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from fivem
RAGE was supposed to be dead by August 31, 2026. It's November. The servers are still there. Players are still connecting. And nobody seems to have a clear answer why.
Here's what makes this interesting.
Rockstar Games owns FiveM. Take-Two wants FiveM to be the authorized platform for GTA V multiplayer modding. RAGE was told to shut down.
The deadline passed.
RAGE didn't disappear.
Not because someone announced a dramatic comeback. Not because a new ownership deal was revealed. And certainly not because the shutdown was officially canceled.
It simply kept operating beyond the date it was supposed to stop.
And that raises a much bigger question:
What happens when a platform's official future and its actual users tell two completely different stories?
On May 25, 2026, the RAGE development team published an official announcement.
The message was straightforward.
Following a request from Take-Two Interactive, RAGE would begin shutting down. The team explained that Rockstar Games and Take-Two recognized FiveM as the only authorized platform for GTA V multiplayer modding under their Platform License Agreement.
The timeline was clear:
There was no vague language about a possible shutdown several years away.
There were dates. There were instructions. Server owners were told to migrate to FiveM.
The gaming press covered the story. Communities began discussing alternatives. Some projects started moving.
For most people, the conclusion was obvious.
RAGE was finished.
Except that wasn't quite what happened.
On September 12, 2026, almost two weeks after the announced shutdown deadline, independent reporting found something remarkable.
143 servers.
25,413 players.
Online. On a platform that was supposed to have shut down.
Those figures came from a timestamped reading of RAGE's public master server list, reported by RPVICE.
And the story didn't end in September.
As recently as November 2, 2026, checks published by RPScripts found that RAGE was still offering its client download and displaying online servers.
That doesn't prove the platform is secure, supported, or legally cleared to continue operating.
But it proves something worth paying attention to.
Announcing the end of a platform is not the same as actually ending it.
A deadline is a statement of intent.
A working server is observable reality.
And when the two contradict each other, the reality deserves a closer look.
People often underestimate how difficult it is to move a gaming community.
They think players choose a platform because of its features.
That's only partly true.
Players stay because of their friends.
Because they've spent hundreds of hours building a character.
Because they own businesses, vehicles, houses, and virtual assets.
Because their favorite server has become part of their daily routine.
A multiplayer platform isn't just software.
It's a collection of relationships, routines, and investments.
Imagine you've played on the same roleplay server for three years.
You know the economy. You know the community. You know who runs the police department and who owns the nightclub.
Would you abandon all of that because someone told you another multiplayer client is better?
Probably not.
Now multiply that hesitation across thousands of players.
Suddenly, migration becomes more than a technical decision.
It becomes a community problem.
And that's one reason established platforms can remain relevant long after their official future becomes uncertain.
Here's an important detail that much of the English-speaking GTA roleplay community overlooks.
RAGE's remaining player base is heavily concentrated in non-English-speaking communities.
In the September 12 snapshot, the numbers were striking:
These figures are based on server-declared language tags, so they aren't a perfect measure of players' actual languages.
But the difference is enormous.
Around 86% of the players in that snapshot were on Russian-tagged servers.
Only about 0.9% were on English-tagged servers.
Think about what that means.
If you primarily watch English GTA RP streamers, follow English-speaking FiveM developers, and participate in English Discord communities, you might assume RAGE has been irrelevant for years.
But that's a distorted view of the market.
Your community isn't the entire market.
RAGE developed strong regional ecosystems, and those ecosystems don't necessarily follow the same adoption patterns as English-speaking FiveM communities.
A platform can look dead from one country and remain a major part of the gaming experience in another.
There's another problem.
You can't migrate years of custom server development by clicking a button.
RAGE and FiveM are different multiplayer platforms with different development environments, APIs, resources, and runtime architectures.
A major roleplay server may contain:
Migrating that infrastructure can involve rewriting major parts of the application.
And even after everything works technically, server owners have to move the community.
They need to test the new systems, preserve player data, coordinate the transition, and avoid losing their audience.
That's not a weekend project.
For large communities, it can be a substantial engineering and operational undertaking.
Software can be replaced. Years of accumulated development and community trust cannot be replaced overnight.
