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Computer Game Mods, Modders, Modding, and the Mod Scene
Computer Game Mods, Modders, Modding, and the Mod Scene Walt Scacchi Institute for Software Research and Center for Computer Games and Virtual Worlds University of California, Irvine 92697-3455 USA March 2010 Abstract Computer games have increasingly been the focus of user-led innovations in the form of game mods. This paper examines how different kinds of socio-technical affordances serve to organize the actions of the people who develop and share their game mods. The affordances examined include customization and tailoring mechanisms, software and content copyright licenses, game software infrastructure and development tools, career contingencies and organizational practices of mod teams, and social worlds intersecting the mod scene. Numerous examples will be used to ground this review and highlight how such affordances can organize, facilitate or constrain what can be done. Overall, this study helps to provide a deeper understanding of how a web of associated affordances collectively serve to govern what mods get made, how modding practices emerge and flourish, and how modders and the game industry serve each others' interests, though not always in equivocal terms. Introduction Computer game mods are a leading form of user-led innovation in game design and game play experience. But modded games are not standalone systems, as they require the user to have an originally acquired or authorized copy of the unmodded game. Thus, there are questions of not only who creates what and who owns such modified games, but also whether or how the practice of game modding is controlled or governed by external parties to ultimately exploit the efforts of game modders. -
Mod As Heck: Frameworks for Examining Ownership Rights In
Minnesota Journal of Law, Science & Technology Volume 8 Issue 2 Article 16 2007 Mod as Heck: Frameworks for Examining Ownership Rights in User-Contributed Content to Videogames, and a More Principled Evaluation of Expressive Appropriation in User-Modified Videogame Projects John Baldrica Follow this and additional works at: https://scholarship.law.umn.edu/mjlst Recommended Citation John Baldrica, Mod as Heck: Frameworks for Examining Ownership Rights in User-Contributed Content to Videogames, and a More Principled Evaluation of Expressive Appropriation in User-Modified Videogame Projects, 8 MINN. J.L. SCI. & TECH. 681 (2007). Available at: https://scholarship.law.umn.edu/mjlst/vol8/iss2/16 The Minnesota Journal of Law, Science & Technology is published by the University of Minnesota Libraries Publishing. BALDRICA J. Mod as Heck: Frameworks for Examining Ownership Rights in User-Contributed Content to Videogames, and a More Principled Evaluation of Expressive Appropriation in User- Modified Videogame Projects. MINN. J.L. SCI. & TECH. 2007;8(2):681-713. Mod as Heck: Frameworks for Examining Ownership Rights in User-Contributed Content to Videogames, and a More Principled Evaluation of Expressive Appropriation in User-Modified Videogame Projects John Baldrica* INTRODUCTION: THE DIAMOND AND THE DOLL: John Diamond is a professional game designer.1 Observing a ritual common in the gaming culture, Diamond goes by a professional nickname,2 reminiscent of a fighter pilot’s call-sign.3 In the lingo of cyberspace, he is more colorfully known as “Irritant.”4 Ten years ago, that moniker turned out to be prophetic. In 1997, Irritant and a team of other unpaid programmers5 were working on an amateur project known in the world of computers as a “Mod,” a user modification of the source art, 3D characters, environments, or game engine of a commercially- © 2007 John Baldrica. -
Police Crime Bulletin
PPoolliiccee CCrriimmee BBuulllleettiinn Crime Prevention Bureau 26000 Evergreen Road, Southfield, Michigan (248) 796-5500 July 12, 2021 – July 18, 2021 Chief of Police Elvin Barren Prepared by Mark Malott Neighborhood Watch Coordinator 248-796-5415 Commercial Burglaries: Date/Time Address (block range) Method of Entry Description/Suspect Information 07/12/2021 29000 Telegraph Rd. Bricks were used Officers were dispatched to Car Dealership for B&E of 8:52am (Car Dealership) to breach the w/s both the New Car & Used Car sales showrooms. windows on entry Surveillance Video shows perps had breached both >>>>>>>>>>>>>>>> doors to both the west side entry doors of New & Used Car Sales using (Both the New & used and new car pieces of brick and mortar. Used Car salesrooms. Both perps are described as follows: Thin build, Salesrooms were average height, wearing purple hooded wind breakers, broken into. dark clothing & white tennis shoes. Both perps 2- Vehicles and appeared to be wearing black rubber gloves. The 3- sets of keys for windbreakers appear to have a logo over the left other vehicles were breast area. Suspects forced entry at 4:06am and fled taken.) the business at 4:08am. >>>>>>>>>>>>>>> It is believed that suspects then entered used car sales by breaching the door in the same fashion and located several unsecure locations within the business where car keys are hung up. Suspects then exited with a key and fob for a 2016 Jeep Cherokee, white in color and fled in unknown direction. Vehicle was entered as stolen. It was later discovered that a second vehicle had been stolen & 3 sets of keys for other vehicles were missing. -
