Arma 3 Setup Instructions NDISC SULE 2020 Troubleshooting If You
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Winner, Winner, Chicken Dinner! NVIDIA Adds New Technology to Smash Hit Game Playerunknown's Battlegrounds
Winner, Winner, Chicken Dinner! NVIDIA Adds New Technology to Smash Hit Game PlayerUnknown's Battlegrounds Eight Million-Plus Gamers Can Now Automatically Record Amazing Moments Using New GeForce Experience ShadowPlay Highlights Gamescom -- NVIDIA today announced it is collaborating with Bluehole Inc. to make its surprise hit game, PlayerUnknown's Battlegrounds, even better on GeForce® GTX PCs with the addition of NVIDIA® ShadowPlay™ Highlights and other advanced PC features. Starting today, PlayerUnknown's Battlegrounds PC gamers can capture and share their best gaming moments using NVIDIA ShadowPlay Highlights. The tool automatically captures the player's greatest achievements in video and screenshots, and enables seamless sharing through Facebook, YouTube or Imgur. PlayerUnknown's Battlegrounds began as a user-created mod for ARMA 3. It has since shocked the gaming community by becoming one of the best-selling releases of 2017, with over 8 million players in only five months. Recently, PlayerUnknown's Battlegrounds made history when it broke 600,000 concurrent players on Steam, a feat only achieved by one other game. "PlayerUnknown's Battlegrounds is known for delivering intense, fast-paced action, and for not taking things too seriously," said C.H. Kim, vice president and executive producer at Bluehole. "Giving our players the ability to automatically capture that fun and easily share it with friends will increase our presence on social media and introduce PlayerUnknown's Battlegrounds to even more gamers." Taking the Battleground to New Heights PlayerUnknown's Battlegrounds has built its wild popularity while in early access, meaning it is still in development. Before it is officially released later this year, the game will increase its image quality with support for NVIDIA HBAO+, which adds realistic shadowing around objects and surfaces. -
Panthera Download Dayz
Panthera download dayz Author Website: .. Guest have the lowest downloadspeeds and will download from our public file servers. Day-Z - How To Install | EPOCH 'PANTHERA' MOD | Simple takes 2 mins . Download dayz commander. Parameters: mod=@Panthera Panthera Map: and does it have epoch in it or need i to download sepretly. Hey Guys, its Milzah here this is just a simple tutorial on how to install Panthera Island. If this helped you how about drop in a sub and a like. Download link for all. Panthera is an unofficial map for DayZ. It was created by a user named IceBreakr. Like other DayZ maps, the island of Panthera is fictional, but. DayZ Panthera ?action=downloads;sa=view;down= ISLA PANTHERA FOR ARMA 2 Version: v Release date: Dec 27 Awesome downloading now, thank you, ill post some screens later of the. Download DayZ here with the free DayZCommander utility and join over Taviana ()DayZ NamalskDayZ LingorDayZ PantheraDayZ. What's in this release: Panthera: Updated to the latest Panthera patch (). INSTRUCTIONS: First of all, download DayZ Commander if you. Hey we are running a quite successfull Dayz Epoch Chernarus Anybody knows where to download Panthera files manually that. Also remember to download the DayZ Epoch mod off of DayZ DayZRP mod, DayZ Epoch , DayZRP Assets and Panthera. A map of Panthera Island for DayZ, showing loot spawns and loot tables. Installing DayZ Epoch Panthera using PlayWithSix Launcher. To start off, go to ?PlaywithSIX to download the launcher. Greetings Arma 2 players! I have been trying for days to download Epoch Panthera Mod through DayzCommander, as i cant find it. -
UNSUNG Vietnam War Mod FOX Release Version: 3.0G
