Friday, March 29, 2019

Top 9 Best URL Shortener to Earn Money 2019

  1. is the oldest and one of the most trusted URL Shortener Service for making money by shrinking your links. provides you an opportunity to earn up to $5 per 1000 views. However, the earnings depend upon the demographics of users who go on to click the shortened link by
    It offers a very comprehensive reporting system for tracking the performance of your each shortened URL. The minimum payout is kept low, and it is $5. It pays on 10th of every month. You can receive your earnings via PayPal, Payza, or AlertPay. also runs a referral program wherein you can earn a flat 20% commission for each referral for a lifetime.
  2. is also one of the 30 highest paying URL sites.You can earn through shortening links.When someone will click on your link.You will be paid.They offer $7 for 1000 views.Minimum payout is $5.
    You can earn through its referral program.When someone will open the account through your link you will get 10% commission.Payment option is PayPal.
    • Payout for 1000 views-$7
    • Minimum payout-$5
    • Referral commission-10%
    • Payout method-Paypal
    • Payout time-daily

  3. LINK.TL

    LINK.TL is one of the best and highest URL shortener website.It pays up to $16 for every 1000 views.You just have to sign up for free.You can earn by shortening your long URL into short and you can paste that URL into your website, blogs or social media networking sites, like facebook, twitter, and google plus etc.
    One of the best thing about this site is its referral system.They offer 10% referral commission.You can withdraw your amount when it reaches $5.
    • Payout for 1000 views-$16
    • Minimum payout-$5
    • Referral commission-10%
    • Payout methods-Paypal, Payza, and Skrill
    • Payment time-daily basis

  4. provides a big opportunity for earning money by shortening links. It is a rapidly growing URL Shortening Service. You simply need to sign up and start shrinking links. You can share the shortened links across the web, on your webpage, Twitter, Facebook, and more. provides detailed statistics and easy-to-use API.
    It even provides add-ons and plugins so that you can monetize your WordPress site. The minimum payout is $5 before you will be paid. It pays users via PayPal or Payoneer. It has the best market payout rates, offering unparalleled revenue. also run a referral program wherein you can earn 20% extra commission for life.
  5. CPMlink

    CPMlink is one of the most legit URL shortener sites.You can sign up for free.It works like other shortener sites.You just have to shorten your link and paste that link into the internet.When someone will click on your link.
    You will get some amount of that click.It pays around $5 for every 1000 views.They offer 10% commission as the referral program.You can withdraw your amount when it reaches $5.The payment is then sent to your PayPal, Payza or Skrill account daily after requesting it.
    • The payout for 1000 views-$5
    • Minimum payout-$5
    • Referral commission-10%
    • Payment methods-Paypal, Payza, and Skrill
    • Payment time-daily

  6. is one of the fastest growing URL Shortener Service. Its pretty domain name is helpful in generating more clicks than other URL Shortener Services, and so you get a good opportunity for earning more money out of your shortened link. comes with several advanced features as well as customization options.
    With you can earn up to $8 per 1000 views. It also counts multiple views from same IP or person. With is becomes easy to earn money using its URL Shortener Service. The minimum payout is $5. Your earnings are automatically credited to your PayPal or Payoneer account on 1st or 15th of the month.
    • Payout for every 1000 views-$5
    • Minimum payout-$5
    • Referral commission-20%
    • Payout time-1st and 15th date of the month
    • Payout options-PayPal and Payza

  7. is one of the most trusted sites from our top 30 highest paying URL shorteners.It pays on time.intrusting thing is that same visitor can click on your shorten link multiple times.You can earn by sign up and shorten your long URL.You just have to paste that URL to somewhere.
    You can paste it into your website, blog, or social media networking sites.They offer $5 for every 1000 views.You can also earn 20% referral commission from this site.Their minimum payout amount is only $1.You can withdraw from Paypal, Payza, and Payoneer.
    • The payout for 1000 views-$5
    • Minimum payout-$1
    • Referral commission-20% for lifetime
    • Payment methods-Paypal, Payza, and Payoneer
    • Payment time-on daily basis

  8. Linkbucks

    Linkbucks is another best and one of the most popular sites for shortening URLs and earning money. It boasts of high Google Page Rank as well as very high Alexa rankings. Linkbucks is paying $0.5 to $7 per 1000 views, and it depends on country to country.
    The minimum payout is $10, and payment method is PayPal. It also provides the opportunity of referral earnings wherein you can earn 20% commission for a lifetime. Linkbucks runs advertising programs as well.
    • The payout for 1000 views-$3-9
    • Minimum payout-$10
    • Referral commission-20%
    • Payment options-PayPal,Payza,and Payoneer
    • Payment-on the daily basis

  9. is a newly launched trusted link shortener network, it is a sister site of I like ClkSh because it accepts multiple views from same visitors. If any one searching for Top and best url shortener service then i recommend this url shortener to our users. accepts advertisers and publishers from all over the world. It offers an opportunity to all its publishers to earn money and advertisers will get their targeted audience for cheapest rate. While writing ClkSh was offering up to $8 per 1000 visits and its minimum cpm rate is $1.4. Like Shrinkearn, url shorteners also offers some best features to all its users, including Good customer support, multiple views counting, decent cpm rates, good referral rate, multiple tools, quick payments etc. ClkSh offers 30% referral commission to its publishers. It uses 6 payment methods to all its users.
    • Payout for 1000 Views: Upto $8
    • Minimum Withdrawal: $5
    • Referral Commission: 30%
    • Payment Methods: PayPal, Payza, Skrill etc.
    • Payment Time: Daily

Gaming Needs To Have More Arguments. Here Are Some Topic Suggestions!!!

