I know it varies each year depending on the amount of snow, but on average around the end of May. How has the recent weather and snowfall been? Planning a trip to Denver soon so it would be great to have a rough estimate of when it will open this year. Thanks in advance!
I was using the easy breadcrumb module and found it very useful for Drupal 8, In easy breadcrumbs, I had few custom paths added. is there a way to add a active trail or active class with color for the current URL or path or page for the easy breadcrumbs?
If this is not possible then how do I create a custom breadcrumb which contains custom paths from scratch.
This is more an extended comment than an answer. The answer right now it’s easy: you cannot do that and there is no a reasonable date estimation on when you will be able to do again the Santiago Trail.
It’s impossible to give you a response for a near future. Right now it’s impossible. Even it’s possible that you can’t flight to Spain.
You haven’t told what is your route, but right now any route is closed. Most areas in Spain are closed (you cannot cross some borders between towns and Comunidades and of course, you cannot cross from Portugal to Spain except with a proof of work).
Apart of that, most hostels along the route are closed or with restrictions. Even most hotels are closed. Your best bet could be a tent (also it’s safer, you probably don’t want to share a room with unfamiliar people who can carry the virus).
Anyway, the situation is changing continuously and can change in any moment. Rumors are that a complete lockdown can be enforced in some weeks. But maybe in 3 or 4 months everything opens up… or not.. you can’t make any plan.
This is my first question here – not sure if it is a good fit, so please feel free to correct me.
For whatever reasons, our company (financial industry) has decided to ban the use of SQL accounts for application users.
All applications (in my case applications are internal to the organisation – so no external facing issues here) must call some sort of web-api, which in turn makes the SQL calls. This means that the only account that has permission on the SQL database is the account that runs the web-api. This must be bliss from a DBA perspective, since you only ever need to deal with one individual when things go wrong.
I’m struggling to conceptualize how one translates this structure into something that is relatively secure & audit-able. For example, if I have 2 users in different roles, it seems my best bet is to handle the authentication purely in API and not in SQL anymore. I can deal with that 🙂
If I want to keep an audit trail for changes made to a table in the DB though, things get tricky. I cant trust SUSER_NAME or USER_NAME anymore, since those will point to the web-api’s user. So, is the only way to do this to pass the userid along with each stored proc call as an extra parameter or is there some other mechanism that I can use to “tag” a sql-call with the originating-user’s id?
I know that I can do all the above by just moving the responsibility entirely into the API, I’m just wondering is this is a good/the only option? If someone manages to hack/spoof the api (which tends to be relatively easy) – they can pass any username to the SQL and make it appear as if that user did a specific action.
Bob faces a Mythos entity and has to make a Stability test or lose 7 Stability. It’s been a long day and Bob is already at -2 Stability. Bob’s player chooses to spend 4 Stability points in order to (probably) automatically succeed on the test, bringing him to -6. This means that despite the success, Bob’s mind is blasted.
But was this a mythos shock?
Here’s basically all the rules say on mythos shocks, and why it matters:
Each time you are blasted by a Mythos encounter or attack (when your Stability drops to between -6 and -11), your Sanity rating drops by 2 points.
I am studying the GUMSHOE system as it is implemented in Trail of Cthulhu and, while I can grasp the logic behind its mechanics, I have a hard time of translating the rules of allocating points to skills and expending them into a believable in-game analogy, in order to minimize their meta-gaming aspect.
As far as the d100 (BRP) system is concerned, a 40% chance of succeeding in e.g. Archaeology could be translated as the chance of the player possessing a relevant knowledge. There is a believable in-game analogy: the higher the percentage, the higher your expertise and the better the chances of recalling/knowing things related to your skill. And this analogy can be consistently used in every situation.
In GUMSHOE’s terms, when a player is an expert in Archaeology, they automatically succeed in finding a relevant clue if they associate their investigative skill with the required action. In this case, there is also a believable in-game explanation; the investigators are experts, they are supposed to spot relevant clues. The immersion does not break.
But when it comes to the spending point system, the only in-game analogy I can find is that expending a point from an investigative skill could mean that players put an extra effort in order to spot additional clues, like using your Archaeology skill to estimate the origin of an ancient statue and spending one point in order to associate it with a specific famous ancient figure. But in that case, from an in-game perspective, having no other points to spend means that for some unexplainable reason you are no longer able to make extra efforts of extracting further clues when using your investigative skill.
Another approach could be that these points represent the “stamina” of your character, so expending them would mean that they become more and more “fatiqued”, either mentally or physically, and thus no longer able to perform harder tasks unless they replenish them. Which is also highly unconvincing.
Since I am mainly interested in Trail of Cthulhu, I thought of providing a more mystical interpretation, like that these points represent the will of the players to overcome the obstacles lied to them by unknown forces. So unknowingly to them, there is an subconscious, telepathic “battle of wits” taking place and the more they spend their points the lesser their will power becomes. Which is also something that the characters are not supposed to be aware of; thus we still have to resort to meta-gaming.
