Divinity Original Sin Minimum Requirements
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Product Catalogue 2020 Contents
PRODUCT CATALOGUE 2020 CONTENTS 04 Our Story 44 EGO Power+ Multi-Tool 08 The EGO Power+ System 56 EGO Power+ Mowers 12 EGO Power+ Warranties 64 EGO Power+ Line Trimmers & Brush Cutter 14 EGO Power+ Batteries & Chargers 72 EGO Power+ Hedge Trimmers 25 EGO Power+ vs. Petrol 78 EGO Power+ Shrub / Grass Shears 30 EGO Power+ Professional-X Range 80 EGO Power+ Chainsaws 36 EGO Power+ Professional-X Line Trimmers / Brush Cutters 86 EGO Power+ Blowers 38 EGO Power+ Professional-X Rotocut 94 EGO Power+ Accessories 40 EGO Power+ Professional-X Hedge Trimmers 99 EGO Power+ Product Features 42 EGO Power+ Professional-X Blower 2 | CONTENTS CONTENTS | 3 Challenge 2025 is our commitment to changing the future of gardening for the better. People use their tools to improve the environment around them, so why use petrol – a power source that will ultimately destroy the atmosphere? We believe that the future for outdoor power equipment is battery powered, and we want you to join us in making battery the number one choice within five short years. The time has come to take up the challenge, and together, create a cleaner, quieter and safer future. EGO is part of a global manufacturing business Our commitment to a 2-megawatt photovoltaic power station. Known as established in 1993, employing over 7,000 a greener environment ‘The Blue Roof’ the power this generates, year-on-year, OUR people and producing over 10 million units each saves the equivalent of 755 tonnes of coal, as well as year, which are sold in over 30,000 outlets in EGO’s commitment to innovation is driven by a cutting Sulphur Dioxide emissions by 50 tonnes and STORY 65 countries worldwide. -
Divine Divinity Guide Als
Eine RPGuides.de Spielhilfe zu „Divine Diviniy“ Eine Spielhilfe zu Incl. Tipps zu Beyond Divinity - 1 - Eine RPGuides.de Spielhilfe zu „Divine Diviniy“ Allgemeine Infos • Anmerkung 3 • FAQ 4 • Stichpunktübersicht 16 • Informationen zum Spiel 17 • Der Krieger 18 • Der Magier 24 • Der Überlebenskünstler 31 • Nahrungsmittel und Getränke 37 • Tipps & Tricks 42 • Karte von Rivellon 45 Komplettlösung • Aleroth 46 • Flussheim und Verdistis 57 • Der Rat der Sieben 92 • Der Dunkelwald 100 • Das Ödland 110 • Finale 113 Allgemeine Infos • Stichpunktübersicht 115 • FAQ 117 • Informationen zum Spiel 120 • Das Schlachtfeld 122 • Tipps & Tricks 123 - 2 - Eine RPGuides.de Spielhilfe zu „Divine Diviniy“ Anmerkung Autor: Palahn Überarbeitung: McCrazy, Palahn Diese Spielhilfe wurde ursprünglich auf der Rollenspielfanseite www.rpguides.de erstellt und veröffentlicht. Sie ist weder ein offizieller Bestandteil des Spiels, noch wird sie in irgendwelcher Form im kommerziellen Sinne verbreitet. Diese Datei gibt lediglich den von Fans erarbeiteten Wissensstand als Hilfe für andere Spieler weiter. Diese Spielhilfe ist nur für die private Verwendung freigegeben. Jegliche kommerzielle oder anderweitige Nutzung (auch in Auszügen) ist untersagt. Haftungsausschluss 1. Inhalt Der Autor übernimmt keinerlei Gewähr für die Aktualität, Korrektheit, Vollständigkeit oder Qualität der bereitgestellten Informationen. Haftungsansprüche gegen den Autor, welche sich auf Schäden materieller oder ideeller Art beziehen, die durch die Nutzung oder Nichtnutzung der dargebotenen Informationen -
View the Manual
A Important Health Warning: Photosensitive Seizures A very small percentage of people may experience a seizure when exposed to certain visual images, including flashing lights or patterns that may appear in video games. Even people with no history of seizures or epilepsy may have an undiagnosed condition that can cause “photosensitive epileptic seizures” while watching video games. Symptoms can include light-headedness, altered vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, confusion, momentary loss of awareness, and loss of consciousness or convulsions that can lead to injury from falling down or striking nearby objects. Immediately stop playing and consult a doctor if you experience any of these symptoms. Parents, watch for or ask children about these symptoms—children