UNSUNG Vietnam War Mod FOX RElease Version: 3.0G Click One to Skip to it! Credits: Models FIXED WING ROTARY VEHICLES STATIC WEAPONS WEAPONS BUILDINGS Sounds Configs and Scripts Pracs Models FRL Models EB Models FZA Models Special Thanks Former UNSUNG Team Members Current UNSUNG Team Members Testing Team Public Relations Missions Team 0 UNSUNG Release Credits Credits: A3 Islands ● Razorback Rung Sat, Da Krong, A shau (WIP) ● Makhno Song Bin Tanh (WIP) ● Jones Song Cu ● Londo Khe Sanh (WIP) ● Psyfox Phuoc Tuy (WIP) ● Johnny.D Dak Pek, Ba Long (WIP) Models FIXED WING AC47 Spooky - Model by hcpookie - Conversion and configs by hcpookie and Eggbeast and TeTeT - Textures by Spock A1 Skyraider - Model and Textures by Yac - Conversion by hcpookie, Eggbeast, TeTeT and londo - New textures, decals and materials by Timms, Horriblegoat, Nodunit and Eggbeast A3 SkyWarrior - Model by Alphasim/Virtavia/ - Config and import to Arma by Nightintruder - Conversion by Eggbeast and TeTeT A4 SkyHawk - Original Model by Project 82 Falklands Mod (Cimalex/ Foxtrop / brainbug) - Reshaped by hcpookie - Textures by brainbug, new textures by Timms and Eggbeast - Conversion by hcpookie, Eggbeast and TeTeT A6 Intruder - Model by Aplion - New textures by Timms and Eggbeast - Conversion by hcpookie, Eggbeast, TeTeT and londo 1 UNSUNG Release Credits A7 Corsair II - Model by Aplion - Conversion by hcpookie, Eggbeast and TeTeT - New textures, decals and materials by Timms, Horriblegoat, Nodunit and Eggbeast C1a Trader - Model by Milton Shupe & Eagle Rotorcraft Simulation -
Using Video Games to Teach and Assess International Humanitarian Law Moffett, L., Cubie, D., & Godden, A
Bringing the battlefield into the classroom: using video games to teach and assess international humanitarian law Moffett, L., Cubie, D., & Godden, A. (2017). Bringing the battlefield into the classroom: using video games to teach and assess international humanitarian law. The Law Teacher, 51. https://doi.org/10.1080/03069400.2017.1356659 Published in: The Law Teacher Document Version: Peer reviewed version Queen's University Belfast - Research Portal: Link to publication record in Queen's University Belfast Research Portal Publisher rights © 2017 The Association of Law Teachers. This work is made available online in accordance with the publisher’s policies. Please refer to any applicable terms of use of the publisher. General rights Copyright for the publications made accessible via the Queen's University Belfast Research Portal is retained by the author(s) and / or other copyright owners and it is a condition of accessing these publications that users recognise and abide by the legal requirements associated with these rights. Take down policy The Research Portal is Queen's institutional repository that provides access to Queen's research output. Every effort has been made to ensure that content in the Research Portal does not infringe any person's rights, or applicable UK laws. If you discover content in the Research Portal that you believe breaches copyright or violates any law, please contact [email protected]. Download date:26. Sep. 2021 Bringing the Battlefield into the Classroom: Using Video Games to Teach and Assess International Humanitarian Law 1. Introduction War has never been as close and safe for the casual observer, whether through 24-hour news, video footage of aerial bombings, frontline journalism or social media. -
Brochure Bohemia Interactive Company
COMPANY BROCHURE NOVEMBER 2018 Bohemia Interactive creates rich and meaningful gaming experiences based on various topics of fascination. 0102 BOHEMIA INTERACTIVE BROCHURE By opening up our games to users, we provide platforms for people to explore - to create - to connect. BOHEMIA INTERACTIVE BROCHURE 03 INTRODUCTION Welcome to Bohemia Interactive, an independent game development studio that focuses on creating original and state-of-the-art video games. 0104 BOHEMIA INTERACTIVE BROCHURE Pushing the aspects of simulation and freedom, Bohemia Interactive has built up a diverse portfolio of products, which includes the popular Arma® series, as well as DayZ®, Ylands®, Vigor®, and various other kinds of proprietary software. With its high-profile intellectual properties, multiple development teams across several locations, and its own motion capturing and sound recording studio, Bohemia Interactive has grown to be a key player in the PC game entertainment industry. BOHEMIA INTERACTIVE BROCHURE 05 COMPANY PROFILE Founded in 1999, Bohemia Interactive released its first COMPANY INFO major game Arma: Cold War Assault (originally