Saturday, March 28, 2020
Good People Doing Cool Things…
Monday, March 23, 2020
(270 MB) Download Hitman 4 Blood Money Highly Compressed For Pc
Hitman 4 Blood Money System Requirements
- Operating system: Windows XP, Vista, Windows 7, Windows 8 and 8.1
- Processor: Core 2 Duo
- Setup Size: 270 MB
- Ram: 1GB
- Hard disk space: 5 GB
Friday, March 20, 2020
The Journeyman Project - Time Distortion
Agent 5 Journal #1: "Today was not a good day to oversleep. If I hadn't made it to work when I did, we all would have been erased permanently. This is the most major time rip I've ever seen, and I'm the only one who was on duty and escaped being rewritten by the distortion wave. I have to fix history!"
When I start Journeyman Project from the menu with the New Game option, I first get a video with voiceover explaining the historical background of the scenario. I summarized this in the introduction. The important thing to remember is that we are at a critical point in history, so of course, when time travel is involved, something is bound to go wrong, and we have to travel through time to fix it. And of course, when there's an elaborate procedure and complicated equipment to fix whatever's gone wrong, then we'll definitely have to use that procedure and that equipment.
After the background, there's an intro video, which starts by zooming out from a floating city, which suddenly explodes. I'm guessing that's a dream, since then we see an alarm clock going off, implying that Agent 5 has just woken up. As he reaches out and puts on his headset, the interface forms around the picture, and a side screen runs through diagnostics as what sounds like a radio program greets its listeners.
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| Home sweet home |
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| BioChip - Interface item |
I'm probably going to complain about this again, but some of these biochip actions could have been a lot more convenient as a permanent button somewhere in the interface rather than a selectable inventory item. Once I get more than a few items, it's going to be annoying to scroll through the inventory to find the right item and select it before I can use its functions. There's enough space on the screen that there easily could have been a permanent button/menu for meta functions like saving and loading.
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| Transport Card item |
The side screen alerts me that I have ten minutes to get to the TSA, or I'll be late. I start looking around a little more quickly. The apartment has two doors leading out of it. I try one and discover a bathroom. Well, that's important, but not what I was after right now. I try the other and make it out into the main corridor of the apartment building. I wander around some more and eventually find an elevator. When I summon it, a voice announces what floor it's on as it moves. For some reason, it goes all the way up to the rooftop level before descending back to floor 4, where I am. (Maybe that's commentary on how elevators rarely seem to come directly to you when you're in a hurry?)
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| This is all that was rendered of the rooftop level... |
So down I go to the first floor, where I find the transport system, a direct matter transporter. Across from the transporter, there's also a kiosk with a video advertisement about the apartment complex, Caldoria Heights. This is just a little something extra to make the location a little more interesting, but it's also counter-productive when you're in a hurry.
The controls here are a little fiddly. I have to first click on the transporter to get it to open up, which takes several seconds. Then, after I move toward it, the interface automatically spins around as I sit down in the transporter seat, which takes another couple of seconds. Then a bug flies into view and has to be zapped by the system, which takes another chunk of time. To add a further agonizing delay, one time I tried it, the interface decided to inform me at that point that I was now late, which sent me back to standing in front of the transporter. So then I had to open it up, sit down, and watch another bug get zapped before I could actually use it.
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| I'll be there in five minutes through the magic of the transporter system. |
So I put my transport card into the slot (I have to first click on the item in the inventory list and then drag the icon from the window over to the slot) to get the available choices for transport, which are:
* Hard Rock, Tokyo
* Flagstaf [sic] Beach, AZ
* Temporal Security Annex
* Other
Obviously the right choice is the TSA, but for fun I try all the choices. "Other" just results in an error message from the transporter saying I don't have any other choices. The other two result in a game over. I'll describe this in more detail at the end of the post. So there's definitely something wrong that's about to happen, and if I don't go to the TSA, I won't be in the right place at the right time to fix it.
On to the TSA then! After transport, the transporter opens onto a different corridor, the end of which has a door which first asks for a code. This is copy protection, but it's easy enough to find the code in the manual. There's no input interface; I just have to type the number.
