Phoenix 1.5 Beta 8l
Development stretches back to the first Firefox 3 beta (under the codename 'Gran Paradiso') which had been released several months earlier on November 19, 2007, and was followed by several more beta releases in spring 2008 culminating in the June release. Firefox 3 had more than 8 million unique downloads the day it was released, setting a Guinness World Record.
Phoenix 1.5 Beta 8l
Quality Amish-crafted top quality beta reins! Surely these will last you many years! Beta material can be quickly cleaned in a bucket of soapy water or dishwasher! Rust-free hardware! Colors: Black or Brown
That looks awfully like a giant raven or redesigned hippogryph.The phoenix mount is currently called the Seizure or Crack Bird on beta. The name suits it perfectly, seeing as how it looks like a damned hummingbird when it flies. XDBut yes, it is a very majestic mount. I just wish Phoenixes could be ground/air mounts.Rofl.
The phoenix mount is currently called the Seizure or Crack Bird on beta. The name suits it perfectly, seeing as how it looks like a damned hummingbird when it flies. XDBut yes, it is a very majestic mount. I just wish Phoenixes could be ground/air mounts.LOL.. that's a great way to describe it. The first time I tried it I thought it was a hummingbird or something and having a fit in the process. It was too irritating to drive with all that flapity-flapity-flapity going on so I switch it for my glow-in-the-dark Phoenix. :P
I'm liking some of the encounter designs too, btw. =)That is actually really nice to hear :) I enjoyed raiding hardmodes for many years before scheduling became too complicated, and always like covering that angle of beta. Those parts of the news posts take longer and don't get as many comments, but it's nice to know people find them interesting.
That cloud serpent boss looks really fun to play! I really like the mechanic of inverting health.That phoenix really bugs me, though. I feel like its legs are too far back or something, like they used the skin of the phoenix/alar mount and the skeleton of a hippogryph. It looks really top-heavy and lopsided.
I'm liking some of the encounter designs too, btw. =)That is actually really nice to hear :) I enjoyed raiding hardmodes for many years before scheduling became too complicated, and always like covering that angle of beta. Those parts of the news posts take longer and don't get as many comments, but it's nice to know people find them interesting.Still not at my caliber though ;3
...it's always nice to see a new model instead of a reskinned mountCorrect me if I'm wrong with the terminology, but I believe this *is* a reskin of the current phoenixes, just not an ethereal one. It seems to be based on the same model to me anyway.
...it's always nice to see a new model instead of a reskinned mountCorrect me if I'm wrong with the terminology, but I believe this *is* a reskin of the current phoenixes, just not an ethereal one. It seems to be based on the same model to me anyway.Technically, although I swear it's a fusion of the hippogryph and phoenix models.
The phoenix mount is currently called the Seizure or Crack Bird on beta. The name suits it perfectly, seeing as how it looks like a damned hummingbird when it flies. XDBut yes, it is a very majestic mount. I just wish Phoenixes could be ground/air mounts.Its a peacock you cant keep him cooped up you gotta let him fly
During this stage, many concepts were still being refined and new weapons and maps were also added periodically. When compared to the retail game, these beta versions were tremendously different in terms of environments, graphics, and even gameplay. Many different maps that were included were ultimately discarded.
The maps for the initial beta release of the game were to be chosen in a contest type of setting where the Counter-Strike Team picked the best maps out of all maps that had been submitted for the game. It is not known how many maps were actually completed by the time maps were to be chosen for the initial beta, but it would seem there was quite a limited choice. However, at least two maps were mentioned that didn't ever see the light of day (a factory and a bunker map) which suggests that some maps were discarded based on the outcome of this contest.
Before the first beta had even been released, a pre-beta was leaked and started circulating around the web. It has been suggested that the initial beta release was rushed as a result of this, likely to prevent people from getting a negative impression of the mod by playing the early leaked build.
The first beta was eventually released on June 19, 1999 featuring the hostage rescue scenario, an arsenal of 9 weapons, 4 maps and one player model for each side. According to Jess Cliffe, the release was well received by the community.