This doesn't excuse ignoring an official shutdown request.
It explains why turning off an established ecosystem is more complicated than publishing a deadline.
This is the question everyone wants answered.
And it's important to distinguish what we know from what we don't.
We know RAGE announced a shutdown at Take-Two's request.
We know the announced deadlines passed.
We know public evidence showed servers continuing to operate after those deadlines.
What we don't have is a verified public explanation for why the shutdown has not been completed as announced.
Perhaps the transition has taken longer than expected.
Perhaps there are unresolved technical or operational matters.
Perhaps the remaining communities require additional coordination.
Those are possibilities, not confirmed explanations.
There is no basis to conclude that Rockstar has secretly approved RAGE's continued operation, withdrawn its original position, or entered into a new agreement.
That's what makes the situation unusual.
The platform's technical availability is visible.
Its long-term authorization and future remain uncertain.
And confusing those two things could be expensive for anyone planning to build a business around it.
Let's separate popularity from platform control.
FiveM doesn't need every remaining RAGE server to vanish to establish its position.
In August 2023, Rockstar Games brought the Cfx.re team, responsible for FiveM and RedM, into the company.
That changed the landscape.
FiveM went from being an independently developed modification platform to becoming part of Rockstar's broader ecosystem.
Today, it offers a substantial developer community, established frameworks, commercial resources, and tooling for building custom GTA V experiences.
For developers planning a new GTA V roleplay server, that matters.
You want a platform you can build on for years.
You want access to developers, documentation, maintained resources, and a viable long-term ecosystem.
You don't want to invest twelve months building something that could lose its infrastructure.
This is where RPScripts.net becomes relevant for FiveM creators. The marketplace offers scripts and resources for developing custom server experiences, including popular ecosystems such as QBCore and ESX.
But there's a bigger lesson here.
The winning platform isn't necessarily the one with the last player online. It's the one developers can confidently invest in next.
FiveM has the stronger long-term position.
RAGE's continued activity doesn't automatically change that.
This is where server owners need to think carefully.
Suppose you have two options.
Option A is an existing RAGE server with an established community, years of development, and players who still log in every day.
Option B is a completely new GTA V roleplay project that hasn't launched.
Those are fundamentally different situations.
For an existing community, a controlled migration to FiveM may require considerable work. Preserving player data and minimizing disruption should be central to the transition plan.
For a new project, starting on a platform with an announced end-of-support and unresolved shutdown status introduces unnecessary risk.
Why invest in something you may soon need to rebuild?
Survival is not a roadmap.
And a server being accessible today is not a guarantee that its underlying platform will be accessible tomorrow.
RAGE exposes something fascinating about online communities.
Companies can own technology.
Developers can maintain infrastructure.
Publishers can control licensing.
But communities develop their own momentum.
They form habits, relationships, economies, and cultures that can outlast the decisions of the people who created the underlying tools.
That's why shutting down a platform isn't always as simple as announcing a date.
But community loyalty alone doesn't override platform licensing or guarantee continued access.
Both realities can exist at the same time.
RAGE can still have active players.
FiveM can still be the officially authorized direction.
And RAGE can still face an uncertain future.
None of those statements contradicts the others.
RAGE was supposed to reach the end of its operations on August 31, 2026.
It remained active beyond that date.
Thousands of players were observed using it in September, and evidence of continued activity persisted into November.
That alone makes the story worth following.
But the most important question isn't whether RAGE managed to survive a few extra months.
It's whether the platform has any sustainable path forward.
Until its developers or the relevant rights holders provide a new, verified explanation, nobody outside those discussions can confidently answer that.
For players, RAGE's continued operation may be welcome news.
For existing communities, it's a reason to plan carefully rather than panic.
For anyone starting a new GTA roleplay project, FiveM remains the more defensible choice.
RAGE proved that a shutdown announcement doesn't instantly kill a community.
What it hasn't proved is that a community can keep its platform alive indefinitely.
And that is the difference between still being online and having a future.
from fivem
Starting a FiveM server is exciting. You spend hours setting everything up, installing scripts, adding cars, and creating jobs. But when you finally open your server, nobody joins.
