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  1. The President of the Republic, Martín Vizcarra, announced on Wednesday that the total immobilization measure will cease to apply on Sundays, with the exception of the regions in which the focused quarantine established to prevent new cases of coronavirus (COVID-19) is maintained. As stipulated in decree 151-2020-PCM, published this Thursday in the official newspaper El Peruano, the regions in which the restrictions will be maintained are the following : In these places the mandatory social immobilization will continue from Monday to Saturday from 8:00 p.m. until 04:00 a.m. the next day, and on Sundays throughout the day until 4:00 a.m. of Monday. The head of state advanced in a statement that this Thursday, September 17, the rule that modifies the decree that establishes the targeted quarantine would be published. In this way, the measure will be applied on Sundays, September 20 and 27. “In the month of September there are two Sundays ahead. In the following two Sundays we have approved allowing economic activities in regions and provinces where there is no targeted quarantine with a restriction that the use of private mobility is not allowed on Sundays, "he said. Vizcarra explained that this measure will allow citizens to leave, but to a destination close to their area of residence. In this sense, he urged citizens to continue complying with security measures to minimize cases of COVID-19. “As of this Sunday [September 20] they will be able to attend to the trade, they will be able to leave with the restrictions that we all know, such as social distancing and the use of masks in regions that are not with a targeted quarantine, but without the use of private vehicles, ”he said. In addition, Vizcarra Cornejo reported that from this Monday, September 21, the mandatory social immobilization will begin at 11:00 p.m. and will end at 04:00 a.m. “As of Monday, the curfew begins at 11:00 p.m. This will allow businesses to attend one more hour and provide a better service to the population, "said the president after meeting with the heads of regional governments.
  2.  

    Devil Memoir competition has started, remember to participate to win prizes!
     

    https://csblackdevil.com/forums/topic/356962-¤-devil-memoir-1st-contest-edition-¤/

