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<channel>
	<title>PUMPED! Gaming</title>
	<atom:link href="http://pumpedgaming.com/feed/" rel="self" type="application/rss+xml" />
	<link>http://pumpedgaming.com</link>
	<description></description>
	<pubDate>Fri, 09 Jul 2010 07:43:48 +0000</pubDate>
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	<language>en</language>
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		<title>justin.tv Broadcast Tutorial</title>
		<link>http://pumpedgaming.com/2010/07/miscellaneous/justintv-broadcast-tutorial/</link>
		<comments>http://pumpedgaming.com/2010/07/miscellaneous/justintv-broadcast-tutorial/#comments</comments>
		<pubDate>Fri, 09 Jul 2010 07:43:48 +0000</pubDate>
		<dc:creator>Cameron</dc:creator>
		
		<category><![CDATA[Miscellaneous]]></category>

		<category><![CDATA[Technology]]></category>

		<guid isPermaLink="false">http://pumpedgaming.com/?p=207</guid>
		<description><![CDATA[Hey guys! I get a lot of questions about my justin.tv broadcast setup, so here&#8217;s the lowdown on pretty much everything I know. Justin.tv is the place on the web for live video broadcasts of nearly any nature, and that includes live video game broadcasts.
Broadcasting isn&#8217;t that difficult, but if you aren&#8217;t sure where to [...]]]></description>
			<content:encoded><![CDATA[<p>Hey guys! I get a lot of questions about my justin.tv broadcast setup, so here&#8217;s the lowdown on pretty much everything I know. Justin.tv is <em>the </em>place on the web for live video broadcasts of nearly any nature, and that includes live video game broadcasts.</p>
<p>Broadcasting isn&#8217;t that difficult, but if you aren&#8217;t sure where to start or have low technical experience, it can be very intimidating. Basically there are two things that you need:</p>
<p>1. Something to capture the video and audio from your computer or console.</p>
<p>2. Something to transmit that captured video and audio to justin.tv&#8217;s servers (in other words, the internet).</p>
<p>Number one can be either a video capture card or something that&#8217;s known as a virtual webcam. <strong>Capture cards</strong> are devices that connect to your computer and capture video from a variety of sources&#8211;DVD players, consoles, computers, video cameras, etc. Most capture cards support a variety of video inputs, the most popular of which are S-video (super video) and composite. To make this tutorial as friendly as possible, I&#8217;m providing pictures of what both kinds of cables look like here:</p>
<p>On the other hand, a <strong>virtual webcam</strong> is software that runs on your computer. It allows you to create a video feed of a portion or all of your computer screen. You <em>do not</em> need an actual webcam to use virtual webcam software. However, capturing your screen using a virtual webcam may adversely affect your system performance, because it requires processing power unlike having a video out signal. Your best bet is to try some software available to you and decide if it will work for your purposes. In my opinion, virtual webcams work decently well for capturing smaller areas of your screen, for instance if you play an emulated game in a window. If you are trying to broadcast your entire screen or newer games that take a heavier toll on system performance, virtual webcam software may not be right for you, but I think you should at least give it a shot if you are looking for a low-cost alternative to capture cards. Also, since the software can only capture what&#8217;s on your computer screen, virtual webcams will only be useful for broadcasting computer games. There are a variety of softwares that you can use, but I have limited experience even with the two I&#8217;m going to suggest.</p>
<p>Superwebcam was the first of two that I experimented with. It is very easy to set up and use, but it has limited capabilities. The largest area of your screen that you will be able to capture is 640&#215;480, which is pretty small. If you try to capture a larger area, the colors and picture will be distorted beyond usability.</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Get Windows 7 For Cheap</title>
		<link>http://pumpedgaming.com/2009/12/reviews/get-windows-7-for-cheap/</link>
		<comments>http://pumpedgaming.com/2009/12/reviews/get-windows-7-for-cheap/#comments</comments>
		<pubDate>Tue, 08 Dec 2009 03:14:02 +0000</pubDate>
		<dc:creator>Cameron</dc:creator>
		
		<category><![CDATA[Reviews]]></category>

		<guid isPermaLink="false">http://pumpedgaming.com/?p=624</guid>
		<description><![CDATA[If you&#8217;re a college student or have access to a college e-mail address, Digital River is offering the retail version Windows 7 Home and Professional for the extremely competitive price of $30. You can sign up for the offer here. Find more details on the offer here.
Keep in mind that if you only order Windows 7 itself [...]]]></description>
			<content:encoded><![CDATA[<p>If you&#8217;re a college student or have access to a college e-mail address, Digital River is offering the retail version Windows 7 Home and Professional for the extremely competitive price of $30. You can sign up for the offer <a href="http://windows7.digitalriver.com/store/mswpus/en_US/DisplayHomePage?resid=p8rN6woBAkYAACJ5ZNAAAAAb&amp;rests=1260240708804">here</a>. Find more details on the offer <a href="http://windows7.digitalriver.com/store/mswpus/ContentTheme/pbPage.Terms">here</a>.</p>
<p>Keep in mind that if you only order Windows 7 itself without the &#8220;Backup DVD&#8221; (which is actually just a normal installation DVD) Digital River will only provide you with files needed to UPGRADE to Windows 7. They do not provide an .iso file to make a bootable Windows 7 DVD. It IS possible to make a bootable DVD using these files with some finagling, but you may find it to be tedious or outside of your tech comfort zone. You may wish to purchase the backup DVD for an additional $15 or so which basically covers the shipping charges. You can do a fresh installation of Windows 7 using the DVD they send you. If you have a friend who&#8217;s already purchased through Digital River, you can borrow their DVD or make a copy for the installation.</p>
<p>I&#8217;d suggest selecting the Professional edition which is the same price as Home and comes with extra features (last I checked Professional retail was selling for close to $300, so again, this is a killer deal).</p>
<p>Even if you don&#8217;t currently have hardware that can support Windows 7 or don&#8217;t want to upgrade right away, you may want to take up this offer by 11:59AM Central Standard Time on January 3rd, 2010 at which time the offer ends.</p>
]]></content:encoded>
			<wfw:commentRss>http://pumpedgaming.com/2009/12/reviews/get-windows-7-for-cheap/feed/</wfw:commentRss>
		</item>
		<item>
		<title>Disable Mouse Acceleration in Windows 7</title>
		<link>http://pumpedgaming.com/2009/11/reviews/disable-mouse-acceleration-in-windows-7/</link>
		<comments>http://pumpedgaming.com/2009/11/reviews/disable-mouse-acceleration-in-windows-7/#comments</comments>
		<pubDate>Tue, 17 Nov 2009 06:14:35 +0000</pubDate>
		<dc:creator>Cameron</dc:creator>
		
		<category><![CDATA[Reviews]]></category>

		<guid isPermaLink="false">http://pumpedgaming.com/?p=622</guid>
		<description><![CDATA[Need to disable mouse acceleration in Windows 7? Easy-peasy.
Type &#8220;mouse&#8221; in the windows bar and press enter.
Select the &#8220;pointer options&#8221; tab.
Uncheck &#8220;Enhance pointer precision&#8221; and click apply.
]]></description>
			<content:encoded><![CDATA[<p>Need to disable mouse acceleration in Windows 7? Easy-peasy.</p>
<p>Type &#8220;mouse&#8221; in the windows bar and press enter.</p>
<p>Select the &#8220;pointer options&#8221; tab.</p>
<p>Uncheck &#8220;Enhance pointer precision&#8221; and click apply.</p>
]]></content:encoded>
			<wfw:commentRss>http://pumpedgaming.com/2009/11/reviews/disable-mouse-acceleration-in-windows-7/feed/</wfw:commentRss>
		</item>
		<item>
		<title>Unreal Tournament 3 Black FREE WEEKEND!</title>
		<link>http://pumpedgaming.com/2009/03/technology/unreal-tournament-3-black-free-weekend/</link>
		<comments>http://pumpedgaming.com/2009/03/technology/unreal-tournament-3-black-free-weekend/#comments</comments>
		<pubDate>Fri, 06 Mar 2009 20:51:53 +0000</pubDate>
		<dc:creator>Cameron</dc:creator>
		
