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Everything posted by Dark
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Google is working on an improvement for the function of recording calls in its Telephone application, with which it will be able to automatically record those from numbers that the user does not have registered in their phonebook. The Google Phone application allows some phone models, such as the Pixel or some Xiaomi and Nokia, and in some markets, to record calls. Although it is not very widespread, the company is already working on an expansion of its functions. Version 59 of the application includes in its code mentions of a future function that will automatically record calls from unknown numbers, that is, that the user does not have saved in their contact list, as they have shared in XDA Developers. The code, the specialized portal points out, includes a disclaimer: "You or the other person on the call may be somewhere that requires everyone to give their consent to be recorded. Everyone will be notified in advance that the recording is being made. call. It is up to you to follow the laws on recording conversations. Recordings are stored only on your phone. " The feature will include the ability to set calls to always be automatically recorded, or to cancel the feature to disable it (or not enable it).
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Game Informations : Developer: Guy Cocker Platforms: PC - Plastation Initial release date: May 18, 2007 at 2:08AM PDT The world of two-wheeled motor sports is dominated by two disciplines--the glamorous Moto GP category on one side, and the more down-to-earth Superbike World Championship on the other. Compared to the custom-built vehicles of the former, superbikes are modified versions of those that are sold all over the world. As a result, Superbikes attracts plenty of interest from bike modders and manufacturers alike, with the famous phrase "Win on Sunday, sell on Monday" referring to just how important race outcomes can be. However, this interest hasn't led to any SBK video games since EA published an official tie-in back in 2001. It's fitting, then, that the same developer is responsible for bringing the license back to the gaming world for the 2007 season--and the game not only does the sport justice, but it's also a refreshing alternative to the numerous Moto GP games on the market. The key goal for Milestone has been to accommodate both casual race fans and simulation enthusiasts in SBK'07. When you first start playing the game you'll find it to be a highly accessible arcade racer which can easily be picked up from the first race. However, switch to the simulation mode and it develops into an incredibly realistic reproduction of the sport. Basic skills such as braking and steering become a lot more difficult, while even on the straights you'll be wrestling with the power of the bike just to keep it under control. You can alternate between the two styles or tweak individual settings to reach a compromise. For example, you can turn on braking assistance, or turn off motorbike damage if you're finding it too difficult. As the game can be played in its entirety in any way you wish, it offers a customisable level of depth from the start. SBK'07 offers all of the game modes that we've come to expect from the genre. The main focus is on the championship mode, which presents 11 official tracks on which to practice, qualify, and race. You're given the choice to skip the prerace stages if you like, and if you're playing on the arcade mode you'll find that it's not necessary to be at the front of the starting grid. You can choose a bike and a rider from 15 teams at the start of the game, although some riders need to be unlocked by winning races. The length of races can be altered to the length of your choice, while the difficulty level has three settings, rookie, amateur, and professional. Again, arcade players shouldn't have much problem winning races at the medium level, and even the professional-level opponents don't present too much of a challenge once you've learnt the tracks. Aside from the championship mode, you can choose to play individual time trials and races, as well as the full weekend of qualifying and racing for any of the venues. The challenge mode is perhaps the most difficult part of the game, as you're disqualified for having even one wheel stray from the track when you're racing. Nonetheless, the acceleration, skidding, time trial, and chase games let you hone your driving skills and win some bonuses in the process. On the multiplayer side, two players can jump in and play any race from the game in either the quick race or time trial modes. Most options can be tweaked in this mode, including bikes, rider, and opponent artificial intelligence, but we'd have liked to be able to change the difficulty level for individual players to make it fairer. For example, if a real fan of the game is playing a rookie friend, it would have been fun to put the former player on the simulation mode and the latter on arcade. With many recent PS2 racers featuring an online mode, it's a shame that it's missing from SBK '07. It's also a letdown that no PlayStation Portable linkup mode has been included. The PSP game may contain fewer tracks and racers than its big brother, but it would still have been cool to transfer your career to the PSP to take on the move. While the choice between racing and simulation styles is a big draw for SBK'07, the main reason that it succeeds comes down to a fantastic racing model. The excellent animation means that you really feel as if you're playing as the human being rather than the bike, and the game really conveys the struggle between man and machine in a convincing, compelling way. This is especially true at the simulation level, where merely accelerating too quickly is enough to send the front wheel up in the air. While the Moto GP games have also successfully captured this, the simulation mode in SBK will give dedicated players a very accurate feeling of controlling some of the fastest bikes in the world as well as tweaking