    1. LosT贼

      LosT贼

      go participate what you are waiting ? :c 

    2. Dr.Drako
  3. Game Informations : Developer: Brandin Tyrrel Platforms: PC Initial release date: December 15, 2014 at 3:52PM PST With a name like Shadows: Heretic Kingdoms, this dungeon crawler might prompt you to file it as yet another action role-playing jaunt, embellished with a series of colon-spliced fantasy buzz words. But you'd only be half right. What might not translate in its ambiguous title is a wholly unique hook: twin dimensions in which its hack-and-slash fare unfolds through a revolving door of swappable puppet heroes. Though Heretic Kingdoms' numerous quirks, undercooked features, and surprise cliffhanger reveal the project to be an episodic work-in-progress, rather than a standalone, self-contained game, it boasts enough intrigue to convince you to overlook its obvious faults. Heretic Kingdoms summons for you the Devourer, a soul-consuming demon confined to the nether realm whose ability to possess the bodies of the long-dead and the freshly deceased grants it a foothold in the physical realm. As your first agent in the mortal world, you choose to resurrect a soul from the traditional trinity: the legendary archer, the famed warrior, or the deposed princess-mage. Your curmudgeonly demon is portrayed as the self-assured protagonist, barking over-delivered Old English lines at its subordinates, but as soon as you wake the dead, Shadows: Heretic Kingdoms sports a truly ensemble cast. Your chosen hero and the demon bicker, jab, and actively mock one another as the dynamic between them shifts from subservience to reluctant partnership. They spit caustic dialog that lacks nuance but serves to build character as you're guided through Heretic Kingdoms' unique mechanics. You learn to instantly phase back and forth between the two while you undertake your living hero's opening quest line: to wrap up questions lingering from their former life, before they wound up in a tomb and in the ethereal service of the Devourer. That relationship, and the hero-demon dialog that propels it, is the peak of the interaction between characters. But you're never forced to rely solely on them for your connection to the Heretic Kingdoms. Before long, you slay and consume the souls of assorted creatures: the zombie behemoth, the lupine berserker, and the crocodilian shaman. Uncovering new skills and talents are a large part of the genre's draw, so watching this stable of playable heroes from diverse species and creeds grow into a fighting force is a special treat. These fully customizable supporting characters can be rotated in to fill out the remainder of your four-slot party and are every bit as upgradeable as the top-billed duo, down to their own unique armor, weapons, and skill trees. Your chosen hero and the demon bicker, jab, and actively mock one another as the dynamic between them shifts from subservience to reluctant partnership. Weapon of choice is one of Heretic Kingdoms' strongest virtues: a refreshing change of pace from the traditional lone wolf mentality when it comes to hacking through its fantasy environments. And the Heretic Kingdoms, though represented through the expected archetypes--the forest zone, the desert area, the caverns and crypts--are beautiful, tangible places, bearing the weight of history and scars that are reflected in fine detail. A few levels stand out as especially unique, strange, and otherworldly. But for the most part, they each house their sights and vistas to be gazed down upon from an isometric perch. With the addition of the shadow realm, each area is also represented in a darker, slightly altered mirror of itself, shrouded in neon nether energy. A collapsed bridge or blocked passage in the mortal realm may not be present in the shadow world, forcing you to shift back and forth between the Devourer and its living puppets in order to progress through each long area and underground dungeon. Traversal itself plays out like a puzzle in this regard, reinforcing the welcome notion of cooperation between these realities, despite the simplicity of the mechanic. Heretic Kingdoms, at least initially, promotes exploration through treasure caches, crafting materials, and loot-bearing breakables that cover the paths of the physical plane, while optional tasks from eager non-player characters can be found off the beaten path. Yet these side quests begin to taper off toward the adventure's midpoint, which is a shame, since the Heretic Kingdoms are as convincing a world as you're likely to find. The centuries of conflict, politics, factions, and secret orders that shape the geopolitical climate are referenced constantly. Throughout the adventure, it's actually quite easy to lose track of the finer points and even some larger, overarching notions. If you're not diving into the flavor text wrested from historical books and tomes, or listening for names and places in the quick conversational dialog, you're likely to fall behind. And though scripted conversations are at times campy and inconsistently delivered--too quietly to fight the persistent soundtrack--Shadows: Heretic Kingdoms is populated, albeit sparsely, with well-conceived characters and a dedication to fleshing out a believable universe. Unfortunately, the focus ultimately shifts, and that air of discovery and non-violent interaction with the world gives way to the inflexible destruction of anything between you and your quest marker. It's a symptom of an unfinished product that falls back on dense periods of combat for lack of something else to do. And Heretic Kingdoms' combat is its most divisive element. Though well-designed in form, with the aforementioned clever twists, it can't functionally support the grand scheme. Its standard click-to-move, click-to-attack system is finicky and floaty, rendering precision targeting and maneuvering difficult in thick groups or tight spaces. At its best, it takes some getting used to; at its worst, it's jagged, seemingly delayed, and not smooth enough to deliver on the seamless swapping of characters necessary for ability combinations. I regularly found myself trying to control targets with a quick succession of spells, only to be hampered by a delay or an unregistered click, and walking toward the enemy with a fragile mage. When Heretic Kingdoms works, it's rewarding. The strengths of its combat lie in the variety of consumable party members and the ability to outfit your squad with characters that meet your needs. Each character's basic attack and four-slot action bar can be augmented from a deep skill tree, allowing you to create extensive combinations by swapping between characters on the fly. You might have your mage open with a lobbed fireball, then slow the approaching beasts with a magical blast of sand so you can swap to your archer and pin them with poisonous arrows. When finally cornered, you might shift to your zombie bruiser, leveling the area with shockwave ground attacks and stunning nearby monsters in order to buy time to switch back to your mage and repeat for desired results. This dance of skills and talents creates opportunities for moments of brilliance when you've memorized your party and its many abilities, potentially hammering keys in quick succession to cause all sorts of impressive destruction. Of course, the Devourer has its own obstacles in the ghostly phantoms, apparitions, and demons that roam the shadow plane. Both realms work in tandem, and aside from a few monsters that have a presence in both, you can pick and choose the lesser of two dangers. But the Devourer is the driving force of your adventure, and if it dies, your journey ends. Knowing when to sacrifice a puppet character in the physical realm to get away from dangers in the shadow realm is a hard-earned lesson. Shadows: Heretic Kingdoms is populated, albeit sparsely, with well-conceived characters and a dedication to fleshing out a believable universe. In keeping with the themes of the afterlife, death itself is merely a temporary setback for those puppets. You'll collect soul essences from each enemy killed to resurrect your own dead characters or to quickly heal any member of your party. With enough souls in your pouch, it's possible to stand toe-to-toe for a short time in even the most dangerous encounters. The system rewards smart, strategic play, while allowing you to pick and choose how you want to engage. With so much to manage, control, and keep an eye on, the potential of Heretic Kingdoms' combat is obvious--but it won't be reached until a future update soothes its twitchy unpredictability. And in that regard, updates are coming to Shadows: Heretic Kingdoms with both fixes and content. Heretic Kingdoms isn't complete at this time. In its current state, it runs approximately 8-12 hours before it abruptly ends, promising the next "book" in the journey will be delivered at a later date. While episodic games are nothing new, the fact that some quests and dungeons are included but can't be completed yet, along with features that feel incomplete, means Shadows feels less like an episodic game and more like an incomplete one. The crafting component of Heretic Kingdoms exemplifies this difference. Though at first it seems robust and extensive, it played almost no role in my adventure. Nearly every recipe for an item in my level range required ingredients I hadn't encountered yet, despite the burgeoning stash of materials quickly filling an extensive inventory. I regularly scanned the unorganized list of recipes for potential improvements, but the only craftable items were inferior to my current gear by several levels. It's a wasted feature in its current form. And though I have no doubt future attention will be paid to fleshing it out, right now it seems more like an ambitious feature that never quite arrived where it was supposed to. Despite the admitted incompleteness of Shadows: Heretic Kingdoms, some elements of the game also lack finish. Cutscenes are grainy, and minor graphical artifacts pop in and out of menu screens and character windows. Bugs of varying severity hide just under the surface--e.g., removing characters from your party and reselecting them causes some of their skills to become unmapped from their action bar. The rough edges are not enough, however, to overshadow the game's smart, refreshing design. Shadows: Heretic Kingdoms has many unique qualities that both elevate and iterate on the traditional mechanics of the genre. With time and enough developer support, the game could even become an unheralded standout in a space dominated by a few big names. System Requirements Memory:4 GB. Graphics Card:NVIDIA GeForce GTX 260. CPU:Intel Pentium 4 2.53GHz. Shadows: Heretic Kingdoms File Size:5 GB. OS:Windows XP/Vista/7/8; 64 bit.
