F.E.A.R. Extraction Point Demo
F.E.A.R.(TM) Extraction Point
English (North America) Single Player Demo
June 23, 2006
About This Document:
Thank you for playing the F.E.A.R. Extraction Point Single Player Demo.
This README file includes information that pertains to general problems
and questions you may have concerning the game or your computer.
TABLE OF CONTENTS
II. SYSTEM REQUIREMENTS
III. INSTALLATION INSTRUCTIONS
IV. NOTES ON COMPATIBILITY
V. KNOWN ISSUES
VII. F.E.A.R. SITES
VIII. DEDICATIONS, CREDITS AND SPECIAL THANKS
IX. END-USER LICENSE AGREEMENT (EULA)
F.E.A.R. Extraction Point is an expansion for F.E.A.R., however, the
Single Player Demo is a standalone application.
The information present in this document will supplement and update the
information you have received thus far to run F.E.A.R. Extraction Point.
If you're having a technical problem, look here for the most recent
II. SYSTEM REQUIREMENTS AND SUPPORTED CHIPSETS
In order to install and play F.E.A.R. Extraction Point, your system
must meet or exceed the following minimum system requirements:
MINIMUM SYSTEM REQUIRED
• Windows(R) XP, x64 or 2000 with latest service pack installed
• DirectX(R) 9.0c August Edition (Included) or higher
• Pentium(R) 4 1.7 GHz or equivalent processor
• 512 MB RAM or more
• 64 MB GeForce(R) 4 Ti or Radeon(R) 9000 video card
• Monitor that can display in 4:3 aspect ratio
• 1.5 GB free hard drive space for installation
• Additional hard drive space for a swap file and saved game files
• 4x CD-ROM drive (DVD-ROM drive for Director’s Edition)
• 16-bit DirectX(R) 9.0 compliant sound card with support for EAX(R) 2.0
In order to play the game at the recommended resolution, detail and
performance levels, your computer should meet or exceed the following
• Pentium(R) 4 3.0 GHz or equivalent processor
• 1 GB RAM
• 256 MB Radeon(R) 9800 Pro, GeForce(R) 6600 or equivalent DirectX(R) 9
compliant video card with Hardware T&L and pixel shader 2.0 support
• Sound Blaster(R) X-Fi(TM) series sound card
SUPPORTED VIDEO CARD CHIPSETS WITH LATEST DRIVER VERSION INFO:
Catalyst(R) Drivers (Windows(R) 2000/XP): v6.1
Radeon(R) 9000 Series
Radeon(R) 9500 Series
Radeon(R) 9600 Series
Radeon(R) 9700 Series
Radeon(R) 9800 Series
Radeon(R) X600 Series
Radeon(R) X700 Series
Radeon(R) X800 Series
Radeon(R) X850 Series
ForceWare(R) Drivers (Windows(R) 2000/XP): v81.98
GeForce(R) 4 Ti Series
GeForce(R) FX 5900 Series
GeForce(R) 6600 Series
GeForce(R) 6800 Series
GeForce(R) 7800 Series
Please note that attempting to play the game using video hardware that is
not listed here may result in reduced performance, graphical anomalies,
III. INSTALLATION INSTRUCTIONS
To begin, double-click the installation file icon. Within a few seconds, the
application should start. Once the installer is running, just follow the
prompts to complete the installation.
NOTE: During installation you will be prompted to install Microsoft's
DirectX(R) version 9.0c August Edition must be installed before playing. If you
elect not to install this version, the game will not be installed.
To launch the game once installation has finished, double click the F.E.A.R.
Extraction Point SP Demo icon on your desktop, or:
1) Click on the Windows(R) Start button
2) Select Programs
3) Select Sierra
4) Select FEAR Extraction Point SP Demo
5) Click on the FEAR Extraction Point SP Demo icon
IV. NOTES ON COMPATIBILITY
F.E.A.R. Extraction Point is designed to function with
Windows(R) 2000/XP-compatible graphics and sound cards. Drivers for
these devices are provided by Windows(R) itself or the respective
card manufacturers and may occasionally result in compatibility
problems beyond our control.
F.E.A.R. Extraction Point does not support Windows(R) 95, Windows(R)
98, or Windows(R) Me since the application requires proper
installation and functionality of DirectX(R) 9.0c or higher.
