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Die Kulturelle Aneignung Des Spielraums. Vom Virtuosen Spielen
Alexander Knorr Die kulturelle Aneignung des Spielraums Vom virtuosen Spielen zum Modifizieren und zurück Ausgangspunkt Obgleich der digital divide immer noch verhindert, dass Computerspiele zu ge- nuin globalen Gütern werden, wie es etwa der Verbrennungsmotor, die Ka- laschnikow, Hollywoodikonen, Aspirin und Coca Cola längst sind, sprengt ihre sich nach wie vor beschleunigende Verbreitung deutlich geografische, natio- nale, soziale und kulturelle Schranken. In den durch die Internetinfrastruktur ermöglichten konzeptuellen Kommunikations- und Interaktionsräumen sind Spieler- und Spielkulturen wesentlich verortet, welche weiten Teilen des öf- fentlichen Diskurses fremd und unverständlich erscheinen, insofern sie über- haupt bekannt sind. Durch eine von ethnologischen Methoden und Konzepten getragene, lang andauernde und nachhaltige Annäherung ¯1 an transnational zusammengesetzte Spielergemeinschaften werden die kulturell informierten Handlungen ihrer Mitglieder sichtbar und verstehbar. Es erschließen sich so- ziale Welten geteilter Werte, Normen, Vorstellungen, Ideen, Ästhetiken und Praktiken – Kulturen eben, die wesentlich komplexer, reichhaltiger und viel- schichtiger sind, als der oberflächliche Zaungast es sich vorzustellen vermag. Der vorliegende Artikel konzentriert sich auf ein, im Umfeld prototypischer First-Person-Shooter – genau dem Genre, das im öffentlichen Diskurs beson- ders unter Beschuss steht – entstandenes Phänomen: Die äußerst performativ orientierte Kultur des trickjumping. Nach einer Einführung in das ethnologische -
DESIGN-DRIVEN APPROACHES TOWARD MORE EXPRESSIVE STORYGAMES a Dissertation Submitted in Partial Satisfaction of the Requirements for the Degree Of
UNIVERSITY OF CALIFORNIA SANTA CRUZ CHANGEFUL TALES: DESIGN-DRIVEN APPROACHES TOWARD MORE EXPRESSIVE STORYGAMES A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Aaron A. Reed June 2017 The Dissertation of Aaron A. Reed is approved: Noah Wardrip-Fruin, Chair Michael Mateas Michael Chemers Dean Tyrus Miller Vice Provost and Dean of Graduate Studies Copyright c by Aaron A. Reed 2017 Table of Contents List of Figures viii List of Tables xii Abstract xiii Acknowledgments xv Introduction 1 1 Framework 15 1.1 Vocabulary . 15 1.1.1 Foundational terms . 15 1.1.2 Storygames . 18 1.1.2.1 Adventure as prototypical storygame . 19 1.1.2.2 What Isn't a Storygame? . 21 1.1.3 Expressive Input . 24 1.1.4 Why Fiction? . 27 1.2 A Framework for Storygame Discussion . 30 1.2.1 The Slipperiness of Genre . 30 1.2.2 Inputs, Events, and Actions . 31 1.2.3 Mechanics and Dynamics . 32 1.2.4 Operational Logics . 33 1.2.5 Narrative Mechanics . 34 1.2.6 Narrative Logics . 36 1.2.7 The Choice Graph: A Standard Narrative Logic . 38 2 The Adventure Game: An Existing Storygame Mode 44 2.1 Definition . 46 2.2 Eureka Stories . 56 2.3 The Adventure Triangle and its Flaws . 60 2.3.1 Instability . 65 iii 2.4 Blue Lacuna ................................. 66 2.5 Three Design Solutions . 69 2.5.1 The Witness ............................. 70 2.5.2 Firewatch ............................... 78 2.5.3 Her Story ............................... 86 2.6 A Technological Fix? . -
June 2019 the Edelweiss Am Rio Grande Nachrichten
Edelweiss am Rio Grande German American Club Newsletter-June 2019 1 The Edelweiss am Rio Grande Nachrichten The newsletter of the Edelweiss am Rio Grande German American Club 4821 Menaul Blvd., NE Albuquerque, NM 87110-3037 (505) 888-4833 Website: edelweissgac.org/ Email: [email protected] Facebook: Edelweiss German-American Club June 2019 Sun Mon Tue Wed Thu Fri Sat 1 2 3 4 5 6 7 8 Kaffeeklatsch Irish Dance 7pm Karaoke 3:00 pm 5-7 See page 2 9 10 11 12 13 14 15 DCC Mtng & Irish Dance 7pm Strawberry Fest Dance 2-6 pm Essen und Dance See Pg 4 Sprechen pg 3 16 17 18 19 20 21 22 Jazz Sunday GAC Board Irish Dance 7pm Karaoke Private Party 2:00-5:30 pm of Directors 5-7 6-12 6:30 pm 23 24 25 26 27 28 29 Irish Dance 7pm Sock Hop Dance See Pg 4 30 2pm-German- Language Movie- see pg 3 Edelweiss am Rio Grande German American Club Newsletter-June 2019 2 PRESIDENT’S LETTER Summer is finally here and I’m looking forward to our Anniversary Ball, Luau, Blues Night and just rolling out those lazy, hazy, crazy days of Summer. On a more serious note there have been some misunderstandings between the GAC and one of our oldest and most highly valued associate clubs the Irish-American Society (IAS). Their President, Ellen Dowling, has requested, and I have extended an invitation to her, her Board of Directors, and IAS members at large to address the GAC at our next Board meeting. -
