text:
Show Cars, Autocross, Swap Meet, and More!
It was a pretty good idea Goodguys had a few years back when they were trying to decide where they should hold their big national event. They had 18 or so regional events, but no spot to set up shop and hold an end-all, stand-alone Nationals.
The organization was firmly entrenched in various parts of the country (eight years in Atlanta, 10 years in Medina, Ohio, and 12 years in Merced, California) but, in 1998 that all changed when they revamped their show schedule and announced the first PPG Nationals would be held mid-year in Columbus, Ohio.
Many of the show's first-year highlights (swap meet, manufacturers' displays, etc.) are still in place today and, after 14 years, the show has not only expanded to include timed autocross racing, but physically expanded to accommodate even more cars.
For the first time this year, the car show (including specialty parking areas) were cordoned off on the north side of the huge Ohio Expo Center (north of 17th Avenue). Also, a large portion of the swap meet section (where it had been held outdoors but under cover) was moved completely indoors, which featured most-welcome air conditioning. You still had some folks who were in an outside swap meet area selling full-sized cars and parts, but most of the sellers had moved indoors to take advantage of the A/C.
Attendees could hang out at the evening kick-off parties at the host hotels or the technical how-to seminars during the day, bring out their valve cover for some head-to-head racing, or park in one of a handful of specialty parking areas (Trick Truck Corral, Ya Gotta Drive 'em, Homebuilt Heaven, etc.).
For awards, Goodguys handed out their Terrific 12 awards, which honor 12 types of vehicles throughout the year. Six of the awards are event-specific (where finalists are selected at more than one event) and the other six the title (i.e. Hot Rod of the Year, America's Most Beautiful Street Rod, etc.) is awarded at one of the Goodguys-specific events around the country.
At the Columbus event, two of the 12, the Classic Instruments Street Rod of the Year and the Optima Batteries Street Machine of the Year, are picked from the cars at the show.
This year their Street Rod of the Year award was given to Paul and Debbie Becker of Dwight, Illinois, for their '32 Ford coupe that was built by Dave Lane at Fastlane Rod Shop. Lane has built three other customer cars that have won this award in the past, which is unique in and of itself, but what is really surprising is he is a one-man shop and takes in only one car at a time to customize. The coupe also won one of Street Rodder's Top 100 awards (presented by Painless Performance). (To see more winners from this year, or winners from past year's events, check out streetrodder.com.)
More than 400 manufacturer/vendors and 6,000-plus vehicles typically crowd into the facility for the Goodguys Nationals, and next year (July 6-8, 2012) the event will be celebrating its 15th year, which ought to bring out even more to see—and we can't wait!
Painless Performance Products presents Street Rodder TOP 100
For the Top 100 program, Street Rodder attends 10 particular car shows each year and picks 10 vehicles at each to make up the Top 100. For more on where those shows are and how they're voted on, check www.streetrodder.com.
Tech Tip
Wire gauge size
Electrical wiring is rated in size by a gauge number. Unlike most things in life, wire size gets bigger as the gauge number decreases. Normal automotive wiring ranges from 18 to 10 gauge in harnessing and 8 to 0 gauge for charging systems and battery cables. In wiring, it's better to be too big than too small.
RF Noise
Radio frequency (RF) noise is like sound to a human. It's invisible but comes from high voltage devices like an ignition coil or alternator wiring. This noise can make signals for gauges change and signals for your fuel injection sensors change. Always try to keep sensitive wiring away from noise producing devices.


text:
|Related articles
|Call for Posters: ICFP'98 Poster Session firstname.lastname@example.com (Alex Garthwaite) (1998-05-07)
|Call for Posters: ICFP'98 Poster Session firstname.lastname@example.com (Alex Garthwaite) (1998-06-19)
|Alex Garthwaite <firstname.lastname@example.com>
|19 Jun 1998 10:30:08 -0400
|University of Pennsylvania
|ICFP98 Poster Session
|conference, CFP
The 1998 International Conference on Functional Programming
Poster Session
Mt Washington Conference Center
Baltimore, MD,
27-29 September 1998
As part of the International Conference on Functional Programming (ICFP) '98,
a Poster Session will be held on the evening of the first day of the con-
ference. The aim of the poster session is to give students and professionals
an opportunity to gain experience in presenting technical material to the
research community, and to get technical advice from leading researchers in
the field who will be attending the conference.
Each participant in the Poster Session must submit a one page abstract. The
abstract should be between 500-750 words in length and should give an
overview of the research being presented including citations to related
work. These abstracts will be published in a special section of the ICFP '98
Proceedings. Submitted abstracts (in letter or A4 postscript form) should be
emailed to email@example.com.
In addition to the abstract, each participant is also strongly encouraged to
submit a short article. Submitted articles will be posted to the
participants' page as they arrive and participants are encouraged to send
each other feedback as a means for preparing for the Poster Session. There
is also a group mailing list to which participants will be added upon
signing up.
Finally, participants should fill out and submit the sign-up sheet on the
ICFP '98 Poster Session homepage. The act of signing up gives an indication
of interest and helps in maintaining the list of participants.
