Acceso Manual E Interfaz Gráfica Para El Juego AI-LIVE

Total Page:16

File Type:pdf, Size:1020Kb

Acceso Manual E Interfaz Gráfica Para El Juego AI-LIVE UNIVERSIDAD CARLOS III DE MADRID ESCUELA POLITÉCNICA SUPERIOR INGENIERÍA TÉCNICA EN INFORMÁTICA DE GESTIÓN PROYECTO DE FIN DE CARRERA Acceso manual e interfaz gráfica para el juego AI-LIVE Alumno: Iván Uzquiano Mateo Tutores: Susana Fernández Arregui Javier Ortiz Laguna Año: 2010 PROYECTO DE FIN DE CARRERA – INTERFAZ GRÁFICA PARA EL JUEGO AI-LIVE Agradecimientos A mis tutores, Javier Ortiz, por adentrarme en el mundo de las interfaces gráficas, y Susana Fernández, por haberme enseñado las técnicas de inteligencia artificial basada en reglas, que me han servido para la comprensión de la estructura y el funcionamiento del juego AI-LIVE. A los iniciadores del proyecto AI-LIVE, que han proporcionado una base sobre la cual he podido realizar este Proyecto de Fin de Carrera. A los actuales y futuros contribuyentes del proyecto AI-LIVE, por seguir desarrollando y mejorando este juego tan interesante. Y por último, pero no por ello menos importante, a mi familia y amigos, por apoyarme en esta etapa final de mi carrera. Muchas gracias a todos por vuestro apoyo. IVÁN UZQUIANO MATEO UNIVERSIDAD CARLOS III DE MADRID PROYECTO DE FIN DE CARRERA – INTERFAZ GRÁFICA PARA EL JUEGO AI-LIVE Índice de contenido 1. Introducción ............................................................................................................ 1 1.1. Entorno del Proyecto de Fin de Carrera .................................................... 1 1.2. Cometido del Proyecto de Fin de Carrera.................................................. 1 1.3. Estructura del documento........................................................................... 2 2. Estado del arte......................................................................................................... 3 2.1. Gráficos 3D .................................................................................................. 3 2.1.1. Modelado.......................................................................................... 3 2.1.2. Animación ........................................................................................ 4 2.1.3. Renderizado ..................................................................................... 5 2.2. APIs gráficas................................................................................................ 6 2.2.1. OpenGL............................................................................................ 6 2.2.2. Direct3D ........................................................................................... 7 2.3. Herramientas para el desarrollo de aplicaciones 3D.................................. 7 2.3.1. Frameworks gráficos ....................................................................... 8 2.3.2. Scene graphs..................................................................................... 8 2.3.3. Motores gráficos............................................................................. 12 2.4. Videojuegos de simulación de relaciones sociales..................................... 18 2.4.1. Los Sims (The Sims)....................................................................... 19 2.4.2. Los Sims 2 (The Sims 2)................................................................. 21 2.4.3. Singles: ¿En tu casa o en la mía? (Singles: Flirt up your life) ...... 22 2.4.4. Singles 2: ¿Tres son multitud? (Singles 2: Triple trouble) ........... 23 2.4.5. Second Life (SL)............................................................................. 24 3. Objetivos................................................................................................................ 26 4. Trabajo realizado.................................................................................................. 27 4.1. Introducción............................................................................................... 27 4.2. Arquitectura de AI-LIVE.......................................................................... 28 4.2.1. Servidor .......................................................................................... 29 4.2.2. Clientes ........................................................................................... 30 4.2.3. Protocolo de comunicación ............................................................ 31 4.2.4. Entradas y salidas de los módulos de la aplicación....................... 33 4.3. Modelo de conocimiento de AI-LIVE ....................................................... 38 4.4. Cliente GUI................................................................................................ 56 4.4.1. Diagrama de clases......................................................................... 56 4.4.2. Submódulo principal y de ejecución: gui.cpp ............................... 59 4.4.3. Comunicación con el servidor: serverCommunication................. 63 4.4.4. Funciones string auxiliares: auxiliarStringFunctions................... 64 4.4.5. Ampliación del módulo del servidor.............................................. 64 4.4.6. Archivos de configuración ............................................................. 65 4.4.7. Representación del estado del juego.............................................. 67 4.5. Manual de usuario..................................................................................... 69 4.5.1. Requisitos generales....................................................................... 69 4.5.2. Instalación ...................................................................................... 