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Understanding the Current State of Toxicity in Battlefield V
“ROFL F*ck You”: Understanding the Current State of Toxicity in Battlefield V By Justin Juvrud Supervisor: Dr Susann Baez Ullberg 2020 Nr 99 2 Abstract: With the birth of “virtual worlds,” created a new space for social norms to evolve and change within a subset community. This thesis focuses on toxicity within the virtual world of EA DICE’s Battlefield V title. The goal of this research is to understand toxicity on a micro scale inside the world of Battlefield V from a gaming anthropological perspective. Along with understanding what toxicity looked like within the virtual world ofBattlefield V, the thesis obtained data for how the community and EA DICE employees perceived toxicity. This research has components of interviews with these members of the communities/staff as well as a netnography of the virtual world of Battlefield V gameplay. Findings and analysis were categorized under the themes of toxic language, power/freedom, virtual world creation, and gender toxicity. Battlefield V toxicity is ever evolving and shaped by player techne (player actions). Player chat consumes the majority of toxicity and therefore diving into toxic language was vital. Understanding the player perspective of power and freedom while gaming was just the first step as the thesis also dove into the developer’s perspective and analyzed the interviews with the backbone of Malaby’s (2009) contingency concepts to see how the developers have a large role to play when it comes to toxicity in games, even if they may not realize it. Just as in the “real world” the virtual world of Battlefield V also had a major theme of gender discrimination winessed and discussed via both community members and staff members of EA DICE. -
Esports High Impact and Investable
Needham Insights: Thought Leader Series Laura A. Martin, CFA & CMT – [email protected] / (917) 373-3066 September 5, 2019 Dan Medina – [email protected] / (626) 893-2925 eSports High Impact and Investable For the past decade, eSports has been growing on the main stage in Asia and in stealth mode in the US. This report addresses questions we get most often from investors about eSports: ➢ What is eSports? Definitions differ. Our definition of eSports is “players competing at a video game in front of a live audience while being live-streamed.” By implication, viewing, attendance, and playing time are linked, and each creates revenue streams for eSports. ➢ How big is eSports? Globally, one out of every three (ie, 33%) 18-25 year olds spent more than an hour a day playing video games, 395mm people watched eSports, and 250mm people played Fortnite in 2018. eSports revenue will be $1.1B in 2019, up 26% y/y. ➢ Should investors care about eSports? We would argue “yes”, owing to: a) global scale; b) time spent playing and viewing; c) compelling demographics; d) eSports vs traditional sports trends; e) revenue growth; and, f) sports betting should supercharge US eSports. ➢ Is eSports a fad? We would argue “no”, owing to: a) many US Universities now offer Varsity eSports scholarships; b) new special purpose eSports stadiums are proliferating; c) billionaires are investing to make eSports successful; d) audience growth; and, e) Olympics potential. ➢ Why have you never heard of eSports? Because zero of the top 30 earning players in the world were from the US in 2018. -
Twilight 2000
TWILIGHT 2000 Twilight 2000 is a Role playing game set in a fictional future, one where World war 3 began in the late 1990's and eventually slipped into a nuclear exchange changing society as we know it. The players assume the roles of survivors trying to live through the aftermath of the war. Twilight 2000 was published in the mid 1980's by Game Designers Workshop who unfortunately closed their doors in the early 1990's. The copyright was purchased by Tantalus, Inc but there are no stated plans to revive the game. Despite the lack of any new material from a publisher the game continues to expand through the players on websites