		<category><![CDATA[Technology]]></category>

		<guid isPermaLink="false">http://pumpedgaming.com/?p=577</guid>
		<description><![CDATA[
Unreal Tournament 3 may not have enjoyed the success that its previous versions mustered, but Epic Games is looking to turn that around with the release of the Titan Pack update which offers a huge re-working of the game&#8217;s interface, maps, gametypes and loads of other stuff. Just about everything you can think of has [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><a href="http://pumpedgaming.com/wp-content/uploads/2009/03/unreal-tournament-3-face2face-1353.jpg"><img class="aligncenter size-large wp-image-578" title="unreal-tournament-3-face2face-1353" src="http://pumpedgaming.com/wp-content/uploads/2009/03/unreal-tournament-3-face2face-1353-1024x576.jpg" alt="unreal-tournament-3-face2face-1353" width="520" height="293" /></a></p>
<p><span style="color: #000000;">Unreal Tournament 3 may not have enjoyed the success that its previous versions mustered, but Epic Games is looking to turn that around with the release of the Titan Pack update which offers a huge re-working of the game&#8217;s interface, maps, gametypes and loads of other stuff. Just about everything you can think of has been tweaked in some way, and to top it all off, Epic and Steam are offering a free play weekend so you can try the game out yourself. Those who have already purchased Unreal Tournament 3 through Steam will be automatically updated, so no worries there. For the rest of you chums, head over to steampowered.com and search for Unreal Tournament 3 once you get the client installed.</span></p>
<p><span style="color: #000000;">And if you are so inclined, check out the following patch notes and updates:</span></p>
<p><span id="more-577"></span><span style="color: #000000;">In all, players will find that the two downloads deliver:</span></p>
<ul>
<li><span style="color: #000000;">Two new game types: Greed, a &#8220;tug of war&#8221; skull-toting team points battle, and Betrayal, a cutthroat style of play where alliances and teams can shift fluidly through a match.</span></li>
<li><span style="color: #000000;">The Titan Mutator, where you can become a 30 foot tall behemoth in any game mode.</span></li>
<li><span style="color: #000000;">Nineteen maps for Deathmatch, CTF, Vehicle CTF and Warfare modes, including 11 new maps plus eight popular maps from the first UT3 bonus pack and Xbox 360 version.</span></li>
<li><span style="color: #000000;">New vehicles and pickups, including the X-Ray field deployable, the link station deployable for vehicle repair, the slow field powerup, the Stealthbender vehicle, the Eradicator artillery piece, and the Stinger rail turret.</span></li>
<li><span style="color: #000000;">Client-side demo recording.</span></li>
<li><span style="color: #000000;">Revamped User Interface, including an improved server browser, improved server filtering options, all new advanced options menu, streamlined and polished the whole system.</span></li>
<li><span style="color: #000000;">Awards: Fifty-seven different awards mark your progress and mastery of UT3. Progress screen in the UI shows which awards you have earned, and your current progress on awards not yet completed.</span></li>
<li><span style="color: #000000;">Maplists and voting: New maplist system and mid-game voting support for gametypes and mutators as well as maps.</span></li>
</ul>
<p><span style="color: #000000;"><br />
</span></p>
<p><span style="color: #000000;">And as for the full patch notes:</span></p>
<ul>
<li><span style="color: #000000;">  </span>
<ul>
<li><span style="color: #000000;">Steam Achievement support for Steam installations of UT3.</span></li>
<li><span style="color: #000000;">Integrated Steam Authentication support.</span></li>
<li><span style="color: #000000;">57 achievements mark your progress and mastery of UT.</span></li>
<li><span style="color: #000000;">Progress screen shows which awards you have earned, and completion progress on all awards.</span></li>
<li><span style="color: #000000;">You can activate a non-Steam purchased version with Steam (making it a full Steam version) by:</span></li>
<li><span style="color: #000000;">Open Steam main window</span></li>
<li><span style="color: #000000;">In Games menu, select Activate a Product on Steam&#8230;</span></li>
<li><span style="color: #000000;">Type in your CD Key</span></li>
<li><span style="color: #000000;">Install UT3 via Steam</span></li>
<li><span style="color: #000000;">Note this make an entire new UT3 installation, so uninstall the previous version (your settings/profile should not be affected)</span></li>
</ul>
<ul>
<li><span style="color: #000000;">Server Browser updates, expanded query filtering, clientside filters and a new UI option list.</span></li>
<li><span style="color: #000000;">Added mutator filtering to the server browser (filter by installed mutators, mutator classes and mutator names)</span></li>
<li><span style="color: #000000;">Now displays each servers IP in the server details box</span></li>
<li><span style="color: #000000;">Added &#8216;Join IP&#8217; and &#8216;Spectate IP&#8217; buttons to the join game menu</span></li>
<li><span style="color: #000000;">Added an &#8216;Add IP&#8217; button to the favourites menu</span></li>
<li><span style="color: #000000;">Modified the main menu to return to the server browser after disconnecting</span></li>
<li><span style="color: #000000;">Added a new button to the midgame menu &#8216;Add Favorite&#8217;, and a new console command: AddServerToFavorites</span></li>
<li><span style="color: #000000;">Updated server browser code, so that custom gametypes are properly filtered.</span></li>
<li><span style="color: #000000;">Added a &#8216;List All Game Modes&#8217; selection to the server filter menu.</span></li>
<li><span style="color: #000000;">Added more information to the server browser player list.</span></li>
<li><span style="color: #000000;">Fixed servers not being added to history, when following a friend to a server</span></li>
<li><span style="color: #000000;">You can now attempt to directly connect to offline servers in History and Favorites (even during master server downtimes).</span></li>
<li><span style="color: #000000;">Show &#8220;+&#8221; for player counts that are populated by bots.</span></li>
</ul>
<ul>
<li><span style="color: #000000;">Major visual and menu flow overhaul for improved useability.</span></li>
<li><span style="color: #000000;">Made the instant-action and host-game menus keep their settings.</span></li>
<li><span style="color: #000000;">Scoreboard double click functionality for kicking, messages to specific players.</span></li>
<li><span style="color: #000000;">Enabled gamepad stick sensitivity setting in UI.</span></li>
<li><span style="color: #000000;">Improved gamepad support on PC.</span></li>
<li><span style="color: #000000;">Added support for a whole mess of options on Advanced video settings page.</span></li>
<li><span style="color: #000000;">Easier to click buttons by fixing cases where mouse went just past them.</span></li>
<li><span style="color: #000000;">Max player counts always fit on all scoreboards.</span></li>
<li><span style="color: #000000;">Modifier cards should take display priority in toasts over character unlocks.</span></li>
<li><span style="color: #000000;">Improved voice command menu positioning and offsets.</span></li>
<li><span style="color: #000000;">Fixed showing as teleport destinations on map nodes which could not be teleported to.</span></li>
<li><span style="color: #000000;">Added tooltip while deployed in stealth vehicles to show drop deployable button.</span></li>
<li><span style="color: #000000;">Bot count UI changed from &#8220;Number of opponents&#8221; to &#8220;Number of combatants&#8221; to be less confusing.</span></li>
<li><span style="color: #000000;">Added support for showing top weapon user in end of match scoreboard. This shows which player got the most kills with a particular weapon. If a player was the leader with more than one weapon, it picks the weapon he or she got the most kills with.</span></li>
<li><span style="color: #000000;">Show beacon with name of enemies in DM if they are close enough.</span></li>
<li><span style="color: #000000;">Fixed ammo number on HUD pulsing on armor pick up instead of ammo pick up.</span></li>
<li><span style="color: #000000;">Third position for powernode beacon, when just looking at base.</span></li>
<li><span style="color: #000000;">Added speaking icon to player beacons.</span></li>
<li><span style="color: #000000;">Portraits shown for player speaking with VOIP.</span></li>
<li><span style="color: #000000;">Fixed onslaught teleporter tooltip not always displayed correctly.</span></li>
<li><span style="color: #000000;">fixed toasts that don&#8217;t shut down properly popping up later unexpectedly</span></li>
<li><span style="color: #000000;">More delay before going back to ambient music from action.</span></li>
<li><span style="color: #000000;">Fixed text being obscured after removing a friend from the friends list</span></li>
<li><span style="color: #000000;">Fixed showing proper weapon icon on weapon bar for selected weapon when two weapons are in same slot.</span></li>
<li><span style="color: #000000;">Fixed issue where playercard and friend message screens were disappearing.</span></li>
<li><span style="color: #000000;">Reduced chat log spam.</span></li>
<li><span style="color: #000000;">Fixed rules for showing &#8220;change team&#8221; button.</span></li>
<li><span style="color: #000000;">Added John Barrett (programming contractor), Michiel Hendriks (programming contractor), and Pancho Eekels (level design contractor) to credits.</span></li>
<li><span style="color: #000000;">Fixed duel match rules in scoreboard.</span></li>
<li><span style="color: #000000;">Fixed player information on server browser history page not refreshing correctly.</span></li>
<li><span style="color: #000000;">Fix a crash caused by some mod UI scenes during the gamne</span></li>
</ul>
<ul>
<li><span style="color: #000000;">Increased radius/volume of Manta, Raptor, and Viper engines.</span></li>
<li><span style="color: #000000;">Fixed scavenger legs disappearing in kill volumes.</span></li>
<li><span style="color: #000000;">Force occupied manta to rise if underwater.</span></li>
<li><span style="color: #000000;">Added sound effect and recharge bar to SPMA to indicate when the weapon is ready to fire</span></li>
<li><span style="color: #000000;">Increased water damage taken by vehicles.</span></li>
<li><span style="color: #000000;">Increased Goliath health.</span></li>
<li><span style="color: #000000;">Fixed nightshade beam weapon accuracy.</span></li>
<li><span style="color: #000000;">Fixed spidermines confused about nightshade that switches teams.</span></li>
<li><span style="color: #000000;">Tank shell is always relevant, so you&#8217;ll see it if it kills you from a hidden tank.</span></li>
<li><span style="color: #000000;">Leviathan shield doesn&#8217;t stay around after death.</span></li>
<li><span style="color: #000000;">Fixed leviathan passenger beacon positioning.</span></li>
<li><span style="color: #000000;">Fixed hoverboard rooster tail positioning when traveling over shallow water.</span></li>
<li><span style="color: #000000;">Fixed flag positioning on tracked turrets.</span></li>
<li><span style="color: #000000;">Fixed flying Manta exploit.</span></li>
<li><span style="color: #000000;">Fixed boost exploit with Fury vehicle</span></li>
<li><span style="color: #000000;">Fixed exploit to damage own core/nodes with rocket turret.</span></li>
</ul>
<ul>
<li><span style="color: #000000;">Added burn trail for link gun beam.</span></li>
<li><span style="color: #000000;">Weapon pickups now disappear for the player who picked it up, until it can be picked up again (now works like weapon lockers).</span></li>
<li><span style="color: #000000;">Weapon throwing always enabled.</span></li>
<li><span style="color: #000000;">Improved force feedback for various weapon and pickup actions.</span></li>
<li><span style="color: #000000;">Simpler crosshair for instagib rifle.</span></li>
<li><span style="color: #000000;">Third person translocate sound.</span></li>
<li><span style="color: #000000;">Stinger now higher priority than flak cannon by default.</span></li>
<li><span style="color: #000000;">Back splatter decals for hits with sniper rifle, stinger, and enforcer.</span></li>
<li><span style="color: #000000;">Improved spidermine aiming help on console with hitscan weapons (enforcer, stinger, sniper).</span></li>
<li><span style="color: #000000;">Fixed enforcer anim problems when become dual during initial loading.</span></li>
<li><span style="color: #000000;">No ammo display for instagib rifle.</span></li>
<li><span style="color: #000000;">Improved spidermine herding with Avrils.</span></li>
<li><span style="color: #000000;">Improved redeemer blast screen shake.</span></li>
<li><span style="color: #000000;">Spidermines work properly in deathmatch.</span></li>