In the Poster Session, each participant will be provided with a space
(approximately 3x6 feet or 1x2 meters) for posting diagrams and short
descriptions of the research. For those who have never participated in a
Poster Session before, contact with the "audience" happens through casual
conversation. Count on only a reasonable attention span when describing your
work. Over five minutes is usually overdoing it. Prepare a list of questions
that you would like help getting answered! Be sure to take a look at the
Poster Session homepage for a great paper on giving presentations.
Travel Fellowships for ACM SIGPLAN Student Attendees
Students who have a paper or a poster accepted at ICFP 98 and who are
members of ACM's SIGPLAN may apply for travel fellowships from the PAC
fund (http://www.acm/org/sigplan/PAC). Student authors who are not
members of SIGPLAN, please contact the general chairman for travel
There will be a poster session!
The final deadline for submission is July 15th, 1998. The camera-ready
copy of the one page abstracts must be available before August 15, 1998.
Please feel free to direct any questions to me at firstname.lastname@example.com.
Alex Garthwaite,
ICFP '98 Poster Session Coordinator
Return to the
comp.compilers page.
Search the comp.compilers archives again.

subset: commoncrawl


text:
Equestrian and Farm Properties
in Connecticut
Gladys Fox
Massachusetts office
Tel: 978-635-0801
Fax: 978-635-9418
[No listings at this time]
Agency Disclosure
All Brokers / Salespersons represent the seller, not the buyer in the marketing, negotiating and sale of property, unless otherwise disclosed. However, the Broker or Salesperson has an ethical and legal obligation to show honesty and fairness to the buyer in all transactions.
Website maintained by
CharlesWorks LLC


text:
Of the four divisional games, this is the only one that's not a rematch from the regular season.
Indianapolis is coming off a historic comeback victory over Kansas City that was both exhilarating and emotionally draining. There's no respite Saturday night for the Colts, as they head into one of the NFL's toughest challenges — a January game in Foxborough, Mass.
The Colts have had a tendency to fall behind early in games — as they did in the wild-card round, when they found themselves in a 28-point hole — and a repeat performance likely would be fatal against Tom Brady and the door-slamming Patriots.
Although he hasn't won a Super Bowl in nine years, Brady has been to five and has a gaudy 17-7 record in playoff games. His Colts counterpart, Andrew Luck, is 1-1 in the postseason.
Luck said Brady "has set the standard for success at the quarterback position," and that's hard to argue, considering the Patriots star has led his team to victory 41 times in games New England trailed or was tied in the fourth quarter.
However, Luck is cut from the same championship cloth. He has 11 such victories, the most by a quarterback in his first two seasons since the AFL-NFL merger in 1970.
Both teams know how to win close games, with New England going 8-4 in games decided by seven or fewer, and the Colts going 6-1 when the margin is less than a touchdown.
Coach of the year?
This has been one of Bill Belichick's best seasons, rivaling the 16-0 finish in 2007, and the 11 wins with Matt Cassel the following year after Brady went down with a season-ending knee injury.
Not only did the Patriots begin the season without their top five pass catchers from 2012 — among them Wes Welker, Rob Gronkowski and the incarcerated Aaron Hernandez — but they also went on to lose such standouts as defensive tackle Vince Wilfork, linebacker Jerod Mayo and right tackle Sebastian Vollmer. Still, they went on to win the AFC East and grab the second seed.
"Even the Bill Belichick haters in the media have given up," said CBS analyst Phil Simms. "Why would you bet against the Patriots? How much more information do we have to know?"
Happy 25th
Astoundingly, this the 25th Colts-Patriots game for Indianapolis kicker Adam Vinatieri, who spent the first 10 years of his 18-year career with New England.
"It really never gets old," he told reporters this week. "Two great organizations, great coaches, great players, obviously. It's the Sox-Yankees, if you will. That kind of thing where I think both teams respect each other and know what comes to the table."
Vinatieri is New England's all-time scoring leader with 1,158 points, but has scored 37 points in his career against the Patriots.
By the numbers
How teams compare statistically. All stats are per-game averages, except for sacks and turnover differential, which is for the season (league rank in parentheses):
Category | IND | NE
Points scored: 24.4 (14) | 27.8 (3)
Points allowed: 21.0 (9) | 21.1 (10)
Pass offense: 232.8 (17) | 255.4 (10)
Rush offense: 108.9 (20) | 129.1 (9)
Pass defense: 231.9 (13) | 239.0 (18)
Rush defense: 125.1 (26) | 134.1 (30)
Sacks: 42 (11) | 48 (5)
Penalty yards: 36.0 (1) | 39.1 (3)
Turnovers: +13 (3) | +9 (8)
Farmer's pick
There's no discounting how good Luck is, or his many bailouts of the Colts this season. But it's awfully hard to pick against Brady at home at this point in the season. The Patriots will do something the Chiefs didn't — double-team Colts receiver T.Y. Hilton — and that will put the pressure on receiver LaVon Brazill and tight end Coby Fleener. Those are good players, but again it goes back to picking against Brady. PATRIOTS 24, COLTS 21


text:
The Lakers gave the Oklahoma City a scare on Thursday night, taking a 10-point lead into the final quarter, but All-Star forward Kevin Durant took over in the fourth, scoring 19 of his 43 points to push the Thunder to a 107-103 victory.