released as Founded: May 1999 Operation Flashpoint: Cold War Crisis*) in 2001. Developed Employees: 400+ by a small team of people, and published by Codemasters, Offices: 7 the PC-exclusive game became a massive success. It sold over 1.2 million copies, won multiple industry awards, and was praised by critics and players alike. Riding the wave of success, Bohemia Interactive created the popular expansion Arma: Resistance (originally released as Operation Flashpoint: Resistance*) released in 2002. Following the release of its debut game, Bohemia Interactive took on various ambitious new projects, and was involved in establishing a successful spin-off business in serious gaming 0106 BOHEMIA INTERACTIVE BROCHURE *Operation Flashpoint® is a registered trademark of Codemasters. -
From Wargaming to Peacegaming: Digital Simulations with Peacekeeper Roles Needed A
INTERNATIONAL PEACEKEEPING 2020, VOL. 27, NO. 2, 289–310 https://doi.org/10.1080/13533312.2020.1721287 From Wargaming to Peacegaming: Digital Simulations with Peacekeeper Roles Needed A. Walter Dorna, Stewart Webbb and Sylvain Pâquetc aRoyal Military College and the Canadian Forces College, Toronto, Canada; bDefence Report, Salt Spring Island, Canada; cCanada Border Services Agency, Ottawa, Canada ABSTRACT Militaries around the world have benefited from computerized games. Many recruits have been attracted to the military through military-style video games. After recruitment, games and simulations provide an important means of soldier training, including before actual deployments. However, electronic games are lacking for UN peace operations. The multidimensionality of peacekeeping has yet to be simulated in serious games to complement the many games that too often depict a binary battlefield of blue-team versus red-team (or, often in public games, good versus evil). Not only could soldiers benefit from nuanced and ambitious peace-related games, so too could civilian peacekeepers, and the public at large. Peacekeeping gaming should not be merely at the tactical level; the operational and strategic levels can be gamed as well. The decision-making in future peacekeeping simulations could help instruct conflict-resolution and critical thinking skills. The paper posits that such digital games could be an important tool for current and future peacekeepers, both military and civilian. Commercial games could also help educate the public on UN peacekeeping. The paper suggests that the United Nations partner with some member states and perhaps the video game industry to provide in-depth training simulations that mirror the challenges and complexities of modern peace operations. -
Operationally Relevant Artificial Training for Machine Learning
C O R P O R A T I O N GAVIN S. HARTNETT, LANCE MENTHE, JASMIN LÉVEILLÉ, DAMIEN BAVEYE, LI ANG ZHANG, DARA GOLD, JEFF HAGEN, JIA XU Operationally Relevant Artificial Training for Machine Learning Improving the Performance of Automated Target Recognition Systems For more information on this publication, visit www.rand.org/t/RRA683-1 Library of Congress Cataloging-in-Publication Data is available for this publication. ISBN: 978-1-9774-0595-1 Published by the RAND Corporation, Santa Monica, Calif. © Copyright 2020 RAND Corporation R® is a registered trademark. Limited Print and Electronic Distribution Rights This document and trademark(s) contained herein are protected by law. This representation of RAND intellectual property is provided for noncommercial use only. Unauthorized posting of this publication online is prohibited. Permission is given to duplicate this document for personal use only, as long as it is unaltered and complete. Permission is required from RAND to reproduce, or reuse in another form, any of its research documents for commercial use. For information on reprint and linking permissions, please visit www.rand.org/pubs/permissions. The RAND Corporation is a research organization that develops solutions to public policy challenges to help make communities throughout the world safer and more secure, healthier and more prosperous. RAND is nonprofit, nonpartisan, and committed to the public interest. RAND’s publications do not necessarily reflect the opinions of its research clients and sponsors. Support RAND Make a tax-deductible charitable contribution at www.rand.org/giving/contribute www.rand.org Preface Automated target recognition (ATR) is one of the most important potential military applications of the many recent advances in artificial intelligence and machine learning. -