  4. Under the new partnership, when a customer contacts a brand using the ServiceNow and Adobe systems, the customer service agent will be able to see a profile of the user, including what they have purchased or whether they have tried to find help on an Internet site at the past, compiled by Adobe. The goal is to better prepare the agent to handle the customer request. ServiceNow Inc and Adobe Inc said they would make their software systems work together in an effort to improve the applications used by customer service representatives. ServiceNow has developed software that large businesses use for internal employees to make requests to their information technology departments, but in recent years it has expanded to sell similar software to customer service departments to handle requests from external users. Adobe, once known for its Photoshop digital image editing software, has become a major vendor of cloud software that big businesses use to run digital marketing campaigns, giving it insights on things consumers like or dislike about a certain brand. Under the new partnership, when a customer contacts a brand using the ServiceNow and Adobe systems, the customer service agent will be able to see a profile of the user, including what they have purchased or whether they have tried to find help on an Internet site at the past, compiled by Adobe. The goal is to better prepare the agent to handle the customer request. The agreement seeks to "address consumer expectations that any time I contact a brand, whether through a customer service application, website or store, I want to be known and shown the right experience," he said. Amit Ahuja, vice president of ecosystem development at Adobe, during an interview. Michael Ramsey, vice president of products for customer workflows at ServiceNow, said that customer service departments can use the additional data to resolve customer requests more quickly. "Consumers want what they want, and they want it now," he said. Paul Greenberg, CEO of analytics firm The 56 Group, said the deal will help both companies. While Adobe has a significant partnership with Microsoft Corp to combine its marketing data with Microsoft vendor software, the ServiceNow deal is Adobe's first major foray into the world of customer service software.
  5. The Semiconductor Industry Association (SIA) announced today that Dr. Lisa Su, AMD president and CEO, has been named the recipient of the association's honorary award, the Robert N. Noyce Award. SIA presents the Noyce Award annually in recognition of a leader who has made outstanding contributions to the semiconductor industry, both in technology and public policy. Dr. Su will accept the award at the SIA Awards Celebration and Leadership Forum, a virtual event taking place on November 19, 2020. “A great leader in our industry, Lisa Su has successfully advanced high-performance computing and next-generation semiconductor technologies throughout her career as an engineer and business executive,” said John Neuffer, president and CEO of SIA. . Additionally, Neuffer added, “Lisa's outstanding accomplishments significantly strengthened the semiconductor industry and America's global technology leadership. She has inspired and opened doors for countless people in technology along her path. On behalf of the SIA Board of Directors, it is my pleasure to announce Lisa as the 2020 Robert N. Noyce Award Winner in recognition of her impressive accomplishments. " The career of Dr. Lisa Su Dr. Su has served as President and CEO of AMD since October 2014 and also serves on the AMD Board of Directors. Previously, she was COO, responsible for all aspects of product strategy and execution. Before joining AMD in 2012, Dr. Su held various senior positions at various semiconductor companies, including Freescale Semiconductor, IBM, and Texas Instruments. One of the most awarded in the world Additionally, Dr. Su has bachelor's, master's, and doctorate degrees in electrical engineering from the Massachusetts Institute of Technology (MIT). She has published more than 40 technical articles and was named a member of the Institute of Electronic and Electrical Engineers in 2009. In 2018, Dr. Su was elected to the National Academy of Engineering and named “Entrepreneur of the Year” by Fortune magazine. She also received the prestigious Dr. Morris Chang Exemplary Leadership Award. In 2019, she was named one of the World's 50 Best CEOs by Barron's, one of the “Most Powerful Women in Business” by Fortune Magazine, one of the “World's Best Performing CEOs” by Harvard Business Review, and was included in “The Bloomberg 50” list of people who defined the year. The doctor's words "It is a great honor to receive the Noyce Award and to join the distinguished list of past winners, many of whom I am fortunate to count as mentors, role models, colleagues and friends," Su said. Finally, she added: "I hope to continue pushing the limits of what we can achieve in the semiconductor industry, which has become a fundamental element in all aspects of our lives."
  6. President Martín Vizcarra reported that the transport of private vehicles will not be allowed and the prohibition of friends and family meetings is maintained. In addition, he announced that, as of next Monday, the curfew will begin at 11:00 p.m., one hour more than what is currently established. The President of the Republic, Martín Vizcarra, announced that the Government has decided to lift the mandatory social immobilization on Sundays, but with some restrictions, a measure that is adopted due to the reduction in the number of infections and deaths from COVID-19 in the country . In a speech before the regional governors, the head of state reported that the transport of private vehicles will not be allowed on Sundays, and the prohibition of friends and family meetings is maintained. "We have approved allowing economic activities in regions and provinces where there is no targeted quarantine, with a restriction: the use of private mobility is not allowed on Sundays," he mentioned. "That is, as of this Sunday, they will be able to attend the trade, they will be able to leave with the restrictions that we all know; social distancing, use of a mask; in regions that are not with a targeted quarantine, but without the use of vehicles, "he added. The objective of these measures is that people can go out to do certain activities "in the area near their home." Vizcarra reported that the Government has also decreed that from next Monday the curfew will begin at 11:00 p.m., one hour more than in previous months. “That will allow businesses to work one more hour, and to provide better care for the population. These two easing measures are applied ”, he declared. The Head of State stressed that these measures are being adopted because the indicators of the pandemic show encouraging results in a sustained manner for five weeks. 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.
  7. DH1, the best song and best sound
  8. The Ministry of Health (Minsa) reported this Monday that, to date, 733,860 confirmed cases of COVID-19 and 30,812 deaths have been registered nationwide. In the last 24 hours, 544 infected and 102 deaths were registered, in addition to 105 hospital discharges. During September 13, the results of 17,773 people sampled were recorded, of which 544 were confirmed cases of that day. In addition, the results of 3 697 confirmed COVID-19 cases from the previous seven days were partially recorded. Look also Researchers can request health authorization to manufacture diagnostic tests for COVID-19 In its latest report, the Minsa indicates that, to date, there are 10,002 patients hospitalized for COVID-19, of which 1,460 are in the ICU with mechanical ventilation. Likewise, of the total confirmed cases, 573,364 people defeated COVID-19 after completing their period of home isolation or were discharged from a health facility. In order to prevent the spread of COVID-19, the Government continues to recommend physical distancing of at least one meter from another person, wearing a mask and washing hands frequently. UPDATE | This is the situation of # COVID19 in Peru until 24:00 on September 13. # Peru is in our hands. More information: https://t.co/3MpFcZoWvS pic.twitter.com/7tZ17Q7Mzg - Ministry of Health (@Minsa_Peru) September 14, 2020 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. OUR PODCASTS 'Living space': In this program, Dr. Elmer Huerta explains the use of the mask against COVID-19 based on the concept of "variolation" that would generate immunity and, therefore, reduce the spread of the virus.
  9. Hello csbd, the founders or managers on the servers can register in that section so that our "Guardians of Gaming Room" users can join their server. GL.

