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Now We Are All Sons of Bitches
Now We Are All Sons of Bitches MICHAEL BONTATIBUS “Wake up, Mr. Freeman. Wake up and smell the ashes,” the enigmat- ic G-Man murmurs as he leers into the camera, finishing an eerie opening monologue—and so begins Half-Life 2, Valve Corporation’s flagship game. The last time we saw Gordon Freeman, the protagonist, the same rigid and mysterious (though more poorly animated, since the prequel was released six years earlier) G-Man was handing him a job offer after witnessing the former scientist transform into a warrior, bent on escaping from the besieged Black Mesa Research Facility alive. Now, suddenly, Freeman finds himself on a train. No context.1 Is it a prison train? The three other individuals on it wear uniforms like those the inmates wore in Cool Hand Luke. The train soon stops at its destination, and we realize that it is a prison train, in a way—Freeman has arrived at the Orwellian “City 17,” where the ironically named Civil Protection abuses and oppresses, where antagonist Dr. Breen preaches poet- ic propaganda from large monitors hung high above the town. In the years since scientists at the facility accidentally opened a gateway between dimen- sions and allowed a bevy of grotesque creatures to spill into our universe, Earth has been taken over by the Combine, an alien multiplanetary empire. Breen is merely Earth’s administrator—and we realize that the ashes the G- Man spoke of were the ashes of the prelapsarian world. It’s classic dystopia, complete with a Resistance, of which Freeman soon finds himself the “mes- sianic” leader (HL2). -
110% Gaming 220 Triathlon Magazine 3D World Adviser
110% Gaming 220 Triathlon Magazine 3D World Adviser Evolution Air Gunner Airgun World Android Advisor Angling Times (UK) Argyllshire Advertiser Asian Art Newspaper Auto Car (UK) Auto Express Aviation Classics BBC Good Food BBC History Magazine BBC Wildlife Magazine BIKE (UK) Belfast Telegraph Berkshire Life Bikes Etc Bird Watching (UK) Blackpool Gazette Bloomberg Businessweek (Europe) Buckinghamshire Life Business Traveller CAR (UK) Campbeltown Courier Canal Boat Car Mechanics (UK) Cardmaking and Papercraft Cheshire Life China Daily European Weekly Classic Bike (UK) Classic Car Weekly (UK) Classic Cars (UK) Classic Dirtbike Classic Ford Classic Motorcycle Mechanics Classic Racer Classic Trial Classics Monthly Closer (UK) Comic Heroes Commando Commando Commando Commando Computer Active (UK) Computer Arts Computer Arts Collection Computer Music Computer Shopper Cornwall Life Corporate Adviser Cotswold Life Country Smallholding Country Walking Magazine (UK) Countryfile Magazine Craftseller Crime Scene Cross Stitch Card Shop Cross Stitch Collection Cross Stitch Crazy Cross Stitch Gold Cross Stitcher Custom PC Cycling Plus Cyclist Daily Express Daily Mail Daily Star Daily Star Sunday Dennis the Menace & Gnasher's Epic Magazine Derbyshire Life Devon Life Digital Camera World Digital Photo (UK) Digital SLR Photography Diva (UK) Doctor Who Adventures Dorset EADT Suffolk EDGE EDP Norfolk Easy Cook Edinburgh Evening News Education in Brazil Empire (UK) Employee -
Pressreader Magazine Titles
PRESSREADER: UK MAGAZINE TITLES www.edinburgh.gov.uk/pressreader Computers & Technology Sport & Fitness Arts & Crafts Motoring Android Advisor 220 Triathlon Magazine Amateur Photographer Autocar 110% Gaming Athletics Weekly Cardmaking & Papercraft Auto Express 3D World Bike Cross Stitch Crazy Autosport Computer Active Bikes etc Cross Stitch Gold BBC Top Gear Magazine Computer Arts Bow International Cross Stitcher Car Computer Music Boxing News Digital Camera World Car Mechanics Computer Shopper Carve Digital SLR Photography Classic & Sports Car Custom PC Classic Dirt Bike Digital Photographer Classic Bike Edge Classic Trial Love Knitting for Baby Classic Car weekly iCreate Cycling Plus Love Patchwork & Quilting Classic Cars Imagine FX Cycling Weekly Mollie Makes Classic Ford iPad & Phone User Cyclist N-Photo Classics Monthly Linux Format Four Four Two Papercraft Inspirations Classic Trial Mac Format Golf Monthly Photo Plus Classic Motorcycle Mechanics Mac Life Golf World Practical Photography Classic Racer Macworld Health & Fitness Simply Crochet Evo Maximum PC Horse & Hound Simply Knitting F1 Racing Net Magazine Late Tackle Football Magazine Simply Sewing Fast Bikes PC Advisor Match of the Day The Knitter Fast Car PC Gamer Men’s Health The Simple Things Fast Ford PC Pro Motorcycle Sport & Leisure Today’s Quilter Japanese Performance PlayStation Official Magazine Motor Sport News Wallpaper Land Rover Monthly Retro Gamer Mountain Biking UK World of Cross Stitching MCN Stuff ProCycling Mini Magazine T3 Rugby World More Bikes Tech Advisor -
Fraps Windows 10
