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Tuesday, 31 July 2012

prototype 2 Game

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As the game’s all-new infected protagonist, players will experience Sgt James Heller cutting a bloody swathe through the wastelands of post-viral New York Zero. Equipped with unparalleled new shapeshifting powers,players will gradually build a vast genetic arsenal of deadly new biological weapons and abilities as they hunt, kill and consume their way toward the ultimate goal – to kill…Alex…Mercer!
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Are you ready to murder your maker?

The sequel to Radical Entertainment’s best-selling open-world action game of 2009, PROTOTYPE® 2 takes the unsurpassed carnage of the original PROTOTYPE and continues the experience of becoming the ultimate shape-shifting weapon. You are Sgt James Heller, husband to a deceased wife and child and a soldier left simply to die.

GAME FEATURES

The Power of Tendrils:
Prepare to unleash the ultimate form of shape-shifting devastation. Sgt James Heller’s incredible new Tendril power lets you lift and tear apart cars and military vehicles, ensnare powerful infected beasts and even rip large groups of enemies to shreds . Get ready to unleash hell!

Customize Your Killer:
Prototype 2 delivers the raw power of character customization back into your hands, allowing players to creatively mix-n-match a devastating range of new Mutation perks into their ultimate Prototype. Faster and bigger locomotion abilities, sharper claws or even enhanced disguise abilities – the choice is yours!

Hunt – Kill – Become:
Imagine having the power to track down any enemy by unleashing a powerful sonar-pulse from your body! Sgt James Heller brings an all new dimension to the Prototype experience by letting you Hunt, Kill and Become anyone standing in your way. Disguise yourself as a soldier, scientist or anyone at all whilst absorbing their memories and acquiring new abilities. It doesn’t get any better than this!

Bring Down The Devil:
Next year, gamers will experience the epic story of Sgt James Heller attempting to take down the devil himself… Alex Mercer. Unraveled against the explosive backdrop of New York Zero and it’s vicious factions warring for control over the infection, Prototype 2 sets the stage for the ultimate showdown “event” videogame of 2012.

Size Does Matter:
Utilizing the unparalleled technology of Radical’s proprietary ‘Titanium 2.0’ engine, Prototype 2 will redefine gamer’s expectations of over-the-top open world action. Witness building-sized Infected behemoths bullrushing entire city streets, whilst gliding and parkouring across swarms of highly trained Blackwatch soldiers. Prototype 2 = Bigger, Badder, Better!

New York Zero: An All New Open-World Hunting Ground!
The New York that humanity has come to know and love over the years no longer exists…it is now New York Zero, or more simply, NYZ.

PROTOTYPE 2’s NYZ open-world sandbox is broken up into three completely distinct zones. From the heavily militarized “Green Zone”, to the overcrowded refugee shanty town camps of the quarantined “Yellow Zone”, all the way to the war-ravaged nightmare known as the “Red Zone” – this is a city unlike anything gamer’s have experienced before. The home of Alex Mercer, the Red Zone portrays a nightmarish vision where the Blacklight virus has completely overrun the city’s shattered skyscrapers and population, with infection and the risk of death at every corner.

















Adobe reader 9.0

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The developments in the software are increasingly important. Large companies offer (and free) tools that will help us to view all kind of documents for example PDF (Portable Document File) files. Why is so important to view this kind of files? Well, not everybody has all the software available in its own computer, PDF format file, is a way to view, print and manage this kind of files in all computers. You just need the right tool to manage these files and have the security that everyone can see your files. Adobe Reader is an excellent tool for opening and using Adobe PDFs that are created in Adobe Acrobat.
Although you can't create PDFs in Reader, you can use Reader to view, print, and manage PDFs. This version offers you a variety of tools to help you find information quickly. If you receive a PDF form, you can complete it online and submit it electronically.
If you have an invitation to review a PDF, use the commenting and markup tools to annotate it. Use the Reader multimedia tools to play video and music in a PDF. And if a PDF contains sensitive information, you can sign or certify a document with a digital ID.
You can do fabulous things with this free software, we invite you to visit its main site and figure out how many things they have for us.