     

    https://csblackdevil.com/forums/forum/16089-servers-sign-up/

  10. Felicidades marico ❤️ 

    1. LosT贼

      LosT贼

      gracias ❤️ mad. fa. xd

  11. ya debiste hacer global moderator pero te fuiste y ahora regresaste xD

     

    FELICIDADES ❤️ 

    1. #Steeven.™

      #Steeven.™

      @-Dark JAJA muchas gracias mano de igual manera tu caso °<° ❤

  12. 💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩🙄

  13. DH2 is relaxing music and good background sound ..
  14. Tu ser pronto Moderator? xd

  15. Adiós puta 😞 , te voy a extrañar 

    1. shVury

      shVury

      Adios mi amor ❤️

  16. Having high-speed SD cards is something that can help you record videos in high definition, as long as your devices are compatible. But if you don't have a suitable reader later, when you want to transfer those videos or images to a PC to edit them, it can be an ordeal. For this reason, in this article we are going to recommend the best SD card readers (and other formats) on the market, with which you are guaranteed the best performance. As a general rule, many notebooks come with built-in SD card readers, but these are usually quite slow and even not compatible with the latest generation SD and micro SD cards, which provide extraordinary performance. For this reason, having an external card reader is always a good idea, since in this way you will have the convenience of connecting it by USB whenever you need it and with a performance according to that of your high-speed card. Keep in mind that in this article, since we are recommending the best SD card readers on the market, in all cases its interface is USB 3.1, so you will need to connect them to a PC or laptop that have this standard to to be able to get the most out of them (in any case they are also compatible with USB 3.0 and 2.0). Transcend RDF5 SD Card Readers...
  17.  

     

    black version "Dragon ball"

