Maui jim replacement lenses

Cracked Camera Lens

2023.06.02 05:57 daanimas Cracked Camera Lens

Just discovered one of my camera lenses is cracked on my 12. Doesn’t show up in any pictures, I would have no idea if I hadn’t looked. Are there any options for me to get it replaced/repaired without getting an entirely new phone?
submitted by daanimas to applehelp [link] [comments]

2023.06.02 05:09 Helpful-Watch-8865 Jared Gordon out. Supposedly there is a replacement to be announced soon against Jim Miller.

Jared Gordon out. Supposedly there is a replacement to be announced soon against Jim Miller. submitted by Helpful-Watch-8865 to u/Helpful-Watch-8865 [link] [comments]

2023.06.02 02:43 qwertyuiop924 [Doom Modding] "We made TNT too cool": The story of Final Doom and the original paid mods controversy

The Doom community is, currently, dealing with the drama of a contender for map of the year being dropped on the forum by a mapper who wishes to remain anonymous (to the point that mods had to step in and lock the thread over issues with invasions of privacy). This is not a write-up of that drama, because that drama is not over. However, it did get me thinking, and I realized that nobody had ever done a writeup of what I consider to be the Doom drama. The big one. And who better than I, who was not even born when it happened, to talk about it?
Well, probably a lot of people. But I'll do my best to try and tell it anyways.
In 1993, id software released Doom. While it wasn't the first first-person shooter, or even the first FPS made by id software, it would be the game that would define their legacy. It was fast, it was visceral, it was tremendously technically impressive for the time, it felt good to play, and the first eight levels were free (well, nine if you count the secret level).
If this was all there was to it, Doom still would have been an important marker in the development and popularization of the FPS genre. But there was something more. id had noticed that people had begun making custom levels for their earlier games, figuring out the file formats on their own and distributing patched versions of game files with brand new level sets. This resulted in John Carmack, id's star programmer, made a radical proposition: Open the floodgates, and explicitly support custom content.
While this was the subject of some debate within the company, in the end, Carmack's side won. Within days and weeks of Doom's release, id's bsp compiler (which generated the data Doom needed to make levels playable at an acceptable framerate) would release, along with documentation for Doom's wad file format and the various kinds of data "lumps" that lived inside of it (NOTE: despite the stated commitment to do so, I can't find much evidence for documentation outside of the source code for the bsp program itself. Combined with allusions to reverse-engineering in some of the wiki articles I consulted while writing this, I get the sense that at the very least, what information id provided was not quite sufficient on its own). Doom itself was consciously designed to separate maps and data from the guts of the engine (although many elements such as enemy behavior was still hard-coded) and would also be outfitted with the ability to accept a list of patch wads to load in order on top of the official wad from id, which could be used to replace assets, music, and levels with custom ones without copying and redistributing game data files. Any custom wads could then be distributed over the internet with id's blessing, free for anyone who bought the full version of Doom to download and play. The one snag was that because id built Doom on beefy NeXTStep workstations instead of the PCs that players used, they actually couldn't release their mapping tools: they would have been impossible for almost anyone else to run anyways, unless they wanted to toss Steve Jobs's company a truly eye-watering amount of money. The mapping software would have to come from the community itself.
In many respects, this was the birth of PC modding culture as we know it. No, Doom was not the first game with user-generated content, but the arrival of the internet into the homes of Mere Mortals combined with the release of a smash hit game that actually encouraged users to make and share mods resulted in a large community of mappers and players. A community, in fact, that remains intact 30 years later. There are probably new Doom maps being released as I speak.
However, it would take some time for mapping tools to be developed by the community and for mappers to get the hang of them. Maps really really started releasing in 1994, and because Doom 2 was released in October of that year, most of the Doom community jumped over to that game pretty dang quickly. Doom 2 is in many ways a standalone expansion for Doom 1, using exactly the same engine with relatively few upgrades behind the scenes, but it's the product of more experienced mappers (the team at id had gotten practice making Doom 1, after all). Crucially for the modding community, it also added a lot of new stuff to the game: the chaingunner, revenant, mancubus, hell knight, arachnotron, pain elemental, and, of course, the dreaded arch-vile were all added to the game, as was the iconic super shotgun. Having to do without all of these upgrades, which really did make more varied and interesting gameplay possible, was enough to dissuade most mappers from going back to the original Doom.
By 1995, Doom mappers were firing on all cylinders. Meanwhile, inside of id, Quake was in the middle of development hell. Outside of id, companies were making money off of downloading a bunch of Doom wads off the internet, sticking them on a disk for people who still didn't have convenient internet access, and selling it. These compilations were notorious inside the community for 1) taking mod authors' content, redistributing it, and profiting off of it without permission, and 2) being generally of extremely poor quality, even featuring maps that would outright crash the game. All the same, the developers within id looked at the money junk like D!Zone was making off of their game with envy. Doom, it seemed, still had some life in it, and plenty of people willing to pay for new content. What it needed was an expansion pack. Between Quake and other projects (supporting the development of Hexen, and creating the bonus episode Thy Flesh Consumed for The Ultimate Doom, a commercial boxed copy of Doom 1 that could hopefully reach those unwilling or unable to mail order it from id), nobody at id had time to make a full-on expansion on their own.
So if D!Zone is making bank off community maps... why not just pay members of the community to make maps for an expansion?
The first result of this experiment in trying to be D!Zone was Master Levels of Doom 2, a pack of 20 levels (21 counting the secret level) created under contract with id by members of the community and released just before Christmas in 1995. It also came packed in with extras including Maximum Doom, a collection of 1380 levels downloaded from the internet (most of which, of course, aren't very good). As far as I can tell, the community consensus on the Master Levels proper are... fine, especially for the era, but aren't really anything special. I've never heard anyone describe them as "must-play content."
But I'm not here to talk about the Master Levels. I'm here to talk about id's other community project, born a few months before the Master Levels released (another note: it's not actually clear to me when the Master Levels started development. I suspect was already in the pipeline by the time October of 1995 rolled around). Because that's the one that made people angry.
Ty Halderman did not fit the stereotype of what a Doom player is supposed to look like. By the time the first game released, he was on the verge of turning 50. However, he was tasked with benchmarking the effects of networked Doom on overall networked performance (due to some mistakes made in development, early versions of Doom could cause performance problems for other computers on the network, causing it to swiftly be banned at universities around the world upon release) for his work. Therefore, him and a few of his co-workers set up a test network and set about playing some coop Doom to get a sense of how bad the problem was. Bad news: it was bad. Good news (at least, for the Doom community): Ty Halderman was now thoroughly hooked on Doom. And he started to get involved in the modding scene before the first mapping and modding tools were even really entirely ready and done.