Fraps windows 10 Continue I noticed a person in the myst-Uru community point out that FRAPS doesn't work on their Windows 10 machine. I'm on the verge of upgrading my main machine to 10. So what's going on? First, visit the FRAPS website. FRAPS is advertised for Windows until version 7. The newest version of 3.5.99 was released in February 2013... two or more years ago. (By number 11/24/2018 there are still no updates.) Are they going to update it for Windows 10? I can't find any information to reliably answer that question. I've seen some people commenting that the latest pace of updates several times a year stopped in February 2013. Requests that use the contact form in FRAPS have largely gone unanswered. A June 2015 video shows FRAPS working in Win10 on older hardware. Some search shows people have problems with FRAPS on Win10. There is some discussion of this issue in the FRAPS Windows 10 Thread issues on Microsoft forums. Update 11/2018: No new FRAPS updates, 5 years. Now I find FRAPS dead. Exploring ways to get FRAPS working on Win10... I don't find good fixes or solutions. Tom's Hardware Review and other technology sites have no answers. In this topic, one person says they received an email back from FRAPS people saying an update to Windows 10 is in the process. (I take it as a rumor.) This one doesn't exist. This is from the post in August 2015. The date of the letter was not included. -
Gabe Newell Announced As Academy of Interactive Arts & Sciences’ Hall of Fame Inductee and Keynote
FOR IMMEDIATE RELEASE GABE NEWELL ANNOUNCED AS ACADEMY OF INTERACTIVE ARTS & SCIENCES’ HALL OF FAME INDUCTEE AND KEYNOTE Valve President Headlines Thursday D.I.C.E. Summit Conference Calabasas, Calif. – Nov. 15, 2012 – The Academy of Interactive Arts & Sciences is pleased to announce that Gabe Newell, president and co-founder of Valve Corporation, will be the 17th inductee into the AIAS Hall of Fame, and will be taking the 2013 D.I.C.E. Summit stage as its Thursday conference keynote. Gabe’s leadership in founding and managing Valve, creator of SourceTM game engine, Steam, and award- winning game franchises like Half-Life®, Counter StrikeTM, Left 4 DeadTM, PortalTM, and Team FortressTM have done much to push the interactive entertainment industry forward. The AIAS Hall of Fame honor is bestowed on game creators who have been instrumental in the development of highly influential games and moving a particular genre forward. These individuals demonstrate the highest level of creativity and innovation, resulting in significant product influence on a scale that expands the scope of the industry. The 2013 Hall of Fame Award will be presented to Gabe by Epic Games President Dr. Michael Capps, who serves on the AIAS board of directors and the AIAS awards committee, at the 16th D.I.C.E. Awards on Thursday, Feb. 7, 2013 at The Joint in the Hard Rock Hotel Las Vegas. Past AIAS Hall of Fame recipients include: Tim Sweeney (2012), Dr. Greg Zeschuk (2011), Dr. Ray Muzyka (2011), Mark Cerny (2010), and Bruce Shelley (2009). “Gabe is one of the most cherished and respected figures in the industry not only for his technological innovations in advancing many of today’s highly successful video games, but also for his unique stance towards leadership and management,” said Martin Rae, president, Academy of Interactive Arts & Sciences. -
Gaia Sky Documentation Release 1.5.0
Gaia Sky Documentation Release 1.5.0 Toni Sagrista Selles Jul 06, 2018 Contents 1 Main features 3 2 Contents 5 2.1 Download.................................................5 2.2 Requirements and Installation......................................5 2.2.1 System requirements......................................5 2.2.2 Installation and uninstallation..................................5 2.2.3 Running from source......................................7 2.3 Running Gaia Sky............................................7 2.3.1 Running from source......................................8 2.3.2 Running from downloaded package..............................9 2.4 Documentation.............................................. 10 2.4.1 Settings and configuration................................... 10 2.4.2 The configuration file...................................... 12 2.4.3 Graphics settings........................................ 13 2.4.4 Graphics performance..................................... 15 2.4.5 User Interface.......................................... 19 2.4.6 Controls............................................. 22 2.4.7 Camera modes......................................... 26 2.4.8 Cinematic camera........................................ 29 2.4.9 Stereoscopic (3D) mode.................................... 29 2.4.10 Planetarium mode........................................ 32 2.4.11 Panorama mode......................................... 32 2.4.12 Recording and playing camera paths.............................. 35 2.4.13 Performance.......................................... -
Machinima As Digital Agency and Growing Commercial Incorporation