70 4.5.3. Configuración................................................................................. 70 4.5.4. Ejecución ........................................................................................ 72 IVÁN UZQUIANO MATEO UNIVERSIDAD CARLOS III DE MADRID PROYECTO DE FIN DE CARRERA – INTERFAZ GRÁFICA PARA EL JUEGO AI-LIVE 4.6. Manual de referencia................................................................................. 74 4.6.1. Jerarquía de archivos .................................................................... 74 4.6.2. Archivos del módulo del servidor.................................................. 76 4.6.2. Archivos del módulo del cliente CLIPS......................................... 78 4.6.3. Archivos del módulo del cliente manual........................................ 79 4.6.4. Archivos del módulo del cliente GUI............................................. 81 4.6.5. Archivos comunes .......................................................................... 83 5. Resultados.............................................................................................................. 86 5.1. Escenarios del juego AI-LIVE .................................................................. 86 5.2. Vistas de la interfaz gráfica....................................................................... 87 5.3. Acciones de los actores .............................................................................. 90 6. Conclusiones.......................................................................................................... 94 6.1. Conclusiones respecto al juego AI-LIVE.................................................. 94 6.2. Conclusiones respecto al cliente GUI implementado ............................... 94 6.3. Conclusiones respecto a la utilización de OGRE3D................................. 95 7. Futuras líneas ........................................................................................................ 97 7.1. Mejorar los procesos de movimiento del actor......................................... 97 7.2. Crear animaciones para los objetos.......................................................... 97 7.3. Mostrar los medidores de los actores........................................................ 97 7.4. Crear nuevas entidades ............................................................................. 98 7.5. Eliminar la utilización de archivos de texto intermedios ......................... 98 7.6. Crear dinámicamente los nodos de cámara y luces.................................. 98 7.7. Agregar funciones gráficas para el cliente manual .................................. 98 8. Bibliografía............................................................................................................ 99 IVÁN UZQUIANO MATEO UNIVERSIDAD CARLOS III DE MADRID PROYECTO DE FIN DE CARRERA – INTERFAZ GRÁFICA PARA EL JUEGO AI-LIVE Índice de figuras Figura 1: Ejemplo de modelado. ..........................................................................................................4 Figura 2: Ejemplo de animación. .........................................................................................................5 Figura 3: Ejemplo de renderizado........................................................................................................6 Figura 4: Escena de un videojuego en primera persona. .....................................................................8 Figura 5: Scene graph que representa la escena de la Figura 4...........................................................9 Figura 6: Ejemplos de visualización con NVIDIA SceniX...................................................................9 Figura 7: Ejemplos de visualización con OpenSG. ............................................................................10 Figura 8: Ejemplos de visualización con OpenSceneGraph. .............................................................11 Figura 9: Ejemplos de visualización con OpenGL Performer...........................................................11
Recommended publications
  • Download Scarface Free Pc Scarface: the World Is Yours Free Download
    download scarface free pc Scarface: The World Is Yours Free Download. How to Download & Install Scarface: The World Is Yours. Click the Download button below and you should be redirected to UploadHaven. Wait 5 seconds and click on the blue ‘download now’ button. Now let the download begin and wait for it to finish. Once Scarface: The World Is Yours is done downloading, right click the .zip file and click on “Extract to Scarface.The.World.is.Yours.zip” (To do this you must have 7-Zip, which you can get here). Double click inside the Scarface: The World Is Yours folder and double click on the Scarface.bat file. Have fun and play! Make sure to run the game as administrator and if you get any missing dll errors, look for a Redist or _CommonRedist folder and install all the programs in the folder. Scarface: The World Is Yours Free Download. Note: Run the game by launching Scarface.bat (Do not run as administrator, and do not launch from scarface.exe, otherwise you’ll get graphical issues in the game) Click the download button below to start Scarface: The World Is Yours Free Download with direct link. It is the full version of the game. Don’t forget to run the game as administrator. System Requirements. OS: Windows XP or better Processor: Pentium(R) 4 1.8 GHz or AMD(R) equivalent Memory: 256 MB RAM Graphics: DirectX(R) 9.0c- compatible video card (ATI(R) Radeon(R) 9200 or NVIDIA(R) GeForce(R) FX 5500 with 128 MB RAM) or higher Storage: 2 GB.