Around late 1994, early 1995 (according to Ty's recollections from 1998, at least), talk began on the doom-editing mailing list of getting a bunch of mappers together and doing a big wad with a bunch of levels. It's not clear to me that the plan was to fully replace all 32 levels of Doom II, as eventually did happen, but the project was certainly ambitious from the jump. John Romero even chimed in to say that it wouldn't be worth it because Quake would be out by that fall (severely underestimating both Quake's development time and the dedication of the Doom community). This group, apparently, split in half: one team wanted to do something more ambitious, utilizing sprite edits and binary patching tools like dehacked to make something akin to what we'd now call a partial conversion. This group would ultimately not manage to release a wad. The other group, headed up by Ty himself, wanted to simply make a pack of levels on top of Doom 2. This group would see considerably more success, getting their own mailing list and (as online collaborative projects so often do) shrinking from a group of something like 100 interested people to a team of more like 30-40 people who actually got the work done.
I have never found a satisfactory explanation for how it happened, but somewhere in this juncture, this modding team was named. They called themselves The New Technology. But they would go down in Doom history simply as TeamTNT.
Lighting the Fuse
By late 1995, two things were becoming clear. One, Quake wasn't coming out yet, and two, TeamTNT's megawad (the community term for a wad with at least 15 levels) was nearing completion. Given the name "TNT: Evilution", it had been announced on usenet and hype was building. A release date was announced. The New Technology: Evilution would be released as a free download at midnight on the night of October 24th, 1995.
: What's TNT?
TNT is an episode replacement for Doom2 featuring the best of the best levels/graphics/sounds. All new stuff.
You have been warned.
I want you to picture yourself as a Doom fan on October 24th, 1995. You're hyped. You're excited. You sign onto Usenet to check out the latest Doom news. And then you see a message from TeamTNT's PR coordinator, going under the user name "H2HMud", with the subject line "TNT is coming ". You click it. And you see this message:
TNT IS COMING tick...tick...tick.... Opps! On Doomsday, Oct 10th, we announced that TNT would be released in "2 weeks"
That's tommorrow, but we ran into a snafu. We'll probably have things worked out by Friday, so please bear with us.
Heh, no wonder id now says "as soon as it's finished"
Friday comes. And that's when you see this message.
The New Technology: Evilution (1995/10/27 Press Release)
Hi again.
I know many are waiting for TNT: Evilution to be released today.
The snafu that occured Monday was this:
We made TNT too cool, at the 11th hour, we were contacted about the possibility of it being released commercially and asked to delay release until Friday so they could determine if they wanted it.
They do.
Futher discussions are currently underway.
The upshot of this is that TNT will probably be released in stores around the world in January.
I will post further information as soon as I can.
--H2HMud (TeamTNT PR coordinator)
P.S. no, sorry, I am not at liberty to provide any further information at this time.
Behind the scenes, Ty Halderman received a message from John Romero, only hours before TNT was set to go live.
"Hey - release date is tomorrow, eh? Are you guys selling this, or would you like us to do it? If you didn't release this on the net it would be more valuable in retail."
Within an hour, Evilution's leadership, the Quality Control Team, met up with John Romero on IRC. And I mean really, if one of the lead developers of the game you were modding reached out to you and said the company behind the game wanted to publish your mod as an official product... how could you turn down an offer like that?
Thus begins what may well be the very first paid mod controversy. Doom community members were confused and upset. People weren't even sure who was publishing the project, and at least a few posters accused the original build-up in hype around Evilution of being a PR stunt to draw attention to the commercial release.
I personally am willing to make the commitment that whatever company publishes this can count my group out of its customer base -- for any product it releases. Selling Wads is fine, but promoting and hyping it and then saying -- oh, it was just too cool -- is in rather poor taste.
When id started out, they intended for people to have FUN with level editing, not to make a profit off their (id) work. Although I can understand the desire to go commercial, this being such an organized project of such scope, I am sure there are wad editors out there (like me) who, even though they aren't as good, are learning and will one day be as good, who would be willing to do such a project for free in the future.
TeamTNT was put in a tight spot by even entertaining Romero's deal. As H2HMud put it,
The fact is we were left with several options: (a) just lie to everyone who was looking forward to checking out TNT:E by telling some lame story about an indefinite delay (utterly unacceptable); (b) just say nothing (rude and unacceptable); (c) come out and inform the public of as much as we can at the time and take all the heat that might result from it (the only honorable course of action).
Users seemed to be split on whether or not selling wads was was okay. The author of a Doom level editor jokingly asked for a cut of the profits if TeamTNT had used his software. Others were... well, as hostile as you'd expect to the idea of paid mods:
Ask yourself: Would YOU buy a .wad when there's people like me, [a list of mappers] and others turning out perfectly good wads for free, because we enjoy doing it? No you bleeding well wouldn't. If you want to make 50 dollars, sell it. If you want lots of praise, lots of users and a nice warm feeling inside, give it away. Get me? I will never BUY a PWAD.
As it should be a freeware project! There are far to many good, nay I say GREAT, wad authors making their wads freeware why would any one want to pay for any!
You may get a few dollars - although Doom will never die, Quake is just around the corner - but is it worth the contempt and disgust of the entire Doom community?
Others thought it was unethical to do because... well, the team had already said the wad would be released for free. Still others argued that it was spitting in the face of the programmers who wrote the free programs mappers depended on, on the assumption that the mappers would put out their works for free as well. Still others resolved to make their own megawad with blackjack and hookers:
Hey, wait just a darn minute here! The TNT team isn't the only people out there who can design/build/assemble a 32 level PWAD collection. Sure, we all wanted to play TNT and I was really looking foreward to killing time with it till Quake came out but, now that's not gonna happen.
I have a suggestion: Let's build our own 32 level PWAD and release it for free BEFORE the January release of TNT.
All we gotta do is come up with a name, build a WWW page, and throw together 32 kick ass single player Doom 2 levels. I'll bet we can even have some new graphics and sounds.
(as far as I know nothing ever came of this)
Meanwhile, TeamTNT had their own internal struggles. Getting published wasn't all sunshine and roses: the team was not very well credited in the release (one reviewer of the Playstation release, which included the master levels, mistakenly noted that the Evilution levels were "id originals"), and id forced them to make quite a number of changes (id wanting to ensure that the game was playable with a minimum of 8MB of RAM meant some levels had to be made smaller, and there were various other other matters of how the maps played). All while still suffering the ire of the community.
The official release of what would be dubbed Final DOOM actually has two parts. The first is TNT:Evilution. Unbeknownst to TeamTNT, two of their members would be making the second part as well.
Dario Casali saw Doom for the first time because a friend of his has a PC at school. Then he started playing it. Him and his brother Milo both then got into Doom mapping. As to why, according to Dario:
Being able to fight my brother in a world that I had created was a huge attraction for me.
I'm think that's half-joking. But only half.
Anyways, Dario and Milo joined up with TeamTNT and submitted 8 levels to Evilution, four of which id would eventually cut. Around the time John Romero contacted TeamTNT with a publishing deal (it's not clear to me whether it was after or before, but I very much suspect after), Dario and Milo decided to build an 8-level wad and put it online, which took about a month. I don't think this wad was ever released, because Dario then decided to send the wad to American McGee at id. id, upon seeing the work, were impressed. So they asked Dario and Milo if they could make 31 levels in four months or less. Against all sanity and reason, they agreed, and four months later they delivered a full 32-level wad to id to make up the second half of Final Doom. Which was quite surprising to the rest of TeamTNT, who didn't know anything about the deal.
This wad be known as the Plutonia Experiment. Remember that name.
Final Doom released on June 17th, 1996, to a critical response somewhere between negative...
If Final Doom offered new monsters, new weapons, or even new challenges, this would be a very different review. Sadly, all three are lacking in this release. The only tangible benefit Final Doom offers over its predecessors is 64 new maps to play. When you consider that there are literally tens of thousands of levels that can be downloaded off the Internet for free, you have to wonder why a mere 64 levels lists for $54.99!
and vaguely ambivalent:
Final Doom is a blast on the PlayStation, even if nothing is really new.
Inside the Doom community, which most definitely did want more Doom, most people did end up buying a copy of Final Doom, eventually. While a few community members would continue to snub TeamTNT for years, most people were perfectly willing to let go of the initial outrage. As Linguica, admin of Doomworld said in 2003:
The controversy quickly died down, but the scars still remain. (Not really.)
But then, I hear you ask, why is this worth a hobby drama post if it didn't have an impact?
Because while the initial wave of outrage didn't have a longterm impact, the choices TeamTNT made absolutely did.
Because for whatever else you could say about it, Final Doom was good. Evilution itself is widely considered to be entirely fine. Most seem to agree that the quality is a bit inconsistent, some really love it, a few consider it dull or bad, but most Doom modders think it's solid, and it's doing some good stuff (like making a conscious effort to build maps with a greater sense of immersion). The real star of the show, however, is Plutonia. It was like nothing else anyone had seen. The Casali brothers were bored of playing Doom 2 on hard and wanted a meatier challenge. In the process, they had built levels like nothing else that was out at the time. Plutonia, to this day, is extremely highly regarded, and has been cited as an influence by just about every well-known mapper out there. On Doom's 25th anniversary, mapper and community member Not Jabba had this to say:
Although the Casalis’ work leaves plenty of room for improvement, it’s fair to say that they laid so much groundwork that there wasn’t a whole lot left to lay, and that all combat-oriented mapping has been a series of footnotes to Plutonia.
There is one more piece of fall-out from this whole incident. In 1997, Doom went open source when id released version 1.10 of Linux Doom, a version of the code that had been modified and cleaned up as part of plans for a book about the Doom source code that never ended up being released. This code had to be ported back to DOS (this is the origin of the term "source port" to refer to an open-source version of a game engine). TeamTNT were still around, and Ty Halderman, alongside Lee Killough, Jim Flynn, and others, set about making their own TeamTNT official source port. This port would become known as Boom.
While Boom wasn't the most advanced sourceport, it had a lot of the extensions mappers really wanted to use (and removed a lot of annoying limitations that mapping for the original game required you to be aware of), it was stable and worked fairly well, and crucially it was extremely accurate to Vanilla Doom so demo playback worked well so long as the compatibility level was set right (I don't have time to explain that sentence, but it's a good thing, and speedrunners really care about it). This popularity and the relatively conservative nature of its additions to Doom meant that even most source ports that weren't just forked from Boom directly implemented its new features, and "Boom compatible" was the most featureful map format that was widely implemented across almost all sourceports for about 20 years. It's still a popular format to this day, both out of appreciation for its limitations and because of its wide compatibility, and although Boom itself fizzled within a year, its descendants are still widely used (most notably, the speedrunner-focused DSDA-Doom).
What does this have to do with Final Doom? Well, Final Doom made part of it possible. The reason that accuracy to vanilla was a problem was that Linux Doom 1.10 did not behave identically to Doom 1.9. Boom was more accurate to Doom 1.9 than any other engine (well, any other engine that didn't subsequently copy Boom's fixes) because, thanks to their relationship with id, TeamTNT was granted temporary access to the DOS Doom 1.9 source code (which could not be released in its entirety for legal reasons) in order to resolve incompatibilities. Meaning that Final Doom resulted, strangely, in source ports being better.
Where are they now
TeamTNT kept on going through the rest of the 1990s and even the early 2000s. They would put out another 32-level megawad, Icarus: Alien Vanguard, also in 1996. 96 was actually TeamTNT's most prolific year: on top of all that, they put out two deathmatch megawads, 32 maps each, and Eternal DOOM, another singleplayer 32 level mapset which was originally being developed by Team Eternal (I believe Team Eternal merged into TeamTNT? The wiki doesn't totally make it clear). When you're the biggest mapping group in the entire Doom community, you can make a ton of massive map packs in one year I guess. After that year, their wad output would slow down, but wouldn't entirely end until 2008. As far as I can tell, TeamTNT didn't exactly disband, more just kind of slowly faded away.
John Romero left id software to make Daikata, which you can read about here on hobbydrama. Apparently he's pretty chill nowadays, and he made a surprise comeback to Doom modding with Tech Gone Bad and SIGIL, which were generally well-received, although not to a point of rapturous praise or anything.
Milo Casali went on to work for a number of gaming companies, most notably Ubisoft Toronto, and seems to still be doing level design work.
Dario Casali left the Doom mapping community and after a brief stint modding for Quake he was snapped up by a brand new videogame company in Belleview Washington who were very eager to hire some talented Quake mappers to design levels for their first videogame: an FPS by the name of Half-Life. Dario has been with Valve ever since and has worked on many of your favorite Valve games if you like Valve games. While it's rarely clear what each designer worked on at Valve, I believe he was the primary person responsible for Half-Life's multiplayer maps. So if you get nuked on dm_crossfire, just remember: It could have been archviles.
Ty Halderman remained an important and respected member of the Doom community, taking over as admin of the /idgames FTP archives (one of the largest archives of Doom wads on the internet) in 1997, and remained so for almost 20 years, being a consistent and professional member of the community. In 2014, Doomworld gave him the Espi Award for Lifetime achievement for his contributions the the community. In 2015 Ty Halderman passed away at the age of 69, due to complications from a brain tumor. The community would mourn his passing over the following months.
Final Doom was a weird, awkward mess of a product, released after the public had moved on from Doom, incensing the community during its production, and improbably going on to shape the Doom mapping and modding scene as a whole. Ultimately the drama is just a footnote. But I thought it was an interesting one.
submitted by qwertyuiop924 to HobbyDrama [link] [comments]

