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Everything posted by Dark

  1. Accepted As Helper! Contact me in private foroum!
  2. Game Informations : Developer: Mitch Dyer Platforms: PC Initial release date: February 13, 2012 at 6:44PM PST Geopolitics is the subject of Supreme Ruler 2020, a fiendishly complex real-time strategy game from BattleGoat Studios. Unfortunately the developer doesn't appear to have learned any lessons from 2005's more-than-promising Supreme Ruler 2010 and has issued a sequel with virtually all of the flaws of the original game intact but, in many cases, made even worse. Unbelievable political events, statesmanship by proxy where the game practically plays itself, and an incredibly steep learning curve that comes without the assistance of an interactive tutorial will turn off all but the most fanatical strategy gamers. The focus of Supreme Ruler 2020 is exactly the same as its predecessor--attempting to guide the country of your choice through all of the wars, economic crises, and international intrigue that states face in the early 21st century. Sandbox-style grand campaigns are available, along with scenarios dealing with specific situations, such as the United States taking on an allied Canada and Mexico for control of North America. Multiplayer support for up to 16 players is also offered, although the absence of an online matching service means that you have to connect with other gamers via direct IP. . Regardless of the game mode or the opposition, you play a president or prime minister with total control over all of a nation's affairs--both foreign and domestic. Policies are set by bossing around a cabinet of six ministers who look after portfolios, such as the state department, defense, and trade. This is handled by pinpointing key policy initiatives and checking them off under each minister's area of responsibility. So if you want to crank up the troops, you might make "massive military buildup" and "increase unit readiness" the top priorities of the defense minister. On the other hand, you can move toward peaceful nation building by ordering your finance minister to prioritize such initiatives as "family subsidies" and "health care." The buck stops with you, so you can do just about anything you want. The game feels somewhat similar to Paradox Interactive's grand strategy franchises Europa Universalis and Hearts of Iron, with slightly futuristic concerns replacing the medieval and WWII worries of those series. Comparisons shouldn't be taken too far, however, as Supreme Ruler 2020 isn't nearly as refined as something like Europa Universalis III. For starters, it is just about impossible to make heads or tails out of the gameplay. As with its predecessor, tutorials are built around rough walk-throughs of the interface and some basic game concepts. These guided tours contain a lot of information, but it's hard to remember enough of it to put into practice when actually playing the game because of the absence of any sort of interactive element. Even after you do suss out gameplay, you quickly discover that a lot of the basic game mechanics seem broken, or at least the information is poorly presented. The cabinet system is an absolute mess. There is little feedback regarding the effects of each policy change, which leaves you in the dark about what is actually happening when you prioritize issues. Every policy is accompanied by nothing but skimpy tooltip pop-ups that tell you next to nothing about what they actually do. "Massive military buildup," for instance, is accompanied only by a few sparse words revealing that checking it maxes out unit building and deploys reserves. That's awfully uninformative when you consider the vast number of military units and facilities that the average nation will crank out during the course of a campaign. The AI seems fairly good, at least, although Supreme Ruler 2010 was already no slouch in this department. So if you put your ministers on a war footing, you can pretty much guarantee that the military will get top priority all over the nation. Barracks start going up, and you soon receive e-mail from the defense minister suggesting that you start utilizing unused army construction slots. If you ignore all of the nitty-gritty about what's being built when and where, you can still fight a pretty solid war on autopilot. But watching a game play itself isn't very satisfying, and neither is the alternative; digging deep into micromanagement to construct every uranium mine, water works, and barracks on your own. Given the complexity of the game design, the former is certainly the path of least resistance because the game generally knows how to play itself better than you do. So adopting a cruise-control philosophy can lead to quicker success with meeting campaign and scenario goals. Yet it's hardly enjoyable to play this way because you spend most of your time waiting to make a decision. The latter option offers a lot more action in the form of taking charge of everything, although the game is such a wide-open geopolitical sandbox that determining what to do at any given moment can be deeply frustrating. Supreme Ruler 2020 could also use more intelligence when it comes to political events. Many actions within the game seem more like they come from the Bizarro World than our own, and the weirdness is much more pronounced here than it was in Supreme Ruler 2010. Ministers never object to their priorities, even if you give them ones that contradict one another. For example, you can tell the defense boss to start a massive military buildup and a discreet military buildup at the same time. Trading is screwed up by nations continually offering goods that you don't need. If you take over Ontario, for instance, you'll soon be inundated by worthless offers like water from Kazakhstan or electric power from the Philippines even though you now possess one of the most resource-rich regions in the world. International actions frequently have no connection with reality. The UN, for example, typically steps in to offer Israel supplies during war with Lebanon, Syria, and Egypt--a helping hand that you're never going to see in the real world. Israel itself is run by Arab ministers like defense chief Sayed Arafat and secretary of state Mohammed Hussein. You don't have to be a political junkie to know that something is wrong with that picture. Wars and