<li><span style="color: #000000;">Fixed translocator discs being able to get embedded in geometry with zero extent collision on but box collision off.</span></li>
<li><span style="color: #000000;">Fixed deployable exploit (run over deployable while firing weapon, get in vehicle while still firing, and never switch to deployable).</span></li>
<li><span style="color: #000000;">Fixed trans discs getting stuck on instigator&#8217;s head.</span></li>
<li><span style="color: #000000;">Fixed redeemer bug where redeemers impacting ceiling sometimes had explosion center imbedded in ceiling, affecting damage dealt.</span></li>
<li><span style="color: #000000;">Fixed stinger alt-fire stops with 1 ammo.</span></li>
<li><span style="color: #000000;">Fix for rare stinger shard crash when shard tries to impale two overlapping dead bodies at the same time.</span></li>
<li><span style="color: #000000;">Fixed fast avril firing exploit.</span></li>
</ul>
<ul>
<li><span style="color: #000000;">Added Drop Flag/Orb command (accessible through voice menu) to get bot teammates to drop the flag they are carrying.</span></li>
<li><span style="color: #000000;">Improved bot handling of navigation failures, don&#8217;t stay stuck.</span></li>
<li><span style="color: #000000;">Bots understand ducking under obstacles with the Darkwalker.</span></li>
<li><span style="color: #000000;">Bots understand getting off hoverboard to use a lift.</span></li>
<li><span style="color: #000000;">Adjusted bot new enemy acquistion speed.</span></li>
<li><span style="color: #000000;">Low skill bots don&#8217;t slow down if carrying flag.</span></li>
<li><span style="color: #000000;">Bots understand how to effectively use Orbs in Warfare much better.</span></li>
<li><span style="color: #000000;">Bots use the hoverboard more effectively.</span></li>
<li><span style="color: #000000;">Improved bot AI for using Translocator.</span></li>
<li><span style="color: #000000;">Improved AI for picking best weapon to use.</span></li>
<li><span style="color: #000000;">Improved AI for Leviathan, including aiming with the leviathan, and navigating the Leviathan.</span></li>
<li><span style="color: #000000;">Improved AI for using the Hellfire SPMA.</span></li>
<li><span style="color: #000000;">Improved Scorpion AI for trying to run over enemy foot soldiers and self destruct into big vehicles.</span></li>
<li><span style="color: #000000;">Improved Manta/Viper AI for trying to run over enemy foot soldiers.</span></li>
<li><span style="color: #000000;">Improved stealth vehicle deployment AI.</span></li>
<li><span style="color: #000000;">Improved bots yelling &#8220;same team&#8221; when player is actually trying to hit nearby enemy.</span></li>
<li><span style="color: #000000;">Fixed bots not able to get in Darkwalker secondary turret in some cases.</span></li>
<li><span style="color: #000000;">Fixed bot AI issues in secondary turrets.</span></li>
<li><span style="color: #000000;">Bots go after countdown nodes if core can&#8217;t be attacked.</span></li>
<li><span style="color: #000000;">Fixed bots grabbing orb without getting all the way to orb spawner.</span></li>
<li><span style="color: #000000;">Improved AI for bots deciding whether to get out of vehicles and continue on foot.</span></li>
<li><span style="color: #000000;">Automatic fix for not letting bots in vehicles try to go into areas that are blocked for vehicles by turnaroundvolumes.</span></li>
<li><span style="color: #000000;">Bots are move aggressive about driving vehicles without slowing down too much for slight turns.</span></li>
<li><span style="color: #000000;">Bots fully understand kismet disabled nodes.</span></li>
<li><span style="color: #000000;">Improved bot AI for fighting enemies in Slow Fields.</span></li>
<li><span style="color: #000000;">Improved bot understanding of targeting occluded powernodes.</span></li>
</ul>
<ul>
<li><span style="color: #000000;">Added support for clientside demo recording.</span></li>
<li><span style="color: #000000;">Demo playback is now delayed until precaching completes.</span></li>
<li><span style="color: #000000;">Fixed SPMA camera crash during demo playback.</span></li>
<li><span style="color: #000000;">Fixed demo playback log spam.</span></li>
<li><span style="color: #000000;">Added DemoFF and DemoSlomo console commands. Can be bound to a key in UTInput.ini. DemoFF toggles between 1x, 3.3x, and 10x fast forward. DemoSlomo takes a float between 0.1 and 10 which adjusts playback speed by that factor.</span></li>
</ul>
<ul>
<li><span style="color: #000000;">Fixed localization of certain networking messages received from different language server.</span></li>
<li><span style="color: #000000;">Improved dynamic netspeed system based on player counts.</span></li>
<li><span style="color: #000000;">Improved hoverboard smoothness in net games.</span></li>
<li><span style="color: #000000;">Friend following now attempts to place friends on the same team.</span></li>
<li><span style="color: #000000;">Added team balancing between matches.</span></li>
<li><span style="color: #000000;">Fixed reachspecs occasionally keeping level references across seamless travel, causing levels not to be properly unloaded.</span></li>
<li><span style="color: #000000;">Increased net priority of movers with viewer based on them. Reduces mover popping in large playercount games.</span></li>
<li><span style="color: #000000;">Networking bandwidth use optimizations.</span></li>
<li><span style="color: #000000;">Improved prioritization of actor replication.</span></li>
<li><span style="color: #000000;">Improved network pawn position update smoothing using mesh translation.</span></li>
<li><span style="color: #000000;">Tweaked finding floors for simulated falling pawns.</span></li>
<li><span style="color: #000000;">Yaw and pitch change smoothing for other players on clients.</span></li>
<li><span style="color: #000000;">Fixed character mesh not getting onto hoverboard right away in high player count games.</span></li>
<li><span style="color: #000000;">Improved turret replication in high player count games.</span></li>
<li><span style="color: #000000;">Fixed remaining cases where team color skins weren&#8217;t being properly set.</span></li>
<li><span style="color: #000000;">Fixed clients auto-switching to better weapon when they stop firing.</span></li>
<li><span style="color: #000000;">Don&#8217;t dynamically adjust listen server client netspeed above max client has requested (for modem clients).</span></li>
<li><span style="color: #000000;">Make sure all audio components get cleaned up on seamless travel.</span></li>
<li><span style="color: #000000;">Fixed various exploits.</span></li>
<li><span style="color: #000000;">Try multiple STUN servers if first one fails. Fixes users incorrectly getting the &#8220;Your network configuration may not be compatible&#8230;&#8221; warning.</span></li>
<li><span style="color: #000000;">Fixed spectator choppiness when camera is following a player.</span></li>
<li><span style="color: #000000;">No spectating bar when spectating in first person.</span></li>
</ul>
<ul>
<li><span style="color: #000000;">Removed download speed limitations, when hosting LAN servers.</span></li>
<li><span style="color: #000000;">Implemented auto-reconnect code for Gamespy uplink and advertising. Servers now continuously try to advertise to the master server upon failure.</span></li>
<li><span style="color: #000000;">Fixed buggy URL parsing function, which was breaking mutator advertising</span></li>
<li><span style="color: #000000;">Added code to recreate serveractors after seamless travel</span></li>
<li><span style="color: #000000;">Fixed case insensitivity issue with admin and game passwords</span></li>
<li><span style="color: #000000;">Added session banning, with the command: AdminSessionBan</span></li>
<li><span style="color: #000000;">Security fixes.</span></li>
<li><span style="color: #000000;">Added config variable &#8216;SpawnProtectionTime&#8217; to UTGame.ini.</span></li>
<li><span style="color: #000000;">Optimized stats sending bandwidth.</span></li>
<li><span style="color: #000000;">Support &#8216;n as n in MOTD.</span></li>
</ul>
<ul>
<li><span style="color: #000000;">Collision Octree optimizations</span></li>
<li><span style="color: #000000;">Particle system optimizations</span></li>
<li><span style="color: #000000;">Safe handling of inversing nil matrices. Addresses rare ragdoll physics crashes.</span></li>
<li><span style="color: #000000;">Removed unnecessary profile saves, improved saving progress when player expects it.</span></li>
<li><span style="color: #000000;">Improved Garbage collection performance.</span></li>
<li><span style="color: #000000;">Optimized decals.</span></li>
<li><span style="color: #000000;">Warfare Teleporter portal rendering updates are now disabled by default, even for high end systems (for performance reasons). To enable, add the following to your UTGame.ini file [UTOnslaughtNodeTeleporter] bRealtimeCapture=true</span></li>
<li><span style="color: #000000;">Reduced non-warfare teleporter update range if bRealTimeCapture is false.</span></li>
<li><span style="color: #000000;">Added a dialog warning users of nvidia driver version that are known to crash UT3, and to upgrade.</span></li>
<li><span style="color: #000000;">Fixed Engine.* localization files being in the wrong location</span></li>
</ul>
<ul>
<li><span style="color: #000000;">Option to allow for custom characters to load at all times (no default characters, but may get hitches when new players join).</span></li>
<li><span style="color: #000000;">CTF flag is hidden for player carrying it.</span></li>
<li><span style="color: #000000;">Can no longer teleport to node that is under attack.</span></li>
<li><span style="color: #000000;">Improved victim death messages (precise cause of death).</span></li>
<li><span style="color: #000000;">In game types using weaponlockers, players spawn with weapons from nearest weapon locker.</span></li>
<li><span style="color: #000000;">Fixed scoreboard issues during seamless travel.</span></li>
<li><span style="color: #000000;">Fixed lifts returning if you jump or get shot while on them.</span></li>
<li><span style="color: #000000;">Play taunts on upper body only for moving players.</span></li>
<li><span style="color: #000000;">Fixed black boxes on Leviathan shock balls.</span></li>
<li><span style="color: #000000;">Fixed lighting on first person spidermine death effect</span></li>
<li><span style="color: #000000;">Improved code for leaning players which are going around turns.</span></li>
<li><span style="color: #000000;">Reduced foot jittering on stairs.</span></li>
<li><span style="color: #000000;">No team change penalty for automatic swaps.</span></li>
<li><span style="color: #000000;">Improved lighting for characters.</span></li>
<li><span style="color: #000000;">Reduced mesh offsetting on slopes, removing exploit allowing players to hide.</span></li>
<li><span style="color: #000000;">Fixed winner pawn rotating after round ends.</span></li>
<li><span style="color: #000000;">Fixed sender not hearing autotaunts.</span></li>
<li><span style="color: #000000;">Fixed krall missing footstep sound notifies.</span></li>
<li><span style="color: #000000;">Fixed bots leaving game affecting TDM team score.</span></li>
<li><span style="color: #000000;">Fixed bad low LOD meshes (spiky when feigning or dead).</span></li>
<li><span style="color: #000000;">Fixed gamespy rank query results. Now always properly centers the querying player in the returned list.</span></li>
<li><span style="color: #000000;">Added GameInfo.bForceNoSeamlessTravel config var to completely disable seamless travel</span></li>
</ul>
<ul>
<li><span style="color: #000000;">UTHUD now responsible for drawing player and vehicle beacons, making it easier to support custom beacons for custom game types.</span></li>
<li><span style="color: #000000;">Added support for stretching IK limbs (see SkelControlLimb.uc).</span></li>
<li><span style="color: #000000;">Merged PC version script functionality to PS3 to improve mod compatibility for mods on PS3.</span></li>
<li><span style="color: #000000;">Added spectator notification hooks to Mutator.uc:</span></li>
<li><span style="color: #000000;">AllowBecomeActivePlayer: Allows mutators to prevent spectators from joining the game</span></li>
<li><span style="color: #000000;">AllowBecomeSpectator: Allows mutators to block players from spectating (not fully implemented).</span></li>
<li><span style="color: #000000;">NotifyBecomeActivePlayer: Notifies mutators when a spectator successfully becomes an active player</span></li>
<li><span style="color: #000000;">NotifyBecomeSpectator: Notifies mutators when a player becomes a spectator (not fully implemented)</span></li>
<li><span style="color: #000000;">Added two new functions to Object.uc, &#8216;IsNetScript&#8217; which returns true if the current code was remotely executed, and &#8216;GetNetFuncName&#8217; which returns the name of the replicated function where script execution began</span></li>
