.... On Wed, Mar 25, 2015 at 10:37 AM, Wynand-Ben <paashaasggx@xxxxxxxxxxx> wrote: > You guys need some DMC in your life! > > ------------------------------ > Date: Wed, 25 Mar 2015 10:26:59 +0200 > Subject: Re: DRE: CTS community mail > From: bmlzote@xxxxxxxxx > To: cpt-fgc@xxxxxxxxxxxxx > > > Royal guard was awesome... > > On Wed, Mar 25, 2015 at 10:21 AM, Nicholas Robertson-Muir < > nicmuir@xxxxxxxxx> wrote: > > Counter style was OP. Lol > 1-hit boss kills. > On 25 Mar 2015 10:19, "Nicholas Robertson-Muir" <nicmuir@xxxxxxxxx> wrote: > > Perhaps it's because I played 1 too much. Once I figured you could use > counterhits on those scissor demons... you spend the entire game trying it > again. Lol. > The last time I played, I even decided to finish the easy mode too. > Did you guys know you could use Devil Trigger to damage opponents in the > game? And Taunting recovers your trigger gauge? ...and you can combo into > that "psycho crusher" type move that Alestor had and do follow-ups with the > arc lightning? > So much for a 1'st gen PS2 game that was never supposed to be. > On 25 Mar 2015 10:11, "Manase Zote" <bmlzote@xxxxxxxxx> wrote: > > That is why I put 1 and 3 together because they have all the great things > we know and love about the DMC series. > > On Wed, Mar 25, 2015 at 9:59 AM, Donaldson, Alasdair < > alasdair.donaldson@xxxxxxxxxx> wrote: > > I struggled to finish 2 and not because of difficulty. > 3's gameplay was the best, but I preferred 1's story. > > Sent from my Windows Phone > ________________________________ > From: lindsey kiviets<mailto:lindseyak@xxxxxxxxxxx> > Sent: 2015-03-25 09:57 > To: cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx> > Subject: RE: DRE: CTS community mail > > 3se was the best, then 1. > > 2 is not a dmc game and I didn't like the grapple thing in 4. > > ________________________________ > Date: Wed, 25 Mar 2015 09:42:05 +0200 > Subject: RE: DRE: CTS community mail > From: nicmuir@xxxxxxxxx > To: cpt-fgc@xxxxxxxxxxxxx > > > 2 was rubbish unless you played as Trish... then it was a polished Turd. > > I liked 4. The grapple for Nero made the game fun. Too bad Dante was only > a shade of a character in it. It was like a healf-hearted DMC3 copy, done > badly. > > I still have to play the reboot, but I expect PSN+ to be discounting the > PS4 one soon. > I saw a screen of the new mode in the Updated DMC4, soo many characters on > screen at once O_o. > > My order of high to low is 3, 4, 1, 2... and there is a far gap between 1 > and 2 :/ > > On 25 Mar 2015 09:31, "Donaldson, Alasdair" <alasdair.donaldson@xxxxxxxxxx > <mailto:alasdair.donaldson@xxxxxxxxxx>> wrote: > One and three were awesome games. The others were fun, but I just didn't > feel them as much. > > Sent from my Windows Phone > ________________________________ > From: Manase Zote<mailto:bmlzote@xxxxxxxxx<mailto:bmlzote@xxxxxxxxx>> > Sent: 2015-03-25 09:27 > To: cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx><mailto: > cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx>> > Subject: Re: DRE: CTS community mail > > > DMC 4 was a good game but not as awesome as DMC 3 though. > > On 25 Mar 2015 09:23, "Nicholas Robertson-Muir" <nicmuir@xxxxxxxxx<mailto: > nicmuir@xxxxxxxxx><mailto:nicmuir@xxxxxxxxx<mailto:nicmuir@xxxxxxxxx>>> > wrote: > > Looks like Trish is going to be playable too, in that case I expect Gloria > to be playable as well. > > ...and t=I was looking for a reason to replay DMC 4 again. Lol. > > On 25 Mar 2015 09:18, "Nicholas Robertson-Muir" <nicmuir@xxxxxxxxx<mailto: > nicmuir@xxxxxxxxx><mailto:nicmuir@xxxxxxxxx<mailto:nicmuir@xxxxxxxxx>>> > wrote: > > Guess I'll be getting DMC4 again, lol. > They're going to put DMC3 Virgil (and hopefully his Neo Angelo devil > trigger) in it. > I'll wait for the bundle special. > > On 25 Mar 2015 05:51, "Ilitirit Sama" <ilitirit@xxxxxxxxx<mailto: > ilitirit@xxxxxxxxx><mailto:ilitirit@xxxxxxxxx<mailto:ilitirit@xxxxxxxxx>>> > wrote: > It's hard to diagnose without seeing what the jump looks like, but these > are these changes I'd make: > > if (place_meeting(x,y,obj_ground)) > { > // This part is tricky. > > // Check your speed - if it's positive, you are falling. > // Set vsp to 0, and set jump = false; > > // If it's zero, you have initiated a jump. > // Apply your initial jump force and set jump = true > } > else if ( vsp = 0 ) // We aren't on the ground, but our speed is zero > which means we've reached the apex of our jump and need to fall > { > vsp += grav // I've used between 0.2 - 0.5 here > > // Remember, your jump variable may be set here, so you need to have > an else > // or it will run both pieces of code, which is not what you want > } > else if (jump) > { > // We are jumping, we aren't on the ground, and we haven't reached the > apex > // which means we are either moving upwards or downwards. > > if (vsp < 