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1000 results for “wolfeh”

  1. I've been going through and doing my best to organize my #Music library in a standardized way, and I'm trying to get all of my files and folders looking like this. I've also gone through and similarly standardized all of the #ID3 tags.

    Does anyone else get picky and a little bit ridiculous with the organization of files and/or music collections?

    The pictures show how I organize my music collection. I'm using my Matthew Ebel folder as an example, because I just got it all nice and organized (#ID3 tags and all). I know there are some holes in the collection, which I'm doing my best to fill in.

    If anyone isn't familiar with @matthewebel's music, take a listen and see if you like it. I highly recommend it:

    🎵 matthewebel.bandcamp.com

    #MatthewEbel #Piano #Rock #MusicLibrary #MusicCollection #DataOrganization #FileOrganization #Nautilus #Linux #OnlyALittleBitOfOCD

  2. I've been going through and doing my best to organize my #Music library in a standardized way, and I'm trying to get all of my files and folders looking like this. I've also gone through and similarly standardized all of the #ID3 tags.

    Does anyone else get picky and a little bit ridiculous with the organization of files and/or music collections?

    The pictures show how I organize my music collection. I'm using my Matthew Ebel folder as an example, because I just got it all nice and organized (#ID3 tags and all). I know there are some holes in the collection, which I'm doing my best to fill in.

    If anyone isn't familiar with @matthewebel's music, take a listen and see if you like it. I highly recommend it:

    🎵 matthewebel.bandcamp.com

    #MatthewEbel #Piano #Rock #MusicLibrary #MusicCollection #DataOrganization #FileOrganization #Nautilus #Linux #OnlyALittleBitOfOCD

  3. Hey, @georgetakei — what's the story with this photo I stumbled upon? Definitely some awesome weirdness going on.

    #GeorgeTakei #WeirdAlYankovic

  4. Hey, @georgetakei — what's the story with this photo I stumbled upon? Definitely some awesome weirdness going on.

    #GeorgeTakei #WeirdAlYankovic

  5. CW: Furry, Vaginal Sex, Lesbian, Size difference, Strap-On, Latex Catsuit, Shark, Fruit bat, Breasts

    From April 2026
    Art by @franubis.bsky.social

    A gigantic partner can have gigantic benefits (boobs)

    #furry #furrynsfw #nsfw #art #nsfwart #nudity #lesbian #boobs #tits #breasts #shark #bat

  6. CW: Furry, Vaginal Sex, Lesbian, Size difference, Strap-On, Latex Catsuit, Shark, Fruit bat, Breasts

    From April 2026
    Art by @franubis.bsky.social

    A gigantic partner can have gigantic benefits (boobs)

    #furry #furrynsfw #nsfw #art #nsfwart #nudity #lesbian #boobs #tits #breasts #shark #bat

  7. CW: Furry, Vaginal Sex, Lesbian, Size difference, Strap-On, Latex Catsuit, Shark, Fruit bat, Breasts

    From April 2026
    Art by @franubis.bsky.social

    A gigantic partner can have gigantic benefits (boobs)

    #furry #furrynsfw #nsfw #art #nsfwart #nudity #lesbian #boobs #tits #breasts #shark #bat

  8. CW: Furry, Vaginal Sex, Lesbian, Size difference, Strap-On, Latex Catsuit, Shark, Fruit bat, Breasts

    From April 2026
    Art by @franubis.bsky.social

    A gigantic partner can have gigantic benefits (boobs)

    #furry #furrynsfw #nsfw #art #nsfwart #nudity #lesbian #boobs #tits #breasts #shark #bat

  9. CW: Furry, Vaginal Sex, Lesbian, Size difference, Strap-On, Latex Catsuit, Shark, Fruit bat, Breasts

    From April 2026
    Art by @franubis.bsky.social

    A gigantic partner can have gigantic benefits (boobs)

    #furry #furrynsfw #nsfw #art #nsfwart #nudity #lesbian #boobs #tits #breasts #shark #bat

  10. CW: link to fic containing dubcon & CNC

    Figured I would share this here, too. AO3 account is required to view.

