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Dark

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  1. Game Informations : Developer: Mat Paget Platforms: PC Initial release date: November 3, 2016 at 5:04PM PDT If you took my favorite things and threw them in a blender it would come out looking like Skyshine’s Bedlam. Its blend of Mad Max's aesthetic, turn-based strategy combat, and roguelike trappings made me think I’d found the perfect game for me. But just like love at first sight, once I got to know Bedlam a little better, I realized that looks can be deceiving. In Skyshine’s Bedlam, you helm a vehicle known as the Dozer. The minute story details change from playthrough to playthrough because of the procedurally-generated nature of the game, but the main goal is to flee your home of Bysantine and drive you and your passengers to the Aztec City--Bysantine is suffering under the tyranny of a crazed warlord, King Viscera (no, not the ex-WWE wrestler). Along the way, you're stopped by wanderers, hostile factions, and other events and people that prevent you from just making a bee-line to your destination. Combat is a turn-based affair where you fight groups of marauders, mutants, and cyborgs. Your entire party can perform two actions per turn, which can be used to either move around, or to attack an enemy; for example, if you move one character and attack with another, your team's turn is over. This is far too restrictive in practice, and you often feel like there are only two strategies: move your character out of harm's way, or kill one enemy and have one of your characters die because you couldn't get them to safety. Simple tactics, like using a shotgun to knockback enemies into range of another character's attack, feel rewarding, but those moments are fleeting. There's not much strategic depth, and other than move distance, attack range, and damage, there's little else that distinguishes one character class from another, and little else to toy with during combat. I ultimately felt lucky--not accomplished--when I was victorious. The comic book-like presentation is great, and there's some enjoyable animations to behold, especially during combat. Killing an enemy with certain weapons, such as puke or a shotgun, causes them to crumble into a pile of bones. Characters perform finishing move animations if you kill an enemy point blank, like kicking them in the balls and delivering an elbow drop. These are pretty satisfying to watch and make some of the shots look absolutely devastating. The Dozer plays a major role in the world-traversing part of the game. During these segments, you click on icons to move around a randomly-generated map at the cost of food and fuel; the icons on the map will deliver tidbits of story through text. Sometimes you end up in a fight, sometimes you find some resources, and sometimes nothing will happen. Unfortunately, the variety of text that appears on the map is low, as I found text repeating itself quite early on, which pulled me out of the story. There are times when they're unhappy, scared, or in need of a breath of fresh air, but it doesn’t delve deeper than that and I really wish Bedlam would give me a good reason to care about them. You rarely get the feeling that you're harboring living, breathing humans. In addition to providing transportation, the Dozer can be used to heal teammates, turn them invisible, and to attack enemies. These abilities don’t count as an action, but they require power cells--a rather limited resource. These attacks deliver a devastating blow to your enemies, but because of the high resource cost--due to the rarity of power cells--I rarely used the Dozer for anything but healing my group. In the context of the story, your passengers are precious cargo, which you can lose if you're unlucky, or play poorly. There are times when they're unhappy, scared, or in need of a breath of fresh air, but it doesn’t delve deeper than that and I really wish Bedlam would give me a good reason to care about them. You rarely get the feeling that you're harboring living, breathing humans. Though the game ends if you run out of passengers, they're oddly plentiful, to the point that it's a no-brainer to give some of them up in trade to refuel the Dozer. As long as you make it to Aztec City, you are rewarded with new soldiers, regardless of how well you treated your crew. Defeating all of the hostile factions--Marauders, Mutants, Cyborgs, and Rogue A.I.-- allows you to unlock new factions and their respective Dozers. Each faction has its own unique abilities and stats; Rogue A.I. can teleport, while the Cyborgs can go invisible, allowing them to avoid getting hit for a turn. The big problem is that it’s not clear how you defeat a faction; it requires luck and patience, as finding the events that lead to unlocking a Dozer is seemingly random. Not being able to make meaningful, permanent progress is ultimately its biggest flaw, and when something so crucial is missing, it’s hard to recommend. You occasionally run into Elites during your travels, which are significantly larger and stronger characters than the average wastelander. With a greater amount of health and strength, they're tough, but they will join your ranks if you can beat them. It feels like a special event when they appear, and I always make a beeline toward them when they show up, dreaming of my powerful new recruit. Favorites include a lizard-mutant that pukes an acid-like substance and a giant wildman with a triple-barrelled shotgun that shoots incendiary ammo. Normally, you organically find Elites during your journey, but in the new Challenge mode, you start with a random crew of Elites and stronger-than-average soldiers from the get-go. Here, your goal is reversed: you travel from Aztec City to Byzantine, though King Viscera and factions are still on high alert, now with increased health and strength. This puts you past the stage of leveling up your crew and puts you right into the middle of hard-hitting combat. This is initially thrilling, but it can also be frustratingly difficult; you often feel forced to focus all of your resources on boss characters, which often leaves you empty handed, and ill-prepared to face the rest of your opponents. Skyshine’s Bedlam has some good moments, but the story is devoid interesting or layered tales. The experience is largely defined by chasing simple goals while enduring repetitive dialogue and narrative beats along the way. Combat feels good enough, but there's not much to it, and little to strive for. Not being able to make meaningful, permanent progress is ultimately Skyshine's Bedlam's biggest flaw, and when something so crucial is missing, it’s hard to recommend. There is some fun to be had, but Skyshine's Bedlam ultimately mirrors the reality it depicts. You can survive hardships, but only if you struggle through them.
  2. Dark