  18. If you're still working and socializing from home due to coronavirus spikes across the country, you might be looking to upgrade your webcam without shelling out any cash. A new piece of software from Olympus makes it easy to turn your Olympus camera into a high-quality webcam for video chats and conferences on Zoom, Microsoft Teams, Google Meet or just about any other platform on your Mac computer (there's a Windows version that was released earlier, too). If you don't have an Olympus camera, you can also turn your GoPro into a webcam, turn your Sony camera into a webcam or turn your phone camera into a webcam. For more like this Subscribe to the How To newsletter, receive notifications and see related stories on CNET. Here's how to download Olympus' new OM-D Webcam Beta Software to turn your digital camera into a webcam. (Note that this software is still in beta, so it may contain bugs, and it isn't covered under Olympus customer support -- proceed with caution.) Read more: Ultimate webcam tips: How to look and sound great online Which Olympus cameras will work with the new webcam software? The Olympus OM-D Webcam Beta is compatible with the following camera models: E-M1X E-M1, E-M1 Mark II, E-M1 Mark III E-M5 Mark II You'll also need a Mac computer with MacOS 10.15 (Catalina), 10.14 (Mojave), 10.13 (High Sierra) or 10.12 (Sierra), and a USB cable to connect your camera to the computer. (For more on the Windows version of the software, check out this Olympus support page.) olympus-om-d-e-m1x-p1240133 Lori Grunin/CNET How to turn your Olympus camera into a webcam Step 1: Download the software Download the OM-D Webcam Beta Software from Olympus' website (you should always check privacy policies before downloading software). Open the setup.exe file and follow the instructions. Step 2: Connect your camera Connect your camera to your Mac using the official USB-C tether cable provided with the original box. Turn on the camera, and select the icon that looks like a camera connected to the computer (Tethered USB mode) on the monitor. Step 3: Change your settings On your Mac, pull up Zoom, Microsoft Teams, Google Meet or whatever other video chat application you're using. Go into the settings, and change the camera from your computer's built-in camera to OM-D Webcam Beta. (Note that the webcam doesn't include audio, so you'll have to use your computer's built-in microphone, or an external microphone.) And that's it! You can find more-detailed instructions on using the camera as a webcam if you need them. There are lots of other ways to repurpose the equipment you already have, like your old phone and old laptop. Once you get your setup going, you can also check out the online classes and equipment you need to become a YouTuber, or just pick up the best gear for online meetings.
  19. The request of the opposition Congress to remove President Martín Vizcarra weakened on Sunday, after political leaders and voiced presidential candidates came out to reject the initiative that would aggravate the crisis in the mining country. The first to appear was the head of the party that has the second force in Congress and possible presidential candidate, César Acuña, at a time when several local authorities have also come out to urge the continuity of Vizcarra with seven months to go before the general elections . Vizcarra, who has no representation in Congress, cannot run because immediate reelection is prohibited. Congress voted on Friday in favor of initiating a political trial against Vizcarra accusing him of "moral incapacity", amid investigations of alleged irregular hiring in the Government, and against the background of an economic recession and health collapse with more than 722,000 cases of coronavirus - the fifth highest figure in the world - and more than 30,500 deaths. Vizcarra, who accuses Congress of a conspiracy, was summoned to parliament to deliver his defense on Friday. The impeachment of the President was approved by 65 votes. 87 votes of the 130 legislators are required for his removal. Acuña's party, the right-wing populist group Alianza para el Progreso, contributed 21 votes to approve the vacancy request of the centrist Vizcarra, who assumed the presidency in March 2018 after the resignation of Pedro Pablo Kuczynski, amid allegations of corruption by part of Congress. "It would be absolutely unnecessary and impertinent to force a presidential vacancy by Congress, which could only aggravate the ongoing political crisis and the health crisis," said Acuña, a businessman who owns an empire of several private universities, via Twitter on Saturday. in the afternoon. Rivals in campaign Other voiced presidential candidates such as Keiko Fujimori, leader of the third force in Congress; Julio Guzmán, of the centrist Purple Party; and the mayor of a populous district, George Forsythy, who leads the voting intentions, have come out to mark distance around the impeachment and ask that Vizcarra be investigated when his term ends. "Until today, there are not enough elements or the necessary procedures to vacate the president," Fujimori - investigated for receiving contributions from the Brazilian Odebrecht in the previous election - said on Twitter on Sunday. The government announced the day before that it will use all legal weapons to defend Vizcarra and that it will present a competition claim on the case to the Constitutional Court on Monday to stop the impeachment process. Institutions such as the Ombudsman's Office have affirmed that there is a serious problem regarding the qualification of Congress by improperly using the figure of the presidential vacancy. In addition, Prime Minister Walter Martos, accused the head of Congress, Manuel Merino, of trying to involve the Armed Forces in the request for the removal of President Vizcarra, in a statement surrounded by high command of the Army, Navy and Air Force of Peru in Government palace. Merino would replace Vizcarra if the vacancy progresses. “I repudiate the unacceptable acts of the old political class. The coup plotters cannot return, the Armed Forces defend the constitutional order, not personal or partisan interest, ”said the voiced candidate Forsyth, a former soccer goalkeeper. On Saturday, the presidents of Colombia, Ecuador and Bolivia, members of the Andean community, said that the events in Peru threaten the stability and governance of the world's second largest copper producer. The Congress with representatives from the left, the right and radical groups was elected in January to complete the legislative term until July 2021, after Vizcarra dissolved the previous Parliament last year amid a fight with the opposition over his anti-corruption reforms.