Microsoft does not provide or support DirectX(R) 9.0c for these
If you experience any problems, it is always recommended that you
obtain the latest drivers for your hardware. Driver updates resolve
the overwhelming majority of compatibility issues. Most hardware
vendors make their drivers available on their web site. If you are
unsure of a web site URL for a particular hardware vendor, you may
want to try accessing one of the popular Windows(R) software update
sites such as:
Additionally, a brief list of manufacturer web sites appears below
for your reference.
Turtle Beach(R): http://www.turtlebeach.com/site/support/ftp.asp
V. KNOWN ISSUES
The following items are known issues with the release version of the
* Please download the latest Windows(R) service pack before playing.
* If you attempt to run the game on a system with a missing or out-of-date
version of DirectX(R) installed, then an error message will appear on
launch that mentions "The dynamic library d3d9.dll could not be found in
the specified path". To fix the problem, re-install the application and
elect to install DirectX(R) 9.0c.
* Quicksave and Quickload keys may not work on keyboards with auto-key binding
* Some users may experience problems with saving game data. This problem can
manifest itself as a "Feature Transfer Error" during install, or as
difficulty in saving profiles and performance settings. This issue may
also prevent levels from loading. This is due to complications with the
installer and some Windows platforms, most notably Windows XP Home.
To fix this issue, follow these steps:
1. Open the "All Users" folder (Typically "C:\Documents
and Settings\All Users").
2. From the "All Users" folder, right click the mouse on the
"Shared Documents" folder (or "Documents" in Windows 2000) and
3. In the "General" tab, clear the checkbox marked as "Read-only"
4. Click "Apply".
5. Click "Ok" on the box that pops up.
6. Click on the "Security" tab.
7. Select "Everyone".
8. Verify that "Deny" is not checked for anything, if it is, clear that
check by clicking on it with the left mouse button.
9. Verify that "Allow" is checked for "Full Control". if it is not,
check it by clicking on it with the left mouse button.
10. If there are any other entries in the group or user names list,
steps 8-9 for each of them.
11. Click on "Apply", then on "OK".
Note: You may need Administrator-level access to change the folder
* If you experiencing video or sound problems and have ACE Mega CoDecS Pack
or similar codec packs installed on your computer, you will need to disable
installed codecs from the CoDecS Dashboard settings screen before running
the game. Please note to which Codecs are being disabled so those Codecs
can be enabled at a later time.
* Make sure that all applications that are running in the background such as
virus scanners, desktop Utilities (menus/toolbars), media players, and
chat programs are disabled before running F.E.A.R. Extraction Point.
* Task-switching with ALT-TAB or the Windows(R) Key back to the desktop while
running the game is not recommended.
* Striking the Shift key five times may cause the 'Sticky Key' feature to
become enabled in Windows(R). If this happens, the feature will task
switch to a desktop dialogue box with options related to this feature,
including one to disable it entirely.
* Selecting a display resolution that is supported by your video card but
not your monitor will result in a black screen. If this occurs, use
ALT-F4 to quit the application, and then use the display option in the
configuration utility (configxp.exe) to select a resolution supported by
* Launching the game in Windows(R) XP 64-Bit Edition with ATI(R) Radeon(R)
Windows(R) 64-Bit edition Beta Drivers 3 may result in a black screen on
launch. To work around this issue, toggle your color quality settings
in Windows(R) from 32 to 16-bit (or vice-versa) and then back again.
This should allow the game to launch normally.
* If you get a black screen on launch and have ACE Mega CoDecS Pack or similar
codec packs installed on your computer, you will need to disable installed
codecs from the CoDecS Dashboard settings screen before running the game.
Please note to which Codecs are being disabled so those Codecs can be
enabled at a later time.
* The Soft Shadows option will have no effect if the Full-Screen Anti-Aliasing
(FSAA) option is enabled. Also, you may notice odd rendering issues with
shadows in the game if you enable this option while FSAA is enabled
through the Windows(R) control panel.
* Enabling FSAA and Pixel Doubling at the same time will result in a black
This appears to be a driver issue.
* Hitching may occur when a large number of new materials are loaded into
memory at the same time. Please contact ATi for the latest information
regarding this issue. In the meantime, try turning texture resolution down
Medium in the performance menu.
* Some surfaces in the game may exhibit minor rendering problems when viewed
from certain angles. We are working with NVIDIA(R) to resolve this.
