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Natural pleasure [Cantarella] - Wuthering Waves VA Pack: Amai 💜 Hellen | OpenNSFW SFX Pack: HentAudio 🇺🇦 🟢COMMS OPEN🟢 + Squish #WutheringWaves #Cantarella #r34 #nsfw #koikatsu #WuWa An alternate version is already available at the link in the bio.

234,479 次观看 • 1 年前 •via X (Twitter)

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Solon Lee (Producer at Kuro Games): Thank You for Playing My Game "Wuthering Waves: Exploring Game Creation Under Unreal Engine." Interview by Nvliu66 When you think of Unreal Engine, what comes to mind? A few days ago, at the Epic Games Shanghai office, I met the producers of Clair Obscur: Expedition 33 and Wuthering Waves. Both games are developed based on Unreal Engine, and they shared the stories behind their game creation. My biggest takeaway was that while a great game stems from a producer's emotional expression, its realization relies on the "escort" of technology. Let's return to the interview scene and listen once more to their unique insights on game development. Wuthering Waves and Unreal Engine Bill Clifford (VP and GM of Unreal Engine at Epic Games): With Wuthering Waves, they used many complex artistic techniques to present this anime style, and it's truly outstanding. They are among the first companies to create a role-playing game in an open world that is also cross-platform, which is another incredible feat. They introduced console-level graphics and combat systems while maintaining a consistent update frequency. Furthermore, as they adopt and integrate new Unreal Engine technologies into the game, the experience is continuously enhanced. It’s a truly inspiring success story. Solon Lee (Producer at Kuro Games): We have grown alongside the updates of the UE engine, including the release of UE5. Throughout the process, we’ve been able to learn from UE’s updates. When UE5 was released, it introduced many new technical features, especially ray tracing. Everyone currently praises the ray tracing effects in Wuthering Waves, which is actually due to the continuous updates of the engine. We found those highlights and ported them over to UE4.26. During this process, our engineers were learning the logic of the engine, following its updates, and developing an engineering mindset and a way of creating visual effects. So, my biggest personal takeaway is that choosing a top-tier engine doesn’t just make the game better; it makes us better in the process. "Punishing: Gray Raven" was developed on the Unity platform, while "Wuthering Waves" is based on Unreal. What was the reasoning behind this change at the time? Solon Lee: Psychologically, we don’t have a heavy dependence. We don't feel that just because we've used Unity, we must continue using it. We are a bit more pragmatic. When we were about to start Wuthering Waves, we clearly knew we wanted to make an open world. UE obviously offers more support for open worlds. We felt that "standing on the shoulders of giants" to make a game was definitely a more practical decision. At that time, we could also sense that most engineers in the industry had an aspiration toward UE. "Wuthering Waves" has been live for a year and a half. At this stage, could you use a short summary or a few words to introduce "Wuthering Waves" to the players? Solon Lee: Wuthering Waves is a game that strives to continuously create resonance with players. From the excitement and design of the action to the scriptwriting and performances, we strive to find "highlight segments" or moments in every version that can trigger internal resonance, touch the heart, or make players "scream" with excitement. This is actually a creative consensus our team has slowly formed over the past year. When we find that moment in a version and we ourselves "scream" for it, we feel that there is a high probability that when the version is released, it will be recognized by the users. Because the most important thing about a game is that it must be fun, as developers, we often think about what kind of game qualifies as "fun." What is a "Fun" Game? Solon Lee: One point I can think of right now is that the rules should be as simple as possible. As soon as you start, after two slashes or casting a skill, you should feel, "Wow, that was so cool! I want to do it again! Wow, so cool!" Specifically for action games, the "fun" is often hidden in very small granularities. For example, if you compare two different games where you are just running and jumping, the running in some games feels fun. Why? It might just be because the "grip" is better, the animation swing feels better, or it gives you a sense of gravity or momentum. Whether a point in a game is fun can be subjective. For me, there are a few games that have had a significant influence on my work. One is definitely NieR; when we were making Punishing: Gray Raven in the early days, we were very inspired by NieR. When Devil May Cry 5 came out, it gave us a lot of new inspiration for our combat system. Death Stranding is indeed one of my personal favorite games from recent years. When Elden Ring was released, it also gave us a very strong impression and touched us deeply. The project for Wuthering Waves started in the first half of 2020. At that time, there were very few open-world action games on the market because most action games back then were stage-based (linear/hub-based). All excellent action games required very tight level design. Later, Elden Ring came out, and experiencing it gave us strong resonance. We felt that action games definitely have potential in an open world, and we believe it should be that way. A Message to the Players Solon Lee: I am truly grateful that so many players like Wuthering Waves. It is because of everyone’s love whether it's encouragement or criticism that we are given a lot of motivation to maintain our continuous passion to make our game better. I believe the only way we can give back to the players who like Kuro and Wuthering Waves is by producing better and better versions and content, and making more and more great games. Happy New Year, and thank you for playing my game. translated by Xu #WutheringWaves #WuWa

Naru

55,609 次观看 • 5 个月前

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

Naru

72,974 次观看 • 7 个月前

Summary of Kurogames Recruit Interview Translated by Xu I. Introduction to Types of Planning 1. Combat Planner: Responsible for character skills and combat system design. 2. Narrative Planner: Responsible for writing the storyline, worldbuilding, character backstories, etc. 3. System Planner: Responsible for UI, event portals. 4. Quest Planner: Responsible for the logical design and flow of main and side quests. 5. Level Planner: Mainly responsible for building the narrative platform (product design), creating engaging interactions, etc. II. Core Responsibilities of Level Planning Building the Narrative Platform (Product Structure Design) 1. Use whiteboards and self-made processes to communicate to teammates what kind of scene content the level planner wants, e.g., reverse design of the mission scene for Jiyan Companion Quests dungeon. 2. Make good use of existing in-game mechanics and engine tools (such as UE Blueprints) to implement gameplay prototypes. Only through multiple iterations and feedback can a satisfying outcome be achieved — e.g., using flower seeds to connect paths in Camellya Companion Quests dungeon. 3. Use scripting tools to support smooth and exciting level flow — e.g., 1.3 Black Shores skiing segment. III. Open World Level Design - Example Regions: mt firmament, Black Shores, Nimbus Sanctum, Avinoleum Pioneers of Scene Pipeline Level planners mainly handle the following in massive open-world design tasks: 1. Provide basic map size, terrain structure, main roads, and points of interest (including main quest locations) 2. Propose and lead the design of core gameplay features, such as time reversal, Tethys portals, gliding, gravity inversion, etc. 3. Use top-down maps, whiteboxes, and even self-made models to push scene artists (2D, 3D, lighting) into action For example, the “first look” view — open-world level planners must emphasize its design and guide artists to focus accordingly. IV. Growth Path of a Level Planner Creative Master - Beginner Level Designer: Familiar with the game and development environment, capable of handling simple design work and basic configurations. Example: Completing an interactive mechanism “Chronosorter” in Mt. Firmament from version 1.1 / Placing wild monsters in Mt. Firmament. Senior Level Designer: Capable of completing full level content under the team lead’s guidance. Example: Designing the scene flow of version 2.0 Exploration quest “Where Wind Returns to Celestial Realms” under guidance. - Veteran Level Designer: Able to independently handle full level flow, area or area-themed gameplay design, and proactively push downstream execution efficiently. Example: Independently designing the themed gameplay “Tethys Portal” in version 1.3, and following through with visual performance so other level teammates can configure it smoothly. ➥Extension — Version Level Owner: Leads the level team to accomplish set design goals, guides new team members, coordinates with other departments, and ensures high-quality implementation. Example: Planning the map design of version 2.2 Avinoleum, coordinating cooperation between level planners and other departments. - Creative Master: Able to lead the team in creating level content that exceeds market expectations. Key Point: Able to repeatedly do the above! Examples: — Chief planner and owner of mt firmament and Time Reversal gameplay in version 1.1 — Chief planner and owner of Black Shores map and Tethys Portal in version 1.3 — Chief planner and owner of Flight gameplay in Rinascita in version 2.0 V. Q&A Q: At the end of version 1.0, exploration felt tedious and repetitive. Although version 2.0 introduced some fresh ideas, it’s hard to see how future updates can keep innovating without falling back into the same monotony. A: Everyone already recognized that issue in 1.0, which is why we iterated heavily in 2.0. The goal is simple — to get every planner thinking. We look at everyone's interesting ideas or even creative mechanics from other games that we can integrate. These will definitely feel refreshing, so please stay tuned — it will happen for sure. Q: Older maps felt darker in tone, BGM was monotonous, and overall gameplay was dull. While Rinascita was a major improvement, it felt fragmented, as if each person built something pretty in isolation. It’s hard to describe the region with a unified theme. A: That’s true — it was indeed pieced together by many people. The disjointed feeling came from insufficient communication. We’re aware of the issue and will solve it in version 3.0 or even later versions in the 2.x series. Once there’s a clear theme, the sense of disjointedness won’t be as strong. Q: How do planners decide what kind of map to make? What’s the workflow? A: Narrative, level, quest, and programming planners all sit down together to discuss what we want to make. Everyone shares ideas one by one, and we consolidate them based on data. Q: I’m a veteran of Wuthering Waves and Punishing Gray Raven. I think the four-person team setup, stationary dialogues, map, art, tech, and story are all great. Before Wuthering Waves came out, I used to play a competitor title — Genshin... (includes critical feedback) A: During development, we didn’t aim to compete directly. Comparisons don’t help us create anything better. We’re focused on what we can do and what we’re good at. Q: For the anniversary event, it seems like there was a disconnect between the company’s and players’ expectations. A: Yes, version 2.3 didn’t do well. We’ve already apologized — it was an issue. For the next anniversary, we’ll take it more seriously. Operations is aware of the problem. We’re learning and growing with each mistake. Everyone encounters problems, but we accept them and improve. That’s the best feedback we can give our players. #punishinggrayraven #WutheringWaves