Saturday, 21 July 2012

GTA San Andreas game

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GTA: San Andreas is due out in October 2004 for the PS2.  An XBox version has not been annouced.  A PC version is expected after the PS2 release.  Probably around six months after the PS2 release if things go like the previous releases.  Here is a random bulleted list of features gathered from various articles:

    First off, San Andreas will be an entire state, not just a single city. Within San Andreas there will be three cities, Los Santos (Los Angeles), San Fierro (San Francisco), and Las Venturra (Las Vegas).
    San Andreas will be larger than any previous GTA game by far, clocking in at four to six times larger then any of the previous games in the series.
    Moving from one city to another will be seamless as you'll actually travel through the countryside to reach each of your destinations.
    The game engine will allow for much more varied and detailed environments than any of the previous GTA titles. Graphics updates include real time reflections on cars, windows, mirrors, etc., radial lighting, soft shadowed lighting for indoor environments, and separate models for day and night for added detail.
    GTA: SA will feature interior locations for the "vast majority of the buildings." These locations will also serve as more than just a save location opening the way for "new types of gameplay" like robbery.
    Purchasing property and GTA: SA will be more fleshed out, allowing you not only to buy but also to build (probably scripted and not free form but cool nonetheless).
    GTA: SA is based in the early 90's, opening the game up for some intense gang warfare.
    As usual Rockstar will be going all out on the voice acting. No confirmations thus far, but it has been rumored that Dave Chappelle may make an appearance.
    Radio stations will still be in place and you can bet that Rockstar will use an even larger catalog of music. With three different cities to choose from we'll probably see different sets of radio stations in different cities further expanding the play list.
    GTA: SA will tie in with the rest of the GTA series, featuring cameos from previous characters and borrowing plot points to further expand the GTA universe.
    The new AI system in GTA: SA should keep things interesting with each ped reacting more intelligently to their surroundings (really this time). Peds will also have expanded dialogue. The AI system also ties into a dynamic difficultly system that changes the difficulty based on your performance, making it easier or more challenging depending on your skill level.
    Gangs, Los Angeles, and the 90's go hand in hand (in hand) and GTA: SA will reflect this with the ability to recruit a gang to accompany you on some missions. Get in a car with some of your gang members and you'll be able to take the phrase "drive-by" to a whole new level. The gang recruitment wont stop there, you'll actually get into "running and commanding a criminal organization." As always this system will be intuitive enough to avoid any troublesome micro management.
    Mini games will make a reappearance, but as with everything else in GTA: SA, they will be refined and expanded upon.
    Rather than only using missions to push the story forward, GTA: SA's plot and your location within that plot will always affect what you are doing, regardless of if you're on a mission or not. Everything you do in the game will tie in.
    Burglary will be more prominent in GTA: SA, but will require lots of skill, planning, and preparation.
    As you change your location within the game the gameplay will change along with you, allowing different activities in different locations. One example would be gambling in Las Venturra.
    There are hundreds of skills to acquire in the game and just about every mission will have you doing something new.
    GTA: SA will be the first GTA to feature the need for food. Depending on how you eat and what you do you'll see your character get fatter or thinner which then ties into your stamina meter and actually effects other ped's reaction to you (FAT BASTARD!). Getting fatter will have its consequences and will make some missions more difficult. This actually cuts both ways because you can also go to the gym and improve your physical condition, increasing your strength, speed, and changing your character model.
    Targeting and control in third person games has always been an issue, but Rockstar has some interesting solutions that have yet to be revealed. Dan Houser's advice is to play the shooting levels in Manhunt to get any idea of what they have in mind.
    Character control will be more varied, allowing for swimming, multiple combat stances, and attack styles.
    GTA: SA will feature a "s---load of weapons" all of which will reflect the real world weaponry of the early 90'. All the weapons in the game will have their own unique feel and you'll also be able to double up on the pistols using one in each hand.
    Animation will also be refined with rag doll physics and location based hit detection.
    The vehicle physics engine has been further tweaked but nothing specific was mentioned.
    New forms of transportation will be introduced in San Andreas, but the only one mentioned was the bicycle. Apparently you'll be able to speed up by mashing buttons. Ahh the days of Track and Field :) ...
    You may or may not be able to build and/or run a casino.  Gamespy is reporting that Rockstar has yet to confirm or deny this feature regardless of what is being reported elsewhere.  Casino's will be in there, but the player involvement with them is still any ones' guess.
    Rockstar is still being quoted as saying GTA:SA will be four, five, or even six times bigger then any of the previous games in the GTA series.  They also repeat the report that there will be some sort of mountain in the game and it takes a one minute game time helicopter ride to get to the top.  They also mention that you may be able to ride your bike all the way down.
    Gamespy confirms that GTA:SA will definitely be set in the early 90's
    Graphical improvements include, impact animation, rag doll physics, independent day and night models for extra detail and more realistic lighting, Manhunt style gameplay with different approaches to different missions (stealth, run and gun, etc), and new Manhunt style targeting system with better indication as to how much damage any given target can take (it's beginning to sound like Manhunt was a proving ground to test out some of R*'s ideas for GTA :) ).  GTA:SA might also include real time reflections on cars and other surfaces, realistic shadowing using radial lighting, and six times the draw distance of any of the previous games in the series.
    No load times for outdoor settings, but moving indoors will incur a modest load time.
    New vehicles include bicycles (you're rumored to start the game with a bike) and other off-road vehicles like a quad-runner.  It's also rumored that cops will have the added ability to grab on to your car and we might also see some CHiPs style motorcycle cops joining in on the chase.
    GTA:SA will feature a new and improved driving system that is rumored to net us more control and realism.  Rockstar is all about balancing fun and realism so this should be an improvement rather than a hindrance.
    Swimming will finally make an appearance in GTA allowing you to swim away from any vehicular mishaps.  This should be a welcome addition as long as they don't go nuts with the swimming missions.
    Gang warfare will make up about 15% of GTA:SA's gameplay.
    As mentioned previously you will be able to perform robberies (house robberies and otherwise) but with serious consequences.
    GTA:SA will be adding to VC's ability to change outfits by adding the ability to change hairstyles as well.  If you end up with a bad haircut then you can expect to hear some trash talk from the peds.  This goes along with the fact that peds will react to your appearance with appropriate insults or compliments.  Just like changing clothes in VC, changing hairstyles in SA will help you lower or eliminate your wanted level.
    Once again, you can get fat or fit in GTA:SA, which will directly effect your endurance in the game.
    The peds in GTA:SA are supposed to be smarter this time around.  I know, we've heard this exact same line before, hopefully it's for real this time.
    Music will obviously be a big part of GTA:SA and you can bet that Rockstar's preference for Sony's PS2 will net them access to Sony's music licenses.
    GTA:SA may be packaged on a single, dual-layered DVD to eliminate any disc swapping.
    Check the rest of Gamespy's article for more on GTA:SA's cities, characters, and background info.  The one major note is that Salvatore Leone will make an appearance in GTA:SA but his role in the game is currently unknown.
