    [Show full text]
  • Scarface Download Pc Scarface: the World Is Yours Free Download
    scarface download pc Scarface: The World Is Yours Free Download. How to Download & Install Scarface: The World Is Yours. Click the Download button below and you should be redirected to UploadHaven. Wait 5 seconds and click on the blue ‘download now’ button. Now let the download begin and wait for it to finish. Once Scarface: The World Is Yours is done downloading, right click the .zip file and click on “Extract to Scarface.The.World.is.Yours.zip” (To do this you must have 7-Zip, which you can get here). Double click inside the Scarface: The World Is Yours folder and double click on the Scarface.bat file. Have fun and play! Make sure to run the game as administrator and if you get any missing dll errors, look for a Redist or _CommonRedist folder and install all the programs in the folder. Scarface: The World Is Yours Free Download. Note: Run the game by launching Scarface.bat (Do not run as administrator, and do not launch from scarface.exe, otherwise you’ll get graphical issues in the game) Click the download button below to start Scarface: The World Is Yours Free Download with direct link. It is the full version of the game. Don’t forget to run the game as administrator. System Requirements. OS: Windows XP or better Processor: Pentium(R) 4 1.8 GHz or AMD(R) equivalent Memory: 256 MB RAM Graphics: DirectX(R) 9.0c- compatible video card (ATI(R) Radeon(R) 9200 or NVIDIA(R) GeForce(R) FX 5500 with 128 MB RAM) or higher Storage: 2 GB.
    [Show full text]
  • World of Outlaws 2018 Download Iso Ps3 Games and Demos Download
    world of outlaws 2018 download iso ps3 Games and Demos Download. Free, full versions of downloadable games and demos. Here, you can legally download free games for your PC and laptop: full video games and free demo versions of the best titles around. We recommend the following titles: Euro Truck Simulator 2, BeamNG.drive, Microsoft Train Simulator, Command & Conquer: Red Alert, Need for Speed: Most Wanted (2005), Spider-Man 2: The Game, Minecraft, S.T.A.L.K.E.R.: Call of Pripyat, Titanic: Honor and Glory, Postal 2 . Our library currently contains 2100 files with full games and demos. Enjoy! Command & Conquer: Red Alert - FULL GAME. Solar Warden - GAME DEMO. Titanic: Honor and Glory Demo 3 - alpha version - GAME DEMO. System Shock - GAME DEMO. Warsow v.2.0 - FULL GAME. Tribes 2 - FULL GAME. Popular Games & Demos. Strategy games. Simulators. Action games. Arcade games. Sports games. Racing games. Adventure games. Search for full games or demos. New games and demos. List of all games and demos. In the Games and Demos category, you can find free games ready to be played. We have both full games (all completely legal, of course), and demo versions . The latter are �samples� of games prepared by the developers. Usually, they contain a small portion of the full game; single levels of action games or a couple of tracks and cars in case of racing games. A demo usually doesn�t offer all game modes either (for example, a multiplayer mode or single player campaign might be unavailable). A rarer case of demo versions are trial versions � they give players access to full game content, but for a limited period of time - an hour or so.