Today, I argue for more argument on the Internet. I freely admit that this is a Hardcore-difficulty rhetorical maneuver.

I just got back from the Game Developer's Conference, where I met a ton of cool people who write indie games and attended many panels. Everyone I met was perfectly lovely. Indie developers are a bunch of friendly, outgoing, huggy folks, and they could not have been kinder to me. I appreciated it.

Yet, there is one thing I find fascinating (and maybe even slightly worrying): In several days around my peer group, talking and drinking with them, I did not hear one argument.


Indie gaming is changing very fast. Our art is expanding in every way and getting tons more press. Our business is booming, to the point where it is actually significant. (The figure I heard at GDC was that indies are grossing over a billion USD a year, which is a real business by any measure.) Indie devs are artists, and our work is now a Big Deal.

But here's the thing. Artists are a proud, passionate, opinionated lot. Look anywhere in the history of art, and you will find passionate (even furious) debate. People used to riot at concerts and the theatre, for God's sake.

Indies have a lot of things to argue about. Our art form is very, very new, and there are countless unanswered questions. Hell, there are more questions than answers at this point. Nobody seems to know anything about anything. We should be figuring some stuff out. We should be having debates. Noisy, vigorous debates.

Therefore, I am going to, in my humble and retiring style, suggest a number of Open Questions In the Field of Indie Development and Marketing. I think they are all issues intelligent people could disagree on and have a heated debate about. If you are hungry for a good topic for a panel or article, help yourself. You're welcome.

I freely argue with gamers and developers, because I am respectful and thoughtful and know that we are all bound by the Magic of Friendship.
A Selection of Topics For Argument

We know it's possible for your game to be a hit or to fail. What about in-between? Is it still possible for new indie devs to chip out a sustainable, middle-class career, building a fan base and serving an underserved niche? If so, how?

So how DO you figure out what price will maximize earnings for your game? Does it depend on genre? Production value? How much media attention you get?

Should indie games be cheap? Indie games have long been cheaper than AAA games. This is an advantage. Is it a good idea to give it up?

I have long believed that one of the great advantages of indie gaming is that people like us and think we are cool. Thus, people want to keep us in business. Buying our games makes them feel good. Is this true? Do indie developers have an ethical responsibility to maintain the reputation of our industry? (This is a tough question. If an indie dev wants to do something unpopular, but it will provide the money he or she absolutely needs to stay in business, I'm not sure I could in good conscience tell them not to.)

Have indies let their quality control slip? If an indie is selling a strictly non-functional game, should we be pressuring them to remove it from sale? (I am a long-suffering Mac gamer. So many indie Mac ports are seriously broken or just plain non-functional.)

Are free to play games ethical? If so, are some sales practices for them ethical and some not? If so, how do you tell where to draw the line?

Computer games are a 100 BILLION dollar a year global industry that employs multitudes and entertains countless people. Given that, does our industry deserve a serious, professional media that adheres to reasonable journalistic standards? If so, do we have it?

Have I gotten myself into trouble even asking those questions? Also, am I being unfair? Is it even possible to make money doing rigorous old-fashioned journalism anymore? In any field?

Customers expect new games to eventually go on sale. Is this a bad thing? If so, how should indies act in order to extract more money from customers? If there was a way for us all to collude to keep prices high, should we do it?

Most agree that Steam Early Access is, overall, a good idea. That said, how developed should a game be before it's allowed into Early Access? How long is too long to wait for a game you bought early (or on Kickstarter) to be actually released?

If you're making an episodic game, how long is too long to wait to release the final chapter? (Bear in mind that if you take, say, five years, a percentage of your purchasers will be DEAD before the final part is out. As the gaming audience ages, this percentage will only increase.) How many years have to pass before you cross the line from eccentric, unpredictable, lovable creator to something far less respectable?

When playing a competitive game, should trash talking be allowed? How do you tell when trash talking becomes abuse? If all trash talking is bad, should it be removed from every competition, including in real life?

While I love many Walking Simulators and have recommended many of them in my blog and on Twitter, I also like to use the term Walking Simulator because I think it's funny. Am I a bad person? I play casual games on my PS4 all the time, but I still joke about Filthy Casuals and Console Peasants. Is this abuse or harmless japery? How do we find the line between the two?

Most agree that game refunds are, overall, a good idea. Should we push every platform to offer them? If so, when should a customer be allowed to get a refund?