The short-handed Lakers didn't quit after falling behind by five points with about two minutes left, but Chris Kaman's free throw didn't fall after a tremendous post move to score with 22.5 second left on the clock and the Thunder hit their free throws down the stretch to hold on for the win
Durant made 14 of 33 shots (42.4%) from the field and all 12 of his free throws in the game. He also collected 12 rebounds and dished seven assists.
Lakers point guard Kendall Marshall tied his career high with 17 assists. He also scored 14 and had seven rebounds. Kaman also had a double-double with 19 points and 10 rebounds to go along with six assists for good measure.
Turnovers were a major problem for the Lakers. Steve Blake and Robert Sacre each had four. Wesley Johnson, Jordan Hill and Marshall each had three. The Lakers had 23 turnovers.
Durant had six turnovers himself, although the Thunder finished with 15 as a team.
The Lakers shot only 59.1% (13 of 22) at the free-throw line while the Thunder missed only three all night (21 of 24).
Thunder point guard Reggie Jackson (16 points), reserv guard Derek Fisher (12), reserve guard Jeremy Lamb (11) and power forward Serge Ibaka (10) all scored in double figures.
The Lakers had six players at 10 or more, including Johnson (19), Shawne Williams (15), Blake (13) and Jordan Hill (10).
Oklahoma City shot 44.3% from the field as a team. The Lakers, who made 48.2% of their shot, lost the game with turnovers and missed free throws.
The Lakers (18-35) are off until Wednesday when they host Dwight Howard and the Houston Rockets (36-17).
The Thunder (43-12) return home after the All-Star break to host the Miami Heat (37-14) on Thursday.
Lakers 82, Thunder 72 (end of third quarter)
The Lakers held onto their lead against the Thunder, pushing it up to 15 points late in the third quarter before Oklahoma City scored the final five points.
Lakers point guard Kendall Marshall has notched a double-double in 32 minutes with 12 points and 15 assists. Forward Shawne Williams has 15 points to lead the Lakers, who have shot 51.5% from the field.
Thunder All-Star forward Kevin Durant is the game's leading scorer through three quarters with 24 points, but he has shot only 9 of 22 from the field, including 0 for 8 from three-point range.
Point guard Reggie Jackson has contributed 14 points for the Thunder, who have shot 44.1% from the field.
Lakers center Chris Kaman has 12 points and nine rebounds while reserve big man Jordan Hill chipped in 10 points.
Lakers 54, Thunder 45 (halftime)
The Lakers played some of their best basketball in weeks, taking a nine-point lead over the Thunder into the half.
Lakers forward Shawne Williams led all scorers with 13 points and he had two blocked shots, including one against All-Star forward Kevin Durant.
Point guard Kendall Marshall scored 12 points and had nine assists for the Lakers. Center Robert Sacre hit all three of his shots for six points off the bench.
Durant scored 12 points but shot only 5 of 13 from the field. Point guard Reggie Jackson contributed 10 points for the Thunder, who shot 41.3% from the field.
The Lakers shot 51.1% from the field and 53.8% (7 of 13) from three-point range. The Thunder made only 2 of 11 shots (18.2%) from long range.
Lakers 24, Thunder 17 (end of first quarter)
Despite playing extremely short-handed against the team with the top record in the NBA, the Lakers jumped out to an early lead over the Thunder and maintained it.
Kendall Marshall scored 10 points in 12 minutes on 4-of-6 shooting, helping the Lakers climb ahead of the Thunder by as many as nine points.
Kevin Durant matched Marshall with 10 points but Oklahoma City shot only 29.2% from the field.
The Lakers shot 43.5% and had seven assists on their 10 field goals. Marshall led both teams with three assists.
Chris Kaman scored four points and had six rebounds in nine minutes for the Lakers.
The Lakers (18-34) host the Oklahoma City Thunder (42-12) on Thursday night.
Even without Russell Westbrook (knee), the Thunder have the best record in the NBA.
Injuries have decimated the Lakers. They'll play without Kobe Bryant (knee), Steve Nash (nerve root irritation), Pau Gasol (groin), Nick Young (knee), Jodie Meeks (ankle), Jordan Farmar (hamstring) and Xavier Henry (knee).
For a more in-depth breakdown, check out Preview: Lakers vs. Oklahoma City Thunder.
Email Eric Pincus at firstname.lastname@example.com and follow him on Twitter @EricPincus.


text:
The lines in the file panes are coloured with one scheme while the lines in the diff pane are coloured differently. This makes it harder to identify which lines in the files pane correspond to the lines in the diff pane. (My colour blindness doesn't help either, but when the diff pane has white background for some areas and there is absolutely no white to be seen in the file panes, it is even more difficult.)
Is there a way to configure the panes to use identical colour schemes?