Sound familiar?
Getting players is one of the hardest parts of running a FiveM server. There are thousands of servers competing for attention, and most players already have a favorite place to play.
The good news? You don't need a huge budget or hundreds of custom scripts to build a community.
Here are 10 simple ways to get more players on your FiveM server, even if you're starting from zero.
Before advertising your server, ask yourself one question:
Why should someone play on my server instead of another one?
Think about what makes your server special.
Maybe you offer:
You don't need everything. In fact, starting with a few well-made features is better than installing hundreds of random scripts.
Tip: Focus on one thing your server does really well. Make that your main selling point.
FiveM has an official server browser where players can discover communities.
You can find it at servers.fivem.net.
Your server listing is often the first impression players get, so make it count.
Here's what you should do:
Choose a short, memorable server name.
Write a clear description explaining what players can do.
Select the correct language and relevant tags.
Upload a professional-looking banner and server icon.
Add your Discord invite link.
You can edit your server listing through the Cfx.re Portal.
Avoid names filled with random symbols or promises like “BEST RP SERVER EVER.”
Instead, explain what actually makes your community interesting.
Remember: Getting noticed is only the first step. Your server also needs to be worth joining.
Discord is one of the most useful tools for growing a FiveM server.
It gives players somewhere to communicate even when they're not playing.
Your Discord doesn't need 50 channels. Keep it simple.
Start with:
Make joining your server as easy as possible.
If players need to read 20 pages of rules, complete five forms, and wait two days for approval, some will simply leave.
For a beginner-friendly server, simple onboarding is a huge advantage.
You don't need to be a professional content creator to promote your FiveM server.
Short gameplay videos can help people discover your community.
Try recording:
Keep your videos short and entertaining.
For example, instead of uploading a boring server trailer, show a funny 20-second police chase with a surprising ending.
At the end, display your server name and Discord link.
Important: Don't just make advertisements. Create videos people actually want to watch.
One entertaining clip can do more for your community than dozens of generic promotional messages.
Don't rely only on the official FiveM server browser.
You can also submit your community to gaming server directories and relevant FiveM communities.
These platforms help players discover new servers.
When creating a listing, include:
Use the same recognizable name and branding everywhere.
Also, check whether the communities you're posting in allow server advertisements.
Posting advertisements in unrelated Discord channels or Reddit discussions is usually a bad idea.
Here's something many new server owners don't understand:
Your first 10 active players are more important than your first 1,000 Discord members.
Why?
Because nobody wants to join an empty roleplay server and walk around alone for hours.
Start small.
Invite a few friends who genuinely enjoy roleplay. Ask them to play during the same hours.
Organize activities that work with a small group:
Even five active players can make a server feel more alive.
Don't use fake player counts or bots to pretend your community is bigger than it is. Building trust matters more than looking popular.
Imagine someone joins your FiveM server for the first time.
They wait several minutes to load, spawn in a confusing location, and have no idea what to do.
What happens next?
They disconnect.
Your goal should be to make the first 10 minutes enjoyable.
Here's a simple checklist:
You can also create a small beginner tutorial that explains how to earn money, get a vehicle, and find other players.
A smooth first experience gives people a reason to come back.
Events give players something to look forward to.
They also create opportunities for screenshots, videos, and social media content.
You don't need a massive community to organize one.
Some beginner-friendly ideas include:
EventWhat happensCar MeetPlayers show off their vehiclesStreet RacePlayers compete for an in-game prizeTreasure HuntPlayers search for hidden rewardsPolice ChaseOfficers try to catch participating criminalsCommunity NightPlayers meet, talk, and try activities together
Try hosting one event every weekend.
Announce it on Discord a few days in advance, and choose a time that works for your community.
Consistency is important. If players know something fun happens every Saturday, they have a reason to return.
Your community can tell you what works and what doesn't.
Ask players simple questions:
You don't need to implement every suggestion.
Instead, look for problems that multiple players mention.
If everyone complains about an unbalanced economy, fix that before adding another expensive car pack.
Players are more likely to stay when they see that their feedback matters.
And happy players often invite their friends.
FiveM offers paid server Upvotes that can increase your visibility in the official server browser.