    Honey Bunny Blue bites off more than she can chew when she takes Richard Wolfe out for the evening.

    archiveofourown.org/works/7272

    #archiveofourown #originalfiction #nsfw #dubcon #cnc #bbwolf

  11. Tak sobie myślałem, że w sumie #Wolfenstein 3-D był bardziej realistyczny niż #Doom, biorąc pod uwagę, ile broni i amunicji człowiek dźwiga w tym drugim. Ale wtem uświadomiłem sobie, że przecież w Wolfensteinie dochodzi do tego dźwiganie ton skarbów.

    #giereczkowo

  12. I was wondering how #Wolfenstein 3-D was more realistic than #Doom, given how heavy must be all the weapons and ammunition you are carrying. But then, it occurred to me that in Wolfenstein you also end up carrying literally tons of treasure.

    #games #shitposting

  13. Dark and Doomy

    I never imagined I would meet video game legend and first-person pioneer John Romero, and especially not in Yorkshire.

    Last week, a packed-out WX Wakefield Exchange played host to Game Republic‘s Dark and Doomy gathering. The main draw being a Fireside Chat with the bitch-making ‘rockstar’ developer of Wolfenstein 3D, Quake, and (of course) DOOM. Hearing about the event through the Creative Wakefield network, I made sure I was there to meet the man responsible for bringing a touch of Metal to the gaming world.

    Equal respect was paid to his wife, Brenda Romero, who had many stories of her own from her work on tabletop games and the Wizardry series. The chat was a fascinating hour of anecdotes and insight, covering how both found themselves in the industry before it became an industry, and touching on id Software’s collaboration with Trent Reznor on the Quake soundtrack.

    While I sidled up to grab his Doom Guy autobiography and pose for a very awkward photo (with thanks to Alex from Rebellion for doing the honours) we had a chat about the Doomed 486 days. I spent many entertaining early-nineties nights in the computer labs at Bradford University, waiting eagerly for the shareware edition of Episode 1 to drop, dying repeatedly in countless deathmatches against my peers, and playtesting one of the first-ever .WAD files developed by a classmate. In retrospect, it’s no wonder I flunked.

    Although I’m not as eager a gamer as I was back then, I took the opportunity to investigate other game developers sharing projects old and new inspired by Romero’s work. Local luminaries Team17 were in attendance, offering an emulated edition of Amiga classic Alien Breed 3D. Of special interest was Manchester’s Paranomalous Games, showcasing an early (yet playable) build of Voxel Keeper. A spiritual successor to a certain Dungeon-themed game of yore, with more than a hint of Minecraft to empower the 3D domain-tunnelling.

    The main event of the evening was The Dark Room, a raucous ‘Choose Your Own Adventure’ game presented by Australian comedian John Robertson, adorned in fetching glowing spaulders that mostly survived the show.

    Starting (and very often restarting) in the eponymous room, the game was presented as a sequence of four options, each leading further along the route to freedom or death. Picking a member of the audience for each run through, he improvised his way through their choices as they led themselves to their inevitable demise. With the clock ticking down and a dual effort by the Romeros failing to make it out, things became increasingly manic and sweary – ultimately offering democratic decision to the crowd factions who could shout the loudest.

    We did not escape.

    It’s a very exciting time to be in and around the WF postcode, with a big push from Creative Wakefield to showcase more engaging events in the region. Many of the technologies used in modern film production, especially virtual sets and volumes, owe their origin to the games industry. The divisions between disciplines fade as we find the common ground to tell our tales.

    Game Republic: https://gamerepublic.net/
    Voxel Keeper: https://www.voxelkeeper.com/
    The Dark Room: https://www.thejohnrobertson.com/thedarkroom/
    Creative Wakefield: https://creativewakefield.net/

    https://heathenstorm.com/2026/03/29/dark-and-doomy/ #creativewakefield #doom #gamerepublic #gaming #johnromero #thedarkroom #voxelkeeper #wakefield
  14. Dark and Doomy

    I never imagined I would meet video game legend and first-person pioneer John Romero, and especially not in Yorkshire.