such as this. This is my contribution to the game, this site will be in a constant state of change, I plan to add material as I get it finished. This will include new equipment, optional rules, alternate game backgrounds and other material as it accumulates, currently I am working on source material for a World war 2 background, but I also have been completing some optional rules of my own as well as modern equipment. For other perspectives on Twilight 2000 visit the links listed at the bottom of this page. Twilight 2000 World war 2 material World war 2 source book Twilight 2000 Modern equipment Modern equipment Optional rules for Twilight 2000 Fire Links to other Twilight 2000 pages Antennas T2K Page: Focusing on Sweden's forces, equipment and background, also includes archives of discontinued sites and web discussions. The Dark place: Includes material for several RPG's including Twilight 2000 and Behind Enemy Lines. -
Manual English.Pdf
In 1094 the Greek Emperor Alexius I asked Pope Urban II for aid. Turkish armies had overrun the Eastern provinces of the Greek empire empire and were getting close to the capital, Constantinople. The Pope appealed to Western European knights to put their differences and petty squabbles aside and help the Greeks in the east. He summoned them together to take part in a Holy War that would also serve as a pilgrimage to Jersalem. The first Crusade would soon begin. 1 TABLE OF CONTENTS 5.3 The Mercenary Post . .35 1.0 GETTING STARTED . .4 5.4 Available Units . .35 4. noitallatsnI dna stnemeriuqeR metsyS 1.1 metsyS stnemeriuqeR dna . noitallatsnI . 4. 5.5 Gathering your Forces . .38 5. .sedoM emaG dna emaG eht gnitratS 2.1 gnitratS eht emaG dna emaG .sedoM . 5. 5.6 Marching Orders . .39 1.3 Game Options . .6 5.7 Changing your Units Stance. .39 1.4 Game Overview . .7 5.8 Military Commands. .40 1.5 About t eh .launaM . .. 7. 5.9 Map Bookmarks . .42 1.6 Winning and Losing. .8 1.7 Playing a Multiplayer Game. .9 6.0 DEFENDING YOU R P EOPLE . .42 1.8 Map Editor Overview. .11 6.1 The Gatehouse. .42 1.9 Crusader Games. .12 6.2 Building High and Low Walls . .43 6.3 Turrets and Towers . .43 2.0 GAME B ASICS . .15 6.4 Placing Stairs . .44 2.1 Main Screen Overview and Navigating the Map . .15 6.5 Traps . .44 2.2 Camera Interface. .15 6.6 Moat Digging . .44 2.3 Placing your Keep. -
Mg 34 and Mg 42 Machine Guns
MG 34 AND MG 42 MACHINE GUNS CHRIS MC NAB © Osprey Publishing • www.ospreypublishing.com MG 34 AND MG 42 MACHINE GUNS CHRIS McNAB Series Editor Martin Pegler © Osprey Publishing • www.ospreypublishing.com CONTENTS INTRODUCTION 4 DEVELOPMENT 8 The ‘universal’ machine gun USE 27 Flexible firepower IMPACT 62 ‘Hitler’s buzzsaw’ CONCLUSION 74 GLOSSARY 77 BIBLIOGRAPHY & FURTHER READING 78 INDEX 80 © Osprey Publishing • www.ospreypublishing.com INTRODUCTION Although in war all enemy weapons are potential sources of fear, some seem to have a deeper grip on the imagination than others. The AK-47, for example, is actually no more lethal than most other small arms in its class, but popular notoriety and Hollywood representations tend to credit it with superior power and lethality. Similarly, the bayonet actually killed relatively few men in World War I, but the sheer thought of an enraged foe bearing down on you with more than 30cm of sharpened steel was the stuff of nightmares to both sides. In some cases, however, fear has been perfectly justified. During both world wars, for example, artillery caused between 59 and 80 per cent of all casualties (depending on your source), and hence took a justifiable top slot in surveys of most feared tools of violence. The subjects of this book – the MG 34 and MG 42, plus derivatives – are interesting case studies within the scale of soldiers’ fears. Regarding the latter weapon, a US wartime information movie once declared that the gun’s ‘bark was worse than its bite’, no doubt a well-intentioned comment intended to reduce mounting concern among US troops about the firepower of this astonishing gun. -
High-Performance Play: the Making of Machinima