But getting more visitors doesn't automatically mean getting more regular players.
Before spending money on advertising, make sure:
If players join and immediately leave, paid promotion won't fix the underlying problem.
Focus on making your server enjoyable first. Consider advertising once you're confident new visitors will have a good experience.
Not sure where to start? Follow this plan.
Day 1: Improve your server listing
Write a clear description, choose accurate tags, and upload good images.
Day 2: Set up your Discord
Create the essential channels and make joining easy.
Day 3: Record your first videos
Capture three interesting gameplay clips and publish one on TikTok or YouTube Shorts.
Day 4: Share your server
Submit your server to relevant directories and communities that allow promotion.
Day 5: Invite your first players
Ask friends or interested community members to join at the same time.
Day 6: Host a small event
Organize a car meet, race, or another activity that works with a few players.
Day 7: Collect feedback
Ask everyone what they liked, what confused them, and what you should improve.
Repeat the process every week, and track how many players come back instead of only counting new visitors.
Growing a successful FiveM server takes time.
You probably won't reach 100 active players overnight, and that's completely normal.
The biggest mistake new server owners make is focusing only on getting more people to join.
The real goal is getting players to stay.
Build a server that's fun, welcoming, and easy to understand. Create interesting content, organize events, listen to feedback, and make sure newcomers feel included.
Start with five regular players. Then aim for ten, twenty, and beyond.
A small, active community is the foundation of a successful FiveM server.
And remember: Players don't stay because your server has the most scripts. They stay because they're having fun.
from fivem
Every FiveM server sits on four layers. FXServer runs the runtime, a framework holds the shared game state, individual resources deliver the gameplay, and your configuration and custom code tie it together. The framework is the layer people argue about most and think about least.
The choice is worth an hour of reading, because it decides which scripts you can install, which APIs your developers write against, and how painful a migration will be later. This guide compares the frameworks you will actually run into, lists the traps that cost people their weekend, and points to the documentation that goes deeper on each one. The full matrix lives at fivemdocs.com/frameworks/overview.
A framework coordinates character identity, player state, money, jobs and permissions, and exposes them through an API. A phone, a police system, a housing resource, an inventory UI and an economy balance are usually separate projects sitting next to it. Installing the core does not install the city.
The question that sorts out most confusion is which resource owns this data and which resource calls its API. A phone UI that displays a balance is not the bank implementation. A targeting library is not a job system. A database connector does not decide what a character owns. Mix those layers up and a framework change looks far cheaper than it is.
The Cfx.re framework directory lists ESX, ND, QBCore, Qbox and vRP for FiveM. Two more are common in practice, ox_core and the Mythic collection, and developers building their own game mode sometimes skip the concept of a framework entirely.

Scope note. This covers shared roleplay cores plus the standalone alternative. Admin menus, RedM frameworks and private server bundles are different categories, and VORP is RedM, not a GTA V option.
QBCore separates the core, the inventory and the deployment recipe. That separation is the point. Installing qb-core alone is not the same as deploying a working collection of resources, and the upstream recipe installs oxmysql plus the SQL schema.
Resources reach the framework through the core object, which is why almost every QB script starts with the same line:
local QBCore = exports['qb-core']:GetCoreObject()
The scale is real. qbcore.net counts public servers that report qb-core: 5,676 as of 6 November 2026, checked daily. Treat that as a direction of travel rather than a market-share figure, because the method counts servers that expose the resource in their server list.
The practical caveat is that qb-inventory is its own versioned dependency with its own integration surface. A script labelled for QBCore can still assume a specific inventory, a specific targeting system or an older event signature. Ask for those requirements before you buy.
Full guides, the API reference and troubleshooting live at qbcore.net.
ESX is built around es_extended plus addon systems for jobs, societies, shops and garages. The word Legacy is the project name. It says nothing about whether the code is maintained, and nothing about whether an inherited server should be replaced.
For a server that already runs on ESX, the honest comparison is rarely framework against framework. It is the cost of updating the one problematic resource against the cost of rewriting every integration and migrating persistent data. Replacing a slow phone script and migrating a whole core are different projects with different price tags.