Perhaps I am overthinking this and I can just appreciate the novelty that the GUMSHOE system brings to the investigation-driven rpgs without trying to shoehorn every rule into an in-game perspective. But even if I ignore the meta-gaming aspect, the whole point system seems very unconnected to any physical or mental characteristic of the characters, albeit undeniably effective in building tension and giving the feeling that the stakes are being steadily raised.
To summarize; what would be a plausible in-game representation of the spending point system, at least as far as the investigative skills are concerned?
Since upgrading to 20.04 I’ve been getting a ghostly mouse trail on my desktop. I found this…
I have the exact same problem after upgrading to Ubuntu 20.04 from
Ubuntu 18.04. I have found that the issue goes away when I disable zoom
in Settings -> Universal Access. This was never an issue in Ubuntu 18.04
for me with zoom enabled. At least now I know I can work around this
issue by just turning off zoom but it’d be great if there was a real fix
for this issue.
…and disabling zoom does indeed make the problem go away. Obviously that’s not a “fix”, since I enabled the zoom feature in the first place so I could use it. But I tend to think if there are visible signs of “unexpected behaviour”, there may also be associated invisible things going wrong (potentially damaging totally unrelated parts of my system).
What should I do? Is there a bug-free alternative to the Ubuntu standard Zoom facility?
This is similar to a question already asked, but I disagree with the answers. There is a big digital trail of the transaction. To me, that is like mail delivered to the wrong house, but opened anyway. It is a crime as is, I have suggested to the Bitcoin site I use, to have the sender and receiver have a “password” to open the wallet. This way the unintended wallet has to return the BTC not intended for that wallet. What is the point to have a long list of transactions and confirmations if Bitcoins promotes crime?
On my transaction, I entered the correct wallet, but on the “sending” part, a different un-“intended Wallet ID” replaced the wallet I have.
I cannot find that other wallet anywhere on my PC, my cellphone, nor in any e-mail search I performed???. There is an “order ID, a “destination wallet address, a Transaction hash,” and other ID’s on the receipt, so I think if I presented this to anybody, crime would halt because crime is unacceptable.
Besides, how does a TYPO turn into a “real wallet?”
You say "U.S they usually run into a problem … "but it seems like the rest of the question, and forgive me if I'm wrong, that is"me I generally run into a problem … "I mean, have your players really raised this as a problem that is hurting your enjoyment of the game?
I have not played or genetically modified the Gumshoe or Cthulhu systems, but I know the mechanics and the adventure path in particular.
Out of place
I must say that a number of things you raise like OoC or dive break don't seem like such at first glance, maybe there is more to it than you say, but:
While reading and interpreting these tracks, the players are largely out of place. I give them an accessory, they read it and they discuss it.
This appears to be exactly what the character would do; I certainly can't see investigators finding a written clue that ruins it and throws it away. If the players say "I think …", "What if this means …", "Would you say that …?", Then I can't honestly say if this is the player who speaks or the character who Talk like they would both make perfect sense.
Mechanical shape cools work to break dive
I can't see this at all: you have to be in a safe place, time has to pass, or you have to be between stages, which means that you are taking a breather from your activities and this is exactly how people in real life it refreshes.
You refer to friends and family. Have you really played these friends and family with players in a way that allows players to connect with them? If not, they are just names in a phone book. Human beings don't care about strangers in an emotional way; that's why humanitarian organizations try to put a single face on disaster relief appeals. One person we can relate to is more important than millions we don't know.
Failure is One option.
As long as there are enough clues that the character is on a deadline and players still don't act with the proper urgency, they fail and the unspeakable horrors eat up their brains. In fact, this is the most sensible way for a Cthulhu campaign to end.
However, don't underestimate how difficult it is to interpret tracks: they seem easy to you because you have the answers. Subtlety is not your friend here: even if you give them a calendar with a red circle around the 12th day and a big label that says "END OF THE WORLD DAY!" At least half of the players will lose it, forget it, or think you're playing with them.
Personally, I think that the character should find such a calendar and should put it in a prominent place, crossing out each day as they waste it. Even then sometimes you they have to break the character and say "Look guys, I mean it, the world ends on the 12th, you can flap around here if you want, but you're just wasting your time."
As for the bad guys' reactions: go ahead! If players make decisions that will hinder their own progress, then your role as a GM is to enable what players do. If there are now 12 guards in one place instead of 4, let the character find a note saying "The boss says that [the party] is coming: they are the [place where they hit] two days ago, they triple the guard, I want 12 guys on call at all times! Signed [Underling No 2]. " This tells them that if they moved faster, things would be easier: it is still up to them whether they move faster or not.
I'm currently working on a quick game for some friends, but I don't know the proper name for this type of game, so here is an example of the mechanics in The Lion King II:
To unlock the exit, you must cover the ground with footprints and not be caught by enemies.
I'm trying to recreate the part that covers the footprint path, but I don't know if it has a proper name / term or not and I can't find any tutorial to get started.
Currently, I have created several planes with the texture of the footprint in any direction, and my plan is that when the player walks on it, depending on the direction, the appropriate texture will appear, then something will check when the path is completely covered, before set the exit door to inactive.