2023.06.02 01:19 Yuukikoneko Is there something I can do to fixed lens headsets to make them work for wide IPD?

I have an IPD of a tiny bit over 72mm. Most headsets have an IPD of ~60mm, with software that corrects for larger / smaller distance... but it doesn't really work given that I'm looking in from the sides of the lenses. I tried a Rift S years back, and it was just horribly distorted colors and warped images and it made me sick.
Currently using the OG Oculus Rift, but it's very old and outdated compared to other headsets, and it's just falling apart (strap is held together by tape, the plastic holding onto the strap cracked open, the lenses wobble a little, vibrator in one controller went out, etc.). Can't really get replacement parts that easily either.
So, is there something I can do to make all these newer headsets work for a wide IPD? 'cause the only newer ones that work (that I've found) are the Index and Pimax, both of which are very expensive -- especially considering I have Oculus sensors, not Valve's.
submitted by Yuukikoneko to virtualreality [link] [comments]

2023.06.02 01:09 Captain-PacMan My rewrite of Ant-Man and the Wasp: Quantumania; Part 1

This rewrite does contain spoilers for Ant-Man 3 so I’d recommend seeing the film before reading this post. This reimagining aims to polish the film while also setting up some major antagonists for the future. I understand that some of these decisions may have been impossible or unlikely at the time and that I have the benefit of hindsight, but this is simply a reimagining. This is Ant-Man and the Wasp: Quantumania.
One significant change to the film is M.O.D.O.K. I think that having Darren Cross/Corey Stoll be M.O.D.O.K was creative, but he wasn’t M.O.D.O.K. The design was definitely wrong and missed the point of M.O.D.O.K. I also found it weird that this M.O.D.O.K was once Yellowjacket, it’s like Justin Hammer coming back as Doctor Doom. I’d replace Darren Cross/Corey Stoll with George Tarleton/Rainn Wilson, that way M.O.D.O.K is his own character and not a repeat. Not only would Rainn Wilson make a great Tarleton, he’d be able to make the facial expressions M.O.D.O.K has. Picture the proportions of M.O.D.O.K from Quantumania with Rainn Wilson’s face stretched and exaggerated with darkness around his eyes and no pupils, a bowl cut of brown hair, armor on his limbs similar in thickness to War Machine, and a robotic-human voice changer. That’s this film’s M.O.D.O.K.
The film begins with M.O.D.O.K narrating a speech about the power of science. As he speaks: we see an army of armored yellow soldiers lining up and preparing weapons, and a shadowed figure sitting on a throne. After M.O.D.O.K finishes his speech, the title card reads; Ant-Man and the Wasp: Quantumania.
After the title card cuts to black, we see two ants on the sidewalk carrying crumbs. The two ants are then blown away by a massive gust of wind. Barreling down the San Francisco streets is a green twister being chased by the police. This green twister is of course Whirlwind, played by Seann William Scott. He just robbed a bank and is making a getaway. He throws down some caltrops and causes a massive crash. Just when he thinks he’s in the wind, Ant-Man and the Wasp arrive. We get a good fight scene between them where Scott and Hope have to be creative because of Whirlwind’s powers. The ants just get blown away and Scott can’t disarm the suit, like he did with Iron Man, because Whirlwind’s powers don’t come from the suit. Whirlwind battles Ant-Man and Wasp with saw blades he can throw like shurikens, but they win the fight using Pym Discs. Whirlwind is brought into custody and our heroes are praised.
We then find out where our characters are after the events of Endgame. Scott Lang is fully committed to being an Avenger and father, Hope van Dyne created the Pym van Dyne Foundation to help the world with the use of Pym Particles, Hank Pym and Janet van Dyne are retired, and Cassie Lang is attending San Francisco State University. After the events of Endgame, Cassie convinced Maggie and Jim to take a vacation to take their minds off things and so that Scott and Cassie could catch up. Cassie is doing well in school, but she often gets in trouble for various “vigilante” activities.
Scott and Hope talk with Cassie, and ask why she’s willingly getting into trouble. Unlike in the original film, Cassie is kinder and is actually conflicted with getting into trouble. She claims that she wants to be a hero, just like her parents. This builds up the idea that Cassie sees Hope as a second mother, which will progress throughout the film. Later on; Scott, Hope, and Cassie visit Hank and Janet for dinner at the Pym House. There’s a fun dinner scene, similar to the one in Black Widow. We then find out that Hank has created a new device, one that can allow people to travel to and from the Quantum Realm. Scott claims that Hank is petty because Tony Stark used the Pym Particles to create time travel, Hank replies with: “Scott…You’re full of $#•+”. The family starts to discuss the significance of this invention and the consequences it can have, and during the argument, a massive explosion is created in the room. The Lang-Pym family is okay, but there are two armored yellow soldiers standing in the rubble.
The armored soldiers resemble bee keepers, but their suits are metal and they have masks made of black screens. The soldiers are looking for something within the rubble, giving Scott and Hope enough time to suit up. Ant-Man and Wasp try to fight them, but their suits are able to constantly track them no matter their size. Scott is hit with a purple goo grenade and Hope is frozen in orange ice from a blaster. The soldiers get away with the device, teleporting out of nowhere.
As our protagonists recuperate they discuss what happened. Janet says she felt a strange pulse before and after the soldiers arrived and left, believing it could be related to the Quantum Realm. Hank noticed that the soldiers didn’t shrink or grow via Pym Particles, so they’re dealing with something new here. Cassie convinces all of them to travel to the Quantum Realm in search of answers, but they have no safe way of traveling there. That’s when Hank reveals a prototype inspired by his stolen invention, wrist mounted devices which allow travel to the Quantum Realm. Our heroes then prepare to voyage to the Quantum Realm.
That was Part 1 of my Ant-Man and the Wasp: Quantumania rewrite. I’m open to opinions and I’d like the feedback so far. Let me know what you think and if you’d be interested in a Part 2.
submitted by Captain-PacMan to fixingmovies [link] [comments]