Narushio

226,844 次观看 • 1 年前

Here's why $NEAR is a no-brainer in 2025 👇 Everybody loves NEAR Protocol and there is a reason for that (or many). Near is well-positioned to be one of the leading blockchain ecosystems this year. Let’s explore the “whys”. TIMESTAMPS Quick Bio – 00:00:15 Inflation Reduction Proposal – 00:00:43 Technically Speaking – 00:02:40 Near Intents – 00:03:37 Chain Signatures and AI – 00:04:39 Decentralization and DeFi – 00:05:59 I have my Near account since March 2023, but it has been inactive for a while, as I was focused on other stuff. However, the recent inflation halving proposal by HOT DAO (HOT Protocol 🔥) and LiNEAR (LiNEAR Protocol) brought my eyes back to the project and I really like what I’m seeing. So, here’s my first point. If this proposal passes, NEAR could lead the way in what appears to be a market trend of improving the tokenomics, as more and more experts realize holders have been overpaying for these networks' security, with a too high supply inflation. Solana tried something similar, but the proposal was rejected. In my opinion, validators voting favorably to that show a commitment to the chain for the long term. On the other hand, voting against it signals a short-term vision focused on milking the emissions as much as possible, at the ecosystem’s expense. The voting currently goes with 28% “YEA” votes, needing 66.76% to pass. Most of the validators who already cast their votes went with the yes. 2pilot, avb, openshards, qbit, sicmundus, fox, and intear are, so far, the only seven who voted “NAY”. This proposal has the vocal support of most influential figures in the Near ecosystem, including the Near Foundation (NEAR Foundation), led by Illia (root.near) (🇺🇦, ⋈), which makes me believe it will pass and show the power of the halving in getting the market’s attention and presenting a huge investment asymmetry for the native token right now. Is this everything I like about NEAR? Definitely not. This is just what got me looking at it again, just to discover a (very much) thriving ecosystem, full of interesting things happening at the same time. I’ll mention a few, but there is (much) more. Technically speaking, Near is a high-performance blockchain, with really low fees and one of the fastest finalities, with 600ms block time and approximately 1.8s finality. It also has my favorite architecture for internet-scale scalability, using sharding, while keeping a high decentralization standard. As a learning programmer, Near also has one of the best dev experiences (in my limited opinion). The documentation is clear, has a logical journey, presenting from the basic anatomy in details to more complex SDKs and tools. I’m also in love with the near-cli-rs. A command line interface program written in Rust for seamless interaction with the Near blockchain. Allowing wallet creation, chain query, sending transactions, staking, smart contract calls, and more. Near Intents. This was the second thing to get my attention, while studying the project again, and it sets a whole new standard for blockchain interactions, especially cross-chain. Basically, users can declare an intention (for example, swap Ethereum-USDT to Bitcoin) and a network of solvers, running on Near, will find the best path to accomplish this task. We recently saw an impressive 465k-worth swap happening in exactly this example, paying 0.55% of trading fees to thorswap.near and swapkit.near. According to a Dune Dashboard, the protocol accumulates nearly $400 million in volume since its launch not long ago, in November 2024. *obs.: half this volume was achieved in the last month. Massive! Near Intents is possible due to two other very interesting things: (i) Chain abstraction, and (ii) a solid AI infrastructure. Chain abstraction (via Chain Signatures) is a powerful interoperability feature, allowing Near to friendly connect different blockchains as if they were part of a single network. Users and devs benefit from wallet, address, fees, and cross-chain bridges abstractions - not even noticing they are interacting with multiple chains. One wallet that powers everything. Powered by Near. On AI, Near is just built differently. Not for the hype, but for the solution. The team has been looking for AI solutions much before the ChatGPT fever. Actually, they started as an AI company, pivoting to blockchain later. So, being one of the most promising networks for the growing AI economy was just the natural path to follow. There is an extensive and super complete research piece on that topic, recently published by Reflexivity Research (Reflexivity Research) on July 1st. It presents Near as an AI-optimized blockchain, covering AITP, Shade Agents, x402, Near Intents, and more. Definitely worth the reading. Wrapping up this content with one more aspect that really matters to me is how Near remains truthful to decentralization, data ownership, censorship-resistance and open-source primitives that have been increasingly abandoned by other key players. A simple example of that is how the Near Foundation decided to deprecate its public APIs, encouraging the surge of a more decentralized and competitive market of SaaS projects, with a highlight to Lava Network, that recently appeared in my timeline talking about that. DeFi is also huge on Near, leveraging all the previous properties I mentioned, creating a truly decentralized liquidity pool via Rhea Finance, connected with other chains like BTC, Ethereum, ZCash, and more. All that contributes to Near having the second-largest monthly active addresses, with nearly 50 million, only losing to Solana’s nearly 90 million. In the meantime, NEAR, the token, is not even at the 30rd position by market cap. Crazy stuff. To (finally) wrap it up, I also want to mention Near’s consensus decentralization. While having a low node-count, the network has a Nakamoto Coefficient of 11, which is not bad at all. Surely, there is still room for improvement, which is possible as becoming a validator is accessible staking and hardware-wise. If you liked this content, make sure to click the like bottom and share it around. Follow me on X or subscribe to my YouTube channel, both at vinibarbosabr. See ya!

Vini B |「 thecoding 」

40,183 次观看 • 1 年前

If anything this is the kind of rhetorical posturing that I'm against in VP Chiwenga's politics. His propensity to advance his political progress by seeking to undermine everyone else, blinding the gullible by portraying himself as the betrayed holy victim and painting everyone else as a Judas. If anything this whole ensemble is an accomplished clan of Iscariots with no Jesus to sell! That is why I have pointed out cases like the funding of his wedding by Chivayo; support for his foreign treatment by Tagwirei and the vast DRC financial tranches meant for soldiers that never reached them! Yet today he peddles a version of himself that is unrelated to all these Zvigananda yet they are as interlinked as his umbilical connection to the Chinese flourishing and recklessly operating all over the country. While the Nigerians have been creating space for locals like Dangote, Adenuga to flourish here we have a VP underwriting and protecting a community of the Chinese feasting on natural resources while acting as a hitman against competing locals. Why isn't he equally raising the issue of the Chinese who are no longer a negligible economic factor but a corrosive acid that is quickly decimating ancient hills, ravaging rivers and abusing locals! We can't have a leader who focuses on undermining and attacking his own people while protecting foreigners! China is dumping its excess of labour here while leaders like him ignore that because they are eating from there. Why does Manhize Steel Plant have hundreds of Chinese Engineers as if our of Universities are not producing such? Then you accuse locals of not opening factories to create employment when your favourites are blocking the same! My grandfather was married kuna amaNcube that's why I call you Sekuru and I will state the truth to you any day Soko unlike those misleading you like Machakaire and Chinomona. Those are flip floppers without an iota of political gravitas. They are useful only to the extent of ED's indulgence. That some individuals are giddy with excitement viewing him as the panacea speaks to rampant mob psychology and abundant lack of critical thinking. If ever fate turned sideways I wouldn't be surprised if under him the country would be assailed, not by a pack of local Zvigananda, but an avalanche of Chinese Zvigananda externalising billions! That his faction ran to smear me with false accusations of being paid was the clearest sign of their fear for truth revealing who he really is. All the same, truth isn't castrated of potency whether spoken by one paid or not. In fact, time acts as a curtain moving slowly to reveal what lies behind. It's high time Soko appreciated his position acted accordingly and discarded his penchant for gulping misguided advise where he is told that his military past bestows on him a right to power or political virility to intimidate everyone. Tese tine zuva rekufa so there is nothing to fear and even without bodyguards takatosimbawo. None of us whose houses have been burnt or those he continues to besmirch without evidence has reciprocated by going after his own dark side. He already has a soiled enough record to arm any rival. No one has gone after his shady and huge portfolio of properties at a time he had no financial capacity for such or interrogated his repeated intimidation of the judiciary in the saddening case against his physically ravaged former wife; never mind the acts against the children who can't see their mother! Already the cycle of events in the Army should act as a warning to the Producers of his political journey that whatever military might they thought lay under his feet doesn't exist. Protocol is a dangerous illusion if it is mistaken for reality!.