text:
Diablo – FAQ
FAQ by LChark
The Unofficial
¤¤¤¤¤ ¤¤¤¤¤¤¤ ¤ ¤ ¤¤¤¤¤ ¤¤¤¤¤ ¤¤¤¤¤ !ldc
_________ _ _________
/ / / | / /
/ /-----/ / | / /¯¯¯¯/ /
/ / / ^ | / / / /
/ ----/ / /| | / / _ / /
/ / / / | | / / \\/ /
/ / / / | | / ¯¯¯¯ /
¯¯¯ ¯¯ ¯¯ ¯¯¯¯¯¯¯¯\\ 1.31
* * * * * * * * * * * * * * *
* *
* Welcome to the Unofficial *
* Diablo FAQ! *
* *
* * * * * * * * * * * * * * *
i. Introduction
ii. * New in this version
I. What is Diablo?
A. What type of game is Diablo?
B. What is so new about Diablo compared to other games? Why all
the hype?
C. Who is creating Diablo?
II. What is the story behind Diablo?
+ A. What is to be included in the storyline?
B. What character classes are available?
III. What does Diablo look like?
A. How is the interface designed?
B. What do the heroes look like?
C. What do the monsters look like?
IV. How is game play designed?
A. How is the battle system set up?
1. Hand Combat
2. Magic System
+ B. How is the computer AI designed?
+ C. How is the rest of play designed?
V. What is the setting like?
A. What is the appearance of the levels?
B. Is level layout always the same?
+ C. Do you just fight monsters, or are there subplots?
* D. Are there music and sound effects to add to the atmosphere?
VI. How is the multiplayer aspect of Diablo implemented?
A. What types of multiplayer games are available?
B. What is "battle.net"?
C. Is Warcraft's 'cloning' technology included in Diablo?
D. How does play change during multiplayer games?
VII. + What kind of hardware does Diablo require?
VIII. + When is Diablo expected to be released?
IX. + How can I find out more about Diablo?
X. + Credits / How to contact the author / Mailing list information /
Updated FAQ copy info
* = New in this version
+ = Updated since last version (1.0,1.02)
* Introduction *
Welcome to version 1.0 of the Unofficial Diablo FAQ! Within this document I
will attempt to provide the most complete, updated, and correct information
about the game Diablo as is possible. Please keep in mind that this FAQ is
no way endorsed or supported by Blizzard Entertainment. Questions,
corrections, complaints or anything else are gladly accepted at the address
firstname.lastname@example.com, or visit the BEST Diablo web site around at
http://www.tiac.net/users/jscanlon/diablo (PLUG!). I've talked enough, now
the game...
* New in this version *
Besides small updates and corrections, there are two new changes.
The first is a response to the problem viewing the FAQ in browsers such as
Netscape that do not have word-wrap. This is now (hopefully) fixed
completely. The second update involves the width of the FAQ. At resolutions
below full-screen 800x600, the text would become split-up and choppy. Now
resolutions should work just fine. I apologize for any inconvenience this
may have caused to the readers.
* What is Diablo? *
"Diablo invites you to enter a world of dark gothic fantasy. Choose
your persona, and enter the labyrinth beneath the decaying town. As
you venture deeper into the catacombs, you'll discover weapons,
armor, and magical treasures, and develop your character's skills and
abilities. You might also want to bring a friend or two to help...
Built in support for battle.net, as well as modem, serial, and
network play, insures that you'll never have to go in alone."
<From Blizzard's web page>
Q. What type of game is Diablo?
A. Diablo is modeled to be an RPG (Role-Playing Game), focusing
heavily on real-time action, much in the manner Ultima 8 was created to be
but wasn't. The atmosphere is reminiscent of the Dungeons and Dragons RPG,
providing a large dose of dungeon-romping spiced up with magic, traps, and,
of course, plenty of monsters. NPC (Non-Player Character) interaction is
planned, along with multiplayer support, in case the action elements become
tiresome. Overall, Diablo is designed to breathe life into the faltering
computer RPG market as a fresh and innovative game.
Q. What is so new about Diablo compared to other games? Why all the
A. There are many reasons why Diablo is one of the most, if not THE
most anticipated games of the year. Foremost, the graphics and animation
stunning, providing a sense of realism never found before in an RPG, but
on that later. The programming is top-notch, including everything from
sound effects to detailed light-sourcing, yet still delivering exceptional
content beyond the eye-candy. RPG lovers and non-lovers alike will feel at
home with the game's sophisticated interface and impressive storyline,
will most certainly draw you into the world of the demon Diablo. And
the game includes a feature unheard of in a quality single-player RPG: full
multiplayer capability. Whether you prefer null-modem or free internet
play (see section VI for details), Diablo has got it. For these strengths
Diablo is heralded as the game which will bring mass-appeal to the CRPG
Q. Who is creating Diablo?
A. Diablo is the brain-child of Blizzard North, a subdivision of
Blizzard Entertainment and a division of Davidson & Associates, Inc. Best
known for their legendary productions Warcraft and Warcraft II, Blizzard is
devoted to creating only the finest-quality and full-featured games. See
http://www.blizzard.com for more information.