them extensively should you so desire. Even with these issues taken away in the arcade mode, the game still challenges you to learn the basics of braking, accelerating, and cornering in order to win. The collisions also look bone-crunchingly realistic, giving you a dilemma over whether to cause spectacular pileups at the beginning of the race or try to escape unscathed. While 11 tracks might not seem like that many, they're sure to be instantly recognisable to anyone with a passing interest in the sport. Silverstone, Brands Hatch, and Donnington make up a healthy collection for the British Isles, while Monza, Valencia, and Magny-Cours are sure to be po[CENSORED]r with international fans. They're also all available from the beginning of the game, meaning you can visit your favourite circuit the first time you play if you wish. SBK'07 also has a healthy approach to unlockables, with plenty of bonuses available for those who want to win every race in every different game mode. For example, come first in a race and you'll be able to turn over three cards from a selection, with early bonuses such as ghost cars recorded by members of the development team. Work your way through the races and you'll unlock cheats, pictures, and videos. In terms of presentation, SBK'07 is fairly simple. Like the sport itself, there's an unhealthy obsession with young girls in skimpy outfits, who adorn the majority of menus, loading screens, and videos. Each location features a short introduction clip which gives some sense of occasion to the proceedings, but the tracks themselves lack the sheer noise and atmosphere of a real racing event. Part of this has to do with the rather simple trackside details, but they've clearly been sacrificed in order to keep 20 riders moving without any effect on the frame rate. To give the developers credit, they've managed to capture the realistic movement and physics of the bikes while maintaining a smooth game. On the audio side, generic rock tracks combine with average crowd noise to create a fairly unremarkable soundtrack. Perhaps some commentary or more imaginative atmospheric effects would have improved this aspect of the game, but fans will be pleased with the audio reproduction of the bikes themselves. The decision to make SBK’07 both an arcade and simulation game will let you choose the short of experience you want to get from it. If you simply want to jump in and enjoy the thrills of superbike racing without any of the spills, the arcade mode gives you the keys to some of the coolest bikes in the world. If, however, you take it more seriously and have an interest in every minutia of the sport, SBK'07 also caters to your needs. In either mode, though, SBK'07 is a fun, rewarding, and even educational experience, and one that should certainly be experienced by racing fans. System Requirements :^OS - Windows XP(SP2)/Vista/7 ^Processor - Intel 2.4GHzor similar Memory - 1GB. Hard drive - 3 GB. Video Card - Nvidia Geforce 6600 or ATI X1600 must be able to manage pixel shader 3.0 512MB.
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One of the markets that grows the most is that of NAND Flash, driven by the requirements of companies and users, capacity and performance are becoming key in different sectors. Pushing the standards one step higher is not easy, but this time it may be thanks to TEAMGROUP, as their new T-FORCE CARDEA A440 SSD is a step forward in several aspects of the industry. What news does it bring to the sector? As we well know, T-FORCE is the sub-brand of TEAMGROUP for gaming, so this product is designed and conceived for the most demanding gamers. Its characteristics equal or exceed the titans of the market, being close to the theoretical maximum that the PCI Express specification can achieve. TEAMGROUP T-FORCE CARDEA A440 PCIe 4.0, the SSD with graphene T-FORCE-CARDEA-A440-PCIe-4.0 This T-FORCE CARDEA A440 PCIe 4.0 SSD is one of those products that is going to be talked about, mainly because it has details that others do not have. As it cannot be otherwise, we have to talk about its two heatsinks, also called by the brand itself as "thermal modules", since they are fully interchangeable and are certified by an industry patent. Why? Because it basically contains a single, layered beveled surface that forms aluminum fins with a specific design for this model. These fins increase the heat dissipation area and can reduce the SSD temperature by up to 15%. This figure is also achieved thanks to including graphene in its composition, since this material as we know is one of the best for thermal conductivity, managing by itself to improve the temperature by an impressive 9%. This means that in no case will we have throttling with this T-FORCE CARDEA A440 PCIe 4.0 SSD, so the speed will not drop at any time and we will always enjoy all the performance that it is capable of producing, but what speeds does it achieve? Up to 7 GB / s under PCIe 4.0 in M.2 format T-FORCE-CARDEA-A440-PCIe-4 There are certainly three factors that make the difference: capacity, speed and price. But to this must be added the additional features that add value to the product, such as RRL (Read Recovery Level) technology to improve the useful life of the SSD, NVMe 1.4 or PLM (Predictable Latency Mode) to reduce latency and wear. in writing and reading. Of course, we are talking about a PCIe 4.0-based SSD that will occupy 4 lines, that is, it will be a PCIe 4.0 x4 SSD, taking advantage of all the available bandwidth for M.2 SSDs. This together with its NAND Flash (not specified) and its controller (not specified by the manufacturer) allows this SSD to reach up to 7000 MB / s in sequential reading and 6900 MB / s in sequential writing, placing it in the leading positions against the competence. In terms of capacity, this T-FORCE CARDEA A440 PCIe 4.0 SSD will arrive in two different formats: 1 TB and 2 TB, where the first will have an MSRP of 229 US dollars, while for the second we talk about 429 dollars, competitive prices seeing its benefits. TEAMGROUP has confirmed that this high-performance SSD will arrive sometime in later this year 2021.