Most agree that user reviews are, overall, a good idea. However, user reviews enable a few disgruntled cranks to brigade your game's page and directly attack your sales. This really sucks, but it seems impossible to prevent it. Can it be prevented? If so, how do you do this without enabling developers to simply remove bad reviews they don't like?

The most common story I've heard from indies lately is: "We did a ton of PR work. We got a lot of positive attention. Our game still didn't sell well." Does this actually happen or is it just my imagination? Is the universal advice of, "Indies need to do tons of PR or die," actually correct? What sorts of games is it true for?

I have read many articles saying that developers should have high self-esteem and confidence and avoid Imposter Syndrome.  Yet, my self-hatred is what drives me to improve, and my terror is what drives me to work hard. Is there really one optimal developer emotional state?

I was hugely disappointed when Steam's program for paid mods and add-ons failed. I think this is a good potential route for indies to make a name and a living. Is a working for-pay mod system possible? If so, how would you make it?

One of the best ways to make a living as an indie is to find a much loved but underserved genre and start to serve it. Are there any underserved genres left?

Do Let's Plays of your game always increase sales? Suppose you don't want long Let's Plays of your games. Do you have the right to prevent them? Is a long duration Let's Play a copyright violation? How long until a big lawsuit forces to only allow streaming of your game if you give them explicit permission?

Are schools that teach game design and programming a good deal? How useful are the degrees they offer if the recipient leaves the industry? Is anyone doing long-term studies of this issue? When a young dev asks me whether he or she should blow $80K of after tax money to study game design, what the hell should I say?

Finally, video games are a TOUGH business. Many indies go into it with the strategy of, "Newer give up. Never surrender." But not all of them can make a living. Isn't there a point where you SHOULD give up and/or surrender? How do you tell when you've reached it?

I am going to transition from My Little Pony to Naruto header images, as my daughters are forcing me to watch Naruto. All 80000 episodes of it.
"Great. More arguments on the Internet."

I can picture you now, sighing and shaking your head. "The last thing we need is more discord, more shouting," you may well be thinking. It seems like the whole Internet is good for nothing but shouting. There is a small number of assholes out there now, doing enormous damage. I don't deny it. To deny it would be willful blindness.

Yet, we can't let those assholes keep us from doing the work we need to do and figuring out the things we need to figure out. We should provide the assholes a good example by showing them that respectful criticism and debate still exists.

I really enjoyed GDC, but the talks there left me with more questions than answers. Tough questions, that could use some real debate. When I wrote about the Indie Bubble, a lot of indie devs called me out on this point or that, and it was awesome.

Indies are decent people, and we like each other. This means that we can afford to have a few arguments. It is possible to debate someone, even passionately, even with shouting, and still love them and go out for drinks with them at the end of the day. I do it with my family and friends all the time.

This nightmare is what comes up when you do a Google Image Search for "Naruto fights." So. Um. Don't do that.
In Conclusion

When I was young, I loved a good argument. I don't really enjoy debates anymore. I'm a lot more chill in general now.

But I will still argue, not because I enjoy it but because it is my duty. Frequent, vigorous, respectful debate is good for a community, an industry, and an art form. Debate is the Darwinian crucible in which bad ideas are burned away and good ideas emerge, purified in fire.

(The key is to make sure that only bad ideas get burned away, not people.)

I'm going to try to defeat my cowardice and start blogging again and chipping away at this pile of open questions. I hope, when I'm dumb, people point it out. If you think I wrote something wrong and can provide actual reasons to prove your case without resorting to cheap ad hominem attacks, I hope you'll take your shot at me.

Then, if you manage to score a point on me and we meet at a convention someday, I will happily buy you a drink. Something reasonable. Jack Daniels quality. None of this top shelf crap. I'm not made of money.


As always, you can get fresh opinions and news about our games at our Twitter.

Giving Users More Control Over Their Location Data

Posted by Jen Chai, Product Manager

Location data can deliver amazing, rich mobile experiences for users on Android such as finding a restaurant nearby, tracking the distance of a run, and getting turn-by-turn directions as you drive. Location is also one of the most sensitive types of personal information for a user. We want to give users simple, easy-to-understand controls for what data they are providing to apps, and yesterday, we announced in Android Q that we are giving users more control over location permissions. We are delighted by the innovative location experiences you provide to users through your apps, and we want to make this transition as straightforward for you as possible. This post dives deeper into the location permission changes in Q, what it may mean for your app, and how to get started with any updates needed.

Previously, a user had a single control to allow or deny an app access to device location, which covered location usage by the app both while it was in use and while it wasn't. Starting in Android Q, users have a new option to give an app access to location only when the app is being used; in other words, when the app is in the foreground. This means users will have a choice of three options for providing location to an app:

  • "All the time" - this means an app can access location at any time
  • "While in use" - this means an app can access location only while the app is being used
  • "Deny" - this means an app cannot access location

Some apps or features within an app may only need location while the app is being used. For example, if a feature allows a user to search for a restaurant nearby, the app only needs to understand the user's location when the user opens the app to search for a restaurant.

However, some apps may need location even when the app is not in use. For example, an app that automatically tracks the mileage you drive for tax filing, without requiring you to interact with the app.