0) // We are still moving up > { > vsp += <use some variable here - maybe gravity, or gravity * > weight> > > // IIRC, Game Maker uses + for downwards and - for upwards. > // so if our current speed is still negative, we need to slow down > // by adding a value to vsp until it reaches zero > } > else > { > // If we've reached this part, it means we are descending from a > jump. > // Apply gravity > > vsp += grav; > } > } > > > > > On Wed, Mar 25, 2015 at 1:24 AM, Ryan Williams <ryan820509@xxxxxxxxx > <mailto:ryan820509@xxxxxxxxx><mailto:ryan820509@xxxxxxxxx<mailto: > ryan820509@xxxxxxxxx>>> wrote: > I agree that 0.2 is very low for gravity. I just used it for testing > purposes to see if it would make any difference. In my DnD tests, I used > 0.5 which worked well. > > This is what I had before, based on some examples I came across online > (just for a single jump, which is what I'm currently having gravity issues > with: > > //Jumping (input for jump set to keyboard_check_pressed(ord("w")) > > if (place_meeting(x,y,obj_ground) > { > vsp = 0; // if object is on ground, there is no vertical speed > } > > if (vsp < 10) //10 being the vertical speed > { > vsp += grav // I've used between 0.2 - 0.5 here > } > > if (jump) //custom variable for above input > { > if (place_meeting(x,y+1,obj_ground)) //if object is one pixel above > ground > { > vsp = -jumpspd //jumpspd = 10 > } > else > { > vsp = 0 > } > } > y += vsp //required in order for vertical movement to function > > I messed around with negative acceleration when I first encountered this > problem but I think I had other problems with my code at the time; mostly > related to ground vs object collisions. At present, the gravity functions > as intended if I add a multiplier to it, but if I raise my vertical speed > too high (to gain greater upwards momentum), the object rises too fast and > the jump looks unnatural. > > > > > > On Wed, Mar 25, 2015 at 12:33 AM, Ilitirit Sama <ilitirit@xxxxxxxxx > <mailto:ilitirit@xxxxxxxxx><mailto:ilitirit@xxxxxxxxx<mailto: > ilitirit@xxxxxxxxx>>> wrote: > Hmmm... how are you implementing gravity? This is a very common problem > but it can be due to many different reasons. First thing I would do is to > ensure that you're setting your vertical velocity back to zero first when > you apply the velocity of your double jump. > > The simplest method I know of for fake gravity is basically to apply a > constant negative velocity in the Y direction over time while you aren't on > a platform. In other words, suppose the platform you're on disappears, > then you would apply a velocity that is opposite to your gravity variable > multiplied by each "step" (or frame) your game makes. So if your "gravity" > is 0.2 (this is VERY low), then your speed as you fall is: > On frame 1: (-0.2) * 1 = -0.2 units per second > On frame 2: (-0.2) * 2 = -0.4 u/s > On frame 3: (-0.2) * 3 = -0.6 u/s > On frame 4: (-0.2) * 4 = -0.8 u/s > > etc. > > This gives you negative acceleration. I recommend testing it by setting > your character above the ground and then tweaking the values until you get > the effect you want. When you use this method, then for jumping you have > to completely *ignore* gravity until your Y velocity = zero. You just > apply the same scheme in reverse. In other words, when you press the jump > button, you set the Y velocity to some positive number that decreases over > time. And when you double-jump, remember to set your velocity to zero > first, and then apply the same scheme. Once your velocity reaches zero, > allow gravity to do its work again. > > Keep in mind that you typically want high gravity with high velocities. > This gives you high jumps with fast fall speeds. > > > On Wed, Mar 25, 2015 at 12:06 AM, Ryan Williams <ryan820509@xxxxxxxxx > <mailto:ryan820509@xxxxxxxxx><mailto:ryan820509@xxxxxxxxx<mailto: > ryan820509@xxxxxxxxx>>> wrote: > > Thanks bro :) > > Most of the examples l've seen incorporate some form of jump counter which > l've been able to implement successfully. For some reason though, my > gravity isn't working as intended :/ lt's the first time l've experienced > this. > > If l use the DnD method for gravity, it works perfectly, but l want > complete control over my objects which is why l'm coding everything. I > understand the logic of gravity and how it applies to objects in the game > world and l've even successfully coded it. The only snag now is that my > object is seemingly too heavy despite my gravity setting not being all that > high (currently 0.2). What's worse is that the object is floaty on the way > down instead of falling fast, but the object barely leaves the ground when > jumping. I used the same values in DnD and the object jumps and lands > normally, so there has to be something wrong with my code. Have you > experienced something similar? > > Btw, regarding aerial