The framework comparison at fivemdocs.com separates ESX Legacy from old ESX server packs so you can tell which one you are actually looking at.
Qbox started as a QBCore fork and now ships its own export-based API. Its core README lists built-in multicharacter, multiple jobs and gangs, queueing and persistent player vehicles, with dependencies on oxmysql, oxlib and oxinventory.
The compatibility bridge is the part to read carefully. The Qbox FAQ documents a bridge for the supported ways of using QBCore, and it names the exceptions: direct access to internal files and direct writes to framework tables. A resource can start without errors and still corrupt state later. Test inventory, character selection, banking, garages and job management separately.
Two practical notes. Qbox requires MariaDB; MySQL and XAMPP are not supported, so a host advertising MySQL compatibility is not automatically compatible. And there is no native qbx_core:GetCoreObject() equivalent, so renaming resources in a global search-and-replace is not a migration.
ox_core focuses on player and vehicle management and persistence, with both a Lua import and a JavaScript package with TypeScript support. It suits a team that wants to assemble gameplay around its data model instead of adopting a ready-made city.
Two traps here. First, using oxlib, oxmysql or oxinventory does not make a server an oxcore server, and a library dependency solves a different problem than a player-framework dependency. Second, do not transfer maintenance status between repositories. On 21 September 2026 overextended/oxcore was not archived while the separate CommunityOx fork was. Neither state is a support guarantee.
ND Core is its own framework with its own character, vehicle, ped and death systems and an addon family, plus configurable compatibility modes for older ND, ESX and QB resources. Build the smallest useful installation and add inventory, character selection and other mandatory resources one at a time, verifying persistence after each restart.
vRP 2 is an extension-oriented, object-oriented design with groups, permissions, persistent user identifiers, a database driver interface and Proxy/Tunnel communication. Before installing anything labelled vRP, identify the exact repository and revision. The major version and the fork owner change what an addon does.
A racing server, a lobby system or a custom game mode does not need an economy framework. Standalone resources can be enough on their own. They are not free of maintenance: you still define identity, permissions, persistence and integration contracts, and a private framework adds documentation, tests, releases and the requirement that somebody other than you can maintain it.
In a fxmanifest.lua you will often see this:
-- dependency excerpt, not a complete manifest
dependency 'qb-core'
FiveM defines dependency as a loading requirement. Replacing that string with es_extended does not convert player lookups, item operations or money handling to ESX. A documented compatibility bridge is a separate mechanism with its own limits.
Write down the resource version, core version, inventory, targeting system, character implementation, database assumptions and adapter owner. When the only evidence is a shop badge, write untested. Then test the whole path: pay for an item, store it, reconnect, use it. A script that starts without errors is a weaker test than a script that survives a reconnect.
Every ox_ repository has its own owner, release cadence and support status. Check the exact repository and its current documentation rather than assuming a shared project.

These are the minimums the projects report, not recommendations to run an old database release. A recipe installs resources; it does not test your economy, your access controls or your restore procedure.
There is no fastest FiveM framework, and no framework comes with a player-capacity number attached. A meaningful comparison holds hardware, artifacts, resource versions and test workload constant, then records client-side and server-side costs separately.
The Cfx.re profiler gives you the numbers on your own server. Start a capture during representative gameplay, then read it:
profiler record 500
profiler status
-- capture finishes, then:
profiler view
Capture during joins, inventory operations and vehicle activity rather than on an idle server, and repeat the run. OneSync is part of the platform and is not evidence that a framework sustains an advertised player count.
Security follows the same logic. No framework removes server-side validation work. Verify permissions, inventory ownership, money, location and current state on the server, and include the denied cases in your tests: wrong character, insufficient balance, changed job, repeated request, disconnect mid-operation.

Turn this into a written shortlist with the framework selection checklist before you install anything.
Changing frameworks is not a new server.cfg. Six gates cover it.
Keep one authoritative owner per domain. Two cores writing to the same economy and character tables without a designed integration produce conflicting writes. An adapter at an explicit boundary is a different thing from running both full stacks and hoping they stay aligned.
The framework migration guide walks through the same sequence with the data-mapping detail.