The new location control allows users to decide when device location data is provided to an app and prevents an app from getting location data that it may not need. Users will see this new option in the same permissions dialog that is presented today when an app requests access to location. This permission can also be changed at any time for any app from Settings-> Location-> App permission.

Here's how to get started

We know these updates may impact your apps. We respect our developer community, and our goal is to approach any change like this very carefully. We want to support you as much as we can by (1) releasing developer-impacting features in the first Q Beta to give you as much time as possible to make any updates needed in your apps and (2) providing detailed information in follow-up posts like this one as well as in the developer guides and privacy checklist. Please let us know if there are ways we can make the guides more helpful!

If your app has a feature requiring "all the time" permission, you'll need to add the new ACCESS_BACKGROUND_LOCATION permission to your manifest file when you target Android Q. If your app targets Android 9 (API level 28) or lower, the ACCESS_BACKGROUND_LOCATION permission will be automatically added for you by the system if you request either ACCESS_FINE_LOCATION or ACCESS_COARSE_LOCATION. A user can decide to provide or remove these location permissions at any time through Settings. To maintain a good user experience, design your app to gracefully handle when your app doesn't have background location permission or when it doesn't have any access to location.

Users will also be more likely to grant the location permission if they clearly understand why your app needs it. Consider asking for the location permission from users in context, when the user is turning on or interacting with a feature that requires it, such as when they are searching for something nearby. In addition, only ask for the level of access required for that feature. In other words, don't ask for "all the time" permission if the feature only requires "while in use" permission.

To learn more, read the developer guide on how to handle the new location controls.

Quickstart Guide To Configuring The Driver Post-Installation

So, you've got the driver installed and want to see what you can do with it.  What next?  Well, if you are using the latest version of the interception driver, it includes a Wizard that will give you some starting settings to give a shot.  They are calibrated based on your mouse DPI, and it should effectively double your sensitivity as you approach flick speeds.  If you'd rather tweak settings on your own, you can follow these instructions:

First thing's first - click the Settings dropdown menu followed by "Set USB refresh rate".  Choose whatever your mouse is running at.  Do the same thing for Mouse DPI.  Note that the USB refresh rate option will change the way your curve looks, but changing it in the GUI won't affect what your mouse actually polls at.  DPI here is solely for reference in the GUI/screenshots of the GUI - it has no impact on your mouse or the graph otherwise.

The rest of this guide will limit discussion to the basic options (acceleration, sensitivity cap, and post-scale x/y) that most people will want to use.  All other options will be left at the defaults.

First, hop into your game of choice.  Take it out of fullscreen and get into a game mode where you can look around without worrying about people killing you.

I'll assume a simple intended use case: you want to have decent medium to long range tracking with hitscan weapons, but still be able to flick a 180 when needed.  I have Quake/Reflex/Overwatch players in mind, but this could apply to many other games.  Counterstrike players might want to have lower sensitivities and more accel than I'm suggesting in this starting guide, but feel free to tweak no matter what game you are playing.

Are you a low sensitivity player (i.e.: 20"+ of mousepad to a 360)?  If so, follow direction set A).  Otherwise, follow direction set B).

Direction set A) for low sens players:
Since you have a low sensitivity, I assume you're going to want to keep your existing low speed tracking sensitivity and find a new comfortable flick mouse sensitivity.  Make sure your current sensitivity is familiar to you in game for tracking, and we'll keep your in-game sensitivity setting the same and post-scale x/y the same (1's).

Try setting the sensitivity cap to 2, and set acceleration to something crazy high like 10 (this won't be permanent).  Effectively what will happen is that your in game sensitivity will have doubled.  Give flicks a test and see if you can get comfortable doing a 180.  Don't worry about doing any smooth tracking with this yet.  Move the sensitivity cap up/down a bit until you find something that works for flicks.

Next, change the acceleration to 0.01.  How does that feel?  Does it take too long to get to the high sensitivity?  Raise it a bit to 0.02 or 0.03.  Does it go up too quickly?  Lower it.  Tweak to your heart's content while practicing flicks, long range tracking, medium range tracking, and close range tracking.

Once you find something you like, be sure to save your profile.  It's always worth saving your profiles as sequential numbers just so that you can come back to them if you decide you don't like any recent tweaks you've made.

Hypothetically, let's say you want to change your low end mouse sensitivity and keep your flick sensitivity the same.  Go under the "Settings" dropdown menu and check the boxes for "Scale Accel with Post-Scale X" and "Scale SensCap with Post-Scale X".  Next, tweak your Post-scale X/Y values a little bit.  Your curve should keep the same slope and max sensitivity.

Direction set B) for medium to high sens players:
You most likely installed this driver because you want to have better tracking for long to medium range, but you want to keep your muscle memory the same for flicks.  So, we'll start out by making sure you can comfortably do a 180 with a flick you are used to.  For reference, it takes me 5 inches of mousepad to do a 180.  Keep the driver settings default while you adjust in-game sensitivity accordingly.