High-Performance Play: The Making of Machinima Henry Lowood Stanford University <DRAFT. Do not cite or distribute. To appear in: Videogames and Art: Intersections and Interactions, Andy Clarke and Grethe Mitchell (eds.), Intellect Books (UK), 2005. Please contact author, [email protected], for permission.> Abstract: Machinima is the making of animated movies in real time through the use of computer game technology. The projects that launched machinima embedded gameplay in practices of performance, spectatorship, subversion, modification, and community. This article is concerned primarily with the earliest machinima projects. In this phase, DOOM and especially Quake movie makers created practices of game performance and high-performance technology that yielded a new medium for linear storytelling and artistic expression. My aim is not to answer the question, “are games art?”, but to suggest that game-based performance practices will influence work in artistic and narrative media. Biography: Henry Lowood is Curator for History of Science & Technology Collections at Stanford University and co-Principal Investigator for the How They Got Game Project in the Stanford Humanities Laboratory. A historian of science and technology, he teaches Stanford’s annual course on the history of computer game design. With the collaboration of the Internet Archive and the Academy of Machinima Arts and Sciences, he is currently working on a project to develop The Machinima Archive, a permanent repository to document the history of Machinima moviemaking. A body of research on the social and cultural impacts of interactive entertainment is gradually replacing the dismissal of computer games and videogames as mindless amusement for young boys. There are many good reasons for taking computer games1 seriously. -
1 Fully Optimized: the (Post)Human Art of Speedrunning Like Their Cognate Forms of New Media, the Everyday Ubiquity of Video
Fully Optimized: The (Post)human Art of Speedrunning Item Type Article Authors Hay, Jonathan Citation Hay, J. (2020). Fully Optimized: The (Post)human Art of Speedrunning. Journal of Posthuman Studies: Philosophy, Technology, Media, 4(1), 5 - 24. Publisher Penn State University Press Journal Journal of Posthuman Studies Download date 01/10/2021 15:57:06 Item License https://creativecommons.org/licenses/by-nc-nd/4.0/ Link to Item http://hdl.handle.net/10034/623585 Fully Optimized: The (post)human art of speedrunning Like their cognate forms of new media, the everyday ubiquity of video games in contemporary Western cultures is symptomatic of the always-already “(post)human” (Hayles 1999, 246) character of the mundane lifeworlds of those members of our species who live in such technologically saturated societies. This article therefore takes as its theoretical basis N. Katherine Hayles’ proposal that our species presently inhabits an intermediary stage between being human and posthuman; that we are currently (post)human, engaged in a process of constantly becoming posthuman. In the space of an entirely unremarkable hour, we might very conceivably interface with our mobile phone in order to access and interpret GPS data, stream a newly released album of music, phone a family member who is physically separated from us by many miles, pass time playing a clicker game, and then absentmindedly catch up on breaking news from across the globe. In this context, video games are merely one cultural practice through which we regularly interface with technology, and hence, are merely one constituent aspect of the consummate inundation of technologies into the everyday lives of (post)humans. -
JA-Uppsats 2018 KSAI 11