* If the in-game sounds and dialogue (voices) do not play, or there are
problems with the quality of these sounds, then please try each of the
following steps (in order) before playing again. Note that you should only
try one solution at a time, since trying them all can greatly reduce the
overall sound quality of the game.
1. Make sure that you have the latest drivers available for your sound
hardware installed. These can usually be found on the manufacturer's
website. Before installing the driver, uninstall the audio device
using the Device Manager. If possible, run a "driver cleaner"
application to fully clean out any extra pieces of the driver and/or
leftover files of another sound card's drivers. Do NOT allow Windows
to install its default driver when asked. Instead, only install the
driver you downloaded from the manufacturer's website.
2. From your main installation folder (the default is
C:\Program Files\Sierra\FEAR), double-click on the file named
WMFADist.exe, and then follow the on-screen instructions.
This will manually install the audio codec that is required by the
3. From the in-game sound options menu, disable EAX(R) and Hardware Sounds.
* Please note that since this game uses an MP3 codec for sound, 3rd party
codec packs such as the ACE Mega CoDecS Pack may cause speech and sound
to drop out completely. If you have a codec pack installed and still
have sound issues after trying all of the steps listed above, then you
will need to disable installed codecs from the CoDecS Dashboard settings
screen before running the game. Please note to which Codecs are being
disabled so those Codecs can be enabled at a later time.
* If 3D sounds seem to be change volume wildly (i.e. looking directly at an
object will make it sound quieter than when it is to the side), then
you may have your speaker configuration set up incorrectly. For instance,
if you're listening in headphones but have the speaker configuration set
to Surround 5.1, then a lot of sounds will be sent to speakers that don't
exist. You can change the speaker configuration in your sound card's
applications (such as Creative's AudioHQ or Surround Mixer) or in the
* If sounds that are originating in front of you sound as if they are coming
from behind, and if these sounds seem distorted, and you are playing in
5.1, 7.1 or any other surround configuration, then you may need to turn off
CMSS in your EAX(R) console. CMSS is used to create a multi-channel version
a stereo source. Unfortunately, it can cause issues like this when using it
on sounds that are already designed to be in Surround. Note that sometimes
you can choose not to install the EAX(R) Console when installing your sound
card, so you may have to reinstall the driver in order to get this
* Hardware conflicts with some RAID servers have been reported. If you're
experiencing very poor frame-rates and are running a RAID as your primary
hard-drive, then disable sound hardware acceleration in the Windows control
panel, or in DxDiag. Disabling sound hardware acceleration inside the game
will not alleviate the problem in these cases.
* If you are using a Creative brand sound card and get poor framerates when
sound hardware acceleration is enabled, then check for a process called
"CtHelper"in the Windows(R) task manager. If it's there, terminate it and
try the game again. If this works, please contact Creative to learn
how to permanently disable CTHelper. If CTHelper is not present in the list
and the problem occurs anyway, then you will need to disable sound hardware
acceleration in the Sound section of the game's options menu, or in the
Windows control panel, or in DxDiag.
* If you are using an Sound Blaster(R) Live(TM)! card and notice strange
clicking sounds in the music after using Alt-Tab to task switch out of
the game to windows and then back again. To fix the problem, just quit out
of and restart the game application.
* Logitech(R) MX510
Users of this mouse may find it to be extremely sensitive in-game. Please
the software supplied with your mouse to correct this issue.
* Saitek(R) ST90
There have been reports of problems with mapping the buttons on this
joystick to the fire key in the game.
* Users with a Linksys(R) KVM switch may notice slow performance when using
functions bound to the left CTRL key. The Linksys KVM switch uses this
key as the hotkey for switching between machines.
If you're encountering problems running the game, you can try
tweaking some advanced settings in the configuration utility
(configxp.exe). Please note that this is for advanced users only,
since tweaking these settings could very well create other problems
in the game.
If this box is checked, there will be no sound effects in the game.
Also, dialogue and lip-synching will not play correctly, but music
will still play.
If you are experiencing problems running the game and suspect your
sound card may be the cause, you might check this box and see if
the problem goes away. If it does then the problem may be due to
a problem with your sound hardware or drivers.
If this box is checked, there will be no dynamic DirectMusic(R) in
the game. Please use this option for troubleshooting purposes only.