Tekken 6 PS3 game

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Namco's hand-to-hand fighting game series debuts on high-definition consoles with enhanced graphics, destructible environments, online features, and the series' largest character roster to date. The "King of Iron Fist Tournament" brings 40 contenders into the fray this time around, with mainstays such as Jin, King, Anna, Law, Phoenix, and Heihachi, as well as six newcomers, including the jet-pack enabled Alisa Bosconovitch, the veteran warrior Lars Alexandersson, and the obese but impossibly quick American karate champion known as Bob. The series' fan-familiar match types and battle modes are included, although some have been revamped. In the storyline-driven "Scenario Campaign" mode, similar to the "Tekken Force" mode featured in earlier editions of the game, a chosen character battles through set piece areas, fighting numerous enemies to progress.

Online functionality is fundamental in Tekken 6. Players can join matches against others over the console network, or fight alongside a human-controlled ally in a co-op campaign mode (which becomes available in a free, downloadable patch). "Ghost" characters can be trained to fight in a gamer's personal fighting style, and then sparred against to reveal strengths and weaknesses, or shared and traded online to provide a customized challenge to other players. Worldwide and regional leaderboards track rankings and top performances in all main game modes. The series' new PS3 and Xbox 360 graphics feature character models and animations of unprecedented quality, as well as enrichments such as special lighting and depth-of-field effects, all in sharp, HD detail.






Gameplay

Tekken 6 features bigger stages with more interactivity than its predecessors,[5] such as walls or floors that can be broken to reveal new fighting areas.[6] The character customization feature has been enhanced, and certain items have implications in some aspects of gameplay.[5]

A new "rage" system has been added, giving characters more damage per hit when their vitality is below a certain point. Once activated, a reddish energy aura appears around the character, and their health bar starts to flicker in red. The rage aura can be customized with different colors and effects to appear like fire, electricity, ice, among others.[7] Another gameplay feature added is the "bound" system. Every character has several moves that, when used on an opponent that is currently midair in a juggle combo, will cause the opponent to be smashed hard into the ground, bouncing them off the floor in a stunned state and leaving them vulnerable to another combo or additional attack. As of the Bloodline Rebellion update, successfully parrying a low attack will also put a character into a bound state.

