-
Posts
21,635 -
Joined
-
Last visited
-
Days Won
784
Content Type
Profiles
Forums
Events
Everything posted by gaby
-
dragut intr-adevar, numai ca zic eu, nu prea se potriveste cu designul site-ului, favicon-ul nu foloseste nici o culoare care se poate regasi pe site...
-
am auzit, ca ar merge bux.to , numai ca dupa prima luna ar scade plata pe click...
-
free nu prea cred, eu cel putin pana acum nu am vazut.
-
ar trebui sa ai un meniu, Time & date esti sigur ca te-ai uitat bine ? Later edit: daca meniurile bios-ului sunt asa: intra in Standard Cmos Features si vezi ca ai acolo Time & Date !!! daca meniul biosului tau nu arata asa, fi atent la pozele de mai jos: succes
-
ca sa poti intra in bios trebuie sa apesi (inainte de a intra in windows) una din tastele: Delete sau F10 sau F12.
-
ti se blocheaza tastatura si mouse-ul ? ar putea fi din pricina windows-ului, daca nu ai prea multe programe instalate, incearca o reinstalare de windows, si daca nu merge revino cu detalii.
-
esf/addons/amxmodx/configs dupa ce dezarhivezi hldsw32-emporio.rar in C:\HLDS (sau oricare alta partitie[in care ai creat serverul bineinteles]) trebuie sa ai un fisier numit server.cfg in care scri liniile de mai sus (primul post).
-
o decizie nu prea buna, zic eu.... nu au profit de pe urma acestor tari, bun, dar daca le interzic nu pierd si din vizite ? e logic ca pierd... sau economisesc banda ?
-
intra in cotrol panel-ul placii video, banuiesc ca ai nVidia, langa ceas(taskbar) ar trebui sa ai o iconita verde (nvidia), din care sa poti intra in control panel-ul placii video. dar mai departe nu iti pot spune din pacate unde a intrat nemesis... si nici placa video de la nvidia nu am ca sa ma pot uita...
-
haha, ce prostie , sti cumva si motivul pentru care au interzis accesul romanilor ?
-
incarcarea rapida, rezultate destul de bune, popularitate , obisnuinta
-
Limba / Language: (beta) The universe of Conan the Barbarian is the perfect antidote to any fantasy fan bored with endless streams of elves, dwarves and dragons inhabiting Ren-Faire versions of Medieval Europe. The world of Hyboria as created by author Robert E. Howard and others over the years is a "low-fantasy" playground filled with savage peoples about a half-step above Neanderthals battling with "civilizations" only a half-step above the savages. It's a world where human sacrifice, blood-sports, slavery, regicide, exploitation of the weak and tyrannical rule by strength-of-arms is the norm. Magic isn't pseudo-science; it's trucking with dark powers beyond human comprehension and bargaining your soul away for power. It's also, judging by Norwegian developer Funcom's new MMO Age of Conan, a terrifically fun place to play that even the game's painful lack of polish can't diminish. Jewel of the Baruchan Age of Conan takes place during the period of Hyborian history during which Conan is King of Aquilonia. A fragile peace brokered between the hostile nations that surround Conan's adopted homeland has begun to break down and threats are encroaching on the land from all direction. Into this volatile situation comes the player, a slave on a Stygian galley ship branded with a mysterious mark. When the ship is destroyed and the player washes up on the beaches of Tortage with no memory of their former lives, an epic odyssey to discover who they were, what the mark on their chest means and who's behind this new threat to King Conan's world begins. If there's one aspect that Age of Conan absolutely nails, it's the graphic representation of Conan's world. Age of Conan is a beautiful game, filled with extraordinary landscapes ranging from the harsh sands of Stygia to the broken terrain of Zelata to the frozen wastelands of Cimmeria. Every place filled with treats for the eye ranging from large effects like the beautiful sunsets of Khopshef to subtle details (like the fly-covered "road apples" in Tarantia). In the jungles of Baruchan, for example, players must fight their way through a tangled maze of vegetation inhabited by animal poachers, gorillas and Pict Tribesmen. While it's never really brought out via quest dialogue, elements in the environment -- sprung traps, gorilla corpses in nets, trappers who have been used as target practice by the Picts -- tells players all they need to know about the struggle going on outside of the city of Tortage. The game's avatar creation system is equally impressive. Age of Conan lets players choose everything from the size of their derri??¨re to how big their chest is to the angle of their eyebrows. It's not quite the classic City of Heroes/City of Villains system in terms of variety, but it's actually superior when considering how many subtle variables players can control and how good the resulting avatars look. Players can even pick scars and/or tattoos that indicate their character had some kind of life before the game begins. Of course all this graphical beauty comes at a price -- high system specs. Even on our gaming systems using an Nvidia GeForce 8800 we experienced some slight frame-rate slowdown and had to turn off a few of the graphic bells and whistles. Owners of older systems may be looking at the need for a complete upgrade. There Will Be Blood The major element that makes Age of Conan stand out from its competitors is its delightfully bloody combat system. There's no watching the status bar, clicking auto-attack or spamming special abilities. Combat in Age of Conan is more akin to an action game. Players control the direction of their attacks via the "1", "2" and "3" keys (and later get