their underlying factors don't seem to make any sense. Even in the wacky futuristic world of 2020, it's hard to imagine how Ontario would have a 10 percent casus belli on Alabama; or how Israel and Syria can go from being mortal enemies one moment with no chance of resolving anything via diplomacy to signing a peace treaty no questions asked just a day later. Maybe there are reasons for these oddities, but the game certainly doesn't bother to try to explain them. The visuals and sound only add more confusion. While the new world map was apparently modeled on NASA photos and looks pretty good from a distance, all of the features are pixelated and the terrain is barren when viewed up close. The biggest issue is how buildings and units vanish when you zoom out to get a look at an entire region. This is a big-picture game that needs to be played with the map pulled back, yet the graphics force you to zoom in tight to actually see what's happening. Even then it's tough to make out what's taking place during battles, and there is no collision detection, so units pile up into vaguely tanklike blobs. Audio is nearly nonexistent, notably in regard to order acknowledgements from units in battle and from your cabinet, who communicate with you solely by silent e-mail. You do get some irritating gunfire and explosion sounds during combat, however, along with a soundtrack of repetitive martial music. Supreme Ruler 2020 should be consigned to a hardcore strategy game ghetto where casual players fear to tread. Despite the game's tremendous ambitions, all of the game's potentially positive features are buried beneath an avalanche of nonsensical politics and gameplay that forces you to choose between cruise control and tedious micromanagement. Let's hope that the entire game engine gets a serious overhaul before Supreme Ruler 2030. System Requirements OS: Windows® 2000 / XP / VISTA Processor: Pentium III 800 Memory: 512MB RAM Graphics: 3D Graphics Card with 16MB+ Video RAM DirectX®: DirectX 8.1 or Higher Sound: DirectX Compatible Sound Card Supreme Ruler 2020 (PC) overview and full product specs on CNET
  3. The concept of Cache DRAM consists of adding an additional level of cache between the processor and the RAM memory in order to increase the performance of the former. But, what changes does the architecture of a processor mean and how does this concept work? We explain it to you and incidentally which processors will use this architecture. A few days ago an Apple patent appeared in which the use of Cache DRAM in one of its future processors was mentioned, a concept that although it may seem exotic is not, so we are going to demystify it. DRAM memory as a cache, a contradiction Bit Cell SRAMBit Cell DRAMBit Cell SRAMBit Cell DRAM All current RAM memories that are used outside of a processor are of the DRAM or Dynamic RAM type, while the memories that are used inside the processors are Static RAM or SRAM. Both work pretty much the same in terms of how to access data, but what they are not the same is in the way they store a bit of memory. DRAM memory is much cheaper, but by its nature it requires constant refresh, and its access speed is slower than SRAM, so it is not generally used within processors. On the other hand, it scales in a worse way than DRAM, so despite the fact that IBM has been using DRAM memory as a last-level cache in its CPUs for high-performance computing, POWER, in its next generation they will use SRAM memory. So the concept of cache, which is related to a memory of the SRAM type, together with the DRAM concept in principle do not match and although we have the case of IBM CPUs, we are not going to talk about using DRAM memory as a cache within the processor . Cache DRAM and HBM memory as an example Apple Cache DRAM Cache DRAM is the concept of adding an added level in the memory hierarchy between the last level cache of the processor and the main memory of the system, but built through a DRAM memory with a higher access speed and less latency than the DRAM used as main memory. One way to achieve this is by using HBM-type memory as a DRAM cache, which is a type of DRAM memory in which different memory chips are stacked and connected vertically using a type of cabling called TSV or through-paths. silicon by the fact that they pass through the chips. Being this type of connection also used for the construction of 3D-NAND memory. Cache DRAM Because the connection is vertical, an interposer is necessary, which is a piece of electronics in the form of a board that is responsible for communicating the processor and the HBM memory. Both the processor, whether CPU or GPU, are mounted on said interposer, which due to the short distance gives HBM memory the ability to function as a type of DRAM memory with lower latency than the classic DDR and GDDR memories. It should be clarified that if the DRAM were closer to the processor, as a 3DIC configuration places it just above it, then the latency level compared to HBM memory would be lower and therefore the access speed higher, due to the fact that the electrons have to travel a shorter distance. We have really used the HBM memory to give you an idea, but any type of memory in a 2.5DIC configuration works as an example. But a standard interposer is not enough The next problem is that a cache does not work in the same way as a RAM memory, since what the processor's data search system does is not copy the instruction lines from RAM one by one, but rather the memory system. What cache does is copy the memory fragment where the current line of code is located in the last level of the cache. The last level stores the cache of a processor is shared by all the cores, but as we get closer to the first level these are more private. It should be clarified that in descending order each cache level contains a fragment of the previous cache. When a processor searches for data, what it does is search for it in ascending order of cache levels, where each level has more capacity than the previous one. But, for HBM memory to behave like a cache then we need the element that communicates the processor with said memory, the interposer, to have the necessary circuitry to behave like a cache memory. So a conventional interposer cannot be used and it is necessary to add additional circuitry in the interposer that allows the HBM memory to behave like an additional memory cache.