Sabhuku Temba P. Mliswa

107,424 次观看 • 8 个月前

I don’t care about your politics anymore. I really don’t. If you’re still justifying ICE’s actions you’re done. That isn’t a disagreement anymore, that’s a moral failure. The claim that Alex Pretti, a 37 year old ICU nurse, was aggressive or that he was there to kill officers is not just false, it’s evil. It’s a deliberate lie. Kristi Noem repeating it isn’t confusion or poor judgment, it’s a malicious lie. This is the same woman with a documented history of cruelty and dishonesty, and now she’s in charge of Homeland Security. That should terrify everyone! If J.D. Vance and Trump’s team don’t cut her loose, they risk losing their base. This isn’t just Democrats anymore Republican supporters are fed up too. I’ve said this before and I’ll say it again: no one was ever opposed to deporting illegal immigrants, whether criminals or non-criminals. The justification was always public safety removing people who harm others, who commit violence, who kill. That was the idea! But now the very force that was supposed to protect the public is killing and harming American citizens! At that point, the distinction collapses. If an innocent American is killed, it makes no difference whether the trigger is pulled by a gang member or a federal agent. The outcome is the same: death, fear, and destruction, and I would argue it is even worst when your own is killing. The Trump administration has failed catastrophically with ICE and with Kristi Noem. And let’s be very clear about what’s happening. This is how authoritarianism starts. You give intelligence agencies and private contractors like Palantir powers they should never have and you're doomed. You normalize armed federal agents patrolling American streets. You lie about killings that are caught on camera. Then you label citizens “domestic terrorists” to justify it. First it’s immigrants. Then it’s protesters. Then it’s journalists. Then it’s you. Mark my words. It will be you! We’ve already seen it twice in two weeks. Alex a 37 years old, an ICU nurse at the VA, no criminal record, no violence and he was shot and killed, Just like Renee Good before him. Both were American citizens. Both were immediately smeared by the government as violent extremists. The videos are clear. Alex was filming something every American has the right to do. He approached no one aggressively. He was holding a phone. He was pepper-sprayed for no good reason. His legally carried firearm was removed by ICE. We have second amendment rights in this country, we can exercise them if we want to and honestly - in this American, seems to me we should do it daily! Only after he was disarmed and on the ground did an agent shoot him multiple times, in the back.And yet top officials Kristi Noem, Stephen Miller, Greg Bovino went on camera and flat out lied. Not misspoke. Lied. they claimed he was ready to kill ICE officers. This is an attack on American peoples and their rights with bunch of lazy hater in uniforms. If the shooting were justified,they wouldn’t need to fabricate a story, they would not need to make things up.This is what should outrage everyone, regardless of where you stand on immigration or ICE. A government that lies this brazenly. When video evidence is available to anyone is a government that believes it no longer needs public consent to do anything.That is dangerous. There is no democracy in this country but at least we were always able to push back, now we have these people who think they are above the law everywhere. In foreign policy and oil, and in domestic policy too, I bet they’re about to learn their lesson. I’ve spoken to many cops who have pushed back against ICE officers, confronted them, and openly criticized them. Because at the end of the day, cops are regular Americans. They live in our neighborhoods, care about people and public safety, and took an oath to protect. Now they’re defending Americans, standing with them against these brainless haters in uniforms and that is something we should be proud of. As the daughter of a detective, I am extremely proud of these cops who are pushing back and protecting citizens. ICE is unprofessional; they are poorly trained, scared, and operating on hate nothing more. That’s something you see in North Korea not in this country. Enough is enough! Republican especially, should be alarmed. For years, the right warned against armed federal agents patrolling American streets. Waco, ruby ridge, DHS itself was controversial when it was created. The second amendment was defended precisely as a safeguard against government overreach. Here’s the new standard in America: if you are legally carrying a firearm, even if you never touch it, never threaten anyone, never break the law the government can label you a terrorist and kill you. Even if you are an American citizen. And the hypocrisy is staggering. These are the same people who screamed nonstop to free Kyle Rittenhouse, defending the principle that legal firearm possession or use in defence does not equal criminal intent. But now that ordinary Americans who fit that same standard are standing in front of them, they’ve completely reversed course. Suddenly, legal gun ownership is enough to justify lethal force. I’ve always been clear about this: when Trump is right on policy be it domestic or foreign, I give him credit, I support him fully. I’m not driven by blind loyalty so when he is wrong I speak up just as quickly and honestly. But this crosses a line. If the government can kill you for exercising a constitutional right without action, without threat, without due process, then the right itself no longer exists. That is not law and order. That is tyranny. If that’s the rule now, the second amendment is dead. What we are seeing is not law enforcement, it’s power without accountability. And history is very clear about where that road leads. More on my YouTube link in the Bio.

ELIZABETH LANE

50,363 次观看 • 6 个月前

Climate change is an existential threat to civilization and humankind, according to top scientists, journalists, and policymakers. They say that planetary warming caused by human emissions is making forest fires, hurricanes, and floods more frequent, worse, and more widespread; reducing arctic ice and submerging atoll islands; killing the coral on the Great Barrier Reef; worsening heatwaves and reducing crop yields. Former President Biden said climate change is “an existential threat to all of us,” and scientists and environmentalists say “one billion” to “billions” will die from food shortages and other climate impacts. But those claims are all nonsense. Climate change is real, but there was never any scientific evidence that it posed a threat to civilization and humankind. The area of Earth on fire has declined for decades, and what determines whether there are high-intensity fires is forest management and other forms of fire protection. There is no increase in hurricane frequency or intensity, and flood deaths and damages are determined by infrastructure and emergency preparedness. Nearly 90 percent of atoll islands have either increased in size or stayed the same in recent decades. Arctic ice did not decline from 2000 to 2024 and likely will not decline in the coming years. Coral on the Great Barrier Reef is at a 36-year high. Crop yields continue to climb, even with higher temperatures, aided in part by greater carbon dioxide. And heat waves were far worse in the 1930s, before significant human emissions, cold deaths outnumber heat deaths, and heat deaths are easily avoidable with access to air conditioning. The claims that billions will die and that climate change poses an existential risk are thus misinformation and, often, given that many scientists know they are lying, intentional disinformation. The best available evidence suggests nobody will die from climate change. None of this means we should not worry about climate change and humankind’s contribution to it. The evidence that human emissions change the climate is overwhelming, and many climate skeptics simply go too far in dismissing rising temperatures and humankind’s contribution. We have good temperature measures on land and oceans. We have known for over a century that the accumulation of carbon dioxide traps heat and that it has increased by 50 percent since the pre-industrial period, and the fact that it is a small amount of Earth’s atmosphere by volume does not erase its contribution to warming. And, all else being equal, we should not want any change to average global temperatures since humankind created agricultural, urban, and environmental systems to function within today’s moderate temperature band. But scientists, journalists, and activists have so wildly overstated the claims of climate change that they must at this point be considered lies, given their discrepancy with known scientific facts and highly visible realities. Sea levels have been rising since the mid-19th Century, and there is no scientific evidence that their rise has accelerated since emissions grew significantly after World War II, and the scientists who claim otherwise are manipulating their models to show acceleration when they can just as scientifically show deceleration. Given how clear the data are on climate change’s alleged impacts, the claims to the contrary by scientists, journalists, and activists cannot be attributed to ignorance. Moreover, there is strong evidence of deliberate deception. I recently documented how a top sea level rise scientist, Robert Kopp of Rutgers, engages in deception. The leading global organization that tracks disasters abruptly and inappropriately changed its methodology after climate expert Roger Pielke, Jr. showed that they had declined from 2000 to 2021. The National Oceanic and Atmospheric Administration gave the false impression that disasters that cost over $1 billion were increasing and then abruptly ended its “Billion-Dollar Disasters Database” after Pielke showed how it had manipulated the numbers. Because the data clearly show that climate change is not an existential threat, scientists, politicians, and journalists have misrepresented practically every aspect of the issue. Carbon emissions are largely flat over the last decade and there is simply no conceivable way that humankind will produce high enough emissions to meet the wildly high “RCP 8.5” scenario upon which most of the alarmist predictions of future climate impacts show. What’s more, scientists know this perfectly well as Pielke and other scientists have documented abundant natural gas and slower than predicted economic growth and population growth will prevent it. “RCP8.5 is not simply ‘highly unlikely’” explained Pielke recently, “it is falsified, meaning that its emissions trajectory is already well out of step with reality. We showed this conclusively” in recent studies. And yet scientists continue to use the alarmist RCP 8.5 model for the simple fact that the other models simply aren’t alarmist enough. Why have scientists, politicians, and journalists repeated false and often apocalyptic claims for so long? And how were they able to get away with it? Please subscribe now to support Public's award-winning investigative reporting, to read the whole article, and watch the full video! Full version:

Michael Shellenberger

114,237 次观看 • 9 个月前

Stargate trivia: "200" (The BIG breakdown) SG-1 was about to attain the loftiest of broadcast heights – its 200th episode – and we wanted to do something special. Something unique. Something everyone on the production would enjoy as much as the longtime fans watching at home. The initial idea pitched was something called “Remember When…”, a trip down memory lane in which our characters’ reflections would form the frames of the varied flashbacks to outrageous missions. While everyone loved the idea of the outrageous missions, the premise of the episode felt too diffuse. We wanted an actual story that would form the heart of the episode. After much discussion, we elected to pay tribute to the franchise by referencing our last milestone – episode 100 – and bringing back Martin Lloyd and the show within a show, Wormhole X-Treme. But the fun we poked at the franchise through that spoof production was nothing compared to what we had in store for 200… WE FINALLY GOT TO MEET THE FURLINGS! Sort of. Even though it never really happened and we end up getting them killed in the end. Back in the show’s fourth season, not long after joining the production, I was summoned to Exec. Producer Robert Cooper’s office. He was doing his pass on our first script, Scorched Earth, and needed something from me: the name of an alien race. When pressed, he admitted naming alien races was not his forte and, as evidence, offered up “the Furlings”. I have to admit that whenever I heard the name, I always imagined a cosmic version of the Care Bears, giggling and snuggling their way through various adventures. As evidently, did everyone else on the production. The fans, however, were all sorts of curious and nary a week would go by without a fan posting a message board request for a glimpse of the elusive beings. Time wore on and those requests continued so, at one point, Brad suggested an episode in which we actually did get to meet them: a race of gaunt, towering, hairless, grey-skinned creatures. But that idea was quashed and the production went on its merry way, choosing to keep the race a mystery. But with 200 came the opportunity to honor those fan requests, and the viewers at home finally got to see those lovable furry creatures who turned out to be a cross between an ewok and a deranged koala. And then SG-1 went and got their planet blown up. Of course, we quickly reveal that the incident never actually happened and it was part of a pitch for a revival of the defunct Wormhole X-Treme t.v. series, a show that lasted an inglorious three episodes before being cancelled. But thanks to an impressive second life on dvd (following in the footsteps of Family Guy and Futurama) the show is being revived – and General O’Neill, in a desire to maintain a cover of plausible deniability for the Stargate program (and, let’s face it, screw with his old teammates) charges SG-1 with the task of creatively contributing to the production. MITCHELL TAKES ON THE LIVING DEAD! Every once in a while, actor Ben Browder would drop by the offices to pitch out an action sequence for his character – so I thought it appropriate that, given the opportunity, his character would pitch out an action sequence for – uh – his character. And, really, nothing says action like zombie hordes. Just ask fans of The Walking Dead. This sequence also allowed us the rare opportunity of witnessing Walter/Norman getting his head eaten. Double bonus! Mitchell’s idea is shot down and Martin gets on the phone with a representative of the studio. He is clearly frustrated and Mitchell asks: “Studio executives, huh?” Martin responds: “What? Oh, no Charlie? He’s a great guy. He’s the only one I trust.” This was a reference to longtime MGM President of Television and Stargate supporter Charles Cohen, one of the smartest, kindest studios executives I’ve ever had the pleasure to work with. As much as he was a fan of the show, we at the production were fans of Charlie. Martin is outraged because they lost their lead. How, he wonders, can they do the show without their lead. “You just bring in a character to replace him,”suggests Mitchell – an obvious reference to the introduction of Cam Mitchell which followed soon after the departure of longtime SG-1 lead Jack O’Neill. Carter then throws out some alternate ideas for keeping the lead alive: “Well, you could have the other characters refer to him all the time. Maybe, get him on the phone once in a while.” Yep. Been there; done that during SG-1’s seventh and eighth seasons. And then, someone references that time O’Neill was invisible… THE ADVENTURES OF INVISIBLE O'NEILL! The idea of doing an Invisible O’Neill segment was actually a joke I threw out...That ended up making the script. That happened a lot in this episode. As with all the segments, we went off and wrote them individually, and then everyone weighed in and they were tweaked. I always found the scene of O’Neill spying on Carter in the shower a tad creepy. Anyway, the Invisible O’Neill idea was embraced because we wanted Richard Dean Anderson to come back and do a cameo on this all-important episode, but didn’t know if he’d be able to work in an appearance. So, we figured we’d get the next best thing: his voice. As it turned out, he was able to swing the appearance, making 200 all that more special. THE GETAWAY Martin then pitches out a tale of high adventure, placing our heroes (SG-1) in an impossible position – and then simply cutting to them escaping through the gate. This was a tip of the hat to the many fans outraged by a similar scenario in a past episode (don’t remember the name) in which our heroes (SG-1) are surrounded by Lucian Alliance soldiers only to effect some miraculous unseen escape. During the ensuing argument over the merits of the pitch, Martin attempts to come up with a reasonable window of time for the team to reach the gate and dial. Ten seconds is too short and thirty seconds is too round a number. He decides on 38! Which, coincidentally, is the same number (of minutes) a stargate can stay open. Timing is, of course, everything, and nothing says action like a ticking clock. Which prompts the following gem from Martin: “Trust me, jeopardy plus ticking clock is box office. It’s the E equals M C squared of the entertainment world. Ask any executive.” Indeed. If there were two notes we received more than any other during Stargate’s long run, they were: “More jeopardy!” and “We need a ticking clock!”. Having a character race a timer to defuse a bomb? Didn’t get much better than that. THEY'RE OFF TO SEE THE WIZARD! Next to The Simpsons, The Wizard of Oz was probably the most referenced piece of pop culture over SG-1’s decade-long run. The fans certainly took notice and resulted in one particularly memorable piece of artwork being sent to studio depicting the original team as the cinematic classic’s adventurous foursome. So, I suppose, it made perfect sense to reference the constant references by including a little Wizard of Oz sequence in the episode as well. Mitchell’s line: “Now, how can something work perfectly fine for ten years, then all of a sudden, it doesn’t work anymore?” was an in-story reference to the gate suddenly stopping operations – and, in hindsight, could have been interpreted as a comment on the the show’s cancellation. DESTROYING STARGATE COMMAND This also episode gave us the opportunity to do something we’ve always wanted to do: blow up Stargate Command. It’s part of the story Martin Lloyd pitches the team. Mitchell, however, points out a potential problem. They’re alive in the next scene. How is that possible. To which Martin replies: ” I’m thinking I can back-sell it and say you were beamed out at the last second.” Teal’c’s rejoinder neatly sums up the feelings of many on the production: “Is that not too convenient?”. Yep, nobody hated the Earth ship beaming technology more than I did – with possible exception of actor Ben Browder. In the original version of this scene, the fun we poked at ourselves was a little more pointed: DANIEL: Beamed out. MARTIN: By the Prometheus. TEAL'C: Convenient. MARTIN: True. But c'mon, you got Asgard technology, why not use it? As long as it doesn't become a crutch. DANIEL: Small problem. The Prometheus was destroyed. MARTIN: Really? By who? MITCHELL: Kind of a long story. MARTIN: In battle? MITCHELL: Yes. MARTIN: Wow. So how'd you get out of that one? Beat. DANIEL: We, uh... we were beamed out. Soon after, Martin fields yet another call, this one from the network. "So, trouble with Nora"assumes Mitchell, to which Martin replies: "No, Nora—she's great." A shout-out to the late Nora O'Brien who was our network point-person for many years before she moved on to another position with NBC. A sharp executive and just a lovely woman. SG-1 DOES STAR TREK We all grew up with the original Star Trek (except Rob Cooper who preferred The Six Million Dollar Man) so we (and by we I mean Brad) couldn’t resist the opportunity to do an SG-1 version of the television’s most famous SF series. Paul McGillion was originally supposed to do the one-line cameo of the ship’s beleaguered Scottish engineer, but when that fell through, series co-creator and Executive Producer (not to mention former stage actor) Brad Wright stepped into those shiny black boots. THE YOUNGER, EDGIER TEAM Look closely and you can catch the late Cory Monteith as one of the young and edgy team-members. “Young” and “edgy” were buzzwords we kept on hearing a lot of (and continue to hear a lot of in the business), so Rob Cooper served up his version of what a younger, edgier Stargate would look like complete with stylized shots and dreamy cast members. Vala continues to pitch out ideas, offering up an SF version of Gilligan’s Island (“We were in a cloaked cargo ship on a simple, three-hour reconnaissance mission…”) that was one of the scenes we lost for time at the script stage… VALA (VO): We were in a cloaked cargo ship, on a simple three hour reconnaissance mission... TILT DOWN to reveal a planet. VALA (V)): But on the way we encountered a severe electromagnetic storm and lost all power. We were forced down on an uncharted, deserted planet... EXT. TROPICAL ISLAND -- DAY We see the cargo ship washed ashore on this deserted island, looking very much like the damaged S.S. Minnow. VALA (VO): We washed ashore and were forced to survive for weeks in the most primitive of conditions. No phone, no lights, no motor cars. Not a single luxury. EXT. ISLAND -- DAY Landry comes out of a hut, dressed like the Skipper. VALA (V): General Landry was with us on the mission, and let me tell you, he was in a foul mood. LANDRY: Mitchell! Mitchell runs out, dressed like Gilligan. MITCHELL: Yes, sir. LANDRY: Where's Carter? She was supposed to be done by now. MITCHELL: Oh, uh...(looks around) She's not here. Landry whacks him with his cap. LANDRY: I can see that. DANIEL: Over here... PAN TO Daniel (as the Professor) and Carter (as Mary Ann) carrying a large device out of another hut. Vala (as Ginger) trails behind them. The device looks like something constructed from bamboo and coconuts. CARTER (to Landry): I think we may have something, sir. VALA:Not a moment too soon. I must get out of this place. I have a photo shoot this afternoon. Landry stares at the device. LANDRY: What is this thing? CARTER:Well, I managed to construct a basic subspace transmitter out of coconuts, bamboo and our old subspace transmitter. DANIEL: A long shot, but it just might get us off this island. MITCHELL: That's great! Mitchell eagerly moves in for a closer look, but trips, falls and smashes the damn thing.Before Landry can whack him with his cap again -- TEAL'C emerges from the trees, dressed like Mr. Howell. He casually puffs a pipe. TEAL'C: Was I not traveling with a companion? A female by the name of... Lovey? MARTIN: Alright, enough already. FARGATE I had really enjoyed Farscape and, with both Ben Browder and Claudia Black on the show, I couldn’t resist the opportunity to do a little tribute, SG-1 style. Originally, Ben was supposed to play the part of Crichton and Michael the part of Stark, but they suggested it might be more fun to switch up the roles. SG-1 SUPERMARIONATION! Brad Wright, Robert Cooper, Paul Mullie and Carl Binder are huge fans of Team America: World Police, so I suppose it should come as no surprise that they jumped at the chance to do their own, SG-1 version. As it turned out, years ago Paul and I had worked with The Chiodo Bros. who had created the puppets and effects for Team America (as well as work on a Davey and Goliath claymation parody for The Simpsons and the Willice and Crimbles parody segment on The Simpsons). We called them up and they ended up delivering kick-ass puppet versions of our team – and supporting players. So, okay. Fess up. Which one of you fans is now the proud owner of one of these? In the writer’s draft of the script, yet another idea is pitched out… MITCHELL: Death is always dramatic. CUT TO: INT. INFIRMARY -- DAY Daniel lies on the bed. Carter, Mitchell, Vala and Landry stand around him. Vala reaches out and touches his hand - VALA: Goodbye, Daniel. The heart monitor FLATLINES. The rest of the group can barely control their emotions. Suddenly, a bright GLOW starts to emanate from under the sheets on the bed. Slowly, Daniel's body TRANSFORMS into a glowing ribbon being like in Meridian. As it rises above the bed, the sheets collapse. Amazement plays on the faces of everyone in the room. The glowing being hovers high above them for a moment then - MARTIN: No, no, no. BACK TO: INT. BRIEFING ROOM -- DAY Martin shakes his head. MARTIN: We did that twice in the series. DANIEL: You only made three episodes. How many times did we kill off Daniel again? Whenever we offed guest stars, we would invariably send them off with the heartening: “This is science fiction. Nobody ever dies in science fiction!” And, many times on Stargate, that was proven true. Then, someone pitches out the fishing segment. Martin’s response: “And what’s the twist…no fish?” is, of course, a reference to the twist at the end of Moebius I and II. THE WEDDING How couldn’t we? There was something there for the shippers – and something there for the slashers as well when O’Neill, waiting for Carter, turns to Daniel who utters the memorable: “You know, if she doesn’t show, people are gonna think that you and I –“. My favorite part of this segment is Jack referring to Carter as, well, Carter. Not Sam or Samantha but Carter. I guess old habits die hard. Martin’s response to the pitch ” Yeah, right, if I want to torture the audience on purpose!” echoes a quote from a fan letter we received that was critical of the ship. A classic line. The episode ends with a bunch of interviews teeming with inside jokes. I mean, I know we did 10 years but, dammit, we were still on a roll!