two more directions attached to "Q" and "E"). They also develop "combos" that do extra damage, place status effects, trigger some funky powers or provide the occasional insta-kill fatality. Players can protect themselves by using three "Shields" that can be rotated via some finger-twisting use of the "Control" key or slaved to other hot keys. Spellcasters aren't left out the fun either as they develop a similar "spellweaving" system that can drastically enhance the power of their magic at the cost of an occasional deadly backfire. The difference in the play experience as a result of Age of Conan's combat system is profound. Since both players and mobs are all subject to a collision system and most powers are directional in nature, it makes even low-level combat a fascinating tactical challenge and multiplayer PvE against powerful opponents in the larger dungeons a completely different, joyously frenetic scrum filled with people desperately trying to coordinate movements, combos and spells for maximum effect. Properly managing mana or stamina reserves to take on three NPCs or a big boss monster and finishing off a battle with a beautifully animated decapitation or dagger to the throat just never gets old. Classes are divided into the four "classic" roles of Mage, Priest, Rogue and Soldier, with three different variations to choose from. None of them works quite the way one would expect and the developers deserve great credit for offering something fresh. The Herald of Xotli Mage class, for example, is a cloth-wearing two-handed melee DPS class that specializes in burst damage. The Bear Shaman Priest class actually works best in a crowd control/secondary healer slot -- the more he gets pounded on, the more he can heal -- and the Ranger can specialize in a variety of straight-line or circular AoE attacks. Class balance, as with any MMO, is a perpetual problem (at the moment, Rangers are overpowered between levels 20-40), and so is an uneven leveling power curve that cause some painful periods for some classes. Overall, though, players are in for an enjoyable experience regardless of the class they choose. The real beneficiaries of the combat system are those who enjoy hard-core PvP. In fact, once players get past the initial 20 levels on Tortage where the focus is on questing, learning the basics of your class and a series of excellent single-player "Destiny Quests," it quickly becomes obvious that PvP is the essential focus of the game. The real "goal" of Age of Conan is to construct and hold one of nine "battle keeps" that can be built on any one server. In order to do that, players must grind through a tedious time-consuming crafting experience to build a "guild city", enhance it to level three and the either build a battle keep or challenge another guild for theirs. These keep sieges are the game's ultimate expression of AoC's PvP combat -- huge battles with players on both sides using mounts, siege engines, sword and magic powers to snag bragging rights. Wild West Heroes The game's largest issue occurs during the "leveling" period between level 20 and level 80. Since so much of the game's focus is on the big battle keep PvP experience, there's not much in the way of organized PvP play between those two points, save a limited "Battlegrounds"-style capture-the-flag or team deathmatch game. While both of these are quite fun, they're mostly unconnected to the rest of the game and offer little to a player or guild's advancement. The result is (on a PvP server at least) the kind of old-fashioned Wild West gankfests that were de rigueur during the pre-WoW era. For many players, of course, this kind of gameplay is a feature and not a bug. It certainly fits in with the game's lawless and savage setting so those who want a carebear-free world filled with 45-minute vengeance-a-thons will be very happy. That being said, it would be nice to see things like some kind of death penalty (there are currently none for being killed by a player), diminishing returns or smaller or lower-level world PvP objectives. Something that people can use to constructively channel their aggressions can reduce the pointless bloodbaths and help smaller guilds who will probably never be competitive in the race for battle keeps while still retaining the delicious paranoia of knowing there's an enemy around every corner. The second issue is related to the first in that while the eternal gankfest of the PvP servers can get annoying, it does provide much of the mid-game with its excitement -- excitement that's missing in the PvE game by itself. Leveling in the game is driven by PvE questing and much of it is quite fun, particularly at the lower levels. The first 20 levels of content on Tortage are brilliant and while there are still some bugs to work out, they offer an enormously compelling and enjoyable introduction to Conan's world. Once players get off Tortage and into the real world, the 20-40 zones are almost as much fun as Tortage. They're filled with enjoyable storylines culminating in fun dungeon crawls and a decent selection of loot. There's also a growing concern about a diminishing lack of quality in PvE content around level 50 or so. Common complaints include quests drying up, forcing players to grind through endless monsters in order to advance, and dungeons becoming less interesting and more slapdash (something we're already seeing in the 30's), with the largest ones bugged into practical uselessness. This isn't as much of an issue on a PvP server, where content just gets in the way of