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Google has announced the celebration of its annual developer conference, Google I / O, the usual framework for the presentation of the company's software news, and that this year it will begin on May 18. Google has recovered the riddles, small tests that the followers of the company must pass in order to access more details about the celebration of an upcoming event, in this case, its annual developer conference. On this occasion, the company has organized four puzzles that, when solved, inform the date of the conference: from May 18 to 20, 2021. The date is also available on the official page of the event, where they indicate, also, that it will be "free for all". Google I / O 2021 will be held in a digital format, after the company decided to completely cancel the holding of last year's conference due to the coronavirus pandemic.
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Game Informations : Developer: Aaron Thomas Platforms: PC Initial release date: May 18, 2007 at 6:13PM PDT Heatseeker is an arcade-style flying game from IR Gurus, the same developer behind 2005's Heroes of the Pacific. Unlike Heroes, Heatseeker takes place in modern times and places you in the cockpit of some of today's most well-known fighter jets. It's not a very deep game; it's kind of ugly, and the story is flat out stupid. But Heatseeker can be fun in small doses--especially if you don't mind taking down wave after wave of enemies, level after level. The campaign in Heatseeker spans 30 missions that take place in locations ranging from the Caribbean to Antarctica. The first few missions have you protect an island base and teach you the basic controls. From there, things escalate and it's up to you to avert an international crisis. Before each mission, there's a short briefing that details the mission's scenario and your objectives. The pre-mission briefings were painful on the PlayStation 2 and Wii because of the terrible voice acting; on the PSP, they're shorter and have no narration, so they're less painful but still pointless. The good news is you don't need much of a story for what you're going to do in Heatseeker, which is blow stuff up. Your choice in planes is limited at first, but you'll eventually get to fly a number of real planes including: F/A-18 Hornet, F-15, F-16, MIG-31, SR-71 Blackbird, F-22 Raptor, and many more. Each plane has unique ratings for speed, agility, and defense, as well as air-to-air and air-to-ground ability. However, it's difficult to detect differences from plane to plane unless the ratings are vastly different. The controls are easy to learn, but unlike other versions of the game, they don't work very well. It's difficult to target specific objects with bombs, and it's tough to maneuver your jet with any level of precision. Your heads-up display is well designed, and as long as the game's obnoxious captions aren't obscuring a large, important part of your screen as they're prone to do, it's easy to find any information you need at a moment's notice. As mentioned earlier, you'll spend nearly all of your time in Heatseeker blowing things up. You'll use your unlimited ammo to shoot down hundreds of enemy planes, drop bombs on unsuspecting jeeps, unleash torpedoes on ships, as well as take out antiaircraft guns, tanks, and more. You'll also be charged with protecting planes and ships, but to do so, you just blow up more bad guys. Once in a while, you'll need to scan vessels to find out if they're up to no good, and if they are--you guessed it--you blow them up. One nice thing about the missions in the PSP version is that they're shorter than they are on consoles. This is nice because you can finish a mission if you've only got a few minutes to spare and because the missions in console versions were sometimes too long. Even though the missions are shorter now, Heatseeker's biggest problem is that its gameplay is still repetitive. It's also not particularly original either. The game's not terribly difficult on the default setting, and there are plenty of checkpoints. But sometimes you have to repeat an entire level because something you're protecting has no health left when you start at the last checkpoint. Even then, except for when enemy planes repeatedly avoid your missiles by releasing flares, you'll rarely find yourself too frustrated. One thing the PSP version has that other versions lack is multiplayer. Up to four people with their own copies of the game can take part in five different game modes, ranging from a normal dogfight to a team-based mode where you must defend your base while attacking your opponent's base. Other than some decent-looking clouds and a generally solid frame rate, there isn't much to look at in Heatseeker. The levels are large, but they're mostly empty, and what is there is ugly. Buildings are little more than blocks, while the ground is an unsightly, poorly textured mess. The ugly graphics are particularly problematic when flying over water, which almost completely lacks detail. Because it's always a big, blue blob, it's difficult to tell how close you are to taking a bath, and you'll find yourself often plunging into the water. The planes look OK, but other than your craft, you won't get much of a chance to look at them. Explosions aren't bad, but the "impact cam" that shows them off via a quick movie-style replay after a hit gets annoying quickly because you're often in a different orientation when you get back to flying. There's also no in-cockpit view, which may be disappointing if you're looking for a more realistic view of the action. But to be honest, you'll probably find many other things to be disappointed about first. Heatseeker sounds about as good as it looks. The amateurish voice acting from the console versions is gone and has been replaced by captions that pop up at the bottom of the screen. If you thought it would be easy to read captions while flying a plane at 800mph, well, you're wrong. The cheesy guitar rock that plays in the background during each mission would have been perfect...if this were 1985. With subpar graphics, poor controls, and some unoriginal gameplay, Heatseeker has a lot of things going against it. But in spite of all these issues, shooting wave after wave of generic enemies can be fun in short spurts. If you're looking for some mindless fun, the game might be worth the $30 price tag, but be advised: There are better flying games out there for the PSP.
