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RCT3 Soaked Manual

RCT3 Soaked Manual

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FilenameRCT3_Soaked_manual.pdf
Size10.77 MB
Subsection RCT3 Soaked
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Home Documents Game Manuals RCT3 Manual PC
RCT3 Manual PC

RCT3 Manual PC

Game Manuals · PDF
FilenameRCT3_manual_PC.pdf
Size1.03 MB
Subsection RCT3
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RCT 3 PC_ManInt Complete2 9/28/04 5:18 PM Page 1 RCT 3 PC_ManInt Complete2 9/28/04 5:18 PM Page 2 TABLE OF CONTENTS View Options . . . . . . . . . . . . . . . . . . . . . .30 First Things First . . . . . . . . . . . . . . . . .3 Files & Options . . . . . . . . . . . . . . . . . . . . .31 The ReadMe File . . . . . . . . . . . . . . . . . . . . .3 Park Administration . . . . . . . . . . . . . . . . . .31 Setup and Installation . . . . . . . . . . . . . . . . .4 Rides . . . . . . . . . . . . . . . . . . . . . . . . . . . . .41 Introduction . . . . . . . . . . . . . . . . . . . . . . . . .6 Shops . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42 Using This Manual . . . . . . . . . . . . . . . . . . . .8 Scenery . . . . . . . . . . . . . . . . . . . . . . . . . . .42 Menu and Interface Reference . . . . . .9 Paths . . . . . . . . . . . . . . . . . . . . . . . . . . . . .43 Launcher Screen . . . . . . . . . . . . . . . . . . . . .9 Terrain Tools . . . . . . . . . . . . . . . . . . . . . . .43 Saving and Loading . . . . . . . . . . . . . . . . . .10 Demolish . . . . . . . . . . . . . . . . . . . . . . . . . .47 Main Menu . . . . . . . . . . . . . . . . . . . . . . . . .10 Control Panels . . . . . . . . . . . . . . . . . . . . . .48 Play Menu . . . . . . . . . . . . . . . . . . . . . . . . .11 Coaster Building Toolbox . . . . . . . . . . . . .61 Tools Menu . . . . . . . . . . . . . . . . . . . . . . . .12 Fireworks MixMaster™ . . . . . . . . . . . . . . .63 Options . . . . . . . . . . . . . . . . . . . . . . . . . . .13 Peep Group Editor . . . . . . . . . . . . . . . . . .64 Career Menu . . . . . . . . . . . . . . . . . . . . . . .18 Scenario Editor . . . . . . . . . . . . . . . . . . . . .66 Common Interface Elements . . . . . . . . . .19 Dashboard . . . . . . . . . . . . . . . . . . .…

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Home Documents Strategy Guides RCT3 Strategy Guide
RCT3 Strategy Guide

RCT3 Strategy Guide

FilenameRCT3_strategy_guide.pdf
Size6.76 MB
Subsection RCT3 Strategy
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Prima Games A Division of Random House, Inc. 3000 Lava Ridge Court Ken Allen Roseville, CA 95661 1-800-733-3000 www.primagames.com The Prima Games logo is a registered trademark of Random House, Inc., registered in the United States and other countries. Primagames.com is a registered trademark of Random House, Inc., registered in the United States. © 2004 by Prima Games. All rights reserved. No part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or by any information storage or retrieval system without written permission from Prima Games. Prima Games is a division of Random House, Inc. Product Manager: Sara E. Wilson Project Editor: Sara E. Wilson Design and Layout: Vanessa Perez © 2004 Atari Interactive, Inc. All Rights Reserved. RollerCoaster Tycoon 3 game © 2004 Chris Sawyer. Programming © 2004 Frontier Developments Ltd. All Rights Reserved. All trademarks are the property of their respective owners. Developed by Frontier Developments Ltd. All products and characters mentioned in this book are trademarks of their respective companies. Please be advised that the ESRB rating icons, “EC”, “K-A”, “E”, “T”, “M”, “AO” and “RP” are copyrighted works and certifi- cation marks owned by the Entertainment Software Association and the Entertainment Software Rating Board and may only be used with their permission and authority. Under no circumstances may the rating icons be self-applied or used in connection with any product that has not been rated by the ESRB. For information regarding whether a product has been rated by the ESRB, please call the ESRB at 1-800-771-3772 or visit www.esrb.org. For information regarding licensing issues, please call the ESA at (212) 223-8936. Please note that ESRB ratings only apply to the content of the game itself and does NOT apply to the content of this book. Important: Prima Games has made every effort to determine that the information contained in this book is accurate. However, the pub- lisher makes no warranty, either expressed or implied, as to the accuracy, effectiveness, or completeness of the material in this book; nor does the publisher assume liability for damages, either incidental or consequential, that may result from using the information in this book. The publisher cannot provide information reg…