and teenagers are more likely to experience these seizures. The risk may be reduced by being farther from the screen; using a smaller screen; playing in a well-lit room, and not playing when drowsy or fatigued. If you or any relatives have a history of seizures or epilepsy, consult a doctor before playing. © 2019 The Codemasters Software Company Limited (“Codemasters”). All rights reserved. “Codemasters”®, “EGO”®, the Codemasters logo and “Grid”® are registered trademarks owned by Codemasters. “RaceNet”™ is a trademark of Codemasters. All rights reserved. Uses Bink Video. Copyright © 1997-2019 by RAD Game Tools, Inc. Powered by Wwise © 2006 - 2019 Audiokinetic Inc. All rights reserved. Ogg Vorbis Libraries © 2019, Xiph.Org Foundation. Portions of this software are copyright ©2019 The FreeType Project (www.freetype.org). All rights reserved. All other copyrights or trademarks are the property of their respective owners and are being used under license. -
Architecture and Implementation of the System for Serious Games in Unity 3D
Architecture and implementation of the system for serious games in Unity 3D Master Thesis Aleksei Penzentcev Brno, May 2015 Declaration Hereby I declare, that this paper is my original authorial work, which I have worked out by 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. Aleksei Penzentcev Advisor: RNDr. Barbora Kozliková, Ph.D. ii Acknowledgement I would like to thank my supervisor RNDr. Barbora Kozliková, Ph.D. for the opportunity to participate in the project of Department of Computer Graphics and Design, for her consultation and comments during the work on the thesis. Also I would like to thank Mgr. Jiří Chmelík, Ph.D. for the technical support and leading the mother project for my thesis called Newron1 and to all people participated in this project for inspiring communication and contribution to it. 1 http://www.newron.cz iii Abstract This thesis describes a way of designing architecture for a serious game in Unity 3D environment and implementation of interaction with the game via Kinect device. The architecture is designed using event-based system which makes easier adding new components into the game including support of other devices. The thesis describes main approaches used for creation of such system. The mini-game “Tower of Hanoi” is implemented as an example of usage event-based system. iv Keywords Unity 3D, game architecture, events, C#, game, game engines, Kinect, Tower of Hanoi, gestures recognition, patterns, singleton, observer, SortedList. v Contents 1 Introduction .................................................................................................... 5 2 Overview ....................................................................................................... -
Designing Together Apart Computer Supported Collaborative Design in Architecture
Thomas Kvan M A (Cantab), M Arch (Calif) Designing Together Apart Computer Supported Collaborative Design in Architecture Submitted for the degree of Doctor of Philosophy The Open University Milton Keynes England Discipline Design and Innovation Submitted: December 1998 Revised: June 1999 DESIGNING TOGETHER APART i ABSTRACT .................................................................................................................................. VI ACKNOWLEDGEMENTS ........................................................................................................VII PUBLISHED WORK................................................................................................................ VIII ACRONYMS................................................................................................................................. IX 1 INTRODUCTION...................................................................................................................1 1.1 PROPOSITION OF THIS THESIS..............................................................................................6 1.2 STRUCTURE OF THE THESIS.................................................................................................9 2 DESIGNING TOGETHER APART ...................................................................................10 2.1 AN OVERVIEW ..................................................................................................................12 2.1.1 Technology in practices...........................................................................................14 -