The bomb defusal scenario was the new big thing in Beta 4.0. Shortly before its release, Cliffe was encouraging designers that were working on maps to utilize the new scenario instead of hostage rescue. When the new beta was released it also introduced another new feature that allowed for more interesting map design - many entities would now be reset at the start of the round (which meant that things like breakable glass would respawn each round). At the same time this meant the end for an infamous tactic called gun-running, where players would stack weapons on the ground around their spawn before the end of a round as they could be picked up at the start of the next round.
In late 1999, Minh Le started working at Barking Dog Studios while he was still finishing his studies. When Valve Software became aware of this, they asked if Barking Dog was interested in developing Counter-Strike Beta 5. Valve offered to finance this development to show gratitude to the Half-Life community and mod developers. Barking Dog Studios agreed, and they would do most (around 90%) of the work for the next beta as Le was very busy with university studies at that time.
Following this statement, two major beta releases would still be issued. Beta 6.5 was mainly released to introduce the updated netcode that Valve Software had written for the Half-Life engine. The last major beta release, Beta 7.0, saw the introduction of driveable vehicle support.
On August 31, 2000 it was officially announced that Counter-Strike would be sold as a standalone retail product in addition to being available as a mod for Half-Life. On November 9, 2000 the retail version of Counter-Strike was declared gold and the mod version of Counter-Strike 1.0 was released, thus the game had left the beta stages.
There were several gameplay elements that were trialed in the game during its beta stages. Some ideas would be iterated in future releases and improved while other ideas would end up getting scrapped.
The hostage rescue scenario was the only scenario featured in the very first beta of the game. Originally level designers were instructed only to make sure a map had no more than five hostages present, thus the amount of hostages in early maps range between 3 and 5.
In the first few beta releases, there were no separately designated hostage rescue zones and the Counter-Terrorist spawn points would function as hostage rescue zones. The ability for maps to feature separate hostage rescue zones was added in Beta 2.0.
During the beta stages of development, maps were rotated in the official release of the mod based on popularity. This meant that numerous maps were at one point featured in the game but would end up getting cut during the beta stages.
As the early betas had a limited arsenal available compared to later releases, the weapons of choice were also quite different. Early on, the MP5 had proven to be the most popular weapon. When Beta 4.0 was released the P90 was introduced. It was accurate, cheap and powerful and would stay the dominant weapon until Beta 6.0 was released.
When the first beta of Counter-Strike was released, only one faction was included for each side. These player models were criticized for being very hard to tell apart. Subsequent releases would introduce new factions as well as tweak the old ones. At times, there was an uneven number of factions available for each side (e.g. in Beta 5.0 there were only 2 Terrorist factions but 3 Counter-Terrorist factions). During development, the names of the factions were also frequently changed.
When the initial beta was released, there was a relatively small community surrounding the game. By November 1999, there were already more people playing Counter-Strike online than there were people playing Half-Life though it had yet to achieve the same level of popularity as Team Fortress Classic.
The use of improved technology has fostered the increasing interest in hypofractionated radiotherapy for prostate cancer. Multiple studies have confirmed the importance of delivering sufficiently high doses to prostate in order to cure patients. Due to inverse planning, the key factor of intensity modulated radiotherapy (IMRT) dose distributions with a maximum sparing of organs at risk are possible. Furthermore with the advances in imaging and onboard verification systems as part of image guided radiotherapy (IGRT) the capabilities of IMRT enable an even more sophisticated dose distribution and are the reasons for further dose escalation and hypofractionated schemes . IMRT and IGRT are the tools that allow the radiooncologist to safely deliver escalated single and/or overall doses and are the primary intellectual prerequisite to allow these therapeutic advances. While, as stated above, hypofractionated radiotherapy may probably result a higher biological equivalent dose to prostate cancer than to the surrounding normal tissues due to the lower alpha/beta value of prostate cancer and thus protect organs at risk in the biological perspective, IMRT and IGRT with the geometric advantages of dose delivery may potentially further increase the therapeutic ratio of hypofractionated radiotherapy. Here we listed the relevant hypofractionated trials using IMRT and IGRT in Table 4. 350c69d7ab