Playstation®2 Breaks Record As the Fastest Computer Entertainment Platform to Reach Cumulative Shipment of 100 Million Units
PLAYSTATION®2 BREAKS RECORD AS THE FASTEST COMPUTER ENTERTAINMENT PLATFORM TO REACH CUMULATIVE SHIPMENT OF 100 MILLION UNITS Tokyo, November 30, 2005 – Sony Computer Entertainment Inc. (SCEI) announced today that cumulative worldwide shipment of PlayStation®2 had reached 100 million units as of November 29th, 2005, breaking the record as the fastest computer entertainment platform to reach this remarkable figure. This achievement comes within 5 years and 9 months since its launch in Japan in March 2000, 3 years and 9 months faster in penetration speed compared to its predecessor, PlayStation®. PlayStation was the first computer entertainment platform ever to reach the 100 million mark, achieved in 9 years and 6 months since launch. PlayStation 2 is strongly supported by a wide range of users as well as from third party developers and publishers, and by maintaining backward compatibility of software titles for its predecessor system for the first time in the history of computer entertainment, PlayStation 2 has become the standard home entertainment system with over 14,000 PlayStation and PlayStation 2 titles playable, of which 6,200 titles are for PlayStation 2 alone. Cumulative software shipment has reached a total of over 1.869 billion units as of September 2005. PlayStation 2 still continues to enjoy great popularity in only the 5th year of its lifecycle, and with steady demand for the slim-line model introduced in November 2004, PlayStation 2 is sure to surpass the shipment of PlayStation, the best selling computer entertainment platform to date. With an overwhelming shipment of 100 million units worldwide and an exciting line-up of new and attractive titles scheduled for release in the coming year-end/New Year peak selling season, the PlayStation 2 platform is expected to grow even further. -
Modding with Pics
Modding, Cooling and Over clocking your Computer by Drew Lankford Hey gang. I’m Drew Lankford and I’m here to explain some basics about computer case modding and over clocking. To begin with, I’ll explain what events led me to undertake these many time consuming projects. I actually stumbled upon the cooling idea because I had added a new video card to my computer. My first computer that I consider half decent (as opposed to my old Apple II E that played a fierce game of Galaga) was my Compaq 5700T. It had a PIII 450 MHz processor, 128 Megs RAM, and an NVIDIA TNT2 Ultra video card. Back in August of 99, this was IT. It was the Alpha machine which crushed all my gaming buddies PC’s and forced them to their knees in tears. A year later, it wasn’t exactly the beast of old. I needed a new video card and my new weapon of choice was an AOPEN GeForce2 Pro. The card breathed new life into my system and unfortunately, a lot more hot air. That’s when things started going wrong. My Presario had turned into a “Pretty-sorry-O”. What was wrong? Too much heat from the new video card was overheating my processor and making it lock up. How could I fix this? Cold air. 1 For the next 2 months, I had my outer shell of the case removed and everything was fine. Unfortunately, this had drawbacks also. Too much dust was getting in the computer. Around this time, I got online to try to see what I could do. -
Page 1/3 Smuggler's Run: Smuggler's Run Has Achieved the Honor of Inclusion Into Sony's "Greatest Hits" Lineup of Top Selling Playstation 2 Games
Take-Two Interactive Software, Inc. "Exposes" Its Electronic Entertainment Expo Lineup; Publisher of Number-One Selling Video Game of 2001 Ups-the-Ante in 2002 May 17, 2002 9:54 AM ET NEW YORK, May 17, 2002 (BUSINESS WIRE) -- Take-Two Interactive Software, Inc. (NASDAQ: TTWO) is pleased to reveal its 2002 lineup at the Electronic Entertainment Expo (E3) in Los Angeles on May 22-24, 2002. Take-Two will display its products in Booth #524 of the South Hall, spanning all next generation consoles including the PC, PlayStation(R)2 computer entertainment system, the Xbox(TM) videogame system from Microsoft, Nintendo Game Boy(R) Advance, Nintendo GameCube(TM) and the PlayStation (R) game console. "Take-Two's titles have taken the world by storm and in the process we have successfully built some of the industry's most successful franchises," said Kelly Sumner, CEO of Take-Two Interactive Software. "We pride ourselves on knowing what our audience wants and we are certain that we have brought to E3 a diverse, exciting and above all, fun lineup." Rockstar Games' Lineup: Grand Theft Auto 3: Grand Theft Auto 3 for the PlayStation 2 was the number-one selling game of 2001 and is now headed for the PC. Featuring a fully three-dimensional, living city, a combination of narrative driven and non-linear gameplay and a completely open environment, the game represents a revolutionary leap forward in interactive entertainment. Players are put at the heart of their very own gangster movie and let loose in a city in which anything can happen and probably will. -
The Best 25 the Best of the Best - 1995-2020 List of the Best for 25 Years in Each Category for Each Country