IF IT’S FUN, IT’S FUN – DEEP REINFORCEMENT LEARNING IN UNREAL TOURNAMENT 2004 VT 2018:KSAI11 1 2 Systemarkitekturutbildningen är en kandidatutbildning med fokus på programutveckling. Utbildningen ger studenterna god bredd inom traditionell program- och systemutveckling, samt en spets mot modern utveckling för webben, mobila enheter och spel. Systemarkitekten blir en tekniskt skicklig och mycket bred programutvecklare. Typiska roller är därför programmerare och lösningsarkitekt. Styrkan hos utbildningen är främst bredden på de mjukvaruprojekt den färdige studenten är förberedd för. Efter examen skall systemarkitekter fungera dels som självständiga programutvecklare och dels som medarbetare i en större utvecklingsgrupp, vilket innebär förtrogenhet med olika arbetssätt inom programutveckling. I utbildningen läggs stor vikt vid användning av de senaste teknikerna, miljöerna, verktygen och metoderna. Tillsammans med ovanstående teoretiska grund innebär detta att systemarkitekter skall vara anställningsbara som programutvecklare direkt efter examen. Det är lika naturligt för en nyutexaminerad systemarkitekt att arbeta som programutvecklare på ett stort företags IT-avdelning, som en konsultfirma. Systemarkitekten är också lämpad att arbeta inom teknik- och idédrivna verksamheter, vilka till exempel kan vara spelutveckling, webbapplikationer eller mobila tjänster. Syftet med examensarbetet på systemarkitekturutbildningen är att studenten skall visa förmåga att delta i forsknings- eller utvecklingsarbete och därigenom bidra till kunskapsutvecklingen inom ämnet och avrapportera detta på ett vetenskapligt sätt. Således måste de projekt som utförs ha tillräcklig vetenskaplig och/eller innovativ höjd för att generera ny och generellt intressant kunskap. Examensarbetet genomförs vanligen i samarbete med en extern uppdragsgivare eller forskningsgrupp. Det huvudsakliga resultatet utgörs av en skriftlig rapport på engelska eller svenska, samt eventuell produkt (t.ex. programvara eller rapport) levererad till extern uppdragsgivare. -
Foreign Military Weapons and Equipment
DEPARTMENT OF THE ARMY PAMPHLET NO. 30-7-4 FOREIGN MILITARY WEAPONS AND EQUIPMENT Vol. III INFANTRY WEAPONS DEPARTMENT OF THE ARMY DT WASHINGTON 25, D. C. FOREWORD The object in publishing the essential recognition features of weapons of Austrian, German, and Japanese origin as advance sections of DA Pam 30-7-4 is to present technical information on these weapons as they are used or held in significant quantities by the Soviet satellite nations (see DA Pam 30-7-2). The publication is in looseleaf form to facilitate inclusion of additional material when the remaining sections of DA Pam 30-7-4 are published. Items are presented according to country of manufacture. It should be noted that, although they may be in use or held in reserve by a satellite country, they may be regarded as obsolete in the country of manufacture. DA Pam 30-7-4 PAMPHLET DEPARTMENT OF THE ARMY No. 30-7-4 WASHINGTON 25, D. C., 24 November 1954 FOREIGN MILITARY WEAPONS AND EQUIPMENT VOL. III INFANTRY WEAPONS SECTION IV. OTHER COUNTRIES AUSTRIA: Page Glossary of Austrian terms--------------------------------------------------------- 4 A. Pistols: 9-mm Pistol M12 (Steyr) ---------------------------------------------------- 5 B. Submachine Guns: 9-mm Submachine Gun MP 34 (Steyr-Solothurn) ------------------------------- .7 C. Rifles and Carbines: 8-mm M1895 Mannlicher Rifle- - ____________________________________- - - - - - -- 9 GERMANY: Glossary of German terms___________________________________---------------------------------------------------------11 A. Pistols: 9-mm Walther Pistol M1938-- _______________________-- - --- -- -- 13 9-mm Luger Pistol M1908--------------------------------------------------15 7.65-mm Sauer Pistol M1938---------------------------------_ 17 7.65-mm Walther Pistol Model PP and PPK ---------------------------------- 19 7.63-mm Mauser Pistol M1932----------------------------------------------21 7.65-mm Mauser Pistol Model HSc ------------------------------------------ 23 B. -
Cruising Game Space