Now that you've got a flick you are happy with, go under the "Settings" dropdown menu and check the boxes for "Scale Accel with Post-Scale X" and "Scale SensCap with Post-Scale X".  While you're at it, also check the box for "Lock Post-Scale Y to Post-Scale X" (unless you want to have a different vertical sensitivity from horizontal). Set your "Sensitivity Cap" value to 1, "Acceleration" to 0.01, and click "Save Changes" (this won't immediately do anything, but it's required, trust me).

Next, try setting your dropping your Post-Scale X sensitivity to 0.5.  How does that feel?  Can you still do a 180 in a flick comfortably?  If not, raise your acceleration.  If it feels like the sensitivity raises too quickly, lower the acceleration.  It's all tweaking from here.  Mess around with different values for the Post-Scales and try out tracking targets at different distances.

Once you find something you like, be sure to save your profile.  It's always worth saving your profiles as sequential numbers just so that you can come back to them if you decide you don't like any recent tweaks you've made.

Ending notes
After you've spent all this time tweaking your mouse sensitivity for one game, you wouldn't want to do the same thing for other games, right?  Be sure to use to find out what one game's setting should be for another.  All you'll need to take over is the in-game sensitivity setting, and your accel settings should feel perfectly at home (barring any poor programming/built in game accel/etc).  Using that site, all I ever need to do to get comfortable in a new game is enter my Quake sensitivity of 1.15 and find out what the equivalent is in another game.

Thursday, March 28, 2019

EA Sports UFC Android

Step into the Octagon® with EA SPORTS™ UFC® for mobile! Collect your favorite UFC fighters, throw down in competitive combat, and earn in-game rewards by playing live events tied to the real world of the UFC. 

This app offers in-app purchases. You may disable in-app purchasing using your device settings.

EA SPORTS UFC brings the intensity of MMA to your fingertips like never before. HD-quality visuals, intuitive touch controls, and action-packed gameplay create a unique combat experience for novice and veteran fight fans alike.

Choose from over 70 fighters in four divisions and begin your journey to the top. From a Cain Velasquez takedown to Georges St-Pierre's Superman punch, each athlete boasts a unique set of special moves. Win bouts, unlock new opponents, earn coins, and level up abilities – all while building your UFC legacy. Battle through your career and invest in training to watch your abilities skyrocket.

EA Sports UFC : Play Store

Kake: A Build System With No Build Files

UPDATE: Renamed to "Ekam" because "Kake" apparently looks like a misspelling of a vulger German word. Link below updated.

I finally got some real coding done this weekend.

Kake is a build system which automatically figures out what to build and how to build it purely based on the source code. No separate "makefile" is needed.

Kake works by exploration. For example, when it encounters a file ending in ".cpp", it tries to compile the file. If there are missing includes, Kake continues to explore until it finds headers matching them. When Kake builds an object file and discovers that it contains a "main" symbol, it tries to link it as an executable, searching for other object files to satisfy all symbol references therein.

You might ask, "But wouldn't that be really slow for a big codebase?". Not necessarily. Results of previous exploration can be cached. These caches may be submitted to version control along with the code. Only the parts of the code which you modify must be explored again. Meanwhile, you don't need to waste any time messing around with makefiles. So, overall, time ought to be saved.

Current status

Currently, Kake is barely self-hosting: it knows how to compile C++ files, and it knows how to look for a "main" function and link a binary from it. There is a hack in the code right now to make it ignore any symbols that aren't in the "kake2" namespace since Kake does not yet know anything about libraries (not even the C/C++ runtime libraries).

That said, when Kake first built itself, it noticed that one of the source files was completely unused, and so did not bother to include it. Kake is already smarter than me.

Kake currently requires FreeBSD, because I used kqueue for events and libmd to calculate SHA-256 hashes. I thought libmd was standard but apparently not. That's easy enough to fix when I get a chance, after which Kake should run on OSX (which has kqueue), but will need some work to run on Linux or Windows (no kqueue).

There is no documentation, but you probably don't want to actually try using the existing code anyway. I'll post more when it is more usable.

Future plans

First and foremost, I need to finish the C++ support, including support for libraries. I also need to make Kake not rebuild everything every time it is run -- it should remember what it did last time. Kake should also automatically run any tests that it finds and report the results nicely.

Eventually I'd like Kake to run continuously in the background, watching as you make changes to your code, and automatically rebuilding stuff as needed. When you actually run the "kake" command, it will usually be able to give you an immediate report of all known problems, since it has already done the work. If you just saved a change to a widely-used header, you might have to wait.

Then I'd like to integrate Kake into Eclipse, so that C++ development can feel more like Java (which Eclipse builds continuously).

I'd like to support other languages (especially Java) in addition to C++. I hope to write a plugin system which makes it easy to extend Kake with rules for building other languages.

Kake should eventually support generating makefiles based on its exploration, so that you may ship those makefiles with your release packages for people who don't already have Kake.

Kake will, of course, support code generators, including complex cases where the code generator is itself built from sources in the same tree. Protocol Buffers are an excellent test case.

