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PhotoART – das Moderne Regensburg. ich kann einfach nicht davon ablassen, ein faszinierendes Gebäude, TechCampus Parkhaus in der Franz-Mayer-Straße am Galgenberg ❤️📷❤️📷 #regensburg #techBase #techCampus #parkhaus #meinRegensburg #modern #modernesRegensburg #struktur #schuppentier #photoART #fotokunst #baukunst #architektur #architekturfotografie #regensburgerleben #maximilianweinzierlfoto #DerRegensburgChronist (hier: TechBase) https://www.instagram.com/p/CnZA7dQKR91/?igshid=NGJjMDIxMWI=
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sztupy · 10 months
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Does it run Doom?
Yes
But does it run Thatcher's Techbase?
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Also yes!
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celebgames · 2 years
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Jeremy Corbyn playing THATCHER’S TECHBASE: ARCADE EDITION
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leadendeath · 1 year
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how do people play ultrak¡ll. it’s awesome but i watch 20seconds of gameplay and gotta turn it off
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Welcome to our "Complete Information Technology Course"! Whether you're starting from scratch or looking to deepen your IT knowledge, this comprehensive video course is designed to take you from beginner to pro. Dive into the dynamic world of IT with us and unlock the skills needed to excel in this fast-paced industry.
AHMI has always excelled in achieving milestones set for itself. It has been converting its students into creating professional equipped with sound knowledge and skills.
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creolestudios · 3 months
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Unlocking AI Chatbots: A Beginner's Roadmap to Development Essentials
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Discover the fundamentals of AI Chatbot Development with our comprehensive guide! From basic concepts to practical tips, embark on your journey to mastering AI Chatbots with our Beginner's Roadmap. Start unlocking the potential of AI Chatbots today!
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alinagentry90 · 5 months
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Overview of a Computer System: Understanding the Basics
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An overview of a Block Diagram Of Computer system provides insight into the fundamental components that collectively empower the digital era. At its core, a computer system comprises hardware and software seamlessly intertwined to perform myriad tasks. The central processing unit (CPU) acts as the brain, executing instructions and manipulating data. Memory modules, including RAM and cache, enable swift access to information, while storage devices like hard drives store data for the long term. Input devices such as keyboards and mice facilitate interaction, transmitting user commands, while output devices like monitors and printers translate digital information into a human-readable format. The intricate dance of data within a computer system relies on a robust interconnectivity infrastructure, commonly known as bus architecture. Operating systems and software breathe life into the hardware, providing a user interface and enabling applications to run. The synergy of these elements forms the backbone of a computer system, revolutionizing communication, information processing, and problem-solving. Understanding this holistic overview is crucial for navigating the complexities of modern technology and harnessing the potential of computers in various domains.
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attitudetallyacademy · 5 months
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Digital Foundations: Understanding the Basics of Computer Operation
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🌐 Dive into the world of Digital Foundations! 🖥️ Understanding the Basics of Computer Operation is crucial in today's tech-driven era. 🚀 Explore key concepts like hardware, software, and system functions. Bookmark this guide for a comprehensive overview, demystifying the digital landscape. 💡 From CPU to peripherals, grasp the essential computer skills for seamless navigation in the digital realm. 🌈 Whether you're a tech enthusiast or a beginner, these foundational insights pave the way for confident computing. 📚 Stay informed, bookmark, and embark on your journey to mastering the fundamental principles of computer operation! 🚀
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cabalt · 11 months
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https://youtu.be/3xs421EjkeA
The greatest youtube channel of all time speaking about the best doom WAD, nay, the best game of all time
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thejaymo · 1 year
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Didn't get to play it 😭
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agbpaints · 7 months
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Ok I'm becoming the Joker right now because I looked at Battletech too hard and fell into a crack.
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This is the Archer Rubinsky, a custom refit of an ARC-2R used by Rubinsky's Renegades that takes advantage the Inner Sphere techbase of the 3050s to swap the design's LRMs for 4 SRM-6s and add a Hatchet to the mech. It's a pretty cool design and after I saw Flechs didn't have it (even though Sarna and the MUL did) I decided to track the thing down.
First stop was the MUL to figure out where they're sourcing from, which was apparently Field Manual: Mercenaries. No dice there, just a description of an Archer with SRMs and a hatchet, but no tech readout or record sheet. Then I hear MegaMek has a sheet for the thing. Great!
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But where is this thing coming from, because it also says it's in Field Manual: Mercenaries? I did more googling and I stumbled onto this ancient archive of a geocities site
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This is definitely our mech, and paging back out of the Archer, we find that this whole thing is an archive of obscure and unknown designs, either made by FASA but with a very limited/no publication, or designs present in other BT media (games, novels, source books, etc.) with no official record sheet where the author made their best guess as to what they'd look like on the tabletop. The Archer Rubinsky falls into the latter category, a fluff only design that was given stats by an old fan working on their blog. At some point, that technical readout probably got ported into MegaMek and because there's a sheet in MegaMek and a reference in an official product, someone put it on Sarna. Because CGL also uses MegaMek, at some point they too got bamboozled and took the BV calculation and stuck it on the Master Unit List without crossreferencing to make sure they actually had a first-party record sheet in their own archives.