  4. Facebook has expanded the voice commands that allow you to interact with its Oculus virtual reality headsets, and its latest Quest 2 model will be able to be activated by the new phrase 'Hey, Facebook'. Oculus introduced voice commands in mid-2020, but until now to activate them it was necessary to do it manually from the settings menu or press the button on the Oculus controller twice. Now, Facebook allows interaction with its Oculus visors completely without using the hands, through the use of the new activation voice command 'Hey, Facebook', as reported by the US company in a statement. At the moment, this feature comes from this week to the latest model of headset, Oculus Quest 2, but Facebook has indicated its intention to reach all its Quest devices in the future. The company has detailed that 'Hey, Facebook' is a "completely optional" experience, and that users can deactivate it in the experimental functions panel of the settings, as well as continue to use voice commands manually as it happened until now. Additionally, users have the option to decide if they want their voice commands to be saved for future enhancement, and they can access, hear and delete their activity at any time from the Oculus Settings menu.
  5. Welcome Journalists 🙂❤️ 

  6. The Chema ❤️ 

  7. There is no doubt that we are facing a small crisis due to the lack of supplies for the construction of our favorite hardware, especially due to the activity stoppages of the Coronavirus, this affects all components, peripherals and hardware devices, including the LCD panels that go to raise its price due to the current situation. It is only necessary that a crucial element for the construction of toro fails in the supply so that a snowball effect is caused that leads to the decrease in supply and the rise in the prices of any product. Which is what is happening in the entire hardware market without exception both in components and peripherals. Why will the price of LCDs go up? LCD Panel Manufacture The chip shortage crisis is also affecting monitors, leading to less demand for LCD panels mounted on them. The consequence? The rise in the price of LCD panels that will end up affecting the price of the different screens and monitors. According to the Chinese market analysis firm Sigmantell, the price of LCD panels will continue to rise during the month of March. For example, in the case of 32-inch LCD panels, the price will rise 3 dollars, for 43-inch panels the increase will be 5 dollars and for large panels that go from 50 to 75 inches the average will rise by 7 dollars. . For smaller panels such as the 14-inch and 15-inch laptop panels, an increase of between $ 1.5 and $ 2 is expected. And in the case of gaming monitors that are usually between 21.5 to 27 inches, the price per panel will rise between 2 and 3 dollars. The growing shortage of LCD screens affects the hardware market xps screens together Although the price increase is going to be a small problem, it is really the lack of availability caused by the crisis in the supply of new chips that is a problem in terms of the distribution of new screens, whether they are monitors, televisions or even computers. laptops. This is something that can negatively affect the entire industry, especially in the case of laptops where we have several hardware components that are going to be launched in the first half of 2021 and that are designed for the laptop market. Like the new AMD Ryzen 5000 for notebooks and the NVIDIA RTX 3000 Mobile graphics cards. OLED-Panel-gaming To all this must be added the fact that the demand for low-end laptops, designed for teleworking and for education, continues to be high due to the changes in work dynamics due to the Coronavirus in several countries of the world. Where the sale of low cost laptops has increased in recent times. It must be taken into account that the low ranges of the products do not usually absorb the cost increases since the margins are very low and the price competition is very aggressive. Those that always end up paying the increase in costs are the high ranges such as professional or gaming products, so the rise in monitors for gaming and professionals may not be only a few dollars. To all this we must add that Samsung will cease the supply of LCD panels at the end of this quarter, so the supply will drop even more and the prices of the new panels will continue to rise progressively.
  8. LG has expanded its own webOS operating system for smart TVs to other brands, which from now on can be used by other manufacturers on their own devices. The webOS smart TV operating system was launched in 2014 and since then it could only be used on LG's own devices, but it is now being extended to other brands, as LG announced in a statement sent to Europa Press. webOS enables features such as voice search and control, built-in Artificial Intelligence algorithms, and connectivity features. Its ecosystem has as allies with technology companies such as Realtek, Nuance, Gracenote, CEVA or Universal Electronics, among others. The televisions that use the system will also have content that includes apps from streaming platforms like Netflix, YouTube or Amazon Prime Video, and sports apps like DAZN, as well as LG Channels, the free premium content service from LG. Compatible models may also incorporate the Magic Motion remote control. "With this welcome to other manufacturers to the webOS ecosystem, we are starting a new path in which many users will be able to enjoy the best user experience and the best functionalities so far only available in LG televisions", said the president of LG Home Entertainment Company, Park Hyoung-sei.