To scale to large codebases, I'd like to develop a system where many Kake users can share some central database which keeps track of build entities in submitted code, so that Kake need not actually explore the whole code base just to resolve dependencies for the part you are working on.

Copying Your Accel Settings Between The Driver And Games.

Are you using mouse acceleration settings in Reflex or QL and want to get the same feeling in the other game or driver? Do you want to take your driver settings and use them in a game where the computer doesn't have the driver installed? I can help (if QL is involved, I'm assuming cl_mouseaccelstyle 1). First, here's a table of the equivalent options/commands between the driver, Quake Live, and Reflex:

DriverQuake LiveReflex
Sensitivity Capcl_mousesenscapm_advanced_sensitivity_cap
Post-Scale Xm_yawm_advanced_postscale_x
Post-Scale Ym_pitchm_advanced_postscale_y

Use this calculator if you want to convert from Quake Live to Reflex or the driver:

SettingDriverQuake LiveReflex
Sens Cap
Post-Scale X
Post-Scale Y

Note: Once you've set post-scale values to work as m_yaw and m_pitch values, you will want to set m_yaw back to 0.022 and m_pitch back to 0.022 or -0.022 (depending on if you use inverted mouse).

Use this calculator if you want to convert from Reflex to Quake Live or the driver:

SettingDriverQuake LiveReflex
Sens Cap
Post-Scale X
Post-Scale Y

Use this calculator if you want to convert your driver settings to a specific game:

SettingDriverQuake LiveReflex
Sens Cap
Post-Scale X
Post-Scale Y

There are multiple ways to perform these conversions. If you want to do any math yourself, keep in mind that sensitivity is multiplied in before the acceleration, offset, and sensitivity cap calculations are performed, whereas post-scale values are multiplied in after.

Wednesday, March 27, 2019

Painting Challenge: Armour Theme Round - Jagdtigers

The first themed round, armour, is up and my entry with it. Go to the themed round page to check the other entries out:

Being the boring engineer that I am I went with the obvious choice for the Armour themed round. Still to mark the occasion I couldn't just go with any old tank, but had to have something special. So the biggest and meanest of them all, Jagdtiger. 128mm gun that could punch through anything and everything and armour that could withstand nearly any shots from the front. Also far too expensive, too heavy, too few and not very practical. What's not to love :)

I haven't taken part in themed rounds the last few painting challenges, but with a house renovation having me painting walls instead of miniatures I need any extra points that I can get. I still don't think I'll take part in all of them, but rather take part in those that fit into my ongoing projects. As I need some big kitties for a tournament coming up in a few weeks these were the perfect choice for the first bonus round.

I painted dark yellow with modulation in a few shades to make them pop followed by camouflage. I want to do all my big kitties a bit different to show the haphazard way units were put together in the last desperate months of the war, with vehicles pulled in from everywhere they could be found. The simple green stripes turned out rather nicely, not too happy about the other one though. The camo patches ended up a bit too large for my tastes, but going back and repainting it would have meant I would not have gotten it done for Sunday. Still after the washes it's looking a bit better now.

I like my vehicles quite worn looking so heavy enamel washes were used as well as some streaking effects. All of this was topped of with liberal coating of a couple of mud effects. With a tight schedule these guys were actually photographed before the mud effects had dried. It was getting closer to midnight already so I decided to just varnish them later and get the entry ready before going to bed. With a few days gone past, they are now finally done and will be getting their first outing next week to have a few test games before the tournament.

Tuesday, March 26, 2019


Abstract: This article goes through the appearance of Hong Kong in sports video games. Though few in number, they manage to reveal a few characteristics of sports in the real city, including sport grounds and events, athletes and teams, and finally flags and anthems.

Sport grounds and Events

Virtual Tennis series (Sega. Arcade and others: since 1999) is a game series that plays in virtual Hong Kong. In Virtual Tennis 2 (Sega. Arcade, Dreamcast: 2001, PlayStation 2: 2002), the city is the venue of the BridgeStone Cup and Citizen Women's Hardcourt tournament. In Virtual Tennis: World Tour (Sega. PlayStation Portable: 2005), Honda Women's Hardcourt tournament is hosted.

In Top Spin 4 (2K Sports. PlayStation 3/Wii/Xbox 360: 2011), we find the Bauhinia tournament.

The Hong Kong court in Virtua Tennis 2
The Hong Kong court in Top Spin 4
The counterpart event in the real world is the Hong Kong Tennis Open (香港網球公開賽) held in the outdoor hard courts of Victoria Park Tennis Centre on Hong Kong Island. Founded in 1973, this WTA International Tier tournament was a men's event and named Salem Open due to the financial support from the tobacco brand Salem. The game was abolished in 2002 due to legislation restricting tobacco sponsorship, and resumed in 2014 as a women's event under the sponsorship of Prudential. It is held every September or October, whose cool and dry weather makes it excellent for outdoor sports.