Joseph Mallozzi 🏴‍☠️

26,828 次观看 • 11 个月前

What's next for OpenTUI? Here's a technical write-up. Over the last few months OpenTUI gained a lot of stability improvements, new unnecessary but fun features like live audio streaming, and useful features like rendering to the scrollback buffer mixed with a live TUI, called footer mode. Overall the feature set enables building large and complex applications. React and Solid make it super simple and convenient. There is still so much to do though. Three big milestones we have set out to achieve are: - Moving most of the behavioural logic currently living in TypeScript down to the native Zig core - Node compatibility - Optimizing the hell out of primitives like text rendering The render tree mechanisms are currently only usable from TypeScript. Think of the DOM, but controllable like a scene graph. Elements in the render tree are called renderables. They can expose a render method to draw themselves. All renderables are derived from a BaseRenderable. Renderables and the render tree will become native primitives. Building blocks usable from any language bindings. Reducing the TypeScript bindings to a very thin layer, with all the behavioural logic living in the native binary. Moving this down is not just a matter of porting TypeScript classes to Zig. TypeScript currently owns the tree, dirty-state propagation, layout reads, culling, and render ordering. If it still has to walk every node and call into native code for each step, we keep most of the complexity and add FFI overhead. Whole passes and their state need to move together. We took a big step towards this recently by building yoga-layout into the native binary. It exposes part of the official yoga-layout TypeScript package via FFI. Only the API surface that is actually used by OpenTUI. Covered by the test suite of the original yoga-layout package. This already gave a median speedup of ~2.5x, and up to 30x for narrow scenarios. The yoga-layout integration is useful beyond the speedup. Built-in text and editor measurement can now happen entirely in native code during layout instead of calling back into JavaScript. I ran an experiment last month taking this even further, having GPT 5.6 port yoga-layout from C++ to Zig, which gave extremely good results. It would be a burden to maintain right now though, so that's off the table for now. I might come back to it. Simon Klee is working relentlessly on Node compatibility and already has a full Node version of OpenCode running. Node got FFI support in v26.4.0, thanks to help from the Node community, namely Matteo Collina and Paolo Insogna. Behaviour and interfaces seem similar between Node and Bun, but there are some major differences. To get the best performance out of the Node FFI implementation, its usage has to follow some rules. Node has three ways to call native functions: the generic C++/libffi path, the SharedBuffer path, and the V8 Fast API. The generic path converts every argument in Node's C++ layer and then calls the function through libffi. It is flexible, but also the slowest option for frequently called functions. The SharedBuffer path is a middle ground. JavaScript writes scalar values and BigInt pointers into a small per-function buffer, reducing some conversion work. The actual native call still goes through libffi though. Typed arrays used as pointers cannot be packed into this buffer and fall back to the generic path. The path we really want is the V8 Fast API. Node generates a small machine-code trampoline for the exact function signature, allowing optimized JavaScript to call the native function without going through the generic converter or libffi. This only applies to JavaScript-to-native calls. Callbacks from native code into JavaScript still use libffi closures. Getting onto this path is quite strict. A signature can have at most eight arguments and everything must fit into CPU registers. x86-64 Unix systems have room for six GP (general-purpose) and eight FP (floating-point) arguments. AArch64 has room for seven GP and eight FP arguments. Anything that spills onto the stack falls back to a slower path. These are Node fast-path restrictions, not general FFI restrictions. Bun also does not support passing structs by value through its current FFI API. OpenTUI uses bun-ffi-structs to pack ABI-aligned struct data into an ArrayBuffer and passes a pointer instead. Despite the name, the package also works with Node. Pointers need some care too. Typed arrays and ArrayBuffers normally have to be resolved into BigInt addresses first. Eligible functions with exactly one pointer argument get another Fast API entrypoint that can extract the address directly from the buffer. An eligible signature is still not enough. V8 has to optimize a direct call with a fixed number of consistently typed arguments. Wrappers that collect arguments and forward them using spread or Reflect.apply can hide that call shape and keep the function on a slower path. The practical rules are: keep hot signatures within register limits, use direct fixed-arity calls with stable argument types, reuse owned buffers safely, and batch small operations. Then measure the real call site, because eligibility only makes a function fast-capable. We have to design the ABI around these constraints where it makes sense and gives the expected performance improvement. The third big area is text rendering. Today a Text renderable accepts a string, StyledText, or a tree of TextNodes. Before rendering, the TextNode tree is walked and flattened into styled chunks. Those chunks are packed in TypeScript, sent through FFI, copied into a native TextBuffer, and stored in a rope. Styles are represented separately as highlights. A TextBufferView then wraps the rope into visual lines, which are drawn into the visible buffer. This works, but updates are much more expensive than they should be. setStyledText effectively throws away and rebuilds the rope, copies and reparses all text and recreates the style highlights. Changing one TextNode also walks and flattens the complete tree before going through this path again. Text and style segments should instead live directly in the rope and support incremental replacement. Memory ownership is split between retained JavaScript buffers, the native memory registry, rope arenas, wrapping caches, styled-text storage, and highlights. Different operations preserve or reset different parts of that state. This is hard to reason about and can retain memory for much longer than expected. Text storage needs clearer ownership, with fewer lifetimes split across JavaScript and native code. The public API reflects the same split. The t template literal is convenient, but creates another intermediate chunk representation that is mutable, not cached, and not merged. Text also maintains both StyledText content and a special TextNode tree, which do not compose properly. TextNode is only a style scope, not a normal layout primitive, so Text renderables cannot naturally compose inside each other. I think this should become one Text primitive backed directly by rope segments. The template literal API might disappear or become a very thin helper around those native segments. Editing has another temporary layer in TypeScript. Extmarks currently monkey-patch editing operations, scan and adjust all marks after changes, maintain their own undo state, and recreate native highlights. They should become native marks anchored directly in the rope. A proper mark tree, similar to Neovim's marktree, could update marks together with edits, undo, and redo, and provide the foundation for highlights and concealment. Text wrapping has also become too complex. Supporting CJK, emoji, combining characters, ZWJ sequences, tabs, and different terminal width rules currently mixes byte offsets, grapheme indexes, and display-cell columns across several custom algorithms. Dirty views rewrap the complete document. Measurement and drawing can repeat some of the same work. The wrapping implementation needs an overhaul, but the exact shape is still open. The goal is to make Unicode handling easier to maintain, avoid repeated full-document work, and clearly separate byte offsets, graphemes, and terminal display cells. None of this will happen as one big rewrite. We will replace pieces when we understand the problem well enough and when the result is clearly simpler, faster, or more useful. To achieve all of this we might break public interfaces. Thanks to OpenCode and a lot of good models, migration to a new version with breaking changes mostly is not an issue anymore. What do you want to see next for OpenTUI?

