Everything posted by HiTLeR
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Accepted Nick / pw / tag via pm or Ts3 Next !
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Game Information Developed by: Cyan Worlds Published by: Cyan Worlds Genre(s):First-Person , 3D , Adventure Publishers: Cyan Worlds, Ubisoft, Sega, Broderbond, Panasonic, and more Designers: Rand Miller, Robin Miller, Richard Vander and Wendy Software Developers: Cyan Worlds, Ubisoft, Presto Studios, Sunsoft, and more More than 25 years later, Myst remains iconic. In virtual reality, the puzzle box still confounds, even as it shows its age. If you've enjoyed having your brain teased by a video game in the last 20 years, or enjoyed the layered mechanical riddles of an IRL escape room, you have Myst to thank. Wildly po[CENSORED]r when it launched in 1993, the narrative adventure was a pivotal moment for puzzle-solving in games. Now, 27 years later, the classic is reborn in virtual reality--rebuilt, but almost completely unchanged. Myst is and will always be a treasure. Even after all these years, its puzzles will still test, and maybe even stump, you. For returning fans, seeing it in VR for the first time is a powerful nostalgia trip. Being inside a world you’ve only seen through a screen before feels like diving into your own memory. When you get over that initial sense of wonder--or if you don't have the nostalgia that conjures it--Myst can’t hide its age, and its VR makeover exacerbates its blemishes. Myst is a small uninhabited island dotted with odd buildings and unintuitive, free-standing switches. When you arrive, you have no idea why you're there or what you should be doing. As you poke around--opening every door, pressing all the switches, reading the books and notes you find--your situation starts to take shape. Trapped on Myst, you will need to unravel its puzzles to uncover its secrets and escape. The content of Myst's places and puzzles do not follow any kind of unifying aesthetic--they are united in service of creating perplexing challenges that require you to be mindful of your surroundings and think creatively. At a glance, each puzzle seems completely obtuse, a hodge-podge of interactive puzzle pieces that don't easily fit together. More often than not, you'll need to take a good long look at your surroundings and figure out how the puzzle works before you can solve it. The first puzzle, explained in a note you find when you first arrive, sets the tone for the whole game: The note tells you to count the number of switches on the island, and enter that number into a machine to view a secret message. However, the switches have been placed adjacent to points of interest on the island, so they look as if they should be connected to other puzzles. Plus, switches are normally meant to be pulled. You would never figure out how to use them if not for the note. They unlock something, but they don't do what you'd expect or work intuitively. As far as I can tell, all the original puzzles remain intact, so returning players who remember what to do can fly through the game. If you want the game to keep you honest, though, there is a puzzle randomizer, which changes the symbol- and number-based answers. The randomizer doesn't change how the puzzles are solved, but it forces you to go through all the steps without cutting corners. Myst's story is also a puzzle. Told in bits and pieces, learning the island's history leads you to learn more about how you might escape. Like the puzzles, the information you'll need doesn't make itself obvious, so you have to pay close attention and keep information in mind as you go. In the 1990s, this was a game where you would need to write things down on a piece of paper. On the Quest, I found myself taking lots of screenshots, which takes a little longer but ultimately worked just as well. Taking notes is just one aspect of Myst that feels archaic. Compared to modern puzzle and adventure games, Myst is an incredibly inconvenient game. Many of the puzzles require you to walk to one area to flip a switch, then go somewhere to check whether doing so led to the intended result. And, even with a scratchpad, there are a few puzzles that rely on your being a thorough investigator with a very good memory. Even as a fan of the original, inclined to forgive its faults, I recognize that it can become tedious checking your work and tinkering with puzzles, especially when you get stuck--doubly so when using VR-style "teleport" movement. I played Myst on my Mac when I was a kid, but hadn't touched it for many years. Even after decades away, though, when I found myself on the dock in the game's opening moments, I recognized where I was. Though the game looks very different; the original's pre-rendered visuals feel more vibrant and alive in 3D. Standing on the dock in VR, as opposed to simply seeing it on a screen, felt like a lucid dream. It felt like I was reliving a memory from my childhood. It had been long enough that I didn't remember much about