the endless bloodbath, but at the moment, a compelling story-driven PvE leveling path to the level cap of 80 isn't something you're going to find in Age of Conan. Flesh and Bones In the two weeks since the game's launch, Funcom's been incredibly proactive when it comes to issuing patches and improving the game. Elements that were big issues in our "Out of the Box" impressions have already been greatly reduced or resolved by a dedicated programming team that must be working themselves like Stygian galley slaves. The game's chat system has been upgraded. Traders (NPCs who combine the function of auction house, guild bank, personal bank and post office) who were shut down to block a game-killing exploit are back on-line. Not-so-hot elements of the UI like party member indicators and blinking maps are gone or resolved. The game's client even runs better, matching an impressive record of smooth server performance that should finally eliminate the dread specter of Anarchy Online. The result of Funcom's obvious dedication to the product and the impressive stream of fixes they've already issued give confidence regarding the future of the product. The game's major problems stem from missing or incomplete PvP and PvE content, not any lack of solid infrastructure or poor game design. Age of Conan as it stands today is a very enjoyable stew of wild bloodshed, sweaty decadence and the panicked realization that you've just gotten jumped by a group from an enemy guild. Age of Conan going forward should become a delightfully savage second home for plenty of howling on-line barbarians. We'd like to think Conan himself would have approved. Source: gamespy
-
Limba / Language: (beta) Compared to the weird sci-fi hijinks of its predecessor (as well as the unabashed sci-fi flight of its spiritual successor Crysis), Far Cry 2's premise is decidedly grounded in the here and now. Involving a fractured African nation, a Malaria-afflicted protagonist, and an opportunistic arms dealer who supplies both sides of a protracted, unproductive conflict, you could even say it's prescient. But the mind of a gamer can easily extrapolate from these elements a whole mess of concepts with which we perhaps feel more at home: a free-roaming environment, complete with realistically-rendered foliage; disparate factions to alienate and curry favor with; and of course, munitions and firearms in no short supply. As we've written before, Far Cry 2 is being built around precisely these sorts of elements. The game will more closely resemble the free-roaming S.T.A.L.K.E.R. than its own more linear predecessor when it comes to structure. You won't be leveling up per se, but you will cultivate a network of allies and supporters (whose faces are culled from the stable of potential avatars you didn't choose at character creation) who will provide you with missions and even possibly come to bail you out from particularly hairy firefights. The game's environment will be vast and seamless, facilitated by all sorts of vehicles, from hang gliders and airboats to jeeps and buggies. Ubisoft's recent press event in San Francisco afforded some hands-on time with Far Cry 2, and as is always the case when jumping into a snippet of what is supposed to be a continuous experience, the context was a little disjointed in spite of the satisfying minute-to-minute mayhem. Patrick Redding, Far Cry 2's story designer, was quick to point out that the weapons loadout used for the demo scenario was kind of unorthodox. Which begs the question: What's so unorthodox about a man in the savannah carrying an assault rifle, side-arm, and RPG? Trailer here: The first big set piece in the demo involved attacking a large compound populated by several dozen enemies. Redding mentioned several possible approaches: Sneaking in and picking off a few patrols could be viable, as well as commandeering and weaponizing a car near the approach. Running in guns ablaze ended up winning out, however. Enemies reacted in ways you'd expect from characters governed by a reasonably advanced AI system: they held cover, took pot shots, retreated and hid when injured, and even appeared to attempt to flank on a few occasions. Littered throughout the battlefield were, of course, explosive barrels, but also numerous shanties to scurry inside of or duck behind. The tall grass surrounding the grounds imparted a false sense of security; while they do seem to obscure your body, they logically don't provide much in the way of cover. Given how much the game's Dunia engine seems fixated on rendering luscious greenery, it'll be interesting to see how much all of the dynamic stuff it can do will factor into the mission design. Later sequences involved driving cars and piloting an airboat. It all works like you'd probably expect it to (in other words, GTA-style). While you can instantly discern your location by looking at your map and compass, the designers have apparently embraced a recent trend and taken this to the literal extreme: Your character actually pulls out a map case in real-time. Just like it's difficult to navigate a map in real life when you have one hand on a boat throttle, so it is in Far Cry 2. The demo culminated with an attack on another compound, this time involving a car theft, which resulted in a chase. After it became clear that the pursuers were not going to relent, Redding advised exit the vehicle, arm the RPG, and let loose on the pursuers. "Nice shot" he said after they blew up. It's a given that any game even tangentially associated with Far Cry will benefit from some fancy tech. Delivering on the promise of the free-roaming FPS is a much more difficult proposition. Far Cry 2 seems to have one piece of the puzzle locked. Let's hope that the whole comes together in a way that is as rewarding in the long term as it is gratifying in the minute-to-minute. Source: gamespy