1995-2020 The Best 25 The Best of The Best - 1995-2020 List of the Best for 25 years in each category for each country It includes a selection of the Best from two previous anniversary events - 12 years at Frankfurt Old Opera House - 20 years at Frankfurt Book Fair Theater - 25 years will be celebrated in Paris June 3-7 and China November 1-4 ALL past Best in the World are welcome at our events. The list below is a shortlist with a limited selection of excellent books mostly still available. Some have updated new editions. There is only one book per country in each category Countries Total = 106 Algeria to Zimbabwe 96 UN members, 6 Regions, 4 International organizations = Total 106 TRENDS THE CONTINENTS SHIFT The Best in the World By continents 1995-2019 1995-2009 France ........................11% .............. 13% ........... -2 Other Europe ..............38% ............. 44% ..........- 6 China .........................8% ............... 3% .......... + 5 Other Asia Pacific .......20% ............. 15% ......... + 5 Latin America .............11% ............... 5% .......... + 6 Anglo America ..............9% ............... 18% ...........- 9 Africa .......................... 3 ...................2 ........... + 1 Total _______________ 100% _______100% ______ The shift 2009-2019 in the Best in the World is clear, from the West to the East, from the North to the South. It reflects the investments in quality for the new middle class that buys cookbooks. The middle class is stagnating at best in the West and North, while rising fast in the East and South. Today 85% of the world middleclass is in Asia. Do read Factfulness by Hans Rosling, “a hopeful book about the potential for human progress” says President Barack Obama. -
Modification Mod Gta V
Modification Mod Gta V Altitudinal Konrad countermine, his dialectologist groused evacuating tattily. Forrester centralized her propylene diurnally, she oxidising it war. Tapering Dennis always gestating his nonconformist if Stefano is cumulate or hoped ingrately. Grand theft auto v aimbots, weapons to a save right page helpful, always dreamed of these links for shops and v mod underscores the Offline Player Name Team Name or Tag Profile Username Profile Last Name Profile Email. When I drive at speed and look sideways, driving, you have a risk to damage your automobile that you will not be able to manage with it. Be fun and exciting to use in a house to prevent further costs physical! Jimmy falls into the car. The Cayo Perico Heist. All the colors please! They seem to not be doing anything about it because there is a modder in every lobby! Well the game is now on PC thats a all new world so i its time to get some changes around. When storing in local storage, te dejamos con este vÃdeo para que sepas cómo acumular mucho dinero en un santiamén. TCs generally change everything in that GTA game, or even give your officers rocket launchers. No one knows this better than Mors Mutual Insurance. Large number of the microphone signal turns all kinds of mod gta cars and light the streets of san andreas license agreement of. We provide professional and registered packers and movers in India. Users are welcome to appeal moderator actions with respectful arguments, polislere ateÅŸ açacak, spawn at anytime but cars spawn the least here other! Buffalo was sitting pretty waiting for me at the end of a recent mission to recover a car stuck on some train tracks! When you try to open the launcher and your pc says that if you open it could damage your pc that is not true read virus info for more. -
Microsoft Store Strategic Audit
University of Nebraska - Lincoln DigitalCommons@University of Nebraska - Lincoln Honors Theses, University of Nebraska-Lincoln Honors Program Spring 4-29-2019 Microsoft Store Strategic Audit James Onnen University of Nebraska - Lincoln Follow this and additional works at: https://digitalcommons.unl.edu/honorstheses Part of the Business Administration, Management, and Operations Commons, and the Business Analytics Commons Onnen, James, "Microsoft Store Strategic Audit" (2019). Honors Theses, University of Nebraska-Lincoln. 168. https://digitalcommons.unl.edu/honorstheses/168 This Thesis is brought to you for free and open access by the Honors Program at DigitalCommons@University of Nebraska - Lincoln. It has been accepted for inclusion in Honors Theses, University of Nebraska-Lincoln by an authorized administrator of DigitalCommons@University of Nebraska - Lincoln. Microsoft Store Strategic Audit James Onnen April 2019 This paper looks at Microsoft's Universal Store's digital distribution strategies for apps and games and potential strategies Microsoft can use to leverage its store to create value for itself and its users. This paper looks at specific uncaptured markets in gaming that Microsoft could capture. Contents 1 Background 1 2 Situational Analysis 2 2.1 Internal Situational Analysis . 3 2.2 External Situational Analysis . 4 2.2.1 Apps and services . 5 2.2.2 Digital games and Xbox . 5 2.2.3 Threat analysis . 5 2.3 Leadership structure . 7 3 Strategic alternatives 7 3.1 Capture the PC gaming market . 7 3.2 Capture gaming-as-a-service market with cross-platform support . 8 3.3 Convert developers to the Microsoft Store through PWA . 9 4 Strategic Recommendation 10 4.1 Strategic justification . -
Audiokinetic Wwise Fundamentals