2023.06.02 00:16 nuraman00 The Beverly Hills 90210 Show Podcast: Episode 66: P.S. I Love You.

Jeffrey King (Charley Rollins), Sara Melson (Alison Lash), and Monica Schnarre (Elle) are guest hosts.

The other actors were fascinated that Melson knew so little about the show. The other actors talk about Melson, and say, "she's the one that doesn't know the name of one of the main characters".
The show crew thinks that that helped her character come across as so natural and normal.


King respected that, because it meant Perry respected King's work. Perry wasn't deferring.

Ray and Donna:

Cindy and Jim:

Casa Walsh:

submitted by nuraman00 to BeverlyHills90210 [link] [comments]

2023.06.01 23:49 fisadev Pico 4 vs HP Reverb G2, mini review

Hi! I've been using a Pico 4 for DCS, after a lot of time in the Reverb G2 (and the G1 before that, and also a Quest). Here are my thoughts so far, some more objective than others, in case anyone's considering them:
⚪ = Pico 4 is better ⚫ = Reverb G2 is better 🔵 = They are the same

The review

🔵 Practically the same screen.
⚪ But the Pico has amazing lenses, most of the field of view is quite clear (in the Reverb the center is clear but the quality degrades fast towards the edges).
⚫ The Pico can only work via usb or wifi, both with less bandwith than the display port of the Reverb. This translates to a slightly better detail resolution in the center of the Reverb image, if you can run it in its native resolution (and that's a big if for many...).
⚫ And also, to get a nice image quality in the Pico 4 you have to have a fairly good router (I'm using a TPLink AX3000).
⚪ But the Pico image quality is still super good even though the final resolution is slightly worse in the center, because the rest of the image is quite clear, as opposed to the Reverb. In the Reverb I had to move my head a lot to get that "sweet spot" towards what I wanted to see, while in the Pico I can look at the HUD and still read MFDs pretty well at the same time.
⚪ Infinitely better software, really. Not depending on Windows Mixed Reality is such an win. I use Virtual Desktop (paid) with the Pico, and gosh, being able to switch from VR mode to seeing the desktop with just one key combination is so much better. The little ritual you have to do in WMR is so annoying, plus the sluggish menus, and the crashes/freezes when changing modes, and the times WMR simply refuses to recognize the headset, or the times the tracking goes back to 3dof instead of 6dof, the useless WMR Portal where you have to do rituals just to launch any app, etc. I could go on, but really, WMR sucks badly. Good riddance.
Some important context regarding the "seeing the desktop" thing: I fly in kind of a simpit, in which I don't have a nice big screen in front of me. So I need to be able to easily see the desktop in the VR headset, otherwise I have to twist all my body to do stuff like copying a server password from discord.
⚪ The Pico is lighter and more confortable, it has part of the weight in the back of the head instead of everything in the front. Though I would like a little more cushion in it, I still like its feel better than the Reverb. The strap is also better designed and easier to adjust (with that giant knob in the back).
⚪ Better movement tracking, both for the head and for the VR controls, though for DCS I don't use them. And the Pico isn't loosing track or readjusting position like the Reverb often does when something in the room changes (people walking by, a TV being turned on, a window getting opened, etc).
⚪ Less cables. I mean, really HP? 3 cables to use a single headset?? My simpit setup is now a little less messy.
⚫ The Pico doesn't (yet?) support OpenXR for desktop apps. Some websites advertise that it does support OpenXR, but there's a huge caveat to that: it supports OpenXR for apps running in the headset!, not for PC apps over Virtual Desktop or the official streamer app. I was really fond of OpenXR, I gained a fair amount of fps with the toolkit, which I can't use anymore, so I went back to my pre-openxr fps :(
There are some alternatives that might get that performance gain back, like ALXR. But right now they're super hackish, require lots of tinkering, and in my experience Virtual Desktop ends up working better.
⚪? I had all kinds of hardware problems with the Reverb: the G1 just stopped working after a few months, the G2's strap started tearing appart, the plastic bit where the strap attaches also broke (replaced it with a 3d printed part), the cable stopped working and had to get another one, the right speaker is now failing randomly... I honestly got tired of the quality control issues of the Reverb (and for fucks sake, I used it seated for a flight sim, it's not like I'm playing Beat Saber 3 hours a day).
The Pico in the other hand is fairly new to me, time will tell. But so far feels better constructed, and I don't see many people complaining online either. Take that with a grain of salt, but that's what I see so far.
⚪?? There are rumors that HP is leaving the VR industry. If true, that would make the Reverb a dead end, which doesn't seem to be the case for the Pico. But again, this isn't easy to verify or predict.