    [Show full text]
  • File Extension List Definitions
    Data Formats and Their File Extensions .#24 Printer data file for 24 pin matrix printer (LocoScript) .#ib Printer data file (LocoScript) .#sc Printer data file (LocoScript) .#st Standard mode printer definitions (LocoScript) .$#! Cryptext .$$$ Temporary file .000 Compressed harddisk data (DoubleSpace) .001 Fax (many) .075 75x75 dpi display font (Ventura Publisher) .085 85x85 dpi display font (Ventura Publisher) .091 91x91 dpi display font (Ventura Publisher) .096 96x96 dpi display font (Ventura Publisher) .0b Printer font with lineDraw extended character set (PageMaker) .1 Roff/nroff/troff/groff source for manual page (cawf2.zip) .113 Iomega Backup file .123 Lotus file .15u Printer font with PI font set (PageMaker) .1st Usually README.1ST text .2d 2d Drawings (VersaCad) .2dl 2d Libraries (VersaCad) .3d 3d Drawings (VersaCad) .3dl 3d Libraries (VersaCad) .301 Fax (Super FAX 2000 - Fax-Mail 96)) .386 Intel 80386 processor driver (Windows 3.x) .3ds Graphics (3D Studio) .3fx Effect (CorelChart) .3gp Multimedia File .3gr Data file (Windows Video Grabber) .3ko NGRAIN Mobilizer .3t4 Binary file converter to ASCII (Util3) .411 Sony Mavica Data file .4c$ Datafile (4Cast/2) .4sw 4dos Swap File .4th Forth source code file (ForthCMP - LMI Forth) .5cr Preconfigured drivers for System 5cr and System 5cr Plus .669 Music (8 channels) (The 669 Composer) .6cm Music (6 Channel Module) (Triton FastTracker) .8 A86 assembler source code file .8cm Music (8 Channel Module) (Triton FastTracker) .8m Printer font with Math 8 extended character set (PageMaker) .8u
    [Show full text]
  • The Game Programmer's Guide to Torque
    The Game Programmer’s Guide to Torque The Game Programmer’s Guide to Torque Under the Hood of the Torque Game Engine A GarageGames Book Edward F. Maurina III A K Peters, Ltd. Wellesley, Massachusetts Editorial, Sales, and Customer Service Offi ce A K Peters, Ltd. 888 Worcester Street, Suite 230 Wellesley, MA 02482 www.akpeters.com Copyright ©2006 by GarageGames, Inc. All rights reserved. No part of the material protected by this copyright notice may be reproduced or utilized in any form, electronic or mechanical, including photocopying, recording, or by any information storage and retrieval system, without written permis- sion from the copyright owner. Set in ITC Slimbach and ITC Eras by Erica Schultz for A K Peters, Ltd. Cover image and art in the Advanced Maze Runner prototype by Christophe Canon. Library of Congress Cataloging-in-Publication Data Maurina, Edward F., III., 1969– The game programmer’s guide to Torque: under the hood of the Torque Game Engine / Edward F. Maurina III. p. cm. “GarageGames book.” Includes index. ISBN 1-56881-284-1 (pbk. : alk. paper) 1. Computer games—Programming. I. Title. QA76.76.C672M36 2006 794.8'1526—dc22 2005056630 Printed in the United States of America 09 08 07 06 10 9 8 7 6 5 4 3 2 This book is dedicated to my wife Teresa, for her encouragement, her advice, and most of all for her tolerance of the odd hours I kept while locked away in my office writing this book. I must give special thanks to Jerry for acting as an idea bouncing-board and for listening patiently as I discussed chapter ideas over, and over, and .