    Ah webo vip felicidades 🥺🔥xd

  3. #PRO Old Designer and I'm looking at your current gallery, you deserve to be on the team for your designs and avatar effects, etc.
  4. 48888 profile views
    Hack 😎  

    1. FNX Magokiler

      FNX Magokiler

      dejate de mentir un rato :v

    2. QeLi

      QeLi

      U pased the ugly leauage too 😂

      Gud jab 

  5. If you have ever had to mount a PC (or have seen yours inside) you will have noticed that the graphics card is installed practically in the center of the motherboard, and due to its size it is quite a hindrance, even creating problems compatibility. Why does the motherboard PCIe socket force us to install the GPU in the middle? We explain it to you below. The arrangement of the motherboard's PCIe socket forces us to install the graphics card almost in the center of the system, and due to the size of this component, we often have problems channeling the cables (such as its own PCIe power connectors) and it even creates compatibility problems with too large CPU heatsinks, with M.2 SSDs that have their own heatsink and sometimes even with the motherboard's own heatsinks. Why then is it located in this position and not at one end of the motherboard? The PCIe socket layout on the board and the GPU installation There are several inconveniences that installing the GPU in the upper PCIe socket of the motherboard creates, such as: Potential incompatibility with the processor heatsink. Difficulty routing PCIe power cables. Potential incompatibility with SSDs in M.2 format. The heat from the GPU heatsink meets that of the CPU heatsink. Problems channeling the HD Audio cable due to the connector layout on some boards. CPU graphics problem Most ATX format motherboards have multiple PCI-Express x16 sockets, and that means we could technically install the graphics card, for example, in the bottom socket, the furthest away. However, in most cases this would pose another additional problem because since most graphics cards occupy at least 2 PCI slots, the connection ports of the motherboard such as the front panel or USB connectors would be covered, which many sometimes it makes it impossible to use this bottom socket (and in fact many boards have a PCIe x1 socket there instead of a x16). That the main PCIe socket is in the center has its reasons When engineers have to design the layout of the components on the motherboard, they must take many factors into account, and obviously the space that the graphics card will occupy in the main PCIe is one of them but not necessarily the most important. The motherboard's PCIe sockets are necessarily in constant communication with the processor, and this is the main reason: the closer it is, the less distance there will be between one and the other and therefore the communication latency will be lower. PCIe 6.0 In the end, when they design a product as extremely complicated as a motherboard, they often have to choose a lesser evil in order to improve other faculties, and this is precisely what happens with the arrangement of the motherboard's PCIe socket, where everything is located. glued to the socket which can be taken into account the design of both CPU coolers and graphics cards. Obviously, they could also choose to swap the positions of the DIMM sockets for RAM with the main PCIe of the graphics card, making the GPU positioned closer to the socket. However, we return to the same problem, since it is important that the RAM has the best possible latency with the CPU, even less than the GPU, which is why these sockets are as close to the socket as physically possible. In addition, if you do so, the video outputs of the graph would be facing upwards while the rest of the ports on the board would be behind, and it would be quite uncomfortable to call it somehow. So that the PCIe socket for the GPU is in the middle of the motherboard has its reason for being, and this is the latency. The closer the PCIe socket is to the processor socket, the shorter the time it takes to communicate between the two (latency).