A Binary Within the Binary: Machinima as Digital Agency and Growing Commercial Incorporation A thesis presented to the faculty of the College of Fine Arts of Ohio University In partial fulfillment of the requirements for the degree Master of Arts Megan R. Brown December 2012 © 2012 Megan R. Brown. All Rights Reserved 2 This thesis titled A Binary Within the Binary: Machinima as Digital Agency and Growing Commercial Incorporation by MEGAN R. BROWN has been approved for the School of Film and the College of Fine Arts by Louis-Georges Schwartz Associate Professor of Film Studies Charles A. McWeeny Dean, College of Fine Arts 3 ABSTRACT BROWN, MEGAN R., M.A., December 2012, Film Studies A Binary Within the Binary: Machinima as Digital Agency and Growing Commercial Incorporation (128 pp.) Director of Thesis: Louis-Georges Schwartz. This thesis traces machinima, films created in real-time from videogame engines, from the exterior toward the interior, focusing on the manner in which the medium functions as a tool for marginalized expression in the face of commercial and corporate inclusion. I contextualize machinima in three distinct contexts: first, machinima as historiography, which allows its minority creators to articulate and distribute their interpretation of national and international events without mass media interference. Second, machinima as a form of fan fiction, in which filmmakers blur the line between consumers and producers, a feature which is slowly being warped as videogame studios begin to incorporate machinima into marketing techniques. Finally, the comparison between psychoanalytic film theory, which explains the psychological motivations behind cinema's appeal, applied to videogames and their resulting machinima, which knowingly disregard established theory and create agency through parody. -
3D Graphics for Virtual Desktops Smackdown
3D Graphics for Virtual Desktops Smackdown 3D Graphics for Virtual Desktops Smackdown Author(s): Shawn Bass, Benny Tritsch and Ruben Spruijt Version: 1.11 Date: May 2014 Page i CONTENTS 1. Introduction ........................................................................ 1 1.1 Objectives .......................................................................... 1 1.2 Intended Audience .............................................................. 1 1.3 Vendor Involvement ............................................................ 2 1.4 Feedback ............................................................................ 2 1.5 Contact .............................................................................. 2 2. About ................................................................................. 4 2.1 About PQR .......................................................................... 4 2.2 Acknowledgements ............................................................. 4 3. Team Remoting Graphics Experts - TeamRGE ....................... 6 4. Quotes ............................................................................... 7 5. Tomorrow’s Workspace ....................................................... 9 5.1 Vendor Matrix, who delivers what ...................................... 18 6. Desktop Virtualization 101 ................................................. 24 6.1 Server Hosted Desktop Virtualization directions ................... 24 6.2 VDcry?! ........................................................................... -
Online Media Piracy: Convergence, Culture, and the Problem of Media
Online Media Piracy: Convergence, Culture, and the Problem of Media Change Sean Fuller Department of Gender and Cultural Studies The University of Sydney A thesis submitted to fulfil requirements for the degree of Doctor of Philosophy at the University of Sydney i DECLARATION I hereby declare that this submission is my own work and that, to the best of my knowledge and belief, it contains no material previously published or written by another person nor material which to a substantial extent has been accepted for the award of any other degree or diploma of the university or any other institute of higher learning, except where due acknowledgement has been made in the text. Sean Fuller April 7, 2018 ii Abstract This thesis proposes that there is a symbiotic relationship between the emergence of online media piracy and the industrial, economic and legal changes that have shaped contemporary popular media in the early 21st century. The Internet is at the heart of most recent transformations of the popular media environment, such as the emergence of video- on-demand formats for film and television consumption and the impact this has had on the nature of those media forms. This thesis discusses the powerful role played by online media piracy in shaping these developments, both through changing the expectations of consumers, and the options that are available for distributors of media content. As well as exploring the diverse forms and practices of online media piracy today, this thesis also explores theories of media change, considering how we might understand such piracy as a force underpinning media change, and how the changes it has helped shape might be placed in a broader historical context. -
Future Publishing Statement for IPSO – April 2016