* What is the story behind Diablo? *
Q. What is to be included in the storyline?
A. Blizzard is far from finalizing the prologue to Diablo at this
time, but certain aspects of the plot are known. As Blizzard puts it, "A
vanishes... Creatures roam the countryside... The smell of death hangs
in the air... You've been hearing the tales for weeks now. The catacombs
beneath the town are said to house long dead warriors from a forgotten age.
Some say that they have awakened. Others say that the maze leads to the
of Hell itself. Whatever the source of the evil, you have sworn to destroy
it." On some unholy day, our character awakens to find its home and its
people destroyed, the work of an evil demon called Diablo. The hellspawn's
terror does not cease here, however, as legions of his dark minions are
released upon the world. In a fit of vengeance, our hero decides that the
only way to save himself and his world is to delve into the heart of
realm, and strike him down in his own lair. Who knows what else may pop up
along the way?
Q. What character classes are available?
A. Your hero, although confined to being human, can choose from any
of three character classes: the Sorcerer, master of magic, the Warrior,
of combat, or the Rogue, a sort of mixture of the others, yet still
possessing her own unique qualities. It is not yet known if the sex of the
hero will be an option, and as of this writing, the Sorcerer and Warrior
male, the Rogue female. Each class of character will have certain strengths
and faults, yet each will be almost equally appealing, much in the manner
the Orcs vs. Humans of Warcraft. The Warrior's proficiency, obviously, will
be in hand combat, but the warrior is not restricted to this as his sole
method of battle. All spells and magic objects will be open to his use, but
he will not wield this power with the skill of the Sorcerer. Likewise, the
Sorcerer will be highly trained in the use of magic, but again will not be
restricted to only sorcery. Any weapon used by the Warrior can be bestowed
upon the Sorcerer, with the appropriate penalty for non-class use. The
who was created as an Archer in the early design stages, has been revamped
give her a more unique flavor when compared to the Warrior and Sorcerer.
can use all magic and all weapons, again with penalties, but she will most
likely be slightly better than the Warrior at magic, and slightly better at
battle than the wizard. She will also have a set of interesting talents at
her disposal, for example a keener eye great for detecting secrets and
and enlightened senses providing her with an extended range of sight. These
three classes should create good sense of excitement and add to the replay
value of an already deep adventure.
* What does Diablo look like? *
Q. How is the interface designed?
A. As is the trend in adventure games these days, Diablo uses a
three-quarters isometric view. This type of view has been used recently in
games such as Druid, Relentless, and Ultima. The graphics are all 640x480
Super-VGA and 3-D rendered, heroes, monsters, and walls alike, and the view
appears much like a medieval Crusader: No Remorse. The World View of your
surroundings takes up a little over 2/3 of the screen, from the top down.
Here you see your hero in the center, and you can zoom in or out to enlarge
or shrink your surroundings. The bottom portion is the Status and Options
area, where you have buttons to access your inventory (which then
unfolds over half of your World View), spell book, disk options, and the
like. Also included here is a status line, which updates things such as
spells cast or objects acquired, and two globes, one red, one blue. These
globes represent your health and mana, respectively (see section IV. C:
is the rest of play designed?" for more). All interaction is done through
use of the mouse, including battle.
Q. What do the heroes look like?
A. The three heroes, as mentioned before, are SVGA and fully animated
with several thousand frames of animation each. The currently selected
is placed in the hero's hand, but other objects such as armor or helms are
not viewable upon the character's body.
Q. What do the monsters look like?
A. The monsters are also SVGA and fully animated, like the heroes,
and each have their own distinctive sound effects. The undead stagger
the skeletons die in a shower of bones, and the snakes slither with uncanny
realism. Unlike Crusader: No Remorse, which suffered from too little
variation in the enemy pool, Diablo has a large and diverse number, a
cornucopia of monsters. From acid beasts to withering zombies, Diablo has
* How is game play designed? *
Q. How is the battle system set up?
A. To keep the action element alive in Diablo, the designers have
chosen to include real-time combat as opposed to the traditional turn-based
RPG format. Again, learning from the faults in previous games employing
real-time combat, Blizzard has placed the emphasis on skill and strategy,
rather than forcing players into a mouse-clicking contest.
As far as hand combat is concerned, the choice of weapon vs. the
specific monster will play a large role in the hero's success or failure.
Each tool of destruction has its own swinging speed, so the players must
decide if they prefer a quick dagger or a sluggish halberd. Every
of the mouse begins a swing, so the player must be certain that their
makes contact before beginning another strike.
The magic system is different, but not overly so. Right-clicking will
cast the currently selected spell, and draw from your mana reserve. A spell
catalog, accessible from the bottom portion of the screen, keeps track of
different magics the hero can use. Spells can be acquired through the
discovery of rings, wands, or scrolls, or by finding the occasional spell
book. Although the characters start out with only a couple of spells at
disposal, locations such as the Mages' Guild assist in the heroes' quest
knowledge and power.
Q. How is the computer AI designed?
A. Although the AI is still in a transition phase, it is evident from
the alpha version that the computer will be no joke. The monsters not only
think of themselves as an individual, but as a group, as they often attack
from all sides or come one after another in a seemingly endless assault.
