Bioforge™ Install Guide
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Fantasy Gamer #1
Publisher: Steve Jackson Premier Issue Editor: Aaron Allston Assistant Editor: Chris Frink AUGUST/SEPTEMBER 1983 Art Directors: Denis Loubet Pat Mueller Advertising Manager: Tonya Cross Contributing Editors: W.G. Armintrout COMPLETE GAME William A. Barton Ronald Pehr Slasher Flick * Donald Saxman Nick Schuessler The designer of Superhero: 2044 takes a stab at cinema slaughter. 15 Business Manager: Elton Fewell Circulation Manager: Shirley Miri Production Manager: Scott Haring ARTICLES Production: Liana Brumley Detroit Origins * Diverse Hands J. David George New releases and awards nominations for the Origins '83 show . 2 Elisabeth B. Zakes Alternate Uses for Experience * Henry Woodbury How to make your AD&D characters more versatile. 10 ART IN THIS ISSUE Useless Table Contest Results Cover: "Ogre My Dead Body" by Winners of one of our more popular fantasy contests 31 Denis Loubet. Line Art: Steve Crompton, 10. J. David George: 22, 23. Denis Loubet: REVIEWS 32. Paul McCall: 15, 16, 17, 18, 19, 25, 26, 27, 28. Bob Schochet — mailer Rolemaster * Ronald Pehr 6 cover. George Webber: 6, Questworld * Steve List 11 Photographs: Courtesy Chaosium: Earthwood * David Ladyman 13 11. Courtesy Grenadier: 40, Courtesy Capsule Reviews 35 Iron Crown Enterprises: 7, 8, 9. Cour- tesy Palladium Press: 2. Courtesy Tri- SUPPLEMENTS: Against the Cult of the Reptile God, Beyond the Crystal Caves, Tac: 2. Blizzard Pass, Daredevil Adventures Vol. 2 No. 1, Treasure of the Unicorn Gold, The Warrior-Lords of Darok. COMPUTER GAMES: Dungeon! PLAY-BY-MAIL: Arena Combat. MINIATURES: Call of Cthulhu Adventurers and Creatures, Fantasy Trademark Notice Lords, Steam Cannon, Traps and Treasures. Most game names are trademarks of the companies publishing those games. -
XXIX Congress Report XXIX Planetary Congress • Austria • 2016 Photos: OEWF
XXIX Congress Report XXIX Planetary Congress • Austria • 2016 Photos: OEWF 1 John-David Bartoe, 2 Alexander Ivanchenkov, 3 Ulrich Walter, 4 Gerhard Thiele, 5 Georgi Iva- nov, 6 Yuri Gidzenko, 7 Bertalan Farkas, 8 Kevin Ford, 9 Pavel Vinogradov, 10 Charlie Walker, 11 Kimiya Yui, 12 Anatoli Artsebarskii, 13 Shannon Lucid, 14 Reinhold Ewald, 15 Claudie Haigneré, 16 Joe Acaba, 17 Ernst Messerschmid, 18 Jan Davis, 19 Franz Viehbock, 20 Loren Shriver, 21 Miroslaw Hermaszewski. 22 Sultan bin Salman al-Saud, 23 Yang Liwei, 24 Richard Garriott, 25 Mark Brown, 26 Carl Walz, 27 Bill McArthur, 28 Owen Garriott, 29 Anna Fisher, 30 George Zam- ka, 31 Rick Hieb, 32 Jerry Ross, 33 Alexander Volkov, 34 André Kuipers, 35 Jean-Pierre Haign- eré, 36 Toktar Aubakirov, 37 Kay Hire, 38 Michael Fincke, 39 John Fabian, 40 Pedro Duque, 41 Michael Foreman, 42 Sergei Avdeev, 43 Vladimir Kovolyonok, 44 Alexandar Aleksandrov, 45 Alexander Alexandrov, 46 Drew Feustel, 47 Dumitru Prunariu, 48 Alexei Leonov, 49 Rusty Sch- weickart, 50 Klaus-Dietrich Flade, 51 Anton Shkaplerov, 52 Alexander Samokutyaev, 53 Sergei Krikalev, 54 Viktor Savinykh, 55 Soichi Noguchi, 56 Bonnie Dunbar, 57 Vladimir Aksyonov, 58 Scott Altman, 59 Yuri Baturin, 60 Susan Helms, 61 Ulf Merbold, 62 Stephanie Wilson, 63 Chiaki Mukai, 64 Charlie Camarda, 65 Julie Payette, 66 Dick Richards, 67 Yuri Usachev, 68 Michael Lo- pez-Alegria, 69 Jim Voss, 70 Rex Walheim, 71 Oleg Atkov, 72 Bobby Satcher, 73 Valeri Tokarev, 74 Sandy Magnus, 75 Bo Bobko, 76 Helen Sharman, 77 Susan Kilrain, 78 Pam Melroy, 79 Janet Kavandi, 80 Tony Antonelli, 81 Sergei Zalyotin, 82 Frank De Winne, 83 Alexander Balandin, 84 Sheikh Muszaphar, 85 Christer Fuglesang, 86 Nikolai Budarin, 87 Salizhan Sharipov, 88 Vladimir Titov, 89 Bill Readdy, 90 Bruce McCandless II, 91 Vyacheslav Zudov, 92 Brian Duffy, 93 Randy Bresnik, 94 Oleg Artemiev XXIX Planetary Congress • Austria • 2016 One hundred and four astronauts and cosmonauts from 21 nations gathered Oc- tober 3-7, 2016 in Vienna, Austria for the XXIX Planetary Congress of the Associa- tion of Space Explorers. -
IPI, Logicmaster 90-70 S/W Pkg, V7.02 Pgmr and Conf, GFK-0350W