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 .......................... -
Re-Purposing Commercial Entertainment Software for Military Use
Calhoun: The NPS Institutional Archive Theses and Dissertations Thesis Collection 2000-09 Re-purposing commercial entertainment software for military use DeBrine, Jeffrey D. Monterey, California. Naval Postgraduate School http://hdl.handle.net/10945/26726 HOOL NAV CA 9394o- .01 NAVAL POSTGRADUATE SCHOOL Monterey, California THESIS RE-PURPOSING COMMERCIAL ENTERTAINMENT SOFTWARE FOR MILITARY USE By Jeffrey D. DeBrine Donald E. Morrow September 2000 Thesis Advisor: Michael Capps Co-Advisor: Michael Zyda Approved for public release; distribution is unlimited REPORT DOCUMENTATION PAGE Form Approved OMB No. 0704-0188 Public reporting burden for this collection of information is estimated to average 1 hour per response, including the time for reviewing instruction, searching existing data sources, gathering and maintaining the data needed, and completing and reviewing the collection of information. Send comments regarding this burden estimate or any other aspect of this collection of information, including suggestions for reducing this burden, to Washington headquarters Services, Directorate for Information Operations and Reports, 1215 Jefferson Davis Highway, Suite 1204, Arlington, VA 22202-4302, and to the Office of Management and Budget, Paperwork Reduction Project (0704-0188) Washington DC 20503. 1 . AGENCY USE ONLY (Leave blank) 2. REPORT DATE REPORT TYPE AND DATES COVERED September 2000 Master's Thesis 4. TITLE AND SUBTITLE 5. FUNDING NUMBERS Re-Purposing Commercial Entertainment Software for Military Use 6. AUTHOR(S) MIPROEMANPGS00 DeBrine, Jeffrey D. and Morrow, Donald E. 8. PERFORMING 7. PERFORMING ORGANIZATION NAME(S) AND ADDRESS(ES) ORGANIZATION REPORT Naval Postgraduate School NUMBER Monterey, CA 93943-5000 9. SPONSORING / MONITORING AGENCY NAME(S) AND ADDRESS(ES) 10. SPONSORING/ Office of Economic & Manpower Analysis MONITORING AGENCY REPORT 607 Cullum Rd, Floor IB, Rm B109, West Point, NY 10996-1798 NUMBER 11. -
Quake Manual
The Story QUAKE Background: You get the phone call at 4 a.m. By 5:30 you're in the secret installation. The commander explains tersely, "It's about the Slipgate device. Once we perfect these, we'll be able to use them to transport people and cargo from one place to another instantly. "An enemy codenamed Quake, is using his own slipgates to insert death squads inside our bases to kill, steal, and kidnap. "The hell of it is we have no idea where he's from. Our top scientists think Quake's not from Earth, but another dimension. They say Quake's preparing to unleash his real army, whatever that is. "You're our best man. This is Operation Counterstrike and you're in charge. Find Quake, and stop him ... or it ... You have full authority to requisition anything you need. If the eggheads are right, all our lives are expendable." Prelude to Destruction: While scouting the neighborhood, you hear shots back at the base. Damn, that Quake bastard works fast! He heard about Operation Counterstrike, and hit first. Racing back, you see the place is overrun. You are almost certainly the only survivor. Operation Counterstrike is over. Except for you. You know that the heart of the installation holds a slipgate. Since Quake's killers came through, it is still set to his dimension. You can use it to get loose in his hometown. Maybe you can get to the asshole personally. You pump a round into your shotgun, and get moving. System Requirements General Quake System Requirements IBM PC and Compatible Computers Pentium 75 MHz processor or better (absolutely must have a Math Co-Processor!) VGA Compatible Display or better Windows 95 Operation: 16MB RAM minimum, 24MB+ recommended CD-ROM drive required Hard Drive Space Needed: 80 MB Specialized Requirements For WinQuake (WINQUAKE.EXE): Windows 95/98/ME/NT/2000 For GLQuake (GLQUAKE.EXE): Windows 95/98/ME/NT/2000 Open GL Compatible Video Card GLQUAKE supports most 100% fully OpenGL compliant 3D accelerator cards. -