Smaller creatures find safety in numbers, and skeletons attack with a
non-stop mindless rage. Evasive maneuvers are not uncommon to the
nor is it unusual to see the AI taking advantage of the heroes' weaknesses.
Players who are about to cast a spell or make an attack will often find
themselves stumbling backwards after a monster strikes, unable to follow
through with their attempt. Though it still needs work at this stage, the
computer AI will most likely turn out to be quite a formidable opponent.
Q. How is the rest of play designed?
A. Bits and pieces of other play design factors are known. For
instance, a good portion of treasure, weapons, and armor are found on the
bodies of the deceased. After successive use, the weapons or armor may
worn, and require a blacksmith to restore their strength. If the heroes
choose, they may return to the surface for further discussion, to purchase
equipment, or for discussion with the few remaining NPCs of the village.
Wounds can be healed through the use of magic or physical means, but unlike
an earlier report, cannot be healed through simply waiting. This revised
feature insures that there will be nothing but non-stop action in Diablo.
* What is the setting like? *
Q. What is the appearance of the levels?
A. Following suit with traditional RPGs, Diablo is set in a medieval
land. Most of the areas to be explored are dungeons, with brick walls,
floors, high pillars, looming arches, and spiraling stairwells. Torches
the walls, blood is scattered over the cold stone floor, and darkness
everywhere beyond the hero's torch. Shadows are also implemented nicely,
adding to the already impressive hi-res realism. Another nice touch
the use of translucent walls in the foreground which would otherwise block
creatures or items behind them. Seasoned RPG gamers recall games such as
Crusader: No Remorse or Ultima where all too often a chest or body would
sneak under one of these walls, unable to be seen or manipulated with the
3/4 perspective. After an all-too-long wait, this problem is corrected with
Diablo's enhanced engine.
Q. Is level layout always the same?
A. No. This is another area where Diablo will most likely shine. In
an attempt to enhance replay value and add to the excitement of multiplayer
games, Blizzard has added a dungeon randomizer. The entire level layout,
including all items and creatures, is different every new game. And if the
player finds a level which they would like to return to in a new session,
seed number of the level can be saved and recalled. Whether you love single
or multiplayer games, you can be assured that you'll never know where the
next turn may lead or what may lie within the coffin before you.
Q. Do you just fight monsters, or are there subplots?
A. In the rare case that the hunt for the demon Diablo may grow
tiresome, Blizzard has included a variety of mini-quests for the player to
embark upon. A player may stumble upon one of these new paths, or they may
directed by an NPC. Once again, a randomizing engine is used, and each new
game Diablo chooses from a database of 30 quests to use. Anywhere from six
eight of these subplots are used in any one game. And once (if) you have
completed the game, you can return quite a few times, resting assured that
the plot of the game will not be the same as before.
Q. Are there music and sound effects to add to the atmosphere?
A. Most definitely yes. The music is clear and crisp, adding to the
gaming experience without becoming a nuisance. There are a variety of music
tracks, all redbook audio, and all intuitively designed. With each new area
or setting, the music automatically adjusts itself to support the ambiance.
As for the sound effects, these will be equally well-done, with examples
as blood-curdling screams and crackling fires. The main character and NPCs
will have voice-overs to their conversations, making full use of the
capabilities of CD-ROM media.
* How is the multiplayer aspect of Diablo implemented? *
Q. What types of multiplayer games are available?
A. The multiplayer aspect of Diablo encompasses every form of gaming
available, short of hot-seat competition. For those of you with null-modem
cables, a serial game is possible, as is a modem game over telephone lines.
With an IPX-compatible network, larger multiplayer sessions are possible,
at this time only up to four players are supported in any one game. While
fact that Diablo is IPX-compatible suggests that the game will be
Kali-compatible, Blizzard has eliminated the need for Kali with its
innovative "battle.net". Read on for details.
Q. What is "battle.net"?
A. As an extra service to its players, Blizzard has developed a
Kali-like internet server designed specifically for Diablo. Entitled
"battle.net", all a player must do is load up Diablo and select Internet
the main menu to be linked to a battle.net server. From that point, players
may chat in a variety of channels, challenge other opponents, or engage in
multiplayer games. Blizzard charges no fees for this service, no startup,
hourly or monthly costs, so gamers can battle to their hearts' content.
Unfortunately, the four-player game limit is still in effect. The only
requirement is a Internet connection. Be aware that any hourly or monthly
charges from your local Internet Service Provider still apply. Battle.net
will be open 24 hours a day, seven days a week. Allen Adham, president and
founder of Blizzard Entertainment, spoke recently to the press concerning
this new service.
"Internet gaming is the next level in computer entertainment, and we
are dedicated to offering our customers the latest in on-line multiplayer
technologies. The multiplayer option in our products is an integral part of
the gaming experience, so we designed battle.net to not only provide easy
access to on-line competition, but to do so with no extra game charges to
customers." <From Blizzard's web page>
Diablo is the first of Blizzard's games to take advantage of battle.net,
future titles will most likely include the service. Starcraft, a sort of
Warcraft II in space due out the end of this year, will also have enhanced
battle.net capability.