Historie Herního Vývojářského Studia Bohemia Interactive
Masarykova univerzita Filozofická fakulta Ústav hudební vědy Teorie Interaktivních Médií Philip Hilal Bakalářská diplomová práce: Historie herního vývojářského studia Bohemia Interactive Vedoucí práce: Mgr. et Mgr. Zdeněk Záhora Brno 2021 2. Prohlášení o samostatnosti: Prohlašuji, že jsem bakalářskou práci na téma Historie herního vývojářského studia Bohemia Interactive vypracoval samostatně s využitím uvedených pramenů literatury a rozhovorů. Souhlasím, aby práce byla uložena na Masarykově univerzitě v Brně v knihovně Filozofické fakulty a zpřístupněna ke studijním účelům. ………...……………………… V Brně dne 13. 01. 2021 Philip Hilal 2 3. Poděkování: Považuji za svoji milou povinnost poděkovat vedoucímu práce Mgr. et Mgr. Zdeňku Záhorovi za odborné a organizační vedení při zpracování této práce. Také bych rád poděkoval vedení a zaměstnancům společnosti Bohemia Interactive, jmenovitě Marku Španělovi a Ivanu Buchtovi, za poskytnuté informace a pomoc při tvorbě této práce. 3 4. Osnova: 1. Titulní Strana ................................................................................................. 1 2. Prohlášení o samostatnosti ........................................................................... 2 3. Poděkování .................................................................................................... 3 4. Osnova ........................................................................................................... 4 5. Abstrakt a klíčová slova ................................................................................ -
Arma 3 Manual
REQUIRES INTERNET CONNECTION AND FREE STEAM ACCOUNT TO ACTIVATE. NOTICE: Product offered subject to your acceptance of the Steam Subscriber Agreement ("SSA"). You must activate this product via the Internet by registering for a Steam account and accepting the SSA. Please see http://www.steampowered.com/agreement to view the SSA prior to purchase. If you do not agree with the provisions of the SSA, you should return this game unopened to your retailer in accordance with their return policy. © 2013 Bohemia Interactive a.s. Arma 3™ and Bohemia Interactive® are trademarks or registered trademarks of Bohemia Interactive a.s. All rights reserved. This product contains software technology licensed from GameSpy Industries, Inc. © 1999-2013 GameSpy Industries, Inc. GameSpy and the "Powered by GameSpy" design are trademarks of GameSpy Industries, Inc. All rights reserved. NVIDIA® and PhysX™ are trademarks of NVIDIA Corporation and are used under license. © 2013 Valve Corporation. Steam and the Steam logo are trademarks and/or registered trademarks of Valve Corporation in the U.S. and/or other countries. arma3.com EPILEPSY WARNING Please read before using this game or allowing your Precautions During Use children to use it. Some people are susceptible to epileptic ❚❙❘ Do not stand too close to the screen. Sit a good distance seizures or loss of consciousness when exposed to certain away from the screen, as far away as the length of the flashing lights or light patterns in everyday life. Such people cable allows. may have a seizure while watching television images or ❚❙❘ Preferably play the game on a small screen. -
Cloud Gaming