By switching to the Pico I got a slight loss of image quality in the center but better quality in the rest of the image (requires a good router), far better (but paid) software (WMR sucks), more confort, and lost some performance. And I'm tired of the Reverb hardware issues. Plus some other less important changes.
submitted by fisadev to hoggit [link] [comments]

2023.06.01 23:24 ThisAintItChieftain Jim Harbaugh was asked to address the Shemy Schembechler situation this afternoon. "It's not us." He said the company that U-M uses to vet candidates on social media has been replaced.

Jim Harbaugh was asked to address the Shemy Schembechler situation this afternoon. submitted by ThisAintItChieftain to MichiganWolverines [link] [comments]

2023.06.01 23:18 lyralady What's something you wish you'd known before using vintage/secondhand film cameras?

Title. What are some things you wish you'd known when buying vintage cameras? Was it cheaper in the long run to buy already refurbished cameras? Did you take to self cleaning and repair first before showing them to a professional? Is there something you'd wished you'd known before attempting that? Was it worth it to buy repair gear (think: precision screwdriver set, mat for laying the parts out, cleaning swabs, lens solution, etc)? Or does that not actually save a whole lot of time/frustration/money?
Aside from "oh I need to find a way to replace the batteries," were there other things you'd wished you'd known before buying or attempting to use them?
I recently decided I wanted to dip my toes into the analog waters. My roommate has some nice inherited cameras from her grandfather (mostly the bodies, and two lenses) but given that they're inherited/hers I wanted to pick up my own cameras to play around with.
I've snagged a few cheapies via goodwill's online site. Some I imagine will be unusable - I figured I can use them to practice taking apart cameras and/or reskinning them. Or clean them and use them as bookends and shelf decor, like my Polaroid Colorpack II. Some might be good with just a nice cleaning and a battery adaption, however.
Before I invest in a bunch of supplies to try and self clean or do minor repair, I figured I'd ask folks here about their experiences! There's also a few other cameras I'd love to get but haven't been able to snag as cheaply. For me, spending more than $40 on something untested which could be totally broken is much more of a gamble. With some of the other more popular cameras, goodwill bidding goes much higher and they rarely have much info on the state of the camera.
From what I've seen (and I could be wrong!) Spending more than $40 on a camera that isn't already cleaned or refurbished would potentially be more expensive than just buying a used camera already cleaned up on ebay or like, Cute Camera co or something. Do you guys think that seems accurate?
I'd like to learn the basic maintenance stuff, but also don't want to screw up and break the darn things, so I see the appeal of immediately and cluelessly handing it to a professional. At the same time, I have no idea what to expect if I go to my local shops and ask after repairs/CLA.
submitted by lyralady to AnalogCommunity [link] [comments]

2023.06.01 22:19 Bluelights1432 Replace lenses vs buy another pair?

I recently purchased a pair of glasses from a local optician. After a few days the lenses just weren’t feeling right and I’ve determined that they used a pretty subpar lens and poor anti-reflective which is leading to a lot more reflections on the inside of my lenses. They refused to tell me what brand of lens and anti-reflective they use, which should have been a sign for me.
My choices now would be go to a different optician who uses Crizal lenses or to buy another pair of glasses from Oakley which I know I like their lenses. The new Crizal lenses in my current frames would be $180 and a new set of glasses with higher end Oakley lenses would be $285 because I get a discount with them.
I live an active life style in both work and at home (a lot of mountain biking) so having a backup pair might not be a terrible idea, however, if the Crizal lenses are as scratch resistant as the optician is telling me, I may not need a backup pair as I’ve got 3 year on my current glasses with no issues.
Any ideas on which way I should go?
submitted by Bluelights1432 to glasses [link] [comments]

2023.06.01 21:36 LurksOften Jared Gordon out. Supposedly there is a replacement to be announced soon against Jim Miller.

Jared Gordon out. Supposedly there is a replacement to be announced soon against Jim Miller. submitted by LurksOften to MMA [link] [comments]

2023.06.01 20:56 Graywolf08 QP cloudiness in dark scenes - Variability between headsets?

I'm about to return my Quest Pro! I really like this headset but the cloudiness/haze on dark nights (e.g., midnight mission) in Falcon BMS is 1) on both lenses, 2) not just in the corners but covers the entire lens and 3) results in about a 40-50% haze mask (I can barely make out other planes (my wingman, etc.) or even distant ground lights.
I know many people have said this is normal for pancake lenses but are there variations between different QP headsets (meaning perhaps mine is far worse than that other people)? I have tried force enabling local dimming (no help) and every other remedy suggested. So now my choice is either return for a refund (within the Amazon 30 days) or try again with another replacement (I'm on my 2nd one now).
Suggestions/Comments WELCOME!
submitted by Graywolf08 to QuestPro [link] [comments]

2023.06.01 20:53 cheir0n My eyes feel impacted after trying polarised lenses for the first time, is it expected?

