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5.56mm Full Metal Jacket 0.75 Beta
5.56mm Full Metal Jacket is a Doom 3 multiplayer modification. more>>
5.56mm Full Metal Jacket is a Doom 3 multiplayer modification
5.56mm Full Metal Jacket takes place in a fictive Environment where you have a West and an East team. Accordingly to your team you will get the full weapon-arsenal available supported by your side.
There are 5 classes of weapons .... Pistols, Shotguns, Sub-Machineguns, Assault Rifles and Sniper Rifles. The target system will feature 2 modes ... Aiming with the cross-hair which gets less and less precise the further away you shoot or aiming through the weapons sights which influences the overall field of view but therefore is damn pretty precise.
The game features first- and thirdperson view though when in thirdperson the lack of a crosshair makes aiming more difficult. The levels will vary between huge outdoor scenarios and narrow office corridors.
Supported gametypes are: Capture the Flag, Team DeathMatch
Supported weapons so far are:
Pistols: RUGER MK 512, GLOCK 17
Shotguns: BENELLI M3, EICHLER
SMGs: MP5SD6, MAC10
Assault Rifles: XM177E2(AR15), AK-47
Sniper Rifles: AWM, M24
<<less5.56mm Full Metal Jacket takes place in a fictive Environment where you have a West and an East team. Accordingly to your team you will get the full weapon-arsenal available supported by your side.
There are 5 classes of weapons .... Pistols, Shotguns, Sub-Machineguns, Assault Rifles and Sniper Rifles. The target system will feature 2 modes ... Aiming with the cross-hair which gets less and less precise the further away you shoot or aiming through the weapons sights which influences the overall field of view but therefore is damn pretty precise.
The game features first- and thirdperson view though when in thirdperson the lack of a crosshair makes aiming more difficult. The levels will vary between huge outdoor scenarios and narrow office corridors.
Supported gametypes are: Capture the Flag, Team DeathMatch
Supported weapons so far are:
Pistols: RUGER MK 512, GLOCK 17
Shotguns: BENELLI M3, EICHLER
SMGs: MP5SD6, MAC10
Assault Rifles: XM177E2(AR15), AK-47
Sniper Rifles: AWM, M24
Download (362MB)
Added: 2007-05-31 License: Freeware Price:
878 downloads
The Hunted Chronicle 2
The Hunted is a single player FPS game based off of the Darkplaces engine. more>>
The Hunted is a single player FPS game based off of the Darkplaces engine. It is completely standalone, meaning that you do not need any prior files to run it, and it comes in a series called chronicles.
These chronicles are used for having a continuously flowing story and a difference in weaponry and in other things found in-game.
Each chronicle tells the story of a lone survivor escaping the city that has been overcome by the infected.
The symptoms of the infected at the time of the survivors adventure are not clear but as the chronicles are released, the story unfolds to make it quite clear as to why, where, when, and how this survivor came to be in a horror show such as this.
Main features:
- Completely recreated zombie and zombie code. Much more "realistic" in attack, range, and response time.
- Added random skin generator so zombies will be wearing different attire no matter how many times you play a map
- Added "Use" key, used to pick up boxes and move them to get to previously unattainable areas
- Added "story driven comics" used to help further the story and gives hints on puzzles
- Added all new weapon models
- Added fully functionable "secondary attack" (zoom with Mercs Gun, large swing with meathook)
- Added zombie footsteps
- FIXED**bug where zombies faking dead on ground would still block a players way
- FIXED**HUD/glock-pistol ammo malfunctions
- Added place_model attributes to have spatialization options and other effects to create global audio ambience and better effects using DarkPlaces extensions
- Added muzzleflash
- Added flashlight
- Added multiple new enemies
<<lessThese chronicles are used for having a continuously flowing story and a difference in weaponry and in other things found in-game.
Each chronicle tells the story of a lone survivor escaping the city that has been overcome by the infected.
The symptoms of the infected at the time of the survivors adventure are not clear but as the chronicles are released, the story unfolds to make it quite clear as to why, where, when, and how this survivor came to be in a horror show such as this.
Main features:
- Completely recreated zombie and zombie code. Much more "realistic" in attack, range, and response time.