  20. Game Informations : Developer: Josiah Renaudin Platforms: PC Initial release date: December 2, 2014 at 11:34AM PST Defenders of Time is a wonderful tower defense game. The rush that comes from barking orders at teammates, frantically clicking different corners of the map for support, and scrambling to cobble together an effective defense during a competitive four-versus-four battle is difficult to match. The assortment of towers and upgrades gives you creative sovereignty from wave to wave, and while you might find an effective setup for a particular map on your first pass, experimenting with the placement and upgrade paths of your towers regularly leads to a better, more efficient solution. With enough practice and players, Defenders of Time is a joy. Unfortunately, no one’s playing this game. There aren’t deep single-player hooks to bolster its value. I often struggled to find even one other player during my dozens of matchmaking attempts, and that’s a fundamental problem for a multiplayer-focused experience. You can spend time honing your craft by playing any of the six maps by yourself, but even on the simpler stages, I struggled to keep up with the heavy workload. Defenders of Time is crippled by its diminutive player base, and that’s a shame considering just how much fun it can be. The action appears simple at first. Visible to the player are colored lines that connect spawn points to bases. These are paths that clusters of creatures travel down, and placing towers on top of a single line affects its direction. Cutting off specific points will completely reroute the path and lengthen it to provide additional opportunities to deal damage, but placing a tower in the wrong spot can provide creeps with a direct route to one of your bases. The most basic maps present one or two spawn points, but complex locations have you monitoring four or five different lines connected to unique bases. Keeping track of it all can be dizzying. Early on, I often left certain bases completely unguarded due to my lack of map awareness, opening myself up to heavy damage. I learned not to panic, though, as making mistakes is rooted into the game’s design. Matches in Defenders of Time move at a clip far faster than those of other tower defense games, so you don’t have time to dwell on each and every move. Effective play almost requires you to burn through your cash as soon as you earn it, and the ability to quickly sell towers--either basic or fully upgraded--gives you plenty of room for error. This need for quick thinking and decisive decision-making can be difficult to keep pace with, but after hours of experimentation, it becomes easier to both manage a map and maximize your artillery. The different tower animations look slick. The different tower animations look slick. Basic towers deal minimal damage, so after accruing money by blasting enemies, it’s vital to upgrade these emplacements. Missile strikes, poison bursts, and chain attacks are all situationally effective, so how you build your armaments depends on the quantity and nature of creeps being sent your way. A strong grouping of area-of-effect towers might be effective when a large number of flimsy enemies arrive, but when faced with a small squadron of armored ground units, you’ll need to consider a completely different approach. Controlling the map and preventing leaks in your defense is essential to keeping the 50 allies in your bases alive, but Defenders of Time isn’t all about defense. Each team holds an assigned Commander responsible for unlocking tower upgrades and unleashing creeps onto the opposing team. If your opposition has a rock solid ground defense, a swarm of flying creatures will likely slip through the cracks and chip away at their allies. The Commander needs to keep a careful eye on the enemy’s map, but the whole operation will fail if the remainder of the team isn’t effectively communicating what upgrades should be unlocked next. The role of Commander is assigned to the player with the most games (and wins) under his or her belt, since directing the offense and defense demands a mastery of the mechanics and clear understanding of the maps. In a full game, the Commander is only in control of the upgrade path and creep dispersal. He or she can mark different spots on the map where towers should be built or use voice chat to suggest strategies, but actually placing and upgrading towers is up to the rest of the team. However, if there are fewer than four players, the Commander holds all the aforementioned responsibilities in addition to tower placement. It’s a mentally demanding role, and one that only a high-level player should attempt if they hope to come out with a win. It takes a significant amount of time to feel fully comfortable with the mechanics and understand the advantages of each tower upgrade, and regrettably, the in-game tutorials don’t do you any favors. Short explanations of how to place towers and fulfill the Commander role are available, but actual explanations for the different upgrades and enemy types are reduced to text on the game’s website. If you’re looking for tips on how to extend spawn lines, combat certain waves of creeps, or approach the intricate maps, you’ll either have to suffer through hours of practice rounds or pair up with a more knowledgeable player. Of course, it’s hard to find good teachers when few have had a chance to study the material. No one’s online, so you’re left banging your head against the mechanics until you understand what you’re supposed to do to survive from wave to wave. Owners of the game can invite their friends to download a demo version and join them as long as they’re online, but unless you have a large group of friends with PCs and a love of tower defense, this isn’t a viable solution. There’s a certain satisfaction that comes from crafting unique strategies and finding your favorite combinations of towers, but the lack of a true tutorial, paired with the absence of additional online players, can make Defenders of Time feel opaque. It’s a shame, too. Defenders of Time is one of the smartest, most interesting tower defense games in recent memory, and while there isn’t a bevy of maps to be found, the strategic variety allowed by each zone ensures hours upon hours of enjoyment. Without a supporting cast of teammates or a proper tutorial, though, few will be able to see what this game’s all about. If you have enough friends to fill up a lobby, there’s plenty of fun to be had with Defenders of Time. Otherwise, you’ll be left angrily waiting around for someone, anyone, to jump online. System Requirements OS: Windows Vista. Processor: Core 2 Duo. Memory: 4 GB RAM. Graphics: Geforce GT420m. DirectX: Version 11. Network: Broadband Internet connection. Storage: 3 GB available space. Sound Card: Any.