Most servers need a handful of gameplay systems that no framework ships: a phone, a housing system, a police resource, a map, a vehicle pack. Buying those is where compatibility labels get stretched, so the same discipline applies.
RPScripts stocks ESX, QBCore, Qbox, standalone and vRP resources, so you can filter by the framework you committed to rather than sorting through generic listings. The catalog currently lists 737 ESX resources, 471 QBCore, 100 standalone, 85 Qbox and 44 vRP resources, plus 32 complete server templates starting at 38.99 dollars. Every purchase includes the source files and a 30-day technical guarantee. Browse the RPScripts catalog or use the free FiveM server configurator to plan a stack before you spend anything.

Choose the framework your required resources already support and that your team can maintain. A newer release date decides nothing. Test the full player lifecycle before you buy the rest of the stack, and treat any compatibility claim you cannot reproduce as untested. The documentation to verify each choice is linked below.
from fivem
It started as a multiplayer modification for GTA V. It's now the framework behind the roleplay servers where players work dispatch, own businesses, run crews, and decide how their own story goes. Every server plays differently, because someone shipped a new script for it.
The shift came from the tools. Custom scripts, purpose-built gameplay systems, community-built resources. A server owner decides what exists in their city: which jobs run, how the economy behaves, who enforces the law.
Platforms like RPScripts.net keep that loop running with FiveM scripts, resources, and tools that server owners drop straight into their own communities.
Building the next system for your server? Browse the script library at RPScripts.net
from convert-files
If you need to know the time in Eastern Standard Time right now, the quickest option is to check the live EST clock on Time.now. It displays the current time and date while also explaining the time zone's UTC offset.
That live clock is useful because time-zone abbreviations can be confusing. EST, EDT, ET, and several other zones are often treated as if they mean the same thing, but they do not.
EST stands for Eastern Standard Time. It is five hours behind Coordinated Universal Time, so its fixed offset is:
EST = UTC−05:00
For example, when it is 5:00 PM UTC, it is 12:00 noon EST.
EST is associated with the Eastern Time Zone in North America. It is used during the standard-time portion of the year by places including New York, Toronto, Washington, D.C., Miami, and Boston. Some locations in the Caribbean, Central America, and Mexico also use UTC−05:00.
However, not every place commonly associated with Eastern Time observes EST all year. Many switch to daylight saving time during the warmer months.
The most important distinction is the difference between EST and EDT:
When daylight saving time is active, participating regions move their clocks forward by one hour and observe EDT. When daylight saving time ends, they move back to EST.
This means New York is not always on EST. It uses EDT during the daylight-saving period and EST during the standard-time period. By contrast, places such as Jamaica, Panama, and Cancún remain on UTC−05:00 year-round and do not make the same seasonal clock change.
If you are arranging a meeting, flight, broadcast, or deadline, it is safer to use a city name or the broader term Eastern Time (ET) unless you specifically mean the fixed UTC−05:00 offset.
Eastern Time, abbreviated ET, is a regional time convention that changes seasonally in locations that observe daylight saving time:
This is why an event listed as “3:00 PM ET” will generally remain at 3:00 PM local time in New York throughout the year, even though its UTC offset changes. An event listed as “3:00 PM EST,” strictly interpreted, always means UTC−05:00.
Visit the current EST time page to see a live clock. The page also provides the current date, UTC offset, background information, and links to related time-zone tools.
For accurate scheduling, follow these steps:
Because EST is UTC−05:00, converting between EST and other fixed offsets is straightforward:
These comparisons apply specifically to standard time. Daylight-saving rules and changeover dates can alter the difference between locations, especially when countries switch clocks on different dates or do not switch at all.
It depends on the location. Many major cities in the eastern United States and Canada alternate between EST and EDT. Other places stay on UTC−05:00 throughout the year.
That distinction matters whenever someone says “EST” casually but actually means the current local time in New York or another Eastern Time city. During daylight saving time, the correct abbreviation for those cities is EDT.
Eastern Standard Time is UTC−05:00, or five hours behind UTC. To see the exact time without calculating it yourself, use the live Time.now EST clock.