Quake Three Download
Quake three download Download ioquake3. The Quake 3 engine is open source. The Quake III: Arena game itself is not free. You must purchase the game to use the data and play. While the first Quake and its sequel were equally divided between singleplayer and multiplayer portions, id's Quake III: Arena scrapped the. I fucking love you.. My car has a Quake 3 logo vinyl I got a Quake 3 logo tatoo on my back I just ordered a. Download Demo Includes 2 items: Quake III Arena, QUAKE III: Team Arena Includes 8 items: QUAKE, QUAKE II, QUAKE II Mission Pack: Ground Zero. Quake 3 Gold Free Download PC Game setup in single direct link for windows. Quark III Gold is an impressive first person shooter game. Quake III Arena GPL Source Release. Contribute to Quake-III-Arena development by creating an account on GitHub. Rust Assembly Shell. Clone or download. Quake III Arena, free download. Famous early 3D game. 4 screenshots along with a virus/malware test and a free download link. Quake III Description. Never before have the forces aligned. United by name and by cause, The Fallen, Pagans, Crusaders, Intruders, and Stroggs must channel. Quake III: Team Arena takes the awesome gameplay of Quake III: Arena one step further, with team-based play. Run, dodge, jump, and fire your way through. This is the first and original port of ioquake3 to Android available on Google Play, while commercial forks are NOT, don't pay for a free GPL product ***. Topic Starter, Topic: Quake III Arena Downloads OSP a - Download Aerowalk by the Preacher, recreated by the Hubster - Download. -
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 -
The Impact of Video Game Interactivity on the Narrative
THE IMPACT OF VIDEO GAME INTERACTIVITY ON THE NARRATIVE CAMERON EDMOND (BA) MACQUARIE UNIVERSITY FACULTY OF ARTS DEPARTMENT OF ENGLISH OCTOBER 2015 This thesis is presented in partial fulfilment of the requirements of the degree of Master of Research at Macquarie University. I certify that this thesis is entirely my own work and that I have given fully documented reference to the work of others. The thesis has not previously, in part or in whole, been submitted for assessment in any formal course of study. Signed: (Cameron Edmond) Contents Summary...................................................................................................................................7 Acknowledgements...................................................................................................................9 Introduction............................................................................................................................11 Chapter 1 – The Player-Hero: A Hollow Sphere................................................................25 Chapter 2 – The NPC Goddess: A Bridge Between Spheres..............................................43 Chapter 3 – The Game World: The Ultimate Controller of Interactivity........................59 Conclusion...............................................................................................................................75 Works Cited............................................................................................................................79 Appendix…….........................................................................................................................87 -
Optimization of Display-Wall Aware Applications on Cluster Based Systems Ismael Arroyo Campos
Nom/Logotip de la Universitat on s’ha llegit la tesi Optimization of Display-Wall Aware Applications on Cluster Based Systems Ismael Arroyo Campos http://hdl.handle.net/10803/405579 Optimization of Display-Wall Aware Applications on Cluster Based Systemsí està subjecte a una llicència de Reconeixement 4.0 No adaptada de Creative Commons (c) 2017, Ismael Arroyo Campos DOCTORAL THESIS Optimization of Display-Wall Aware Applications on Cluster Based Systems Ismael Arroyo Campos This thesis is presented to apply to the Doctor degree with an international mention by the University of Lleida Doctorate in Engineering and Information Technology Director Francesc Giné de Sola Concepció Roig Mateu Tutor Concepció Roig Mateu 2017 2 Resum Actualment, els sistemes d'informaci´oi comunicaci´oque treballen amb grans volums de dades requereixen l'´usde plataformes que permetin una representaci´oentenible