<li><span style="color: #000000;">Added a new function flag, &#8216;DemoRecording&#8217;, which replicates the function into the demo file when recording demos NOTE: Implicitly flags the function as simulated</span></li>
<li><span style="color: #000000;">Added the ability for mods to specify custom settings scenes, through new values in UTUIDataProvider_GameModeInfo.uc:</span></li>
<li><span style="color: #000000;">&#8216;ModGameSettingsScene&#8217;, allows mods to specify a custom settings scene which is accessible through a &#8216;Mod Settings&#8217; button in the Instant Action and Host Game menus</span></li>
<li><span style="color: #000000;">&#8216;ModClientSettingsScene&#8217;, allows mods to specify a custom settings scene which is accessible through the main menu settings page, and the mid game menu settings</span></li>
<li><span style="color: #000000;">Added ClearConfig and StaticClearConfig functions to Object.uc</span></li>
<li><span style="color: #000000;">Added team change notification hooks to Mutator.uc</span></li>
<li><span style="color: #000000;">AllowChangeTeam: Allows mutators to prevent players from changing team</span></li>
<li><span style="color: #000000;">NotifySetTeam: Notifies mutators when a player successfully changes team</span></li>
<li><span style="color: #000000;">Added bCanRagdoll flag to UTPawn for mod authors.</span></li>
<li><span style="color: #000000;">Added slight player glow support for darkmatch (maps with DARKMATCH at start of worldinfo name</span></li>
<li><span style="color: #000000;">Made UIObject &#8216;ResolveStyles&#8217; function accessible to script.</span></li>
<li><span style="color: #000000;">Added support for loading a Splash.bmp in a mod directory.</span></li>
<li><span style="color: #000000;">Fixed server browser not being able to filter custom gametypes; in the gametype data provider, set &#8216;GameSearchClass&#8217; to: UTGameSearchCustom</span></li>
<li><span style="color: #000000;">Added code to reinitialize ServerActors after seamless travel</span></li>
<li><span style="color: #000000;">Added editable &#8216;MouseBounds&#8217; property to UIScene, which allows you to configure mouse boundaries for the current scene</span></li>
<li><span style="color: #000000;">&#8216;MouseBounds.BoundaryObject&#8217; is set through the &#8216;Set Mouse Boundary&#8217; submenu in the UIEditor context menu</span></li>
<li><span style="color: #000000;">Also added a selection to the UIEditor View menu, &#8216;Mouse Boundaries Outline&#8217;, for viewing the current mouse boundaries</span></li>
<li><span style="color: #000000;">Mouse boundaries can be changed during runtime using &#8216;UIScene::SetMouseBounds&#8217; and &#8216;UIScene::ResetMouseBounds&#8217;</span></li>
<li><span style="color: #000000;">Now writes mod config files to mod directory, and auto-find config files in moddirconfig or moddir.</span></li>
<li><span style="color: #000000;">Now autofinds localization files in moddirlocalization.</span></li>
<li><span style="color: #000000;">Now finds splash image in moddirsplash.</span></li>
<li><span style="color: #000000;">Supports compiling script code with -mod</span></li>
<li><span style="color: #000000;">Supports publishing with -mod</span></li>
<li><span style="color: #000000;">Fixed not being able to publish default (startup) map</span></li>
<li><span style="color: #000000;">No longer copies RefShaderCache files when publishing</span></li>
<li><span style="color: #000000;">Supports Bink movies in -mod dir (ModDirMovies)</span></li>
<li><span style="color: #000000;">Fixed problem with completely overriding UTCustomChar.ini in the mod config directory</span></li>
<li><span style="color: #000000;">Added -solomod option to restrict game looking in non-loaded .ini files for maps/gametypes/etc</span></li>
<li><span style="color: #000000;">When using -mod, LocalShaderCache is ignored, instead it uses ModShaderCache*, which can be pre-generated with PrecompileShaders commandlet</span></li>
<li><span style="color: #000000;">Fixed bug when cooking for PS3 that manta shots are black</span></li>
</ul>
<ul>
<li><span style="color: #000000;">Fixed redeemers nopt able to damage power cores in Islander.</span></li>
<li><span style="color: #000000;">Don&#8217;t allow disabling of fog volumes. Fixes VCTF-Sandstorm exploit.</span></li>
<li><span style="color: #000000;">Fixed collision issues in VCTF-Suspense and Suspense_Necris.</span></li>
<li><span style="color: #000000;">Fixed real-time teleporter portal updates in WAR-Avalanche.</span></li>
</ul>
<ul>
<li><span style="color: #000000;">The old maplist system has been replaced with an entirely new one, which is configured through UTMapLists.ini, this allows mods using custom .ini files to have map cycles setup from the ingame menus</span></li>
<li><span style="color: #000000;">To recover the old server maplist settings, you need to open UTGame.ini and go to the [UTGame.UTGame] section, then for each &#8216;GameSpecificMapCycles&#8217; entry you need to find (or create) an entry in &#8216;GameProfiles&#8217; under [UTGame.UTMapListManager] in UTMapLists.ini, which has a &#8216;GameClass&#8217; value that matches the &#8216;GameClassName&#8217; value in &#8216;GameSpecificMapCycles&#8217;. Then you need to find the maplist in UTMapLists.ini which is specified by &#8216;MapListName&#8217; value in the &#8216;GameProfiles&#8217; entry, (e.g: [DMMapList UTMapList]), and then you must manually transfer each map name in &#8216;GameSpecificMapCycles&#8217; to the maplist in UTMapLists.ini.For example, Maps=(&#8221;DM-Arsenal&#8221;,&#8221;DM-Biohazard&#8221;) in &#8216;GameSpecificMapCycles&#8217; would become:[DMMapList UTMapList]<br />
Maps=(Map=&#8221;DM-Arsenal&#8221;)<br />
Maps=(Map=&#8221;DM-Biohazard&#8221;)</span></li>
<li><span style="color: #000000;">Configuration options for [UTGame.UTMapListManager]:</span></li>
<li><span style="color: #000000;">GameProfiles: This is a list which is used to define custom game type settings (mainly for game voting), options include:</span></li>
<li><span style="color: #000000;">GameClass: The FULL class name of the gametype, including package name as well as class name (e.g. &#8220;UTGame.UTDeathMatch&#8221;)</span></li>
<li><span style="color: #000000;">GameName: The name that is displayed on the vote menu when selecting a gametype (e.g. &#8220;Deathmatch&#8221;, &#8220;Warfare</span></li>
<li><span style="color: #000000;">No Orbs&#8221;)</span></li>
<li><span style="color: #000000;">MapListName: The name of the maplist that this game profile will use (e.g. &#8220;WARMapList&#8221;)</span></li>
<li><span style="color: #000000;">Options: Additional URL options which are used when switching to this gametype (e.g. &#8220;? WarmupTime=60&#8243;)</span></li>
<li><span style="color: #000000;">Mutators: Mutators to be loaded for this gametype (e.g. &#8220;UTGame.UTMutator_LowGrav,UTGame.UTMutator_Instagi b&#8221;)</span></li>
<li><span style="color: #000000;">ExcludedMuts: Mutators which are disallowed for this gametype (e.g. &#8220;UTMutator_Instagib,UTMutator_Slomo&#8221;)</span></li>
<li><span style="color: #000000;">bIsTeamGame: Specifies whether or not the current gametype is a team game (used internally for game voting)</span></li>
<li><span style="color: #000000;">MapReplayLimit: The number of matches which must pass before any one map can be played again</span></li>
<li><span style="color: #000000;">ActiveGameProfileName: The &#8216;GameProfiles&#8217; entry which is currently active; mainly used by the game during runtime</span></li>
<li><span style="color: #000000;">PlayIndex: A value used for keeping track of when maps were last played, represents the total number of games played</span></li>
<li><span style="color: #000000;">AutoStripOptions: A list of URL options which are automatically removed upon map change (e.g. &#8220;LinkSetup&#8221;)</span></li>
<li><span style="color: #000000;">AutoEmptyOptions: The same as &#8216;AutoStripOptions&#8217;, except these options are given an empty value on the URL (e.g. &#8220;GoalScore,TimeLimit&#8221;)</span></li>
<li><span style="color: #000000;">Configuration options for [UTGame.UTMapList]:</span></li>
<li><span style="color: #000000;">Maps: The list of maps used by the maplist, options:</span></li>
<li><span style="color: #000000;">Map: The filename of the map (minus the file extension)</span></li>
<li><span style="color: #000000;">ExtraData: An array of arbitrary data which can be associated with each maplist entry; mainly used by the game at runtime</span></li>
<li><span style="color: #000000;">AutoLoadPrefixes: Maps with the prefixes defined here will be automatically added to the maplist (e.g. AutoLoadPrefixes=CTF,VCTF)</span></li>
<li><span style="color: #000000;">LastActiveMapIndex: The index into the &#8216;Maps&#8217; list which was last active; mainly used by the game during runtime</span></li>
</ul>
<ul>
<li><span style="color: #000000;">Added support for midgame voting for maps, game types, and mutators.</span></li>
<li><span style="color: #000000;">All vote related variables have been moved to UTVote.ini</span></li>
<li><span style="color: #000000;">To recover the old vote configuration values, you need to open UTGame.ini and go to the [UTGame.UTGame] section, then manually transfer the vote configuration values to the [UTGame.VoteCollector] section in UTVote.ini; the affected values are: &#8216;bAllowMapVoting&#8217;, &#8216;VoteDuration&#8217; (now &#8216;MapVoteDuration&#8217; and &#8216;GameVoteDuration&#8217;), &#8216;bMidGameMapVoting&#8217; (now &#8216;bMidGameVoting&#8217;), &#8216;MapVotePercentage&#8217; (now &#8216;MidGameVotePercentage&#8217;), &#8216;MinMapVotes&#8217; (now &#8216;MinMidGameVotes&#8217;), and &#8216;InitialVoteDelay&#8217;.</span></li>
<li><span style="color: #000000;">Added new configuration options &#8216;InitialVoteTransferTime&#8217; and &#8216;RushVoteTransferTime&#8217;; the first slows down the speed at which vote related data (e.g. maps, game info) is transferred, to spread out bandwidth usage and prevent lag; the second speeds up the remaining transfers, for when the client opens the vote menu</span></li>
<li><span style="color: #000000;">Added gametype voting, allowing players to vote in a different game type before voting for a map (if map voting is enabled). Gametype configuration is setup in UTMapLists.ini, through &#8216;GameProfiles&#8217; under [UTGame.UTMapListManager]; configuration options in UTVote.ini:</span></li>
<li><span style="color: #000000;">bAllowGameVoting: Enable/Disable gametype voting</span></li>
<li><span style="color: #000000;">Added mutator voting, allowing players to decide which mutators get enabled/disabled in the next match; configuration options:</span></li>
<li><span style="color: #000000;">bAllowMutatorVoting: Enable/Disable mutator voting</span></li>
<li><span style="color: #000000;">VotableMutators: The list used to determine which mutators should be votable, options include:</span></li>
<li><span style="color: #000000;">MutClass: The FULL class name of the mutator, include package name as well as class name (e.g. &#8220;UTGame.UTMutator_Slomo&#8221;)</span></li>
<li><span style="color: #000000;">MutName: The name that is displayed on the vote menu for this mutator (e.g. &#8220;Instagib&#8221;, &#8220;Low Gravity&#8221;) N.B. When left blank, the game will attempt to set this automatically</span></li>
<li><span style="color: #000000;">MutatorVotePercentage: The percentage of votes required to enable or disable a mutator; percentages are only checked at endgame</span></li>
<li><span style="color: #000000;">Added kick voting; configuration options:</span></li>
<li><span style="color: #000000;">bAllowKickVoting: Enable/Disable kick voting</span></li>
<li><span style="color: #000000;">bAnonymousKickVoting: If true, then the voters name is not shown when performing a kick vote (except to admins)</span></li>
<li><span style="color: #000000;">MinKickVotes: The minimum number of votes required in order to kick a player</span></li>
<li><span style="color: #000000;">KickVotePercentage: The percentage of votes required in order to kick a player</span></li>
</ul>
</li>
<p><span style="color: #000000;">Improved Steam integrationServer Browser:UI:Vehicles:Weapons:AI:Demo Recording:Networking:Server Administration:Engine:Game:Mod support:Level specific:MaplistsVoting</span></ul>
]]></content:encoded>
			<wfw:commentRss>http://pumpedgaming.com/2009/03/technology/unreal-tournament-3-black-free-weekend/feed/</wfw:commentRss>
		</item>
		<item>
		<title>Customize Your Quake Live Config File</title>
		<link>http://pumpedgaming.com/2009/03/miscellaneous/customize-your-quake-live-config-file/</link>
		<comments>http://pumpedgaming.com/2009/03/miscellaneous/customize-your-quake-live-config-file/#comments</comments>
		<pubDate>Mon, 02 Mar 2009 22:35:09 +0000</pubDate>
		<dc:creator>Cameron</dc:creator>
		
