated, and anticipated feedback before it arrived. That preparation laid the groundwork for a project that has now sustained itself for nearly six years. Q: When did the concept for Wuthering Waves take shape? A: With Wuthering Waves, our goal was very clear from the start: to create something players had never experienced before. We drew inspiration from works like Death Stranding, Annihilation, and outstanding domestic animation. Themes such as resonance, abstract spaces, supernatural phenomena, and strong audiovisual expression naturally pointed us toward an open-world action game. Q: Sound and “resonance” play a major role in the worldbuilding. Why was that important? A: We wanted sound to be more than atmosphere, it needed to be a narrative force. The idea of a world-altering resonance, a low-frequency “lament” capable of reshaping reality, became the foundation of the setting. From there, the world, its conflicts, and its powers gradually took form. Kuro aims to create concepts players have never experienced before. Inspirations include: - Supernatural themes. - Strong mechanical and emotional imagery. - Music as a storytelling medium. Q: How do you ensure cohesion between story, gameplay, and world design? A: Alignment is critical. Story, environment, and gameplay must reinforce each other. That requires long-term planning, especially when multiple versions are developed in parallel. Early coordination allows level design, systems, and IP development to inspire one another, which improves both efficiency and creative momentum. The goal is to avoid disconnected content between versions and maintain narrative and gameplay cohesion. Q: What does Version 3.0 represent for Wuthering Waves? A: Version 3.0 is a major milestone. It introduces an entirely new region, new characters, upgraded combat systems, and a significantly improved open-world traversal experience. Every version aims to deliver the best experience possible while continuing to surprise players. Q: How does the team handle player feedback? A: We monitor feedback through community data, sentiment analysis, and post-version reviews. Both positive and negative responses are carefully analyzed and reflected in future updates. Continuous iteration is essential to long-term success. Q: Early story reception was mixed. How did the team respond? A: We recognized that narrative presentation needed improvement. By optimizing production pipelines and increasing investment, later versions achieved much stronger storytelling clarity and delivery. Players can now more clearly feel the depth, direction, and long-term potential of the world. Q: Kuro Games is known for polish. How central is that philosophy? A: We believe every visible part of the game must meet high internal standards, like - Visual effects - Skills - Environmental details -Music and audio design or promotional content must meet a high standard. We want players to feel the identity and power of Wuthering Waves both inside and outside the game. We know that early story reception was weaker, but significant effort has been invested in: - Clearer storytelling - Stronger presentation - More emotionally impactful performances and scenes. Q: How do community events factor into long-term development? A: Long-term IP growth depends on emotional connection. Community events, both online and offline, help us understand player expectations while strengthening that bond. It’s a two-way relationship. Q: Looking ahead, what is Kuro Games’ long-term vision? A: Our goal is to become a globally influential action-game developer. Upcoming projects (e.g., Nami, still in development) are focused on: - Delivering unique action combat experiences. - Creating something clearly distinct within the action game genre. The story of Wuthering Waves is planned years in advance, with major narrative arcs already outlined. Q: Finally, how would you describe Kuro Games’ current phase? A: From Zhuhai to Guangzhou, we’re in a strong upward phase. Our growth is driven by a commitment to meaningful, high-quality experiences. Staying true to that original intent is what will continue to guide us forward. #WutheringWaves #punishinggrayraven

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72,974 views • 8 months ago