movement, l want the player character to be able to > jump and only commit to a single direction while airborne, but change > direction during a double-jump. The only directions for aerial movement > that should apply are up, up/forward and up/back. Back and forward must not > affect aerial movement. I'm basing it on the double-jumping system in > Guardian Heroes, which functions exactly the same way. > > On 24 Mar 2015 22:44, "Ilitirit Sama" <ilitirit@xxxxxxxxx<mailto: > ilitirit@xxxxxxxxx><mailto:ilitirit@xxxxxxxxx<mailto:ilitirit@xxxxxxxxx>>> > wrote: > I did double-jumping last week. Ask me anything. The basic idea is that > you have a jump counter (2, for a double jump). You can only jump if the > counter is above 0. If you jump, subtract 1 from the counter. When you > hit the ground, set the counter back to 2. The second part of what you're > trying to do is kinda tricky because you have to consider falling (Can the > player change directions as they fall? Can they jump while falling?). But > it's still not that hard. If the jump counter is less than two, then make > it so that directional inputs have no effect. If they are in the air and > the jump counter is 2, make it so that the jumping input has no effect. > This will prevent them from jumping while falling from a platform, but > still give them air control. It all depends on the mechanics of your game. > > > > On Tue, Mar 24, 2015 at 4:37 PM, Ryan Williams <ryan820509@xxxxxxxxx > <mailto:ryan820509@xxxxxxxxx><mailto:ryan820509@xxxxxxxxx<mailto: > ryan820509@xxxxxxxxx>>> wrote: > Busy working on my game engine. I finally have the following down: > > * Walking > * Running > * Backdashing > * Cancelling run with backdash > * Hitbox and hurtbox collisions (with enemy reactions and pushback) > * Screen shake during attack impact > > I created separate project files for movement and collisions so that I > could gain a better understanding of how everything works before I add it > to my main project file. > > Currently working on implementing jumping and double-jumping - which is a > bitch - but I'll get it done. I need to code it in such a way that if the > player commits to a jump direction, they cannot switch directions mid-air. > I'm considering adding airdashing *lol* After that, I need to work on > combos. Single-hitting and chainable attacks are easy. Ensuring that a > series of varied attacks occur consecutively for 4 individual button > presses (think Final Fight or Streets of Rage), not so much. > > I'd like to finalise the engine before I continue working on my sprites. I > have the walk animation down for my main character but I still need to > complete animations for running, jumping, backdashing, guarding and > attacking. > > On Tue, Mar 24, 2015 at 4:07 PM, Manase Zote <bmlzote@xxxxxxxxx<mailto: > bmlzote@xxxxxxxxx><mailto:bmlzote@xxxxxxxxx<mailto:bmlzote@xxxxxxxxx>>> > wrote: > You mean the 'Musou' genre created and perfected by Koei now Tecmo+Koei? > > On Tue, Mar 24, 2015 at 3:44 PM, Nicholas Robertson-Muir < > nicmuir@xxxxxxxxx<mailto:nicmuir@xxxxxxxxx><mailto:nicmuir@xxxxxxxxx > <mailto:nicmuir@xxxxxxxxx>>> wrote: > > So, I was thinking. > Ken's Rage is a bit of a "kuso" game, I know, but I love it anyways. > I was just thinking of how awesome a game type it would be for something > like a Golden Axe game. > > I would love a North meets East clash of Barbarians VS Samurai and Ninjas. > > On 24 Mar 2015 15:20, "Di Lhong" <geosaurus8@xxxxxxxxx<mailto: > geosaurus8@xxxxxxxxx><mailto:geosaurus8@xxxxxxxxx<mailto: > geosaurus8@xxxxxxxxx>>> wrote: > I have this movie. I personally enjoyed it. > > On Tue, Mar 24, 2015 at 12:38 PM, Ryan Williams <ryan820509@xxxxxxxxx > <mailto:ryan820509@xxxxxxxxx><mailto:ryan820509@xxxxxxxxx<mailto: > ryan820509@xxxxxxxxx>>> wrote: > @Paas and Manase, this is the Stephen Chow movie I was talking about. > > http://www.imdb.com/title/tt2017561/ > > On Tue, Mar 24, 2015 at 12:30 PM, lindsey kiviets <lindseyak@xxxxxxxxxxx > <mailto:lindseyak@xxxxxxxxxxx><mailto:lindseyak@xxxxxxxxxxx<mailto: > lindseyak@xxxxxxxxxxx>>> wrote: > NZ dgaf > > > From: alasdair.donaldson@xxxxxxxxxx<mailto:alasdair.donaldson@xxxxxxxxxx > ><mailto:alasdair.donaldson@xxxxxxxxxx<mailto: > alasdair.donaldson@xxxxxxxxxx>> > > To: cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx><mailto: > cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx>> > > Subject: RE: DRE: CTS community mail > > Date: Tue, 24 Mar 2015 10:23:08 +0000 > > > > > With one friggin ball remaining. Sigh. Really? > > > > Sent from my Windows Phone > > ________________________________ > > From: Stephen Scheidel<mailto:gieroadsteve@xxxxxxxxx<mailto: > gieroadsteve@xxxxxxxxx><mailto:gieroadsteve@xxxxxxxxx<mailto: > gieroadsteve@xxxxxxxxx>>> > > Sent: 2015-03-24 12:14 > > To: cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx><mailto: > cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx>><mailto: > cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx><mailto: > cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx>>> > > Subject: Re: DRE: CTS community mail > > > > Esidkao > > > > On Tuesday, March 24, 2015, euraima tobias <euraima@xxxxxxxxx<mailto: > euraima@xxxxxxxxx><mailto:euraima@xxxxxxxxx<mailto:euraima@xxxxxxxxx > >><mailto:euraima@xxxxxxxxx<mailto:euraima@xxxxxxxxx><mailto: > euraima@xxxxxxxxx<mailto:euraima@xxxxxxxxx>>>> wrote: > > > > Wtf, so this is what he does when we not sessioning O.o > > > > "the wondering mascot" > > > > On 24 Mar 2015 7:02 AM, "Stephen Scheidel" <gieroadsteve@xxxxxxxxx > <mailto:gieroadsteve@xxxxxxxxx><mailto:gieroadsteve@xxxxxxxxx<mailto: > gieroadsteve@xxxxxxxxx>>> wrote: > > [cid:ii_i7mtl4dd0_14c4a1bbd40ca282] > > > > > > On 24 March 2015 at 06:24, lindsey kiviets <lindseyak@xxxxxxxxxxx > <mailto:lindseyak@xxxxxxxxxxx><mailto:lindseyak@xxxxxxxxxxx<mailto: > lindseyak@xxxxxxxxxxx>>> wrote: > > WOOOP > > > > 7 dandy mappa's in 1 combo > > > > GGXrd 1.10 - Slayer combos<https://www.youtube.com/watch?v=mKRy2tEOmOc> > > > > ________________________________ > > Date: Mon, 23 Mar 2015 18:18:33 +0200 > > > > Subject: Re: DRE: CTS community mail > > From: gieroadsteve@xxxxxxxxx<mailto:gieroadsteve@xxxxxxxxx><mailto: > gieroadsteve@xxxxxxxxx<mailto:gieroadsteve@xxxxxxxxx>> > > To: cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx><mailto: > cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx>> > > > > Enough about kuk old rpg's though. > > > > Everyone chill the fuck out and listen to some Origa. > > Chouchou San By Origa<https://www.youtube.com/watch?v=l_rSLoufsdY> > > > > On 23 March 2015 at 18:16, Stephen Scheidel <gieroadsteve@xxxxxxxxx > <mailto:gieroadsteve@xxxxxxxxx><mailto:gieroadsteve@xxxxxxxxx<mailto: > gieroadsteve@xxxxxxxxx>>> wrote: > > Yeah at face value the combat is kaka.(combat is not why anyone plays > elder scrolls) > > To have fun with it you just have to see the "combat" as a > representation of combat based on your stats and equip. > > It's basically a tabletop game with a huge and deep system set in a > giant 3d world. > > That would leave the character as the translator between the game world > and the game system. > > Maybe to get the characters to physically adhere to all the shit going > on was just too hard so they kept it in the background. > > That may be the trade off. > > > > Skyrim - Most of the aspects of the character are represented on screen > but it is more simple than Morrowind. > > Morrowind - Very little of the character aspects are represented on > screen but that allows them to go wild with the sytem. > > > > On 23 March 2015 at 17:39, Wynand-Ben <paashaasggx@xxxxxxxxxxx<mailto: > paashaasggx@xxxxxxxxxxx><mailto:paashaasggx@xxxxxxxxxxx<mailto: > paashaasggx@xxxxxxxxxxx>>> wrote: > > To a certain degree I am... I do really think that the combat in elder > scrolls games need help tho. > > > > Morrowinds calculations are cool and definitely puts it above stuff like > Skyrim... but thats not saying much imo. > > > > ________________________________ > > Date: Mon, 23 Mar 2015 15:15:18 +0200 > > > > Subject: Re: DRE: CTS community mail > > From: gieroadsteve@xxxxxxxxx<mailto:gieroadsteve@xxxxxxxxx><mailto: > gieroadsteve@xxxxxxxxx<mailto:gieroadsteve@xxxxxxxxx>> > > To: cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx><mailto: > cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx>> > > > > Ag nevermind. > > I know you just like playing devils advocate. > > > > On 23 March 2015 at 15:14, Stephen Scheidel <gieroadsteve@xxxxxxxxx > <mailto:gieroadsteve@xxxxxxxxx><mailto:gieroadsteve@xxxxxxxxx<mailto: > gieroadsteve@xxxxxxxxx>>> wrote: > > But you build your character by leveling and getting new stuff and that > determines what each click does. > > > > > > On 23 March 2015 at 13:46, Wynand-Ben <paashaasggx@xxxxxxxxxxx<mailto: > paashaasggx@xxxxxxxxxxx><mailto:paashaasggx@xxxxxxxxxxx<mailto: > paashaasggx@xxxxxxxxxxx>>> wrote: > > How the numbers are generated doesnt really make the combat better imo. > > > > In a turn based game the calcualtions would be cool... seeing whats > going to happen and comparing options. > > > > But if the game does everything for you in the background without you > even knowing then all the player is left with is click to attack. > > > > ________________________________ > > Date: Mon, 23 Mar 2015 13:30:05 +0200 > > > > Subject: Re: DRE: CTS community mail > > From: gieroadsteve@xxxxxxxxx<mailto:gieroadsteve@xxxxxxxxx><mailto: > gieroadsteve@xxxxxxxxx<mailto:gieroadsteve@xxxxxxxxx>> > > To: cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx><mailto: > cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx>> > > > > The combat is great if you keep in mind the system that is generating > the numbers. > > Just watch that vid I posted. > > > > On 23 March 2015 at 11:38, Wynand-Ben <paashaasggx@xxxxxxxxxxx<mailto: > paashaasggx@xxxxxxxxxxx><mailto:paashaasggx@xxxxxxxxxxx<mailto: > paashaasggx@xxxxxxxxxxx>>> wrote: > > Det combat... :( > > > > I loved the custom spells you could create in morrowind tho > > > > ________________________________ > > Date: Mon, 23 Mar 2015 11:34:05 +0200 > > Subject: Re: DRE: CTS community mail > > From: gieroadsteve@xxxxxxxxx<mailto:gieroadsteve@xxxxxxxxx><mailto: > gieroadsteve@xxxxxxxxx<mailto:gieroadsteve@xxxxxxxxx>> > > To: cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx><mailto: > cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx>> > > > > > > Morrowind would be my ultimate example of an open world RPG done > perfectly. > > > > On Monday, March 23, 2015, Stephen Scheidel <gieroadsteve@xxxxxxxxx > <mailto:gieroadsteve@xxxxxxxxx><mailto:gieroadsteve@xxxxxxxxx<mailto: > gieroadsteve@xxxxxxxxx>>> wrote: > > Started playing morrowind again. > > > > Game is so gieroad. > > > > On Monday, March 23, 2015, Wynand-Ben <paashaasggx@xxxxxxxxxxx<mailto: > paashaasggx@xxxxxxxxxxx><mailto:paashaasggx@xxxxxxxxxxx<mailto: > paashaasggx@xxxxxxxxxxx>>> wrote: > > Only 1 char. > > > > > > Regarding MKX I am still torn about where to get the game... PC or PS4. > > > > > From: alasdair.donaldson@xxxxxxxxxx<mailto: > alasdair.donaldson@xxxxxxxxxx><mailto:alasdair.donaldson@xxxxxxxxxx > <mailto:alasdair.donaldson@xxxxxxxxxx>> > > > To: cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx><mailto: > cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx>> > > > Subject: RE: DRE: CTS community mail > > > Date: Mon, 23 Mar 2015 08:16:49 +0000 > > > > > > Ah okay. Do you control the party or just one char? > > > > > > Bt games doesn't have any Mk preorder options barring vanilla. Oh well. > > > > > > Sent from my Windows Phone > > > ________________________________ > > > From: Wynand-Ben<mailto:paashaasggx@xxxxxxxxxxx<mailto: > paashaasggx@xxxxxxxxxxx><mailto:paashaasggx@xxxxxxxxxxx<mailto: > paashaasggx@xxxxxxxxxxx>>> > > > Sent: 2015-03-23 09:44 > > > To: cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx><mailto: > cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx>><mailto: > cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx><mailto: > cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx>>> > > > Subject: RE: DRE: CTS community mail > > > > > > System is fine but odd. Its actiony but not totally... not as is DMC > type shit etc. > > > > > > You got attack button and a special button. > > > You customize the attack button strings properties depending on what > you are fighting (What weapon to use for Initial hit, barrage, finisher, > counter attack or jumping attack). > > > Special attack for each weapon type. Dragoon jump thing etc. etc. > > > Dodging takes MP, specials take MP, sword teleport takes MP. > > > > > > Think they mentioned there being spells but werent available in the > demo. > > > > > > > From: alasdair.donaldson@xxxxxxxxxx<mailto: > alasdair.donaldson@xxxxxxxxxx><mailto:alasdair.donaldson@xxxxxxxxxx > <mailto:alasdair.donaldson@xxxxxxxxxx>> > > > > To: cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx><mailto: > cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx>> > > > > Subject: RE: DRE: CTS community mail > > > > Date: Mon, 23 Mar 2015 07:28:10 +0000 > > > > > > > > Does the demo have actual play then? System look okay, or not enough > time to tell? > > > > > > > > Sent from my Windows Phone > > > > > > > > -----Original Message----- > > > > From: "Wynand-Ben" <paashaasggx@xxxxxxxxxxx<mailto: > paashaasggx@xxxxxxxxxxx><mailto:paashaasggx@xxxxxxxxxxx<mailto: > paashaasggx@xxxxxxxxxxx>>> > > > > Sent: 2015-03-23 09:23 > > > > To: "cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx><mailto: > cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx>>" < > cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx><mailto: > cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx>>> > > > > Subject: RE: DRE: CTS community mail > > > > > > > > Its probably not in the bloody demo lol > > > > > > > > Demo was great imo. Just need to work on the framerate and camera a > bit. > > > > Rest is fine. > > > > > > > > > > > > > > > > > > > > From: lindseyak@xxxxxxxxxxx<mailto:lindseyak@xxxxxxxxxxx><mailto: > lindseyak@xxxxxxxxxxx<mailto:lindseyak@xxxxxxxxxxx>> > > > > To: cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx><mailto: > cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx>> > > > > Subject: RE: DRE: CTS community mail > > > > Date: Mon, 23 Mar 2015 07:04:31 +0000 > > > > > > > > > > > > my expectations are spot on. > > > > > > > > But so much hype cant be all for nothing. > > > > > > > > where is that epic cutscene of noctis coming out of a cathedral then > beating the crap outa