actually solving the puzzles, but I still recognized many of the spaces. I knew them well enough to see that the environments are more realistic and detailed. If you look at the original '90s versions, many of the environments had a craggy, geometric quality. In VR, the environments look smoother and more well-proportioned. In many places, the world is more detailed. You can see wood grain, rivets in pipes, and other small details. Though enhanced, the world hasn't changed. This is just a more complete rendering of it. Even without that emotional context, Myst is a simple game, with mechanics that translate well to a VR experience. Exploring every nook and cranny of the world is infinitely more captivating when you're in it, as opposed to simply looking at it. Turning the knobs, pulling the levers, and flipping the switches feels more engaging than merely pointing and clicking. Like many VR games, you can switch between two movement controls: using the analog to move and "teleport" movement, where you hold and release the left analog stick to resituate yourself. You can also walk around your immediate surroundings if you have the free space to set up room-scale tracking. Room-scale can't replace the other methods, but using room-scale in puzzle rooms really enhances the sensation that you're in the space. At the same time, VR, and the Oculus Quest specifically, impose some technical limitations. While the new art successfully realizes a more detailed version of Myst, the visual fidelity of the new version leaves something to be desired. Many objects have ragged, pixelated edges. Text, particularly when it's supposed to be hand-written, is blurry and hard to read, though I never encountered anything I couldn't read outright. In general, the Quest version of Myst is also technically shaky at launch. In just over six hours, I encountered multiple bugs that killed my save without crashing the game. In one instance, when I teleported into a wall, the impact was obvious. In another, where a puzzle didn't reset properly, I moved on and completed whole sections of the game before realizing there was a problem. The auto-save feature tracks you down to the second, so saving manually is important. Some things never change, I guess. If you're like me and have some reverence for Myst from a bygone age, you can forgive the technical flaws. Getting to not only return to the game, but see it in VR, was a surreal, heartwarming experience. And it was heartening to find that, even years later, it still has teeth. Newcomers may find it a tough hang between its unforgiving old-school adventure game tendencies and some technical issues, but it's still an impressive brain-teaser and a neat cultural artifact. System Requirements OS: Windows 7 / 8 / 10. Processor: 1.8 GHz or greater. Memory: 512 MB RAM. Hard Disk Space: 2 GB. Video Card: DirectX® 9.0c compatible or better. Sound: DirectX® 9.0 compatible.
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Newlifezm situation - do you want to recover a little?
HiTLeR replied to Aysha's topic in ~● Announcements ●~
we can do it , and stay for a long time Letssssssss gooo ❤️ -
Looking for staff for Newlifezm , if you had a high grade i am ready to give it to you back . ❤️
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Tablet owners may be in for a treat (or a trick) Windows 10 may get some changes to the lock screen and camera settings in the future, or at least these tweaks are present in the latest preview build of the operating system. The lock screen alteration in particular could prove to be divisive. As spotted by Windows Latest, this is present in preview build 21277 of Windows 10 – albeit hidden away behind experimental flags – and it’ll deliver a parallax (kind of 3D) effect for the lock screen image. In other words, this will give the lock screen image more depth and will deliver a ‘subtle panning affect’ for devices with an accelerometer, so Windows 10 tablet users will be able to tilt their slate and be suitably impressed (hopefully) with the more dynamic visuals. If you don’t like the effect – which is entirely possible – then there’s a section of the Settings app that’ll let you switch these parallax shenanigans off, and in that case, you’ll see the normal static lock screen image. Camera extras Another hidden move which has been unearthed is the introduction of new camera options (in the Settings app), which include the ability to alter brightness and contrast, preview the camera image, and troubleshoot any technical issues you may be having. Finally, Windows Latest also notes that the Spotlight feature – which incorporates Bing’s image of the day as your desktop wallpaper, for folks seeking a bit of daily variety with their background – is in the mix and should be arriving as part of the Windows 10 H2 2021 update. That’s the second upgrade for next year, which will purportedly usher in ‘Sun Valley’, a project currently underway at Microsoft which makes sweeping changes to the Windows 10 interface.