		<category><![CDATA[Miscellaneous]]></category>

		<category><![CDATA[Technology]]></category>

		<guid isPermaLink="false">http://pumpedgaming.com/?p=526</guid>
		<description><![CDATA[THE LIST OF CONFIGURATIONS/BINDS IS AT THE END OF THIS POST. IF YOU WISH TO SKIP STRAIGHT TO THEM FEEL FREE TO DO SO NOW.
So, you&#8217;re sick of being arena fodder and you&#8217;re ready to move up to the next level of l33tdom, right? Then you, young fragged one, need to customize your config file. [...]]]></description>
			<content:encoded><![CDATA[<p><strong><span style="color: #000000;">THE LIST OF CONFIGURATIONS/BINDS IS AT THE END OF THIS POST. IF YOU WISH TO SKIP STRAIGHT TO THEM FEEL FREE TO DO SO NOW.</span></strong></p>
<p><span style="color: #000000;">So, you&#8217;re sick of being arena fodder and you&#8217;re ready to move up to the next level of l33tdom, right? Then you, young fragged one, need to customize your config file. What is a config file? The Quake 3 config file stores all kinds of information about how to draw your HUD (heads up display), what keys you use for certain actions, and how high or low your mouse sensitivity is, just for examples. Why do you care? When you customize the game you ensure that you&#8217;ll have a better experience and almost guarantee yourself more frags, more &#8216;omg-i-cant-believe-i-made-that&#8217; shots, and just plain more pwnage. Noone likes to lose, right?</span></p>
<p><span style="color: #000000;">Well, don&#8217;t worry, I&#8217;ll teach you everything you need to know.</span></p>
<p><strong><span style="color: #000000;">Okay, if you&#8217;re </span></strong><em><strong><span style="color: #000000;">really</span></strong></em><strong><span style="color: #000000;"> new to Quake 3, Quake Live, or first person shooters, READ THE FOLLOWING SECTION. It may contain important information that other sites won&#8217;t explain to you because they assume it is common knowledge.</span></strong></p>
<p><span style="color: #000000;"><span id="more-526"></span>As far as I know, most Quake Live and first person shooter players still use what is known as a WASD setup, that is, they use the keys W, A, S, and D on the keyboard to move forward, backward, left, and right respectively. Most also exclusively use the mouse to look around and aim, and most also use left click to fire their weapon. As you might have guessed, most also use the spacebar to jump. That&#8217;s about the extent of the similarities between configurations, and Quake Live allows for a great degree of customization. Each change you can make in Quake Live may also be referred to as a tweak.</span></p>
<p><span style="color: #000000;">If you find switching or keeping up with your weapons difficult, have no fear! The answer is to &#8220;bind&#8221; each weapon to a separate key so that you can switch to it easily and efficiently. &#8220;Bind&#8221; might be a confusing word, so I&#8217;ll explain it to you. &#8220;Binding&#8221; can be replaced with the word &#8220;setting&#8221; or &#8220;assigning.&#8221; When you move forward, for example, you are only able to do so because the move forward action is &#8220;bound&#8221; or &#8220;assigned&#8221; to the letter W on the keyboard. That&#8217;s all it means. Binding all your weapons on the keyboard may sound like a daunting task, but you will eventually figure out where you want each weapon to be bound. For instance, I have the lightning gun bound to &#8220;e&#8221; and the rail gun bound to &#8220;q,&#8221; since they are frequently used weapons and are near my fingers with the WASD setup. You will also find other helpful things that can be bound to keys. For example, telling your teammates that a particular powerup is about to spawn with the press of a single button is easily accomplished with binds.</span></p>
<p><span style="color: #000000;">When playing a game like a first person shooter, your &#8220;frame rate&#8221; or &#8220;frames per second&#8221; is very important. In effect, what you are seeing when you play a computer game or watch a movie is simply the combined effect of many still-frame shots which can be compared to pictures. The rapid succession of these pictures gives the appearance of motion. Most of what you see on television clocks in at 30 frames per second (fps) or pictures per second, while the standard frame rate for most video games, especially consoles, is 60 fps. Quake Live, however, has the ability to run at up to 125 fps, and you should aim for as high a framerate as possible because it will make your gameplay experience smoother and give you more control. Some people will tell you that the human eye can only see about 30 frames per second, and therefore framerates any higher than 30 are inconsequential. However, if you feel this way, I charge you to perform a simple experiment by setting a limit on the maximum number of frames per second that the Quake Live engine is allowed to output. I will teach you how to do this soon.</span></p>
<p><strong><span style="color: #000000;">NOW, LET&#8217;S MOVE ON TO HOW TO CUSTOMIZE AND MAKE BINDS:</span></strong></p>
<p><strong><span style="color: #000000;">Here&#8217;s our first step:</span></strong></p>
<p><span style="color: #000000;">1. Make sure you&#8217;ve got Quake Live running.<br />
2. Hold down Ctrl+Alt and then hit the ~ key (it should be to the left of the &#8216;1&#8242; on your keyboard). A red screen overlay will appear where you can enter commands.<br />
3. Type this and then hit enter:  com_allowconsole 1</span></p>
<p><span style="color: #000000;"> What we just did is &#8220;enable&#8221; the console, so now all you have to do to bring it up is hit the ~ key by itself. Try it out for yourself now! You&#8217;ve made your first customization!</span></p>
<p><strong><span style="color: #000000;">Now that the console is readily available, you can easily change and customize lots of options in Quake Live. Below are listed many common customizations that you may or may not like for Quake Live, along with descriptions. Some of these configuration changes are intended to improve your framerate, especially on older or lower-end computers. Also, many customizations can be made by using the in game menu, so be sure to check there for options that you may wish to change.</span></strong></p>
<p><em><strong><span style="color: #000000;"> </span></strong></em></p>
<p><strong><span style="color: #000000;">cg_drawfps 1<br />
</span> </strong><span style="color: #000000;"> </span><em><span style="color: #000000;">1 - shows a frames per second counter at the top right of the screen. this is how you determine how many frames per second you are getting. if you do not have 125 fps consistently, you may want to lower some graphic options until your framerate is more stable.</span></em></p>
<p><em><strong><span style="color: #000000;"> </span></strong></em></p>
<p><em><strong><span style="color: #000000;">cg_drawtimer 1<br />
</span></strong><em><span style="font-weight: normal;"><span style="color: #000000;">1 - shows the timer for the current map, either how much time is remaining or how much has passed.</span></span></em><span style="font-weight: normal;"><span style="color: #000000;"> 2 - shows no timer.</span></span></em><strong><span style="color: #000000;"><em></em></span></strong></p>
<p><strong><span style="color: #000000;">com_maxfps 125<br />
</span> </strong><span style="color: #000000;"> </span><em><span style="font-weight: normal;"><span style="color: #000000;">sets the maximum framerate or frames per second that Quake Live can render.</span></span></em><em><span style="color: #000000;"> </span></em><span style="color: #000000;"> </span><em><span style="color: #000000;">recommended at 125. experiment with setting this to 30, 60, or any other number to see how varying framerates affect gameplay.</span></em></p>
<p><strong><span style="color: #000000;">seta sensitivity x<br />
</span> </strong><span style="color: #000000;"> </span><em><span style="color: #000000;">replace x with a number to set</span></em><span style="color: #000000;"> </span><em><strong><span style="font-weight: normal;"><span style="color: #000000;">your mouse sensitivity.</span></span><span style="color: #000000;"><br />
</span> </strong><span style="color: #000000;"> </span></em><strong><span style="color: #000000;"><br />
seta cg_crosshairPulse 0<br />
</span> </strong><span style="color: #000000;"> </span><em><span style="color: #000000;">0 - crosshair will not enlarge when you pick up an item, 1 - </span></em><em><strong><span style="font-weight: normal;"><span style="color: #000000;">crosshair will enlarge when you pick up an item.</span></span><span style="color: #000000;"><br />
</span> </strong><span style="color: #000000;"> </span></em><strong><span style="color: #000000;"><br />
seta cg_crosshairColor 2<br />
</span> </strong><span style="color: #000000;"> </span><em><span style="color: #000000;">values 0 - 7 change the color of your crosshair (needs cg_crosshairhealth &#8220;0&#8243; to work).</span></em></p>
<p><em><strong><strong><span style="color: #000000;">seta cg_drawgun 1<br />
</span> </strong></strong><strong><span style="font-weight: normal;"><span style="color: #000000;">1 - show equipped gun at bottom of screen. 0 - do not show gun. a lot of pros like to keep this set to 0 because it lets them see more of their screen and eliminates distractions, but if you are a new player who is inexperienced with switching weapons, you may not remember which weapon you currently have equipped.</span></span><span style="color: #000000;"><br />
</span> </strong></em><strong><span style="color: #000000;"><br />
seta cg_bob 0<br />
</span> </strong><span style="color: #000000;"> </span><em><strong><span style="font-weight: normal;"><span style="color: #000000;">removes bobbing while moving (bobbing is the slightly moving up/down of your screen as you walk).</span></span><span style="color: #000000;"><br />
</span> </strong><span style="color: #000000;"> </span></em><strong><span style="color: #000000;"><br />
seta cg_kickscale 0<br />
</span> <span style="font-weight: normal;"><span style="color: #000000;">0 - </span></span></strong><span style="color: #000000;"> </span><em><strong><span style="font-weight: normal;"><span style="color: #000000;">your screen won’t shake when you get hit.</span></span><span style="color: #000000;"><br />
</span> </strong><span style="color: #000000;"> </span></em><strong><span style="color: #000000;"><br />
seta cg_newWeaponBar 1<br />
</span> </strong><span style="color: #000000;"> </span><em><strong><span style="font-weight: normal;"><span style="color: #000000;">1 - puts the weapon bar on the left side of your screen. 2 - puts it above your health and armor at the bottom of the screen.</span></span><span style="color: #000000;"><br />
</span> </strong><span style="color: #000000;"> </span></em><strong><span style="color: #000000;"><br />
seta cg_truelightning 0.75<br />
</span> </strong><span style="color: #000000;"> </span><em><strong><span style="font-weight: normal;"><span style="color: #000000;">values 0 – 1 determine the stiffness of your lightning beam. 0 considers lag, 1 is totally stiff. A good mix used by many is 0.75.</span></span><span style="color: #000000;"><br />
</span> </strong><span style="color: #000000;"> </span></em><strong><span style="color: #000000;"><br />
seta r_picmip 5<br />
</span> </strong><span style="color: #000000;"> </span><em><strong><span style="font-weight: normal;"><span style="color: #000000;">set between 0 - 10 to determine the level of detail on walls, floors, and other surfaces. 0 is the highest, 10 is the lowest. higher numbers may result in a higher fps.</span></span><span style="color: #000000;"><br />
</span> </strong><span style="color: #000000;"> </span></em><strong><span style="color: #000000;"><br />
seta r_vertexlight 1<br />
</span> </strong><span style="color: #000000;"> </span><em><span style="color: #000000;">1 - use lower quality lighting</span></em><em><strong><span style="font-weight: normal;"><span style="color: #000000;">, this should increase your frames per second.</span></span><span style="color: #000000;"><br />
</span> </strong><span style="color: #000000;"> </span></em><strong><span style="color: #000000;"><br />
seta cg_fov 120<br />
</span> </strong><span style="color: #000000;"> </span><em><span style="color: #000000;">f</span></em><em><strong><span style="font-weight: normal;"><span style="color: #000000;">ield of view eqautes to how much of the environment you can see at once. basically, a higher field of view results in a fish-eye lens effect. as far as I know, most players, including myeslf, use a field of view of about 120. you may not like it at first, but i really do suggest using a field of view of 120 to help you see more of your surroundings. minimum is 75, max is 130.</span></span><span style="color: #000000;"><br />
</span> </strong><span style="color: #000000;"> </span></em><strong><span style="color: #000000;"><br />
seta cg_noprojectiletrail 1<br />
</span> </strong><span style="color: #000000;"> </span><em><strong><span style="font-weight: normal;"><span style="color: #000000;">removes smoke trail from rockets and grenades to increase visibility.</span></span><span style="color: #000000;"><br />
</span> </strong><span style="color: #000000;"> </span></em><strong><span style="color: #000000;"><br />
seta cg_leveltimerdirection 0<br />
</span> </strong><span style="color: #000000;"> </span><em><strong><span style="font-weight: normal;"><span style="color: #000000;">1 – timer counts down, 0 – timer counts up. good players keep up with the respawn time on powerups such as the mega health or quad damage, it may be easier to use a timer that counts up so you can add time instead of subtracting in your head.</span></span><span style="color: #000000;"><br />
</span> </strong><span style="color: #000000;"> </span></em><strong><span style="color: #000000;"><br />
seta r_drawSun 0<br />
</span> </strong><span style="color: #000000;"> </span><em><strong><span style="font-weight: normal;"><span style="color: #000000;">remove the sun. may slightly improve fps.</span></span><span style="color: #000000;"><br />
</span> </strong><span style="color: #000000;"> </span></em><strong><span style="color: #000000;"><br />
seta r_dynamiclight 0<br />
</span></strong><em><strong><span style="font-weight: normal;"><span style="color: #000000;">0 - remove rocket flash and other dynamic light effects which should increase fps.</span></span><span style="color: #000000;"><br />
</span> </strong><span style="color: #000000;"> </span></em><strong><span style="color: #000000;"><br />
seta cg_switchOnEmpty 1<br />
</span> </strong><span style="color: #000000;"> </span><em><strong><span style="font-weight: normal;"><span style="color: #000000;">1 - switches gun when the gun is empty. 2 – doesn’t switch gun when empty.</span></span><span style="color: #000000;"><br />
</span> </strong><span style="color: #000000;"> </span></em><strong><span style="color: #000000;"><br />
seta s_ambient 0<br />
</span> </strong><span style="color: #000000;"> </span><em><strong><span style="font-weight: normal;"><span style="color: #000000;">turn off the ambient sound that may be distracting to gameplay.</span></span><span style="color: #000000;"><br />
</span> </strong><span style="color: #000000;"> </span></em><strong><span style="color: #000000;"><br />
seta model “Mynx”<br />
</span> </strong><span style="color: #000000;"> </span><em><strong><span style="font-weight: normal;"><span style="color: #000000;">set your player model.</span></span><span style="color: #000000;"><br />
</span> </strong><span style="color: #000000;"> </span></em><strong><span style="color: #000000;"><br />
seta cg_forceTeamModel “Sarge”<br />
</span> </strong><span style="color: #000000;"> </span><em><strong><span style="font-weight: normal;"><span style="color: #000000;">force all team models to be this model.</span></span><span style="font-weight: normal;"><span style="color: #000000;"><br />
</span> </span></strong><span style="color: #000000;"> </span></em><strong><span style="color: #000000;"><br />
seta cg_forceEnemyModel tankjr/bright<br />
</span> </strong><span style="color: #000000;"> </span><em><span style="color: #000000;">force all enemy models to be the same model. 0 - do not force models. use this at your own discretion as i do not know how to full reverse it yet. note: this may be beneficial for locating and hearing your enemies, especially in team games, but may prove problematic in differentiating targets. for example, you may be battling more than one enemy at a time, but you won&#8217;t remember which one is low on health because they all look the same now. some models do not have a bright skin. </span></em></p>
<p><strong><span style="color: #000000;">seta cg_crosshairSize 10<br />
</span> </strong><span style="color: #000000;"> </span><em><span style="font-weight: normal;"><span style="color: #000000;">sets the size of your crosshair.</span></span></em></p>
<p><em><span style="font-weight: normal;"><span style="color: #000000;"><strong><span style="font-style: normal;">seta cg_simpleItems 1<br />
</span></strong>1 - makes all item pickups like armor and guns appear as 2d objects in the game world. this may increase your framerate or improve your ability to identify items. 0 - uses default 3d models.</span></span></em></p>
<p><strong><span style="color: #000000;">clan x<br />
</span> <em><span style="font-weight: normal;"><span style="color: #000000;">x is where your clan tag goes. your clan tag shows up at the beginning of your name and denotes what clan/team you belong to.</span></span></em></strong></p>
<p><strong><em> </em></strong></p>
<p><strong><em><span style="font-style: normal;"><strong>WEAPON BINDS:<br />
You can determine personally how you would like to bind your weapons using the following formula:</strong></span></em></strong></p>
<p><strong><em><span style="font-weight: normal;"><span style="color: #000000;"><span style="font-style: normal;"><strong>bind key weapon 1</strong></span></span></span></em></strong></p>
<p><strong><em><strong> </strong></em></strong></p>
<p><strong><em><strong><em><span style="font-weight: normal;">in this bind, &#8216;key&#8217; stands for any button on your mouse, keyboard or other input device and &#8216;1&#8242; denotes any weapon between 1 and 9.</span><br />
<strong>example: bind e weapon 6</strong> </em><em><span style="font-weight: normal;">would bind the lightning gun to &#8220;e.&#8221;</span><br />
<span style="font-weight: normal;"> Weapon numbers are as follows:<br />
Weapon 1: Gauntlet<br />
Weapon 2: Machine Gun<br />
Weapon 3: Shotgun<br />
Weapon 4:Grenade Launcher<br />
Weapon 5: Rocket Launcher<br />
Weapon 6: Lightning Gun<br />
Weapon 7: Rail Gun<br />
Weapon 8: Plasma Gun<br />
Weapon 9: BFG<br />
Weapon 10: Nail Gun<br />
Weapon 11: Proximity Mine<br />
Weapon 12: Chain Gun </span></em></strong></em></strong></p>
<p><span style="color: #000000;">I sincerely hope this information is helpful to you. I will be updating this post whenever I receive new information so be sure to check back soon or </span><a href="mailto:stelker@pumpedgaming.com"><span style="color: #000000;">inform me of something</span></a><span style="color: #000000;"> you think would be a useful contribution to the list.</span></p>
<p><strong><span style="color: #000000;"><em></em> </span></strong></p>
<p><em><strong><span style="color: #000000;"> </span></strong></em></p>
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			<wfw:commentRss>http://pumpedgaming.com/2009/03/miscellaneous/customize-your-quake-live-config-file/feed/</wfw:commentRss>
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		<item>
		<title>Quake Live Open Beta: Today</title>
		<link>http://pumpedgaming.com/2009/02/reviews/quake-live-open-beta-today/</link>
		<comments>http://pumpedgaming.com/2009/02/reviews/quake-live-open-beta-today/#comments</comments>
		<pubDate>Tue, 24 Feb 2009 18:40:42 +0000</pubDate>
		<dc:creator>Cameron</dc:creator>
		