    [Show full text]
  • Japan Import
    Stalker Call Of Pripyat SKU-PAS1067400 Forza 3 - Ultimate Platinum Hits -Xbox 360 NBA Live 07 [Japan Import] Jack Of All Games 856959001342 Pc King Solomons Trivia Challenge Mbx Checkers 3D Karaoke Revolution Glee: Volume 3 Bundle -Xbox 360 Battlefield: Bad Company - Playstation 3 Wii Rock Band Bundle: Guitar, Drums & Microphone PS3 Mortal Kombat Tournament Edition Fight Stick SEGA Ryu ga Gotoku OF THE END for PS3 [Japan Import] Foreign Legion: Buckets of Blood I Confessed to a Childhood Friend of Twins. ~ ~ Seppaku School Funny People Dream Pinball 3D Midnight Club: Los Angeles [Japan Import] Fragile: Sayonara Tsuki no Haikyo [Japan Import] Bowling Champs The Tomb Raider Trilogy (PS3) (UK IMPORT) Disney/Pixar Cars Toon: Mater's Tall Tales [Nintendo Wii] Hataraku Hit [Japan Import] Navy SEAL (PC - 3.5" diskette) Mystery Masters: Wicked Worlds Collection Dynasty Warriors 8 - Xbox 360 Storybook Workshop - Nintendo Wii Learn with Pong Pong the Pig: The Human Body New - Battlefield 3 PC by Electronic Art - 19726 (japan import) Angry Birds Star Wars - Xbox 360 Viva Media No Limit Texas Hold'Em 3D Poker 2 (plus 2 games) Cards & Casino for W indows for Adults X-Plane 10 Flight Simulator - Windows and Mac London 2012 Olympics - Xbox 360 Fisherman's Paradise II (Jewel Case) John Daly's ProStroke Golf - PC Dungeons & Dragons: Chronicles of Mystara Trapped Dead Memories Off 6: T-Wave [Japan Import] Anno 2070 Complete Edition Microsoft Flight Simulator 2004: A Century of Flight - PC New Casual Arcade Crystal Bomb Runner Stop The Alien Hordes Search
    [Show full text]
  • Sierravault Game List
    Sierra On-Line Categorical Game List Published by SierraVault www.sierravault.com 1 Hi-Res Adventures (1980-1984) Hi-Res #1: Mystery House (1980) 1st Release – On-Line Systems Zip lock baggie, Blue sheet / Gold Disk Label (1979) 2nd Release – On-Line Systems Zip lock baggie, Blue sheet / White Disk Label (1979) 3rd Release – On-Line Systems White folder (1980) 4th Release – SierraVenture Release (1982) Hi-Res #2: The Wizard & The Princess (1980) 1st Release – Apple ][ - On-Line Systems Cream Folder (1980) 2nd Release – Atari – On-Line Systems White Folder w Color (1980) 3rd Release – IBM – “Adventures in Serenia” – Blue IBM Binder (1982) 4th Release – SierraVenture Release, Black Box (1982) 5th Release – IBM PC Jr Version, Black Box (1983) Hi-Res #0: Mission Asteroid (1981) 1st Release – Apple - On-Line Systems Red and White Folder (1980) 2nd Release – Atari - On-Line Systems Red and White Folder (1980) 3rd Release – C64 - Black Box, Hi Res 0 in Corner (1981) 4th Release – SierraVenture Release (1982) Hi-Res #3: Cranston Manor (1981) 1st Release – On-Line Systems Black & White Folder (1981) 2nd Release – On-Line Systems Colored Folder (1981) 3rd Release – SierraVenture, Black Box (1982) Hi-Res #4: Ulysses and the Golden Fleece (1982) 1st Release – On-Line Systems Colored Folder (1981) 2nd Release – SierraVenture (1982) 3rd Release – IBM PC Jr Version, Black Box (1983) Hi-Res #5: Time Zone (1982) 1st Release – Box Version, $99 at Retail (1982) Hi-Res #6: The Dark Crystal (1984) 1st Release – SierraVenture Folder (1982) 2nd Release – “Gelfling
    [Show full text]
  • Techniques from Network Games for Improving Groupware Performance Jeff Dyck1, Carl Gutwin1, T
    Beyond the LAN: Techniques from Network Games for Improving Groupware Performance 1 1 2 3 Jeff Dyck , Carl Gutwin , T. C. Nicholas Graham , and David Pinelle 1Department of Computer Science 2Department of Computer Science 3Department of Computer Science University of Saskatchewan Queen’s University University of Nevada, Las Vegas Saskatoon, SK, Canada Kingston, ON, Canada Las Vegas, NV, USA [email protected], [email protected], [email protected], [email protected] ABSTRACT bandwidth is limited and packet loss is common, and current approaches to networking for CSCW applications quickly run into Networked games can provide groupware developers with severe difficulty. Networking infrastructures have been important lessons in how to deal with real-world networking improving, with the widespread presence of high-speed issues such as latency, limited bandwidth and packet loss. Games connections to the home. However, the increase