The Relations Between Perceived Parent, Coach, and Peer Created
THE RELATIONS BETWEEN PERCEIVED PARENT, COACH, AND PEER CREATED MOTIVATIONAL CLIMATES, GOAL ORIENTATIONS, AND MENTAL TOUGHNESS IN HIGH SCHOOL VARSITY ATHLETES Nicholas M. Beck Dissertation Prepared for the Degree of DOCTOR OF PHILOSOPHY UNIVERSITY OF NORTH TEXAS August 2014 APPROVED: Trent A. Petrie, Major Professor Scott Martin, Committee Member Edward Watkins, Committee Member Camilo Ruggero, Committee Member Vicki Campbell, Chair of the Department of Psychology Mark Wardell, Dean of the Toulouse Graduate School Beck, Nicholas M. The Relations between Perceived Parent, Coach, and Peer Created Motivational Climates, Goal Orientations, and Mental Toughness in High School Varsity Athletes. Doctor of Philosophy (Counseling Psychology), August 2014, 91 pp., 3 tables, 2 figures, references, 130 titles. Determining the factors that contribute to mental toughness development in athletes has become a focus for researchers as coaches, athletes, and others extol its influence on performance success. In this study we examined a model of mental toughness development based on achievement goal theory, assessing the relations between motivational climates, goal orientations, and mental toughness. Five hundred ninety-nine varsity athletes, representing 13 different sports from six different high schools in a southwestern United States school district, participated in the study. Athletes completed self-report measures assessing parent, peer, and coach motivational climates, goal orientations, and their mental toughness. Initially, I examined the measurement model and found it fit the data well both in the exploratory (SRMR = .06; CFI = .94) and confirmatory (SRMR = .06; CFI = .95) samples. Second, the structural model was examined and found to fit the data well in both the exploratory (SRMR = .08; CFI = .93) and confirmatory samples (SRMR = .07, CFI = .95). -
Worldbuilding Voices in the Soundscapes of Role-Playing Video Games
University of Huddersfield Repository Jennifer, Smith Worldbuilding Voices in the Soundscapes of Role Playing Video Games Original Citation Jennifer, Smith (2020) Worldbuilding Voices in the Soundscapes of Role Playing Video Games. Doctoral thesis, University of Huddersfield. This version is available at http://eprints.hud.ac.uk/id/eprint/35389/ The University Repository is a digital collection of the research output of the University, available on Open Access. Copyright and Moral Rights for the items on this site are retained by the individual author and/or other copyright owners. Users may access full items free of charge; copies of full text items generally can be reproduced, displayed or performed and given to third parties in any format or medium for personal research or study, educational or not-for-profit purposes without prior permission or charge, provided: • The authors, title and full bibliographic details is credited in any copy; • A hyperlink and/or URL is included for the original metadata page; and • The content is not changed in any way. For more information, including our policy and submission procedure, please contact the Repository Team at: [email protected]. http://eprints.hud.ac.uk/ Worldbuilding Voices in the Soundscapes of Role-Playing Video Games Jennifer Caron Smith A thesis submitted to the University of Huddersfield in partial fulfilment of the requirements for the degree of Doctor of Philosophy The University of Huddersfield October 2020 1 Copyright Statement i. The author of this thesis (including any appendices and/ or schedules to this thesis) owns any copyright in it (the “Copyright”) and s/he has given The University of Huddersfield the right to use such Copyright for any administrative, promotional, educational and/or teaching purposes. -
Comment Les Développeurs De Jeux Vidéo Indépendants Peuvent-Ils Tirer Profit Du Crowdfunding ?