Disables input from joysticks and game pads. Certain joysticks
and game pads may interfere with normal mouse or keyboard
control in the game. If you suspect this is occurring, checking
this box before running the game may resolve the problem.
If this box is checked, the intro logo movies will not be
shown. Use this if your system is having trouble playing these
DISABLE SOUND FILTERS
If this box is checked, sound filtering effects (reverb) will be
disabled. Only cards with EAX(R) 2.0 support will benefit from this
feature. If you experience problems such as static when firing a
weapon in a particular area within a level, then you may need to
play with sound filtering disabled.
DISABLE HARDWARE SOUND
If this box is checked, this will disable DirectSound(R) 3D sound
support and could cause performance issues.
If this box is checked, all in-game options will be restored to the
default values. This can be useful if a particular option setting
is preventing you from restoring the defaults from the menu system.
DETAIL SETTINGS and DISPLAY RESOLUTION
In order to get the best game play experience, it is not recommended to
run F.E.A.R. Extraction Point at high resolutions. You should avoid
resolutions above 1024x768 on any current generation card. Instead, you
can use the full-screen anti-aliasing (FSAA) option under Graphics in the
advanced options menu. This helps improve the visual quality of the final
scene without dramatically increasing the amount of work that must be
Most players will also notice a significant increase in frame rate by
disabling the Vsync option in the display options screen. If this doesn’t
make enough of a difference, your next step should be to lower your
screen resolution to 800x600 or 640x480.
If performance is still a problem at this stage, try these additional
• Disable FSAA and Soft Shadows in the advanced options under Graphics.
• Use Trilinear Texture Filtering instead of Anisotropic.
If your system does not meet the requirements as listed at the top
of this document, you may still be able to play with reasonable
performance by following these steps:
• If your video card doesn't meet the requirements, enable Pixel Doubling.
• If you are using a GeForce(R) FX card, set "Force DX8 Shaders" to on.
• If you have less than 512 MB of RAM or a video card with less than
128 MB of RAM, use low or medium Texture Resolution.
If you are dissatisfied with the level of detail that your system can
handle, then you may wish to consider upgrading. F.E.A.R. Extraction
Point's performance is most affected by your video card, followed closely
by the CPU speed and the amount of installed memory in your machine. A
high end video card and CPU will usually result in considerable frame
rate improvements, while installing more RAM will result in shorter
load times and less hitching during game play.
VII. F.E.A.R. SITES
For more information on F.E.A.R. and F.E.A.R. Extraction Point please
visit the following web sites:
The Official Site
The Official Community Website
VIII. DEDICATIONS, CREDITS AND SPECIAL THANKS
Adel Chaveleh – Executive Producer
Alan Chaveleh – Executive Producer
Robert Siwiak – Associate Producer
Denis Papp – Lead Programmer
Jeff Smith – Software Engineer
Ariel Brunetto – Tools Programming
Matt McLelland - Additional Programing
Minh Nguyen – Additional Programming
Javier Otaegui – Tools Programmer
Santiago Segade – Tools Programmer
Brett Norton – Lead Designer
Brian Barhost – Level Designer
Ray Dahlia – Level Designer
Cory Davis – Level Designer
Tom Hanrahan – Level Designer
Bruce Locke – Level Designer
Patrick Paluski – Level Designer
Richard Pearsey – Writer
Zachary Forcher – Lead Artist
Aaron Marroquin – Sr. Animator
Phillip Morales – Sr. Artist
Ricky Pina – Sr. Artist
Chad Townsend – Environmental Artist
Jeff Arthur – Additional Art
Gabor Balla – Additional Art
Ignacio Bergé – Additional Art
Csaba Borbely – Additional Art
Vitaly Bulgarov – 3D Modeler
Balazs Gasper – Additional Art
Zoltan Godor – Additional Art
Attila Javor – Additional Art
Ri Kai – Conceptual Artist
Andor Kollar – Additional Art
Viktor Kundra – Additional Art
Viktor Lukacs – Additional Art
Peter Mayer – Additional Art
Balazs Meszaros – Additional Art
Istvan Molnar – Additional Art
Zoltan Nagy – Additional Art
Mike Pedro – Conceptual Artist
Tamas Radli – Additional Art
Edmund Shern – Additional Art
Attila Sulcz – Additional Art