of wireless and have similar demands and characteristics to groupware, but unlike mobile platforms means that it is as important as ever for the applications studied by academics, games have provided groupware applications to operate effectively under limited production-quality real-time interaction for many years. The networking conditions. Poor networks cause problems for visual techniques used by games have not traditionally been made communication, coordination and anticipation of actions, and public, but several game networking libraries have recently been generally reduce the richness and quality of real-time released as open source, providing the opportunity to learn how collaboration [11,12]. Effective use of limited networks involves games achieve network performance. We examined five game tradeoffs – e.g., between jitter and feedthrough time – and if real- libraries to find networking techniques that could benefit time groupware is to succeed, it must find ways to manage these groupware; this paper presents the concepts most valuable to tradeoffs and optimize limited network resources.
    [Show full text]
  • Review of Final Fantasy VII
    STS145 History of Computer Game Design Gek Siong Low, February 2000 Review of Final Fantasy VII Gek Siong Low [email protected] FFVII Fact Box Publisher: Sony Computer Entertainment Developer: Squaresoft From left: Cid, Yuffie, Red XIII, Barrett, Cloud, Tifa, Aeris, Cait Sith, Vincent Platform: Sony Playstation Genre: RPG Number of Players: 1 Number of Disks: 3 Introduction Released: September 3, 1997 ESRB Rating: Teen (comic mischief, There are few video gamers today who have not yet played mild animated violence, mild language) Final Fantasy VII. The Final Fantasy series first became Part of the development team: popular on the Nintendo Entertainment System. Final Fantasy VII marked the move of the series from the 16-bit Super NES to Producer: Hironobu Sakaguichi the 32-bit Sony Playstation. Not only that, it set a first in Director: Yoshinori Kitase everything from production to marketing to game design. This Music Composer: Nobuo Uematsu Main Programmer: Ken Narita paper reviews the game 4 years later after its release, and Character Design & Battle Visual concludes with a discussion of its impact on the industry and Director: Tetsuya Nomura the gamers, and its place in the history of console games. Art Director: Yusuke Naora Image Illustrator: Yoshitaka Amano The Story The story begins with Cloud Strife, a mercenary and ex- member of Soldier (Shinra’s army), joining a rebel group Avalanche in an assault on Shinra’s Mako Reactor No. 1 in the city of Midgar. Shinra is a huge corporation that has taken over the world by building power plants to mine the “mako” (in Japanese, “magic light”) energy from the ground, but in doing so it is slowly depleting the planet’s life force and eventually every living thing will die.
    [Show full text]
  • Prospectus Schoolofcontinuingedu Cation
    P R O S P E C T U S S C H O O L O F C O N T I N U I N G E D U C A T I O N 2 0 1 9 - 2 0 2 0 Y A S H W A N T R A O C H A V A N M A HA R A S H T R A O P E N U N I V E R S I T Y N A S H I K Prospectus: School of Continuing Education Contents Sr Description Page No No 1 Glossary of Terms used in Prospectus 3 2 Frequently asked questions about YCMOU 7 3 Information common to all programs of YCMOU 22 4 Appendixes 24 5 From the Director’s Desk 36 6 Certificate Programs 37 7 Diploma Programs 42 5 Under Graduate Degree Program 46 Page 2 Prospectus: School of Continuing Education GENERAL INFORMATION (FROM COMMON POLICIES OF YCMOU) BEFORE WE BEGIN: GLOSSARY (MEANING) OF IMPORTANT TECHNICAL TERMS In this document unless the context otherwise requires: Terms Related to Academic Program design 1. “Academic Programme” means — A collection of correlated courses (subject), which one must complete successfully in order to earn a certification by the university. Certification may be by certificate, diploma, graduate degree, postgraduate degree or doctoral degree. 2. “Program Part” means a part of the academic program which is taken as a sub-unit for administration of the said academic program for declaration of partial result and similar other processes of implementation of the program.