kmdr

29,430 次观看 • 17 天前

I've never heard Elon Musk be so bullish on Tesla ⚡️ here's my video analysis of the $TSLA Q4 2024 earnings call: -Robotaxi launch in Austin, June 2025 -California & other states launch robotaxi late 2025 -Cybercab in 2026 -Optimus V1 in 2025, 1K/month production line -Optimus V2 in 2026, 10K/month production line -2026 good year for Tesla, 2027/28 insanely good & more!! Timestamps- 0:00 Intro 0:44 Elon Opening Remarks 13:29 SAY Retail Questions 22:37 Analyst Questions 25:04 Gali Final Thoughts/Rant also here are my notes I typed during the conference call if you're interested! (may be errors) Tesla Q4 2024 Earnings Call Notes INTRO- ELON OPENING REMARKS -Q4 set record, delivered cars at rate of almost 2M cars/year -Model Y best-selling vehicle of any kind on earth (elon focused and talking quickly) -10Xing on autonomy, not doubling -many investments made this year that will bear immense fruit in the future, for AI -see a path for Tesla to the worlds most valuable company by far, worth more than the next 5 companies combined, difficult but achievable path -overwhelmingly due to autonomous vehicles and autonomous robots -setting up for an epic 2026, and ridiculously good 2027 and 2028 -meeting FSD now is like meeting a toddler -human intuition is linear, we’re seeing exponential progress -#1 recommendation is try it -typical passenger car has 10 hours of use out of 168, when its autonomous, itll be used for 55 hours a week … can deliver packages in the middle of thenight, or supply restaurants, all hours of the day or night. 5X increase in utility -more on self driving, continued improvements in safety numbers, much safer to use FSD -V14 will be another big step from V13 -launched CORTEX training cluster at Giga Austin, big step for FSD, continue to invest in training needs -Optimus training needs are about 10X what’s needed for the car -cost of training is dropping dramatically over time -Optimus has potential to be north of $10T in revenue, can put a lot training compute into that situation, even pumping $500B into it would be a good deal -future very different from the past, incredible inflection point in human history -proof is in the pudding -launching in June this year in Austin, already have cars moving autonomously in Fremont, thousands of cars per day driving, soon in Austin then elsewhere in the world -toe in the water at first to make sure everything is cool, but we have a general solution for autonomy , then put a few more toes, then a foot. Safety of the general public and those in the car as the top priority -with regard to Optimus, making insane revenue projections that sound insane, i realize that. But i think they will prove to be accurate -several thousand bots made this year, they will be doing useful things by the end of this year, im confidence, production design one at the tesla factories, then will learn for production design two -ramp optimus production faster than anything has ever launched, doesn’t take very many years before we’er making 100M of these things per year , 500% growth per year -tried using all these suppliers to get it to build Optimus, but nothing worked, had to build it internally from first principles, the hand is increibdle -long term Optimus will be the value of the company -back to Energy,/earth, -energy storage is a big deal, becoming more important, enables far greater energy output to the grid than is currently possible. -grid has no storage, designed for peak storage, lots of waste -once you have grid energy storage, the potential of the grid is unlocked, at least double -this will drive demand of battery packs as to as much as we can possibly make -shanghai factory starting operation, starting another factory -cant shoot our selves in the foot, battery capacity can only go into storage or mobility, so always making that tradeoff -demand for total Gigawatt hours for batteries, transportation or stationary will grow in a very big way over time 2025 a pivotal year for tesla, launch of full self driving, biggest year in tesla history, maybe even bigger than first car or model s, 3 or y … probably most important year in tesla’s history I don’t even know who is in 2nd place in real world AI, would need a telescope to see them SAY QUESTIONS -FSD Unsupervised launched in California this year as well -most likely release it in many regions of the US by the end of this year -40K people day everyday no mention, some scrapes a shin with autonomous car its headlines news -need to use insane amounts of caution -discussions about licensing FSD? Yes -best way to know to work with us, bbuy a car and take it apart -only worth very high volume cars/production partners -tesla engineering very focused on getting it to roll out for tesla first -soon will be obvious that if you don’t have FSD you’re dead as an OEM -is Optimus design locked? -Optimus is not design locked, constantly iterating, best robotics engineers in the world, and other ingredients, battery pack, charging, great electronics, great communications, great connectivity, real world AI, then you need to scale that production to real world levels -prototypes are easy production is hard -thijs year close loop with using optimus internally at tesla, would could obviously use a few thousand robots for the most boring annoying tasks at the company -with production version 2, launches sometime next year, would like beginning, might be middle though, -production line will be doing 10K units per month capacity for v2, first line designing is for roughly 1,000 units per month, then next line will be for 100,000 units per month -could start delivering them late next year, will go so fast, will ramp like crazy, demand will not be a problem, even at a high price, once were above 1M units per year, production costs of optimus will be less than $20,000 -if you compare complexity of optimus to complexity of a car, its much less than a car -price of optimus will be set buy market demand -Semi ramping next year, TCO no brainer, like optimus, will be massive demand, will meaningfully contribute to tesla’s revenue at scale -tesla semi with autonomy, is incredibly valuable -we actually have a shortage of truck drivers here in the US -will HW3 owners need a hardware update, got 12.6 which is like a baby v13, have’t given up on it, releases will trail HW4 releases … “honest answer” is were going to have to upgrade for those who have bought full self driving, will be painful and difficult and we’ll get it done “Happy not many people bought FSD” -solar roof, given up on ramping it? -lots of customer interest despite premium, making easier to install, focused on growth through certified installers, many been installing for many years -supply product to the roofing industry -it’s a premium product like S/X -combined with Tesla powerwall you can be self sufficient for several days ANALYST QUETIONS -robotaxis in Austin and several other cities this year, and next year all over america -america innovates, europe regulates, to release FSD in europe, have to go through massive paperwork through netherlands, then presents to EU in may, some big country committee, nothing we can do to make it happen sooner. -can’t do training in china with video training, publicly available videos in china are being run through the tesla system to be used for training, bus lanes are complicated and a big challenge -tesla can keep manufacturing even if geopolitical tensions rise to very high levels -Pierre question on June in Austin, -can i try unsupervised myself, or will it be the Tesla fleet? -it will be the Tesla fleet testing it, that’s the toe in the water, scrutinizing everything -autonomous ride hailing for money in june -probably next year for you to put your car on network -trump removing EV incentives? -all transport will go electric, can’t be stopped, even planes, will be like stopping the steam engine or combustion engine -only thing holding back EVs was range, and thats a solved problem -right now solving battery production, not demand, big battery retooling for model y coming up, short term impact on output