    Last week, a packed-out WX Wakefield Exchange played host to Game Republic‘s Dark and Doomy gathering. The main draw being a Fireside Chat with the bitch-making ‘rockstar’ developer of Wolfenstein 3D, Quake, and (of course) DOOM. Hearing about the event through the Creative Wakefield network, I made sure I was there to meet the man responsible for bringing a touch of Metal to the gaming world.

    Equal respect was paid to his wife, Brenda Romero, who had many stories of her own from her work on tabletop games and the Wizardry series. The chat was a fascinating hour of anecdotes and insight, covering how both found themselves in the industry before it became an industry, and touching on id Software’s collaboration with Trent Reznor on the Quake soundtrack.

    While I sidled up to grab his Doom Guy autobiography and pose for a very awkward photo (with thanks to Alex from Rebellion for doing the honours) we had a chat about the Doomed 486 days. I spent many entertaining early-nineties nights in the computer labs at Bradford University, waiting eagerly for the shareware edition of Episode 1 to drop, dying repeatedly in countless deathmatches against my peers, and playtesting one of the first-ever .WAD files developed by a classmate. In retrospect, it’s no wonder I flunked.

    Although I’m not as eager a gamer as I was back then, I took the opportunity to investigate other game developers sharing projects old and new inspired by Romero’s work. Local luminaries Team17 were in attendance, offering an emulated edition of Amiga classic Alien Breed 3D. Of special interest was Manchester’s Paranomalous Games, showcasing an early (yet playable) build of Voxel Keeper. A spiritual successor to a certain Dungeon-themed game of yore, with more than a hint of Minecraft to empower the 3D domain-tunnelling.

    The main event of the evening was The Dark Room, a raucous ‘Choose Your Own Adventure’ game presented by Australian comedian John Robertson, adorned in fetching glowing spaulders that mostly survived the show.

    Starting (and very often restarting) in the eponymous room, the game was presented as a sequence of four options, each leading further along the route to freedom or death. Picking a member of the audience for each run through, he improvised his way through their choices as they led themselves to their inevitable demise. With the clock ticking down and a dual effort by the Romeros failing to make it out, things became increasingly manic and sweary – ultimately offering democratic decision to the crowd factions who could shout the loudest.

    We did not escape.

    It’s a very exciting time to be in and around the WF postcode, with a big push from Creative Wakefield to showcase more engaging events in the region. Many of the technologies used in modern film production, especially virtual sets and volumes, owe their origin to the games industry. The divisions between disciplines fade as we find the common ground to tell our tales.

    Game Republic: https://gamerepublic.net/
    Voxel Keeper: https://www.voxelkeeper.com/
    The Dark Room: https://www.thejohnrobertson.com/thedarkroom/
    Creative Wakefield: https://creativewakefield.net/

    https://heathenstorm.com/2026/03/29/dark-and-doomy/ #creativewakefield #doom #gamerepublic #gaming #johnromero #thedarkroom #voxelkeeper #wakefield
  15. Dark and Doomy

    I never imagined I would meet video game legend and first-person pioneer John Romero, and especially not in Yorkshire.

    Last week, a packed-out WX Wakefield Exchange played host to Game Republic‘s Dark and Doomy gathering. The main draw being a Fireside Chat with the bitch-making ‘rockstar’ developer of Wolfenstein 3D, Quake, and (of course) DOOM. Hearing about the event through the Creative Wakefield network, I made sure I was there to meet the man responsible for bringing a touch of Metal to the gaming world.

    Equal respect was paid to his wife, Brenda Romero, who had many stories of her own from her work on tabletop games and the Wizardry series. The chat was a fascinating hour of anecdotes and insight, covering how both found themselves in the industry before it became an industry, and touching on id Software’s collaboration with Trent Reznor on the Quake soundtrack.

    While I sidled up to grab his Doom Guy autobiography and pose for a very awkward photo (with thanks to Alex from Rebellion for doing the honours) we had a chat about the Doomed 486 days. I spent many entertaining early-nineties nights in the computer labs at Bradford University, waiting eagerly for the shareware edition of Episode 1 to drop, dying repeatedly in countless deathmatches against my peers, and playtesting one of the first-ever .WAD files developed by a classmate. In retrospect, it’s no wonder I flunked.