    [Show full text]
  • TRIBES 2 for the First Time, Press the CREATE ACCOUNT Button
    T able of Contents Introduction. 2 Getting Started . 3 Install the game, start an account, set up a Primary Warrior Name Community . 5 News, Browser, Forums, Chat, and E-mail features Newblood FAQ . 10 Answers the basic “how to” questions of gameplay Control and Command . 14 HUD, game controls, Command Circuit, and voice communication features Equipment . 23 Armor, Weapons, Packs, Vehicles, and other gear Playing the Game . 34 Training missions, multiplayer game types, and Bot Matches Hosting the Game . 38 Server set up, administration options, voting Settings. 40 Customize video, graphics, sound, controls, and gameplay Credits. 42 Index. 47 New Player? Check out the Newblood FAQ for a quick orientation! 1 I ntroduction t is the 40th century. On the frontier “wilderzone” of human space, hardy neo-barbarian tribes compete for possession of new worlds. i Tribal warriors enter combat in powered armor, depending on skill and bravery to win glory. But now the BioDerm Hordes invade tribal space. Though the tribals boast of being the finest warriors humanity has ever produced, they face a genetically-modified race that has literally bred itself for battle. The stakes are epic, and the wilderzone is aflame with a new kind of war. Major Factions BLOOD EAGLE The Blood Eagle claim descent from Imperial Knights sent to pacify the tribes centuries ago. Their philosophy is simple and brutal: obliterate the enemy, whatever the cost. DIAMOND SWORD Nicknamed “sandrakers,” the contemplative Diamond Sword craft innovative new strategies. They say the mind is the great- est weapon, and practice the enigmatic teachings of the Enlightened Master.
    [Show full text]
  • Complete List of ALL File Extensions and Information - Botcrawl
    Complete List of ALL File Extensions and Information - Botcrawl Extension Information A Image Alchemy File (Handmade Software, Inc.) A Unknown Apple II File (found on Golden Orchard Apple II CD Rom) A ADA Program A Free Pascal Archive File for Linux or DOS Version (FPC Development Team) a UNIX Static Object Code Library A Assembly Source Code (Macintosh) A00 Archive Section A01 ARJ Multi-volume Compressed Archive (can be 01 to 99) (also see .000) (can be 01 to 99) (also see .000) A01 OzWin CompuServe E-mail/Forum Access SYSOP File A01 Archive Section A02 Archive Section A02 OzWin CompuServe E-mail/Forum Access SYSOP File A03 Archive Section A03 annotare ava 04 Project File (annotare.net) A03 OzWin CompuServe E-mail/Forum Access SYSOP File A04 OzWin CompuServe E-mail/Forum Access SYSOP File A04 Archive Section A05 OzWin CompuServe E-mail/Forum Access SYSOP File A05 Archive Section A06 OzWin CompuServe E-mail/Forum Access SYSOP File A06 Archive Section A06 Lotto Pro 2002 Smart Number Ticket A07 OzWin CompuServe E-mail/Forum Access SYSOP File A07 Archive Section A07 TaxCalc Tax File (Acorah Software Products Ltd.) A08 OzWin CompuServe E-mail/Forum Access SYSOP File A08 Archive Section A09 OzWin CompuServe E-mail/Forum Access SYSOP File A09 Archive Section A1 Free Pascal Archive File for GO321v1 Platform (FPC Development Team) A1 Unknown Apple II File (found on Golden Orchard Apple II CD Rom) A10 OzWin CompuServe E-mail/Forum Access SYSOP File A11 AOL Instant Messenger (AIM) Graphic (America Online, Inc.) A2 Unknown Apple II File (found on
    [Show full text]