-
Limba / Language: (beta) When Mass Effect was originally released last November on the Xbox 360, it unveiled a vast, beautiful galaxy populated by diverse, fascinating alien races. Players stepped onto this stage as Commander Shepard, a hero at the vanguard of humanity's ascension in the arena of galactic politics, and thus began an epic story bolstered by engaging characters and rich, branching dialogue. Exciting combat and robust skill management completed the package, but it was not without flaws. Many small issues have been addressed in the PC release, and the result is a more streamlined, more playable version of one of the best role-playing games in recent memory. This review will focus on the PC experience and how it differs from console play. None of the changes are drastic overhauls, but they do have an appreciable effect on the gameplay. One of the biggest tweaks is to the combat system. In the 360 version, you have to temporarily pause the action to use any weapons or biotic/tech powers beyond the one you currently have equipped. On the PC, this pause is still available, but weapons and powers have been consolidated onto one screen, along with squad commands which you can now issue inidividually. Pressing the space bar will bring up a heads-up display where you can change weapons or powers and issue commands to your squad. Odds are you'll use this pause very rarely, because your weapons are mapped to the function keys and your biotic/tech powers can be assigned to the number keys. Without frequent pauses, Mass Effect further distances itself from the ponderous, tactical feel of combat in previous BioWare role-playing games. Instead, it feels like a bona fide third-person action title. Gunning down small groups of enemies while barely breaking a stride is still immensely satisfying, as is blasting your way out of larger pitched battles--only now you can unleash multiple tech or biotic attacks on the fly. You can dart out from cover, take down enemies' shields, and explode their weapons--all while shooting them--and be back behind cover in a matter of seconds. The real reward of this faster, more fluid action is the sense of power it imbues. Wielding your formidable abilities with ease really makes you feel like the badass warrior you were meant to be, and it makes combat more exciting and fun. Unfortunately, all those tech and biotic power animations flying around can cause the frame rate to suffer on less than godly computers. This will really only happen during battles with numerous foes, and though it isn't much more than a brief stumble, it's distracting. Slightly more distracting are the frequent in-game load screens. Masked by long elevator rides on the 360, load times have actually decreased in length but increased in frequency for the PC version. Elevator rides are shorter, but you'll often be ambushed by a two- to four-second pause (the screen dims and a small "loading" icon appears) when you're coming up on a battle or entering a new area. Again, these pauses are brief enough that they don't bring things to a screeching halt, but they are a bit of a nuisance. A few other tweaks have positive effects on the game. The inventory system is much easier to manage with a mouse and keyboard, and long lists of items won't reset to the top every time you sell something near the bottom. The Mako vehicle sequences are easier to manage thanks to the implementation of dedicated forward and reverse buttons in place of the 360 version's viewpoint-dependent controls. A new hacking and decrypting minigame, in place of the old button-matching one, is both more interesting and more suited to the game: You must move a small arrow through concentric circles to reach the core while avoiding stationary and rotating barriers. It's generally easy to accomplish once you get the hang of it, but the time limit and tricky perspective shifting help keep it entertaining. Keyboard hotkeys allow quick access to the map and squad upgrade screens, and the quicksave button is a great way to ensure you won't have to do too much backtracking. They aren't big changes, but the aggregate benefit is definitely noticeable. All the things that made Mass Effect great on the 360--the story, the conversations, the galaxy, the combat, the soundtrack, and the characters--are still great on the PC. The changes that have been implemented don't radically alter the game in any way, but they have enough of a positive impact to make it easy to recommend the PC version over the 360 version. On top of that, BioWare is offering the downloadable expansion "Bring Down the Sky" free to PC players, though at the time of this review that content was not yet available. Whether you're a seasoned Spectre looking to suit up again, or a newcomer who has never set foot on the Normandy, the refined PC version is your best choice for experiencing this excellent game. The Good All the awesome stuff that made Mass Effect on the 360 great Tech/Biotic power hotkeys make combat fast and fluid Numerous small improvements add up nicely. The Bad Still hampered by graphical hitches / Brief, intermittent load screens. By Chris Watters, GameSpot
-
Cu ceva vreme ??®n urmă nici măcar cu pistolul pus la t??