  6. Adobe has released beta versions of its Photoshop for ARM photo retouching program, compatible with Windows and macOS operating systems. With these beta versions, users with Surface Pro X with at least 8GB of RAM and Windows 10 build 19041.488 or Apple's new MacBook Pro, MacBook Air and MacBook mini with M1 chip will be able to run Photoshop natively on their devices. Being beta versions, there are some functions that are not available yet, such as the patch tool, the correction brush, adaptive wide angle or content-aware fill. "This is not a fully functional version of Photoshop; it contains several limitations compared to the more available version of Photoshop (...). Over time, more functions will be available," explained the company both in the version for Windows and for macOS. There are also some features that are present in this version, but with limitations or bugs such as importing photos from Lightroom through the home screen, the Filters Gallery functions will appear to hang but then it will succeed and change the Stroke pixel size behavior does not work as expected. To access these beta versions, users can do so through the Creative Cloud Desktop application and must have ARM 'hardware' that meets the minimum system requirements.
  7. Game Informations : Developer: Edmond Tran Platforms: PC Initial release date: August 30, 2016 at 8:09AM PDT I often got real, physical headaches while playing Obduction. Towards the end of the game, I’d regularly get completely stuck when trying to solve a puzzle, decide I was missing something vital to its solution, and proceed to run back and forth through the game’s sizeable world, searching every area multiple times, eyes glued to the screen. I’d take a wrong turn in a thick forest, retrace my steps, get lost again, and then get mad at myself. But when I eventually did stumble upon that missing link--an obscured set of stairs, a line in a book I’d previously dismissed--the pieces fell into place, and my frustrations all but disintegrated. I'd unlock a majestic gate, the soundtrack would swell, and I'd discover a breathtaking new region, full of fresh, difficult puzzles. Created by the same developers behind classic adventure games Myst and Riven, Obduction presents a eerie world filled with tough puzzles to solve and intriguing lore to uncover. At the start of the game, you’re transported to an area that’s immediately stunning and perplexing--rocky desert mountains smattered with distinct American architecture from throughout history: an Old West frontier town, a 1950s gas station, a graffitied rail yard. While this initial sun-drenched area feels invitingly warm on first glance, there’s also an underlying sense of otherworldly menace. Distant horizons are lined with enormous purple crystalline formations and floating islands. The occasional waft of tense violins in the soundscape lends the familiar architecture an off-kilter slant. Real-world actors portray strange characters in odd hologram messages, and every part of that feels a little out of place. And even though you seem to be alone, the bizarre nature of the environment stops you from feeling in control. Obduction emphasises player discovery, and while you're given some broad direction in the beginning, it quickly falls away. Obduction doesn’t draw attention to its obstacles--there’s no strict order of progression, and its puzzles are hidden in plain sight as part of the environment. Key items aren't highlighted by default (the option to turn them on is labeled as a “hint” system) and only reveal themselves as interactive objects when you get close enough. In order to both discover and solve problems, you’re required to scour the meticulously detailed world to find levers, switches, cryptic clues, narrative