    Although I’m not as eager a gamer as I was back then, I took the opportunity to investigate other game developers sharing projects old and new inspired by Romero’s work. Local luminaries Team17 were in attendance, offering an emulated edition of Amiga classic Alien Breed 3D. Of special interest was Manchester’s Paranomalous Games, showcasing an early (yet playable) build of Voxel Keeper. A spiritual successor to a certain Dungeon-themed game of yore, with more than a hint of Minecraft to empower the 3D domain-tunnelling.

    The main event of the evening was The Dark Room, a raucous ‘Choose Your Own Adventure’ game presented by Australian comedian John Robertson, adorned in fetching glowing spaulders that mostly survived the show.

    Starting (and very often restarting) in the eponymous room, the game was presented as a sequence of four options, each leading further along the route to freedom or death. Picking a member of the audience for each run through, he improvised his way through their choices as they led themselves to their inevitable demise. With the clock ticking down and a dual effort by the Romeros failing to make it out, things became increasingly manic and sweary – ultimately offering democratic decision to the crowd factions who could shout the loudest.

    We did not escape.

    It’s a very exciting time to be in and around the WF postcode, with a big push from Creative Wakefield to showcase more engaging events in the region. Many of the technologies used in modern film production, especially virtual sets and volumes, owe their origin to the games industry. The divisions between disciplines fade as we find the common ground to tell our tales.

    Game Republic: https://gamerepublic.net/
    Voxel Keeper: https://www.voxelkeeper.com/
    The Dark Room: https://www.thejohnrobertson.com/thedarkroom/
    Creative Wakefield: https://creativewakefield.net/

    https://heathenstorm.com/2026/03/29/dark-and-doomy/ #creativewakefield #doom #gamerepublic #gaming #johnromero #thedarkroom #voxelkeeper #wakefield
  16. Dark and Doomy

    I never imagined I would meet video game legend and first-person pioneer John Romero, and especially not in Yorkshire.

    Last week, a packed-out WX Wakefield Exchange played host to Game Republic‘s Dark and Doomy gathering. The main draw being a Fireside Chat with the bitch-making ‘rockstar’ developer of Wolfenstein 3D, Quake, and (of course) DOOM. Hearing about the event through the Creative Wakefield network, I made sure I was there to meet the man responsible for bringing a touch of Metal to the gaming world.

    Equal respect was paid to his wife, Brenda Romero, who had many stories of her own from her work on tabletop games and the Wizardry series. The chat was a fascinating hour of anecdotes and insight, covering how both found themselves in the industry before it became an industry, and touching on id Software’s collaboration with Trent Reznor on the Quake soundtrack.

    While I sidled up to grab his Doom Guy autobiography and pose for a very awkward photo (with thanks to Alex from Rebellion for doing the honours) we had a chat about the Doomed 486 days. I spent many entertaining early-nineties nights in the computer labs at Bradford University, waiting eagerly for the shareware edition of Episode 1 to drop, dying repeatedly in countless deathmatches against my peers, and playtesting one of the first-ever .WAD files developed by a classmate. In retrospect, it’s no wonder I flunked.

    Although I’m not as eager a gamer as I was back then, I took the opportunity to investigate other game developers sharing projects old and new inspired by Romero’s work. Local luminaries Team17 were in attendance, offering an emulated edition of Amiga classic Alien Breed 3D. Of special interest was Manchester’s Paranomalous Games, showcasing an early (yet playable) build of Voxel Keeper. A spiritual successor to a certain Dungeon-themed game of yore, with more than a hint of Minecraft to empower the 3D domain-tunnelling.

    The main event of the evening was The Dark Room, a raucous ‘Choose Your Own Adventure’ game presented by Australian comedian John Robertson, adorned in fetching glowing spaulders that mostly survived the show.