April 17, 1988 GFK-0350W IMPORTANT PRODUCT INFORMATION READ THIS INFORMATION FIRST Product: Logicmastert 90-70 Software Package, Version 7.02 Programmer and Configurator IC641SWP701U – 3.5-inch 2DD, 5.25-inch 2S/HD (WSI Version) IC641SWP706M– 3.5-inch 2DD (Standard Serial COM Port Version) IC641SWP703N – Demonstration Package (Standard Serial COM Port Version) IC641SWP731C – Sequential Function Chart (SFC) Programmer Read this document before installing or attempting to use Logicmastert 90-70 programmer and configurator software with your Series 90t-70 PLC system. For more information, refer to GFK-0263, GFK-0265, GFK-0854, or the README.TXT file on the master diskette. Release 7.02 of the Logicmaster 90-70 programmer and configurator software packages provides logic programming and configuration for the Series 90-70 PLC. Beginning with Release 5.00, Sequential Function Chart programming capability is available by ordering the desired Logicmaster 90-70 communications version and the SFC Programmer Option diskette (IC641SWP731). Release 7.02 corrects problems that existed in earlier software. These problems are listed in the “Problems Resolved by Release 7.02” section. Release 7.02 allows you to configure the new CGR935 CPUs as well as several new CPX models. Release 7.02 also provides folder conversion from certain earlier models of CPUs to corresponding CPX models. For more information about the new features, refer to the “New Features Introduced in Release 7.02” section. Folders created with all earlier releases of Logicmaster 90-70 are upwardly compatible. Release 7.02 of Logicmaster 90-70 software is compatible with Logicmaster 90-70 Release 4.01 or later and and with Release 7.80 and earlier CPUs. -
2K Games and Irrational Games Announce Bioshock(R) Infinite
2K Games and Irrational Games Announce BioShock(R) Infinite August 12, 2010 2:01 PM ET Creators of original BioShock(R) look to the sky in the next chapter of the award-winning franchise NEW YORK, Aug 12, 2010 (BUSINESS WIRE) -- 2K Games announced today that BioShock(R) Infinite, a first-person shooter, is currently in development at Irrational Games, the studio behind the original BioShock(R) which has sold over 4 million units worldwide. Set in 1912, BioShock Infinite introduces an entirely new narrative experience that lifts players out of the familiar confines of Rapture and rockets them to Columbia, an immense city in the sky. BioShock Infinite is currently planned for release during calendar 2012. Originally conceived as a floating symbol of American ideals at a time when the United States was emerging as a world power, Columbia is dispatched to distant shores with great fanfare by a captivated public. What begins as a brand new endeavor of hope turns drastically wrong as the city soon disappears into the clouds to whereabouts unknown. The player assumes the role of former Pinkerton agent Booker DeWitt, sent to the lost city to rescue Elizabeth, a young woman imprisoned there since childhood. He develops a relationship with Elizabeth, augmenting his abilities with hers so the pair may escape from a city that is literally falling from the sky. DeWitt must learn to fight foes in high-speed Sky-Line battles, engage in combat both indoors and amongst the clouds, and harness the power of dozens of new weapons and abilities. "We are excited to expand the world of BioShock, which is one of the industry's most critically acclaimed and beloved franchises," said Christoph Hartmann, president of 2K. -
John Carmack Archive - .Plan (1998)
John Carmack Archive - .plan (1998) http://www.team5150.com/~andrew/carmack March 18, 2007 Contents 1 January 5 1.1 Some of the things I have changed recently (Jan 01, 1998) . 5 1.2 Jan 02, 1998 ............................ 6 1.3 New stuff fixed (Jan 03, 1998) ................. 7 1.4 Version 3.10 patch is now out. (Jan 04, 1998) ......... 8 1.5 Jan 09, 1998 ............................ 9 1.6 I AM GOING OUT OF TOWN NEXT WEEK, DON’T SEND ME ANY MAIL! (Jan 11, 1998) ................. 10 2 February 12 2.1 Ok, I’m overdue for an update. (Feb 04, 1998) ........ 12 2.2 Just got back from the Q2 wrap party in vegas that Activi- sion threw for us. (Feb 09, 1998) ................ 14 2.3 Feb 12, 1998 ........................... 15 2.4 8 mb or 12 mb voodoo 2? (Feb 16, 1998) ........... 19 2.5 I just read the Wired article about all the Doom spawn. (Feb 17, 1998) .......................... 