UNIVERSITE CATHOLIQUE DE LOUVAIN LOUVAIN SCHOOL OF MANAGEMENT Comment les développeurs de jeux vidéo indépendants peuvent-ils tirer profit du crowdfunding ? Promoteur : Manuel Kolp Mémoire-recherche présenté par Arnaud De Visscher en vue de l'obtention du titre de Master en ingénieur de gestion ANNEE ACADEMIQUE 2014-2015 I. Remerciements Je tiens à remercier mon promoteur, Monsieur Manuel Kolp, pour avoir accepté mon sujet de mémoire ainsi que pour ses conseils lors de la réalisation de ce dernier. Je tiens à remercier ensuite les entreprises qui ont accepté de donner de leur temps pour répondre à mes questions, sans l’aide desquelles la réalisation de ce mémoire n’aurait pas été possible. Enfin je remercie mes proches pour leur soutien tout au long de la réalisation de ce mémoire. III. Résumé Dans le secteur vidéoludique, il existe plusieurs types d’entreprises de création de jeu vidéo. Parmi ceux-ci existent les studios de développement indépendants, qui se différencient des autres par leur absence d’affiliation avec un éditeur. Sans l’aide de ce dernier, un studio de développement de jeu vidéo indépendant doit couvrir les coûts de production de son jeu vidéo par ses propres moyens, tâche qui incombe généralement à l’éditeur. Une stratégie de financement consiste alors à faire appel au crowdfunding, qui repose sur une large audience pour récolter plusieurs petites sommes d’argent via une plateforme en ligne. Ce mémoire vise à déterminer comment les développeurs de jeux vidéo indépendants peuvent tirer profit du financement participatif, que ce soit pour en favoriser sa réussite ou pour bénéficier d’externalités positives qui s’en dégagent. -
Microsoft Xbox 360
Microsoft Xbox 360 Last Updated on October 1, 2021 Title Publisher Qty Box Man Comments 007 Legends Activision 007: Quantum of Solace Activision 007: Quantum of Solace: Collector's Edition Activision 007: Quantum of Solace: Best Buy T-shirt Activision 2006 FIFA World Cup Electronic Arts 2010 FIFA World Cup South Africa Electronic Arts 2014 FIFA World Cup Brazil Electronic Arts 2K Essentials Collection 2K 2K Rogues and Outlaws Collection Take-Two Interactive Software 2K12 Sports Combo Pack 2K Sports 2K13 Sports Combo Pack 2K Sports 50 Cent: Blood on the Sand THQ AC/DC Live: Rock Band Track Pack Electronic Arts Ace Combat 6: Fires of Liberation Namco Bandai Games America Ace Combat 6: Fires of Liberation: Limited Edition Ace Edge Flightstick Bundle Namco Bandai Games America Ace Combat 6: Fires of Liberation: Platinum Hits Namco Bandai Games America Ace Combat: Assault Horizon Namco Ace Combat: Assault Horizon: Walmart Exclusive Namco Adidas miCoach 505 Games Adrenalin Misfits Konami Adventure Time: Explore the Dungeon Because I DON'T KNOW D3Publisher Adventure Time: The Secret of the Nameless Kingdom Little Orbit Adventures of Tintin, The: The Game Ubisoft Afro Samurai Namco Bandai Games Air Conflicts: Secret Wars Kalypso Media USA Air Conflicts: Vietnam bitComposer Games Akai Katana Rising Star Games Alan Wake: Limited Collector's Edition Microsoft Alan Wake Microsoft Alice: Madness Returns Electronic Arts Alien: Isolation: Nostromo Edition Sega Aliens vs Predator: Hunter Edition Sega Aliens vs Predator Sega Aliens: Colonial Marines Sega -
Larian Studios Selects Wwise for the Future
customer profile Larian Studios selects Wwise for the Future Alexandra Pasian Larian Studios selects the Wwise audio middleware solution for its advanced authoring tool. With the decision, this innovative studio achieves significant reductions in development and engineering costs. Belgium’s Larian Studios is an independent house that The Advantages of Sophisticated Audio has been publishing games for more than 10 years. They According to Vincke, the ability to develop sophisticated have produced over 25 titles, including the multiplayer audio is extremely important. “Good audio makes every- real-time strategy game “The Led Wars” and the hugely thing more. If you have developed a realistic-looking successful “Divine Divinity” that was voted as one of the game, sophisticated audio makes it more real; if you best games of 2002. They are currently working on a have a funny game or scene, the right sounds make it top-secret project that is sure