  9. Game Informations : Developer: Mitch Dyer Platforms: PC Initial release date: February 13, 2012 at 6:44PM PST Professional wrestling has long been maligned and celebrated as a place where spandex-clad ogre-men go to act out contrived rivalries and pretend to actually wrestle. While these simplifications certainly hit on some truths about "sports entertainment," the remarkable talents and impressive athleticism of its practitioners cannot be denied. If you're the kind of person who enjoys the high-flying, hard-hitting spectacle of pro wrestling in spite of its myriad absurdities, then TNA Impact may be the game for you. It has some aggravating problems, but it does a great job of translating the excitement of TNA Wrestling into fluid action and visceral fun. A wrestling game is only as fun as the moves you can perform, and in this regard, TNA Impact does quite well. You ratchet up your basic punch and kick attacks by holding the strong modifier or by performing them from a run or in a grapple. This simple layering allows for a wide range of moves without requiring complex button combinations, so it's easy to unleash your nastiest attacks right from the get-go. Each move makes you feel powerful, from a backhand that sends your opponent staggering to a DDT that lays him out. You can also reverse almost any attack with a well-timed button press, and many reversals can be reversed again. The accessible variety of attacks, the crashing impact of each clout, and the ever-looming possibility of reversals make the action fast, furious, and fun. The more you mix up your moves, the more likely you are to come across some of the game's many technical hitches. When the animations run smoothly, they look great and produce exceedingly satisfying impacts. When they don't quite line up, you see fists and feet clipping through torsos, as well as apparent misses registering as hits. These oddities, common to most modern wrestling games, are a minor distraction, and won't hinder your pugilistic endeavors. The more frustrating glitches cause your character to perform unintended maneuvers, often with disastrous results. These are prone to surface in a few situations, the most frequent of which are transitions, such as when your character is getting up off the mat, climbing a turnbuckle, or exiting the ring. Because your attack changes depending on your opponent's position, you may often find yourself aiming to punch an enemy as soon as he stands up, only to execute an elbow drop and lay yourself out at his stomp-happy feet. You can also dodge grapples or attacks when you're near the edge of the ring because the animation of rolling out of the ring will often negate incoming moves. Then, there's the particularly tricky situation when your opponent is down near the edge of the ring. Climbing up on the turnbuckle, rolling out of the ring, and pinning an opponent are all mapped to the same button, which makes it very difficult to figure out how to position yourself to execute the action you want. In this case, you're better off avoiding those three actions altogether. When you're playing against other human players, these hang-ups don't feel so frustrating because you are all subject to the same pitfalls. Everyone can take advantage of each others' missteps and laugh about it. Even on moderate difficulty levels, you can still suffer a few miscues and scrape out a win. However, as you play through the single-player Story mode, you'll eventually hit a wall. As the foes get tougher, the room for error diminishes so much so that one missed move or missed opportunity can cost you the match. This is vexing enough when it's an honest mistake, but it becomes downright infuriating when it's an animation glitch. The Story mode begins when you design a new wrestler using the fairly robust character creator. You then fight your way through a serviceable plot that is pretty much par for the pro wrestling course. The voice acting is lackluster and feels somewhat flat in contrast with the vigorous banter featured on the actual show, but the real shame is that the actor who voices your wrestler is just awful. His performance casts a shadow on the TNA stars, one you should try to shake off by checking out the training videos featured in the extras menu (the short ring entrances probably won't do much for you). The real incentive to play the Story mode is to unlock new characters, moves, and arenas. You do this by earning style points in each match. The riskier and more varied your moves are, the more points you'll earn, which is a nice motivation to mix things up. Equipping more impressive moves is fun, though each time you want to change your move set, you'll have to reenter character-customization tool and sit through a long save time. Multiplayer is the best way to enjoy TNA Impact, and there's a wide array of match types. One-on-one matches, three-way free-for-alls, four-player tag-team brawls, handicap contests, and the signature Ultimate X matches are all playable locally, though the online selection is a bit more limited. Ultimate X matches, while dramatic on television, often feel less exciting than normal matches because the focus becomes staying aloft on the cables rather than pummeling your opponents. There's nothing unexciting about that per se, but the hanging combat is awkward and limited. Actually grabbing the X also requires you to tap a button when a moving cursor lines up with a target area--an action that could be diplomatically described as "anticlimactic." Additionally, online matches are sometimes hindered by lag, which can make pulling off reversals, grabbing the X, and getting out of pins trickier than usual. So, TNA Impact is not without its flaws. The character models are excellent while the animation is fluid and lively, but the physics of fighting definitely lack polish and can create some frustrating situations. Yet despite these technical shortcomings, it's still great fun to clothesline, drop kick, and power bomb your friends in and out of the ring. And, ultimately, isn't that what pro wrestling is all about? System Requirements CPU: Intel Core i3-2100, 3.10 GHz | AMD FX-4350, 4.2 GHz. CPU SPEED: Info. RAM: 4 GB. OS: Windows 7, 8.1, 10 64-bit. VIDEO CARD: GeForce GTX 460 | Radeon HD 5850. PIXEL SHADER: 5.0. VERTEX SHADER: 5.0. SOUND CARD: DirectX Compatible.
  10. Listo no me decepciones y que te ayuden @WilkerCSBD y @SougarLord

  11. Relax.

     

     

  12. Welcome back feo 😄 

    1. #Drennn.