20 2.6 Feb 22, 1998 ........................... 21 1 John Carmack Archive 2 .plan 1998 3 March 22 3.1 American McGee has been let go from Id. (Mar 12, 1998) . 22 3.2 The Old Plan (Mar 13, 1998) .................. 22 3.3 Mar 20, 1998 ........................... 25 3.4 I just shut down the last of the NEXTSTEP systems running at id. (Mar 21, 1998) ....................... 26 3.5 Mar 26, 1998 ........................... 28 4 April 30 4.1 Drag strip day! (Apr 02, 1998) ................. 30 4.2 Things are progressing reasonably well on the Quake 3 en- gine. (Apr 08, 1998) ....................... 31 4.3 Apr 16, 1998 .......................... -
Deus Ex (2000) by Ion Storm Inc
A zeitgeist game is reflective of its corresponding social climate. Titles that gain zeitgeist status have in some way challenged the norms of their associated era and revolutionised a pre-established genre by bending traditional conventions. Thus, zeitgeist titles are also timeless. They transcend time, remaining popular and famous due to the societal standpoints they raise and the impact their innovation has on the wider gaming communities and markets. Sci-Fi cyberpunk FPS/RPG Deus Ex (2000) by Ion Storm Inc. is an example of one such title that has built upon its sociological, artistic and technical influences to create a game that resonates innovation through its unique application of emergent gameplay; driven by character interaction and choice. Through analysis of these three fundamental influences in relation to the unique emergent gameplay construction of Deus Ex and correspondingly by comparing the game with its peers gives insight into how this game achieved zeitgeist status. Deus Ex was not the first game to challenge the norm by hybridising FPS/RPG genres. It was inspired by the gameplay of previous FPS/RPG 90’s games Ultima Underworld (1992) and System Shock (1994) by Looking Glass. (Spector, 2000). However, Spector also states he wanted to build upon the foundation laid by these games. He goes on to say his influence for the setting of the game came from his research into millennial conspiracies and his wife’s obsession with the X-Files. (2000). The game world of Deus Ex acts as a basis for the innovative success of its emergent gameplay. Without a lively game world gameplay choices would feel uninspiring. -
Thank You for Purchasing the Elder Scrolls: Arena. Dedicated Rpgers
The Elder Scrolls ARENA hank you for purchasing The Elder Scrolls: Arena. Dedicated RPGers have invested an incredible amount of effort into creating this detailed simulation. If you enjoy the game, please pass the word! There is no better advertising than a satisfied customer. TYou can also purchase the second chapter of The Elder Scrolls, entitled Daggerfall, in Fall 1996. TES: Daggerfall will feature the same open-endedness and breadth as Arena, but will feature increased NPC (Non-Player-Character) interaction, a faster, more sophisticated 3-D engine, and a more extensive storyline. With all the planned enhancements, Daggerfall will give you even more of an opportunity to role-play your character as you choose. We are very excited about Daggerfall and what it will mean to the role-playing community. On our part, we promise to keep bringing you the best in computer simulation software and welcome any suggestions you may have for how we can serve you better. Journey well, and peace be with you. —The Bethesda Team Installing the Game Place the CD into your computer’s CD-ROM drive. Type the drive letter followed by a colon (Ex: D: for most CD-ROM drives) and hit <ENTER>. Next type INSTALL and hit <ENTER>. If you are installing Arena from floppy disks, select ‘Install Game’ and follow the prompts. Because you are installing from the CDROM, 5 megabytes of data will be copied to your hard drive when you select ‘Exit’. The next step is to configure your game (see below). Configuring Arena to your System To configure any Sound FX and Music drivers once Arena has successfully installed (if you wish to play the game with sound and/or music), choose the ‘Configure Game’ option. -
XICE Lnstallationguide for Motorola 68000, 68HCOOO, 68ECOOO and 68302 Development Systems for DOS and UNIX Hosts