des del punt de vista de l'usuari. En aquesta tesi s'analitzen les plataformes Cluster Display Wall, usades per a la visualitzaci´ode dades massives, i es treballa concre- tament amb la plataforma Liquid Galaxy, desenvolupada per Google. Mitjan¸cant la plataforma Liquid Galaxy, es realitza un estudi de rendiment d'aplicacions de visu- alitzaci´orepresentatives, identificant els aspectes de rendiment m´esrellevants i els possibles colls d'ampolla. De forma espec´ıfica, s'estudia amb major profunditat un cas representatiu d’aplicaci´ode visualitzaci´o,el Google Earth. El comportament del sistema executant Google Earth s'analitza mitjan¸cant diferents tipus de test amb usuaris reals. Per a aquest fi, es defineix una nova m`etricade rendiment, basada en la ratio de visualitzaci´o,i es valora la usabilitat del sistema mitjan¸cant els atributs tradicionals d'efectivitat, efici`enciai satisfacci´o.Adicionalment, el rendiment del sis- tema es modela anal´ıticament i es prova la precisi´odel model comparant-ho amb resultats reals. -
Playing Quake III Arena for SEGA Dreamcast with Your Broadband Adapter
Playing Quake III Arena for SEGA Dreamcast with your Broadband Adapter Quake III Arena for SEGA Dreamcast supports the Dreamcast Dreamcast Users who also use PCs Broadband Adapter. In order to play Quake III Arena with your for High Speed Internet Access Dreamcast Broadband Adapter, you must have access to a high- Dreamcast Users who also use PCs for High Speed Internet Access speed network or Internet Service Provider (ISP) that uses either Static IP, DHCP, or PPP over Ethernet (PPPOE). Please check with If your PC is connected to the same high speed network that you your Service Provider if you are unsure if one of these protocols is would like to connect the Dreamcast to, follow these steps to get supported or, if you also have a PC and are using it for this same the information you need from your PC. Windows 95/98/ME users ISP, check the connection settings on your PC. can get information about their high speed network settings by: Dynamically Allocated IP Address (Using DHCP) 1) Go to the Start Menu and choose Run. 2) Type “winipcfg” and select OK. You must have the T CP/IP To connect to an ISP that uses DHCP, follow these steps: protocol installed on your PC to be able to use winipcfg. 1)Select the Internet Game option from the Mode Select Screen. Windows 2000 users can get information about their high speed 2) Leave your username and password blank. network settings by: 3)Make sure the IP Address, Gateway, Primary DNS, and Secondary DNS are all marked with “0.0.0.0”. -
Deepmind Lab
DeepMind Lab Charles Beattie, Joel Z. Leibo, Denis Teplyashin, Tom Ward, Marcus Wainwright, Heinrich Küttler, Andrew Lefrancq, Simon Green, Víctor Valdés, Amir Sadik, Julian Schrittwieser, Keith Anderson, Sarah York, Max Cant, Adam Cain, Adrian Bolton, Stephen Gaffney, Helen King, Demis Hassabis, Shane Legg and Stig Petersen December 13, 2016 Abstract DeepMind Lab is a first-person 3D game platform designed for research and development of general artificial intelligence and machine learning systems. DeepMind Lab can be used to study how autonomous artificial agents may learn complex tasks in large, partially observed, and visually diverse worlds. DeepMind Lab has a simple and flexible API enabling creative task-designs and novel AI-designs to be explored and quickly iterated upon. It is powered by a fast and widely recognised game engine, and tailored for effective use by the research community. Introduction General intelligence measures an agent’s ability to achieve goals in a wide range of environments (Legg and Hutter, 2007). The only known examples of general- purpose intelligence arose from a combination of evolution, development, and learn- ing, grounded in the physics of the real world and the sensory apparatus of animals. An unknown, but potentially large, fraction of animal and human intelligence is a direct consequence of the perceptual and physical richness of our environment, and is unlikely to arise without it (e.g. Locke, 1690; Hume, 1739). One option is to di- rectly study embodied intelligence in the real world itself using robots (e.g. Brooks, 1990; Metta et al., 2008). However, progress on that front will always be hindered by the too-slow passing of real time and the expense of the physical hardware involved.