↓
 
 
 
Log in
  • about
  • maxmod
    • introduction
      • abstract
      • anthropology
      • cyberanthropology
      • project
    • chapters
      • access
      • wintermute
      • collage
      • less
      • straylight
      • wavelength
      • polygroup
      • torrent
      • fragment
      • modification
    • appendices
      • limbo
      • lingo
      • listofgames
      • literature
    • artefacts
      • mp1mods
      • mp2mods
      • artwork
      • machinima
    • exhibition
      • mods
        • lightsaber 4.0
        • lightsaber 5.0
        • chain map project
        • the real world
        • miscellaneous
      • art
        • analog
        • digital
          • signatures
    • about
    • zephyrin_xirdal
  • cyberpunk
    • comics
    • computer games
    • literature
    • motion pictures
      • short films
      • television
      • video
  • publications
  • reading

xirdalium

a blog … in the strict sense of the term …

xirdalium
Home - Page 117
Page 117 of 118« First«...1020...116117118»

Post navigation

← Older posts
Newer posts →

unix history

xirdalium Posted on Monday, 4th November 2002 by zephyrin_xirdalSunday, 6th March 2011

Not only gamer- or modding-communities are very conscious of the history of technology, but it seems to me that ‘online culture’ in general is—Éric Lévénez maintains a ↑Unix History website, featuring “a simplified diagram of unix history. There are numerous derivative systems not listed in this chart, maybe 10 times more! In the recent past, many electronic companies had their own unix releases. This diagram is only the tip of an iceberg, with a penguin on it ;-).” For your convenience he stores several printable formats of his unix family tree for download … in case you still are searching for an appropriate poster to put on your office’s walls.

via entry at ethno::log
Share
Posted in fieldnotes | Tagged computing, history, technology | Leave a reply

bloodshed mod

xirdalium Posted on Monday, 19th August 2002 by zephyrin_xirdalSunday, 14th October 2012

KiLLeRsEppL. 2002. Bloodshed Mod.

mod-type: gameplay_tweak, fx_tweak
release date: 19 August 2002
release package: Bloodshed_v3.0.zip [9MB]
package contains: Bloodshed Mod v3.0.mpm [13MB] | Bloodshed Readme.txt [4KB]
download: ↑at filefront

accompanying Bloodshed Readme.txt:

===================================
Welcome to the Bloodshed Mod Readme
===================================

1. EXPLANATION
2. VIOLENCE WARNING
3. FEATURE-LIST
4. CHANGES
5. PLANED FEATURES
6. CHEATS
7. CONTACT

==============
1. EXPLANATION
==============
The Bloodshed Mod is the first Mod, which is concentrated on Blood-, Scream- and Deatheffects.
The Mod will also modify some other things, but the main focus is on the blood ;)
When you ask yourself, why I have spend so much time in such a Mod, I can tell you that it was
real fun for me to modify Max Payne with Bloodshed! The normal blood is shit and so Ive startet
creating the Bloodshed.

===================
2. VIOLENCE WARNING
===================
This modification contains scenes of graphic violence at a much higher level than the orginal
developer (Remedy) indended. Therefore the developers of this modification recommend that persons under the
age of 16 years are not permitted to view the graphic content of this modification.
By running this modification, you agree to these terms and accept to be held entirely responsible for
any damage caused either directly or indirectly through the use of this modification.
Do not play too long on this mod, when you don’t stomach the pictures you can see!

===============
3. FEATURE-LIST
===============
– Max Payne: New Outfit (Matrix), Sunglasses, Long Coat
– Uzi: New Skin, New Sound, Max holds the DualIngrams tilt
– Bullettime: Neverending ;) [CAREFUL: The Shootdodging still needs Bullettime!]
– Menus: New Menupictures, Levelselector, Gamesetmode-changer installed
– Loadingbar: New Bar: Bloody Knife
– New Beretta Sound
– New Reload-sounds
– Matrix Waves when shooting with a gun
– Katana Sword added to the weapons
– Some changes with the letters in the mainmenu

– New bloodtextures on the ground and on glass
– Extremly affecting deathsequence when killing with grenades or with the grenadelauncher
– Higher quality of textures
– The faces of enemies will become bloody when they die
– With the shotgun/DE you can bring down the arms and heads of some enemytypes (Killersuits,Soldiers,SSGangstas)
– With the Katana you can also cut the arms and heads
– New Cameraeffect for the Katanadeath and with extremly affecting sounds

==========
4. CHANGES
==========
BETA1 : Internat BETA, First effects
BETA2 : Internal BETA, Bugfixes, New Deathskins
BETA3 : Internal BETA, Ingram animation, Deatheffect with Grenades
Version 1.0 : Menus were built, Bullettime fixes, New Sounds in Menu, Bloodtextures, RELEASE
Version 2.0 : Desert Eagle Fix
Version 3.0 : New bloodtextures, Katana Sword & Deathsequence, HIGH VIOLENCE STATUS, New Menupictures, New Bloodpackets, Bullettime Music, Colourchanges, Fixes

==================
5. PLANED FEATURES
==================
When the KungFu v3.0 is came out, I will add the Moves with some modifications ;)
I will see, if I will make one new bloodtexture and a new Shadow for Max

=========
6. CHEATS
=========
Ive made the cheats a little easier to use for you:

=CHEAT= =FUNCTION=
Weapons = All Weapons
Ammo = Infinite Ammo
Bloodbath = God-Mode, All Weapons and Infinite Ammo

==========
7. CONTACT
==========
If you have a question or problems with the mod, you can send a mail to KiLLeRsEppL[at]web.de
You can ask in English, und auch auf Deutsch ;)

Or try to contact me via ICQ. My ICQ UIN: 113481415

Share
Posted in gamemods, mp1mods | Tagged action, aesthetics, horror, max payne, modding, tps, violence | Leave a reply

sig

xirdalium Posted on Wednesday, 14th August 2002 by zephyrin_xirdalSunday, 14th October 2012


Created a sig[nature] (see above) to gain some more profile at MPHQ—and for fun reasons :o) It cost me like about two hours this noon. But at least now I know a little about how-to-use Photoshop 5.0 LE. KerLone was so friendly to host my sig on his website. Of course I immediately had to post something … and did so in the MPHQ XiaoXiao Forum. Then I realized that, when I up-date my profile, immediately all my posts in the forums (a lame seven until today) update. So my sig is visible on the web now. This fact of the Internet still amazes me. What amazes me, too, is the sheer power of the graphics tools—if I think about how long it would have taken, to generate the sig with my (offline- ;o) airbrush …

Share
Posted in fielddiary | Tagged cgi, design, infotech, interaction | Leave a reply

dark evil

xirdalium Posted on Saturday, 10th August 2002 by zephyrin_xirdalSunday, 14th October 2012

Coolman01 [aka Tom Faber]. 2002. Dark Evil.

mod-type: gameplay_tweak, weapons_tweak, fx_tweak, skin_tweak
release date: 10 August 2002
release package: DarkEvil.zip [11MB]
package contains: Dark Evil.mpm [19MB] | LiesMich.txt [6KB] | ReadMe.txt [4KB]
download: ↑at filefront

accompanying Readme.txt:

English Version
—————————————————
Dark Evil
v1.0
Release: 10. August, 2002, 0:00 (GMT +1)

This Mod is free-to-development

Each may develop this Mod like he wants (new Levels, weapons…) and publish.
But these conditions must be kept:
1. The names of the developers of the earlier version(s) must stand in the ReadMe.
2. The current version must always be indicated (1.0, 2.0 …).
3. With the shop of the menu must stand in the picture ” This Mod is free-to-development ” !

—————————————————
Story:

A deadly virus broke out of the laboratories from Aesir , which already infected New York completely in shortest time.
But the victims of the virus do not remain dead, them become Zombies and trachten for the living person still their life…

It gives already an anti-virus, but if infecting is past too far, the anti-virus which is one inject itself must also ineffectively.
They are trained speziel for are situations and to have the order the responsible persons for this disaster to find, to eliminate and the infected ones.

Whether you uncover the happening as John Smith, the mysterious FBI agent, pr as Alexandra Dark, the beautiful policewoman, is left to them.
—————————————————
Features:

v1.0

-new Weapons: Crossbow, Magnum, Flare, Chaingun, Flamethrower
-Kung Fu
-new HUD
– 2 playaible Characters:

-Alexandra Dark
Woman, Age: 21, Police Officer
Specialized in Kung Fu.
If one plays it, one can make much more Kung Fu move, one can more highly jump, faster run, and, if one is heavily hurt, heal themselves.
However it cannot well with weapons, and it stands fewer injuries than John Smith.

-John Smith
Male, Age: 27, FBI Agent
Specialized in weapons.
Smith cannot jump very highly and run more a little fast also Kung Fu
can it only few, however he bears more damage and he can better with weapons deal.

-and many many more

—————————————————
Game Modes

Normal Game:
The player must struggle through hordes of Zombies and find the informants of the Viruses.

Infected:
The player is infected with the virus and has only few minutes before the virus in its body spreads and him kills.
Before the time ran off, one must not have completed the level. It gives none bonus time, if you kill opponents!

—————————————————
Bugs

This Mod is not compatiabel with old Savegames !
If one with Alexandra Dark plays sees one in some Zwieschensequenzen John Smith.

—————————————————
Credits:

v1.0

Tom “Coolman01” Faber
coolman-01[at]gmx.net
Mod Idea, Coder, few Sounds, few Weapon Skins, Skins, Menu, HUD

Killerseppel
KiLLeRsEppL[at]web.de
Blood Decals

Kenny Young
KungFu Animations

Project X Team
Flamethrower

B.K.G. (Hitman)
Crossbow + Skeleton + new Painkiller Model

v2.0

v3.0

…

—————————————————
Copyright

Dark Evil, and free-to-development is a Idea of Tom “Coolman01” Faber.
The Level and Character Selector is (C) by Tom “Coolman01” Faber.

—————————————————

Share
Posted in gamemods, mp1mods | Tagged action, cyberpunk, horror, max payne, modding, tps, violence, weapons | Leave a reply

lobby

xirdalium Posted on Monday, 15th July 2002 by zephyrin_xirdalSunday, 14th October 2012

lobby

Share
Posted in fielddiary, gamemods, mp1mods | Tagged architecture, cgi, design, matrix, max payne, modding, tps | Leave a reply

masterfusion

xirdalium Posted on Wednesday, 10th July 2002 by zephyrin_xirdalSunday, 14th October 2012

Masterfusion, leader of the mod-project ↵Matrixed Reality has published a comment wherein he states, that he plans to switch engines:

Hey guys, perhaps you have noticed that I didn’t update my site in the last time and didn’t show any new stuff. Well, I thought about which features to add in the next version, but everytime I had a cool idea I had to recognize that the limitations of the modding-system in Max Payne don’t make it possible to include. This pissed me off, so I finally decided to change the engine and continue with Matrixed Reality by making a mod for Unreal Tournament 2003. I will change the name from “Matrixed Reality” to “Matrixed Unreality”, since the gameplay will be completely different. I have already started to work, so there’s no way to stop me … hehe. Here are for example some screenshots from the new construct I made for Matrixed Unreality: I plan to make the gameplay as follows: There will be two teams, the agents and Morpheus’ crew, and the two gameplay-modes “Rescue Morpheus” and “Find the next exit”. In the first mode, Morpheus will be a hostage, captured somewhere in the map, and Neo, Trinity and the others will have to rescue him, while the agents try to stop them. In “Find the next exit” Morpheus’ crew will have to get as fast as possible to the next exit, while the agents will again try to kill them. I also plan to include some RPG-elements, like getting points for each frag, and when you have a certain amount of points, you can choose if you want to get better in “speed”, “strength” or some other categories. Synti will begin to make a new site soon, and I hope that my other team-members will also still help me. Anyway, I won’t leave the mphq-community, I will still make some animations for XiaoXiao and help New Dawn with some skins.

Share
Posted in fielddiary | Tagged cyberpunk, gameplay, matrix, max payne, modding, tps | Leave a reply

cs offline

xirdalium Posted on Tuesday, 11th June 2002 by zephyrin_xirdalSunday, 14th October 2012

↑Aus dem Leben eines CS’lers gegriffen [a glimpse into the life and times of a Counter-Strike player] is a hilarious satirical text [in German] by an unknown author. In short: a CS-player goes to an offline shooting range and tries to play out his ‘experience’ with firearms. He’s quite confident in himself as he followed the recent press stories on CS—deducing from them, he has to have world’s best training concerning firearms …

Share
Posted in fielddiary | Tagged action, fps, gaming, violence, weapons | Leave a reply

dukefx

xirdalium Posted on Tuesday, 16th April 2002 by zephyrin_xirdalSunday, 14th October 2012

Raeyl. 2002. DukeFX.

mod-type: gameplay_tweak, skin_tweak, fx_tweak
release date: 16 April 2002
release package: DukeFX.zip [6MB]
package contains: DukeFX.mpm [9MB] | DukeFX_info.txt [1KB]
download: ↑at filefront

accompanying DukeFX_info.txt:

Author: Raeyl
Title: DukeFX
Email: raeyl[at]hotmail.com
———-
Features
———-
-Duke Nukem skin replacement for Payne
-KungFu 2.0
-Matrix Wave particle
-enhanced Bullet-Time
-increased bullet speed to reflect realism
(400 metres per second; used to be 50)
Share
Posted in gamemods, mp1mods | Tagged action, aesthetics, fps, matrix, max payne, tps | Leave a reply

matrixed reality

xirdalium Posted on Saturday, 13th April 2002 by zephyrin_xirdalSunday, 14th October 2012

matrixed reality

Scene from the Max-Payne-1 mod-project 'Matrixed Reality.'


There is yet another Matrix-mod for Max Payne in the making: Matrixed Reality. The team-leader is Masterfusion—seemingly from Germany or Austria. The Neo-model looks very good, far more similar to Keanu Reeves than most others I have seen. One of the mod’s features will be a ‘new level selector. It will be a level, the loading-room of The Matrix. Everything will be white (like in the movie) and Neo will say ‘I need guns…lots of guns’. Then you will be able to collect a lot of weapons and go to a telephone and change to the level you want to play (I think I’m gonna make one telephone for each level).’

Share
Posted in gamemods, mp1mods | Tagged action, cyberpunk, matrix, max payne, tps | 1 Reply

backstreets II

xirdalium Posted on Saturday, 17th November 2001 by zephyrin_xirdalSunday, 14th October 2012

MPH. 2001. Backstreets II.


mod-type: levels
release date: 17 November 2001
release package: backstreets2.zip [8MB]
package contains: mph – Backstreets II.mpm [21MB] | Readme.txt [2KB]
download: ↑at filefront

accompanying Readme.txt:

________________________

Backstreets II
————–
17th November 2001
http://www.m-p-h.co.uk
http://www.dodgethismod.com
________________________
Installation
________________________
> Unzip the “mph – Backstreets II.mpm” file to your Max Payne directory: eg: “C:\Program Files\Max Payne”
> Run Max Payne, and select “mph – Backstreets II” from the custom game drop-down list when the dialog appears
________________________
Map Info
________________________
Build Time : 23rd September > 16th November
Render Time : 28 hours (approx)
Compile machine: AMD Athlon 1.2ghz, 256mb RAM

Render Settings: Radiosity Viewport : 60
Radiosity Passes : 2
Radiosity Boost : 210
Radiosity Backplane: 40

Playing Time : 10-15 mins
Difficulty : Medium > Hard
________________________
Notes
________________________
This is my second Max Payne level, and I think you’ll find it’s an improvement over my first. Hope you enjoy it. You can play it on the 3 difficultly levels, and on New York Minute mode as well, which should keep it alive a bit longer.

This will be my last single map for Max Payne for quite a while, as I’m working on the Dodge This mod (http://www.dodgethismod.com) There might be more Backstreets maps, but I won’t be making them as I’m too busy.

If you have any comments, feedback etc then e-mail me at mph[at]nmiles.screaming.net (there are no typos in that address btw)
________________________
Bugs:
________________________
Lighting isn’t perfect, but not too bad
Bullets hit transparent bit in between curtains
Snows in that little hut building :-)
________________________
Credits
________________________
> http://ravage.fragoff.net – Max Payne prefabs
> Remedy for some of their prefabs and textures again
> And all the people who e-mailed me about the first map, I probably wouldn’t have got around to making this sequel if they hadn’t asked me to do another ;-)

Share
Posted in gamemods, mp1mods | Tagged action, hardboiled, max payne, tps | Leave a reply

Post navigation

← Older posts
Newer posts →

Cover of 'Cyberanthropology' (Knorr 2011)

You still can find copies of my 2011 book [in German] ↑at amazon. And here are some ↵reviews.


«Ceci, Messieurs, disait-il, c’est du Xirdalium, corps cent mille fois plus radioactif que le radium.»
—Jules & Michel Verne 1908

a blog …
… in the strict sense of the term …

by alexander knorr
aka zephyrin_xirdal

zeph @ Mastodon
zeph @ Instagram
zeph @ YouTube


the li’l arrows indicate:
↑ offsite links
↵ links within xirdalium.net
↓ download links

Search

inside my mind

academia aesthetics africa ai androids appropriation architecture body cgi computing craft culture cybernetics cyberpunk design dystopia economics epistemology fps gadgets gameplay gaming history horror infotech interaction lego max payne methodology modding phantastic politics quake robots sci-fi society space star wars steampunk technology tps vehicles vintage violence weapons

browse the congeries,

  • anthropology (279)
    • cyberanthropology (211)
  • artwork (73)
  • associations (137)
  • comics (42)
  • fielddiary (111)
  • fieldnotes (152)
  • gamemods (47)
    • mp1mods (16)
    • mp2mods (6)
    • others (7)
  • games (192)
  • hardware (108)
  • literature (252)
    • excerpts (44)
    • fiction (98)
    • golden words (2)
    • non-fiction (176)
  • manuscript (9)
  • motion_pictures (189)
    • anime (8)
    • cinema (99)
    • documentary (17)
    • short_films (37)
    • television (16)
  • off_topic (54)
  • quiz (59)
  • sartorial (10)
  • science (34)
  • software (23)
  • space (16)
  • tools (13)
  • updates (33)
    • content (23)
    • technical (12)

recent posts,

  • wet nellie redux
  • who is fighting?
  • who is inside?
  • quake champions resources
  • which movie?
  • crouchsliding tutorial with slash
  • forbidden places
  • circlejumps with anarki
  • the congo dandies
  • bridge to rail backward and forward

recent comments,

  • Hal on stim-u-lax
  • zephyrin_xirdal on threedimensional teleporter-malfunction
  • zephyrin_xirdal on nemo’s gear
  • Pat Regan on nemo’s gear
  • zephyrin_xirdal on quake champions resources
  • klandestino on quake champions resources
  • zephyrin_xirdal on who is inside?
  • Kueperpunk on who is inside?
  • zephyrin_xirdal on which movie?
  • Velvet on which movie?

or the calendar.

May 2025
M T W T F S S
 1234
567891011
12131415161718
19202122232425
262728293031  
« Dec    

anthropology

  • afrigadget
  • anthroad
  • anthropologies
  • anthropology report
  • anthropologyworks
  • antropologi.info
  • cmanthropology
  • consumption
  • culture matters
  • cyber anthropology
  • digital ethnography
  • ethno::log
  • ethnografix
  • feldnotizen
  • fieldnotes
  • golublog
  • john hawks
  • keywords
  • lekke
  • material world
  • media/anthropology
  • mimi ito
  • neuroanthropology
  • philbu's blog
  • photoethnography
  • samantha grace
  • savage minds
  • street use
  • talking anthropology
  • technikforschung
  • technotaste
  • the anthro geek
  • water & culture
  • webnography
  • wildes denken
  • zero anthropology

comics

  • golden age comic book stories
  • paul gravett
  • strange planet stories
  • the comics journal

computergames

  • antigames
  • frans goes blog
  • gamersgame
  • hélder pinto ~ hP
  • hinterding
  • how they got game
  • john carmack
  • john romero
  • jon hallier
  • ludologist
  • terra nova
  • thinking with my fingers
  • tomtomtom
  • world of stuart

cyberanthropology

  • digital cultures
  • ethno-sc2
  • gabriella coleman
  • sarah kendzior

cyberculture

  • blogging is futile
  • boingboing
  • buzzwordcompliant
  • henry jenkins
  • industrial tech. & witchcraft
  • infocult
  • interference
  • kueperpunk
  • kuro5hin
  • mark mcguire
  • periodic dosage of xah lee
  • polymedia
  • ptak science books
  • sachs report
  • slashdot
  • timbl's blog
  • waxy

cyberpunk

  • afrocyberpunk
  • ballardian
  • bruce sterling
  • charles stross
  • chris marker
  • cory doctorow
  • cpc
  • cyberpunk studies
  • cyberpunkreview
  • doktorsblog
  • dreck fiction
  • greg bear
  • john shirley
  • lewis shiner
  • marc laidlaw
  • neal stephenson
  • pat cadigan
  • rudy rucker
  • schism matrix
  • tom maddox
  • william gibson

friends

  • 2R
  • honigpumpe
  • klandestino
  • mosaikum
  • odd-fish v7
  • rufposten
  • warauduati

history of technology

  • vintage space

moc

  • brickd
  • brickish association
  • bricklinks
  • brickpop
  • brickshelf
  • deckdesigns
  • from bricks to bothans
  • gimme lego
  • microbricks
  • mocpages
  • rebrickable
  • the brothers brick
  • the living brick
  • thebrickblogger

reference

  • anidb
  • black hole reviews
  • comicbookdb
  • comiclopedia
  • grand comics database
  • imdb
  • isbndb
  • isfdb
  • leo
  • moria
  • natsscifiguide
  • sfe
  • the numbers
  • wikipedia

resources

  • 3D models & textures
  • audionautix
  • cinematic tools
  • deadendthrills
  • free music archive
  • free music public domain
  • free music samples
  • free stock footage archive
  • freecam workshop
  • kevin macleod
  • pexels videos
  • teknoaxe
  • videvo
  • youtube audio library

spook country

  • spytalk
  • wikileaks mirrors

steampunk

  • airship ambassador
  • beyond victoriana
  • brass goggles
  • clockworker
  • dieselpunks
  • difference dictionary

archives

  • December 2022
  • March 2019
  • January 2019
  • May 2018
  • October 2017
  • September 2017
  • July 2017
  • June 2017
  • May 2017
  • April 2017
  • March 2017
  • November 2016
  • April 2015
  • November 2014
  • October 2014
  • September 2014
  • July 2014
  • June 2014
  • May 2014
  • April 2014
  • October 2013
  • May 2013
  • April 2013
  • March 2013
  • February 2013
  • January 2013
  • December 2012
  • November 2012
  • October 2012
  • September 2012
  • August 2012
  • July 2012
  • June 2012
  • May 2012
  • April 2012
  • March 2012
  • February 2012
  • January 2012
  • December 2011
  • November 2011
  • October 2011
  • September 2011
  • July 2011
  • June 2011
  • March 2011
  • February 2011
  • January 2011
  • December 2010
  • November 2010
  • October 2010
  • September 2010
  • August 2010
  • July 2010
  • June 2010
  • May 2010
  • April 2010
  • March 2010
  • October 2009
  • July 2009
  • April 2009
  • January 2009
  • December 2008
  • November 2008
  • October 2008
  • September 2008
  • July 2008
  • June 2008
  • May 2008
  • April 2008
  • March 2008
  • February 2008
  • January 2008
  • December 2007
  • November 2007
  • October 2007
  • September 2007
  • August 2007
  • July 2007
  • June 2007
  • May 2007
  • April 2007
  • March 2007
  • February 2007
  • January 2007
  • December 2006
  • November 2006
  • October 2006
  • September 2006
  • August 2006
  • July 2006
  • June 2006
  • May 2006
  • April 2006
  • March 2006
  • February 2006
  • January 2006
  • December 2005
  • November 2005
  • October 2005
  • September 2005
  • August 2005
  • July 2005
  • June 2005
  • May 2005
  • April 2005
  • March 2005
  • February 2005
  • December 2004
  • November 2004
  • October 2004
  • April 2004
  • August 2003
  • June 2003
  • March 2003
  • February 2003
  • January 2003
  • December 2002
  • November 2002
  • August 2002
  • July 2002
  • June 2002
  • April 2002
  • November 2001
  • September 2001
©2025 - xirdalium - Weaver Xtreme Theme
↑