details, ciphers, and other useful items. Characteristic of Obduction's roots in the Myst series, it’s the game’s encouragement for discovery that makes puzzles fun--and it’s their complex, mechanical nature that makes them so satisfying to decipher. Obduction’s obstacles often involve manipulating physical objects and contraptions. Punching buttons to enter a code or dragging your mouse to pull a lever gives each step in a puzzle’s solution a pleasing, tangible quality. Rumbling iron gears and mysteriously high-tech gates make for a wonderful audiovisual reward on top of the gratification that comes from resolving a tricky puzzle. However, Obduction is unrelenting in its lack of player assistance, and some solutions are more obscure and obtuse than others. While you have the option to make some objects glint unnaturally, keying you into their importance, some clues are purely visual and provide no indication of how they might interact with other clues, if at all. In every case, it’s completely up to you to connect the dots and to figure out how an object or clue might be useful. It can be invigorating to have a sudden breakthrough and rush to test your theory, but the process can also be incredibly draining. I frequently felt stumped or completely baffled, but this depends upon how observant you may or may not be at the time. This directionless feeling does initially enhance the mystique of the game’s first half, when locations are mostly undiscovered and you lack a holistic understanding of how the world works--new discoveries are especially magical at this point because they are full of unknowns. But challenges become increasingly difficult and complex, and a lapse in patience or observation can lead to punishing gaps in your knowledge of the world's logic, which can take a painful amount of time to identify and ultimately resolve. One overlooked clue can completely halt your momentum and cost you large amounts of time, making rewarding successes fewer and further between. In its final hours, Obduction introduces intricately grand puzzles that involve environmental manipulation and traveling between different, interconnected locations at predetermined points. Although clever, these scenarios often require a large amount of backtracking and the endurance to withstand a collection of loading screens as you travel back and forth--a process that grows increasingly exhausting. Because of the size of the game’s world and the numerous mechanisms that can restrict access to certain routes, getting lost while backtracking can also become a very real frustration and increase the chances of missing vital clues. This is an experience that requires you to play with patience, but there are times when your best intentions aren't enough. Although you may feel at odds with Obduction's late-game complexity, it still feeds into an incredibly alluring world that earns intimate engagement. Its puzzles require keen observation and perseverance, and while player-made missteps can lead to mental fatigue, Obduction's commitment to keeping the onus of discovery on you means that deciphering the game’s intricate puzzles is often gratifying despite occasional frustrations along the way. Just make sure to take breaks and clear your head once in a while.
  8. DH1, nice music!
  9. My vote is DH2, nice music !
  10. Accepted! welcome to the family ❤️ Don't forget to get active on the channel.
  11. v3, text and blur, effect
  12. My vote DH2, good music
  13. DH1, music nice xd
  14. DH2, nice music
  15. DH2, music nice
  16. My vote is DH2, music nice ❤️
  17. DH1, music good! ❤️
  18. DH1, nice music
  19. Dh2, music legend
  20. DH2,Nice music
  21. DH2, Nice music DH1, I don't understand the music xd
  22. we need administrators for our StreetZM server.
    They talk to me privately if the administrator is interested in the server or they can request in this section:
     