to garner them even more hilarious.” attention. Despite the importance of sophisticated audio, Vincke Larian Studios was founded in 1996 by Swen Vincke admits that budgets and resources are not always who had just graduated with a degree in Informatics. The allocated accordingly. He says, “Money always goes decision to start his own studio was based on his desire to the visuals and content because they are so labor- to produce video games and his spirit of independence. intensive and people tend to respect them more. But, As Vincke explains, “I wanted to make games and I even so, a visually pleasing scene can become 30-40% knew I wouldn’t be able to work for somebody else.” better with the right audio.” Now, Larian Studios employs more than 40 people, ranging from software engineers and graphic artists to sound designers and music composers. -
Larian Studios Employs Wwise for Their Major Release
customer profile Dragons Talk: Larian Studios Employs Wwise for their Major Release Alexandra Pasian The development team at Larian Studios makes excellent use of Wwise to manage thousands of lines of dialogue, localization and action sound effects for the third release in their award winning Divinity Series--Divinity II - Ego Draconis. In October 2009, Belgium’s Larian Studios released “With its rapid iteration times, ease of integrations, and good Divinity II - Ego Draconis, an Action RPG game for the PC results, Wwise is everything we need.” and Xbox360 platforms. It is the sequel to the studio’s award winning Divine Divinity and Beyond Divinity —Benoît Louzas, Lead Producer, Larian Studios and takes fans to a whole new level of experience. In addition to including all the classic RPG features—like a strong story line and character interaction—Divinity II This shape-shifting ability, with its associated sound also gives players the unique ability to move between effects, presented several obstacles to the team during human and dragon form. development. According to Benoît Louzas, Lead Producer at Larian Studios, “The challenges on Divinity II included managing over 7000 files of audio dialogue per language and a lot of different effects and music.” To meet these challenges, the development team at Larian Studios turned to Audiokinetic’s audio pipeline solution, Wwise. This was not the first time that they employed Wwise. In fact, Larian Studios has been very public about using the middleware on smaller projects since 2007 and has been committed to it since the beginning. Explains Louzas, “For years, we had been looking for a complete solution that removed the coding and engineering hassles of managing audio resources. -
Waltman Spreadsheet
Video Game Website Link Notes IGN https://www.IGN.com Xbox Wire https://news.xbox.com/en-us Xbox-Focused Nintendo Life https://www.nintendolife.com Nintendo-Focused Game informer https://www.gameinformer.com Polygon https://www.polygon.com/gaming Xbox Live's Major Nelson https://www.majornelson.com Xbox-Focused VG247 https://www.vg247.com Eurogamer https://www.eurogamer.net My Nintendo News https://www.mynintendonews.com Nintendo-Focused Official PlayStation Blog https://blog.us.playstation.com Playstation-Focused PC Gamer Magazine https://www.pcgamer.com PC-Focused Kotaku https://www.kotaku.com Fextralife https://www.fextralife.com PCGamesN https://www.pcgamesn.com PC-Focused Rock, Paper, Shotgun https://www.rockpapershotgun.com Green Man Gaming Blog https://www.greenmangaming.com/blog N4G https://www.n4g.com SKOAR! https://skoar.digit.in Twinfinite https://www.twinfinite.net Gamasutra https://www.gamasutra.com/topic/console-pc Push Square https://www.pushsquare.com Playstation-Focused GamesIndustry International https://www.gamesindustry.biz Dev-Focused Siliconera https://www.siliconera.com Destructoid https://www.destructoid.com The Game Fanatics https://www.thegamefanatics.com Gamers Heroes www.gamersheroes.com PCInvasion https://www.pcinvasion.com DualShockers https://www.dualshockers.com Operation Sports https://www.operationsports.com Sports Game-Focused TouchArcade https://toucharcade.com Mobile Game-Focused ASTRO Gaming Blog blog.astrogaming.com GamingBolt.com https://www.gamingbolt.com Nintendo Everything https://www.nintendoeverything.com