  21. Age: 18 ➥Contact(Steam, TS3, Discord etc): Teamspeak3, Discord. ➥Experience in Adobe Photoshop(Months or years): 3 months ➥Obligatory attach your Gallery link (If you have one): ➥Any other editing program you use?: CS6,dont have other ➥What version of Photoshop do you mostly use?: CS6 ➥In what section you have your most contribution?: requeset avatar and ranks. ➥Have you read all the sections' rules?: Yes ➥Have you read the community rules?: Yes 🙂 ➥What/Who inspired you to work in Photoshop or/and to want to be a Designer here?: @W A L K E R ™ his designs and his approaches caught my attention and I wanted to learn his effects and letters. ➥What can you say about you that will make us interested about your Photoshop skills & experience?(Minimum 10 words):take my free time to design photos and be more professional in the future, if I improve in the approaches, textures and effects in all the photos requested
  22. Game Informations : Developer: Brett Todd Platforms: PC Initial release date: February 2, 2015 at 9:52AM PST Retro in a good way. Modern-looking. And there you have Grey Goo, a back-to-the-future real-time strategy game from the Westwood veterans at Petroglyph. This is an impressive if deeply traditional game that is both a blast to play and a walk down memory lane for old timers who played Dune II and the first Command & Conquer in a time of parachute pants and high-waisted women’s jeans. Like every good homage, though, Grey Goo does not feel old or derivative, even while it blatantly draws on the influences of its antique forebears and current genre giants like StarCraft II. Shrewd map and scenario design, beautiful visuals, aggressive artificial intelligence, and more combine to make for a very challenging experience, no matter if you’re playing solo or multiplayer. The sci-fi setting is a millennium or so into the future, a time when humanity has traveled into the stars and encountered two (apparently) alien races. The first is the Beta, a bipedal but vaguely insectoid (check out their nifty mandible-hand chest thingies) species that could have been ripped out of any one of a dozen old real-time-strategy affairs. But the second is the Grey Goo faction of the title, self-replicating nanobots that look like, well, piles of grey goo. The name comes from a well-known doomsday scenario wherein such microscopic machines run amok on Earth and consume the entire planet. Unsurprisingly, these three species form the usual RTS triumvirate of factions. This trio is featured in a 15-mission campaign and four-player-max multiplayer/solo skirmishes on eight included maps, with three modes of play in Standard (destroy key enemy facilities), Annihilation (destroy all enemy facilities and units), and Destroy HQ (which should be self-explanatory). The game has been set up so that you must play through the campaign--which rolls out the Beta, then the Humans, then finally the Goo in five missions each--to learn enough about each faction to slide into multiplayer. Each section of the campaign plays out like an extended tutorial. You figure out the basics of the interface and base construction. You open up the whole list of buildings and units. You face varying objectives and a couple of seriously tough fights. Then you do the whole thing all over again with a different faction. The Grey Goo campaign story is an interesting collection of fast-paced plot points, gorgeous cutscenes that look like excerpts from an animated sci-fi movie, and a sharp script coupled with first-rate voice acting (even if some of the accents are distracting, like the Beta who apparently come from deep space by way of Johannesburg). Everything held my interest, even though I could see the story twist coming a mile away. Lack of mission variety and extreme difficulty proved more of a pain. Timed goals, waves of enemy attacks pressing my bases from the first moments of missions, and sudden challenges from new units firing down from hills and the air led to a bit of frustration and regular level replays. Enemy AI is smart and aggressive, probing weak points and continually hammering at defenses. Parts of the game are uncomfortably twitchy, forcing you to be quick with both combat and production orders, and many maps have a puzzle feel. I soon came to regard my first attempt at any campaign scenario as a suicide mission during which I needed to check out the battlefield. Gathering this reconnaissance info and then restarting was vital to having a reasonable shot at emerging victorious. I didn’t need any recon missions to figure out the Grey Goo factions. The two humanoid types are quite familiar, differing mainly in how they construct their bases. Humans are standard techy types centered on robot drones, which run the gamut from little gunboat thingies and looming siege tanks to giant mechs. Base-building is centralized, with headquarters established near a pool of the game’s single Catalyst resource (think of it as a magic oil that flows out of the ground at various points on maps). This is gathered up via an automated system and then pumped out through power supply conduits that allow for the construction of the usual factories, walls, gun turrets, and so forth. As you might expect, these lines are vulnerable to attack. If connections are cut, the power goes down. Tech can help with cutting the cord to some structures, and the Humans can also teleport units across the map as well as build powerhouse gun turrets for base defense, but generally, the lines are your life. Beta have a similar feel, although they are more hard-and-fast brawlers fairly similar to that in a modern human military. Units consist of commandos, tanks, bombers, and the like. Their bases are much more self-contained than those of their Human counterparts. Large facilities near Catalyst pools host the main HQ, while smaller hubs (which also generally need to be located beside Catalyst for ready collecting) allow multiple modules to be hooked up, serving as factories and the like to expand your reach. Both Beta and Humans also have roughly parallel upgrade paths and tech options, so once you have a handle on one, you can easily slide over and control the other. Only the Goo greatly stand out. They function in an entirely different manner, which is emphasized by a completely different interface (which is fortunately just as easy to use as that applied to the Beta and the