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★ GAME ★ - How many clicks in 10 seconds?
Dark replied to Mr.Lucian's topic in ♔ NEWLIFEZM COFFEE TIME ♔
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Nu @STeve
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1225
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Accepted direct. Welcome back!
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Although the most enthusiastic look at the performance figures for desktop computers, more than half of the people in the world with a PC do it from a laptop and that is where Intel and AMD have the fiercest fight for the biggest market share. The last? Intel will add four new processors to its Tiger Lake: i7-11390H, i7-11320H, i7-1195G7 and i5-1165G7. The reason why Intel would be preparing higher speed versions of its Tiger Lake, would not only be a response to the AMD Ryzen 5000U and 5000H, but also due to the fact that the 10 nm SuperFin node has had improvements in its performance. And we cannot forget that in a few months Intel will launch its cores with Alder Lake architecture, both on desktops and laptops, so this node is still in the process of improvement. New Intel Tiger Lake-H: i7-11390H and i7-11320HIntel-11th-Gen-Core-Tiger-Lake-H At CES, Intel introduced a new variant of its Tiger Lake architecture mobile CPUs and SoCs, the Tiger Lake-H. This new variant is designed for high-performance laptops. Specifically, it did so with two new variants called H35 and H45, where the number indicates the amount of watts consumed by the processor. The H45 variant comes to compete against the AMD Ryzen 5000H SoCs, which are designed for the same consumption. While the 35W model brings with it a new form factor for high performance, with computers a little thinner and lighter than the 45W models. At the moment AMD has not announced any models in response to Intel's H35s. Intel Tiger Lake i7-11390H, i7-11320H, i7-1195G7 and i5-1165G7 Currently the Tiger Lake-H35 range is made up of these three processors: Core i7-11375H Special Edition, Core i7-11370H and the Core i5-11300H. The latest information suggests that two new CPUs will join the H35 range: the Core i7-11390H and the Core i5-11320H. The source of the existence of these processors is NotebookCheck, who have seen these two new processors added to their database. The Intel Core i7-11390H is an improvement of the i7-11370 in 300 MHz as far as its Turbo speed is concerned, going from 4.3 GHZ to 4.6 GHz, if we talk about the base clock speed the difference is 100 MHz and therefore 3.4 GHz. As for the i5-11320H we are facing an improved version of the i5-11300H where the Boost speed has risen from 4 GHz to 4.3 GHz and the base speed is now 3.2 GHz. Intel Core i7-1195G7 and i5-1165G7 Intel 1195G7 Intel not only intends to launch new models of its Tiger Lake-H, but also to renew the Tiger Lake UP3. We know this thanks to the monomo insider, who has found a benchmark made by PugetSystems to a for now unpublished Intel Core i7-1195G7, but about which we do not know all the complete information, so we expect new data in the following days or weeks. The base clock speed of the Core-i7-1195G7 is based on the 2.9 GHz benchmark, and it is possible that its maximum clock speed in turbo mode could be 4.8 GHz. Everything indicates that it could be an improvement in both speeds of i7-1185G7 watch. So, like the new Tiger Lake-H models, we would be facing higher-speed variants of cores already launched on the market.
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Apple has designed an intelligent system that predicts when a mobile phone will run out of battery based on the user's previous usage data, and based on this, it issues proactive recommendations to charge it earlier and prevent the device from ever turning off. This is stated in a patent registered by the technology company in the United States Patent Office, which was filed in 2018 but was revealed this Tuesday, which includes a system of "notification of intelligent recommendations for cargo." The system developed by Apple collects information about the phone's charge, and with it produces a curve "representative of the user's charging habits over time", which is displayed as a histogram. In case the technology predicts that the mobile will run out of battery sooner, the user will proactively receive a "notification to recommend charging", according to Apple, which has explained that the system can work on several devices. At the moment it is only a patent, and the system is not present in any of the iPhone mobile phones currently available.