Future Publishing Statement for IPSO – April 2016 About Future Future plc is an international publishing and media group, and a leading digital company. Celebrating over 30 years in business, Future was founded in 1985 with one magazine – we now create over 200 print publications, apps, websites and events through operations in the UK, US and Australia. The company employs approximately 500 employees. Future’s leadership structure is outlined in Appendix C (the structure has changed slightly since our last statement in December 2015). Our portfolio covers consumer technology, games/entertainment, music, creative/design and photography. 48 million users globally access Future’s digital sites each month, we have over 200,000 digital subscriptions worldwide, and a combined social media audience of 20+ million followers (a list of our titles/products can be found under Appendix A). For the purpose of this statement, Future’s ‘responsible person’ is Nial Ferguson, Content Director, Media. Future’s editorial standards Through our expertise in five portfolios, Future produces engaging, informative and entertaining content to a high standard. The business is driven by a core strategy - ‘Content that Connects’ - that has been in place since 2014 (see Appendix B). This puts content at the heart of what we do, and is an approach we reiterate through staff communication. In creating content that connects, Future takes all reasonable and appropriate steps to verify what we publish. Such steps include double sourcing where necessary, and rigorous scrutiny of information and sources to ensure the accuracy of the articles we publish. Editorial process for contentious issues involves second reading by editorial. -
EA and Valve Unveil the Black Box and the Orange Box
EA and Valve Unveil The Black Box and The Orange Box Innovative Action Titles Ship in Fall 2007 and Include Portal(TM), Team Fortress(R) 2 and Half-Life(R) 2: Episode Two in One Box REDWOOD CITY, Calif.--(BUSINESS WIRE)--Feb. 7, 2007--Electronic Arts (NASDAQ:ERTS), the world's leading interactive entertainment company, and Valve®, the award-winning studio behind the blockbuster franchises Half-Life® and Counter- Strike®, today announced the naming and product configurations The Black Box and The Orange Box, two of the most anticipated action game offerings shipping worldwide in Fall 2007. The Black Box will ship for the PC, and includes Half-Life 2: Episode Two, Portal and Team Fortress 2. The Orange Box will ship for the PC, PLAYSTATION®3 computer entertainment system, and Xbox 360™ videogame and entertainment system, and includes all the content of The Black Box, plus the original Half-Life 2 and Half-Life 2: Episode One. Innovative games included in The Black Box and The Orange Box include: -- Half-Life 2: Episode Two -- the second installment in Valve's episodic trilogy advances the award-winning story, leading the player to new locations outside of City 17. -- Portal -- a pioneering type of single player action game that rewrites the rules for how players approach and manipulate their environment - much like how Half-Life 2's Gravity Gun reinvented the way gamers interact with objects in the game. -- Team Fortress 2 -- an all-new version of the legendary title that spawned team based multiplayer action games. The game's daring new art style features the most advanced graphics of any Source-based game released to date. -
Reportlinker Adds World Routers Market Report
Reportlinker Adds World Routers Market Report. NEW YORK New York, state, United States New York, Middle Atlantic state of the United States. It is bordered by Vermont, Massachusetts, Connecticut, and the Atlantic Ocean (E), New Jersey and Pennsylvania (S), Lakes Erie and Ontario and the Canadian province of -- Reportlinker.com announces that a new market research report is available in its catalogue. World Routers Market http://www.reportlinker.com/p0109904/World-Routers-Market.html This report analyzes the worldwide markets for Routers in US$ Millions. The major End use markets analyzed are Service Providers, Enterprises, and Research/Education & Other Markets. The report provides separate comprehensive analytics for North America North America, third largest continent (1990 est. pop. 365,000,000), c.9,400,000 sq mi (24,346,000 sq km), the northern of the two continents of the Western Hemisphere., Europe, Asia-Pacific, and Rest of World. Annual forecasts are provided for each region for the period of 2006 through 2015. A five-year historic analysis is also provided for these markets. The report profiles 189 companies including many key and niche players worldwide such as 2Wire, 3Com Corporation, ADTRAN Inc., Alcatel-Lucent, Allied Telesis Allied Telesis is a telecommunications company, formerly Allied Telesyn. Headquartered in Japan, their North American headquarters are in Bothell, Washington, a suburb of Seattle. Inc., ASUSTeK Computer Inc., Belkin International Inc., Buffalo Technology (USA), Inc., Ciena Corporation Ciena Corporation NASDAQ: CIEN develops and markets communications network platforms and software, and offers professional services. The Company's broadband access, data and optical networking platforms, software tools, and global network services support worldwide telecom, Cisco Systems “Cisco” redirects here.