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Fujifilm and IBM set another record in tape storage capacity. Magnetic tape was invented back in 1928, 92 years ago, but it took years before it got commercialized for audio applications and then as a storage medium for digital data. By today's consumer standards, magnetic tapes are slow, not convenient to use, and relatively expensive. But as magnetic tape prepares to celebrate its 100th birthday, it can offer capacities not available on modern hard disk drives. At least, IBM and Fujifilm believe that their newly developed Strontium Ferrite (SrFe) magnetic layer will enable LTO-8 tapes to store up to 580TB of data. Data Storage Needs Increasing Nowadays, data storage needs are increasing exponentially as numerous companies and organizations tend to collect big data for their services, devices generate zettabytes of data themselves, ultra-high-definition videos are gaining resolution and color depth (18K cameras are already here), and end-users are generating more data than ever. About 20% – 30% of the world's datasphere — which is predicted to grow to 175ZB by 2025 — needs real-time processing, so it has to be stored on hard drives or solid-state drives. But anywhere from 70% to 80% of data is the so-called 'cold data' that is rarely accessed but still has value for businesses. For cold data, 3.5-inch hard drives featuring shingled magnetic recording (SMR) technology are good enough. Still, they can only store up to 20TB of uncompressed data, and at $500+ they are pretty expensive. In contrast, modern LTO-8 magnetic tape cartridges can store up to 12TB native or 30TB of compressed data and cost less than $90. With an attractive combination of capacity and price, magnetic tapes have outlived three types of diskettes, CDs, and DVDs. Fujifilm, IBM Research, and Sony are still developing magnetic tapes and manage to hit new milestones rather regularly. Since 2006, IBM and Fujifilm have increased the capacity of an LTO-8 tape from 8TB to potentially up to 580TB in the coming years. Strontium Ferrite Particulate Tape: 317Gb/inch2 Recording Density In general, magnetic tape evolves like hard drives. Developers tend to reduce track width to increase recording density, reduce tape thickness to increase tape length within a cartridge, and introduce new methods to reliably record and then read the data. This time around, IBM and Fujifilm are talking about a 317Gb/in2 recording density, a 1255 meters tape length, and 580TB of capacity. One way to increase recording density — and therefore capacity — is to switch to a new tape material. Today, most tapes use Barium Ferrite (BaFe) magnetic layer, but to move on to higher densities, they need to switch to something else. IBM Research and Fujifilm propose to use a magnetic layer consisting of Strontium Ferrite (SrFe) magnetic particles. The companies say that SrFe particles have higher magnetic characteristics and 60% less particle volume compared to BaFe particles, which enables 56.2-nm wide tracks as well as a linear density of 702Kb/inch. Furthermore, SrFe features a good recording/readback performance with low noise, and since it is an oxide, it is very stable chemically, which makes it a viable candidate for long-term data storage.
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Game Information Initial release date: November 17, 2020 Software developer: Chronos Unterhaltungssoftware Publisher: Astragon Genre: simulation game Platform: Microsoft Windows I love games about fighting fires. They aren’t made very often despite the potential that the premise carries. But Firefighting Simulator – The Squad is the second one we’ve gotten this year. And while, yes, you do fight fires, the game mostly is neither fun nor much of a simulator. What we’re left with is a somewhat competent title that gets some things right while leaving other aspects to melt in the flames. Someone desperate for a semi-realistic firefighting game could sink some time into it, but it’s just not everything it could have been. Firefighting Simulator – The Squad drops you into the lead of a four-man firefighting team. For the vast majority of the game, you’re going to be putting out house fires and smaller, less interesting ones. You’re also going to be driving. A lot. All of the game’s missions are selectable from a map of the game’s open world. Surprisingly, you can’t free roam, and there isn’t a mode where you drive around and respond to random calls, which seemed like a bit of a no-brainer. You simply select a mission and wait for the game’s often insane loading times to pass. Sometimes I literally had to wait minutes for a mission to load, while other times it took practically no time at all. Once you select a mission, you choose between several different fire trucks that vary by type. Only specific trucks actually let you connect hoses to them. Others come with a ladder or have neither, as they’re for more general use. Each mission starts with you driving to the scene of the fire while making your way through traffic with your siren on. The driving is better than you’d probably expect from a game like this, but having to do it all the time feels like padding. On top of that, the map is fairly large and you’re often tasked with traveling rather long distances. When I’m playing a firefighting game, I have no interest in driving for six entire minutes uninterrupted. Why is it open world? There simply isn’t much reason for Firefighting Simulator – The Squad to have an open world. Aside from the fire scenes, there’s nothing to it. It’s just there so that you’ll have a place to drive around in. I get that operating a fire truck with sirens blaring while you see smoke rising in the distance might be attractive to some, but it just feels like a waste of time here. When you turn your siren on, cars will get out of your way, reducing your chances of hitting them. The driving physics are poor and reminiscent of what you’d see in a game from a decade-and-a-half ago. It’s weird to hit a mailbox with a firetruck and get stopped dead in your tracks. Missions in Firefighting Simulator – The Squad grade you only on the speed at which you make it to the scene and how quickly you rescue