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Game Informations : Developer: Brett Todd Platforms: PC Initial release date: August 16, 2007 at 5:28PM PDT If you're an Aussie or UK sports fan, then the next few months are all about one thing--the Ashes series being held Down Under. EA is capitalising on that buzz by releasing Cricket 07 just before the start of the first Test at the end of November, and the good news for cricket tragics is that Cricket 07 is EA's best effort at replicating the sport to date. The bad news is that some finicky bowling mechanics make it an uneven experience, with batting by far the more enjoyable half of the gameplay. And just like in real cricket, even the shortest matches can result in some tedium. If you're a big fan of the sport, then you know that a little tedium is part and parcel of the whole experience. Indeed, Cricket 07 plays more towards hardcore supporters than casual followers, as the real-life game is represented here in almost simulation-like quality. While there is scope for slugfests at lower difficulty levels, Cricket 07 is very much a game that rewards patience and persistence, particularly when you get to Test match levels at higher-than-average difficulties. EA's latest cricket offering features its biggest innovation to the series so far--the Century Stick control system. As opposed to previous entries in the series, which mapped shot selection to a PlayStation 2 controller's four face buttons, Cricket 07 uses both analog sticks for batting. The left is used for foot choice and batter placement, while the right is used to select shots and determine power. A hard pull straight down on the right analog stick, for example, will result in a fierce straight drive, while a gentle flick to the right will result in a batsman doing a leg glance. An impressive array of shots can be played in Cricket 07 (depending on where the ball is relative to your batsman), including French cuts, square cuts, cover drives, on-drives, pulls, hooks, sweeps, blocks, and more. The Century Stick system feels more intuitive than the old button-mapped method, and you'll be pulling off a sweet variety of shots in no time flat. At the easier difficulty levels, Cricket 07 games will quickly become four- and six-run slugfests, as smashing shot after massive shot is criminally easy. However, if you ramp up the difficulty, timing and placement become much more crucial. Timing your shots accurately at higher difficulty settings can take some time to master, as mistimed shots are almost always the main cause for wickets falling. To make the task easier, Cricket 07 features an optional batsman timing gauge, which can show you whether you're swinging early, late, or right on time. This feature becomes essential as you play down the batting order of any team, as lower-ranked batters have significantly smaller "sweet spots" than the top order. Running between wickets is a straightforward affair in Cricket 07--simply press the circle button, and your batsman will start to run. Choosing the right time to run is a skill you'll have to learn early, as even at the easiest settings opposition fielders have a tendency to be deadly accurate when returning the ball. Fielding is similarly easy to master in Cricket 07--at the default settings, all of the fielding is automatic, which means catches and throws are handled by the computer (and handled well for the most part). Even the assisted fielding option is pretty basic--Cricket 07 only lets you take control over the strength of a fielder's throw. If you're the type who wants complete control in the field, then you're out of luck. While batting and fielding are relatively pain-free experiences, the bowling side of Cricket 07 is less smooth. To bowl, you first select from an array of deliveries available to each individual bowler--the better or more experienced the bowler, the more selections you can choose from. For fast bowlers, this can include deliveries like inswingers and outswingers, and for spin, it can include deliveries like leg spinners and googlies. Special deliveries (bouncers fall into this category) or signature balls (such as Shane Warne's flipper) are selectable once the bowler's confidence meter is completely filled--which is boosted each time he sends a good delivery. Once a delivery is chosen, you'll need to select the pace and direction of the ball while the onscreen bowler does his run in. Setting the pace is easily done by pressing the X button before the pace meter rises above a certain point. Pushing the pace meter too much will result in a "no ball." Setting direction is where bowling becomes more finicky. In Cricket 07, you'll need to select a spot on the pitch where you want your delivery to initially land--and in this the controls become far too sensitive. You'll need a feather touch to accurately place a ball, as anything more will see the pitch indicator veer wildly. There are plenty of instances where you'll find the sweet spot for a ball, but then a slight movement of your thumb on the left analog stick will change