Cloud Gaming Cristobal Barreto[0000-0002-0005-4880] [email protected] Universidad Cat´olicaNuestra Se~norade la Asunci´on Facultad de Ciencias y Tecnolog´ıa Asunci´on,Paraguay Resumen La nube es un fen´omeno que permite cambiar el modelo de negocios para ofrecer software a los clientes, permitiendo pasar de un modelo en el que se utiliza una licencia para instalar una versi´on"standalone"de alg´un programa o sistema a un modelo que permite ofrecer los mismos como un servicio basado en suscripci´on,a trav´esde alg´uncliente o simplemente el navegador web. A este modelo se le conoce como SaaS (siglas en ingles de Sofware as a Service que significa Software como un Servicio), muchas empresas optan por esta forma de ofrecer software y el mundo del gaming no se queda atr´as.De esta manera surge el GaaS (Gaming as a Servi- ce o Games as a Service que significa Juegos como Servicio), t´erminoque engloba tanto suscripciones o pases para adquirir acceso a librer´ıasde jue- gos, micro-transacciones, juegos en la nube (Cloud Gaming). Este trabajo de investigaci´onse trata de un estado del arte de los juegos en la nube, pasando por los principales modelos que se utilizan para su implementa- ci´ona los problemas que normalmente se presentan al implementarlos y soluciones que se utilizan para estos problemas. Palabras Clave: Cloud Gaming. GaaS. SaaS. Juegos en la nube 1 ´Indice 1. Introducci´on 4 2. Arquitectura 4 2.1. Juegos online . 5 2.2. RR-GaaS . 6 2.2.1. -
Arma 3 Version 1.4
ARMA 3 VERSION 1.4 BY JOHN_SPARTAN AND SAUL Su-35 Flanker E add-on for ARMA 3 version 1.4 Page|1 INTRODUCTION The Sukhoi Su-35S Flanker E is a designation for heavily-upgraded derivative of the Su-27 Flanker. It is single-seat, twin-engine supermaneuverable multirole fighter, designed by Sukhoi and built by Komsomolsk-on-Amur Aircraft Production Association. Su-35, this derivative incorporated aerodynamic refinements to increase manoeuvrability, enhanced avionics, longer range, and a more powerful engine. The first Su-35 prototype, converted from a Su-27, made its maiden flight in June 1988. In 2003, Sukhoi embarked on a second modernization of the Su-27 to produce what the company calls a 4++ generation fighter. This derivative, while omitting the canards and air brake, incorporates a reinforced airframe, improved avionics and radar, thrust-vectoring engines, and a reduced frontal radar signature. In 2008 the revamped variant, erroneously named the Su-35BM. The Russian Air Force has ordered 48 production units, designated Su-35S, of the newly revamped Su-35BM. Su-35 Flanker E add-on for ARMA 3 version 1.4 Page|2 INTRODUCTION ...continued General characteristics Crew: 1 Length: 21.9 m (72.9 ft) Wingspan: 15.3 m (50.2 ft, with wingtip pods) Height: 5.90 m (19.4 ft) Wing area: 62.0 m² (667 ft²) Empty weight: 18,400 kg (40,570 lb) Loaded weight: 25,300 kg (56,660 lb) Max. takeoff weight: 34,500 kg (76,060 lb) Power plant: 2 × Saturn 117S with TVC nozzle turbofan Dry thrust: 8,800 kgf (86.3 kN, 19,400 lbf) each Thrust with afterburner: 14,500 -
Real-Time Water Simulation in Game Environment
Masaryk University Faculty of Informatics Real-time Water Simulation in Game Environment Master’s Thesis Bc. Jakub Medvecký-Heretik Brno, Spring 2018 Masaryk University Faculty of Informatics Real-time Water Simulation in Game Environment Master’s Thesis Bc. Jakub Medvecký-Heretik Brno, Spring 2018 This is where a copy of the official signed thesis assignment and a copy ofthe Statement of an Author is located in the printed version of the document. Declaration Hereby I declare that this paper is my original authorial work, which I have worked out on my own. All sources, references, and literature used or excerpted during elaboration of this work are properly cited and listed in complete reference to the due source. Bc. Jakub Medvecký-Heretik Advisor: Mgr. Jiří Chmelík, Ph.D. i Acknowledgements I would like to thank the biggest water lover I know, Natasha, for her infinite support and help. Special thanks goes also to my family and friends for their spiritual support throughout my studies. Furthermore, I want to thank my advisor Mgr. Jiří Chmelík, Ph.D. and the Unity Grand Maester Pavel for their advice throughout this work. iii Abstract The aim of this master thesis is to investigate the existing fluid sim- ulation techniques and select the ones that can be used in real-time applications such as games. Based on this research and following a set of predefined requirements, three different approaches to liquid simulation using cellular automata were implemented. They were compared in terms of performance, memory consumption, and how they tackle the existing challenges. Subsequently, the most suitable technique was chosen and further improved.