1mmm Applied Microsystems Corporation XICE lnstallationGuide for Motorola 68000, 68HCOOO, 68ECOOO and 68302 Development Systems for DOS and UNIX Hosts May 1993 PIN 922-17140-03 Copyright© 1993 Applied Microsystems Corporation All rights reserved. \' '\'9~t\B<\', nnt:iubmv ~'9\nt . ,:~ s no gnilis' IBM XT and IBM AT are trademarks of IBM Corporation Microsoft and MS-DOS™ are trademarks of Microsoft Corporation. Microtec is a registered trademarks of Microtec Research, Inc. SP ARC, SPARCstation, Sun, Sun-3, Sun-4, NFS, and PC-NFS are trademarks o Microsystems, Inc. UNIX is a registered trademark of AT&T. VALIDATE is a registered tradmark of Applied Microsystems Corporation I Contents Chapter 1 Introduction Organization of the documentation................................... 1-2 Overview of the toolchain................................................... 1-4 XICE ............................................................................. 1-4 XRAY............................................................................ 1-4 C Cross Compiler......................................................... 1-4 C++ Compiler............................................................... 1-4 Chapter2 Installing on a Sun Workstation Step 1: Check minimum requirements ................ ............. 2-2 Requirements for Sun 4 (SPARC) workstations........ 2-2 Step 2: Set up the directory structure............................... 2-3 · Step 3: Copy the software from the tape........................... 2-4 Step 4: Define individual user's setup.............................. -
Following the Path That Heroes Carved Into History: Space Tourism, Heritage, and Faith in the Future
religions Article Following the Path That Heroes Carved into History: Space Tourism, Heritage, and Faith in the Future Deana L. Weibel Departments of Anthropology and Integrative, Religious, and Intercultural Studies, Grand Valley State University, Allendale, MI 49401, USA; [email protected] Received: 29 November 2019; Accepted: 28 December 2019; Published: 2 January 2020 Abstract: Human spaceflight is likely to change in character over the 21st century, shifting from a military/governmental enterprise to one that is more firmly tied to private industry, including businesses devoted to space tourism. For space tourism to become a reality, however, many obstacles have to be overcome, particularly those in finance, technology, and medicine. Ethnographic interviews with astronauts, engineers, NASA doctors, and NewSpace workers reveal that absolute faith in the eventual human occupation of space, based in religious conviction or taking secular forms, is a common source of motivation across different populations working to promote human spaceflight. This paper examines the way faith is expressed in these different contexts and its role in developing a future where space tourism may become commonplace. Keywords: anthropology; tourism; spaceflight; NASA; heritage; exploration 1. Introduction Space tourism is an endeavor, similar to but distinctly different from other forms of space travel, that relies on its participants’ and brokers’ faith that carrying out brave expeditions, modeled on and inspired by those in the past, will ultimately pay off in a better future for humankind. Faith, in this case, refers to a subjective sense that a particular future is guaranteed and may or may not have religious foundations. This faith appears to be heightened by the collective work undertaken by groups endeavoring to send humans into space, creating a sense of what anthropologists Victor and Edith Turner have described as communitas, a shared feeling of equality and common purpose. -
Game Developer Magazine