      #Drennn.

      thanks you feo 😄 

  13. Game Informations : Developer: Mitch Dyer Platforms: PC Initial release date: February 13, 2012 at 6:44PM PST If you know anything about Benoit Sokal's track record with adventure gaming, you know going in that Nikopol: Secrets of the Immortals will be weird. But even prior experience with the French designer's surreal Syberia games doesn't prepare you for the strangeness of this adaptation of the work of graphic novelist Enki Bilal. Sokal's White Birds studio tells a bizarre tale here about a totalitarian government, gods from space, and action-oriented puzzles, all of which lend this game an off-kilter feel that is very different from that in traditional point-and-click adventures. All of these eccentricities make Nikopol an extremely challenging, acquired taste that you'll either love or hate. First off, the story is extremely odd. You play Alcide Nikopol, an third-rate artist making a pretty poor go at living off his paintings in Paris, France, in the year 2023. At least it sure doesn't seem like Alcide is earning much coin, judging by his dilapidated apartment and hobo-like appearance. Actually, the whole world seems to have fallen on tough times. All of Paris is a broken-down mess, and ancient technologies like film reels exist side by side with Jetsons-esque gimmicks, such as flying cars. Hockey has become the biggest sport in France, with players so fanatical about the game that they have no problem committing suicide or murder on the ice to get a win. A totalitarian government has spun the clock back to 1984, with the dictator-prophet leader Choublanc pumping Big Brother propaganda into homes. However, various resistance movements are springing up to fight the power. Alcide's father has been sentenced to hibernation off-planet under android supervision because of his rebellious acts, and Alcide himself has just joined a quasi-Christian resistance movement called the Order of the Great Evangelical Return as the game begins. And Nikopol gets much, much weirder. Slug-like monsters are patrolling the streets, acting as cops for the fascist government. A massive alien jellyfish perched atop the upper floors of the regime's skyscraper headquarters grows ever larger and serves as sustenance for giant ticks being trained for civil service work. The immortal, animal-headed gods of the ancient Egyptians have just arrived in a pyramid spaceship currently floating ominously above the Seine. Had enough? Even stranger, nobody seems to care about these surreal developments. Instead of panicking in the streets, people have apparently just accepted the pyramid from space and scary monsters roaming about. Gorgon, your possibly traitorous boss with the resistance church--who, incidentally, peppers his speech with more uses of "thou" and "hast" than the Marvel Comics take on Thor, for absolutely no reason--barely even takes note of the aliens or the creatures. Actually, nobody says much of anything here. While the story is based on the graphic novels of European author Bilal, you have to wonder if his stories are largely told visually. Conversations are few and far between as this futuristic Paris seems nearly deserted. Most of Nikopol's dialogue consists of Alcide talking to himself about the puzzles he needs to solve. Script and voice-acting are both first-rate, though, so this is one adventure where you actually want the characters to speak more. Well, maybe not Gorgon. But the actor handling Alcide does a fantastic, subtle job with his lines. He moves adroitly between talking to other character he encounters and talking directly to you. He also offerings up laid-back hints on what you should be doing and commenting on monster attacks with over-the-backyard-fence dialogue, such as like "Well, I'm not surprised he got me. What was I thinking, standing out in the middle of the room like that?" Such lines are awfully incongruous, especially when accompanied by bloody red smears across the screen before everything fades to black. But they do serve the purpose of keeping you informed about what just happened, and warning you about what not to do while avoiding the second-rate dialogue histrionics found in the average modern adventure. Hearing more from the Egyptian gods would have added a lot to the game, too, as they have deep, spooky voices and probably could have been used to fill in the many, many blanks about just what is going on here. Most of the story-telling is conveyed through the visuals, which are superb in comparison to most adventure games. You don't have free range of movement, being forced to swivel in place behind a first-person camera in the classic Myst style, but the scenery is extremely well detailed and the 3D character models almost as well done as you would find in a contemporary shooter. Rooms are sometimes a bit too cluttered, however. The visual vibe of the game is a blend of post-apocalyptic grunge with sci-fi dreariness a la Blade Runner, so there is generally so much junk and refuse all over the place that puzzles can easily turn into pixel hunts. Many locations are dark and gloomy, as well, which further interferes with searching for items. Some objects are also a bit finicky, requiring clicks on specific locations to pick up or activate them. Still, these issues are not that bothersome, and are generally a small price to pay for the lived-in appearance of the gameworld. Puzzles in Nikopol are problematic for more than just the cluttered visuals and dark rooms, though. Most are inventory-based in traditional point-and-click adventure style. You collect a bunch of random junk, then slap it together into the makeshift weapons and tools necessary to proceed forward. That's pretty much par for the course where adventures are concerned, although the game breaks with tradition by including a lot of timed objectives that kill you if you don't complete them lickety-split. This can be extremely frustrating, largely because many puzzles are quite involved, with a lot of running around and using multiple objects in multiple places. The second big puzzle in the game sees you racing around your apartment trying to avoid a giant slug that is trying to either arrest you or eat you. This isn't exactly a friendly introduction to the game's style, as the beast kills you over and over again until you figure out which items you need to scavenge or activate to block its progress. Having just a handful of seconds to do so in each room doesn't help matters much. The only saving grace is that dying automatically triggers the loading of a save that instantaneously puts you back where you were before the clock expired. So death isn't that big of a hassle. As the game progresses, Alcide finds himself involved in more and more tasks that would be more at home in a pure action game. You shoot at security guards, dodge cameras, sneak past guard patrols, run away from pursuing cops, and