CRUISING GAME SPACE Game Level Design, Gay Cruising and the Queer Gothic in The Rawlings By Tommy Ting A thesis exhibition presented to OCAD University in partial fulfillment of the requirements for the degree of Master of Fine Arts in Digital Futures Toronto Media Arts Centre 32 Lisgar Street., April 12, 13, 14 Toronto, Ontario, Canada April 2019 Tommy Ting 2019 This work is licensed under the Creative Commons Attribution-Non Commercial-ShareAlike 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc- sa/4.0/ or send a letter to Creative Commons, 444 Castro Street, Suite 900, Mountain View, California, 94041, USA. Copyright Notice Author’s Declaration This work is licensed under the Creative Commons Attribution-NonCommercial- ShareAlike 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/4.0/ or send a letter to Creative Commons, 444 Castro Street, Suite 900, Mountain View, California, 94041, USA. You are free to: Share – copy and redistribute the material in any medium or format Adapt – remix, transform, and build upon the material The licensor cannot revoke these freedoms as long as you follow the license terms. Under the follower terms: Attribution – You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use. NonCommericial – You may not use the material for commercial purposes. ShareAlike – If you remix, transform, or build upon the material, you must distribute you contributions under the same license as the original. -
Ocarina of Time World Record
Ocarina Of Time World Record Unforsaken and unsectarian Pip total her attribution niches sortes and faces heedfully. Manish niggardized his Ernyguillemot unhumanising catnapped cheerily irresolutely, and valvedbut quadratic his sacramental Roberto never swift anddoubts starchily. so abloom. Phantasmagorial and sunray Since OOT is a famous game you can find a speedrun of OOT on SDA or on the youtube channel that uses the same glitches. After breaking through the spider web and reaching the lower floor of the Great Deku Tree, turn back and look at the vines leading up. Please stop for the regret of God. Get bill of Hollywood. Celeste speedrunning career so far off. Over the years, speedrunners have discovered multiple glitches that shave time off the Ocarina of Time world record, and now, that world record has fallen below ten minutes! Remove pump inner leader and padding in Firefox. Attack benefit from behind! Pero antes de morir nos pidió que fueramos al castillo de Hyrule. Our situation has made easy would use online tool can convert row data. Not knowing the technical details of what just happened, it looks like he just dicked around for ten minutes and then Ganondorf gave up. Link getting packages available now find more about is usually they must have taken on page in our ocarinas. Iron boots on ocarina time he runs. With a time of ocarina of quality that is what does not necessary. Castle: Theoretically, one could warp from the starting dungeon all the way past Ganondorf, to fight Ganon and beat the game. We chatted with one of the top Ocarina of Time speedrunners in the world. -
Cutscene List – Prague
25-Jun-21 Cutscene-FULL-LIST-PRAGUE-v11 CUTSCENE LIST – PRAGUE SCENE 8 THE CRIME SCENE AT VASILEY’S. POINT 8.1: HIGH PRIORITY IG-ANIM - Lara pulls into a backtstreet in the borrowed vehicle, she gets out ….says “Great, another cold, dark city.” Cut to ingame. POINT 8.3: IG CONV - Luddick, a news reporter is staking out Vasiley’s shop. He sits in the warmth of his car that is parked across the square. Lara can talk to him but he will only give info if she has money to barter with. He lets her get into the car when she waves some cash at him. He tells Lara that he’s been following Vasiley for months and is convinced Vasiley was connected to the Mafia in some way. Now he’s been murdered it all points to a Mafia killing. All evidence has been cleared away. Lara has to keep prompting him with cash. He shows her some files on the main ‘Mafia’ members and others including Bouchard. He might be able to get her a passcode into the Strahov, their centre of operations. The outcome later will vary depending on whether Lara is predominantly FRIENDLY or UNFRIENDLY. Lara leaves and heads for Vasiley’s premises – the crimescene. SEE DIALOGUE TOM-LUDDICK-CAR. They have the conversation outside the car. No anims required. POINT 8.11: HIGH PRIORITY - MODIFIED IG_ANIM - Lara comes across Bouchard inside Vasiley’s premises. She sneaks up behind him and holds a gun to his head. He turns round and she hits him with the butt of the gun…black.