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Cleveland Yard South Group

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After All This Time (Extended Mix)



This mix was the first version of Hard Station released on vinyl in Ireland in 1981. It has lain dormant for nearly 30 years. Many fans of the album say they prefer it. So we recently re-mastered it from a virgin vinyl copy and are making it available again as a download only. The album was completely remixed for US release in late '81 in Startling Studios in England (former home of John Lennon and then the home of Ringo Starr). The remixed version is the one generally available now and the only one on CD.I had been working for a decade in traditional Irish music forms - working into an already built structure and just basically learning how to do it. It was a lot of fun but I wanted to find something else. 'Hard Station' was my first attempt at writing and arranging my own music and getting other people to play it as I heard it. The record itself was started in early 1981 in the old Windmill Lane Studios in Dublin and we recorded it over a few months.I was equally excited and apprehensive. As a solo performer, I had been introducing these songs acoustically from about 1979, but this was a whole new thing. It was produced by Hugh Murphy and myself....and the band in studio was really my first electric band - largely the same outfit I had been touring Ireland with the previous year...Jimmy Faulkner and Arty McGlynn on electric guitars, Fran Breen on drums, Tommy Moore on bass. Betsy Cook, married to Hugh Murphy at the time, was a new and exciting ingredient on keyboards and vocals.Jimmy Faulkner's solo guitar and Betsy's piano on 'Nothing but the same old Story' still thrill me after all this time. By now I had already released a single version of 'Crazy Dreams' (a different recording) and it had been a hit in Ireland. So with the tour the previous year and the fact that basically all the songs were already known, people were waiting for this record and it was very well received. This was a whole new beginning for me.




After All This Time (Extended Mix)



In 1954, in response to the Communist threat of the times, President Eisenhower encouraged Congress to add the words "under God," creating the 31-word pledge we say today. Bellamy's daughter objected to this alteration. Today it reads:


Oracle provides this Oracle Java SE Support Roadmap, to help you understand maintenance and support options and related timelines. If you are looking for the latest free JDK release from Oracle under an open source license, please see jdk.java.net, or a free under commercial license see oracle.com/javadownload.


Oracle provides Customers with Oracle Premier Support on Oracle Java SE products as described in the Oracle Lifetime Support Policy. For product releases after Java SE 8, Oracle will designate only certain releases as Long-Term-Support (LTS) releases. Java SE 7, 8, 11 and 17 are LTS releases. Oracle intends to make future LTS releases every two years meaning the next planned LTS release is Java 21 in September 2023. For the purposes of Oracle Premier Support, non-LTS releases are considered a cumulative set of implementation enhancements of the most recent LTS release. Once a new feature release is made available, any previous non-LTS release will be considered superseded. For example, Java SE 9 was a non-LTS release and immediately superseded by Java SE 10 (also non-LTS), Java SE 10 in turn is immediately superseded by Java SE 11. Java SE 11 however is an LTS release, and therefore Oracle Customers will receive Oracle Premier Support and periodic update releases, even though Java SE 12 was released.


In Time Petri nets (TPNs), time and control are tightly connected: time measurement for a transition starts only when all resources needed to fire it are available. Further, upper bounds on duration of enabledness can force transitions to fire (this is called urgency). For many systems, one wants to decouple control and time, i.e. start measuring time as soon as a part of the preset of a transition is filled, and fire it after some delay \underlineand when all needed resources are available. This paper considers an extension of TPN called waiting nets that dissociates time measurement and control. Their semantics allows time measurement to start with incomplete presets, and can ignore urgency when upper bounds of intervals are reached but all resources needed to fire are not yet available. Firing of a transition is then allowed as soon as missing resources are available. It is known that extending bounded TPNs with stopwatches leads to undecidability. Our extension is weaker, and we show how to compute a finite state class graph for bounded waiting nets, yielding decidability of reachability and coverability. We then compare expressiveness of waiting nets with that of other models w.r.t. timed language equivalence, and show that they are strictly more expressive than TPNs.


The Narrator will show some ways to improve the game that he had been working on, due to your apparent distaste for the Narrator's intended story. They include the original two doors room, this time with a third door to the far right, featuring a wooden door and orange hallway, starkly contrasting with the other two doors.


You are then taken to the first level of Portal. However, when you place the Weighted Storage Cube on the Heavy-Duty Super-Colliding Super Button, the Narrator activates the elevator before you are in, forcing you to fall through a hole into a remnant of the office building from the original Half-Life 2 mod. If you walk back after going to Stanley's office, the screen turns to black and the Narrator closes this ending with some thoughtful dialogue.


After a disgusted tangent about the game's open-world nature, the Narrator then suggests loading you into a more boarded-up game (just like how he would in the original game's version of this route) and proceeds to load you into a playing field from Rocket League. After seeing the game's cars and balls, he comes to the accurate conclusion that this is a sports game, spawning a ball for you and inviting you to play with it. After a while, he decides to spawn in even more balls, only to despawn them shortly after, reminding you that you are 'playing [his] game'.


In Steam, type '-console' in the launch options. Run the game, and input 'sv_cheats 1' in the console. This will teleport you to the 'Serious' room, where you are sentenced to stay for one hundred billion trillion years. If "sv_cheats 1" is input again, you will be again sent to the room, but this time, you are sentenced for "infinity years." If "sv_cheats 1" is input a third time, the Narrator will give up and abandon the player to begin searching for a more serious table. Inputting after this "sv_cheats 1" will have no further effect.


Sometimes when the game starts/restarts the office is all blue-ish. When this occurs, you can open room 426. Once opened, you will a small room in which a whiteboard hangs on the wall, saying "Welcome to the... WHITEBOARD ENDING!!" This is more like an easter egg or a joke given by the game's developers. The Whiteboard also has 'Console >bark' written in the lower right corner, which is a console command that makes the USE button make a barking sound however, on ps4/5 it says dog mode with a check box and you have to interact with it.


After achieving a certain amount of regular endings in the game, the player will encounter what was once Door 416 on their way to the two doors labelled "New Content", which intrigues the narrator if the player goes through the door. Entering will lead to a ride explaining how successful the Stanley Parable was and how the developers were given the chance to re-release the game with extra content. Stanley then enters an elevator, and after a long elevator ride arrives in a room with a Jump Circle (Which allows Stanley to jump, but only a limited number of times). Another long elevator ride later and the player enters a small room with a sign that thanks the player for enjoying the new content. This exasperates the narrator, who resets the game.


Immediately after the New Content Ending, Stanley will restart in a different location of the office. The narrator will open a vent ushering Stanley inside, and leads him to the Memory Zone, a place where he keeps all his favorite memories of the Stanley Parable (2013). However, after encountering some negative Steam reviews of the game (some real, some fictional), the Narrator decides to implement a Skip Button so Stanley can move past his long monologues. Unfortunately, they soon find that they are unable to leave the room where the Skip Button is held, and each press causes time to jump forward in larger and larger increments. Stanley eventually fast-forwards through the Narrator's long decline in sanity as the room deteriorates around him, before eventually falling apart and being consumed by a barren desert wasteland which he explores for a short while before the game resets.


This Ending immediately begins during the first reset after collecting the 6th Stanley Figurine. The narrator reveals how he has been obsessing over the collectibles and takes Stanley on a trip down memory lane to relive the moment he collected each figurine, multiple times over, increasing Stanley's figurine count well above the 6/6 he was intended to have.


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