- Added random skin generator so zombies will be wearing different attire no matter how many times you play a map
- Added "Use" key, used to pick up boxes and move them to get to previously unattainable areas
- Added "story driven comics" used to help further the story and gives hints on puzzles
- Added all new weapon models
- Added fully functionable "secondary attack" (zoom with Mercs Gun, large swing with meathook)
- Added zombie footsteps
- FIXED**bug where zombies faking dead on ground would still block a players way
- FIXED**HUD/glock-pistol ammo malfunctions
- Added place_model attributes to have spatialization options and other effects to create global audio ambience and better effects using DarkPlaces extensions
- Added muzzleflash
- Added flashlight
- Added multiple new enemies
Download (MB)
Added: 2005-09-19 License: Freeware Price:
1527 downloads
TrueCombat:Elite 0.49b
TrueCombat:Elite project is an Enemy Territory total conversion modification. more>>
TrueCombat:Elite project is an Enemy Territory total conversion modification of the free, popular, stand-alone third-person shooter Wolfenstein: Enemy Territory. That is, TC:E is an entirely free game, made by gamers, for gamers.
TC:E is currently being developed by GrooveSix Studios and TeamTerminator. While TeamTerminator is known for the famous Q3 based TrueCombat series, GrooveSix Studios was initiated by retired TeamTerminator co-founder Coroner to develop a Return to Castle Wolfenstein modification that is not released.
Thus, as very experienced Q3-based content creators, we hope to be able to serve the gaming community with a quality offering.
Now, the most important question: "What can you expect from TC:E?" TC:E is a tactical-team shooter, set up in a modern-world environment.
TC:E puts you into the role of elite mercenary soldier in the conflicts of two internationally operating forces.
Main features:
- Texture Tone Mapping
- HDR Lighting
- Realistic scaling
- High quality sounds (44khz)
- rich, deluxe graphics, based on high-resolution digital-camera shots
- Letterbox & widescreen modes - TrueVision
- Dynamic Eye Adaption - DynEA
- Cross Platform Gaming (Win, OS X, Linux)
- tactical-teamplay oriented, modern-world combat simulation
- realistic weapon behavior simulation
- iron sight aiming system, no crosshair
- sophisticated ballistic simulation including multiple-layer object penetration
- professional mode: 1-life, short-timed, objective driven scenarios in realistic environments
- bodycount mode: team deathmatch style, gametype to relax?
- Reinforced OBJ, as Capture the Flag in stock maps
- balanced, team specific set of real-world weapons (Beretta 92, Glock 19, Ump45, Mac-10, M4, Ak-47, and more)
- Free climb
- lag compensation, client-side bullet prediction, punkbuster support
- immersive and lethal, fast-paced action"
<<lessTC:E is currently being developed by GrooveSix Studios and TeamTerminator. While TeamTerminator is known for the famous Q3 based TrueCombat series, GrooveSix Studios was initiated by retired TeamTerminator co-founder Coroner to develop a Return to Castle Wolfenstein modification that is not released.
Thus, as very experienced Q3-based content creators, we hope to be able to serve the gaming community with a quality offering.
Now, the most important question: "What can you expect from TC:E?" TC:E is a tactical-team shooter, set up in a modern-world environment.
TC:E puts you into the role of elite mercenary soldier in the conflicts of two internationally operating forces.
Main features:
- Texture Tone Mapping
- HDR Lighting
- Realistic scaling
- High quality sounds (44khz)
- rich, deluxe graphics, based on high-resolution digital-camera shots
- Letterbox & widescreen modes - TrueVision
- Dynamic Eye Adaption - DynEA
- Cross Platform Gaming (Win, OS X, Linux)
- tactical-teamplay oriented, modern-world combat simulation
- realistic weapon behavior simulation
- iron sight aiming system, no crosshair
- sophisticated ballistic simulation including multiple-layer object penetration
- professional mode: 1-life, short-timed, objective driven scenarios in realistic environments
- bodycount mode: team deathmatch style, gametype to relax?
- Reinforced OBJ, as Capture the Flag in stock maps
- balanced, team specific set of real-world weapons (Beretta 92, Glock 19, Ump45, Mac-10, M4, Ak-47, and more)
- Free climb
- lag compensation, client-side bullet prediction, punkbuster support
- immersive and lethal, fast-paced action"
Download (MB)
Added: 2007-02-28 License: Freeware Price:
725 downloads
Set::Infinite::Basic 0.61
Set::Infinite::Basic is a Perl module with sets of intervals. more>>
Set::Infinite::Basic is a Perl module with sets of intervals.
SYNOPSIS
use Set::Infinite::Basic;
$set = Set::Infinite::Basic->new(1,2); # [1..2]
print $set->union(5,6); # [1..2],[5..6]
Set::Infinite::Basic is a Set Theory module for infinite sets.
It works on reals, integers, and objects.
This module does not support recurrences. Recurrences are implemented in Set::Infinite.
METHODS
empty_set
Creates an empty_set.
If called from an existing set, the empty set inherits the "type" and "density" characteristics.
universal_set
Creates a set containing "all" possible elements.