		<category><![CDATA[Reviews]]></category>

		<guid isPermaLink="false">http://pumpedgaming.com/?p=516</guid>
		<description><![CDATA[
Well, the time has finally arrived! I&#8217;ve been awaiting the release of Quake Live since I first heard about it (seems like years ago, now). Here&#8217;s the scoop: Quake Live is a free-to-play browser-based version of Quake 3 Arena. All you need is a small plugin for your browser and you&#8217;re good to go! I [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img class="size-full wp-image-517  aligncenter" title="quake-live-beta" src="http://pumpedgaming.com/wp-content/uploads/2009/02/quake-live-beta.jpg" alt="quake-live-beta" width="488" height="124" /></p>
<p><span style="color: #000000;">Well, the time has finally arrived! I&#8217;ve been awaiting the release of Quake Live since I first heard about it (seems like years ago, now). Here&#8217;s the scoop: Quake Live is a free-to-play browser-based version of Quake 3 Arena. All you need is a small plugin for your browser and you&#8217;re good to go! I know some of you are thinking that you could never feasibly run Quake 3 Arena in a browser well enough to play it comfortably&#8211;but rest assured! From what I have seen personally, the game runs at an impressive and solid 125 frames per second and you can run it fullscreen at any resolution you like.</span></p>
<p><span style="color: #000000;">Look, I&#8217;m not sure if this will explode into an internet phenomenon or not. Honestly I&#8217;m kind of hoping it will, because Quake 3 Arena was probably my favorite first person shooter of all time. All I can say is go and give it a shot later today when the open beta goes live. You don&#8217;t have anything to lose because it&#8217;s completely free to sign up and play, and basically you&#8217;re getting the full version of a tried and true retail game.</span></p>
<p><span style="color: #000000;">Here&#8217;s where you go: </span><a href="http://www.quakelive.com"><span style="color: #000000;">http://quakelive.com</span></a></p>
]]></content:encoded>
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		<item>
		<title>Fallout 3 Screenshots</title>
		<link>http://pumpedgaming.com/2009/02/media/fallout-3-screenshots/</link>
		<comments>http://pumpedgaming.com/2009/02/media/fallout-3-screenshots/#comments</comments>
		<pubDate>Tue, 17 Feb 2009 17:31:29 +0000</pubDate>
		<dc:creator>Cameron</dc:creator>
		
		<category><![CDATA[Media]]></category>

		<guid isPermaLink="false">http://pumpedgaming.com/?p=511</guid>
		<description><![CDATA[Warning: These pictures are very graphic in nature. They may also reveal information about the game&#8217;s plot.
]]></description>
			<content:encoded><![CDATA[<p>Warning: These pictures are very graphic in nature. They may also reveal information about the game&#8217;s plot.</p>

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		<div class="ngg-gallery-thumbnail" >
			<a href="http://pumpedgaming.com/wp-content/gallery/fallout-3/fallout318.jpg" title=" " class="shutterset_fallout-3" >
				<img title="fallout318.jpg" alt="fallout318.jpg" src="http://pumpedgaming.com/wp-content/gallery/fallout-3/thumbs/thumbs_fallout318.jpg" width="100" height="75" />
			</a>
		</div>
	</div>
	 		
	<div id="ngg-image-115" class="ngg-gallery-thumbnail-box"  >
		<div class="ngg-gallery-thumbnail" >
			<a href="http://pumpedgaming.com/wp-content/gallery/fallout-3/fallout319.jpg" title=" " class="shutterset_fallout-3" >
				<img title="fallout319.jpg" alt="fallout319.jpg" src="http://pumpedgaming.com/wp-content/gallery/fallout-3/thumbs/thumbs_fallout319.jpg" width="100" height="75" />
			</a>
		</div>
	</div>
	 		
	<div id="ngg-image-116" class="ngg-gallery-thumbnail-box"  >
		<div class="ngg-gallery-thumbnail" >
			<a href="http://pumpedgaming.com/wp-content/gallery/fallout-3/fallout320.jpg" title=" " class="shutterset_fallout-3" >
				<img title="fallout320.jpg" alt="fallout320.jpg" src="http://pumpedgaming.com/wp-content/gallery/fallout-3/thumbs/thumbs_fallout320.jpg" width="100" height="75" />
			</a>
		</div>
	</div>
	 	 	
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			<wfw:commentRss>http://pumpedgaming.com/2009/02/media/fallout-3-screenshots/feed/</wfw:commentRss>
		</item>
		<item>
		<title>More F.E.A.R. 2 Screenshots</title>
		<link>http://pumpedgaming.com/2009/02/media/more-fear-2-screenshots/</link>
		<comments>http://pumpedgaming.com/2009/02/media/more-fear-2-screenshots/#comments</comments>
		<pubDate>Mon, 16 Feb 2009 02:16:10 +0000</pubDate>
		<dc:creator>Cameron</dc:creator>
		
		<category><![CDATA[Media]]></category>

		<guid isPermaLink="false">http://pumpedgaming.com/?p=505</guid>
		<description><![CDATA[Warning: These pictures are very graphic in nature. They may also reveal information about the game&#8217;s plot.
]]></description>
			<content:encoded><![CDATA[<p>Warning: These pictures are very graphic in nature. They may also reveal information about the game&#8217;s plot.</p>

<div class="ngg-galleryoverview" id="ngg-gallery-5">


	<!-- Piclense link -->
	<div class="piclenselink">
		<a class="piclenselink" href="javascript:PicLensLite.start({feedUrl:'http://pumpedgaming.com/wp-content/plugins/nextgen-gallery/xml/media-rss.php?gid=5&amp;mode=gallery'});">
			[View with PicLens]		</a>
	</div>
	
	<!-- Thumbnails -->
		
	<div id="ngg-image-51" class="ngg-gallery-thumbnail-box"  >
		<div class="ngg-gallery-thumbnail" >
			<a href="http://pumpedgaming.com/wp-content/gallery/fear-2-two/fear218.jpg" title=" " class="shutterset_fear-2-two" >
				<img title="fear218.jpg" alt="fear218.jpg" src="http://pumpedgaming.com/wp-content/gallery/fear-2-two/thumbs/thumbs_fear218.jpg" width="100" height="75" />
			</a>
		</div>
	</div>
	 		
	<div id="ngg-image-52" class="ngg-gallery-thumbnail-box"  >
		<div class="ngg-gallery-thumbnail" >
			<a href="http://pumpedgaming.com/wp-content/gallery/fear-2-two/fear219.jpg" title=" " class="shutterset_fear-2-two" >
				<img title="fear219.jpg" alt="fear219.jpg" src="http://pumpedgaming.com/wp-content/gallery/fear-2-two/thumbs/thumbs_fear219.jpg" width="100" height="75" />
			</a>
		</div>
	</div>
	 		