so forth. As with the monster-chase example noted above, many of these jobs are on timers, leaving you with only seconds to complete goals before you die or are captured by enemies. One of these hot pursuits seems to figure into every chapter of the game, and, often, as the climax. And they are pretty dramatic; if you mess up even once through something as simple as running the wrong way down a corridor, and you're likely to run out of time and trigger a cutscene of your pursuers gunning you down. Set-piece logic puzzles are also part of the challenges here. You have to solve at least two or three during every chapter, so they are a constant presence. Most are fairly innovative and enjoyable, and tend to play on Alcide's talents as an artist or deal with standard adventure-game fare, such as sliding tiles and code-breaking. Some are so random or obtuse that their solutions can only come as the result of guesswork or turning to a walk-through, though. The pass-card coding stations--where you click on hexagonal buttons in sequence to program cards--are particularly maddening. If you've been waiting for an adventure where you get to take on fascist dictators, fanatical cults, alien jellyfish, and Horus, Nikopol is the ticket. You need to have a serious predilection for the surreal to get much out of this adventure. Otherwise, chances are pretty good that you'll find everything too relentlessly bizarre to relate to either Alcide Nikopol or the out-there world in which he lives. System Requirements OS: Windows XP/Vista. Processor: 1.5 GHz Processor. Memory: 512 MB. Graphics: DirectX compatible 128 MB graphics card. DirectX®: 9.0c. Hard Drive: 2.5 GB. Sound: DirectX compatible audio card.
  14. Huawei's FreeBuds Pro wireless headphones have introduced a new function with which you can record high-quality audio in videos and live broadcasts, compatible with the Chinese company's Camera app and third-party applications. The new function of the FreeBuds Pro allows users to make a clear sound recording for videos and live broadcasts, which turns this accessory into a "two-way audio equipment with high quality recording", as Huawei points out in a statement . Besides eliminating cables and the "complex" equipment that is usually used in this type of recordings, it does not require wearing headphones "to be able to record the sound in the best quality". The FreeBuds Pro integrate a three-microphone system to capture the user's voice as accurately as possible. The high-quality Bluetooth audio recording algorithm, patented by Huawei, distinguishes between human voices and ambient sounds, and then compresses the sound and sends it to the smartphone. The company details that the headphones cover the sound frequency band from 20Hz to 20kHz, which means that they can "record a wide variety of sounds from everyday life with great sensitivity, capturing all the details." This helps improve the quality of the video. This new feature is not only compatible with Huawei's native camera application, but can also be used in third-party video or live streaming applications.
  15. Europe is caught in the middle of an increasingly political standoff over chip-making between the United States and China, and is struggling to get out of the line of fire of what has already been dubbed the microchip cold war. how will they do it? While Europe is quite a heavyweight in the making of planes and cars, it is a minnow when it comes to the chips that are so vital to the high-end chipmaking fringes in consumer electronics. Europe and chip making Europe currently accounts for only about 10% of the global chip industry and the continent is obviously ill-prepared for supply shocks. In recent weeks, politicians and businessmen in Brussels, Paris and Berlin were surprised by how quickly supply disruptions in the semiconductor industry reduced production in the crucial automotive industry. Plate close up Europe's estimate of this vulnerability is both political and economic, and has exposed Europe's dependence on major chipmakers in the US and China. The US has already restricted the supply of its products to Chinese companies like Huawei, prompting fears among European companies about how far Washington will go to keep its country's key chip technology out of China. For EU companies that trade with and manufacture there, the main concern is that they could be caught up in this struggle and excluded from the irreplaceable US markets for semiconductor supply because of export controls. Another shock to the automotive sector's chip supply has raised alarm over Europe's dependence on foreign players in recent weeks, with semiconductor makers especially in Asia failing to keep up with demand. This chip shortage has caused disruptions at Volkswagen's headquarters in Germany in one of the world's largest car manufacturing plants. The pressure of shortages is also being felt in factories across Europe, and CEOs expect the problem to continue like this for at least the first half of this year. No chips The supply chain has been experiencing a real storm since last year. Under the Trump administration, China's hawks in Washington identified the chip industry with an Achilles heel in China's rise; While Beijing has proven to be successful in its strategies to outperform rivals in technologies such as smartphones, solar panels, Artificial Intelligence technology, and more, the country has struggled to replicate or acquire some of the cutting-edge technologies required to produce the most advanced microchips. CHINA-US-CHIP-WAR The Americans have moved to the weak point: Officials imposed new restrictions on chipmakers that make doing business with Chinese telecoms giant Huawei impossible since May 2020. In December, they banned American chip designers from doing business. with the Chinese state manufacturer SMIC. These measures took place in a world mired in confusion by the COVID-19 pandemic. Demand for microchips for consumer products such as PC or laptop screens, headphones or speakers, laptops or smartphones soared as car sales collapsed, prompting carmakers to cancel chip orders. Meanwhile, factories in Europe quickly found themselves short of chips and without the ability to manufacture them. Additionally, consumer electronics and telecommunications products are expected to increase in the coming years, and the small cutting-edge chips that power these devices are the most profitable for chipmakers. The crisis has pointed to a reliance on US chip designers and Taiwanese manufacturers to keep up with global demand for chips. Europe's solution Hit by the trade war between the US and China in general, EU countries and officials in Brussels are crafting far-reaching plans to reach "strategic autonomy" with the aim of resupplying all markets, from masks and vaccines to lithium batteries, and now chip factories are part of these plans as well, fueled by supply shortages.
  16. Accepted! Contact me in private foroum!
  17. good job, equality for all and do not abuse the power to show your rank level on the server. #Respect
  18. Apple has begun to reject applications that charge "irrationally high prices" on its official App Store platform, after a platform developer denounced the presence of iOS apps with dishonest practices that cheat millions of dollars a year from users . The US company has sent rejection messages to several app developers warning that the sti[CENSORED]ted prices "do not reflect the value of the functions and content offered to the user," as the 9to5Mac portal collects. The platform's policies state that it "will not distribute applications or purchases within the app that are obvious scams", and states that it will "reject expensive applications that try to deceive users with unreasonably high prices." The enforcement of these policies comes after an iOS developer, Kosta Eleftheriou, reported earlier this month that Apple's app store had an integrity problem. Currently, both Live Wallpaper Maker - Live4K and Star Gazer + are still present on Apple's official 'software' platform.
  19. Power supplies are a key component in any PC and if you follow us regularly, you will know that we always recommend not skimping on expenses with them, at least as far as possible. GIGABYTE is having a big controversy with one of their font series, which would be failing many users, but apparently they are not encountering such problems. The series is the GP-PGM, but what exactly happens to them? Does it affect all models? It is not a dish of good taste that we buy a component and this does not work, but if it is key as a PSU ... We would not be the first or the last that a new source takes half a PC ahead and leaves us with the face of few friends and although this is not the case, GIGABYTE is having serious problems that it refuses to acknowledge because it is not able to reproduce them in its benchmarks. GIGABYTE GP-PGM - Hardware problems obvious? GIGABYTE-GP-PGM-failure-1 There are already several well-known forum threads, comments in reputation stores and RMAs everywhere, as well as direct emails to the company for it to try to fix the problem of its sources within the GP-PGM series. The problems are basically sudden death, but in some cases the sources do not even turn on, which is even better than going through the trauma of the crash they produce. And it is that in the case that they work well the first time, the case is that after an intense day of work where the PSU takes temperature, after letting it cool with the PC off and turning it on again after a short period of time It appears that the switching FETs, as well as some capacitors blow up when trying to activate the source OCP and OPP on the 12 volt line. The blast is so loud that it looks like a small bomb inside the box resonance and in some cases, a piece of the FETs or capacitors may fly out, potentially damaging the box or a component. Problems everywhere for this series Gigabyte-GP-PGM-failure-2 But the problems do not end here, rather users report such a level of breakage that it is strange to think that the units do not have a design problem. From DOA, broken coils, literally fried electronic components and an endless number of derivative problems, such as the famous clicks that crash the PC and where the source does not turn on again. It seems that everything lies in the measurement points of the OCP and OPP, which in certain scenarios, loads and temperatures would read the values wrong, would not protect the source systems from overloads and with this, errors would arrive. However, at the moment, there are no real numbers of unit failures, but for example, these problems have been demonstrated by TechPowerUp colleagues in their corresponding review, so it is not due to the negligence of specific users who do not know what they are doing. and of course it's not a lot of PSU stuff apparently. What has GIGABYTE done about it? At the moment nothing, they are not able to replicate the failure, they have not admitted the problems and they have not withdrawn the damaged sources as such from the market and of course, they have not asked the users for the units to study what is happening. So we will have to wait to find out the extent of this problem with the GIGABYTE GP-PGM series.
  20. Game Informations : Developer: Mitch Dyer Platforms: PC Initial release date: February 13, 2012 at 6:44PM PST A Kingdom for Keflings is an easily accessible and totally relaxing city-building simulation. Like Cloning Clyde and Eets: Chowdown before it, Keflings is an exemplary display of developer NinjaBee's knack for filling a niche with charming peculiarity. But the amount of micromanagement is likely to scare off a herd of potential players who are looking for punchy dialogue or explosive action--and you should know that Keflings has neither. For the console crowd looking to dig in to the minutiae of a classic PC genre, however, Keflings fuses Zen relaxation and obsessive-compulsive addiction in one of the most accessible Xbox Live Arcade games yet. Playing as a hefty giant, you will start off with a mere hamlet and a couple of Keflings and will manually gather resources and build new structures as you attempt to expand the kingdom. There are four colossal characters available to play as, and the option to play as your Xbox Live avatar is a cool alternative. You probably won't want to play with Trevor or Maia when you can work, dance, and smash buildings as your avatar, which fits in to the world's aesthetic design remarkably well. Your objective remains the same regardless of which titanic laborer you choose. Starting with a partially built town square, you'll harvest lumber, mine rocks, sheer sheep, and gather other resources to put toward various structures that are laid out on unlockable blueprints. You'll spend hours chopping away at the various resources, piling them up, and carrying the stacks to their designated shops so they can be used to build new homes, factories, castles, cathedrals, and more. But you won't be doing the work alone. As you assemble houses and fill them with "love," adorably represented by heart-shaped pickups, you'll bring more Keflings to your ever-growing kingdom. Placing these little people next to something that they can interact with earns them a job. They'll work with you to harvest crystals, move minerals, and generally increase your income at a steady clip. It's a great feeling to see dozens of Keflings hustling and bustling about as they aid in the expansion of your empire. There's an immense sense of satisfaction that comes with constructing increasingly complex structures as a character instead of as a cursor--you get a more tangible experience than, say, using a hotkey to build a skyscraper in Sim City or having a trained creature water a field in Black & White. It's a great feeling to successfully expand your Kefling empire at your own pace, doing what you want to, when you want to, without hindrances like enemies, boss fights, or even nasty weather to slow you down. Difficulty has been sacrificed in favor of making Keflings an accessible and stress-free game in an otherwise daunting genre. Instead of having you compete against another force, the game focuses on simply letting you play as you please without any stress. You won’t have to defend the town, instead you can just approach the mayor for miniature missions. These objectives (usually something simple, such as "move 50 planks to the contractor's office" or "punt a couple of Keflings to show them who's the boss") are quick to complete and always wrap up with a worthwhile reward, such as a new axe that allows for speedier lumberjack work or gloves that permit heavier loads to be carried. Similar items can be found scattered around the world for you to find and equip as well, so there's an incentive to explore if you feel the need for a breather. Other times you'll earn stars by erecting significant edifices in order to unlock batches of blueprints with a new layout. It's easy to get caught up in making "just one more" design before going to bed, but before you realize it, it has been an hour and a half and you've cranked out three or four more than initially intended. The addictive nature of racking up the right number of resources to create a specific piece and then combining that piece with 14 others to create a cathedral will have you happily forcing yourself to finish every outline you have. Since each structure serves a worthy purpose, such as enhancing the Keflings' work speed, you'll strive to unlock even more goodies that help make your kingdom a prosperous one. In addition to the go-at-your-own-pace gameplay and steady stream of unlockable prizes, the music and art of A Kingdom for Keflings add a lot of appeal. The joyful tunes are relaxing, and the cartoony graphics are oozing with endearing charm. Like the vibrant saturated colors, the mellow acoustic music changes with the four seasons, though some people might find the looping melodies to be irritating during longer play sessions. Regardless, the amiable artistic direction lends itself to accessibility--perfect for a game that never ends and can't be won or lost. And because there is no final boss to conquer, you can expand, decorate, and preen your city to perfection at the rate of your choosing before starting up a brand-new one with your buddies. The online-only multiplayer is a co-op affair that speeds up the spread of your kingdom as well as the rate at which rewards are earned, so it's just as fulfilling to fashion an expansive world with friends as it is to do it solo. Gameplay is never interrupted when you're online either; new people can seamlessly join in on the oddly compelling fun of working an odd job and can leave on a whim. Hosting power is even reassigned if the game's creator is forced to exit a session. It's easy to be worried about your precious man hours being wasted if a lowly "griefer" decides to kick down your work, but the online community is a laid-back bunch who simply enjoy creating. The entertainment in A Kingdom for Keflings doesn't come from high-octane action, as in games like Viva Pinata it comes from seeing the fruits of your labor in full force. Even the work itself is fun, almost like tinkering with Lego blocks; you will align individual pieces to create something cool and will get a sense of satisfaction when a jousting arena or leather shop comes to life. Mayoral assignments, gear upgrades, and new blueprints keep you moving with a purpose and ensure that the game is fresh throughout each hour of every kingdom you construct. A Kingdom for Keflings is a fantastic take on a well-established PC genre, and the omission of impediments allows for soothing, peaceful gameplay and extreme ease of entry for gamers of all ages. System requeriments OS: Windows XP, Windows Vista or Windows 7. CPU: 800 MHz. Memory: 256 MB RAM. Graphics: 3d Graphics Card 32MB, OpenGL 2.0.
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