everyone with his mind control... ( I remember paas > showing it to us back at OC once in 2009) > > > > > > > > > > > > > From: alasdair.donaldson@xxxxxxxxxx<mailto: > alasdair.donaldson@xxxxxxxxxx><mailto:alasdair.donaldson@xxxxxxxxxx > <mailto:alasdair.donaldson@xxxxxxxxxx>> > > > > > To: cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx><mailto: > cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx>> > > > > > Subject: RE: DRE: CTS community mail > > > > > Date: Mon, 23 Mar 2015 06:59:46 +0000 > > > > > > > > > > Been playing Type Zero. Funny seeing it blown up on a big screen. > Still no net access, so haven't dl the FF15 demo. > > > > > > > > > > @lb - sounds like you have unrealistic expectations for the new > FF. Don't you remember 12 or 13? > > > > > > > > > > Sent from my Windows Phone > > > > > ________________________________ > > > > > From: lindsey kiviets<mailto:lindseyak@xxxxxxxxxxx<mailto: > lindseyak@xxxxxxxxxxx><mailto:lindseyak@xxxxxxxxxxx<mailto: > lindseyak@xxxxxxxxxxx>>> > > > > > Sent: 2015-03-23 08:43 > > > > > To: cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx><mailto: > cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx>><mailto: > cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx><mailto: > cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx>>> > > > > > Subject: RE: DRE: CTS community mail > > > > > > > > > > its a good thing you didn't play the demo of ff15 lumi. > > > > > > > > > > I was watching max's stream this morning and it wasn't looking all > that exciting tbh. > > > > > > > > > > This game has been in the making for too long and when the hype is > much higher than the end product = fail > > > > > > > > > > ________________________________ > > > > > Date: Mon, 23 Mar 2015 08:39:38 +0200 > > > > > Subject: RE: DRE: CTS community mail > > > > > From: nicmuir@xxxxxxxxx<mailto:nicmuir@xxxxxxxxx><mailto: > nicmuir@xxxxxxxxx<mailto:nicmuir@xxxxxxxxx>> > > > > > To: cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx><mailto: > cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx>> > > > > > > > > > > > > > > > no problem. > > > > > > > > > > On 23 Mar 2015 07:55, "lindsey kiviets" <lindseyak@xxxxxxxxxxx > <mailto:lindseyak@xxxxxxxxxxx><mailto:lindseyak@xxxxxxxxxxx<mailto: > lindseyak@xxxxxxxxxxx>><mailto:lindseyak@xxxxxxxxxxx<mailto: > lindseyak@xxxxxxxxxxx><mailto:lindseyak@xxxxxxxxxxx<mailto: > lindseyak@xxxxxxxxxxx>>>> wrote: > > > > > thanks nic > > > > > > > > > > ________________________________ > > > > > Date: Mon, 23 Mar 2015 07:50:58 +0200 > > > > > Subject: RE: DRE: CTS community mail > > > > > From: nicmuir@xxxxxxxxx<mailto:nicmuir@xxxxxxxxx><mailto: > nicmuir@xxxxxxxxx<mailto:nicmuir@xxxxxxxxx>><mailto:nicmuir@xxxxxxxxx > <mailto:nicmuir@xxxxxxxxx><mailto:nicmuir@xxxxxxxxx<mailto: > nicmuir@xxxxxxxxx>>> > > > > > To: cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx><mailto: > cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx>><mailto: > cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx><mailto: > cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx>>> > > > > > > > > > > > > > > > > https://account.sonyentertainmentnetwork.com/liquid/cam/account/devices/media-devices-confirm-deactivate.action > > > > > > > > > > Go to account -> media and devices. > > > > > > > > > > On 23 Mar 2015 06:00, "lindsey kiviets" <lindseyak@xxxxxxxxxxx > <mailto:lindseyak@xxxxxxxxxxx><mailto:lindseyak@xxxxxxxxxxx<mailto: > lindseyak@xxxxxxxxxxx>><mailto:lindseyak@xxxxxxxxxxx<mailto: > lindseyak@xxxxxxxxxxx><mailto:lindseyak@xxxxxxxxxxx<mailto: > lindseyak@xxxxxxxxxxx>>>> wrote: > > > > > ey nick,ps3, > > > > > > > > > > Please direct me to that site where I can deactivate all on the > ps3, its for an HK account. > > > > > > > > > > ________________________________ > > > > > Date: Sun, 22 Mar 2015 15:40:22 +0200 > > > > > Subject: Re: DRE: CTS community mail > > > > > From: nicmuir@xxxxxxxxx<mailto:nicmuir@xxxxxxxxx><mailto: > nicmuir@xxxxxxxxx<mailto:nicmuir@xxxxxxxxx>><mailto:nicmuir@xxxxxxxxx > <mailto:nicmuir@xxxxxxxxx><mailto:nicmuir@xxxxxxxxx<mailto: > nicmuir@xxxxxxxxx>>> > > > > > To: cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx><mailto: > cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx>><mailto: > cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx><mailto: > cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx>>> > > > > > > > > > > > > > > > Oh, good point. > > > > > > > > > > On 22 Mar 2015 14:04, "Moshe Shevel" <jaguguarang@xxxxxxxxx > <mailto:jaguguarang@xxxxxxxxx><mailto:jaguguarang@xxxxxxxxx<mailto: > jaguguarang@xxxxxxxxx>><mailto:jaguguarang@xxxxxxxxx<mailto: > jaguguarang@xxxxxxxxx><mailto:jaguguarang@xxxxxxxxx<mailto: > jaguguarang@xxxxxxxxx>>>> wrote: > > > > > > > > > > Isn't he considered a 'returning' character since he was in the > Vita version of