Humans). Giant, amoeba-like Mother Goo serve as bases. Just settle one into a pool of Catalyst and it will soak up the resource over time, allowing for mama to begin reproducing. The longer you wait, the bigger the offspring can be, resulting in smaller globs of nanobots that can then be further split to serve as scouts, light assault tanks, artillery, and so forth. This results in some micromanagement, as you need to click back and forth to your mothers whenever enough Catalyst has been gathered for them to do the mitosis thing. Thankfully, the interface makes this a snap, by showing the status of each mama and allowing you to access them and give orders with a single click. No Caption Provided New Mother Goos can also be created to take over other Catalyst ponds and spread out your zone of control. And the original mom can be moved from one pool to another, gradually sliming her way to the front lines. As a result, the Goo are more mobile than just about any other RTS faction out there (they can also go just about everywhere, traverse otherwise impassable mountains, and so forth). This offers a lot of tactical options, although I personally found that the Goo best worked with rush tactics due to their quick consumption of Catalyst and their rapid reproduction. I could crank out huge armies and overwhelm opponents in short order. Goo form is just as unusual, as their creepy units resemble a cross between the old B-movie Blob and slightly see-through space octopi. Disjointed, electronic sound effects accompanying their movement add to their surreal, sci-fi character. Maps are cunningly put together with an eye toward encouraging tactical thinking. This offers significant challenges both in the solo campaign and in multiplayer. Catalyst resource pools are spread apart just far enough to make you think tactically before attempting any sort of expansion. This places importance on smart, sustainable base building. It also emphasizes the value of erecting walls and gun turrets to protect your facilities. The visual quality of the maps is impressive. Everything looks fantastic, with an incredible amount of detail that also has a significant impact on combat. The drawback here is how the game pushes even serious gaming systems, resulting in regular framerate hitches and pauses when transitioning from pop-up screens like tutorial tips. Still, what you get in terms of look and feel is worth it. Forests and heavy brush provide camouflage akin to flipping on a cloaking device. Height offers similarly incredible benefits. Both are a little over the top. Even tanks become invisible in trees. Aerial units and those atop cliffs and hills can’t even be fired upon by standard ground forces. But as much as I cursed when these strategies were used against me (that hill can’t be more than 20-feet high--why the hell can’t my commandoes shoot up there?!), I loved utilizing them myself as choke points, especially when setting up killing zones outside of bases. Just a few tanks stationed in the right place could decimate line after line of foes, letting me concentrate on other fronts. Tactics are open, dependent on the ins and outs of the often puzzle-like map being battled over. Although I had success at times by turtling behind walls and building up Catalyst reserves with which to stream out huge armies, I also did well with rushing tactics when forced onto the offensive by aggressive AI or human players. A big help here is the absence of unit limits and the generally quick flow of building and tech progression that allows the zippy creation of masses of basic units such as the Beta Predator tank and the Goo Strider or Destructor. Each faction also has an epic unit that can lay the smack down. I found cranking out swarms of the smaller units much more thrilling in that “I am become Death!” ego trip common to serving as an RTS general, due to the sheer fun of sending out columns of troops and tanks to cover the screen with laser fire. Still, it was also satisfying to fulfill the conditions necessary to let rip with the Beta’s super-tank/factory/cannon Hand of Ruk or the Human Alpha, a mech that could duke it out with Godzilla. If you can get past the name to figure out what Grey Goo is supposed to be, you will discover one of the best traditional RTS games to hit the PC in a number of years. Petroglyph has done a terrific job both revisiting the tried-and-true formula that served as a foundation for the entire RTS genre, and providing catchy, tactically smart gameplay for the kids of the players who got everything going. System Requirements OS: 32-bit Windows 7. Processor: 3.5 GHz Intel Core i3 Dual Core or equivalent. Memory: 4 GB RAM. Graphics: 1024 MB DirectX 11 capable video card (GeForce GTX 460 or AMD Radeon HD 5870) DirectX: Version 11. Network: Broadband Internet connection. Storage: 15 GB available space.
  23. 91 years have passed since a historical event that made Tacna the cradle of Peru. On August 28, 1929, this city rejoined Peru after being under Chilean occupation for about fifty years. Today, in the midst of a pandemic, there will be no public activities, but there will be a historical lesson, as Viviana Cohaíla, president of the Meritorious Society of Mutual Aid and Ladies of Tacna, says. "We Tacneños are going to give a show of civility by celebrating inside our houses, just as the Tacneños did during captivity when celebrating the national holidays inside their home, teaching their children to love Peru, to sing the hymn and to defend their homeland, "he told RPP Noticias. What is the historical significance of the reincorporation of Tacna to Peru? Historian Luis Cavagnaro responds that the commemoration of August 28 is a commitment to our history. “Tacna demonstrated, in almost 50 years, despite the deaths, the massive expulsions, the harassment, and an unwavering love for Peru. As a border, Tacna has the most painful border of all the borders of Peru. We also remember that on the other side of the Line of Concord were Arica and Tarapacá. In such a way that it is an ambiguous feeling. On the one hand, the happiness of having returned to the homeland and on the other, of having asked for two sister provinces, "he said. Cavagnaro also considered the contribution of history. "The tacneño always knows that his history is an intercessor of love for the country. All the events of his history are linked to them. History is simply an impeller, an obligation, a categorical one for us to build a future in which the greats predominate. values of solidarity, justice and integral development ", he affirmed.
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