the direction completely. While there's scope to argue that this replicates the real-life difficulty inherent in bowling accurate balls, as you can imagine, this can get a little frustrating during gameplay sessions. That's not to say that bowling is impossible to lock down in Cricket 07--with enough practice and a light touch, bowling decent deliveries becomes regularly achievable. But despite your skill, you'll find that coming up with wickets was a torturously difficult affair, particularly when playing against computer opponents on high difficulties or even against human opponents willing to be conservative with their batting strokes. Cricket 07 seems to be geared more towards batting than bowling--it's easy to come up with high scores if you're patient, look for obvious gaps, and keep big shots to a minimum. Bowling is much more frustrating, as you'll be reduced to serving up the same deliveries over and over again--with the occasional change in pace or direction thrown in to hopefully catch a batsman off guard. Of course, you could argue that cricket is like this in the real world. The delicate interplay between batting and bowling, between aggression and control, is what captivates the sport's fans, and in many ways that feeling is replicated in Cricket 07. Playing Test matches in Cricket 07 will take hours and even days between two skilled opponents, and even limited overs games can stretch out into gruelling affairs. In other words, if you're not already a fan of cricket's particular pacing, then Cricket 07 won't win your allegiance. But if you are a fan, Cricket 07 will drown you in game modes--in a good way. Aside from quick matches which let you play international sides in limited overs or Test matches, Cricket 07 features enough in-depth international and domestic modes to make cricketers reach for their mobile phones in delight (you didn't think we'd let a cricket review slide by without a Warney reference, did you?). International options include world championship, world series, knockout cups, Test Series, and tours. Domestic modes focus on sides from England and Australia--on the English side, there's the county season, county championships, the NatWest Pro40, C&G Trophy, and a Twenty20 Cup; in Australia, you can play a state season, the Pura Cup, the KFC Twenty20 Big Bash, and the local one-day domestic series. Cricket 07 also includes a dedicated Ashes mode, which lets you take charge of either the Aussies or the English in the 06/07 Ashes Tour of Australia. And if you're an Aussie wanting to erase the memories of last year's Ashes loss to the Poms, there's also the option to replay the 2005 series from scratch. Cricket 07 also features Ashes scenarios from 2005. These scenarios place you in charge of either the Australian or the English side from 2005, and you're asked to either emulate or change famous incidents from that Ashes series. Graphically, Cricket 07 is all over the place. Detail is a little on the low side considering that other sports games are able to produce much better looking images on the admittedly ageing PlayStation 2 platform. Players are mostly unrecognisable, although some of the signature hairstyles of players, like Australia's Jason Gillespie, do mark them out. Player animations are generally smooth and lifelike, although there were plenty of instances of odd movement--players standing at wickets, for example, seem to swivel without moving their bodies. Even worse, the ball has a tendency to disappear for split seconds--this seems to happen almost exclusively when the ball is in the air on its way to the boundary. As for the stadiums, most are well represented, although the crowds themselves are horrible-looking 2D images. Cricket 07 features the commentating pair of Mark Nicholas and Richie Benaud, with Nicholas also serving as the voice for all of the in-game tutorials. Nicholas and Benaud do a pretty good job of calling the games, although the range of phrases and expressions seems fairly limited. You'll hear the same quotes over and over again, and in some cases, the calls will also be completely opposite to what's happening onscreen. If you're a fan of the sport, no doubt you're already lining up Cricket 07 as an early Christmas present to help you re-create all the real-life action of this coming Ashes series. However, some of the game's play issues ensure that Cricket 07 won't win any fence-sitters or new converts to the gentleman's game. System Requirements CPU: Pentium III or Athlon equivalent. CPU SPEED: 1 GHz. RAM: 256 MB. OS: Windows 2000/XP. VIDEO CARD: DirectX 9.0c Compatible 3D-accelerated 32 MB video card (NVIDIA GeForce2+ / ATI Radeon 7500+ / Intel 865, 915) TOTAL VIDEO RAM: 32 MB. 3D: Yes.
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★Nickname: EL MR333K ★CSBD username: @EL MR333K 語 ★Rank: Semi-elder
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★Nickname: |U.F.O| Kennedy ★CSBD username: @Kennedy ★Rank: Helper ★Nickname: Dannilo ★CSBD username: @Dr.conejo ★Rank: Helper
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Accepted!