The console versions (excluding the PSP version) also include an extra mode entitled "Scenario Campaign" which bears similarities with the "Tekken Force" and "Devil Within" modes from previous installments. In this mode, the player can move freely in an environment similar to that of a third-person role-playing game. Players can also pick up weapons such as poles and gatling guns, along with lootable items, money, and power-ups which can be found inside crates that are scattered all throughout the playing environment. Players can move freely between fights, but when a group of enemies are encountered, the gameplay switches to the traditional, two-dimensional Tekken style. This mode originally only had single player offline. Namco released a patch on January 18, 2010 that allows online Co-op mode for Scenario Campaign.

Both the PlayStation 3 and Xbox 360 versions of the game include an online versus multiplayer mode over PlayStation Network and Xbox Live respectively.[8] It includes Ranked Matches mode, where the player can promote their character to a higher ranking, and Player Matches mode, where the player's fights aren't ranked and they can invite friends to have matches with them.
Graphics

The game uses a proprietary graphics engine running at 60 frames per second as well as a dynamic physics engine named Octave Engine which allows water to behave accordingly to how characters move.[9][10] The graphics engine has been designed with focus on character-animation to make movements look more smooth and realistic which led to many animations being remade to either reflect the impact and damage caused or to create new possibilities in gameplay.[11] The developers considered animation specifically important for a fighting game and wanted to make the game "look good in motion" whereas previous installments had been designed to "look good on still-shots".

Since Bloodline Rebellion, the game supports dynamic full-body motion blur, making Tekken 6 the first fighting game to do so.[12]




