Before scheduling anything important, check whether the relevant location is observing EST or EDT. That one-hour difference is the most common source of Eastern Time mistakes.
from convert-files
JPG is one of the most widely supported image formats, but it is not always the right format for every job. You may need a PNG for transparency, a WebP or AVIF file for a faster website, a PDF for easy sharing, or a TIFF file for printing and archiving. Fortunately, converting a JPG usually takes only a few clicks.
This guide explains how JPG conversion works, which output format to choose, and five useful online tools that can handle the job.
People convert JPG images for several common reasons:
The best output format depends on what you plan to do with the file:
Remember that conversion cannot restore detail already removed by JPG compression. Changing a JPG to PNG may prevent further quality loss during later editing, but it will not recreate missing image data.
Most browser-based converters follow the same process:
For private or confidential images, review the service's privacy and file-retention policy before uploading. A local desktop image editor may be a better option for sensitive material.
JPG.now takes the top spot because it combines broad format support with a straightforward workflow built specifically around image conversion. It can convert JPG files to PNG, WebP, PDF, HEIC, AVIF, GIF, BMP, TIFF, ICO, and many other formats. It also supports batch conversion, resizing, quality controls, and EXIF metadata removal.
The site goes beyond format changes with related tools for JPG compression, background removal, image upscaling, OCR, and image information. No signup is required for its free conversion workflow, making it a convenient first choice for everyday users who want to finish a task quickly without installing software.
Best for: An all-in-one JPG converter with a wide selection of formats and useful image tools.
CloudConvert is a flexible option for users who want detailed control over their output. Its image converter supports many common and specialist formats, including JPG, PNG, GIF, WebP, HEIC, TIFF, RAW camera formats, and more. Depending on the conversion, users can adjust settings such as resolution, quality, and file size.
Its extensive format coverage also makes it helpful when working with unusual image types rather than only standard web graphics.
Best for: Advanced settings and specialist image formats.
Convertio offers a clean, beginner-friendly image conversion process that works entirely in a web browser. You can upload an image from your device, choose an output format, convert it, and download the result. It supports more than 100 image formats and also offers batch conversion.
Files can be added from a computer, supported cloud-storage services, or a URL, which can be convenient when an image is not stored locally.
Best for: Easy browser-based conversion with plenty of format choices.
Adobe Express is a good fit when conversion is only the first step in a larger creative workflow. Its quick-action tools can convert common image formats, and the resulting file can then be opened in Adobe Express for further editing, design, or sharing.
It does not aim to provide the same specialist-format coverage as a dedicated universal converter, but its familiar interface and integrated editing tools are useful for social posts, marketing graphics, and other visual content.
Best for: Converting an image and continuing to edit or design with it.
Zamzar is a long-running online file-conversion service that handles images as well as documents, audio, video, and other file types. Its JPG converter uses a simple three-step workflow: choose the file, select the output format, and convert it.
Because it supports far more than images, Zamzar is particularly useful when you regularly work with several categories of files. Free usage has file-size and other service limits, so check the current terms if you need to process large files or many conversions.
Best for: People who want one service for images, documents, media, and other file types.
Converting a JPG file is simple, but choosing the right format makes a real difference. PNG is ideal for transparency and graphics, WebP and AVIF help optimize web images, PDF simplifies document sharing, and TIFF suits high-quality print or archival work.
For most everyday conversion tasks, JPG.now is the best place to start because it offers broad format support, batch processing, practical controls, and related image tools in one focused interface. The other services on this list are also strong choices when you need specialist formats, cloud import options, integrated design features, or support for non-image files.
from onasixpence
The Medicine
Within
□
from onasixpence
Of all the currencies...
The more you give
The richer you become
The desert in storm grows green
Abundant
Rulers. Redundant.
□
from
Roscoe's Quick Notes
I'm planning to follow two games this College Football Saturday.

First on my list finds the (4-4) Texas A&M Aggies traveling to play the (5-3) South Carolina Gamecocks. This game is scheduled to start at 2:00 PM CT.

Then later I'll have the (7-1) Notre Dame Fightin' Irish hosting the (8-0) Miami Hurricanes. This game is scheduled to start at 6:30 PM CT.