If called from an existing set, the universal set inherits the "type" and "density" characteristics.
until
Extends a set until another:
0,5,7 -> until 2,6,10
gives
[0..2), [5..6), [7..10)
Note: this function is still experimental.
copy
clone
Makes a new object from the objects data.
Mode functions:
$set = $set->real;
$set = $set->integer;
Logic functions:
$logic = $set->intersects($b);
$logic = $set->contains($b);
$logic = $set->is_null; # also called "is_empty"
Set functions:
$set = $set->union($b);
$set = $set->intersection($b);
$set = $set->complement;
$set = $set->complement($b); # can also be called "minus" or "difference"
$set = $set->simmetric_difference( $b );
$set = $set->span;
result is (min .. max)
Scalar functions:
$i = $set->min;
$i = $set->max;
$i = $set->size;
$i = $set->count; # number of spans
Overloaded Perl functions:
print
sort,
Global functions:
separators(@i)
chooses the interval separators.
default are [ ] ( ) .. ,.
INFINITY
returns an Infinity number.
NEG_INFINITY
returns a -Infinity number.
iterate ( sub { } )
Iterates over a subroutine.
Returns the union of partial results.
first
In scalar context returns the first interval of a set.
In list context returns the first interval of a set, and the
tail.
Works in unbounded sets
type($i)
chooses an object data type.
default is none (a normal perl SCALAR).
examples:
type(Math::BigFloat);
type(Math::BigInt);
type(Set::Infinite::Date);
See notes on Set::Infinite::Date below.
tolerance(0) defaults to real sets (default)
tolerance(1) defaults to integer sets
real defaults to real sets (default)
integer defaults to integer sets
Internal functions:
$set->fixtype;
$set->numeric;
<<lessSYNOPSIS
use Set::Infinite::Basic;
$set = Set::Infinite::Basic->new(1,2); # [1..2]
print $set->union(5,6); # [1..2],[5..6]
Set::Infinite::Basic is a Set Theory module for infinite sets.
It works on reals, integers, and objects.
This module does not support recurrences. Recurrences are implemented in Set::Infinite.
METHODS
empty_set
Creates an empty_set.
If called from an existing set, the empty set inherits the "type" and "density" characteristics.
universal_set
Creates a set containing "all" possible elements.
If called from an existing set, the universal set inherits the "type" and "density" characteristics.
until
Extends a set until another:
0,5,7 -> until 2,6,10
gives
[0..2), [5..6), [7..10)
Note: this function is still experimental.
copy
clone
Makes a new object from the objects data.
Mode functions:
$set = $set->real;
$set = $set->integer;
Logic functions:
$logic = $set->intersects($b);
$logic = $set->contains($b);
$logic = $set->is_null; # also called "is_empty"
Set functions:
$set = $set->union($b);
$set = $set->intersection($b);
$set = $set->complement;
$set = $set->complement($b); # can also be called "minus" or "difference"
$set = $set->simmetric_difference( $b );
$set = $set->span;
result is (min .. max)
Scalar functions:
$i = $set->min;
$i = $set->max;
$i = $set->size;
$i = $set->count; # number of spans
Overloaded Perl functions:
sort,
Global functions:
separators(@i)
chooses the interval separators.
default are [ ] ( ) .. ,.
INFINITY
returns an Infinity number.
NEG_INFINITY
returns a -Infinity number.
iterate ( sub { } )
Iterates over a subroutine.
Returns the union of partial results.
first
In scalar context returns the first interval of a set.
In list context returns the first interval of a set, and the
tail.
Works in unbounded sets
type($i)
chooses an object data type.
default is none (a normal perl SCALAR).
examples:
type(Math::BigFloat);
type(Math::BigInt);
type(Set::Infinite::Date);
See notes on Set::Infinite::Date below.
tolerance(0) defaults to real sets (default)
tolerance(1) defaults to integer sets
real defaults to real sets (default)
integer defaults to integer sets
Internal functions:
$set->fixtype;
$set->numeric;
Download (0.048MB)
Added: 2007-07-06 License: Perl Artistic License Price:
840 downloads
Set::Infinite 0.61
Set::Infinite Perl module contains sets of intervals. more>>
Set::Infinite Perl module contains sets of intervals.
SYNOPSIS
use Set::Infinite;
$set = Set::Infinite->new(1,2); # [1..2]
print $set->union(5,6); # [1..2],[5..6]
Set::Infinite is a Set Theory module for infinite sets.
A set is a collection of objects. The objects that belong to a set are called its members, or "elements".
As objects we allow (almost) anything: reals, integers, and objects (such as dates).