any inhabitants and put out a fire. Upon arriving, you’re treated to a 360 sweep that gives you a general idea of what the situation is. It’s usually a house fire. Upon exiting the fire truck, you then need to connect a supply hose to it via a fire hydrant and then connect an attack line and accompanying nozzle. The game is co-op, so yes, you can play with three other people. Otherwise, you’ll need to make do with the AI, which I hesitate to call AI. To be fair, there are apparently patches coming that improve them, but what I experienced wasn’t AI as much as it was squadmates that are bad at doing what you tell them and wholly incapable of doing anything without instructions. If you don’t tell them to do anything, they’ll literally stand around outside. Which, hey, that’s actually all right if you wanted to do these missions solo. But you probably won’t, as doing so would be a tedious pain. Firefighting Simulator – The Squad is played from a third-person perspective and your character can run and crouch. What they can’t do is move at any speed above a crawl while carrying a firehose or rescuing people. Rescue me Your first order of business in every mission is to rescue anyone trapped inside. They can die, but I didn’t see it happen often. They don’t have health bars, so I’m not sure how much damage they take from anything. All of Firefighting Simulator – The Squad‘s character models are dated and awful and you’ll be rescuing the same few people again and again. Carrying them is way too slow and clunky, especially when you’re trying to get things done. Thankfully, you can command your squadmates to save them instead, which is vastly preferable. You’ll often have to pry doors open or break windows to get into houses or certain rooms, but you can only carry one item at a time. Meaning that, if you’re carrying a hose and want to open a door, you’ll need to put it down, go grab a crowbar, open the door, put it down, and then pick the hose up again. You’d think a firefighter could carry an ax or crowbar with them at all times, but apparently not. Inhabitants are usually indicated via markers, and it’s just a matter of getting them out by carrying or leading them to a stretcher behind an EMS vehicle. Once you’ve saved everyone, Firefighting Simulator – The Squad tells you where the fusebox is and you can turn off the power to stop electrical fires from breaking out. On occasion, the fusebox would shut itself off for no reason. Huh. Then you just have your squadmates follow you with hoses and spray the fires until they get quenched. It seems okay at first, but the amount of time it takes to put fires out varies and doesn’t feel right. Honestly, it doesn’t feel much like you’re actually putting the fires out at all as fire doesn’t react to water. You spray and spray until little fire circle icons that indicate how far away that bit of fire you’re soaking is to going out, quenching the fire. But there’s no realism to any of it. You can leave fires burning indefinitely, and they don’t do structural damage that isn’t pre-baked to occur at specific times. Fires spread unrealistically and make little sense as well. It can take forever to put out a fire because they just won’t go down or the section you quench will just go right back to where it was. Fire often spontaneously appears out of nowhere too. There were times I walked into a totally charred room completely devoid of fire, only to see the walls magically start burning before my eyes. And the hoses! You leave a new hose trail behind you wherever you move, which quickly leads to the ground being completely covered in infinite hoses. It’s surreal. Oh, and sometimes you can spray water even without a supply line. Why is there XP? Completing missions in Firefighting Simulator – The Squad grants you experience and you’ll need to level up to unlock new missions. This was a poor choice, as you’ll occasionally have to grind to unlock new stuff. But the XP distribution isn’t good and some extremely short, pointless missions are infinitely better for obtaining experience. The game loves to jump between missions where you’re putting out fires in a building and ones where you drive somewhere to put out a dumpster fire or a small fire in a park. Some of these can take as little as a minute. You’ll always put those out with fire extinguishers, which your non-player squadmates can’t use, so an entire four-person team of firefighters gets called to put out fires that one person with a fire extinguisher was more than capable of handling themselves. I like firefighting enough that I did get some enjoyment out of Firefighting Simulator – The Squad, but the game is tedious and the firefighting just isn’t enjoyable like it is in, say, Embr. The game’s performance is also quite poor, as it has a tendency to hitch regularly, have massive frame drops, and crash. And you can’t save mid-mission, so if it crashes, guess who has to start again from the beginning? It’s a janky game with awful animations that’s way too fond of wasting your time unless you really love walking slowly or driving fire trucks. System Requirements OS: Windows 10 64-Bit. Processor: Intel Core i5-4440 with 3,1 GHz or AMD FX-8150 with 3,6 GHz or higher. Memory: 8 GB RAM. Graphics: GeForce GTX 750 Ti (2 GB VRAM) or AMD Radeon RX 460 (2 GB VRAM) or higher. DirectX: Version 11. Network: Broadband Internet connection. Storage: 25 GB available space.
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T/c
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DH1 : DH2 :
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DH1 better than DH2 , Nice music
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[Battle] AL_MAOT vs Barış Arduç [ Winner Al Maot ]
HiTLeR replied to AL_MAOT's topic in GFX Battles
V2 - Text & effect -
V2 - Text & effect
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DH1 : DH2 :
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Pro for pending , u need more activity
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[BATTLE] King of lion vs Meh Rez vM [ Winner Meh Rez ]
HiTLeR replied to King_of_lion's topic in GFX Battles
v1- Text & effect amazing -
v2- text & effect
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