Gali

79,010 次观看 • 1 年前

🟢GIVEAWAY🟢 Best comments or memes about this whole circus + RT this post. 10 winners will each get $50💎 (For evidence, supporting materials, and context, read both articles and watch the video included in the article I posted yesterday) Housebets.com & Porchy pay your debts A few people told me they did not fully understand the first article because there were too many moving parts: leaderboard accounts, rewards, weekly dates, monthly bonus, Tequity, game categories, withdrawals, Provably Fair, seed changes, migration, support tickets, ledgers and founder messages. Fair enough. The evidence is already there, and I still recommend reading the full articles and, above all, watching the video, because the video shows the reward system failing live. But this text is the cleaner version: the full story explained in plain English, without assuming the reader knows anything about crypto casinos, leaderboards or lossback systems. From all the evidence I’ve gathered, the Housebets story is not a normal “player lost money” complaint. It looks like a full transparency failure across the whole product: leaderboard, rewards, withdrawals, game categories, Provably Fair / Tequity mapping, support, migration and founder response. Housebets sold itself as a rewards-first casino: public leaderboards, weekly/monthly bonuses, fast withdrawals, VIP treatment and Provably Fair games. But every time I asked for the records behind those systems, snapshots, ledger entries, weekly cycles, GGR/NGR, slider logs, PF seed mapping, Tequity round IDs, withdrawal approval logs, the answer became some version of “forwarded to the relevant department.” This started long before the public dispute. I was not some random angry player who appeared after one bad session. In January I was helping Housebets and giving product feedback. I literally told support on 27 January that I was “testing the website for George,” while already dealing with a non-instant withdrawal and a 100% welcome bonus that had not applied. Support even asked me for “proof about your testing job.” The same chat shows the advertised 100% Welcome Bonus, the bonus not applying, and support saying the withdrawal needed internal confirmation instead of being instant. The welcome bonus issue never looked clean. Housebets advertised a 100% Welcome Bonus up to $1,000 on first deposit; I deposited, contacted support, and the bonus did not apply. Then support effectively turned a first-deposit bonus into a second-deposit workaround because the first one had not been applied properly. On 31 January I came back after another deposit and told them the bonus still had not been applied, even though I had already followed support’s instructions. Edward replied that he had “forwarded” the concern to the team. The same 100% welcome bonus was still being advertised in March. By April, the rewards system was already showing serious problems. I had the weekly slider at 100% lossback and told support I had lost money but the weekly did not appear. Jacky said the weekly was generated every Thursday at 00:01 UTC and gave actual internal figures: GGR $6,250, Total Bonus $6,083.99, NGR $168.31. So Housebets clearly had internal calculations when it wanted to explain why something might not pay. But when I later asked for full calculations, those same numbers suddenly became impossible to produce. Then on 18–19 April, the rewards page was bugged and would not let me claim. Support could see a pending weekly bonus of $717.37, but I could not claim it from the UI. Tee said it had been forwarded to the relevant department. That $717.37 later appears in the bonus ledger as Rakeback (20 Apr) 717.37089061, so I am not saying that specific one stayed unpaid forever. The point is worse: already in April, support could see a pending weekly reward while the player-facing reward page did not work. For a casino built around rewards, that is not a small bug. That is the product. In May, the UI and account data kept failing basic trust checks. On 8 May, I deposited 400 USDT; support said it had been credited, but I could not see it, and the proposed fix was to log out, clear cookies and cache. On 16 May, I asked why total deposits and withdrawals had disappeared from the menu; support said the platform was “in continuous evolution.” On 17 May, I asked for my total deposits and withdrawals, and support said they did not have direct access to that consolidated summary and would email it. That full official ledger did not arrive. So when Housebets later defends itself with UI screenshots, remember: this was the same UI where deposits could be credited but invisible, totals disappeared, rewards pages bugged, and support could not access consolidated account totals. Withdrawals were also not what was advertised. On 16 May, I asked why a crypto withdrawal was pending if withdrawals were supposed to be instant. Tee answered: “A few withdrawals require manual approval,” then added, “Our withdrawals are typically instant but…” That matters because a few days later the withdrawal delay became real damage. On 25 May, I told support before a match that I needed the funds to place a time-sensitive bet on another site in less than 20 minutes. I explained I wanted to bet around 60k at odds of 2.55. The withdrawal did not arrive in time. Later I told them the bet won and that I missed around 90k in profit because Housebets took more than two hours despite being warned before the match started. Jacky said he would raise the compensation case to the VIP team. Nobody resolved it. This was not one delayed withdrawal either. In my formal complaint I reconstructed several withdrawal delays: 23 May 02:55 → 08:03, around 5h08m; 25 May 03:05 → 08:09, around 5h04m; 17 May 03:54 → 08:02, around 4h08m; 18 May 04:46 → 08:11, around 3h25m; 16 May 05:23 → 08:12, around 2h49m. That is not “instant withdrawal.” And if later marketing says withdrawals are much faster now, the obvious question is: if this was the faster version, what did slow look like? The Provably Fair / Tequity side was another major issue. On 17 May I asked support how to verify an old Blackjack round. I did not ask for a generic explanation of Provably Fair; I asked where I could see the server seed, client seed, nonce and result for previous games. Support sent me to bet history, mentioned RTP, gave a generic PF explanation and showed the current Dice seed screen. When I said that did not let me verify previous games, they told me to clear cookies/cache. After doing that, I saw a new client seed and nonce 1 even though I had not played with that seed pair. I asked if Housebets changes seeds on every login. Support could not answer and told me to contact VIP. That seed/session behaviour is important. I later recorded video evidence around the seed changing after clearing cookies/cache and asked for the exact mapping: Housebets account ID → Tequity/provider player ID → session/currency context → seed pair → server seed hash → revealed server seed → client seed → nonce/cursor → raw outcome → final result. Housebets cannot sell Provably Fair if the player cannot verify historical bets, and “contact VIP” is not a verification algorithm. On 24 May, I asked for raw verification data for a specific Tequity Blackjack round: Round ID e1648d60-0da1-4433-a5ab-9ae39f5302e3, Blackjack, Tequity, bet amount 11,346 USDT, client seed O3YBZF7LBu, server seed hash starting 712875.... I asked for revealed server seed, nonce, full result JSON, card draw order and verification algorithm. I also asked about an apparent duplicate-card/deck question. Tee replied: “I don’t have the answers to your questions right now, but I’m forwarding your request to the relevant department.” That same day, I asked for a full audit of six Dice bets of 11,400 USDT each, total 68,400 USDT. I requested bet IDs, provider round IDs, roll results, seed data, balance ledger, request/session logs, security logs, retry flags, provider records and a full technical reconciliation. Tee replied: “I will forward this to the relevant department.” So when I asked for raw data, the answer was not data. It was forwarding. Again. There were also many large loss clusters that required reconciliation because of those unresolved PF, Tequity, category, RTP and session questions. In my complaint I listed clusters such as 25 May 02:17–02:54 Blackjack around 169,932 USDT; 16 May 12:31–13:26 Dice around 90,571.92 USDT; 26 May 02:48–03:58 Mines around 89,199 USDT; 24 May 06:20–06:21 Dice at 68,400 USDT; 26 May 00:11–01:41 Blackjack around 59,910 USDT; 25 May 22:51–22:59 Dice around 59,576 USDT; and several more between 40k and 56k. I am not saying every losing cluster proves manipulation by itself. I am saying that when PF mapping, provider logs, RTP/HE, category mapping and seed/session behaviour are unresolved, these sequences need a real reconciliation. The leaderboard is where the story becomes very hard for Housebets to explain. Around 19–20 May, two new accounts, elmourabut and lucasmartirini, appeared and started climbing every day at a vertiginous pace. Not normal slow leaderboard growth. Not a casual player building volume over time. They were created around that period and then started rising with huge wagering in a way that looked extremely unnatural for brand new accounts. By 29 May, I was first on both weekly and monthly leaderboards, and those two accounts were directly behind me with huge volume. In the monthly leaderboard screenshots, I was around $3.33M wagered, while elmourabut was around $1.29M and lucasmartirini around $1.08M. In the weekly leaderboard, I was around $1.096M, while those two accounts were around $635k and $578k. They were not normal accounts sitting at the bottom; they were directly behind me, applying pressure. In my formal complaint I recorded that elmourabut joined on 19 May and lucasmartirini on 20 May, that they showed zero visible withdrawals, large deposits/wagering and significant card-game volume, and I asked Housebets to confirm they were not staff, test, QA, admin, house-controlled, affiliate-controlled, internally funded, promotional, bonus-only or multi-account related accounts. This matters because a leaderboard is not passive. It is gamification. It makes players defend rank. When two new accounts appear behind you with hundreds of thousands or more than a million in volume, you are pressured to keep wagering. In my case, the disputed deposit sequence from 25 May 22:23 to 26 May 02:09 totals 91,168.375326 USDT. That sequence begins with 1,000.00 at 22:23 and continues with repeated deposits until 2,879.148969 at 02:09. The video later shows why those dates matter: there were deposits coming in, no gameplay withdrawal offsetting the sequence, a balance basically at zero, and later a leaderboard prize shown as P/L. I formally asked Housebets to confirm those two leaderboard accounts were real and eligible, and also to preserve wager logs, transaction records, balance adjustment logs, account flags, leaderboard calculation snapshots, support ticket logs, Telegram/email records and internal notes. Edward said he forwarded the request. In the same thread, he added that they were “working on fixing an issue regarding the weekly bonuses,” and then said the weekly countdown was “not currently on Thursday evenings.” So the leaderboard issue and the weekly bonus issue are linked in time and support context. After that, Housebets confirmed by email that elmourabut and lucasmartirini were “legitimate and eligible accounts.” That email is the trap door. If they were legitimate and eligible, they should have remained in the leaderboard with their volume. If they were not, Housebets should never have confirmed them as legitimate and eligible. After that confirmation, the accounts disappeared from the leaderboard or stopped appearing in the positions their previous wagering required. I went back to support on 30 May and wrote: “There has been a material post-confirmation leaderboard change involving two accounts that Housebets had already confirmed as legitimate and eligible. I need the exact reason, timestamp, logs, and recalculation basis.” Edward said the matter was flagged and that I could expect a prompt response. I am still waiting for the actual explanation. Why did they disappear? My read is simple: because every hour that