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| Maybe my tardiness will be forgiven if I save the timeline? |
I am directed to the Control Center to proceed with my work, presumably to monitor the timestream. The computer helpfully reminds me that I have to do a mandatory review first (obviously for the benefit of the player who needs to understand how time travel in this story works and what will need to happen). I can sit around at this point and nothing will happen, which is kind of amusing. But we can't get to anything interesting if we don't follow instructions.
The Control Center contains a large console with a seat in front of three widescreen monitors, much like fancy programming desks sometimes have these days (but in the early '90s when this was designed, that would have been quite a futuristic setup indeed.) I click on the left-hand monitor to bring it down into focus, and it asks me for a second copy protection code. After I enter this, it gives me a selection of three videos: Background, Theory, and Procedure.
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| The left-hand screen is optimized for displaying videos, apparently. |
The Background video gives some history about the Pegasus device developed by Elliot Sinclair and the establishment of the Temporal Security Agency. The Theory video describes time travel as a tunnel connecting two points in time. A significant change in the past will create a rip in time that generates a reality distortion wave, which can only be avoided by traveling back in time beyond the distortion point of origin.
The Procedure video describes what to do in the event of a distortion wave: go to the Ready Room, get a Pegasus biochip and the Journeyman key, use the biosuit generation system, then go to the Pegasus device and jump 200 million years into the past. This will bypass the distortion wave and also allow me to retrieve a backup of historical data stashed there for safekeeping, which can then be compared with the data altered by the distortion wave to figure out what's been changed.
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| The distortion wave is making its way toward the present, splitting as more distortions occur. |
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| Journeyman Key item |
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| Suiting up for time travel. |
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| Biochip - Mapping item |
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| Biochip - Pegasus item |
Another interesting note is that it seems that once I'm out of the control center and not watching the distortion wave, it doesn't really progress. I fiddled with the biochips for more than a couple minutes, and nothing happened. It's an interesting example of limited urgency. I don't even hear the alarm in the corridor, only inside the Ready Room or the Control Center.
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| The inside of the time machine, showing the jump options and the timeline. |
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| A volcano in the distance, and a sheer cliff at my feet. |
The interface warns me that large carnivorous creatures have been detected, but nothing really comes of it. I see a shadow of a pteradactyl fly overhead, and the shadow of something that looks like a Tyrannosaurus rex roars when I go around another corner, but nothing else happens.
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| The hidden alcove with the historical log disk. |
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| Historical Log item |
So I'm definitely going to have to replay sections to optimize my time if I want to get a good score. Every time the suit returns to the present, the energy level returns to maximum, but the score at the end will be higher the fewer trips taken and the less energy used. There's also the goal of solving puzzles peacefully and without changing anything beyond what's necessary to fix the problem, so that might be tricky too. I might replay sections just to see what happens if I go out of my way to change more things.
When I return to the present, I retrace my steps back to the Control Center with the historical log, where I am prompted to insert it so that the data can be compared. It took me an embarrassingly long time to figure out that I needed to click on the console to open the drive first before I could put the log disk in. I was trying to drop the disk all over the console with no success. The drive area didn't really look like something that was openable, I guess, and there was no response when I dropped the log anywhere.
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| Four discrepancies for three temporal rips |
The one in 2308 is interesting because it concerns the first contact from the Cyrollans. In the original news clip, we hear a summary of the event and then an audio recording of the actual Cyrollan transmission stating the Symbiotry invitation and 10-year terms. In the changed news clip, the reporter looks different, and this time the Cyrollans only say, "We will return when you are ready" instead of offering Symbiotry membership. Okay, something's definitely gone wrong. I'd better examine the records relating to the actual changed events.
In 2112, a small country called Gorbastan is the last to consider signing the Worldwide Unification treaty. There's a terrorist faction who disagrees with the treaty and takes hostages, some American, but despite that, the country is ready to sign the treaty. After the change that caused the time rip, a nuclear missile was launched somehow toward Gorbastan, jeopardizing the peace talks and dooming the Worldwide Unification Treaty to failure. My goal will have to be to prevent that missile from being launched.