MK9? > > > > > > > > > > On 22 Mar 2015 12:18 PM, "Nicholas Robertson-Muir" < > nicmuir@xxxxxxxxx<mailto:nicmuir@xxxxxxxxx><mailto:nicmuir@xxxxxxxxx > <mailto:nicmuir@xxxxxxxxx>><mailto:nicmuir@xxxxxxxxx<mailto: > nicmuir@xxxxxxxxx><mailto:nicmuir@xxxxxxxxx<mailto:nicmuir@xxxxxxxxx>>>> > wrote: > > > > > > > > > > Tremor... > > > > > Hmmm... > > > > > Not really a "returning" character. > > > > > > > > > > On 21 Mar 2015 19:37, "Di Lhong" <geosaurus8@xxxxxxxxx<mailto: > geosaurus8@xxxxxxxxx><mailto:geosaurus8@xxxxxxxxx<mailto: > geosaurus8@xxxxxxxxx>><mailto:geosaurus8@xxxxxxxxx<mailto: > geosaurus8@xxxxxxxxx><mailto:geosaurus8@xxxxxxxxx<mailto: > geosaurus8@xxxxxxxxx>>>> wrote: > > > > > Current mock up for roster: > > > > > > > > > > > https://fbcdn-sphotos-a-a.akamaihd.net/hphotos-ak-xpf1/v/t1.0-9/s720x720/1610902_792583024173205_6426343917256515438_n.jpg?oh=77fbfbd1158246d0aa209e0cf9bb0edf&oe=55721CF7&__gda__=1438219632_ff539b1bbddcf2cb829c10729e663c5a > > > > > > > > > > Didn't they say there's 4 returning classic characters? Tremor + > Tanya is 2. Who can the other 2 be? > > > > > > > > > > Nightwolf + Sindel? :D > > > > > > > > > > On Sat, Mar 21, 2015 at 12:28 PM, Moshe Shevel < > jaguguarang@xxxxxxxxx<mailto:jaguguarang@xxxxxxxxx><mailto: > jaguguarang@xxxxxxxxx<mailto:jaguguarang@xxxxxxxxx>><mailto: > jaguguarang@xxxxxxxxx<mailto:jaguguarang@xxxxxxxxx><mailto: > jaguguarang@xxxxxxxxx<mailto:jaguguarang@xxxxxxxxx>>>> wrote: > > > > > > > > > > They can do it the same way they did it in MK 9 where the one slot > would be for all DLC's. So they'll probably use the slot Goro is on for all > DLC > > > > > > > > > > On 21 Mar 2015 12:26 PM, "Wynand-Ben" <paashaasggx@xxxxxxxxxxx > <mailto:paashaasggx@xxxxxxxxxxx><mailto:paashaasggx@xxxxxxxxxxx<mailto: > paashaasggx@xxxxxxxxxxx>><mailto:paashaasggx@xxxxxxxxxxx<mailto: > paashaasggx@xxxxxxxxxxx><mailto:paashaasggx@xxxxxxxxxxx<mailto: > paashaasggx@xxxxxxxxxxx>>>> wrote: > > > > > Awesome... > > > > > > > > > > That means there is still hope for Nightwolf! > > > > > > > > > > :P > > > > > > > > > > ________________________________ > > > > > Date: Sat, 21 Mar 2015 03:55:56 +0200 > > > > > Subject: Re: DRE: CTS community mail > > > > > From: geosaurus8@xxxxxxxxx<mailto:geosaurus8@xxxxxxxxx><mailto: > geosaurus8@xxxxxxxxx<mailto:geosaurus8@xxxxxxxxx>><mailto: > geosaurus8@xxxxxxxxx<mailto:geosaurus8@xxxxxxxxx><mailto: > geosaurus8@xxxxxxxxx<mailto:geosaurus8@xxxxxxxxx>>> > > > > > To: cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx><mailto: > cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx>><mailto: > cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx><mailto: > cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx>>> > > > > > > > > > > Predator DLC Reveal Final< > https://www.youtube.com/watch?v=XBKwuQDzCuU> > > > > > > > > > > Wonder how they'll fit everyone in the character selection > screen...cos this is exceeding the spots already :/ > > > > > > > > > > On Sat, Mar 21, 2015 at 3:52 AM, Di Lhong <geosaurus8@xxxxxxxxx > <mailto:geosaurus8@xxxxxxxxx><mailto:geosaurus8@xxxxxxxxx<mailto: > geosaurus8@xxxxxxxxx>><mailto:geosaurus8@xxxxxxxxx<mailto: > geosaurus8@xxxxxxxxx><mailto:geosaurus8@xxxxxxxxx<mailto: > geosaurus8@xxxxxxxxx>>>> wrote: > > > > > > https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-xft1/t31.0-8/s720x720/11054468_792356710862503_9183588001103826932_o.jpg > > > > > > > > > > Tanya and Tremor? > > > > > > > > > > Cool. Wonder what Tanya will be like. > > > > > > > > > > > > > > > Tanya, Tremor, Predator and Jason Voorhees make up the Kombat Pack > for Mortal Kombat<https://www.facebook.com/MortalKombat> X! Press release: > > > > > > > > > > "As a follow up to announcing the Mortal Kombat X Kombat Pack > playable character, Jason Voorhees, today, Warner Bros. Interactive > Entertainment confirmed the additional playable characters that will be > included in the Kombat Pack: the ultimate hunter Predator from the films of > the same name as well as Klassic Mortal Kombat Kombatants Tremor and Tanya. > > > > > > > > > > Full Kombat Pack details are listed below: > > > > > The Ultimate Horror Pack > > > > > Playable character Jason Voorhees > > > > > Horror skins Vampiress Mileena, Kraken Reptile and Pharaoh Ermac > > > > > The Klassic Pack #1: > > > > > Playable character Tanya > > > > > Klassic skins for Kano, Sonya and Liu Kang > > > > > The Predator / Prey Pack: > > > > > Playable character Predator > > > > > Predator-themed skins Commando Johnny, Infrared Scorpion and Carl > Weathers as Jax > > > > > The Klassic Pack #2: > > > > > Playable character, Tremor > > > > > Klassic skins for Quan Chi, Jax and Kung Lao > > > > > > > > > > In the Americas, the Kombat Pack is included in the Mortal Kombat > X Kollector’s Edition by Coarse, Limited Edition and Premium Edition, and > will be available for purchase separately for $29.99.