passed, there was more evidence around those accounts. They had been created around the same period, they were climbing at a speed that looked anything but human, they showed no visible withdrawals in the data I could see and reported, they appeared to be generating huge volume in unclear game categories, and the games/categories tied to that volume did not even make sense from the player-facing UI. When I started asking what they were actually playing, what Card meant, whether the volume was Tequity / UnOriginals / House Games, what RTP and house edge applied, and where the logs were, the questions became uncomfortable. Keeping those accounts visible became harder than removing them. So they disappeared. The game category issue made the leaderboard even more suspicious. On 30 May, I asked support why my own stats showed almost all my volume under Slots / Tragamonedas when I did not play real slots. I told them: “i dont play 3$ in unoriginals,” “i played all 3M in unoriginals,” and “ive never play slots.” I asked what “Card” was, where that game was, what RTP and house edge it had. Monica said Card was mainly Blackjack, Baccarat and Poker variants. Marcus later said the team was investigating why it showed that I mostly played slots when I had not. He could not give the exact game, RTP, HE, provider, category mapping or contribution logic. That matters because those same unclear categories were connected to leaderboard volume. If the site cannot clearly explain whether volume is Slots, Card, UnOriginals, House Games, Blackjack, Baccarat, Always 9 Baccarat or Tequity, then the leaderboard is not auditable for the player. I even asked which UnOriginals those two accounts were playing, and support told me to look at Live Bets. That is not an answer. I was not asking for gossip; I was asking what exact games generated leaderboard volume, what RTP/HE applied and whether that volume was eligible. There is also an earlier leaderboard-related precedent: Porchy had already told me in February that I would lose leaderboard places if I did not rename, because too many people were messaging support saying the site was not being fair due to my name and it “doesn’t make us look good.” That matters because it suggests leaderboard positioning was not treated as a sacred, untouchable system when public perception was involved. If leaderboard positions can be threatened for image reasons, then later claims that everything is purely automatic deserve scrutiny. Then Porchy made the leaderboard situation worse. Instead of producing logs or snapshots, he later said the leaderboard had “abusers” on it, that they were removed to help other players, and that it never affected me. Later he said they paid every single person, “even these abusers,” then called me “begging for money.” That creates a direct contradiction: Housebets confirmed the accounts as legitimate and eligible, then Porchy referred to leaderboard “abusers.” If they were abusers, why were they confirmed as legitimate and eligible? If they were eligible, why did they disappear? If they never affected me, where are the historical snapshots proving that? Once those accounts disappeared, Housebets paid the leaderboard prizes. On 1 June, the bonus ledger shows two Leaderboard entries: 5,007.46111706 and 1,001.49222341, totaling 6,008.95334047. That part was paid. But then Act Two started: the weekly and monthly rewards did not appear as separate ledger entries. The same bonus ledger shows those two 1 June entries as Leaderboard only, not Monthly Bonus, not Weekly Reload, not Lossback. The weekly timeline is a mess. On 28 May, the dashboard / UI said the weekly bonus was claimable every Thursday at 00:01 UTC, and the monthly was available on the 1st at 00:01 UTC. That same night I told support the weekly had shown as available, then reset to 6 days without paying. Later I sent screenshots and wrote: “1M wagered and 0.2$.” Jacky said he had raised the issue to the technical team. So the weekly failure was reported live, not reconstructed after the fact. The next day, 29 May, Edward said they were fixing an issue regarding weekly bonuses and that the weekly countdown was “not currently on Thursday evenings.” Then on 1 June, Spencer said the May weekly bonuses were 7th, 14th, 21st, and then due to migration the weekly moved to Monday, so there was one on the 25th on the new platform. He also said the 25 May weekly covered gameplay from 21–24 May, and that tech was looking at that plus the monthly bonus. The ledger does show a 25 May 02:10 Rakeback entry of 1,996.08334791, which likely corresponds to that 21–24 May weekly. But my major loss sequence starts about 20 hours later, on 25 May at 22:23, and continues until 26 May at 02:09. So the 25 May weekly cannot cover those losses. If weekly was still Thursday, the 25/26 losses should have been in the 28 May weekly. But the bonus ledger on 28 May shows only two tiny Rakeback entries, 0.28373945 and 0.00280958. If weekly moved to Monday because of migration, those losses should have appeared in the next weekly after 25 May. But on 1 June the ledger only shows Leaderboard entries. Then the final video shows the next Weekly Reload reaching zero, paying nothing and resetting to 6d 23h. So the same loss sequence appears to fall into no paid weekly cycle. The 4 June support conversation makes this even more ridiculous. After I recorded the weekly reset video, I asked support a very simple question: what were the last weekly dates/cycles? The dashboard / support flow again said weekly bonuses are claimable every Thursday at 00:01 UTC. Jacky confirmed: “Weekly bonuses can be claimed every Thursday at 00:01 UTC in the Rewards tab,” and added that if not claimed by the following Wednesday at 23:59 UTC, it expires. But when I asked for the exact last four dates, Jacky said he had to check with the relevant department. When I pressed again, he said, “Sorry, As I am only a CS, Let me raise your concerns to relevant department.” I asked whether support did not have the information or simply could not answer. He replied: “Do you have any other concerns?” They use weekly cycles to decide whether to pay, but support cannot explain the weekly cycle. The monthly is missing too. The dashboard / UI said the monthly bonus is based on activity and VIP level from the previous month and is available on the 1st at 00:01 UTC. In May I had more than 3,258,023.0829 wagered according to the formal complaint data. I also have proof/video that the monthly slider was set to 50/50. On 1 June, Spencer first told me I had claimed the Monthly Bonus at 1:12am BST around the same time as the monthly leaderboard reward. I immediately said I only received leaderboard prizes. Then Spencer changed the answer: “Our tech team are still actively working on issues regarding the monthly bonuses.” So first the monthly was claimed, then tech was still fixing it. The ledger still shows no Monthly Bonus entry. Housebets then seems to rely on “up overall” as a defence. But the video and ledger show why that does not work. My weekly/monthly profile later showed around +6,008 P/L with 0 deposits, 0 wagered and around 6,008 in bonuses. That number matches exactly the two 1 June Leaderboard payments. So the UI is showing leaderboard rewards as P/L. Then support used “up overall” to say I was not eligible for weekly lossback. That is not a clean lossback calculation. That is using a leaderboard reward as apparent profit to deny a lossback that should be based on actual eligible losses. There were also smaller reward-confusion issues along the way. On 22 May I asked for all pending bonuses,weekly, monthly, rakeback, level-up, anything, and support said the internal team would manually verify whether everything had been credited correctly and email me. On 24 May, I asked about level-up rewards because the reward looked like $3,500 for Pearl; support clarified it was $3,500 total across all Pearl levels, $500 per level. These are not the core issues, but they are part of the same pattern: rewards marketing, unclear UI, manual verification, emails that do not arrive, and players having to chase basic explanations. Then there is the migration. On 25 May, after the delayed withdrawal, missing VIP contact and unresolved issues, support told me my account would be moved to the new platform and that this upgrade would offer a better withdrawal process and fix many issues. Before that migration, I explicitly requested that no account data, internal data, logs, balance history, bonus history, bet history, provider records or pending issues be deleted. The response: “Your request has been relayed to the relevant department.” Again, forwarding. But if the old data is safe, Housebets should provide the old leaderboard snapshots, old weekly states, old bonus logs, old Tequity mapping and old withdrawal approval logs. The founder response did not fix anything. When Porchy finally engaged, he did not provide the records. He framed the settlement request as “so you want $100,000?” and asked whether I needed it or else I was going to post on X. I had already made clear this was not money for silence; I asked for logs, snapshots, withdrawal records, calculations and a counter-calculation if Housebets disagreed. He later referred to “abusers,” told me I was “up overall,” said “You are begging for money,” and suggested I “just do this to casinos.” Still no ledger. Still no weekly calculation. Still no monthly entry. Still no PF/Tequity mapping. Still no leaderboard snapshots. Another player also contacted me with screenshots pointing to similar categories of issues: private deals, leaderboard payout disputes, migration/account merge problems, missing history and a tiny monthly bonus despite claimed losses. I am not using that player’s case as the foundation of my claim without his full ledger, but it matters because it suggests the same type of opacity may not be isolated: private VIP/reward deals, leaderboard eligibility, monthly bonus calculations, migration and unclear history. If Housebets has private deals that affect leaderboard eligibility or rewards, it must explain how those deals interact with public leaderboards. So the overall picture is this: Housebets sold a public leaderboard and rewards system that pressured real wagering. Two new accounts appeared directly behind me with huge volume, were confirmed as legitimate and eligible, then disappeared after I asked for logs and questioned game categories. Housebets could not explain the exact games, RTP, house edge or category mapping behind the volume. The accounts were later framed by Porchy as “abusers,” contradicting the earlier eligibility confirmation. Once Housebets paid me the leaderboard prizes, those prizes were shown as P/L, and that contaminated P/L was then used to claim I was “up overall” and not eligible for lossback. At the same time, my real 25 May 22:23 → 26 May 02:09 loss sequence of 91,168.375326 USDT appears in no clean weekly cycle. The 25 May weekly covered 21–24 May according to Spencer, so it cannot cover that loss sequence. The 28 May weekly showed only tiny Rakeback entries and was already reported as broken. The 1 June ledger shows only Leaderboard entries. The later video shows Weekly Reload reaching zero, paying nothing and resetting. And when I ask support for the exact weekly calendar, they cannot answer and send it to the relevant department. The monthly is the same story. The dashboard / UI says it is based on activity and VIP. I had more than 3.25M wagered in May. Spencer first says I claimed it, then says tech is still working on monthly bonuses. The ledger shows no Monthly Bonus. If Housebets says I was not eligible, they need to show the formula, slider history, cycle, GGR/NGR, eligible loss/activity, deductions and ledger result. If they cannot, “not eligible” is just another label. And this opens another can of worms: Tequity / provider configuration. Housebets cannot hide behind “the provider” whenever something goes wrong. The player does not deposit with Tequity. The player does not withdraw from Tequity. The player does not speak to Tequity support. The player does not compete in a Tequity leaderboard. The player plays on Housebets, with a Housebets wallet, Housebets UI, Housebets rewards, Housebets leaderboard and Housebets support. 1/2

Dr. W

20,491 次观看 • 2 个月前