So congrats to Matt McLaine, wherever you are. You put together a project to archive obscure designs from a game you liked and threw some of your own stuff in there as well, and at some point it got so old that your fan design accidentally made it into the official game's site.
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Schuppentier. TechCampus Parkhaus-Ultraweitwinkel-Panorama, gestern bei Sonnenuntergang. das moderne Regensburg ❤️ #regensburg #techBase #techCampus #parkhaus #meinRegensburg #modern #modernesRegensburg #ultraweitwinkel #schuppentier #photoART #fotokunst #baukunst #architektur #architekturfotografie #regensburgerleben #maximilianweinzierlfoto #derregensburgchronist (hier: TechBase) https://www.instagram.com/p/CnEdrQtqT2s/?igshid=NGJjMDIxMWI=
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wjbminecraft · 11 months
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Edit: also please reblog if you voted, and feel free to use the "something else" option if you just want to see the results (which is what I'm doing).
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wadbot · 4 months
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NERF.wad: Not Even Remotely Fair MAP05: Do It Again (-2976, 336, 64) Author: Peter "MegaSphere" Lawrence Date: 2024-01-15 Description: 32 Maps for DOOM II (Limit Removing, complevel 2) Nightmare Difficulty Only All Original Soundtrack Download the soundtrack here: https://megasphere.bandcamp.com/album/not-even-remotely-fair-original-soundtrack DEHACKED changes: Tyrants (Spider Mastermind replacement) Green Cyberdemons with only 1000hp and can infight with Cyberdemons. They have the Commander Keen death state so killing them can open doors tagged 666. Silvergunners (Wolf SS replacement) Identical to regular Chaingunners in every way, except they drop Clips instead of Chainguns. Spider Mastermind (Keen replacement) It's a Spider Mastermind but is now affected by splash damage due to limitations. Big Brain (Modified Romero Head) Exits the level immediately when killed, used for death exits. Big Brain Original (Techpillar replacement) A restoration of the original Romero Head behaviour. Barrel Instant (Dead Lost Soul replacement) An explosive barrel with 1hp and explodes immediately. Map Authors: Episode 1 Maps MAP01: "Four Rockets" Peter Lawrence (MegaSphere) MAP02: "Untamed Grotto" Benchy MAP03: "Fireblu Baptism" BooTheJudge MAP04: "In the Pits" MegaSphere MAP05: "Do It Again" Dwars and Benchy MAP06: "Rats in the Walls" Christophine Place MAP07: "Across the Highlands" Xulgonoth MAP08: "Running in the 90's" Anarki, Xulgonoth, and Christophine Place MAP09: "The Bloody Awful" BooTheJudge MAP10: "Let Me In" borogk MAP11: "Crudge" decino Episode 2 Maps MAP12: "Air Fryer" Benchy MAP13: "Uptown" GamingGargoyle MAP14: "Castling In Check" Ludi MAP15: "Break From Blood" Christophine Place MAP16: "Skull Geometry" Benchy MAP17: "Obsidian Tower" MegaSphere MAP18: "Toxic Irony" SeeJay MAP19: "Trirannical Terror" SeeJay MAP20: "Metal Migrane" Benchy Episode 3 Maps MAP21: "Stardust" Benchy MAP22: "Valley Fever" GamingGargoyle MAP23: "Blue Monday" Benchy MAP24: "Fireblu Dreams" Matthew DeCalzadilla (Moustachio) MAP25: "Bloodstream" Ravendesk MAP26: "Mountain Complex" RedBoule MAP27: "Out of this World" MegaSphere MAP28: "Styx" Benchy MAP29: "Cold Beige Techbase" decino MAP30: "The Final Stage" MegaSphere Secret Levels MAP31: "The Chasm But Real" decino MAP32: "Circumscription" Benchy, decino, MegaSphere, and SeeJay MAP33: "Error 405" Xulgonoth Soundtrack Authors: Episode 1 OST MAP01: "Four Rockets" MegaSphere MAP02: "Untamed Grotto" MegaSphere MAP03: "Fireblu Baptism" MegaSphere MAP04: "In the Pits" MegaSphere MAP05: "Do It Again" MegaSphere and Dwars MAP06: "Rats in the Walls" MegaSphere MAP07: "Across the Highlands" MegaSphere and decino MAP08: "Dozy Dust" decino MAP09: "The Bloody Awful" MegaSphere MAP10: "Let Me In" MegaSphere MAP11: "Crudge" MegaSphere Episode 2 OST MAP12: "Air Fryer" SynDoom & MegaSphere MAP13: "Uptown" MegaSphere MAP14: "Castling in Check" MegaSphere MAP15: "On The Shoulders of Giants" MegaSphere & Xulgonoth MAP16: "Skull Geometry" SynDoom MAP17: "Obsidian Tower" MegaSphere MAP18: "Toxic Irony" MegaSphere MAP19: "Trirannical Terror" MegaSphere MAP20: "Metal Migraine" MegaSphere and James Paddock Episode 3 OST MAP21: "Stardust" MegaSphere & Dwars MAP22: "Do It For The Vine" Korp MAP23: "Blue Monday" MegaSphere MAP24: "Hishousouzan" Cammy MAP25: "He Tricks Me Like a Gentleman" Cammy & Ravendesk MAP26: "Mountain Complex" MegaSphere MAP27: "Out of this World" MegaSphere MAP28: "Styx" MegaSphere MAP29[pt1]: "Cow Bell Track" decino MAP29[pt2]: "Cries Beyond Terror" MegaSphere MAP30[pt1]: "NERF Intro Extended" MegaSphere MAP30[pt2]: "NERF Credits" MegaSphere (uses sample from Abdul Cisse & Epic Games) MAP30[pt3]: "D_CBT" FSII (Edited by MegaSphere) Secret Levels OST MAP31: "In the Dank" decino MAP32: "Light at the End of the Tunnel" MegaSphere MAP33: "HEY EVERYBODY" MegaSphere Miscellaneous OST Title screen: "NERF OST - Title" MegaSphere Intermission screen: "NERF OST - Intermission" MegaSphere Text screen: "NERF OST - Text Screen" MegaSphere Disclaimers: Learning a map layout when on Nightmare is quite intense so we recommend playing on easier skill levels first which remove all non-essential monsters. 'Save Scum', and 'Load Lame' are NOT to discourage use of saves, they are intended only as funny gags. The intermission screen texts are to serve as comic relief in between episodes. Despite the many references we do not encourage real life CBT.
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doom-nerdo-666 · 3 months
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"Frantik DM 3 is a 32-map deathmatch pack that is primarily FFA focused.
I aimed for 3-6 player FFA style gameplay, but duels work just fine in this pack also. The maps are slightly larger, and much more detailed on average than those found in the previous set, Frantik DM 2.
DoomCute was also focused on heavily - as well as creating more realistic spaces. A lot of 'advanced' features are utilized in this pack, such as 3D floors, sector-linked 3D floors, slopes, jump-pads, ACS ladders, swimmable water and no-stop teleporters.
This large 32 map DM pack is split into 7 themed episodes.
I aimed for a very diverse selection of arenas, both gameplay-wise and aesthetics-wise - the locations include:
A forge, a foundry, an igloo, a froze over lake w/ ice-fishing, a winterized re-make of Frantik DM 1's MAP27, a frozen basin, a jungle w/ tree canopy, a remote island, a swamp w/ a decaying boardwalk, a watering hole in the desert, a subterranean cave system, a giant generator, a bunker, a rundown UAC-owned factory, a hydroelectric dam, a large prison, acid-melted bases, a nukage waste refinery, a chemical production lab, a nuclear reactor, a cursed crypt, a graveyard, a besieged hellish castle, and a hell-corrupted gory base - as well as a futuristic techbase w/ an alien UFO."
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autolenaphilia · 5 months
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Duke Nukem 3D
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Duke Nukem 3D, developed by 3D Realms is a showcase for Ken Silverman’s Build engine. It was not the only game to use the Build engine, nor even the first but it was the most popular and successful game to use it. It wasn’t even the first Duke Nukem game, but it’s success overshadowed the two platform games that preceded it.
At the core of Duke Nukem 3D is solid Doom-like “boomer shooter” action. It’s a game about shooting things, more than plot. The plot is, aliens have invaded and kidnapped Earth’s women, and now action hero Duke Nukem must stop them, it doesn’t go any deeper.
And the levels don’t deviate that far from the Doom formula either. Functionally it’s about exploring the often complex and maze-like levels, defeating the enemies, and finding key cards to unlock doors to progress and find the exit to the next level.Duke Nukem 3d also has the episodic structure of the original Doom, so the game is divided into sets of levels. The game originally shipped with three episodes in January 1996, but 3D Realms developed a fourth episode released first as an expansion pack and later bundled with the main game in december as Duke Nukem 3D: Atomic Edition released in December 1996. That’s the version I bought and played for this review, using eduke32.
Duke Nukem 3D massively expanded on the Doom formula in ways that were very innovative for the time, and allowed it to compete successfully with ID Software’s own Quake, released that year, despite that game featuring actual 3D.