In 2185, a cargo pilot approaching the Morimoto colony on Mars detected an alien spacecraft, which did nothing except hover for a time and then travel outward toward the edge of the solar system. However, after the time rip, somehow the entire Mars colony was destroyed, killing the 30-person crew and making people think that hostile aliens were the cause. I'll have to prevent the destruction of the colony.
In 2310, a rally was held to discuss whether humanity was ready for contact with aliens. This is two years after the original contact with the Cyrollans, which seems kind of out of sequence, actually. One particular activist, Enrique Castillo, gave a particularly persuasive speech in favor of dealing with aliens. The result was that most of the crowd was also in favor. After the time rip, somehow Castillo was killed instead, and the crowd was decidedly anti-alien. How this could affect the original contact in 2308 I don't know, but clearly I need to prevent Castillo from being killed.
Each scenario is also given a "chance of success based on historical relevance". For 2112, it's 23%; for 2185, it's 57%; for 2310, it's 48%. I'm not quite sure what this means, but perhaps it means the chance of resolving the entire time rip by resolving the issue in that time. I would think I'd need to solve all three, though.
Well, I've certainly got my work cut out for me. Next time I'll poke my head into each time and decide which one to focus on first.
BioChips: Interface, Mapping, Pegasus
Other inventory: Transport Card, Journeyman Key (also found the Historical Log)
Time travel trips: 1
Score: 26452
Deaths: 3
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| I have ceased to exist... |
#2: When the distortion wave is identified, I can just stay and watch the computer display the progress of the wave through time. It takes 2-3 minutes, but the wave eventually travels up to the present year, which again causes an "Uncreated" game over. (This time I have 2000 points, though.)
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| I can't...hold...on... |
Session Time: 1 hour 30 minutes
Total Time: 1 hour 30 minutes
Note Regarding Spoilers and Companion Assist Points: There's a set of rules regarding spoilers and companion assist points. Please read it here before making any comments that could be considered a spoiler in any way. The short of it is that no points will be given for hints or spoilers given in advance of me requiring one. Please...try not to spoil any part of the game for me...unless I really obviously need the help...or I specifically request assistance. In this instance, I've not made any requests for assistance. Thanks!
Thursday, March 19, 2020
Resident Evil 2 Remake | Review, Trailer, Release Date, News, Gameplay, And More...
Resident Evil 2 Remake | Review, Trailer, Release Date, News, Gameplay, and more...
Capcom is releasing some extremely impressive games in 2019, Resident Evil 2 Remake is one of them. The Resident Evil 2 Remake isn't too far-away, set to release on 25 January 2019 (soon after its release, Capcom is releasing Devil May Cry 5). First declared in 2015, Resident Evil 2 Remake is planned as an advanced emphasis of the 1998 release. Fans have been asking for the game for a very long time, and following the accomplishment of the first Resident Evil and Zero remasters, Capcom is at long last tuning in.
Quick Facts:
- Release date: 25 January 2019
- Developer: Capcom
- Genre: Survival horror
- Platforms: PlayStation 4, Xbox One, Microsoft Windows
Resident Evil 2 Remake release date :
The remake was declared at E3 2018 for PS4, Xbox One, and PC and will release on January 25, 2019, Just before Capcom's Devil May Cry 5 Release. So entirely excited for both the games.
Related Article: Devil May Cry 5: Review, Trailer, Gameplay, Release date
Resident Evil 2 Remake Trailers :
Tokyo Games Show 2018 has presented to us another trailer for Resident Evil 2 Remake, and this one spotlights for the most part on the story. We see a lot of Leon and Claire previously however Capcom had been generally silent regarding certain characters in the Resident Evil 2 Remake, one of these being Ada Wong, The opponent has at long last divulged it. It likewise has us frantically needing a reboot of Dino Crisis in the RE Engine.
Just underneath, you can look at a further trailer for the Resident Evil 2 Remake. This trailer appeared amidst Sony's E3 2018 introduction in June, and it was here that the release date for the game was revealed.