The main hard courts of Victoria Park Tennis Centre. Source: Leisure and Cultural Services Department
Hong Kong Tennis Open 2016. Source: Hong Kong Tennis Open
Besides tennis, Hong Kong Sevens (香港國際七人欖球賽) is another renowned international sport event held annually in the city. It is the premier tournament on the World Rugby Sevens Series competition. In recently years, the matches are heldin late March or early April at the Hong Kong Stadium.
Hong Kong Sevens. Source:
There is also Hong Kong Marathon (香港馬拉松) which is held in January or February. Every year, it attracts around 70,000 runners to its full marathon, half marathon and 10km run. The most notable feature of this event is the use of the Tsing Ma Bridge as part of the full marathon path since 1998. The bridge was the 2nd longest span suspension bridge at the time it was built, and is normally packed with vehicles going in and out from the airport on Lantau Island.

Athletes and Teams

Hong Kong is not just hosting international sport events, but also sending out her people to play in international events.

In the video game world, we see sports players from Hong Kong manage to make themselves all the way to the roster through playing in ways different from normal. For example, in Super Punchout!! (Nintendo. Arcade: 1984, SNES: 1994), the Hong Kong representative Dragon Chan, modelled after the world-renowned Kung Fu master Bruce Lee, is the only boxer that breaks the rules by kicking the player during a fight. In Super Shot Soccer (Tecmo. PlayStation: 2002), the Hong Kong soccer team members are using their superhuman martial arts skills that resemble the one used in the 2001 Hong Kong martial arts sports comedy movie Shaolin Soccer (少林足球, 2001), to win in the soccer field. 

The profile poster of Super Punchout!! featuring Dragon Chan from Hong Kong (right)

The Chinese poster of the movie Shaolin Soccer
The Japanese poster of the movie Shaolin Soccer
Shaolin Soccer banner found in the Japanese version of Super Shot Soccer
The striker of Team Evil in Shaolin Soccer prepares for his most powerful attack.
North American cover art of Super Shot Soccer
The country-specific special moves by the soccer players in Super Shot Soccer. Source: TECMO
The Hong Kong team in Super Shot Soccer

In contrast, for serious sports games, so far the Hong Kong team and athletes can only be in the those recent FIFA and PES games which aims to embrace as many teams in the real world as possible. Whenever you look at those which aim at offering the top few only for players to choose, you could hardly find any athletes and teams from the city as the ranking of Hong Kong in many sports is rather low. The game 2014 FIFA World Cup Brazil records the international soccer team ranking of all the national soccer teams in 2014. Out of around 200 international teams, Hong Kong was ranked 144, the end of the third quarter.  In the more comprehensive Olympic Games, Hong Kong joined in 1952 and didn't get any medals until 1996, when the city started to gain one or two medals, which could not help it to climb away from the bottom of the medal list.

International ranking of Hong Kong soccer team in 2014 FIFA World Cup Brazil 
Nonetheless, the city does produce a few excellent athletes throughout the years: In early days, we had the bowling athlete Kuk-hung Catherine Che (車菊紅) who won the first Asian Games medal for the city in 1986, the windsurfer Lai-shan Lee (李麗珊) who won the first Summer Olympic Games medal for Hong Kong in 1996, Ching Li (李静) and Lai-chak Ko (高禮澤) who won a silver medal at the 2004 Summer Olympic Games in table tennis men's double. Recently, we have Sing-yu Rex Tso (曹星如) in boxing, Wai-sze Sarah Lee (李慧詩) in cycling, On-yee Ng (吳安儀) and Ka-chun Macro Fu (傅家俊) in snooker.

From left to right: Kuk-hung Catherine Che, Lai-shan Lee, Ching Li and Lai-chak Ko. Source: 1, 2, 3

From left to right: Sing-yu Rex Tso, Wai-sze Sarah Lee, On-yee Ng, Ka-chun Macro Fu. Source: 1, 2, 3, 4

Meanwhile, the Hong Kong soccer team did also give us good surprises from time to time. For example, the Hong Kong soccer team beat Japan and won the goal medal in the soccer tournament at the 2009 East Asian Games.

The moment when the Hong Kong soccer team won the soccer tournament at the 2009 East Asian Games. Source:

Flags and Anthems

Even though Hong Kong has never been an independent country - a British colony from 1842 to 1997 and a special administrative region of People's Republic of China (China PR), the city has the tradition of sending out her own sport teams, as recorded by the FIFA series (Electronic Arts. Various platforms: since 1993).

The capability to send out teams separately in the colonial era was likely due an practice of Britain dated back to late 1800s. At that time, various British dependent territories and even regions of British mainland (England, Scotland, Wales and North Ireland) started to take part in some national and international sports events as independent teams. Separate flags are designed for individual teams. 
 Tournament mode of FIFA soccer 95 with Hong Kong and Wales. Note the use of three representative colors of the flags to represent the respective teams. 
Hong Kong team in FIFA soccer 96
Colonial flag of Hong Kong used from 1959 to 1997. Source: Wikipedia
Flags of different regions of Britain: England (top left), Scotland (top right), Wales (bottom left), Northern Ireland (bottom right). Source: Wikipedia
After the handover to China in 1997, the capability is by Article 149 of its mini-constitution the Basic Law. Meanwhile, according to Article 10, the Hong Kong Special Administrative Region may use a regional flag, which is a red flag with a bauhinia flower highlighted by five star-tipped stamens.