The Build engine wasn’t real 3D, in that it couldn’t do proper “room-over-room”, which is the hallmark of true 3D. Instead it was 2.5D, like the Doom engine that inspired it. In such an enginethe level designer can’t create a house with two floors, one floor over the other, or a platform that the player character can both walk on and walk under. Things can have different elevations, but the engine can’t actually handle all three dimensions fully.
Except the Build engine allowed the devs to fake room-over-room with various means. The basis o this trick is that two different sectors or rooms could overlap on the map, as long as they weren’t seen at the same time. Using portals to other sectors and seamless teleports of the player, including on stairs, it could fake 3D space. And this is used to great effect in Duke Nukem 3D. The level cans often feel like true 3D, and knowing that it really isn’t only makes the design more impressive.
The Build engine also allowed for basically all of its levels to be modified on-the-fly, which is also exploited very well in Duke Nukem 3D. Years before Red Faction, you could destroy parts of the environment to proceed, like blow a hole in the wall to create a new path (often marked by Zelda-esque cracks in the wall), or blow up entire buildings to proceed, both to find secrets and as part of required progression through the levels.
In addition, Duke Nukem 3D had a more realistic level design that earlier FPS games. Both Doom games were fairly abstract mazes, even when Doom II tried to depict cities on Earth it was more a suggestion than anything meaningfully detailed. Even Quake, which came out after Duke Nukem 3D and was actually 3D used a Doomesque abstract level design. But Duke Nukem 3D succeded at depicting realistic locations more so than anything that came before it. You get a cinema, a bookstore, a bank, a hotel and a subway station. Like they are not entirely realistic, but there are clear representations of real-life things and realistic enough to work. It does indulge in Doom-like space techbases in episode 2, but otherwise the settings are more realistic
Duke could do a lot more than most FPS protags bar maybe the System Shock hacker (who also had a true 3D engine to work with). You can put on scuba gear and go swimming (going from the surface to underwater is maybe one of the more obvious teleports, but still pretty seamless.). You can find a jetpack and fly around the level and find secrets. You find a shrinker weapon that can shrink even the toughest non-boss enemy to a harmless tiny creature that Duke just steps on with his boots. And you can be shrunk yourself and go through tiny crawlspaces. Also Duke could talk, and specific situations triggered situation-appropriate oneliners, impressive for 1996.
There are some problems. Gameplay-wise, the levels can be very maze-like, and it can be confusing and frustrating to find your way. There are also some really dumb switch puzzles which give you 3-4 on/off switches and it’s just inputting combinations, bruteforcing the puzzle, until you find the right one, a waste of time. But overall the level design holds up, how the levels twist in on themselves is sometimes really fun and engaging to find out.
Of course, maze-like level design and dumb puzzles isn’t the whole extent of Duke Nukem 3D’s problems. Let’s talk about the babes for a minute, the portrayal of women in this game.
Of course the traditional defense of Duke Nukem is that it’s all a joke. And yeah, Duke himself definitely is meant as a joke, a parody of 80s bodybuilder action heroes, complete with one-liners stolen from other movies. He’s an obvious example of 90s-era irony. And some of the humor works. My favorite joke in the game is that Duke leaves each level by finding and hitting the level’s self-destruct button. It’s bombastic on a literal level, but a subtle enough comment on the violent destruction of action movie heroism that it’s still funny. Way less subtle, but still fun is the fact that one of the most common enemies are pig cops, once human cops who have been turned into literal anthropomorphic pigs.
Still the joke doesn’t go far enough to truly subvert the macho misogyny of Duke. If Duke views women as sex objects, the game doesn’t contradict him on that point. Women in this game exist literally to be sexy décor scattered around the levels, and not much else. The sexy scantily clad women in this game are silly, but they are probably meant to also be unironically titillating.
Still, again it’s not too bad. Duke is played with enough self-aware humor to not be totally obnoxious, helped by Jon St. John’s charismatic and rightfully iconic voice acting. And the sexy ladies are so silly that it takes the edge out of the offensiveness. Strippers continuing their dancing oblivious while an alien invasion is literally going on around them are just too silly. The game overall is so light on plot that both the babes and Duke as a character only appear occasionally. It’s a game focused on the gameplay, and the gameplay is good.
Duke Nukem 3D is ultimately just fun to play. There is some great action here, with a nice weapon and enemy variety to keep you going. And it’s impressive how the game pushes against the technical limitations of its engine.
The best way to play Duke Nukem 3D is buying the Atomic Edition on the obscure but legit digital games store Zoom-Platform, which sells the game without drm and also includes pretty much everything officially released for Duke Nukem3D. This includes all four episodes made by 3D Realms and the official expansions made by other developers. And while you can play the original game by emulating MS-DOS via Dosbox, the best way is probably the eduke32 sourceport which allows you to play the game natively on modern systems.
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