** > > > > > Starting April 14, 2015, when Mortal Kombat X launches worldwide, > fans who purchase the Kombat Pack will receive the Samurai Pack containing > three new character skins: Ronin Kenshi, Samurai Shinnok and Jingu Kitana, > as well as an accompanying skin pack with each playable character. In > addition, those who own the pack will gain early access to the above listed > content before it is available for sale individually." > > > > > > > > > > Guess Liu Kang is confirmed then...eh. > > > > > There's 2 Kombat Pack? do we get all if we buy the Kombat Pack or > do we have to purchase them twice to both Tanya+Predator and Tremor+Jason? > > > > > > > > > > On Sat, Mar 21, 2015 at 12:27 AM, Di Lhong <geosaurus8@xxxxxxxxx > <mailto:geosaurus8@xxxxxxxxx><mailto:geosaurus8@xxxxxxxxx<mailto: > geosaurus8@xxxxxxxxx>><mailto:geosaurus8@xxxxxxxxx<mailto: > geosaurus8@xxxxxxxxx><mailto:geosaurus8@xxxxxxxxx<mailto: > geosaurus8@xxxxxxxxx>>>> wrote: > > > > > Does anyone know a website that i can use to download 60fps vids > off YouTube? > > > > > > > > > > Clipconverter.cc doesn't allow age restricted video... > > > > > > > > > > On Fri, Mar 20, 2015 at 10:02 PM, Ilitirit Sama < > ilitirit@xxxxxxxxx<mailto:ilitirit@xxxxxxxxx><mailto:ilitirit@xxxxxxxxx > <mailto:ilitirit@xxxxxxxxx>><mailto:ilitirit@xxxxxxxxx<mailto: > ilitirit@xxxxxxxxx><mailto:ilitirit@xxxxxxxxx<mailto:ilitirit@xxxxxxxxx>>>> > wrote: > > > > > > http://www.eventhubs.com/news/2015/mar/20/capcom-location-testing-new-ultra-street-fighter-4-controller-s-optimized-rufuss-focus-attack-cancel-grab/ > > > > > > > > > > Good idea. IIRC only Tekken machines used to have ports for PS2 > controllers. All arcade machines should allow pads. Only problem is Capcom > will probably only allow their controllers to be connected. Still, it's > better than nothing. > > > > > > > > > > > > > > > > > > > > > > > > > > ********************************************************************** > > > > > The information in this e-mail is confidential and may be legally > privileged. It is intended solely for the addressee. Access to this e-mail > by anyone else is unauthorized. If you have received this communication in > error, please address with the subject heading "Received in error," send to > the original sender, then delete the e-mail and destroy any copies of it. > If you are not the intended recipient, any disclosure, copying, > distribution or any action taken or omitted to be taken in reliance on it, > is prohibited and may be unlawful. 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Each member firm of KPMG International is a legally > distinct and separate entity and each describes itself as such. > Information about the structure and jurisdiction of your local KPMG member > firm can be obtained from your KPMG representative. > > This footnote also confirms that this e-mail message has been swept by > AntiVirus software. > > ********************************************************************** > The information in this e-mail is confidential and may be legally > privileged. It is intended solely for the addressee. Access to this e-mail > by anyone else is unauthorized. If you have received this communication in > error, please address with the subject heading "Received in error," send to > the original sender, then delete the e-mail and destroy any copies of it. > If you are not the intended recipient, any disclosure, copying, > distribution or any action taken or omitted to be taken in reliance on it, > is prohibited and may be unlawful. Any opinions or advice contained in this > e-mail are subject to the terms and conditions expressed in the governing > KPMG client engagement letter. Opinions, conclusions and other information > in this e-mail and any attachments that do not relate to the official > business of the firm are neither given nor endorsed by it. > > KPMG cannot guarantee that e-mail communications are secure or error-free, > as information could be intercepted, corrupted, amended, lost, destroyed, > arrive late or incomplete, or contain viruses. > > This email is being sent out by KPMG International Cooperative ("KPMG > International") on behalf of the local KPMG member firm providing services > to you. KPMG International Cooperative ("KPMG International") is a Swiss > entity that serves as a coordinating entity for a network of independent > firms operating under the KPMG name. KPMG International provides no > services to clients. Each member firm of KPMG International is a legally > distinct and separate entity and each describes itself as such. > Information about the structure and jurisdiction of your local KPMG member > firm can be obtained from your KPMG representative. > > This footnote also confirms that this e-mail message has been swept by > AntiVirus software. > > > >