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With the release of Rocket Lake-S to the market and the entire range of Intel 11 Generation CPUs, users have at their disposal a huge number of motherboards, with a more than interesting amount of chipset to choose from. The problem, as is often the case with these things, is that you have to put its characteristics in perspective so that you can compare and guide the model later. What is the perfect chipset for each one? Today we technically compare them so you can choose. Intel has left its new socket only two generations of processors, but the truth is that with LGA1200 it has solved many of the deficiencies that its CPUs had, especially from a global platform point of view. If it is already difficult to choose the plate model, the chipset is the final auction, so we are going to put white on black comparing all. Intel chipset for LGA1200 400 series and 500 series, what's new? intel_chipsets Although it seems obvious, Intel after the launch of AMD and Zen 3 has had to put the batteries and make its claims more flexible with its chipsets, since they are behind in certain sections, although in others they are ahead of their competition. Therefore, first you have to reel off the whole and then focus on the ranges / segments and their differences: Essential -> H410 and H510 Mainstream -> B460, B560, H470, H570 Enthusiast -> Z490 and Z590 As we can see, 8 are the available chipsets and the differences will vary between ranges. Intel chipset H410 vs H510: the low-end hardly changes Chipset_Intel When comparing these chipsets we will see that the differences are minimal, and it is that Intel does not seem to have wanted to risk too much with them, especially with the new H510. It is true that now we can connect an NVMe SSD through a x4 line and that we have support for Intel Optane, the truth is that the changes are reduced in addition to these to the inclusion of the AX201 module for Wi-Fi 6 and another feature that does not We think it is too used: RAID 0,1,5 and 10. What can be useful is the greater amount of RAM that the boards can support now. This is a bit controversial, although the support as such comes from the IMC, the board is the one that supports it by firmware, so if we have a H410 model we may not receive the microcode upgrade for 128 GB. Instead, H510 already has BIOS support on all motherboards, as standard.
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Instagram may sooner rather than later have an application for children under 13, following in the footsteps of YouTube with YouTube Kids and Facebook with Messenger Kid. The giant Facebook, owner of Instagram at the moment, would be preparing a version of its application aimed at the younger public that moves through social networks, as we have seen in Buzzfeed, where it seems that last Thursday it announced its intention to its employees adding this app to the priority list. Geeknetic Instagram plans to launch a version of its application for children under 13 years 1 In this statement they indicate that they will improve the integrity and privacy of the Instagram application for a safer experience for adolescents and will create a version that can be used by children under 13 years of age safely. At the moment they have not indicated the differences between the versions of Instagram and Instagram for minors, but hopefully it does not suffer the same problem that Facebook had with Messenger Kids. The person in charge would be Pavni Diwanji who while he was working at Google was in charge of developing the YouTube Kids application, in this way he has the experience in this type of applications reaching the entire public with his social networks and gaining a large number of users without lie to the application, since it has been detected that there are users under 13 currently and Instagram.
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Game Informations : Developer: Brett Todd Platforms: PC Initial release date: August 16, 2007 at 5:28PM PDT When Tomb Raider first hit in 1996, it was nothing short of groundbreaking. When the game industry was experiencing a sea change from predominately sprite-based 2D graphics to polygonal 3D graphics, Tomb Raider was a shining example of the sort of immersive atmosphere and exploration-based gameplay that was possible. There simply weren't strong, serious, and highly competent female protagonists like Lara Croft, though in a way, Lara Croft's role as a protagonist was almost outstripped by her roles of cover girl, female role model, and spokesperson for the maturation of video games. While years of sequels that ranged from unremarkable to borderline offensive did a lot to tarnish the Tomb Raider name, developer Crystal Dynamics undid a lot of damage with last year's Tomb Raider: Legend, which focused on the strengths of the series--exotic locales, thoughtful puzzles, and incredible acrobatics--while modernizing the gameplay and streamlining the whole experience. Crystal D continues its good work with Tomb Raider: Anniversary, which effectively goes back to the original Tomb Raider and rebuilds it from scratch. Tomb Raider: Anniversary isn't as groundbreaking as the original Tomb Raider, but it's undeniably more playable. Like the original, Tomb Raider: Anniversary follows the tale of Lara's hunt for the Scion of Atlantis as she does battle with conniving businesswoman Jacqueline Natlas and her various henchmen. You'll explore ancient tombs and forgotten cities in Peru, Greece, Egypt, and more, performing plenty of death-defying acrobatics as you work your way through massive, ancient, and often deadly puzzles. The whole experience is highly evocative of the original, and there are certainly plenty of moments that seem specifically designed to create an odd sense of déjà vu; but nothing in Tomb Raider Anniversary has been regurgitated verbatim--everything is bigger and better. The environments are larger and more detailed, and existing puzzles have been elaborated upon, to an incredible degree. The experience just feels bigger, and there's so much new content that it honestly feels