In general I don't wear sunglasses at all because I like to enjoy the world as it is. However I have a Person calligrapher in blue not polarised lens which I rarely wear.
I would like to get a proper sunglasses just to have one at least. I tried Maui Jim Lele Kawa and while I liked how the world looked in them, I didn't like the sporty look of it and shiny mirror finish (this is stuff is bloody hard to get in Europe as stock is mostly out of stock).
I tried today a Serengeti 555nm and boy, I didn't expect to like a green lens! This stuff is really good however I feel my eyes are impacted, like tired and fatigued (Delio model is rather heavy also).
Is that some to expect with polarisation and I will get used to it, or it is a sign that I should not get a polarised sunglasses?
Thank you!
submitted by cheir0n to sunglasses [link] [comments]

2023.06.01 20:39 diddyece Eyeconic Maui Jim Sunglasses Deals & Sale

Look at for Eyeconic Maui Jim Sunglasses Deals & Sale. When you need the newest coupons and promo codes, that page is the perfect spot to check. They also have current deals available.
submitted by diddyece to BonnyOffers [link] [comments]

2023.06.01 20:09 diddyece Eyeconic Maui Jim Sunglasses Discount Code

Look at for Eyeconic Maui Jim Sunglasses Discount Code. When you need the newest coupons and promo codes, that page is the perfect spot to check. They also have current deals available.
submitted by diddyece to BonnyOffers [link] [comments]

2023.06.01 19:57 Im_a_hamburger Season 4 narrated teaser new contents (includes season pass cosmetics)

Cosmetic tree not included, but the time stamp is 3:50
This is not meant to replace watching the video, but rather add on to it. The first paragraph is a summary in case you missed some new info, and the season pass is me spending an hour watching the season pass scroll through at .25 speed and writing down a description of all the cosmetics so you don’t have to.
Here is the video no time stamp
We have to play flappy bird as a jet boot training, and it's also the arcade. Harold is a plague heart, the beer randomizes our cosmetics AND loadout, plaugehearts evolved into Harold 👍, formally named Lithophage corrupters. Sting tails pull you into their horns, and can comes in groups: in the video it was a group of 3, and they have heavy armor. The banana bug is known as the glyphid septic spreader, it is a cousin of the acid spitter, redundant equipment (which I fear may include barrels) are removed and the space rig is more open and accessible. The arcade cabinet was actually designed by "some smart-aleck" not by order of management, probably because it is a time waste to them. You can also press a button to replicate the randomizer beer. All armor now has a sleeveless variant, the rockpox weapons is the season pass equipment skin, there are way more Paintjobs in the season pass, infected is the official name of the rockpox weapon framework, the season cosmetic tree has FOUR dance moves, and TWO armor Paintjobs: a slightly less clean version of the current cosmetic tree armor and a black version of it
Season pass
Level 1: opaque visor with a whole lot of night vision goggle lenses all over
Level 4: shortish Dwarven beard with metal pieces on it
Level 9: braids
Level 13: a thicker version of the straight thin mustache pointing to the sides
Level 16: scorpion mask 2, electric boogaloo
Level 19: Pickaxe front blade, orange core hound with a bit smaller sheath
Level 24: weapon Paintjob: dark grey\brown-red
Level 28: armor Paintjob: dark purple\tan
Level 31: Pickaxe shaft, has some bumps all over it
Level 33: dance move
Level 36: double epic handlebar mustache
Level 45: inverted order abyssal frost Bosco Paintjob as a weapon Paintjob
Level 49: Bosco as a monk/anime ninja framework
Level 52: tech trooper helmet but with thin, faintly glowing visors
Level 54: headlamp as a visor helmet
Level 55: Pickaxe handle that is orange and flat-surfaced
Level 57: Bosco paintjob, red on grey blight guard\grey
Level 61 oh my god that looks hideous at that angle; heavy duty oxygen mask with tube that plugs into air canister in the back of the neck, and a small light that at the angle they show looks like a prosthetic eye that has a super small Iris
Level 63: long beard, looks like if the double beard was smoothed out to a single beard
Level 66: tan\red-brown weapon paintjob
Level 68: sideburns that stick out and slightly downwards from just below the nose to the ear
Level 69(nice): looks like a slightly taller beanie of hair
Level 72: wood with tree rings\sand armor paintjob
Level 75: pickaxe pommel that looks like a ring to store your pickaxe on a hook
Level 77: a medium sized beard that is very wide and thin, looks like those paper fan things
Level 81: inflated blue beret without metal piece and with glasses
Level 83: pickaxe head red on gold with a ring and small rectangular hole with a yellow glow
Level 84: plague doctor mask with a short top hat
Level 86: smaller fro
Level 88: really cool helmet with plus shaped visor
Level 89: sideburn that is flat at the bottom but sloped down at the top to form a line
Levels 90-100 were not show for some reason
submitted by Im_a_hamburger to DeepRockGalactic [link] [comments]

2023.06.01 19:49 diddyece Eyeconic Maui Jim Sunglasses Promo Code

Look at for Eyeconic Maui Jim Sunglasses Promo Code. When you need the newest coupons and promo codes, that page is the perfect spot to check. They also have current deals available.
submitted by diddyece to BonnyOffers [link] [comments]

2023.06.01 19:37 Otispunkmeyer86 Replace RX100 IV with same or something else?

Earlier this year I had a load of things stolen whilst on a business trip, including my RX100 IV.
I've just had the insurance money through so I can now replace those lost items. I was just going to replace like with like (well, an RX100 VA) but had pause for thought and wondered about going back up the chain and getting another mirrorless. (I've come all the way down from DSLR to mirrorless to compact and now thinking about going back up!)
What could I get initially that would cover the same ground? I was tempted by the RX100 VI or VII but the 200mm comes with too drastic a drop in aperture for my liking.
A clear candidate is the Alpha A6100. But I am not wedded to Sony, I just know their menus and of course, they've got the most killer AF in the game.
I've got at least half an eye also drawn toward Fujifilm X-T30 which can be had for similar money. I think its worth the extra over the X-T200 as well.
I think for the Sony I would team it with something like the Zeiss 16-50 F4 and the Fuji, maybe the 18-55 F2.8-4. At least to start with. Just so I have that similar 24-70 kind of range which suits most of what I do. I can get both of these for <£1000 used.
I can then do what I used to do and rent different lenses when I need something in particular. But normally I'd have a lens on there and it probably isn't going to come off very often! The one thing I really liked about the RX100 was the ability to just whack it in a bag and kind of just forget about it until I needed it.
Any other options to consider? anyone had to make the same decision or maybe lucky enough to have both types of camera?
submitted by Otispunkmeyer86 to AskPhotography [link] [comments]