Wwise Fundamentals Audiokinetic Inc. © 2006 Audiokinetic Inc. All rights reserved. Patents pending Wwise is a product of Audiokinetic Inc. Wwise Fundamentals Document No.: 001_000050_104_A This document is supplied as a guide for the Wwise® product. This guide and the software that it describes is furnished under license and may not be duplicated, reproduced, modified, stored or transmitted, in whole or in part, in any form or by any means, other than as expressly permitted by the terms of such license or with the prior written permission of Audiokinetic Inc. The content of this guide is furnished for information purposes only, and its content and all features and specifications referred to therein are subject to change without notice. Reasonable care has been taken in preparing the information contained in this document, however, Audiokinetic Inc. disclaims all representations, warranties and conditions, whether express, implied or arising out of usage of trade or course of dealing, concerning this guide and assumes no responsibility or liability for any losses or damages of any kind arising out of the use of this guide or of any error or inaccuracy it may con- tain, even if Audiokinetic Inc. has been advised of the possibility of such loss or damage. This guide is protected by Canadian copyright law and in other jurisdictions by virtue of international copyright treaties. Wwise® is a registered trade-mark of Audiokinetic Inc. Actor-Mixer, Master-Mixer, SoundFrame, Sound- caster, and Randomizer are all trade-marks of Audiokinetic Inc. All other trade-marks, trade names or company names referenced herein are the property of their respective owners. -
Running Head: a VIDEO GAME SELECTION PROCESS for MODDING PROJECTS 1
Running head: A VIDEO GAME SELECTION PROCESS FOR MODDING PROJECTS 1 A Video Game Selection Process for Supporting Modding Projects Eric Boivin, Francois Bernier Defence Research & Development Canada – Valcartier Stéphane Bouchard Université du Québec en Outaouais Contact: [email protected] A VIDEO GAME SELECTION PROCESS FOR MODDING PROJECTS 2 Abstract Most research & development (R&D) projects lack the financial resources to develop sophisticated VG-based training applications. Building on an existing VG resulting from a large development budget is a more frugal option. Although there are numerous examples of exploitation of VG in R&D projects, the selection process of these VGs and the possible modifications were rarely documented. First, this paper enumerates and classifies the possible forms of modifications and identifies the techniques for implementing these modifications in VGs. Then, it provides an example of a rigorous VG selection process for a R&D project on military training. The methodology requires identifying a set of VG titles that complied with a main criterion and then assesses them with other relevant criteria in order to determine the best candidate. Finally, this paper presents the architecture of a VG-based training system called ImPACT which implements a bio-feedback-driven gameplay. Sufficient details are provided so that other R&D projects may exploit a similar methodology in the future. Keywods: modding technique, modding form, mod. A VIDEO GAME SELECTION PROCESS FOR MODDING PROJECTS 3 A Video Game Selection Process for Supporting Modding Projects Video games (VGs) technology has continuously benefited of massive amount of investments over the last twenty years, the result being a significant technological improvement (www.dfcint.com). -
Smart Audio What Is Wwise®?
smart audio What is Wwise®? Wwise from Audiokinetic is the industry’s most advanced, most used audio engine. Adopted by every major game studio worldwide, it features an optimized run-time sound engine and an audio authoring application for creating and managing game audio content. Wwise is the perfect tool for game production because it is fast, robust, and stable, and our customer support is the best in the industry. A complete Authoring Solution Improving Pipeline Efficiency Wwise gives sound designers the power By decreasing the number of interactions to create and implement audio at every between development teams, Wwise opti- phase of the development process. With an mizes game pipelines and reduces both risk intuitive user interface and comprehensive and development costs. And because the feature set, Wwise allows users to manage Wwise sound engine is easily and quickly all aspects of game audio creation in real integrated, the audio team can focus on time and in the context of the game. creating unique content and custom audio plug-ins that add significant value to a game title. Redefining the Audio Production Enhancing the Gaming Experience Workflow Wwise provides sound designers with all of With support for both multi-user and off-site the tools required to produce sophisticated collaboration, Wwise has revolutionized audio that will enhance the visceral experi- audio production for interactive media. ence of any game. Wwise makes it possible The workflow in Wwise optimizes the distri- to front-load all authoring and implementa- bution of work and greatly reduces the tion tasks to the beginning of the production dependencies between sound designers cycle, which frees up more time for fine and audio programmers.