less like a remake and more like its own game. A big part of that feeling comes from how much more talented Lara has become since the original Tomb Raider. Aside from a few, nominal differences, she's basically got the same abilities here as she had in Tomb Raider: Legend, which made her one of the most nimble action adventure heroes this side of the Prince of Persia. Her proficiency around ledges is incredible--she can shimmy across ledges, leap from one ledge to another, and scramble from one ledge to a higher ledge. She can swing from dangling ropes and horizontal bars, perform tumbling maneuvers to avoid projectiles, and climb up, leap from, and balance precariously atop vertical poles. All of these acrobatics feel natural, and not overly difficult to pull off, with the game allowing for just the right amount of margin of error. As good as Lara is, though, she's got her limits, which is a big part of what makes the action feel dangerous. If your timing is off just a little bit when jumping for a ledge, Lara might only catch it with one hand, which will have you furiously mashing a button to help her recover. Miss the ledge completely, though, and Lara's likely to expire, or at least incur a serious amount of damage. She'll need to exercise each and every one of these abilities to their absolute limit in Tomb Raider: Anniversary, which features no shortage of ridiculous acrobatics. The game is essentially made up of a series of gigantic, unique set-piece puzzles. Sometimes the puzzles are traditional find-the-key, flip-the-switch-type affairs, but more often than not, the real puzzle is figuring out how to use Lara's ability to get from point A to point B. What's more, the puzzles are often nested several layers deep. While your overall goal may be to find four keys to open a door, you'll first have to figure out how to get to the bottom of a gigantic, crumbling tower, after which you'll have to figure out how to access four different doors, after which you'll have to figure out how to actually open those doors--and, of course, behind each of those doors lies a series of tricks and traps that you'll have to traverse before you'll get to the keys. Solving one of these overarching puzzles can be an involved process, with some of them taking well over an hour to complete. The environments are your biggest adversaries most of the time in Anniversary, though through your exploration you'll regularly run into some antagonistic fauna like rats, bats, wolves, bears, tigers, gorillas, raptors, and the occasional Tyrannosaurus Rex. Combat is limited to gunplay, which operates with a simple lock-on system, and Lara can also tumble and flip through the air while keeping a bead on an enemy. New to Anniversary is the adrenaline dodge, which at specific moments allows Lara to dodge a charging enemy in slow motion. When time slows, a target will also slowly move toward the enemy, and if you fire the weapon right at the moment it locks on, it'll produce an instant kill, usually when the ferocious beast is just inches away from your face. It still feels like Tomb Raider combat, which has always been a minor part of the experience, but the adrenaline dodge is a nice little touch that adds a little more drama to the action. Tomb Raider: Anniversary also makes use of the same type of interactive cutscenes seen in Tomb Raider: Legend, where you'll have to quickly react to an onscreen button cue to keep Lara alive. It allows for some beautifully choreographed action sequences, but they're rarely very challenging. What keeps Tomb Raider: Anniversary engaging throughout is the strength of the gameplay, as well as the quality of the presentation. Even though you're basically just going from one tomb to another, they feature enough individual detail to make them unique. The environments are also huge, using the occasional curvy hallway to mask load times, and aside from some minor gameplay contrivances, they feel pretty real. Lara looks great and moves with a natural grace that makes her incredible acrobatic feats look feasible instead of ridiculously superhuman, and the various wildlife you confront also moves convincingly. It's the little touches that bring the whole thing together: the way water glistens on Lara's skin when she gets out of the water, the way light refracts differently when she's underwater, or the tangible difference in atmosphere between different locales. While the PS2 version doesn't look bad by any measure, a heavy layer of aliasing mars the presentation. The game can be played in widescreen, but we found the progressive scan support to have an inconsistent effect. On certain sets it smoothed out a lot of the sharp edges, while on others it made textures look muddy and text unreadable. The PC version fares much better, with support for higher resolutions and a generally crisper, cleaner look. It's also a really great-sounding game. You'll hear plenty of small ambient effects like animal calls and dripping water, and Lara's grunts and yelps as she scales these incredible antiquities will resonate differently depending on the size of the room. Music is generally used sparingly, but it always swells to a flourish at all the right moments. Tomb Raider: Legend did a lot to make Lara Croft feel relevant again, and Tomb Raider: Anniversary is another step in the right direction. The acrobatic action is consistently exciting and challenging throughout, and despite being a remake, the experience feels new and fresh. This is the best Tomb Raider game in years, and for the first time in a long time, that actually means something. System Requirements CPU: Pentium III/Athlon or better. CPU SPEED: 1.4 GHz. RAM: 256 MB for Windows 2000 & XP (512 MB for Vista) OS: Windows 2000. VIDEO CARD: 100% DirectX 9.0c compatible 64 MB 3D Accelerated Card with TnL (NVIDIA GeForce3Ti+ / ATI Radeon 9 series+)
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https://imgur.com/a/NXrXp3g @Zombieplaugel #1 Puesto : V.I.P en el servidor por 2 semanas. @Creepy #2 Pues : V.I.P en el servidor por 1 semana. Gracias a todos los que participaron y gracias a @myCro por aceptar el torneo.