-
Este greu de crezut că memoriile DDR3 se află pe rafturile magazinelor de specialitate din luna mai a anului trecut, deoarece trecerea la această nouă generaţie de memorii, chiar şi cu Vista şi al său SP1 lansat şi relansat, se face cu viteza melcului. Fără doar sau poate, motivul principal al acestei probleme este cauzat de preţul acestor module, care, comparativ cu memoriile de tip DDR2 (800 MHz), este semnificativ mai mare: 50$ vs. 199 -500$. (1333 MHz-1800 MHz). Aşadar, este destul de clar pentru toată lumea că ??®n acest moment DDR3 se dovedeşte a fi doar un moft dedicat entuziaştilor IT, dar cum speranţa moare ultima, exista zvonuri că preţul acestor module va scădea drastic ??®n cursul acestui an, ??®mpreună cu latenţele care au reprezentat un alt impediment ??®n faţa răsp??
-
Iata un joculet simpatic, inspirat probabil dupa Crayon Physix dar care deja a ajuns intr-o faza beta avansata si are cam tot ce ii trebuie. Ce e? Un joc in care poti desena ce iti trece prin minte, pentru a-l folosi mai apoi cu fizici realiste in cele mai ciudate moduri. Pe langa fizicile realiste avem si ceva simulare de fluide, putem face pana si masini, aparate ciudate, catapulte etc. Practic e un joc sandbox, care poate deveni extrem de distractiv. Try it, abia daca are 2 mb, e free si relaxant. Un video din care va veti putea da seama mai bine despre ce e vorba aveti mai aici: Download:
-
KDE Project a lansat primul Beta a KDE 4.1, viitorul inlocuitor pentru KDE 3. Mai multe detalii si link catre download aici:
-
Gen: RPG 3rd Person Developer: Kyiv's Games Publisher: Monte Cristo Multimedia Anul Aparitiei: 2008 Compatibilitate: PC - Windows XP / Vista Multiplayer: Nu Website: necunoscut Pentru cei care nu stiu, Silverfall: Earth Awakening reprezinta un stand alone add-on la asa-numitul action-RPG, Silverfall de la Monte Cristo. Modul in care a fost conceput permite jucatorului sa ia jocul de la inceput, fara a fi nevoit sa joace campania originala. Astfel, Silverfall: Earth Awakening este accesibil oricarui jucator, indiferent de experienta sa in universul jocului. Natura si tehnologie Acestia sunt cei doi poli pe care ii propune jocul si intre care trebuie sa se situeze jucatorul. Alegerea este facuta este facuta de la crearea personajului, aceasta determinand si statutul acestuia, evolutia lumii, precum si item-urile cu care incepe. Conflictul dintre tehnologie si natura este comva aplanat, in favoarea uneia sau a celeilalte, in comformitate cu alegerea jucatorului, rolul sau in primele ore de joc fiind acela de a mentine acest echilibru. Bineinteles, avand in vedere ca e vorba de un action-RPG (daca inca nu v-ati ??€??prins??€
-
ai codecuri instalate? incearca sa instalezi un pachet de codecuri, spre exemplu Ace mega codesc pack, sau Xp Codec Pack Versiunea 2.3.2 disponibila chiar aici pe forum la adresa: http://pctroubleshooting.ro/index.php?showtopic=2546
-
Creare Baza De Date, Site Fifa
gaby replied to denisov_florin's topic in Web design & website review
nu trebuie decat sa instalezi cms-ul, si sa postezi continut, eventual sa instalezi unele modificari daca este cazul. da-i bataie -
ilive, din cate stiu eu (poate acum in ultimul timp s-au mai schimbat), activeaza conturile foarte greu, pe motivul ca nu ai dat suficiente detalii
-
In ciuda faptului ca demoul era asteptat pe data de 9 mai 2008 la ora 12:00, demo-ul pentru simulatorul de curse auto Race Driver: GRID a fost lansat in final la ora 22:00 datorita unor probleme ale componentei online; versiunea finală poate fi descarcata de pe serverele ComputerGames: O mica descriere a demo-ului:
