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Dark

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  1. Good activity but you need activity in channel #PRO For Pending
  2. My vote DH2, music nice!
  3. Miguel Palacios Celi, dean of the Medical College of Peru, highlighted the need to take measures to contain the speed of transmission of COVID-19. "In these circumstances, human life must be put before the economy," he said. Dr. Miguel Palacios Celi, dean of the Peruvian Medical College (CMP), raised quarantines focused on territories that have an incidence rate greater than 120 new cases per 100,000 inhabitants, a contagion factor greater than 1.3, in addition to a mortality rate greater than 150 deaths per 100 thousand inhabitants. In an interview with RPP Noticias, he specified that, of the total of 1874 districts nationwide, it has been possible to identify, so far, around 100 districts that meet these requirements and that currently should be "fenced and with all the sanitary measures of the fence. epidemiological". Palacios Celi pointed out that these measures were approved this Tuesday by the Medical College of Peru in order to contain the speed of transmission of COVID-19. "We at the CMP have agreed to ratify our message to the Executive Branch that in these circumstances human life must be put before the economy," he reiterated. The leader announced that the second contribution of this union is about a set of measures to strengthen the health system, especially in the temporary oxygenation centers, where currently there are only 38 beds despite the high demand of the population for this Important resource in the fight against COVID-19. Similarly, he commented that the third proposed axis is the formation of a commission that brings together civil society to achieve a concerted management. He explained that last Monday they met with the Association of Municipalities of Peru (AMPE) to make a call for institutions "to work with the State and be able to carry out a concerted effort." Newsletter All about the coronavirus COVID-19 has put everyone on alert. Subscribe to our newsletter All about the coronavirus, where you will find the most relevant daily data in the country and the world on the advance of the virus and the fight against its spread.
  4. Now that teleworking is the order of the day, it is more important than ever to arm yourself with a set of peripherals that make life easier and work more enjoyable. For this, the renowned manufacturer Trust already has a whole new range of mice available for teleworking, and today we are going to talk to you precisely about them. Obviously, any mouse can be used to work on the PC and perform the tasks you need, but not all of them perform their functions in the same way and especially when you have to work with them for 8 hours a day, so it is important to choose well and , if it can be, at least possible price right? Get the most out of your day with mice to telework To put a simile, let's suppose that you have to go shopping for the month at a supermarket; You can go by bicycle and it will help you to get to the place, although later you will have problems loading the purchase, so a compact utility for example will be much more useful. With peripherals for teleworking, more or less the same thing happens: although any mouse can be used to carry out the work, if you have a specific peripheral for this purpose you can do it in a more comfortable and efficient way. Next, we are going to tell you about four new Trust mice designed to telework with the greatest comfort and versatility possible, and we begin with a summary of their technical characteristics so that you have them all at hand. The last of these Trust teleworking mice is the Nito, the most advanced of all but not the most expensive as we will see soon. It has more maximum sensitivity than the rest, so it can be used even for gaming, it allows you to change sensitivity with its dedicated button without the need for software and it has six buttons in total. With a more conventional style we have this Trust Kuza, which already equips six buttons for greater functionality and versatility. It is in this case designed for right-handed users due to its ergonomic shape, it needs two AA batteries to function, which provide up to six months of autonomy and its wireless range is 10 meters.
  5. Samsung has announced the arrival in Spain of the Health Monitor application for the Galaxy Watch3 and Galaxy Watch Active2 smart watches, which will allow the use of blood pressure and electrocardiogram monitoring functions. Health Monitor is the Samsung application that helps to monitor health and achieve physical exercise goals for greater well-being. In December 2020 it obtained a CE certification, which has allowed the service to be expanded in 28 European countries. This Tuesday, the company announced in a statement its arrival in 31 new countries, including Spain. With it, Galaxy Watch3 and Galaxy Watch Active2 users will be able to use blood pressure monitoring functions, as well as EKGs via Health Monitor. Samsung has indicated that the Health Monitor app update will be progressively available on Galaxy Watch3 and Galaxy Watch Active2 from February 22.
  6. Game Informations : Developer: Britton Peele Platforms: PS3-PC Initial release date: November 13, 2013 at 6:00AM PST What is a mind? Does a clone have a soul? These are big questions for a puzzle game to try to engage with, but The Swapper is a game that's willing to take a few risks. An atmospheric platformer from an independent Finnish developer, The Swapper takes some heavy themes and molds them into an engaging if short adventure that plays as well as it looks. After you're dropped into the dimly lit 2D environment for the first time, there is a great sense of isolation. You won't be alone for long, though, because you can make yourself some new best friends. You are almost immediately given access to a handheld cloning device and the eponymous swapper--the object that makes the game more than just a simple puzzle-platformer. The cloning device does what you might expect: it lets you create a clone of yourself anywhere you have line of sight (you can't, for instance, create a clone through walls). Four of these clones can exist at a time, and all of them move the same ways you do. Move to the right, and your clones do the same. Jump and they jump. They exist like this until you touch them, absorbing them into the whole that is "you," or they die. The swapper makes things more interesting, both in the narrative and in gameplay. It is a device that lets its user move its soul from one body to another…or does it? The plot of The Swapper, imparted by audio conversations and text entries you find throughout the game, explores whether or not any soul swapping is actually taking place--or if the soul even exists at all. It's a very philosophical tale that asks questions of belief, skepticism, science, and materialism, and it doesn't talk down to its audience when doing so. Regardless of the metaphysical consequences, though, from a gameplay perspective, the swapper is invaluable. With a clear shot and a click of the left mouse button, you can transfer control from one body to another, allowing you to, in a way, warp around the environment and reach previously inaccessible areas. Using the swapper, things like large gaps and high platforms are not much of a problem. Simply drop a clone where you need to go, and then swap to it. Things are complicated by the existence of colored lights scattered throughout the world. Areas covered in blue light prevent clone creation (though clones can walk into the light without issue), while red light blocks the swapper's beam, preventing you from jumping between clones. Purple light predictably has both downsides, making it a real pain to deal with. While there is no satisfying narrative explanation for why things work this way, these lights are one of your primary concerns in most puzzles in the game, and working around them is where you find most of the challenge. Aside from lights, there are a few other wrenches thrown into the environment to keep puzzles fresh throughout The Swapper, including areas that involve reversing gravity on a clone-by-clone basis. With a few exceptions, none of these obstacles make the puzzles mind-crushingly difficult to solve, but they are usually tricky enough to make you feel clever for conquering them, and each puzzle is different enough from the one before it that things never get too monotonous. Therefore, the game strikes a good balance between being challenging enough to require work, but not too difficult to make it unapproachable. One of the most immediately apparent aspects of The Swapper is how unique it looks. The creepy aesthetics were created in part with clay models, but this isn't the sort of claymation you would find in a Wallace and Gromit film. You might not even recognize the visuals as being made up of commonplace materials. But even if you don't recognize why things look the way they do, you will likely notice how striking they are. Great use of lighting helps set the mood and keeps things looking interesting, allowing for a lot of impressive imagery. As you traverse these gloomy but beautifully crafted worlds, you notice the overall map filling up in a very Metroid-style manner, but those who yearn for that specific type of game shouldn't get their hopes up too high. While there is some exploration involved in moving forward, there is little in the way of backtracking, and the path remains fairly linear. Each room you find in the world serves as its own stand-alone puzzle, and such rooms are never terribly large, nor are they connected--everything you need to solve a puzzle is always right in front of you. What this progression format does, though, is give you freedom to solve certain puzzles in whatever order you choose. You need to complete every puzzle and collect every orb to see the game's ending, but you need to solve only a certain number to move past specific areas, allowing you to come back later if you need to. You won't be coming back with any new abilities to work with, but you may be able to look at the situation a little differently with knowledge you gain elsewhere. As you make your way through the game's puzzles, you delve deeper into its philosophical plot. The story never gets in your way too much if you simply want a puzzle game without having to worry about narrative, but there are optional text entries you encounter that expand on events both past and present. While the story is full of interesting ideas and some thoughts that might make you go "Hmm," the plot has some confusing aspects and, as a linear story, can be a little underwhelming in the end. That said, it also asks some deep questions that directly relate to the gameplay, so there's a philosophical aspect to the narrative that's worth engaging with if you want to dive deeper into it. The Swapper doesn't outstay its welcome, ending before its gameplay starts to grow tiresome. At the same time, this ending is bittersweet, as it's easy to wish for more clever puzzles using these mechanics. If you can manage to cruise through without getting stuck too long on many of the puzzles, The Swapper can easily be completed in a four-hour sitting. You can play through again and get a different ending, but the puzzles are predictably less appealing a second time through. A collection of well-hidden text message terminals can encourage deep exploration, but for the most part, the game isn't suited for multiple playthroughs. While it lasts, though, The Swapper is a smart, good-looking game with engaging puzzle mechanics and great atmosphere. It's a well-crafted journey from top to bottom, and the only regret at the end is that there's not more of it. System Requirements CPU: Dual Core CPU (2.2+ GHz Dual Core CPU or better) RAM: 1 GB. OS: Windows XP SP3. VIDEO CARD: GeForce 8800 or Radeon HD4800 series, 512 MB of memory. FREE DISK SPACE: 1 GB.
  7. Rejected! you must do activity on the server for 3 days maximum.
  8. It is one of the weak points of any old or current gaming mouse, it is an essential part at the same time and where over the years it has not been successfully replaced by another to do the same function. We are talking about PTFE, which stands as the industry leader in gaming mice and is the focus of headaches in certain models to find its correct replacement. What is it and what is it used for in the gaming and not-so-gaming mouse industry? Surely when you pick up any gaming mouse for the first time you have turned it, looked at its base and touched its sliding pads, placed the mouse back on the mat and slid it to see the grip, friction and the stopping power. Well, these pads are made of a really common material, but one that the industry cannot supplant due to its excellent results and durability. PTFE, one of the most used materials in the world, also in gaming PFFE Logitech Let's start by explaining what PTFE is, since there are different types and it is convenient to know its base. PTFE is the acronym for Polytetrafluoroethylene, a plastic for industrial use very similar to polyethylene, but with a different molecular composition that gives it a series of properties much more interesting than this. Basically, PTFE is made up of fluorine and carbon atoms, so we can already get an idea of what awaits us with a material with these two compounds as its original base. And it is that PTFE has several types, which depend on the mineral load that they include in their composition. So to talk about this material we must talk about virgin PTFE and on the other hand, its mineral derivatives. Focusing on the virgin version, its properties are so overwhelming that we will understand why the industry chooses it as their option for gaming mice. Well, it is the mineral mixture of virgin PTFE together with bisulfide, an additive that greatly changes the properties of the final product. Starting with increasing the hardness, rigidity or reducing the coefficient of friction, apart from achieving greater elasticity and not having as much wear. Obviously, with these properties on the table it is understandable its use in a component where the least possible friction is sought in any material, the greatest hardness that can be achieved and above all that it does not deform under the pressure of the player's hand. And is that a gaming mouse has to withstand brutal accelerations, as well as braking of several hundred G, that for years, if not decades in the worst case. Apart from all that has been said, it turns out that it is easily moldable into sheets, it is extremely cheap and therefore not easily replaceable.
  9. Google prepares a new feature that will arrive with Android 12, the double tap, with which users can perform different actions by giving two quick taps on the back of the mobile device. The new feature has been designed for Pixel devices, which by giving two quick taps on the back of the mobile, the user can perform a series of actions: activate the Assistant, take a screenshot, stop or play audiovisual content, open a notification or recent apps view. As explained in 9to5Google, the double tap, known under the code name Columbus, is the heir to a function that Google already developed for Android 11 that finally did not arrive with that version of the operating system, despite appearing in a previous version for developers . Unlike the function developed for Android 11, the new Columbus will allow you to adjust the sensitivity so that it only recognizes firm blows on the back. It can also be disabled.
  10. Game Informations : Developer: Jason Venter Platforms: PS3-PC Initial release date: November 13, 2013 at 6:00AM PST Do Not Fall is the sort of game that offers some excellent advice in its title, then tries its darnedest to make sure that you can’t comply. It does so by sending you on a quest to obtain several containers full of various tasty liquids, a task that for some reason you are able to complete by rushing around a slew of appropriately-themed platforms that are hanging in the sky. The setup is interesting but can also be quite frustrating initially. No Caption Provided The colorful but surprisingly dangerous levels in Do Not Fall are viewed from a top-down perspective and typically play out in confined maps built from a bunch of square tiles. Most of those tiles crack and then drop out of sight a short time after you step on them, which means that you either must keep moving or find a rare piece of solid ground if you don't want to plummet into the abyss like so much debris. Most of the fragile footholds that drop out of sight rematerialize a few seconds later. Levels often require you to plan your route carefully, keeping tile behavior firmly in mind so that you don’t corner yourself. For instance, you might be asked to proceed along a series of platforms and collect a key at the far end, then to return along the same approximate path that you first followed to nab a trinket, hopefully without running out of safe places to step in the process. At first, the constant need to think about where you move next can be intimidating, but you should be able to adapt to it quickly enough. The ease with which you adjust to the style of play required isn’t hurt at all by the fact that you have only a few moves at your disposal, either. Besides being able to move in any of the eight standard directions, you can make long jumps to distant platforms and you can dash. Those are basically all of your options, and they’re all you really need. The dash move is extremely useful because it allows you to destroy various obstacles and enemies, but you aren’t allowed to rely on it; each use immediately empties a meter that needs to refill before you can dash again, and you’d better believe the levels are designed to use that particular handicap against you. The certainty that you’re only a half-second from falling into the abyss at any point in time never goes away, thanks in part to the perpetual lack of railings. You often must engineer precise leaps along various tiles and you have to be ready for special circumstances on the other end of your jumps, such as a falcon that might dive bomb you if you land on its insignia, or a bull that will rush you if you step on a space marked by hooves. There are numerous hazards throughout each of the seven themed worlds, including killer ladybugs, circling swordfish, and vindictive snowmen. None of the adversaries you face has a threatening demeanor, but all of them are quite adept at knocking you off your perch. The devious Frosty wannabes deserve a special shout out, as they're particularly good at knocking you from moving ledges with well-timed snowball tosses. No Caption Provided Combine the assorted hazards mentioned above with a timer that forces you to remain on the move if you want a good rating on the level--or even if you want to just finish before your time expires, in the later stages--and suddenly you find that Do Not Fall is a demanding experience. In some cases, it can be too difficult for its own good. In one late level, you’re forced to leap along platforms with rolling spikes while gusts of wind blow you to the side. At the same time, falcons will dive you if you stay still for long, and you can't really afford to take a break until you've negotiated an entire series of such ledges. There are a lot of challenges of a similar nature, particularly late in the game. Often, there is a simple enough way to reach a given destination, but you aren't allowed to follow that path because first you need to snag a key that is surrounded by blocks or moving spikes, or maybe you just want a golden bolt that will go toward unlocking the next available world. The developers seem to have delighted in painting a clear picture of the easy way to do things, then throwing you directly in the opposite and more difficult direction. To that particular end, there also are special challenges associated with each standard level that you can complete if you would like to gain access to a handful of special stages and rewards. Some of those challenges can be quite devious, too. In one area, you might be asked to break every destructible item, even those that are off the beaten path. In another, you could be told to avoid collecting the nuts that serve as in-game currency, or you might need to engage every single angry bull (even though common sense tells you to avoid as many of them as possible). This system provides an unnecessary additional layer of difficulty for those daring gamers who want such a thing, and ensures that only the very best players will have the chance to tackle every last stage. Fortunately, there is some nice unlockable content available to assist anyone who is having an especially rough time of things. You can purchase upgrades that grant you more attempts at each stage, increase your movement speed, or allow you to amass a larger fortune while gathering fewer nuts. Additionally, you can also purchase alternative characters that you spot in the various worlds, in case you’re tired of playing as just the rabbit. They have different girth and mobility, so that adds some welcome variety and (in keeping with the trend) still more challenge. No Caption Provided Besides a single-player experience that will keep you busy playing and replaying most of the 80 stages, Do Not Fall also offers a variety of modes that you can enjoy with as many as three friends, either locally or online. These modes serve up some unique objectives that are well-suited to competitive play. You can try to score more points than your friend while stepping on the most tiles to mark your territory, by occupying the most bases, by clearing the most gates, or by performing some other action. There don’t seem to be a lot of people playing the game online for now, but you can always create a private lobby and invite your friends. Do Not Fall's vibrant, charming appearance will most readily appeal to players who aren’t necessarily searching for a challenging experience, and yet that’s precisely what they'll find. If you’ve been looking for a pleasant-looking platformer that isn’t afraid to kick your butt, give this one a shot and you might be surprised how soon you find yourself falling for it. System Requirements OS: Windows XP. Processor: Intel Core 2 Duo E7500. Memory: 2 GB RAM. Graphics: nVidia Geforece 8600GT (9600GT) DDR2 / ATI HD 3670 (HD 4670) DDR2. DirectX: Version 9.0c. Network: Broadband Internet connection. Storage: 2 GB available space.
  11. My vote DH2, music nice!
  12. My vote DH2, favorite ❤️
  13. My vote DH1, music good!
  14. v2, nice text and blur!
  15. Coronavirus Peru LIVE | Today, Sunday, January 24, 2021 marks 315 days of the state of emergency. To date, Peru registers a rate of 122.1 victims per 100,000 inhabitants due to the virus, according to calculations based on the official report of the Ministry of Health (Minsa). With this mortality rate, the country is ranked 10th in the world rankings made by the JHU (in August it reached number 1 with a rate of 96.7), behind countries that are currently suffering a second wave of infections. So far in 2021, the Minsa has reported 1,477 new deaths from COVID-19 in the country, that is, in January the daily average of deaths reaches 74. This last figure is higher than that reported in the months of October , November and dicember. Peru is going through a second wave, and on the eve the Ombudsman's Office warned that there are no longer intensive care beds (ICU) for the care of patients with coronavirus (COVID-19) in all of Lima and Callao, according to data updated by Susalud . Through its social networks, the Ombudsman's Office asked the authorities to distribute personal protection implements such as masks to prevent the spread of the virus. "We warn that as of January 23, in Lima and Callao there is no ICU bed with a ventilator for adults, according to Susalud's report," published the Ombudsman's Office through Twitter. In this sense, the Ministry of Health (Minsa) asked citizens to continue to comply with the prevention measures and the protocols established to contain the spread of the coronavirus (COVID-19) in the country, in the face of the second wave of the pandemic . Through a press release, the Health sector explained that before the arrival of the second wave, it is necessary to comply with security measures since not only self-care is prioritized, the most vulnerable groups such as the elderly and the elderly are also protected. people with chronic diseases (diabetes, hypertension, obesity, or other risk factor).
  16. Nowadays, computers of any size can reproduce video in different formats and resolutions without problems, but specialized hardware is used for this to be able to be seen reproduced on the screen. But have you ever wondered how hardware video codecs work? In this article we are going to explain it to you. The first multimedia computers needed a separate card to be able to decode video, some even remember how the first DVD drives for PC were sold with decoder cards. Little by little, thanks to the benefits of Moore's law, the size of these decoders was reduced until they were integrated into the graphics processors, saving us from having to buy additional hardware to watch movies and series on our PCs and today we can enjoy these anywhere. What is a digital signal processor? Render Processor Digital signal processors, or known by the acronym DSP, take an input data signal and apply an algorithm to it, generating an output signal or data. They can be used to decode multimedia file formats and thus decode an input data stream that may well belong to one multimedia file format or another. They are not to be confused with fixed function processors, since DSPs execute a program and this can be modified, but normally said program is not accessible at the user level and it is the DSP manufacturer itself that has access to the memory. that includes this program, which is normally updated through firmware updates carried out by the manufacturer itself. That is, DSPs are a type of processor like CPUs, GPUs, etc. But in recent years they have been increasingly integrated into different types of processors to speed up certain multimedia tasks, especially the real-time decoding of certain multimedia formats. How do hardware codecs work on our PCs? basic operation codecs A decoder is nothing more than a DSP, which runs a program in which it converts the blocks of data from a multimedia file into the succession of images and sound that we see on our television. But, wouldn't it be enough to be able to reproduce the images as is? The answer is that this would be extremely inefficient since if we were to handle the data uncompressed we would need an enormous amount of space for storage and bandwidth. That is why multimedia files are compressed in different formats, it is not really different than when we compress or decompress a file and the principle is the same. Compression can be based on things like taking common elements and giving them a certain value, storing the color variation from frame to frame, etc. The most difficult part is the encoding, which consists of converting a raw image, movie or audio file into one of the formats, the process requires a much higher computing power than decoding, that is why many times the new formats enjoy decoders long before encoders to that same format. Why are new Video Codecs being developed? Video Codecs The reason for this is because new forms of consumption appear, for example the video codec for DVD-Video was H.263 or MPEG-2, which was good enough to reproduce video on a conventional tube television but when made the leap to Blu-Ray, it was seen that this format was not the best for the transmission speed of the then new storage format, so the creation of H.264 was necessary. Currently the era of optical formats has gone down in history and content providers have to transmit over the network, although a fiber optic network has a higher speed than a BluRay for content providers it is much better to be able to transmit as much more content better within a specific bandwidth, since that means savings for them in their server infrastructure, both in servers and in communication. The counterpart at the user level? The video and audio codecs compress the more data they end up requiring a greater calculation capacity since the number of steps to rebuild the original data ends up being much larger, requiring higher power DSPs for this. Where are the hardware video codecs found? Codec Processor Status In the PC normally in the GPU being one of the accelerators of the same, which are connected to the private Northbridge of the GPU itself. In the case of SoCs, because CPU and GPU share the same Northbridge, they are connected in the general Northbridge of the same.
  17. The Android 11 update has a bug that prevents the recognition of Bluetooth game console controllers on smartphones, including the controller for Stadia, Google's streaming gaming platform. Since Android 11 began to be distributed, the users of smartphones that have updated to this version have encountered a problem that at the moment has no solution: failures in the recognition of Bluetooth video game controllers or, if they connect, the game does not recognize button mapping. The problem affects Pixel devices, but also other Android phones such as Samsung and OnePlus, as explained in XDA Developers. And it prevents linking the mobile with the wireless controller of Xbox One and PlayStation 4, but also with the Stadia, as explained by users in the Google forum. Google has known about this bug since it began to be reported in the summer of last year, and since then the company's developers have been investigating what causes this problem, although at the moment there is no solution available.
  18. Game Informations : Developer: Carolyn Petit Platforms: , ps4 Initial release date: November 13, 2013 at 6:00AM PST Contrast is a game concerned with intangible ideas: the substance of a shadow, and the makeup of a child's broken heart. As a mysterious figure named Dawn, you aid a young girl named Didi in her efforts to prevent her family from falling apart. You don't exist fully in Didi's reality; rather, she is the only person you can see and who can see you. Everyone else appears as a mere shadow projected on the wall, and you yourself have the ability to shift between a corporeal, three-dimensional existence and a silhouetted, two-dimensional one. Contrast conjures up a captivating and surreal mid-20th century European atmosphere of jazz clubs and cabaret singers, and its use of shadows is sometimes striking. But Contrast's puzzles and platforming rarely call for you to do more than go through the motions, and far too often, the roughness of its physics shatters the elegant ambiance of its world. Didi's parents are on the rocks, and as you follow the intrepid Didi through town on her quest to keep her family together, the story of their troubled romance plays out in shadow vignettes. Noir-flavored dialogue gives the interactions of the troubled lovers a smoky edge; when Kat tells Johnny that he's "a carousel of broken dreams," you might feel like you're in the midst of an intoxicating, Casablanca-esque love story. And indeed, the game makes a few explicit references to that classic film. But these enticing glimpses of a rocky relationship between two strong-willed people aren't just for show. As the characters' large shadows play out their parts in these scenes, you can shift into a shadow yourself, leaping on their outstretched arms or their shoulders and using their movements to help you reach places you otherwise couldn't. You can leap onto just about any shadow on any wall, and a few basic puzzles require you to manipulate light sources so that objects cast shadows that you can use to your advantage. And in one elaborate and especially enjoyable sequence, you fill in for a princess puppet in a story about a brave, knight-rescuing princess that Didi's father cooks up to entertain his daughter. The imagery and dialogue of these shadow vignettes make Contrast a distinctive and intermittently seductive experience. As you progress through the game, you earn a few new abilities that you must put to use to advance, including a dash move that lets you pass through thin shadows, and the ability to pick up boxes or spheres and shift them into shadow form. This latter ability factors into the occasional puzzle that offers a satisfying "aha!" moment as the pieces fall into place and you realize what you need to do to get the box to its destination. But for the most part, what you need to do is plain as day, and once the pleasure of being in Contrast’s world has worn off, the act of carrying boxes around and pushing switches to make machinery do its thing becomes routine. The ability to shift objects in and out of shadow form also leads to frustration, because it's extremely common for Dawn to become stuck in the environment when snapping out of shadow form with an item in hand. You can usually get Dawn unstuck by leaping or dashing or just wobbling around for a bit, but the prevalence of this problem pulls you out of the mood Contrast's atmosphere and story strive to foster. There are collectibles throughout Contrast that shed a bit of light on the narrative, but the ultimate explanation of Dawn's existence is cursory and unrewarding. And despite a few strong moments, the game more often flounders in its efforts to mix substance and shadow into an enjoyable cocktail. The alchemy of Contrast doesn't quite pay off, and in the end, the game feels as insubstantial as the shadows that populate its world. System Requirements CPU: Info. CPU SPEED: AMD/Intel dual-core 2.3 GHz. OS: WINDOWS XP SP2/WINDOWS VISTA SP1/WINDOWS 7/WINDOWS 8. VIDEO CARD: 512MB VRAM, COMPATIBLE DIRECTX 9.0C AND SHADER MODEL 3.0, AMD RADEON X2600 XT/NVIDIA GEFORCE 7900 GTX. FREE DISK SPACE: 4.0 GB.
  19. hen we talk about desktop PC cooling we have several alternatives: from air-cooled heatsinks to custom liquid cooling systems, through closed-loop AIOs. However, if we go to the ecosystem of laptops we have no choice, since all of them are only air-cooled. Why aren't there liquid-cooled laptop options? The answer is because you can't, and then we'll explain it to you. Being able to cool a laptop with liquid cooling would be a great innovation, since a big problem with laptops and especially those designed for gaming is that with the little space they have inside, the cooling systems are usually quite ineffective. and in the end almost all laptops suffer from temperature problems. However, if at this point they do not look portable with this type of cooling, it is for something, and we are going to tell you about it. Why is liquid cooling not possible in laptops? Essentially because of size. You can create (and in fact, as we will tell you later, it has already been tried) blocks of water that are flat enough to fit inside a laptop without increasing its thickness too much, but the biggest problem is that the pump does not can miniaturize so much, just as the radiator cannot be reduced so much since its efficiency in dissipating heat depends largely on its surface (for this reason, for example, an AIO with a 240 mm radiator is generally more efficient than one with 120mm radiator). How AIO radiator works Essentially, if you wanted to integrate a closed liquid cooling circuit in a laptop, its size would have to be enormously enlarged to accommodate both the pump and a radiator that has enough surface area to be able to dissipate heat using fans, and if so, the laptop it would lose its reason for being because it would literally lose almost all of its "portability." With the technology we have today, you cannot integrate a complete liquid into a laptop without making it gigantic. And hybrid solutions? Already in the past we have seen some hybrid solutions that integrate a traditional cooling in the laptop but that in turn have the possibility of connecting them to a dock that integrates a liquid cooling circuit, as for example we already saw in the famous ASUS GX700VO. However, if this famous laptop sounds familiar to you for being the first in the world to integrate a similar system, you will remember that it was a tremendous fiasco and that, in addition, it proved to give many problems due to the connections of the tubes and the liquid (you had to fill the deposit constantly). In addition, the equipment had considerable dimensions and weight, not to mention the docking that had to be fixed because there was the pump, two radiators and the rest of the circuit, making the laptop not exactly so "portable". Portable liquid cooling Not long ago the famous overclocker der8auer mounted a homemade liquid cooling system on an Acer Predator gaming laptop with great success, as he managed to significantly reduce the operating temperatures of the equipment. The problem is the same, we need to have the water blocks inside the laptop and the coolant inlet and outlet in self-locking tubes to connect the rest of the circuit. Although these hybrid liquid cooling systems for laptops prove to perform better than any conventional air cooling system in laptops, in the end you are again losing the essence of what a laptop is, since you will have to have a place fixed to which to connect the "dock" with the radiators, the pump and other components necessary for a liquid cooling to work. Will we see liquid cooling in laptops at some point? As we have shown, approximations have already been made but in all cases with a hybrid system that takes the most bulky components out of the laptop. With the technology that we currently have, it is impossible to integrate the entire system into a laptop without increasing its size too much, since with the thickness that they now have, literally a pump and a radiator cannot fit, so unfortunately it is not something that we go Let's see, at least not in the short or medium term. To be able to integrate liquid cooling systems in laptops, we would need the way of moving the liquid and dissipating the heat to evolve in some way, especially not to need a large surface radiator in which to dissipate the heat. How to do it? Surely there are research teams that will be investigating it, but for now it is neither possible nor knows how to do it.
  20. Google's messaging application, Messages, will stop working at the end of March on Android mobile phones that do not have the Google Mobile Services (GMS) certification, a measure that could affect some Huawei devices. Google Messages is usually installed by default in many of the mobile phones with Android operating system and if not, it is easy to download and use, since it does not require a Google account. However, a line of code in version 7.2.203 of the 'app' indicates that not all mobiles will be able to use it. Specifically, and as reported in XDA Developers, the code specifies that "on March 31, Messages will stop working on uncertified devices." The aforementioned portal indicates that this change could be due to the deployment of end-to-end encryption in rich communication services (RCS), since they could not guarantee the security of non-certified telephone communications.
  21. Game Informations : Developer: Tom Mc Shea Platforms: ps3, ps4 Initial release date: January 21, 2014 at 6:59PM PST The flames are maracas. Listen to their rhythmic shakes, but don't dwell for too long; the composition is just getting started. Roll toward the notes that lie flush against the nearby buildings. One, two, and then three drum beats layer on top, and your foot starts to tap. Missiles provide bass, pounding out a catchy riff as they fly across the screen, while the smokestack twangs a guitar melody. As the world awakens, the music begins to swell. Cities is a song that has stayed with me for more than a year, and whenever I revisit it, I'm transported once more by the infectious rhythm. The beat is so enthralling that I sit idly on rooftops, just letting it soak in. But it's the lyrics that cement this as one of my favorite stages. A platform hovers in the sky, flashing words such as "move," "twist," "hurt," and "lose" while Beck belts out the accompanying lyrics. I could listen to this for hours. I often feel hesitant to revisit a beloved game. How could reality possibly live up to the memories I have constructed? And yet, returning to Sound Shapes so long after reviewing it for the PlayStation 3 and Vita was like curling up in my cozy bed, free from the worries that dominate my waking hours. There's a cohesion to this experience that's uncommon in games. The music is everywhere. Trees chime, saw blades tick, and janitors sigh. Such sounds aren't music on their own, merely a backdrop beat, and it reminds me of how melodic life can be. Listen to the white noise of distant conversations while sitting in a park; hear the birds chirping overhead while the waves from a nearby lake roll in. It's the music of life--the rhythm that provides the foundation of every moment--that's always around if your ears are open. Sound Shapes harnesses this energy, and the results are magnificent. Worlds are alive. They breathe like sentient organisms, ignoring your existence as they let time carry on. But you're not just a bystander. As an amorphous blob, your abstraction allows you to blend into any environment. From the brisk outdoors to a bustling office and a bursting volcano, the environments feel like home to your nondescript character no matter how strange they become. And there are notes to collect, a way for you to contribute to the building score. So you roll along the ground, up walls and across ceilings, listening to the environment sing as you add instruments of your own. A piano is slowly added to the mix, along with a drum beat that wouldn't be out of place in a dance hall. In another land, a harp adds an ethereal quality that conjures images of angels smiling from above. The notes are all optional. You could skip them all if you merely want to reach the end. But why would you hinder your enjoyment? Every note further enriches the soundtrack, and it's a reward in itself to hear the songs evolve as you venture forth. Listen to the white noise of distant conversations while sitting in a park; hear the birds chirping overhead while the waves from a nearby pond roll in. Music is everywhere--everything--but the beauty of Sound Shapes goes beyond the auditory pleasures. You scout the two-dimensional environments for notes, not only because you want to add color to the songs, but because there is joy in movement. Your blob sticks to some surfaces, is repelled by others, and dies from anything that glows red. And as you learn your limitations, you appreciate how intricately designed the levels are. Maybe you ride across the treacherous pit on the tail of a missile, dropping onto an alien creature before you meet your end on a spiky trap. When you venture through D-Cade--an album whose music was created by Deadmau5--you dodge lasers being shot from the eyes of robots, moving quickly and precisely to clear each room before you vanish in a puff of smoke. By ensuring the action is every bit as fascinating as the music, Sound Shapes reaches you on both an emotional and a physical level. All of your senses tingle as you discover what lies ahead. When I first reviewed Sound Shapes in August of 2012, I evaluated the creation tools based on how accessible and robust they were. Laying down tracks and shaping environments is so easy that even I, an admittedly unimaginative designer, could craft something that at least approached competency. But I could only guess at how a talented community would handle those tools. Revisiting Sound Shapes gave me a chance to see how the user-created library has grown, and it has cemented this game as something truly exceptional. The core levels of Sound Shapes use a combination of music and difficulty to steer emotions. My sense of discovery was piqued in Corporeal as I chased cats to trigger platforms while viewing the corporate world through an abstract lens. Beyonder removes the shackles of gravity by placing me in a spacecraft, whereas D-Cade's amped-up challenge makes my heart race. The wide spectrum that the albums encompass is riveting, so much so that I have played through these tracks a half-dozen times just to feel those emotions again. But it's in the user-made levels that I now understand how much can be communicated through these simple tools. No Caption Provided Melancholia stands out from other stages in the greatest hits library of user-created stages. A crying child serves as the thumbnail, and there's a puddle of blood near his feet. The first section is ominous, making my breath catch in my throat. Half of the screen is filled with a red, pulsing gravestone. Etched on the face of it are the words "In Memory of My Beloved Son, Tom, 2009-2012" and "My Dear Wife, Liz, 1980-2012." Tombs dot the rest of your view, with white crosses marking each burial plot. Tom passed away when he was only 3 years old, and Liz was only a year older than me. How utterly heartbreaking. As you move onward, you learn the horrible events that have defined the last year for user jool2306: a lonely hospital room, a woman perched on a rooftop, and the depressing thoughts that must swirl in the mind of anyone who has suffered such losses. Was it possible that Sound Shapes provided an outlet for a grieving father and husband? Revisiting Sound Shapes gave me a chance to see how the user-created library has grown, and it has cemented this game as something truly exceptional. Community-made levels encompass a vast array of emotions, and many stand proud next to the developer levels. In A Walk in the Park, I rolled past snapshots of the quiet moments that I too often take for granted. A mother duck and her duckling ignore those around them as the mother passes on the secrets to survival to her hungry kin. In another scene, someone happily flies a kite, content to be alone in nature doing an activity that he loves. A couple walks hand in hand, off the beaten path into the trees where serenity thrives. In another level, Bastion, two robots wait for you to move, and they fire crisscrossing lasers if you try to sneak by them. These are just three of many incredible stages I discovered, and the range of emotions they deliver and the quality of the construction were impressive. So many games have amazing creation tools that are interesting to use but rarely result in anything worthwhile to play, but in Sound Shapes, you experience excitement or grief or any other of a wide range of emotions that makes you eager to see what else is out there. Sound Shapes is a remarkable convergence of music and platforming. Because I've played through the main albums so many times, the levels didn't hit me as powerfully as they once did. But the community levels hammered home just how singular and enthralling this game is. There is so much personality infused in these stages that I felt as if I understood the people who designed them, at least a little. And that's what great tools, and a great community, can do. Sound Shapes is a transcendent experience in so many ways. Maybe its most important contribution is giving a voice to the world through music and action. SYSTEM REQUIREMENTS Operating System: Windows Vista 32-Bit with Service Pack 2 and the KB971512 platform update. Processor: AMD Athlon X2 2.8 GHZ or Intel Core 2 Duo 2.4 GHZ. Ram: 4GB or more. Free Hard Drive Space: 25GB. Processor: AMD Athlon X2 2.8 GHz or higher; Intel Core 2 Duo 2.4 GHz or higher.

WHO WE ARE?

CsBlackDevil Community [www.csblackdevil.com], a virtual world from May 1, 2012, which continues to grow in the gaming world. CSBD has over 70k members in continuous expansion, coming from different parts of the world.

 

 

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