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Home Documents Read Me & Reference Rchess Read Me
Rchess Read Me

Rchess Read Me

FilenameRChess_ReadMe.pdf
Size0.03 MB
Subsection Rchess
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RChess 2.2.2 • Fills a market gap, by being easily beaten at its lower levels. Unkind people have suggested that this feature applies at the higher levels too. • Usually beats its programmer on level 4, often on level 3, and occasionally on level 2. • Is given away free, gratis, without charge, and for nothing. Nor are you required to pay for it. • Examines up to 1500 moves per second on LCIII; up to 3600 per second on Quadra 650. The natural awe with which naive people regard these numbers should be tempered by the fact that most of the moves examined are stupid ones that no human player would contemplate at all. Also, internationally acclaimed chess computers examine 300000+ moves per second. • Is written in FutureBasic II, with many of the search routines in assembly language. • Has received perceptive critical comment: "It plays chess as though it was playing draughts". Instructions • Minimum memory requirement (as set in the Finder's Get Info window) is about 720K. Memory allocated in excess of this is used for the transposition table to increase speed of searching. An allocation of at least 1.8 MB is recommended. • Move pieces either by clicking on the piece then on the destination, or by dragging the piece to its destination. • The 'Score' displayed at upper right after each move is a crude indicator of how well or poorly RChess thinks it is doing. The score is dictated mainly by material balance, with conventional piece values: pawn=100, knight=324, bishop=348, rook=500, queen=900. • By default RChess consults a small library of opening moves. If a match is found with the current position it plays the stored 'book' move immediately. If there is more than one book move, RChess picks one at random. As will quickly become clear to the informed observer, the intention behind this feature is not to secure an advantage by encyclopaedic knowledge of openings, but merely to provide felicitous variation in the openings played. • An inconspicuous mini-menu to the right of the Play menu contains two commands: "Hint" and "Move now". • The command "Modify board position" in the Play menu permits rearrangement of pieces. After rearrangement, select "Continue play" to accept the new piece placings, or "Revert board position" to return to the original position. • The commands "White to play and mate" and "Black to play and mate" in the Play menu put RChess into an efficient mate-problem-solving mode which will find a mate (if one exists in 10 moves or fewer). Exit from this mode by selecting "New game" from the File menu, or "Move now" from the mini-menu. • RChess can run in the background, so that you may work with another application while RChess continues to think about its move. Angry bug reports (in English please) or extravagant praise (in any language) may be directed to:- robert.purves@stonebow.otago.ac.nz Robert Purves Pharmacology Department Medical School University of Otago PO Box 913 Dunedin New Zealand Version history • ≤1.15 Various b…

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Home Documents Game Manuals RDS Essentials
RDS Essentials

RDS Essentials

Game Manuals · PDF
FilenameRDS_Essentials.pdf
Size0.13 MB
Subsection RDS Essentials
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The Essential, Award Winning Tool for 3D Design and Animation MetaCreations Ray Dream Studio 5.5’s best-of-class even drag automated bounce, spin, and other behaviors feature set, compatibility, value, ease-of-use, and directly onto objects to bring them to life, and add even performance make it the clear choice for every graphic more realism with the new Motion Blur effect. artist, web designer and multimedia producer. Special Effects Modeling Create amazing 3-D fountains, fire, and clouds. Or, Create any object you can imagine using your choice create Hollywood-style special effects including of spline, polygonal, text, or the Blubble metaballs realistic depth-of-field, visible lights and lens flares. modeler. Perform boolean operations. Even add spikes, explosions, twists and other deformers. With collision Output Copyright © 1999, Ollivier de Langlais, all rights reserved detection, inverse kinematics and full hierarchy controls, creating complex objects is a s…

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Home Documents Read Me & Reference README.1st
README.1st

README.1st

FilenameREADME.1st.pdf
Size0.01 MB
Subsection README.1st
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README.1st Page 1 of 2 Saved: Saturday, June 29, 1996 1:50:39 PM -----BEGIN PGP SIGNED MESSAGE----- Enclosed is version 1.6 of FatMacPGP 2.6.3. This is a Macintosh port of the international version PGP 2.6.3ia released 04.03.96. The underlying PGP cryptographic code is the same as in the international release, except that it uses the RSAREF1.0 RSA library instead of Philip Zimmermann's MPILIB, in order to conform with US Patents on RSA. Also the legal_kludge switch, which allows interoperability with infringing pre-2.6 versions of PGP, is disabled. FatMacPGP 2.6.3 will run in native mode on a Power Macintosh, and will also run on 68K Macintoshes having a 68020 CPU or better. It will NOT run on Macintoshes with only a 68000 CPU such as Pluses, SE's, Classics or PB100's. It contains all the enhancements and bug fixes of PGP 2.6.3ia such as 1) It allows recipients of a public key message to be read in from a file containing the list of recipients, one per line. (Unlike previous versions of MacPGP it will not crash if the number of recipients exceeds 5 or 7.) 2) When extracting multiple keys into an ascii file, the each key is put separately into its own block, neatly labelled with the key id and user ids. 3) Better support for 8 bit character sets, ie. characters you get by holding down the option key. 4) Userids can be automatically signed with your secret key when creating keys ('pgp -kg') or adding new userids ('pgp -ke'). This is controlled by the AutoSign flag in the Options menu. 5) The misfeature of the initial 2.6.3i release, which didn't allow softwrapped text to be treated as text has been removed. 6) When clearsigning messages, FatMacPGP 2.6.3 will add a "Charset:" headerto the signature block, explaining which character set was used for creating the signature. This will help the recipient of the message to select correct character conversion when verifying the signature. If he/she is using version 2.6.3i, PGP will automatically choose the correct character set, thereby eliminating a lot of "Bad signature" problems. In addition to the above FatMacPGP 2.6.3 has many enhancements and bug fixes relative to previous versions of MacPGP. 1) Unlike MIT MacPGP 2.6.2 contains native Power PC code. Consequently it runs typically about 1.5 to 2 times faster than the MIT version on PPC machines, and even faster for large keyrings or large keys. It also runs typically 10-20% faster on 68K machines. 2) It has a greatly enhanced AppleEvent suite. For instance, unlike the MIT version, it is not necessary to write data to temporary files before passing it to MacPGP for en/de/cryption or signing. FatMacPGP 2.6.3 accepts AppleEvent TEXT parameters up to 32K in size in memory and returns the processed data as a parameter to the reply AppleEvent. (See the accompanying documentation for furt…

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Home Documents Read Me & Reference README.First .Or DIE
README.First .Or DIE

README.First .Or DIE

FilenameREADME.first_.or_DIE.pdf
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Subsection README.First .Or DIE
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Greetings... If you do NOTHING else, visit http://www.mindspring.com/~jrwolf/warbirds.html I am NOT kidding about this!!! Burn the above line into your very soul, updates and patches will be announced and placed there!!! In addition many questions that may otherwise seem to require tech support can be answered there,. Greetings this is the THIRD Macintosh "Production" release of Warbirds (version 1.10r0). There are still a number of problems with the user interface and some things broken that will be fixed shortly but I had to get a functioning version out the door in time for the Fortress Germany scenario. Kindly read the CHANGES.TXT file for game play related changes. More comprehensive documentation can be found in the wbhelp program included with this distribution. Bugs fixed.... Well having to use a connection tool wasn't exactly a bug but it did confuse alot of people, so that's toast and networking and serial comms are now built into the program. The "Type 11 on fly" thing should be history as well. There are a couple of other potential crash bugs lurking about though, so if you do get Type 11's fill out the bug report found on the web page above and TRY PLEASE to be comprehensive. Greetings again. This is the SECOND Macintosh "Production" release of Warbirds (v1.09r0). A number of things to do with gameplay have changed in this version. For more information read CHANGES.TXT. For in depth documentation read the wbhelp "program" included with this distribution set. AN IMPORTANT NOTE ON ART FILES FOR 1.09:Your 1.08 art files will work with the following exceptions..... If you have created a P38F and/or zero52 art file DELETE THEM. Also, the P51D art is replaced with the P51 art, if you try to fly the P51D it will look for the P51 art first then IF it does not find it then it will fall back to the old P51D art. The program will now automatically fall back to the correct art and will NOT like the copied versions. ALSO, planes can NOW include custom sounds. These sounds are imbedded in the art file for that plane. If you don't have the new art files you will NOT have the custom sounds. This basic distribution includes only the REQUIRED art for the program. If you want special art and/or sounds for the planes you must download one of the supplementary art packages...... [For Power Users ... Note also that you can create custom sounds and install them with RedEdit (or whatever) All sounds are 22KHz samples and their replacements have to sampled at the same rate and have the same resource -1- ID Number and name as their original. Do NOT, under ANY circumstances, try to alter the CODE segment (on 68K machines) or the Data Fork (on PPCs). Doing this is considered a hack, even if you are only changing a string, and may lead to unpredictable behavior on your Front End. Playing with Resource Editors in general is not supported and you do so at your own risk.] Framerate.... View switching on ma…

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README

README

FilenameREADME_0.pdf
Size0.02 MB
Subsection README
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This is a port of FreeBSD fortune to OpenStep/Mach and MacOS X Server. The original README file is here and is called "README.ORIG". It's possible that this port will build and run on NeXTSTEP 3.x, but I don't program on NeXTSTEP these days. The whole UN*X experience has gone downhill as vendors increasingly forget to ship the /usr/ games stuff in their operating systems. I consider it a bug in OpenStep and MacOS X Server that fortune doesn't ship with the system. So, here's what you need to make your computing experience complete. What's the point in logging in if you can't play "mille", keep your files private using the unbreakable encryption of "caesar", or read a good fortune? I took this from the FreeBSD-current directory tree on July 10, 1999, mainly because I was too lazy to download and unpack the games sources from a RELEASE version of FreeBSD. You can get FreeBSD from ftp://ftp.freebsd.org/pub/FreeBSD/ or on http://www.freebsd.org/. If you're running Intel hardware and you don't have NeXTSTEP or OpenStep, then you should run FreeBSD because it's cool. I've hacked out a bunch of stuff including all the FreeBSD makefiles, since they don't work in other operating systems. I also flattened out the directories and moved unstr, fortune and strfile into the top level. I made a brand spanking new Makefile which builds all three programs. I replaced the manpages with some older manpages I found in a previous port that someone did of fortune to NeXTSTEP. The ones that came with the current FreeBSD sources won't work with the man/nroff commands in OpenStep or MacOS X Server. I made very few changes to the C source files, but all my changes are marked with comments that include the string "CFS" so you can search for them. The licenses and copyrights for the source files in this project are included in each file. Most files are taken from FreeBSD, except the regexpr.{c,h} files which have a different copyright. INSTALLING: ---------- Copy fortune, strfile and unstr into /usr/local/bin or wherever's in your path. If you care, copy the manpages in /usr/local/man/man{6,8}. Put the fortunes (everything in the datfiles directory) into /usr/local/games/fortunes. If you don't like this directory, you need to recompile. Then, you're done! COMPILING: --------- You should go into the top-level directory and type "make clean" and then "make". This will build fortune, strfile and unstr binaries. You can copy these binaries wherever you like. I put them in /usr/local/bin. The fortune files (everything in the datfiles directory) have to go into /usr/local/games/ fortunes. You can change this by editing the file pathname.h, and then recompile by doing "make clean" and "make". The regexpr.{c,h} files are included because MacOS X Server does not include the old BSD re_comp and re_exec regular expression functions. Darwin has these in the libcompat library, but that's kind of big to include just for two functions (thanks to Ken Case <kc@omnigroup.com> …

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README

README

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Subsection README
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NOTE - this is a beta version! Do not distribute beyond your school site. In return for free use of this product, please send the URL of your school home page, bug reports and comments to Jodi Reed (jreed@mail.sdsu.edu). I'd really like to know how we could improve SchoolWeb Maker, so make note of any problems or uncertainties you experienced while using the stacks. ______________________________________________________ The SchoolWeb Maker stacks will help you create a home page for your school. You have the option of creating multiple indexes that will list and point to personal home pages. Staff and students who create personal home pages with HomeMaker will be able to include themselves in indexes designated by you. TO CREATE YOUR SCHOOLWEB: 1. Use School HomeMaker to create an HTML file for your school home page. 2. Use IndexMaker to create indexes for staff and/or students (optional). 3. Use HomeMaker to make your own home page. You should include your own indexes, discaimer and/or links to a parent Web page before you distribute HomeMaker to staff and students. 4. Have your Faculty, staff, and students use the HomeMaker stack to create personal home pages. (optional). 5. Move the SchoolWeb files to a World Wide Web Server and test it. 6. Register your page with a WWW School Page Index like Web66 (see Server help on last card for more information). 7. Update your school home page as desired. Update Indexes as you receive personal home pages from staff & students. NOTE: SchoolWeb files need to remain in proper folders for links to work properly. HOW DOES THE INDEXER WORK? When a person uses HomeMaker to make a personal home page,the resulting html file will include an index tag in the second line of the file. This tag line will not show from a browser, but is used by HyperCard to construct indexes. The tag is of the format: <indexes,folderName,firstName LastName,position,index1,indexn,> You can create as many indexes as you want and people can be on multiple indexes. Just remember to create the index names BEFORE you distribute HomeMaker. Index names can be created in School HomeMaker or in IndexMaker. _____________________________________________________ HomeMaker was written by Bernie Dodge and adapted for schools by Jodi Reed as part of the Pacific Bell Education First Initiative. -1-
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