    Starting (and very often restarting) in the eponymous room, the game was presented as a sequence of four options, each leading further along the route to freedom or death. Picking a member of the audience for each run through, he improvised his way through their choices as they led themselves to their inevitable demise. With the clock ticking down and a dual effort by the Romeros failing to make it out, things became increasingly manic and sweary – ultimately offering democratic decision to the crowd factions who could shout the loudest.

    We did not escape.

    It’s a very exciting time to be in and around the WF postcode, with a big push from Creative Wakefield to showcase more engaging events in the region. Many of the technologies used in modern film production, especially virtual sets and volumes, owe their origin to the games industry. The divisions between disciplines fade as we find the common ground to tell our tales.

    Game Republic: https://gamerepublic.net/
    Voxel Keeper: https://www.voxelkeeper.com/
    The Dark Room: https://www.thejohnrobertson.com/thedarkroom/
    Creative Wakefield: https://creativewakefield.net/

    https://heathenstorm.com/2026/03/29/dark-and-doomy/ #creativewakefield #doom #gamerepublic #gaming #johnromero #thedarkroom #voxelkeeper #wakefield
  17. Dark and Doomy

    I never imagined I would meet video game legend and first-person pioneer John Romero, and especially not in Yorkshire.

    Last week, a packed-out WX Wakefield Exchange played host to Game Republic‘s Dark and Doomy gathering. The main draw being a Fireside Chat with the bitch-making ‘rockstar’ developer of Wolfenstein 3D, Quake, and (of course) DOOM. Hearing about the event through the Creative Wakefield network, I made sure I was there to meet the man responsible for bringing a touch of Metal to the gaming world.

    Equal respect was paid to his wife, Brenda Romero, who had many stories of her own from her work on tabletop games and the Wizardry series. The chat was a fascinating hour of anecdotes and insight, covering how both found themselves in the industry before it became an industry, and touching on id Software’s collaboration with Trent Reznor on the Quake soundtrack.

    While I sidled up to grab his Doom Guy autobiography and pose for a very awkward photo (with thanks to Alex from Rebellion for doing the honours) we had a chat about the Doomed 486 days. I spent many entertaining early-nineties nights in the computer labs at Bradford University, waiting eagerly for the shareware edition of Episode 1 to drop, dying repeatedly in countless deathmatches against my peers, and playtesting one of the first-ever .WAD files developed by a classmate. In retrospect, it’s no wonder I flunked.

    Although I’m not as eager a gamer as I was back then, I took the opportunity to investigate other game developers sharing projects old and new inspired by Romero’s work. Local luminaries Team17 were in attendance, offering an emulated edition of Amiga classic Alien Breed 3D. Of special interest was Manchester’s Paranomalous Games, showcasing an early (yet playable) build of Voxel Keeper. A spiritual successor to a certain Dungeon-themed game of yore, with more than a hint of Minecraft to empower the 3D domain-tunnelling.

    The main event of the evening was The Dark Room, a raucous ‘Choose Your Own Adventure’ game presented by Australian comedian John Robertson, adorned in fetching glowing spaulders that mostly survived the show.

    Starting (and very often restarting) in the eponymous room, the game was presented as a sequence of four options, each leading further along the route to freedom or death. Picking a member of the audience for each run through, he improvised his way through their choices as they led themselves to their inevitable demise. With the clock ticking down and a dual effort by the Romeros failing to make it out, things became increasingly manic and sweary – ultimately offering democratic decision to the crowd factions who could shout the loudest.

    We did not escape.

    It’s a very exciting time to be in and around the WF postcode, with a big push from Creative Wakefield to showcase more engaging events in the region. Many of the technologies used in modern film production, especially virtual sets and volumes, owe their origin to the games industry. The divisions between disciplines fade as we find the common ground to tell our tales.

    Game Republic: https://gamerepublic.net/
    Voxel Keeper: https://www.voxelkeeper.com/
    The Dark Room: https://www.thejohnrobertson.com/thedarkroom/
    Creative Wakefield: https://creativewakefield.net/

    https://heathenstorm.com/2026/03/29/dark-and-doomy/ #creativewakefield #doom #gamerepublic #gaming #johnromero #thedarkroom #voxelkeeper #wakefield