	<div id="ngg-image-53" class="ngg-gallery-thumbnail-box"  >
		<div class="ngg-gallery-thumbnail" >
			<a href="http://pumpedgaming.com/wp-content/gallery/fear-2-two/fear220.jpg" title=" " class="shutterset_fear-2-two" >
				<img title="fear220.jpg" alt="fear220.jpg" src="http://pumpedgaming.com/wp-content/gallery/fear-2-two/thumbs/thumbs_fear220.jpg" width="100" height="75" />
			</a>
		</div>
	</div>
	 		
	<div id="ngg-image-54" class="ngg-gallery-thumbnail-box"  >
		<div class="ngg-gallery-thumbnail" >
			<a href="http://pumpedgaming.com/wp-content/gallery/fear-2-two/fear221.jpg" title=" " class="shutterset_fear-2-two" >
				<img title="fear221.jpg" alt="fear221.jpg" src="http://pumpedgaming.com/wp-content/gallery/fear-2-two/thumbs/thumbs_fear221.jpg" width="100" height="75" />
			</a>
		</div>
	</div>
	 		
	<div id="ngg-image-55" class="ngg-gallery-thumbnail-box"  >
		<div class="ngg-gallery-thumbnail" >
			<a href="http://pumpedgaming.com/wp-content/gallery/fear-2-two/fear222.jpg" title=" " class="shutterset_fear-2-two" >
				<img title="fear222.jpg" alt="fear222.jpg" src="http://pumpedgaming.com/wp-content/gallery/fear-2-two/thumbs/thumbs_fear222.jpg" width="100" height="75" />
			</a>
		</div>
	</div>
	 		
	<div id="ngg-image-56" class="ngg-gallery-thumbnail-box"  >
		<div class="ngg-gallery-thumbnail" >
			<a href="http://pumpedgaming.com/wp-content/gallery/fear-2-two/fear223.jpg" title=" " class="shutterset_fear-2-two" >
				<img title="fear223.jpg" alt="fear223.jpg" src="http://pumpedgaming.com/wp-content/gallery/fear-2-two/thumbs/thumbs_fear223.jpg" width="100" height="75" />
			</a>
		</div>
	</div>
	 		
	<div id="ngg-image-57" class="ngg-gallery-thumbnail-box"  >
		<div class="ngg-gallery-thumbnail" >
			<a href="http://pumpedgaming.com/wp-content/gallery/fear-2-two/fear224.jpg" title=" " class="shutterset_fear-2-two" >
				<img title="fear224.jpg" alt="fear224.jpg" src="http://pumpedgaming.com/wp-content/gallery/fear-2-two/thumbs/thumbs_fear224.jpg" width="100" height="75" />
			</a>
		</div>
	</div>
	 		
	<div id="ngg-image-58" class="ngg-gallery-thumbnail-box"  >
		<div class="ngg-gallery-thumbnail" >
			<a href="http://pumpedgaming.com/wp-content/gallery/fear-2-two/fear225.jpg" title=" " class="shutterset_fear-2-two" >
				<img title="fear225.jpg" alt="fear225.jpg" src="http://pumpedgaming.com/wp-content/gallery/fear-2-two/thumbs/thumbs_fear225.jpg" width="100" height="75" />
			</a>
		</div>
	</div>
	 		
	<div id="ngg-image-59" class="ngg-gallery-thumbnail-box"  >
		<div class="ngg-gallery-thumbnail" >
			<a href="http://pumpedgaming.com/wp-content/gallery/fear-2-two/fear226.jpg" title=" " class="shutterset_fear-2-two" >
				<img title="fear226.jpg" alt="fear226.jpg" src="http://pumpedgaming.com/wp-content/gallery/fear-2-two/thumbs/thumbs_fear226.jpg" width="100" height="75" />
			</a>
		</div>
	</div>
	 		
	<div id="ngg-image-60" class="ngg-gallery-thumbnail-box"  >
		<div class="ngg-gallery-thumbnail" >
			<a href="http://pumpedgaming.com/wp-content/gallery/fear-2-two/fear227.jpg" title=" " class="shutterset_fear-2-two" >
				<img title="fear227.jpg" alt="fear227.jpg" src="http://pumpedgaming.com/wp-content/gallery/fear-2-two/thumbs/thumbs_fear227.jpg" width="100" height="75" />
			</a>
		</div>
	</div>
	 		
	<div id="ngg-image-61" class="ngg-gallery-thumbnail-box"  >
		<div class="ngg-gallery-thumbnail" >
			<a href="http://pumpedgaming.com/wp-content/gallery/fear-2-two/fear228.jpg" title=" " class="shutterset_fear-2-two" >
				<img title="fear228.jpg" alt="fear228.jpg" src="http://pumpedgaming.com/wp-content/gallery/fear-2-two/thumbs/thumbs_fear228.jpg" width="100" height="75" />
			</a>
		</div>
	</div>
	 		
	<div id="ngg-image-62" class="ngg-gallery-thumbnail-box"  >
		<div class="ngg-gallery-thumbnail" >
			<a href="http://pumpedgaming.com/wp-content/gallery/fear-2-two/fear229.jpg" title=" " class="shutterset_fear-2-two" >
				<img title="fear229.jpg" alt="fear229.jpg" src="http://pumpedgaming.com/wp-content/gallery/fear-2-two/thumbs/thumbs_fear229.jpg" width="100" height="75" />
			</a>
		</div>
	</div>
	 		
	<div id="ngg-image-63" class="ngg-gallery-thumbnail-box"  >
		<div class="ngg-gallery-thumbnail" >
			<a href="http://pumpedgaming.com/wp-content/gallery/fear-2-two/fear230.jpg" title=" " class="shutterset_fear-2-two" >
				<img title="fear230.jpg" alt="fear230.jpg" src="http://pumpedgaming.com/wp-content/gallery/fear-2-two/thumbs/thumbs_fear230.jpg" width="100" height="75" />
			</a>
		</div>
	</div>
	 		
	<div id="ngg-image-64" class="ngg-gallery-thumbnail-box"  >
		<div class="ngg-gallery-thumbnail" >
			<a href="http://pumpedgaming.com/wp-content/gallery/fear-2-two/fear231.jpg" title=" " class="shutterset_fear-2-two" >
				<img title="fear231.jpg" alt="fear231.jpg" src="http://pumpedgaming.com/wp-content/gallery/fear-2-two/thumbs/thumbs_fear231.jpg" width="100" height="75" />
			</a>
		</div>
	</div>
	 		
	<div id="ngg-image-65" class="ngg-gallery-thumbnail-box"  >
		<div class="ngg-gallery-thumbnail" >
			<a href="http://pumpedgaming.com/wp-content/gallery/fear-2-two/fear232.jpg" title=" " class="shutterset_fear-2-two" >
				<img title="fear232.jpg" alt="fear232.jpg" src="http://pumpedgaming.com/wp-content/gallery/fear-2-two/thumbs/thumbs_fear232.jpg" width="100" height="75" />
			</a>
		</div>
	</div>
	 		
	<div id="ngg-image-66" class="ngg-gallery-thumbnail-box"  >
		<div class="ngg-gallery-thumbnail" >
			<a href="http://pumpedgaming.com/wp-content/gallery/fear-2-two/fear233.jpg" title=" " class="shutterset_fear-2-two" >
				<img title="fear233.jpg" alt="fear233.jpg" src="http://pumpedgaming.com/wp-content/gallery/fear-2-two/thumbs/thumbs_fear233.jpg" width="100" height="75" />
			</a>
		</div>
	</div>
	 		
	<div id="ngg-image-67" class="ngg-gallery-thumbnail-box"  >
		<div class="ngg-gallery-thumbnail" >
			<a href="http://pumpedgaming.com/wp-content/gallery/fear-2-two/fear234.jpg" title=" " class="shutterset_fear-2-two" >
				<img title="fear234.jpg" alt="fear234.jpg" src="http://pumpedgaming.com/wp-content/gallery/fear-2-two/thumbs/thumbs_fear234.jpg" width="100" height="75" />
			</a>
		</div>
	</div>
	 		
	<div id="ngg-image-68" class="ngg-gallery-thumbnail-box"  >
		<div class="ngg-gallery-thumbnail" >
			<a href="http://pumpedgaming.com/wp-content/gallery/fear-2-two/fear235.jpg" title=" " class="shutterset_fear-2-two" >
				<img title="fear235.jpg" alt="fear235.jpg" src="http://pumpedgaming.com/wp-content/gallery/fear-2-two/thumbs/thumbs_fear235.jpg" width="100" height="75" />
			</a>
		</div>
	</div>
	 		
	<div id="ngg-image-69" class="ngg-gallery-thumbnail-box"  >
		<div class="ngg-gallery-thumbnail" >
			<a href="http://pumpedgaming.com/wp-content/gallery/fear-2-two/fear236.jpg" title=" " class="shutterset_fear-2-two" >
				<img title="fear236.jpg" alt="fear236.jpg" src="http://pumpedgaming.com/wp-content/gallery/fear-2-two/thumbs/thumbs_fear236.jpg" width="100" height="75" />
			</a>
		</div>
	</div>
	 		
	<div id="ngg-image-70" class="ngg-gallery-thumbnail-box"  >
		<div class="ngg-gallery-thumbnail" >
			<a href="http://pumpedgaming.com/wp-content/gallery/fear-2-two/fear237.jpg" title=" " class="shutterset_fear-2-two" >
				<img title="fear237.jpg" alt="fear237.jpg" src="http://pumpedgaming.com/wp-content/gallery/fear-2-two/thumbs/thumbs_fear237.jpg" width="100" height="75" />
			</a>
		</div>
	</div>
	 	 	
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]]></content:encoded>
			<wfw:commentRss>http://pumpedgaming.com/2009/02/media/more-fear-2-screenshots/feed/</wfw:commentRss>
		</item>
		<item>
		<title>Prince of Persia Screenshots</title>
		<link>http://pumpedgaming.com/2009/02/media/prince-of-persia-screenshots/</link>
		<comments>http://pumpedgaming.com/2009/02/media/prince-of-persia-screenshots/#comments</comments>
		<pubDate>Thu, 12 Feb 2009 20:09:35 +0000</pubDate>
		<dc:creator>Cameron</dc:creator>
		
		<category><![CDATA[Media]]></category>

		<category><![CDATA[Prince of Persia]]></category>

		<guid isPermaLink="false">http://pumpedgaming.com/?p=487</guid>
		<description><![CDATA[
]]></description>
			<content:encoded><![CDATA[
<div class="ngg-galleryoverview" id="ngg-gallery-2">


	<!-- Piclense link -->
	<div class="piclenselink">
		<a class="piclenselink" href="javascript:PicLensLite.start({feedUrl:'http://pumpedgaming.com/wp-content/plugins/nextgen-gallery/xml/media-rss.php?gid=2&amp;mode=gallery'});">
			[View with PicLens]		</a>
	</div>
	
	<!-- Thumbnails -->
		
	<div id="ngg-image-4" class="ngg-gallery-thumbnail-box"  >
		<div class="ngg-gallery-thumbnail" >
			<a href="http://pumpedgaming.com/wp-content/gallery/prince-of-persia/princeofpersia02.jpg" title=" " class="shutterset_prince-of-persia" >
				<img title="princeofpersia02.jpg" alt="princeofpersia02.jpg" src="http://pumpedgaming.com/wp-content/gallery/prince-of-persia/thumbs/thumbs_princeofpersia02.jpg" width="100" height="75" />
			</a>
		</div>
	</div>
	 		
	<div id="ngg-image-5" class="ngg-gallery-thumbnail-box"  >
		<div class="ngg-gallery-thumbnail" >
			<a href="http://pumpedgaming.com/wp-content/gallery/prince-of-persia/princeofpersia03.jpg" title=" " class="shutterset_prince-of-persia" >
				<img title="princeofpersia03.jpg" alt="princeofpersia03.jpg" src="http://pumpedgaming.com/wp-content/gallery/prince-of-persia/thumbs/thumbs_princeofpersia03.jpg" width="100" height="75" />
			</a>
		</div>
	</div>
	 		
	<div id="ngg-image-6" class="ngg-gallery-thumbnail-box"  >
		<div class="ngg-gallery-thumbnail" >
			<a href="http://pumpedgaming.com/wp-content/gallery/prince-of-persia/princeofpersia06.jpg" title=" " class="shutterset_prince-of-persia" >
				<img title="princeofpersia06.jpg" alt="princeofpersia06.jpg" src="http://pumpedgaming.com/wp-content/gallery/prince-of-persia/thumbs/thumbs_princeofpersia06.jpg" width="100" height="75" />
			</a>
		</div>
	</div>
	 		
	<div id="ngg-image-7" class="ngg-gallery-thumbnail-box"  >
		<div class="ngg-gallery-thumbnail" >
			<a href="http://pumpedgaming.com/wp-content/gallery/prince-of-persia/princeofpersia07.jpg" title=" " class="shutterset_prince-of-persia" >
				<img title="princeofpersia07.jpg" alt="princeofpersia07.jpg" src="http://pumpedgaming.com/wp-content/gallery/prince-of-persia/thumbs/thumbs_princeofpersia07.jpg" width="100" height="75" />
			</a>
		</div>
	</div>
	 		
	<div id="ngg-image-8" class="ngg-gallery-thumbnail-box"  >
		<div class="ngg-gallery-thumbnail" >
			<a href="http://pumpedgaming.com/wp-content/gallery/prince-of-persia/princeofpersia08.jpg" title=" " class="shutterset_prince-of-persia" >
				<img title="princeofpersia08.jpg" alt="princeofpersia08.jpg" src="http://pumpedgaming.com/wp-content/gallery/prince-of-persia/thumbs/thumbs_princeofpersia08.jpg" width="100" height="75" />
			</a>
		</div>
	</div>
	 		
	<div id="ngg-image-9" class="ngg-gallery-thumbnail-box"  >
		<div class="ngg-gallery-thumbnail" >
			<a href="http://pumpedgaming.com/wp-content/gallery/prince-of-persia/princeofpersia09.jpg" title=" " class="shutterset_prince-of-persia" >
				<img title="princeofpersia09.jpg" alt="princeofpersia09.jpg" src="http://pumpedgaming.com/wp-content/gallery/prince-of-persia/thumbs/thumbs_princeofpersia09.jpg" width="100" height="75" />
			</a>
		</div>
	</div>
	 		
	<div id="ngg-image-10" class="ngg-gallery-thumbnail-box"  >
		<div class="ngg-gallery-thumbnail" >
			<a href="http://pumpedgaming.com/wp-content/gallery/prince-of-persia/princeofpersia10.jpg" title=" " class="shutterset_prince-of-persia" >
				<img title="princeofpersia10.jpg" alt="princeofpersia10.jpg" src="http://pumpedgaming.com/wp-content/gallery/prince-of-persia/thumbs/thumbs_princeofpersia10.jpg" width="100" height="75" />
			</a>
		</div>
	</div>
	 		
	<div id="ngg-image-11" class="ngg-gallery-thumbnail-box"  >
		<div class="ngg-gallery-thumbnail" >
			<a href="http://pumpedgaming.com/wp-content/gallery/prince-of-persia/princeofpersia11.jpg" title=" " class="shutterset_prince-of-persia" >
				<img title="princeofpersia11.jpg" alt="princeofpersia11.jpg" src="http://pumpedgaming.com/wp-content/gallery/prince-of-persia/thumbs/thumbs_princeofpersia11.jpg" width="100" height="75" />
			</a>
		</div>
	</div>
	 		
	<div id="ngg-image-12" class="ngg-gallery-thumbnail-box"  >
		<div class="ngg-gallery-thumbnail" >
			<a href="http://pumpedgaming.com/wp-content/gallery/prince-of-persia/princeofpersia12.jpg" title=" " class="shutterset_prince-of-persia" >
				<img title="princeofpersia12.jpg" alt="princeofpersia12.jpg" src="http://pumpedgaming.com/wp-content/gallery/prince-of-persia/thumbs/thumbs_princeofpersia12.jpg" width="100" height="75" />
			</a>
		</div>
	</div>
	 		
	<div id="ngg-image-13" class="ngg-gallery-thumbnail-box"  >
		<div class="ngg-gallery-thumbnail" >
			<a href="http://pumpedgaming.com/wp-content/gallery/prince-of-persia/princeofpersia13.jpg" title=" " class="shutterset_prince-of-persia" >
				<img title="princeofpersia13.jpg" alt="princeofpersia13.jpg" src="http://pumpedgaming.com/wp-content/gallery/prince-of-persia/thumbs/thumbs_princeofpersia13.jpg" width="100" height="75" />
			</a>
		</div>
	</div>
	 		
	<div id="ngg-image-14" class="ngg-gallery-thumbnail-box"  >
		<div class="ngg-gallery-thumbnail" >
			<a href="http://pumpedgaming.com/wp-content/gallery/prince-of-persia/princeofpersia15.jpg" title=" " class="shutterset_prince-of-persia" >
				<img title="princeofpersia15.jpg" alt="princeofpersia15.jpg" src="http://pumpedgaming.com/wp-content/gallery/prince-of-persia/thumbs/thumbs_princeofpersia15.jpg" width="100" height="75" />
			</a>
		</div>
	</div>
	 		
	<div id="ngg-image-15" class="ngg-gallery-thumbnail-box"  >
		<div class="ngg-gallery-thumbnail" >
			<a href="http://pumpedgaming.com/wp-content/gallery/prince-of-persia/princeofpersia16.jpg" title=" " class="shutterset_prince-of-persia" >
				<img title="princeofpersia16.jpg" alt="princeofpersia16.jpg" src="http://pumpedgaming.com/wp-content/gallery/prince-of-persia/thumbs/thumbs_princeofpersia16.jpg" width="100" height="75" />
			</a>
		</div>
	</div>
	 		
	<div id="ngg-image-16" class="ngg-gallery-thumbnail-box"  >
		<div class="ngg-gallery-thumbnail" >
			<a href="http://pumpedgaming.com/wp-content/gallery/prince-of-persia/princeofpersia17.jpg" title=" " class="shutterset_prince-of-persia" >
				<img title="princeofpersia17.jpg" alt="princeofpersia17.jpg" src="http://pumpedgaming.com/wp-content/gallery/prince-of-persia/thumbs/thumbs_princeofpersia17.jpg" width="100" height="75" />
			</a>
		</div>
	</div>
	 		
	<div id="ngg-image-17" class="ngg-gallery-thumbnail-box"  >
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		<title>Carolina Games Summit 2009: Recap</title>
		<link>http://pumpedgaming.com/2009/02/reviews/carolina-games-summit-2009-recap/</link>
		<comments>http://pumpedgaming.com/2009/02/reviews/carolina-games-summit-2009-recap/#comments</comments>
		<pubDate>Mon, 09 Feb 2009 13:17:05 +0000</pubDate>
		<dc:creator>Cameron</dc:creator>
		
		<category><![CDATA[Miscellaneous]]></category>

		<category><![CDATA[Reviews]]></category>

		<guid isPermaLink="false">http://pumpedgaming.com/?p=474</guid>
		<description><![CDATA[So, CGS 2009 has come and gone! Since I last attended the previous year, I think I had built up golden expectations about what would go down this time (you know how things seem better in your memory?) While I still had fun this year, there were a lot of frustrations and shortcomings that I [...]]]></description>
			<content:encoded><![CDATA[<p>So, CGS 2009 has come and gone! Since I last attended the previous year, I think I had built up golden expectations about what would go down this time (you know how things seem better in your memory?) While I still had fun this year, there were a lot of frustrations and shortcomings that I just can&#8217;t avoid expressing when talking about the event. I&#8217;ll put them in an orderly list for easy consumption:</p>
<p>1. Overcrowding is a problem. The  entire CGS is held on 2 floors of a community college building, and with 1,500 or more attendees, things get cramped. Maybe at some point expansion to other buildings or a different facility will be possible.</p>
<p>2. Many tournament directors were just not prepared for their day. Without mentioning anyone in particular, I want to say that competence in setting up the tournaments, having the PCs or other equipment ready to roll, and possessing the overall social skills needed for something like this were qualities that were hard to come by. However, some tournament directors did an excellent job, so I won&#8217;t melodramatically act like this problem plagued every event.<span id="more-474"></span></p>
<p>3. The music at the awards ceremony was too loud!</p>
<p>4. Having Papa John&#8217;s there to charge $2 for a slice of pizza was a bit much. That is some major exploitation of young males who have little else to turn to for food in the moment. I don&#8217;t know what Chik-Fil-A was charging but I&#8217;ll assume they followed suit.</p>
<p>5. I couldn&#8217;t attend or enjoy most of the exhibits and speakers (any, really) because of the chaos associated with the tournaments. I know the myriad of attractions on one day is really the heart of the event, but I can&#8217;t help but wish that the exhibits were one day and the tournaments on another. Having the event on two separate days would create a multitude of issues, so I&#8217;ll just leave that one alone.</p>
<p>6. I would have liked to see the BAWLS sponsorship back this year. Vitamin water just doesn&#8217;t feel like its a gamer&#8217;s drink.</p>
<p><strong>Okay, enough bitchin&#8217; and moanin&#8217;, yeah? Let&#8217;s talk about what I enjoyed about the event this year:</strong></p>
<p>1. The awards ceremony was awesome. There were introductory videos of each game so that people who weren&#8217;t familiar with particular games could see what tournament winners were actually playing. This part was fantastic! Good job CGS and a great idea!</p>
<p>2. The plaques for first place look really good. They are something I would proudly show to friends and nongamers as proof of my worth as a human being.</p>
<p>3. Although I couldn&#8217;t listen in on any of the speakers, I presume that they were a good addition to the event that provided some more intellectual focus on the gaming industry.</p>
<p>4. It is great to have a chance to compete in a local setting. CGS is only thirty minutes from my house, and I probably wouldn&#8217;t be able to attend if it were in a different location. Hoorah for local events!</p>
<p>So, that&#8217;s the short list of how I felt about CGS this year without going into a lot of details. As some of you may know, I competed in the Unreal Tournament 3 tourney this year, and I&#8217;m proud to say that my partner and I did quite well and won first place! The major drawback is that we didn&#8217;t actually play Unreal Tournament 3. We had major issues with the servers freezing computers and other various crap, so we ended up playing an open source version of Quake 3 called Open Quake. I had never heard of it before, and I hope I never hear of it again. Open Quake tries to be like Quake 3 but it just ain&#8217;t. The weapons are screwy, the movement is terrible and the mouse input is godawful. However, I won&#8217;t complain further seeing as how we won the tournament.</p>
<p>The prizes were pretty cool. My teammate and I both received a 1000W Kingcraft FSP Power Supply, a beautiful first place plaque with UT3 graphics, and a copy of Unreal Tournament 3 signed by Epic Games founder Tim Sweeney. We had to squeek out our win against a couple of great players, so kudos to them for playing some great games!</p>
<p>I&#8217;m pretty sure I&#8217;ll attend the event again next year, so be ready for another report on what improves and what doesn&#8217;t!</p>
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