We allow sets to be infinite.
There is no account for the order of elements. For example, {1,2} = {2,1}.
There is no account for repetition of elements. For example, {1,2,2} = {1,1,1,2} = {1,2}.
CONSTRUCTOR
new
Creates a new set object:
$set = Set::Infinite->new; # empty set
$set = Set::Infinite->new( 10 ); # single element
$set = Set::Infinite->new( 10, 20 ); # single range
$set = Set::Infinite->new(
[ 10, 20 ], [ 50, 70 ] ); # two ranges
empty set
$set = Set::Infinite->new;
set with a single element
$set = Set::Infinite->new( 10 );
$set = Set::Infinite->new( [ 10 ] );
set with a single span
$set = Set::Infinite->new( 10, 20 );
$set = Set::Infinite->new( [ 10, 20 ] );
# 10 10, open_begin => 0,
b => 20, open_end => 1,
}
);
# 10 new( 10, 20, 100, 200 );
$set = Set::Infinite->new( [ 10, 20 ], [ 100, 200 ] );
$set = Set::Infinite->new(
{
a => 10, open_begin => 0,
b => 20, open_end => 0,
},
{
a => 100, open_begin => 0,
b => 200, open_end => 0,
}
);
The new() method expects ordered parameters.
If you have unordered ranges, you can build the set using union:
@ranges = ( [ 10, 20 ], [ -10, 1 ] );
$set = Set::Infinite->new;
$set = $set->union( @$_ ) for @ranges;
The data structures passed to new must be immutable. So this is not good practice:
$set = Set::Infinite->new( $object_a, $object_b );
$object_a->set_value( 10 );
This is the recommended way to do it:
$set = Set::Infinite->new( $object_a->clone, $object_b->clone );
$object_a->set_value( 10 );
clone / copy
Creates a new object, and copy the object data.
empty_set
Creates an empty set.
If called from an existing set, the empty set inherits the "type" and "density" characteristics.
universal_set
Creates a set containing "all" possible elements.
If called from an existing set, the universal set inherits the "type" and "density" characteristics.
<<lessSYNOPSIS
use Set::Infinite;
$set = Set::Infinite->new(1,2); # [1..2]
print $set->union(5,6); # [1..2],[5..6]
Set::Infinite is a Set Theory module for infinite sets.
A set is a collection of objects. The objects that belong to a set are called its members, or "elements".
As objects we allow (almost) anything: reals, integers, and objects (such as dates).
We allow sets to be infinite.
There is no account for the order of elements. For example, {1,2} = {2,1}.
There is no account for repetition of elements. For example, {1,2,2} = {1,1,1,2} = {1,2}.
CONSTRUCTOR
new
Creates a new set object:
$set = Set::Infinite->new; # empty set
$set = Set::Infinite->new( 10 ); # single element
$set = Set::Infinite->new( 10, 20 ); # single range
$set = Set::Infinite->new(
[ 10, 20 ], [ 50, 70 ] ); # two ranges
empty set
$set = Set::Infinite->new;
set with a single element
$set = Set::Infinite->new( 10 );
$set = Set::Infinite->new( [ 10 ] );
set with a single span
$set = Set::Infinite->new( 10, 20 );
$set = Set::Infinite->new( [ 10, 20 ] );
# 10 10, open_begin => 0,
b => 20, open_end => 1,
}
);
# 10 new( 10, 20, 100, 200 );
$set = Set::Infinite->new( [ 10, 20 ], [ 100, 200 ] );
$set = Set::Infinite->new(
{
a => 10, open_begin => 0,
b => 20, open_end => 0,
},
{
a => 100, open_begin => 0,
b => 200, open_end => 0,
}
);
The new() method expects ordered parameters.
If you have unordered ranges, you can build the set using union:
@ranges = ( [ 10, 20 ], [ -10, 1 ] );
$set = Set::Infinite->new;
$set = $set->union( @$_ ) for @ranges;
The data structures passed to new must be immutable. So this is not good practice:
$set = Set::Infinite->new( $object_a, $object_b );
$object_a->set_value( 10 );
This is the recommended way to do it:
$set = Set::Infinite->new( $object_a->clone, $object_b->clone );
$object_a->set_value( 10 );
clone / copy
Creates a new object, and copy the object data.
empty_set
Creates an empty set.
If called from an existing set, the empty set inherits the "type" and "density" characteristics.
universal_set
Creates a set containing "all" possible elements.
If called from an existing set, the universal set inherits the "type" and "density" characteristics.
Download (0.048MB)
Added: 2007-07-07 License: Perl Artistic License Price:
839 downloads
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