     

    Section Of StreetZM: https://csblackdevil.com/forums/forum/15471-zombie-»-streetzm/

  23. The president of the Council of Ministers, Ántero Flores-Aráoz, declared this Friday that "it makes no sense to keep private vehicles without circulating on Sundays." He added that this measure was consulted with the Minister of Health, Abel Salinas. November 13, 2020 - 8:40 PM The head of the Ministerial Cabinet indicated that Saturdays are the days when the greatest number of people accumulate. The head of the Ministerial Cabinet indicated that Saturdays are the days when the greatest number of people accumulate. | Source: Andina Look also Peru registers 35,106 deaths and more than 932,000 confirmed cases of COVID-19 The head of the Ministerial Cabinet, Ántero Flores Aráoz, reported today that on Sundays it will be possible to circulate again with private vehicles, a measure that will be applied from this weekend. “You have to understand the people, you have to make corrections where it is necessary to rectify. At this time, it seems to us that it makes no sense to keep private vehicles without circulating on Sundays, ”he told the Andina Agency. As he indicated, on Saturdays people tend to concentrate in markets or shopping centers due to the restriction on Sundays. “Let's give back the possibility of using private vehicles on Sunday. We are doing that, as of this Sunday it will be possible to circulate with private vehicles as well, "he said after referring that the issue was discussed with the Minister of Health, Abel Salinas. Regarding the continuity of the curfew, he mentioned "until now it would seem that it is necessary and if they believe that it should be studied, we will study it." The ban on the use of private cars has been in force since September 20. The measure was issued under the idea of avoiding the multiplication of family and friend visits, as well as trips to recreation centers where concentrations of people can occur and increase COVID-19 infections.
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  24. From HBM memories, through 3D NAND chips, there are many chips in the hardware market that are built using what in English is called TSV, acronyms that mean "Through Silicon Vias" and translates as via silicon by the fact that they vertically cross the chips and allow vertical intercommunication between them. In this article we are going to tell you what they are, how they work and what they are for. In the hardware world, it is often talked about in terms that have to do with speed rates, be it the bandwidth of a memory, the clock cycles of a processor, how many times a processor does a type of calculation per second , etc., but very seldom do we ask ourselves how the chips intercommunicate with each other and if this matters. In this article we are going to talk about a technology called TSV, which is used to intercommunicate chips, whatever they are. What are silicon or TSV pathways? Ways If we look at most motherboards we can see two things: the first is that most connections between chips are horizontal, which means that the paths on the board that send the signal between chips communicate horizontally. Then we have the case of CPUs, which are placed on top of an interposer that we call a socket and in which the processors are connected vertically on them. CPU socket But in general 99% of the time we observe that there are usually no chips vertically connected to each other, and despite the fact that the design of chips and processors is evolving in that direction and there are already some examples of this type on the market. But how do we do it to intercommunicate two or more chips vertically? TSV Well, precisely this is done with what are called pathways through silicon, which vertically cross the different chips or layers of the same chip that make up the stack, that is why they are called pathways "through" silicon because they literally pass through. The applications and advantages of using TSVs 3DIC COmputaitional RAM One of the applications of TSV is that it allows the separation of complex processors made up of different parts on several different chips with the added advantage that vertical connectivity allows a greater number of connections, which helps to achieve higher bandwidths without the need for a Very high clock frequency that increases power consumption during data transmission. For example, in the future we will see CPUs and GPUs where their last-level cache will be off the chip, with the same bandwidth but with a storage capacity several times greater, which will greatly increase performance. We also have the example of the Intel Foveros that TSV uses to communicate the two parts of the Lakefield SoC, the Compute Chiplet with the Base Die where the system I / O is. Lakefield Foveros The reason for dividing a processor into different parts is in the fact that as a chip gets bigger the chances of an error in the circuitry grow more and more, and therefore the number of good chips without failures that They can be used is less and those that do well have to pay the cost of those that have failed; This means that reducing the size of the chips theoretically reduces the overall cost, although later we will see that this is not totally the case. HBM vs GDDR The second application has to do with the occupied space; the fact of being able to stack several chips vertically greatly reduces the area they occupy, since they are not scattered around the board, the most famous example of this being the HBM memory used as VRAM for certain graphics processors, but we have other examples such as Samsung's V-NAND memory, which stacks several NAND Flash memory chips on top of each other. 3D NAND Other lesser-known options are the combination of logic and memory, in which the memory is placed on top of a processor, the best known example being Wide I / O memory, a type of memory that appeared in smartphones a few years ago and consisted of a memory on top of the SoC interconnected by way through silicon.
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