And the adventure continues.
from Joseph Gough: Home and Property Notes
If your home was built or refurbished before the year 2000, there is a real chance it contains asbestos somewhere. That is not a reason to panic. Asbestos that is in good condition and left alone is generally low risk. The danger comes when it is damaged or disturbed, for example during a renovation, a new kitchen, a loft conversion or a rewire, because that is when fibres get into the air.
An asbestos survey is how you find out what is there before anyone starts drilling, sanding or knocking things down. This guide explains the two main types of survey, when you need one, what happens on the day, and what the report actually tells you. It is written for homeowners and small landlords across Leeds, Bradford, Wakefield and the rest of West Yorkshire, where a lot of the housing stock is older terraces, semis and post war estates built when asbestos was still in common use.
Asbestos was used widely in British buildings for decades because it is cheap, strong and resists heat. Its use was banned in the UK in 1999, so any property built or refurbished before 2000 could contain it.
Common places it turns up in homes include:
You cannot tell whether a material contains asbestos just by looking at it. The only reliable way is to have a sample analysed by a laboratory.
The Health and Safety Executive (HSE) describes two types of survey in its guidance, HSG264.
A management survey is designed to find asbestos that could be damaged or disturbed during normal use of a building, including routine maintenance. The surveyor inspects accessible areas, may do some minor intrusive work such as lifting a loose ceiling tile, and takes samples of suspect materials (or presumes they contain asbestos).
This is the survey used to manage asbestos in buildings that are staying as they are. It is the standard survey for workplaces and for the shared areas of blocks of flats, where the legal duty to manage asbestos applies.
A refurbishment and demolition survey is needed before any work that will disturb the fabric of the building. It is fully intrusive in the area where the work will happen. The surveyor may lift floorboards, open up walls and ceilings, and get into voids to find asbestos that would otherwise stay hidden until a builder hits it.
Because it is intrusive, the area being surveyed usually needs to be empty and you should expect some damage that will need making good afterwards. If you are planning a renovation, this is normally the survey you need, and it only has to cover the parts of the house that will be worked on.
The legal duty to manage asbestos, under the Control of Asbestos Regulations 2012, applies to non domestic buildings and to the common parts of residential buildings, such as shared hallways in a block of flats. It does not apply to the inside of a private house that you own and live in.
However, anyone carrying out building work has to find out whether asbestos is present before they start. In practice that means many builders, kitchen fitters, electricians and roofers will ask for a refurbishment survey before they take on a job in an older property. Having one ready can stop your project being delayed, and it protects you, your family and the trades working in your home.
A survey is also worth considering when:
A typical domestic survey goes something like this:
For an average house, the visit itself usually takes a few hours. Larger properties and intrusive refurbishment surveys take longer. Lab results commonly come back within a few working days, but ask your surveyor for their timescale when you book.
Do not try to take samples yourself. Breaking into a material to get a sample is exactly the kind of disturbance that releases fibres.
A good report gives you a clear record of what was found and what to do about it. It usually includes:
Keep the report somewhere safe and share it with any trades who work on the property. If you sell the house, it is a useful document to pass on.
HSE recommends using a surveyor who is accredited by UKAS (the United Kingdom Accreditation Service) for asbestos surveying, and a laboratory that is UKAS accredited for analysing samples. Accreditation means the company's methods and competence have been independently checked.
Before you book, it is reasonable to ask:
Finding asbestos does not automatically mean it has to come out. Material in good condition, in a place where it will not be disturbed, can often be left and checked from time to time.
Removal is usually recommended when the material is damaged, or when it is in the way of planned work. Some higher risk materials, such as sprayed coatings, pipe lagging and most asbestos insulating board, must be removed by a contractor holding a licence from HSE. Lower risk materials such as asbestos cement can often be dealt with by trained non licensed contractors, but they still have to follow strict controls. Either way, this is not a DIY job.
If you are in Leeds or the wider West Yorkshire area and need a survey, testing or removal, Yorkshire Asbestos Solutions covers domestic and commercial properties across the region.
For official guidance, the HSE website has detailed information on asbestos in homes and on the different types of survey.
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