2023.06.01 19:28 diddyece Eyeconic Maui Jim Sunglasses Coupon Code

Look at for Eyeconic Maui Jim Sunglasses Coupon Code. When you need the newest coupons and promo codes, that page is the perfect spot to check. They also have current deals available.
submitted by diddyece to BonnyOffers [link] [comments]

2023.06.01 19:18 TruBeast666 [S] [USA-NV] boxed Nikon F5 w/24mm and Bronica S2A kit

I am selling two amazing cameras:
First, mint Nikon F5 with 24mm 2.8 AF. I bought this new old stock a few years ago and I used it for professional portrait work. It’s as mint as they come with the box. Comes with batteries. $400 shipped net to me.
Second, Bronica S2A 6x6 kit. Works great and Lots of extras here. I replaced the focus screen with an Olsen screen and gasket kit this improved light and clarity about 25 to 35%. Big difference from stock. I have the instructions still to help you if you need adjustments down the road. 3 lenses Nikon 75mm 2.8, Bronica 100mm2.8 and 135mm 3.5. Also have the viewfinder with bag and instructions, camera instructions, cord trigger, lots of color filters and protective lenses. This camera always gets comments and people wanting to know how it works. This is the funnest camera I’ve ever used. $500 shipped net to me.
Time stamps and photos here
submitted by TruBeast666 to photomarket [link] [comments]

2023.06.01 18:42 MFlippin [WTS] Maverick, LUDT, Mini Evo, Atelier, Troodon, Hera, J Cape Mini, Recon 035, Clyde and some Maui Jim’s

Still thinning out the collection and have some new knives up for sale as well as some reposted ones with another round of price drops and finally a pair of Maui Jim sunglasses! All are PayPal friends and family Conus only please!
First up is a reposted Tactile Turn Ti Maverick(A-)- this knife has not been carried or used either and is just a bit large for my preference. The action seems ok but not as fidget friendly as my other axis lock knives. This also comes with an extra pocket clip, posts and a patch as when I received it the knife was missing a screw in the clip. I emailed tactile turn and they sent me an extra clip, posts and screws as well as a little TT patch. Asking $255 PayPal friends and family only.SOLD
Microtech LUDT(B). This knife has been one of my favorite knives and the action is great. I just found another model that I preferred the blade finish on so I’m letting this one go. There are a few small scuffs on the handle and a small one on the blade but other than this it’s in good shape! Asking $190 PayPal friends and family!
Sharp by Design Mini Evo(A-). This knife is basically brand new from the most recent drop and has only been fidgeted with. I cannot find any issues whatsoever with it but am rating an A- and pricing it lower just in case. Asking $335 PayPal friends and Family
Mini Evo:
Giantmouse Ace Atelier Ti(A-). This knife is also brand new and only fidgeted with. Like the evo it was never carried and I cannot find anything wrong with it. Asking $235 PayPal friends and family.
Ace Atlelier:
Microtech Troodon(B) this knife has been carried a fair amount but I did not find any issues with it either. There could be some slight scuffs from carrying it but none that jumped out at me. I’m rating it a B to be safe since I carried and used it a few weeks. This is the regular Troodon variant (mid size) and is blue. I noticed the video and pictures made it look darker so I wanted to point that out. Asking $300 PayPal friends and family!
Microtech Troodon:
Microtech Hera(B). This knife is fairly new and only used for about a week. Not much cutting other than maybe a box or two. I cannot see any issues or scuffs on it but rated it a B to be safe. Black with drop point apocalyptic blade. Asking $335 PayPal friends and family
Microtech Hera: forgot to take more pictures of this one but it is in the timestamp. Will add extra photos this evening!
Something Obscene J Cape Mini(A)- I was just not a fan of the style or size of knife. It’s basically brand new only been flipped open and closed a few times and has a factory fresh blade! Asking $250 PayPal F&F Conus only please. SOLD
Mini J Cape:
Guardian Tactical Recon 035 (B+)- This knife does not appear to have any issues however I have carried it a few times and have fidgeted with it several times over the year or so I’ve had it. So I am rating it a B+ to be safe. Action is super smooth on this otf and despite my love for Microtech I will say is much better than any of my Microtech otf’s. Blade is a distressed black drop point in Elmax steel. Asking $180 PayPal friends and family only please.
Recon 035:
Giantmouse Ace Clyde(B+)This knife was carried a fair amount but not used to cut much and was never sharpened. Rating it a B to be safe but I cannot see any issues with it and the action is really smooth. Asking $80 PayPal friends and family conus only please.SOLD
Finally pair of Maui Jim Shoals(B). These have only been worn a handful of times and we’re just a little small for my face. They are brown with bronze lenses and I am unable to see any scratches on the lenses anywhere. They are polarized and we’re around $350 new. I have the sunglasses case that came with them but don’t think I have the outer box. They were purchased from sunglass hut so I’m certain they are genuine! Asking $200 OBO PayPal friends and family!
Please excuse my crappy photography skills I can take any additional photos upon request!
submitted by MFlippin to Knife_Swap [link] [comments]

2023.06.01 15:06 Gh0stX379 DIY Cork Insoles

I tried doing something different with my Jim Green Razorbacks. Mine came with the original felt inserts which are, let’s t just say, not comfortable. I replaced them with some new insoles and they were great while they lasted, but they’re starting to break down already. So I went to a craft store and got a roll of 3/16" thick cork. Using the original inserts, I traced and cut two pieces of the cork to place in each boot to go under the original inserts. The cork is probably a bit thicker than it should be but I figured it will compress eventually anyway. So today I am wearing them and, while they definitely feel a bit snug and have to mold to my feet, I am pleasantly surprised at how good it feels. It's not as cushiony as the inserts I just tossed but it doesn't feel as hard under my feet as they would with only the original inserts. I'll have to see how they feel as I wear them more and the cork takes on the shape of my foot. I just hope it doesn't break up into little bits that start floating around in my boots. That would not feel nice at all haha.
submitted by Gh0stX379 to Boots [link] [comments]