Men of war game

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Brutally tough and unforgiving, Men of War: Vietnam is a serious test of your patience and your real-time strategy skills.
How much you enjoy Men of War: Vietnam depends on your patience for constant saving and reloading. Just like in the earlier releases in this 1C Company series of real-time squad combat games, the difficulty has been cranked through the roof. Your small squads have to battle their way through dozens if not hundreds of enemies in each and every mission, with even a single misstep often resulting in instant failure. That doesn't sound like a whole lot of fun, and it isn't. The mission design is so grueling that you feel wrung out by the time you cross the finish line. Still, there are some positives. Maps are intricately designed, and a cooperative option for the campaign lets you team up with as many as three other players, which both makes things easier and adds some replay value
At least Men of War: Vietnam is honest up front. The very first mission tosses you into the deep end without any life preservers. Denied even the benefit of a brief tutorial or some tips on how to handle the first few enemy encounters, you're thrown into the midst of a battle between the US and a small group of Russian advisors and Vietcong soldiers. A Huey incinerates your convoy in the scripted opening seconds and then returns to obliterate the paltry four survivors in your squad within moments. Either you get your guys off the road and under cover in less time than it took you to read the start of this paragraph, or everybody dies. It's an abysmal introduction. It's hard to imagine anyone new to the Men of War series sticking around for very long after this greeting. Even series veterans can't help but be taken aback by how brutally the game begins. Playing on easy helps a bit by reducing enemy numbers, but the game remains incredibly punishing.
The two-part campaign that sees the first five missions focusing on Russian and Vietcong troops and the second five missions swinging over to the US is unforgiving all the way through. You go into missions with tiny squads ranging from just four guys to around a dozen or so, and you have to fight and/or sneak your way through huge maps crawling with countless enemy patrols and dotted with umpteen goals. The playing field is so tilted against you that you're at risk of it falling on your head at any moment. Enemies can spot you from long distances, hear you even when you're firing silenced rounds, and shoot you with unerring accuracy even when you're hunkered down behind brush. The entire squad can be wiped out in mere moments, at almost any time. You need to creep forward very cautiously, experiment with a lot of trial and error, and save every time you do anything even remotely good. Kill a bad guy? Save. Find a great cover spot? Save. And so on. At least the game helps out by autosaving at smart, frequent intervals.
There are a couple of saving graces. Mission maps are extremely detailed and come with multiple options to get past every enemy troop position. Granted, sometimes none of them are pleasant, but at least you have many choices, ranging from open assaults to flanking maneuvers to firing locations and weapon selection. Enemy artificial intelligence is lacking, too, though at least the stupidity of your foes makes it easier to complete scenarios against the incredible odds. Foes typically respond to attacks by going back to standard patrol routes, oblivious to the corpses of their comrades and the burning wreckage around them, or by walking mindlessly into the jungle until your lads shoot them to bits. When you're beaten, you're beaten through sheer force of numbers or by superior enemy positions like bunkers, but never from being outsmarted.
Unfortunately, your own troops aren't very smart, either. They often switch weapons for no apparent reason in mid-battle and ignore enemies gleefully murdering the whole squad from a few feet away. Maybe it's the cover itself, or maybe it's dumb soldiers not standing in the right spots, but your boys often seem to think they're hidden when they're exposed enough to take a bullet to the head. Targeting isn't very accurate, unless you micromanage troops with direct control, which is hard to do in the middle of a big scrap. You can order your squad to assault a lone VC hiding behind a truck, for example, and watch in horror as your lads line up behind the bumper and fill it full of holes…while your enemy pops out of cover and slaughters everyone.
Special abilities and weapons offer some chance at survival. There is something of a role-playing flavor here with named squadmates who come equipped with gear and combat skills. At times, the game resembles the Commandos series. Troops with silenced SMGs, sniper rifles, and big M60s provide you with a shot at whittling down enemy numbers. That said, the small size of your squads makes it devastating when just one man is killed. Lose your sniper, and it's pretty much game over unless you're in the home stretch.
Jungle terrain is both an ally and an enemy. The engine does a great job rendering the foliage of Southeast Asia, and it isn't just for show. It's so thick that you can ably stage hit-and-run raids where you blitz enemy positions and then fade back into the green. Bad guys take advantage of the green stuff as well, though, and it's so voluminous that you often can't see anything. Events develop so fast that your men might be slaughtered before you can get the camera properly into position. You expect a lot of jungle in a Vietnam game, of course, but it seems like you wind up with a big frond in your face every time you adjust the camera the slightest bit to better view a firefight.
All of the campaign missions can also be run through cooperatively with up to four other players. This is the best way to play the game, as it mitigates the extreme difficulty of going solo. It also lets you tackle objectives more efficiently via coordinated attacks. Some missions seem to have been designed with co-op in mind. The first mission, in fact, features a section where you must detonate three US Hueys before they take off. This is hard to achieve playing solo without sacrificing at least one man during the assault, because the choppers head to the skies almost as soon as you open fire. But when you're playing with a buddy, you can divvy up the targets to blow them all up before the pilots can get the rotors spinning. Unfortunately, there are some technical problems with online play. Connection errors frequently pop up on the server screen, making it impossible to join many matches. This may be because of conflicts between various versions of the game sold by different retailers or conflicts between those who purchased the DLC pack released alongside the main game and those who did not. Either way, a patch is desperately needed. Even when you can get into games, the play is a bit laggy, and synchronization issues frequently arise.
As frustrating as Men of War: Vietnam is, it still provides some satisfying moments. Emerging hale and hearty at the end of a mission is always cause for celebration, seeing how the odds are so slanted against you, and the opposing forces are made up of what seems to be the entire US Army or Vietcong. Still, the extreme challenge is a tough sell, and it makes it so difficult to get past the first mission that you might never get to the point where you can get hooked.




































Cadillacs and Dinosaurs

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Cadillacs and Dinosaurs
The Arcade Game (known in Japan as Cadillacs Kyouryuu Shin Seiki) is a 1992 arcade game released by Capcom. It is a beat ‘em up based upon the comic Xenozoic Tales which was created by Mark Schultz in the late eighties. The game-play is like that of many other side-scrolling beat’em up games of the time, such as Streets of Rage or Final Fight. A distinctive feature of this game is the frequent use of firearms, rarely seen on other games of its kind, which normally favored weapons such as bottles and knives. There is also a sequence in which the player can get control of the titular vehicle by radioing for it. It is difficult to keep the car intact for long, because the boss at the end of the sequence (Hogg) is armed with grenades.


Game Background
Based on the comic series Xenozoic Tales, Cadillacs and Dinosaurs takes place in a far future where the earth has been devastated by natural disasters and pollution. After spending 600 years underground, humanity resurfaces to find that dinosaurs again walk the earth.

A group of poachers known as Black Marketers have been hunting and killing dinosaurs for profit, which in turn enrages the normally peaceful dinosaurs. It's up to Jack Tenrec, Hannah Dundee, Mustapha Cairo and Mess O'Bradovich to put an end to the villains' nefarious schemes.



