Ray Toh – Conceptual Artist
Zsolt Vamosi – Additional Art
Csaba Vekony – Additional Art
Sandor Virag – Additional Art
Ian Shepherd – Quality Assurance Tester
Behzad Baharloo – Computer Systems Analyst
Dan Genovese – Community Management
Our Families and Friends
The HIT Network
The F.E.A.R. Team:
Kevin Deadrick, Senior Artist, World
Andy Grant, Senior Artist/Animator
Andrew Griffin, Artist, World
Steve Lee, Senior Artist, World
David Longo, Art Director, 3D Coordinator
Dusty Petersen, Artist, World
Wes Saulsberry, Art Lead
Ken Taya, Artist, World
John Turner, Senior Artist, Characters/Weapons
Patrick Watje, Artist/Animator
Simon Wong, Lead Motion Capture Technician
James Ackley, Director of Audio/Sound Designer
Nathan Grigg, Composer
Kristofor Mellroth, Sound Designer
Brian Pamintuan, Sound Designer
Kristen Quebe, Sound Designer
Martin Ka’ai Cluney, Level Designer
Leo De Bruyn, Level Designer
Michael Drummond, Level Designer
Jared Gerritzen, Level Designer
Craig Hubbard, Creative Director/Lead Game Designer (and Script Writer)
John Mulkey, Lead Level Designer
Chris Voss, Level Designer
Jim Geldmacher, Software Engineer (and additional level design)
Jeff Orkin, Senior Software Engineer, AI
Russ Pecoraro, Software Engineer
Brad Pendleton, Lead Software Engineer
Tools & Technology
Jeff Cotton, Software Engineer, Tools
Kevin Francis, Senior Software Engineer, R&D/Support
Eric Gross, Software Engineer, Integrations
Terry Jones, Software Engineer, Audio
Doug McDiarmid, Senior Software Engineer, Multiplayer
Piotr Mintus, Software Engineer, Tools
John O'Rorke, Senior Software Engineer, Engine Architect
Kevin Stephens, Director of Technology
Jon Gramlich, Associate Producer, Quality Assurance Lead (and additional
Chris Hewett, Executive Producer (and additional level design)
Dan Bell, Quality Assurance Analyst
Aaron Giddings, Quality Assurance Analyst
Brett Blair, Quality Assurance Analyst
Seth Broman, Quality Assurance Analyst
Justin Maloney, Quality Assurance Analyst
Greg Baldwin (Norton Mapes, Additional Voices)
Jock Blaney (ATC Security)
Susanna Burney (Jin Sun-Kwon, Additional Voices)
Colby Chester (The Senator, Additional Voices)
Grant Goodeve (Harlan Wade, Additional Voices)
Tim Gouran (Spen Jankowski, Additional Voices)
Todd Licea (Aldus Bishop, Additional Voices)
Mark Lund (Soldiers, Additional Voices)
Peter Lurie (Paxton Fettel, Additional Voices)
Melissa Roberts (Alice Wade, Additional Voices)
Meg Savlov (Genevieve Aristide, Additional Voices)
David Scully (Douglas Holiday, Additional Voices)
Andre Sogliuzzo (Delta Force, Additional Voices)
Jim Ward (Rowdy Betters, Additional Voices)
Motion Capture Actors:
Additional Monolith Development:
Scott Albaugh (art/animation assistance)
Mike Baldwin (engineering assistance)
Kristine Bryan (production assistance)
Nate Cleveland (engineering assistance)
Curt Collins (art assistance)
Nate Edson (production assistance)
Michael Goncalves (production assistance)
Bert Harvey (production assistance)
Peter Higley (engineering assistance)
Eric Kohler (concept art assistance)
Brian Legge (engineering assistance)
Aaron Leiby (engineering assistance)
Dave Matthews (art assistance)
Dayne McClurg, (production assistance)
Alex Pfeiffer (level design assistance)
Matt Rice (engineering assistance)
Mark Seminatore (engineering assistance)
Jonathan Stein (level design assistance)
Cass Thruston (sound design assistance)
Matt Titelbaum (engineering assistance)
Dan Valerius (engineering assistance)
Joe Waters (engineering assistance)
Special Thanks to the following Monolith personnel:
Andrea Barringer, Human Resources Administrator
Dan Brady, Director of Information Systems
Wayne Burns, Chief Financial Officer & Treasurer
Carl Halverson, Desktop Support Technician
Theresa (TJ) Jones, Executive Assistant
Patti Kail, Director of Human Resources
Josh Lebow, System Administrator
Spencer Maiers, System Administrator
Samantha Ryan, CEO/President
Teresa Todd, Financial Analyst
Lowell Vaughen, Director of Market Research
Jim Wallingford, Information Systems Administrator
Sandra Watanabe, Finance Manager
William Westwater, Director of Development
Additional Sound Design by Warner Bros. Sound Department
Ron Fish – Sound Designer
Gregory J. Hainer – Sound Designer
John Roesch – Foley Artist
Alyson Moore – Foley Artist
Mary Jo Lang – Foley Recordist
Mark Morrell – Sound Librarian
Kim Waugh – VP Post Production, Warner Bros.