Hong Kong team and China PR team in 2014 FIFA World Cup Brazil. Note the use of different flags by the two teams.
The Hong Kong cricket team (bottom row, right) represented by the Hong Kong Special Administrative Region Flag in Cricket Captain 2016
Flag of Hong Kong Special Administrative Region used since 1997. Source: Wikipedia
While teams and flags are unique, the anthems of the city have been directly taken from the ruling countries, God save the Queen of Britain during the colonial era and the March of the Volunteers of China PR since the 1997 handover.

The national anthem of Britain in the prize-giving ceremony played after Hong Kong athlete Lai-shan Lee won the gold medal of sailing in 1996 Atlantic summer Olympic.

The national anthem of People's Republic of China played before a soccer match in 2014 FIFA World Cup Brazil. Note also the use of Hong Kong's own regional flag rather than the People's Republic of China's one in the official onscreen display and the crowd.

Such an arrangement had never been an issue until 2010s, when tensions between Hong Kong people and mainland Chinese built up gradually due to interventions of the Chinese government on Hong Kong's affairs, merchants' and local government's apparent biases towards mainland Chinese, tightened social resources due to influx of mainland Chinese, and cultural differences. Such a Hong Kong-China conflict was fuelled up further by the occasional negative incidents and hatred speeches flowing around.

The discontent of some Hong Kong people on being disrespected was finally exploded when the Chinese Football Association released a series of posters relating to other Asian football teams. The one related to Hong Kong highlighted the variety of skin colors found in Hong Kong's team players. Might seem nothing at all in mainland Chinese community, quite a few Hong Kong people interpreted the poster as mocking and dishonoring the ethnic variety. Hong Kong Football Association responded immediately by a poster highlighting the common goal of all the team members in winning for Hong Kong despite their different ethnic origins. Supporters of the Hong Kong team jeered when the Chinese PR national anthem was played for the Hong Kong team.

The offending Chinese Football Association poster highlighting the variety of skin colors of players in Hong Kong's football team, being criticized for being racists (left). The response poster by Hong Kong Football Association, highlighting all players' common goal to win matches for Hong Kong despite their different ethnic origins (right).
Hong Kong national football team lineup in 1995. You can see participation of players who are not ethnic Chinese: P. Kooistra, R. Greer, D. Tempest, L. Santos, R. Santos and T. Bredbury. From FIFA soccer 96.
Hong Kong national football team lineup in 2016. You can see participation of players who are not ethnic Chinese: Roberto, Hélio, Festus Baise, Jack Sealy, Andy Russell, Sandro, Itapar and Jaimes McKee. Source: Wikipedia
Hong Kong national cricket team lineup in Cricket Captain 2016.
The lineup of Eastern SC (a Hong Kong soccer team) in PES 2018
The lineup of Kitchee (a Hong Kong soccer team) in PES 2019
Supporters of the Hong Kong team booing while the national anthem of People's Republic of China was being played

To avoid the Hong Kong team from being penalized, Hong Kong Football Association urged the audience not to do it again. Some people even suggested the team to have a separate anthem just like the four British national football teams. Anyway, we still need to deal with the root cause for the good of society.

Final Remarks

Even though there are just few sport video games featuring Hong Kong, they altogether reveal various characteristics of sports in the real city. The appearance of Hong Kong's tennis courts in Virtua Tennis series is an example of the city as a host of international sport events. The unique teams and flags for the Hong Kong sport teams were started an unwritten British practice, and is now formally stated in the constitution of the city after handover to China. Last but not least, the small numbers of sport games featuring Hong Kong is likely due to the relative low world ranking of the Hong Kong team.

Despite the rating has been low for a while, it has been improving in the past few years. Indeed I would like to thanks the Hong Kong athletes for everything. Most of our athletes are devoted to the sports they like, and have spent months or even years to strive for their best possible performance. Every time they compete in international arenas, they bring together the heart of tens of thousands of Hong Kong people. Salute to those Hong Kong athletes who practice sportmanship, honor fair play and strive their very best on the matches!



My Twitch Stream

Hey again! It's my birthday today, and I'm honestly I'm feeling pretty great!

This is going to be a very short post (I think). I just wanted to give you guys a quick update as to what my Twitch stream is going to look like over the next few months. 

So first off, here's the schedule plan (EST):
Monday - 4:30-7pm
Tuesday - 4:30-7pm
Wednesday - 4:30-7pm
Thursday - 4:30-7pm
Friday - Off
Saturday - Occasional streaming
Sunday - Rarely streaming

These are rough time estimates, but I may start earlier or potentially stream later.

I'm also starting a new series: Black Box WedNESdays. I will be playing through the initially released NES titles every Wednesday (when possible), and will likely move to the later released black box titles afterward. The first game on my list is Kung Fu! I'm not exactly sure how I want to handle this series, but I would like to pull out some world records if I can. 

Take care everyone, and see you on my stream.