Tuesday, 17 July 2012

IDM v6.12 BETA Build 2

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Acceptance Of Terms
By participating in IDM's beta testing program, or by submitting any feedback whatsoever to IDM, you agree to and are bound by the terms and conditions set forth in this policy and in any changes thereto that IDM may publish from time to time. If you do not agree to all of the terms and conditions contained in IDM's Information Policy, do not participate in any of IDM's beta programs, and do not submit any feedback to IDM.

IDM may change the Information Policy and other guidelines and rules posted on the site from time to time at its sole discretion. Your submission of feedback and information will be subject to the most current version of the Information Policy. Please regularly check the "Information Policy" link on the home page of UltraEdit.com to view the then-current terms.

 Beta/Feedback Policy And Submitted Information

 All feedback and information submitted to IDM by yourself (whether part of a beta testing program or otherwise) shall not be confidential information or trade secrets owned by you or any other party. All feedback received by IDM becomes the intellectual property of IDM, and you will receive no compensation for any submitted material; intellectual or otherwise. IDM may, but is not required to, post or use any of your feedback that you may submit. By submitting beta feedback, you consent to IDM retaining sole control of and rights to any intellectual property included with your feedback.

A note on user-submitted resources 
 All resources and/or data submitted by users to IDM including but not limited to wordfiles, taglists, macros, scripts, autocomplete files, etc., are provided to the general public solely for use with IDM products and remain the property of IDM Computer Solutions, Inc.


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IDM 5 18 2 Full Version

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Internet Download Manager (IDM) is a tool to increase download speeds by up to 500 percent, resume and schedule downloads. Comprehensive error recovery and resume capability will restart broken or interrupted downloads due to lost connections, network problems, computer shutdowns, or unexpected power outages. Simple graphic user interface makes IDM user friendly and easy to use.

Internet Download Manager has a smart download logic accelerator that features intelligent dynamic file segmentation and safe multipart downloading technology to accelerate your downloads. Unlike other download accelerators and managers that segment files before downloading starts, Internet Download Manager segments downloaded files dynamically during download process. Internet Download Manager reuses available connections without additional connect and login stages to achieve better acceleration performance.

Internet Download Manager supports proxy servers, ftp and http protocols, firewalls, redirects, cookies, directories with authorization, MP3 audio and MPEG video content processing, and a large number of directory listing formats. IDM integrates seamlessly into Microsoft Internet Explorer, Netscape, MSN Explorer, AOL, Opera, Mozilla, Mozilla Firefox, Mozilla Firebird, Avant Browser, MyIE2, and all other popular browsers to automatically handle your downloads. You can also drag and drop files, or use Internet Download Manager from command line. Internet Download Manager can dial your modem at the set time, download the files you want, then hang up or even shut down your computer when it's done.






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IDM v6.11 Build 5

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The facility and construction industries are characterized by bringing many different companies and authorities together in a project specific organisation. In order to work efficiently it is necessary for all participants in the organisation to know which and when different kind of information has to communicated. The issue is even more important when digital tools are applied, since most ICT tools have a very low threshold of tolerance when it comes to the ability to interpret digital data.  The ISO 29481-1:2010 “Building information modelling - Information delivery manual - Part 1: Methodology and format” standard has been developed by buildingSMART in order to have a methodology to capture and specify processes and information flow during the lifecycle of a facility.


The methodology can be used to document existing or new processes and describe the associated information that have to be exchanged between parties. The output from the standard can afterwards then been used to specify a more detailed specification that if necessary can form the basis for a software development process.

It is important to state that in order to make an information delivery manual operational it has to be supported by software. The main purpose of an information delivery manual is to make sure that the relevant data are communicate in such a way they can be interpreted by the software at the receiving side.

The methodology is today accepted as an ISO standard. It is expected that additional material will be added to the standard in order to make it more specific in relation to the documentation of the exchange scenarios, as well as to have well-defined stages in a communication process between parties. A number of IDM projects were started simultaneously as the methodology was developed.


Several of the IDM project have lead to specifications that have been tested in real construction projects or competitions. The concept is today explored and collaborative efforts are being made in order to make IDMs that can be used. Despite the progress it is conclusive that it is a challenge to make IDMs in some areas, because there is a lack of structured and well-documented processes. In such cases, it is necessary to agree on the processes and the relevant activities and exchange requirements. In some cases it is necessary to have the IDM development work followed by a software development phase. This means that if the software development is nonexistent it will not be possible to get the expected results. It is therefore crucial to make sure that the initiator behind an IDM has a clear strategy on how to get the IDM implemented in software solutions. 





















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