Bill Bilodeau, ATI
Todd Clauson, Intel
Cindy Desmarais, Glitchpop
Keith Galocy, Nvidia
Kev Gee, Microsoft
Jason Hall, Warner Bros. Interactive Ent.
Tom Hitchcock, IGN/GameSpy
Jamie Lopez, The Actor’s Group
Matt McClellan, Intel
Skip McIlvaine, Microsoft
Steve Mitchell, Steve Mitchell Studios
James Neil, IGN/GameSpy
Craig Peeper, Microsoft
Derek Reynolds, Intel
Guennadi Riguer, ATI
Doug Rogers, Nvidia
Kevin Schumacher, Topo Swope Talent
Rex Sikora, ATI
Rex Sikora, Nvidia
Topo Swope, Topo Swope Talent
Mark Thomas, ATI
Matthias Wloka, Nvidia
Sierra Entertainment / Vivendi Games
Executive Vice President of Worldwide Studios:
Peter Della Penna
Senior Vice President & Executive in Charge of Production:
Executive Vice President and Chief Strategy and Marketing Officer:
Vice President of Marketing:
Global Brand Manager:
Associate Brand Manager:
Senior Public Relations Manager:
VP of Media Productions:
Game Capture operator:
Still and Motion Capture Artist:
VIVENDI QA DEPARTMENT
QA Project Lead:
Compatibility Requirements Group Supervisor:
Compatibility Requirements Group Engineers:
Burn Lab Configuration Engineers:
Burn Lab Supervisors:
End User Support Technicians:
Network/End User Support Supervisor:
Project Leads VUPC Group:
Senior Engineer VUPC Group:
QA Tools Programmer:
Studio Support Services:
Studio Support Services Administration Assistant:
Senior QA Manager, Tester Resources:
Senior QA Manager, TRG, VUPC, CRG:
V.P. of Studio Operations:
IX. END-USER LICENSE AGREEMENT (EULA)
YOU SHOULD CAREFULLY READ THE FOLLOWING END USER LICENSE AGREEMENT BEFORE
THIS SOFTWARE PROGRAM. BY INSTALLING, COPYING, OR OTHERWISE USING THE SOFTWARE
PROGRAM, YOU AGREE TO BE BOUND BY THE TERMS OF THIS AGREEMENT. IF YOU DO NOT
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This software program and any files that are provided by Sierra Entertainment,
to you by on-line transmission or otherwise to 'patch,' 'update,' or modify the
software program, as well as any printed materials, on-line or electronic
documentation, and any and all copies and derivative works of such software
and materials are the copyrighted work of Sierra Entertainment, Inc. and/or,
licensors, licensees and suppliers (collectively referred to herein as
All use of the Program is governed by the terms of the End User License
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end users according to the terms of the License Agreement. Any use,
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AFFILIATES OR LICENSEES SHALL BE LIABLE IN ANY WAY FOR LOSS OR DAMAGE OF ANY
RESULTING FROM THE USE OF THE PROGRAM, INCLUDING, BUT NOT LIMITED TO, LOSS OF
GOODWILL, WORK STOPPAGE, COMPUTER FAILURE OR MALFUNCTION, OR ANY AND ALL OTHER
COMMERCIAL DAMAGES OR LOSSES. ANY WARRANTY AGAINST INFRINGEMENT THAT MAY BE
PROVIDED IN SECTION 2-312(3) OF THE UNIFORM COMMERCIAL CODE AND/OR IN ANY OTHER
COMPARABLE STATE STATUTE IS EXPRESSLY DISCLAIMED. Some states do not allow the
exclusion or limitation of incidental or consequential damages, or allow
limitations on how long an implied warranty lasts, so the above limitations may
10. Equitable Remedies. You hereby agree that Licensor would be irreparably
damaged if the terms of this License Agreement were not specifically enforced,
therefore you agree that Licensor shall be entitled, without bond, other
or proof of damages, to appropriate equitable remedies with respect to breaches
this License Agreement, in addition to such other remedies as Licensor may
otherwise have available to it under applicable laws. In the event any
is brought by either party in connection with this License Agreement, the
prevailing party, in such litigation shall be entitled to recover from the
party all the costs, attorneys' fees and other expenses incurred by such
prevailing party in the litigation.
11. Limitations on License. Nothing in this License Agreement shall preclude
from making or authorizing the making of another copy or adaptation of the
provided, however, that (1) such new copy or adaptation is created as an
step in your utilization of the Program in accordance with the terms of this
License Agreement and for NO OTHER PURPOSE; or (2) such new copy or adaptation
for archival purposes ONLY and all archival copies are destroyed in the event
your Transfer of the Program, the Termination of this Agreement, or other
circumstances under which your continued use of the Program ceases to be
12. Miscellaneous. This License Agreement shall be deemed to have been made and
executed in the State of California, and any dispute arising hereunder shall be
resolved in accordance with the law of California. You agree that any claim
asserted in any legal proceeding by one of the parties against the other shall
be commenced and maintained in any state or federal court located in the State
California, County of Los Angeles, having subject matter jurisdiction with
to the dispute between the parties. This License Agreement may be amended,
or modified only by an instrument in writing, specifying such amendment,
alteration, or modification, executed by both parties. In the event that any
provision of this License Agreement shall be held by a court or other tribunal
competent jurisdiction to be unenforceable, such provision will be enforced to
the maximum extent permissible, and the remaining portions of this License
Agreement shall remain in full force and effect. This License Agreement
constitutes and contains the entire agreement between the parties with respect
the subject matter hereof and supersedes any prior oral or written agreements.
You hereby acknowledge that you have read and understand the foregoing License
Agreement and agree that the action of installing the Program is an
of my agreement to be bound by the terms and conditions of the License
contained herein. You also acknowledge and agree that this License Agreement is
complete and exclusive statement of the agreement between Licensor and yourself
that the License Agreement supersedes any prior or contemporaneous agreement,
either oral or written, and any other communications between Licensor and you.
(C)2006 Monolith Productions, Inc. All rights reserved.
Published by Vivendi Games, Inc. under license from Monolith Productions, Inc.
F.E.A.R., Vivendi Games and the Vivendi Games logo are trademarks of Vivendi
Sierra and the Sierra logo are registered trademarks or trademarks of Sierra
Entertainment, Inc. in the U.S. and/or other countries.
MONOLITH and the MONOLITH LOGO TM & © Warner Bros. Entertainment Inc.
Developed by TimeGate Studios, Inc.
TimeGate and the TimeGate logo are trademarks of TimeGate Studios, Inc.
This product contains software technology licensed from GameSpy Industries,
Inc. (C) 1999-2006 GameSpy Industries, Inc.
GameSpy and the "Powered by GameSpy" design are trademarks of GameSpy
Industries, Inc. All rights reserved.
NVIDIA, the NVIDIA Logo, GeForce and "The Way It's Meant to be Played" Logo
are registered trademarks and/or trademarks of NVIDIA Corporation in the
United States and other countries.
Uses Havok(TM); (C)Copyright 1999-2002 Havok.com Inc. (and its Licensors). All
Rights Reserved. See www.havok.com for details.
MPEG Layer-3 audio coding technology licensed from Fraunhofer IIS and Thomson
Uses Bink Video. Copyright (C)1997-2006 by RAD Game Tools, Inc.
Windows(R) and DirectX are trademarks or registered trademarks of Microsoft
Corporation in the United States and other countries.
Pentium(R) is a registered trademark of Intel Corporation in the United States
and other countries.
The ratings icon is a registered trademark of the Entertainment Software
TerraServer images courtesy of the USGS.
All other copyrights and trademarks are the property of their respective
All rights reserved.
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