Q. Is Warcraft's 'cloning' technology included in Diablo?
A. Yes. It is reported that Diablo will carry a cloning engine
similar to the one available on the Warcraft II install utility. This
allows a player who does not own the game to legally play multiplayer
as long as at least one player in the game has the Warcraft CD available.
is unknown if the specifics of the cloning remain the same, but it should
perform as expected.
Q. How does play change during multiplayer games?
A. Much of the game remains the same during multiplayer sessions. The
randomizer is in effect, and gamers may engage in cooperative play, or, of
course, deathmatches. For the former, a party of four may be formed,
puzzles as a team and battling monsters as a group. Don't worry if a
gets on your nerves: players can freely harm each other, and sneak attacks
each other will not be uncommon. It will be very interesting to see how
characteristic of Diablo unfolds at release time.
* What kind of hardware does Diablo require? *
A. Surprisingly, the requirements are only typical of today's games.
Diablo will need at least a 486/66 Mhz computer, with 8 megabytes of RAM
single-player games, or 12 megabytes for multiplayer support. A mouse is
required, along with a Super-VGA VESA compatible video card. The game will
released on CD only, and a minimum of a double-speed CD-ROM is required.
Diablo is also a Windows 95 native game, using the latest in DirectX
technology, so DOS or Windows 3.1 diehards are out of luck (These minimum
requirements describe my computer exactly!). A Macintosh version is in the
works, but the hardware requirements are not known at this time.
* When is Diablo expected to be released? *
A. The incorporation of several new features, especially battle.net,
has pushed back the release of Diablo. Sound effects, music, AI, and bug
fixes are amongst those added. See http://www.mcb.net/parsec/p_diablo.html
for a complete listing. Originally planned for the second quarter of this
year, the PC version of Diablo is now headed for an early October release
date, with a Macintosh version planned for the summer of 1997. Look for the
game to retail at about $50 in stores. Let's hope that Blizzard makes up
the delay in following through with an excellent game.
* How can I find out more about Diablo? *
A. Luckily for Diablo fans, there are many sources of information on
the game. The most obvious is Blizzard Entertainment's Diablo page
(http://www.blizzard.com/diablo/diablo.html), where news and updates will
released first. Another excellent source is this FAQ, which will be updated
and released as soon as new information is available, or The Unofficial
Diablo Home Page at http://www.tiac.net/users/jscanlon/diablo, which will
also include all information. The August 1996 issue of Computer Gaming
(Ziff-Davis) has a very good preview of Diablo, the best I have seen from a
magazine. For perhaps the most well-done Diablo site out yet, check out
http://www.vistech.net/users/kingn/diablo.html. Here you can also check out
Blizzard's forthcoming space strategy game, Starcraft. Another promising
independent web site is the Diablo Killing Fields,
http://http://www.geocities.com/SiliconValley/1572/diablopage.html, where
can assemble your very own band of warriors, for fun or for internet play.
Finally, here is a list of web pages with content on Diablo:
Additional Diablo Sites
Preview from PCM&E magazine
Preview, news, updates
Preview of Diablo
General information
Diablo rumors
Another preview
General information
Your Diablo site can be a part of this FAQ! Just drop me a note at
firstname.lastname@example.com, and I'll add you to the list ASAP.
* Credits / How to contact the author / Mailing list information *
I'd like to thank the following for their support with this FAQ:
Rob Scanlon <firstname.lastname@example.com>, who besides being a good friend, is still
working hard on this Diablo project.
Kingy <firstname.lastname@example.com>, who helped me extensively with an early version
this FAQ.
Ruari <firstname.lastname@example.com>, for helping me with various sections and
notifying me of needed corrections.
The author can be contacted at email@example.com! Please mail me! I
lonely, too! Please send any concerns, questions, corrections,
or complaints.
If you would like to be automatically sent each update of this FAQ, or
like the most recent version of this FAQ, leave me a message at the above
address (firstname.lastname@example.com). For the request to be processed quicker,
put the word "Request" as the subject. Just be sure to include your email
address, if different from the FROM: address. Anything else (except for
bombs) are gladly accepted. An up-to-date version of this FAQ can also be
found at the web page http://www.tiac.net/users/jscanlon/diablo.
* Thank you for using The Unofficial Diablo FAQ 1.31!!! *
Diablo is a trademark of Blizzard Entertainment. All trademarks, products,
copyrights contained within this document are owned by the companies who
market or license those products. The author assumes no responsibility for
any errors in the above document. Please feel free to reproduce/post this
FAQ! Any modification without the expressed written permission of the
is prohibited. Have a nice day!
View in:


text:
U.S. Transportation Secretary Ray LaHood, Atlanta Mayor Kasim Reed and local officials have kicked off construction of a new 2.6-mile streetcar line that will run through the heart of Atlanta's business, tourism, and convention corridor, bringing jobs and new development to the city and reflecting President Obama's blueprint for an America that's built to last.
"President Obama called on us to rebuild America by putting people back to work on transportation projects that are built to last, like Atlanta's modern streetcar line," said Secretary LaHood. "All across America, there is work to be done on projects like this. Now is the time to connect people who need work with the work we need to do to improve our nation's transit centers, highways, railways, airports and ports."
Secretary LaHood's visit follows President Obama's State of the Union address, in which he called for using funds saved from winding down the wars in Iraq and Afghanistan to pay down the debt and fund a six-year transportation bill that would clear the way for nation-building here in the United States.
The Atlanta streetcar will traverse an economically distressed area of downtown, serving as a catalyst for millions of dollars in new residential, official, and retail development. It also reconnects the eastern and western sides of the city that have been divided by two interstate highways for half a century. The streetcar will eventually serve about 7,000 people who live within a quarter-mile of the route, as well as more than five million tourists and convention-goers. Operated by MARTA (Metropolitan Rapid Transit Authority), it will include 12 stops with access to major attractions like the Dr. Martin Luther King Jr. National Historic Site and the historic Auburn Avenue corridor, which is the birthplace of the Civil Rights movement. The line will also connect with MARTA's heavy rail and bus systems and city bicycle routes.
The streetcar project heeds President Obama's call for a new era for American energy, fueled by homegrown and alternative energy sources, and because the streetcar will be powered by electricity, it will produce zero emissions. Throughout construction of the line, the City of Atlanta, MARTA, and all other stakeholders will use sustainable building materials, recycled materials, and renewable energy sources to make the system as "green" as possible. And overall, locally expanding transit options will help reduce vehicle miles traveled, which lessens our dependence on oil and reduces emissions.
"The Atlanta streetcar project is creating American jobs, using American-made materials," said Federal Transit Administrator Peter Rogoff. "It's a great reflection of the President's support for American manufacturing and for giving everyone a fair shot at success by investing in the infrastructure our country needs right now."
Secretary LaHood travelled to Atlanta in October, 2010, to announce $47.6 million for the streetcar project through the Department's second round of TIGER (Transportation Investment Generating Economic Recovery) grants. It was the largest of the capital TIGER II grants awarded in 2010. The project is a cooperative effort by the City of Atlanta, the Atlanta Downtown Improvement District (ADID) and MARTA. The City and ADID funded the balance of the project.


text:
Israel News - Stay Informed, Pray Informed
A special committee headed by Prime Minister Benjamin Netanyahu's chief of staff, Harel Locker, has recommended a three-phase plan to all but do away with cash transactions in Israel.
The motivation for examining a cash-less economy is combatting money laundering and other tax-evasion tactics, thereby maximizing potential tax collection and greatly expanding the tax base. This is important considering the enormous strain put on Israel's national budget by the army, healthcare system and other public services.
The committee estimated that the black market represents over 20 percent of Israel's GDP, and cash is the facilitating factor. Cash enables tax evasion, money laundering and even financing terrorism.
"According to estimates by the Tax Authority, about one-fifth of economic activity in Israel is not reported, ie. it is a black market," said Locker. "As a result of this black market, Israel loses tax revenues in the neighborhood of 40–50 billion shekels ($11-$14 billion) annually. This is an amount equal to the individual annual budgets of the Ministry of Defense, the Ministry of Health and the Ministry of Education."
What the committee would like to see happen, pending government approval, is greater restriction on the use of cash, limiting the use of checks as a means of payment and exchange for cash, and promotion of the use of electronic (and therefore verifiable) means of payment.
The following guidelines were set out by the committee for the short-term:
In conjunction with these new restrictions, Israeli banks would be required to provide all account holders with debit cards to further promote electronic payments.
The committee found that Israelis are already prone to choose electronic payments methods, and so hopes the shift to a cashless society would be a good fit for the Israeli economy.
Want more news from Israel?
Click Here to sign up for our FREE daily email updates
For Information & Reservations:
E-Mail: firstname.lastname@example.com
Israel Today
Free to Your Inbox


text:
Download BRAdmin Light Utility for Brother printers
You can start downloading the BRAdmin Light Utility for Brother printers ver. 1.23.0003 for Brother DCP-J4110DW Printer. To start download file, click green «download» button on page below. We advise you to use a variety of download managers like «FlashGet» or «Download Master». Also, you can go back to the list of drivers and choose a different driver for Brother DCP-J4110DW Printer.
- Drivers
- Printers
- Brother
- This File
To start the download, select one of the servers and click "download"
Version, Date:
1.23.0003, 15.03.2013
Operation Systems:
Windows 8 x64, Windows 8 x32, Windows 7 x64, Windows 7 x32, Windows Vista x64, Windows Vista x32, Windows XP x64, Windows XP x32
The Brother BRAdmin Light software is designed to run on Microsoft Windows and the Apple Mac OS X environment. By using the BRAdmin light software it's possible to change some network settings. This software is not compatible with any Brother device using the NC-2200w print server.
Support OS: Windows 8 32/64bit, Windows 7 32/64bit, Windows Vista 32/64bit, Windows XP Home/Professional, Windows XP Professional x64 Edition, Windows Server 2012 64bit, Windows Server 2008 R2 64bit, Windows Server 2008 32/64bit, Windows Server 2003, Windows Server 2003 x64 Edition
You must be logged on as an Administrator.
If the "User Account Control" prompt is displayed, click "Continue".
Other drivers: