Snake-ku's Birthday (Demo) Mac OS

Wow, what a birthday week it has been! We’ve had a new supervisor release, one of the largest and most user-driven core releases, thanks to the month of What The Heck?!. We even got RFID tags right into the heart of Home Assistant, but we’re not done yet! We have “One more thing…”

  1. Snake-ku's Birthday (demo) Mac Os Update
  2. Snake-ku's Birthday (demo) Mac Os Catalina

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Introducing Home Assistant Companion for macOS

Home Assistant Companion is a new application for Mac to control your Home Assistant instance, exposing your Mac sensors to Home Assistant and to receive notifications.

Like many recent updates to the iOS app, we have @zacwest to thank for this. Zac has ported the iOS app over to Mac and added some great new features specifically for the Mac.

Birthday

If you’re a Windows user, don’t worry, you can integrate your PC with the great IOT Link tool.

Home Assistant Companion running on a 16-inch Mac Book Pro

Trigger automations with your Mac

Home Assistant Companion for macOS adds several new binary sensors for your Mac, showing whether it is active and whether a particular microphone or webcam is in use.

Each camera and microphone has its own binary_sensor showing whether it is active or not. These can enable some really useful automations, especially for those home working at the moment. You could automatically turn off the radio when answering a call or close the blinds behind you to improve your video quality. To see just how useful this can be in the real world, check out this video of how our very own Frenck is using these sensors in his streaming set up.

The “active” sensor reports whether the Mac is being actively used. In other words that it is not sleeping, not showing a screensaver, not locked and not just sat idle. You can configure the “Time Until Idle” in one-minute steps from a minimum of 1 minute. You’ll find this option in the Sensors section of Preferences.

One huge advantage of running on a Mac compared to a mobile device is the much larger battery. This means we are not constrained by battery-saving measures and can address one of the most common gripes with the iOS app, update intervals. On a Mac, entity updates are immediately triggered when something changes. You will see this reported by the sensor.DEVICE_NAME_last_update_trigger reporting Signaled.

Home Assistant Widgets (Big Sur only)

Home Assistant Companion for macOS already supports widgets in Big Sur. Right now, we have an Actions Widget where you can have up to eight actions. You can also create multiple widgets with different sets of actions. If you have an idea for other widgets you’d like to see, pop over to the community forums and let us know.

The large Home Assistant Actions widget in Big Sur.

Interface

The Mac app is definitely a Mac app. The App Configuration page has been removed from Home Assistant’s sidebar. Instead, the configuration options and preferences are on the menu bar right where you’d expect to find them for any other app and all the standard shortcuts work too (like ⌘, for Preferences). You can even open multiple Lovelace windows via File > New.

You can have multiple Home Assistant Companion windows open.

In the menu bar, you will also find an option to manually send an update to Home Assistant and a new Actions menu where you can see all your actions and fire them.

Notifications

Just like the iOS app, you can send notifications to your Mac with services like notify.mobile_app_DEVICE_NAME. One small difference is that critical notifications are not yet available for the Mac app. However, all our other notifications features like actionable notifications work on the Mac app. To see what is possible, take a look at the docs.

Documentation and Support

We are updating the Companion App docs with details for the Mac app. You can also pop over to the Discord channel. If you find a bug or have an idea for a feature, please open up an issue on the GitHub repository.

Getting the beta

You can get the beta right now from the home-assistant/ios repository: download the home-assistant-mac.zip file from the latest release, unzip and drag it over to your Applications folder. Done!

That’s it. All that’s left is to wish Home Assistant Happy Birthday one last time and to wait and see what amazing developments the next year brings.

Tom

Abuse
Developer(s)Crack dot Com
Exakt Entertainment (iOS)
Publisher(s)MS-DOS
Mac OS
Bungie
Producer(s)Dave Taylor
Designer(s)Duong Nguyen
Programmer(s)Jonathan Clark
Artist(s)Murray McMillan
Duong Nguyen
Composer(s)Bobby Prince
Platform(s)MS-DOS, Mac OS, Acorn Archimedes, AmigaOS, AmigaOS 4, iOS, Android, Linux, OpenBSD
ReleaseDOS
  • NA: February 29, 1996
  • EU: 1996
Mac OS
Amiga
  • EU: 1998
iOS
August 13, 2009
Linux
October 11, 2011
Genre(s)Run and gun
Mode(s)Single-player, multiplayer
Vrenna using his grenade launcher on two flyers.

Abuse is a run and gunvideo game developed by Crack dot Com and published by Electronic Arts in North America and Origin Systems in Europe. It was released on February 29, 1996 for MS-DOS. A Mac OS port of the game was published by Bungie and released on March 5, 1997. The game's source code, along with some of the shareware content, has been in the public domain since the late 1990s and has been ported to Linux and many other platforms.

Plot[edit]

The protagonist of the game, Nick Vrenna, has been unjustly incarcerated in a prison where the staff are performing unethical medical experiments upon the inmates. A prison riot occurs and an experiment goes horribly wrong. The people inside the prison - except for Nick, who seems to be immune - are infected with a substance called Abuse that transforms them into monsters. With the water supply in danger of being infected, Nick arms himself and fights through the horde to prevent this, and then escapes from the prison complex.

Gameplay[edit]

Abuse resembles a side-scrolling platform game. The keyboard is used to move Nick, while the mouse is used for aiming the weapons. The gameplay consists of fighting various enemies (mostly the various forms of mutants, who prefer to attack in huge swarms) and solving simple puzzles, usually involving switches.

Networked play, through IPX/SPX, is supported.

Active zone[edit]

To improve the performance of Abuse's graphics engine, the code only allows objects within a certain radius of the visible game window to be active during play. This means that free-roaming enemies and always-on mechanical devices outside the radius cannot attack the player, nor will projectiles fired from weapons that ostensibly have an 'infinite range' continue their journey much beyond the edge of the screen.

History[edit]

Development[edit]

Abuse had a very different storyline coming out of production. The update for it replaced the original introduction with the current storyline. The original involved an invasion by an alien species called 'ants'.[1] The player was a special ops agent, sent into their 'hive' to covertly destroy the aliens by shutting down the cooling system. This story was alluded to in a hidden section towards the end of level 14, where a large area, full of maroon tiles, can be found.[2]

Release[edit]

Abuse was originally released on February 29, 1996 for DOS and Linux, as an incomplete shareware version by Electronic Arts in North America, and Origin Systems in Europe.The game was ported to Mac OS by Oliver Yu of Crack dot Com and published by Bungie on March 5, 1997. The port was largely reworked for Mac, with the graphics partially redone to work better in 640x480 resolution.

Source code release[edit]

Approximately two years after the release of the game, Crack dot Com decided to release the game's source code.[3] Also the shareware release's game data (excluding the sound effects) was handed into the public domain.

Community development[edit]

Based on the source release the game's community worked initially on maintenance work, e.g. making the game work over TCP/IP.[4] In 2001 Abuse was adapted to SDL multimedia library,[5] with other technical refinements like more than the 8-bit color depth the original version was limited to.

The SDL version allowed easy porting to modern platforms, for instance Microsoft Windows, Linux/X11 and also the Mac version has been updated to run on OS X. Over the years, the game became available for many more platforms, for instance BeOS,[6] Nintendo Wii via Wii homebrew,[7]OpenBSD,[8] and in 2009 AmigaOS 4.[9] The game has also been ported to the mobile devices, to iPhone/iPod Touch under the name Abuse Classic.

Until 2011 the game was maintained by Sam Hocevar on his webpage.[10] In 2014 the game was ported to SDL2 and transferred to a GitHub repository.[11]

In 2016, on the 20th birthday of the game, a community developer released a '20th anniversary source port' on base of the previous works[12][13] which enabled custom resolutions, OpenGL rendering, and Xbox 360 controller support, and fixed the music.

Reception[edit]

Review scores
PublicationScore
Next Generation[14]
Computer Game Review86/100[15]

Reviewing the DOS original, a Next Generation critic said the game 'has everything it needs to be a great arcade classic - intuitive play control, a variety of weapons, creatures, devices, and traps ... scores of secrets to be ferreted out'. He also praised the inclusion of an accessible level editor, and said the game's strongest point is the depth of its challenging puzzles, though he criticized the lack of story. He scored the game 4 out of 5 stars.[14] The game was also reviewed in Computer Gaming World.[16]

Snake-ku's Birthday (demo) Mac Os Update

Due to its futuristic yet spooky atmosphere, Home of the Underdogs regarded Abuse as a 2D platform equivalent of the first person shooter Doom.

Abuse in its open-source version was selected in August 2011 as 'HotPick' by Linux Format.[17]

References[edit]

  1. ^Nathaniel Krell. 'Overview and Brief Analysis of Abuse's Plot'. ABUSE @ Net-Mage.Com 1.4. Archived from the original(TXT) on 2007-11-06. Retrieved 2009-05-11. The Ants were fearless, efficient killers. The Unified Underground's only opening was that the Ant defense systems were designed by engineers too arrogant to consider the threat of an individual. It was enough to justify the covert Abuse Missions.
  2. ^Nathaniel Krell. 'The Hive in Level 14'. ABUSE @ Net-Mage.Com 1.4. Archived from the original(TXT) on 2007-11-06.
  3. ^'Purchasing Abuse'. Archived from the original on 2003-06-10. Retrieved 2007-09-07.
  4. ^FreeAbuse (1990s)
  5. ^Abuse-SDL on labyrinth.net.au (2001)
  6. ^'BeOS Bible - Games'. Retrieved 2012-04-14.
  7. ^'Abuse Wii'. Retrieved 2012-04-14.
  8. ^'CVS log for ports/games/abuse/Makefile'. cvsweb.openbsd.org.
  9. ^'Abuse ported to AmigaOS 4!'. 2009-07-09. Retrieved 2009-07-11.
  10. ^abuse on zoy.org
  11. ^abuse on github.com/Xenoveritas (2014)
  12. ^Abuse 1996 - 20th anniversary source port on gog.com'Abuse SDL 0.9a:- Enabled custom resolutions and enabled lights on high resolutions - Re-enabled OpenGL rendering to enable vsync [...]- Added cheats via chat console: bullettime, god, giveall, flypower, sneakypower, fastpower, healthpower, nopower - XBox360 controller support with rebindable buttons '
  13. ^Abuse_1996 on github.com/antrad
  14. ^ ab'Abuse'. Next Generation. No. 14. Imagine Media. February 1996. p. 174.
  15. ^Snyder, Frank (July 1996). 'Abuse'. Computer Game Review. Archived from the original on December 21, 1996.
  16. ^Computer Gaming World 144 page 136
  17. ^Linux Format 147 August 2011 page 72

External links[edit]

Wikimedia Commons has media related to Abuse (video game).
  • Abuse at MobyGames
  • Abuse-SDL 0.9a current home page
  • Abuse-SDL v0.8 home until 2011 by Sam Hocevar
  • abuse2.com official homepage until 2003 (archived)

Snake-ku's Birthday (demo) Mac Os Catalina

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