>> INSIDE: 2007 AUSTIN GDC SHOW PROGRAM SEPTEMBER 2007 THE LEADING GAME INDUSTRY MAGAZINE >>SAVE EARLY, SAVE OFTEN >>THE WILL TO FIGHT >>EXCLUSIVE INTERVIEW MAKING SAVE SYSTEMS FOR CHANGING GAME STATES HARVEY SMITH ON PLAYERS, NOT DESIGNERS IN PANDEMIC’S SABOTEUR POLITICS IN GAMES POSTMORTEM: PUZZLEINFINITE INTERACTIVE’S QUEST DISPLAY UNTIL OCTOBER 11, 2007 Using Autodeskodesk® HumanIK® middle-middle- Autodesk® ware, Ubisoftoft MotionBuilder™ grounded ththee software enabled assassin inn his In Assassin’s Creed, th the assassin to 12 centuryy boots Ubisoft used and his run-time-time ® ® fl uidly jump Autodesk 3ds Max environment.nt. software to create from rooftops to a hero character so cobblestone real you can almost streets with ease. feel the coarseness of his tunic. HOW UBISOFT GAVE AN ASSASSIN HIS SOUL. autodesk.com/Games IImmagge cocouru tteesyy of Ubiisofft Autodesk, MotionBuilder, HumanIK and 3ds Max are registered trademarks of Autodesk, Inc., in the USA and/or other countries. All other brand names, product names, or trademarks belong to their respective holders. © 2007 Autodesk, Inc. All rights reserved. []CONTENTS SEPTEMBER 2007 VOLUME 14, NUMBER 8 FEATURES 7 SAVING THE DAY: SAVE SYSTEMS IN GAMES Games are designed by designers, naturally, but they’re not designed for designers. Save systems that intentionally limit the pick up and drop enjoyment of a game unnecessarily mar the player’s experience. This case study of save systems sheds some light on what could be done better. By David Sirlin 13 SABOTEUR: THE WILL TO FIGHT 7 Pandemic’s upcoming title SABOTEUR uses dynamic color changes—from vibrant and full, to black and white film noir—to indicate the state of allied resistance in-game. -
ABSTRACT LOHMEYER, EDWIN LLOYD. Unstable Aesthetics
ABSTRACT LOHMEYER, EDWIN LLOYD. Unstable Aesthetics: The Game Engine and Art Modifications (Under the direction of Dr. Andrew Johnston). This dissertation examines episodes in the history of video game modding between 1995 and 2010, situated around the introduction of the game engine as a software framework for developing three-dimensional gamespaces. These modifications made to existing software and hardware were an aesthetic practice used by programmers and artists to explore the relationship between abstraction, the materiality of game systems, and our phenomenal engagement with digital media. The contemporary artists that I highlight—JODI, Cory Arcangel, Orhan Kipcak, Julian Oliver, and Tom Betts—gravitated toward modding because it allowed them to unveil the technical processes of the engine underneath layers of the game’s familiar interface, in turn, recalibrating conventional play into sensual experiences of difference, uncertainty, and the new. From an engagement with abstract forms, they employed modding techniques to articulate new modes of aesthetic participation through an affective encounter with altered game systems. Furthermore, they used abstraction, the very strangeness of the mod’s formal elements, to reveal our habitual interactions with video games by destabilizing conventional gamespaces through sensory modalities of apperception and proprioception. In considering the imbrication of technics and aesthetics in game engines, this work aims to resituate modding practices within a dynamic and more inclusive understanding -
Alone in the Dark 3
Not sold in cognito ALONE IN THE DARK 3 For starters, you can adjust the diffi Hartwood, whom you rescued from the culty level for combat. Alignment to use Derceto Mansion two years ago, in ne of the most innova an item at a location still presented Alone in the Dark. tive animated graphic minor problems, but it didn't seem to· be So, you remove your trusty .38 adventures of 1993 was as precise as Special Alone in the Dark. It set required in from your polygonal characters Alone in the . desk and set against a beautifully rendered back Darkand off for ground, music illustrating the mood, Alone in the Slaughter great sound effects and an absorbing sto Dark2. Gulch and ryline. Hitting whatever Utilizing a 3-D rendered, 360-degree the Tab key horrors it rotational view, Alone introduced us to a brings up a,n may hold. multitude of camera angles. These overhead 3- Upon ranged from top-down views to close D view of your arrival. ups, from floor level shots to reverse the game you cross a angles and "looking up" pans. Alone area and a ii&..----....1 bridge into went on to become one of the best hits flashing red arrow points to where you town, only to have it blow up behind of 1993. are. you. There is no going back now. You A year later we had Alone in the In this 3rd - and hopefully not last must forge ahead and solve the mystery Dark 2, again starring Edward Carnby. - chapter in the saga of of Slaughter Gulch.