Resident Evil 2 Remake Claire Campaign Preview:
Following quite a while of pausing, Capcom is at long last coming back to its undead well and redoing what many consider to be Resident Evil's most remarkable part. Initially released for the PS1 in 1998, it's not the most straightforward title to return to with its cumbersome tank controls and blocky visuals. It's as notorious as survival repulsiveness comes. Be that as it may, the fans who discovered Resident Evil arrangement with Resident Evil 4 or later ones probably won't concur with its traditional way to deal with problems.
This could all change with Resident Evil 2 Remake, Playing through two individual battles as arrangement's veterans Leon S. Kennedy and Claire Redfield, you'll scour the remnants of Raccoon City in the midst of a fatal zombie episode, revealing reality behind the underhanded Umbrella Corporation.
Here's the Gameplay from IGN, if you wish to watch.
Resident Evil 2 Remake: Minimum PC Specs
- Operating System: WINDOWS 7, 8, 8.1, 10 (64-BIT Required)
- Processor: Intel Core i5-4460, 2.70GHz or AMD FX-6300 or better
- Memory: 8 GB RAM
- Graphics: NVIDIA GeForce GTX 760 or AMD Radeon R7 260x with 2GB Video RAM
- DirectX: Version 11
- Operating System: WINDOWS 7, 8, 8.1, 10 (64-BIT Required)
- Processor: Intel Core i7-3770 or AMD FX-9590 or better
- Memory: 8 GB RAM
- Graphics: NVIDIA GeForce GTX 1060 or AMD Radeon RX 480 with 3GB VRAM
- DirectX: Version 11
One thing I can most likely say that the game will be unimaginably startling, as zombies will spring up in new places to keep you continually alarmed.
Hex Grid Guide Load Time, Part 2
Last year I reimplemented my hexagon grid guide with the goals of making it easier for me to add content and also making it possible to load faster. I was able to speed up load time significantly by pre-rendering the SVG on the server. This is called "SSR with Rehydration" on Google's rendering tech page.
Last week I experimented with this a bit more. At load time, I was replacing the static SVGs with interactive SVGs. However, there's no need to do this immediately. I changed it to wait until the diagram was visible on screen (using IntersectionObserver). This helps quite a bit! The "time to interactive" score goes from 9.6sec to 4.9sec and the overall page speed score goes from 63 to 89:
I was wondering if I could make it even faster by prerendering only some things on the server ("CSR with Prerendering" on Google's rendering tech page). The page shrinks from 633k to 179k! And the page score goes from 89 to 96. Time to interactive goes from 4.9s to 3.5s:
Great! However, it started to bring back the problems that I had solved last year. This version doesn't allow printing the page, loading it without Javascript, using "Reader modes" (including Pocket, Instapaper, RSS, etc.), or Ctrl+F to find diagram text on the page. The more I used the page, the more little glitches I found. None of these are super important, but they're not going to get better. In contrast, the load time will continue to get better as cpu and network speeds increase, HTTP/2 is adopted, and compression protocols improve (Brotli, HPACK, etc.). Another consideration is accessibility. I've been told that most screen readers support Javascript, but deferring the creation of SVG using IntersectionObserver means the SVG may never get created, so it would have the same problem as printing and Ctrl+F.
I decided to keep the pre-rendered static SVG for now, with deferred interactive SVG. It's simpler for me and I have fewer corner cases to deal with. I'll revisit this in the future when I update my A* pages to load faster.
Wooden Jigsaw Puzzles: A Comparison (Monday Musings 80)
As another hobby to consider (to give your eyes much needed rest from all the blue light of video games) is jigsaw puzzles. I got into puzzles once again as my friend introduced me to the Wentworth wooden puzzles. I was so impressed with these puzzles because of the quality and the satisfying tactile feel when you put the pieces together, that I wanted to order some myself.
Upon visiting Wentworth's online site, my heart sank as the puzzles were rather pricey, though at $50 for a 250-piece puzzle, the cost/time is actually reasonable, as long as you do the puzzle a couple of times. Since I'm very slow, it takes about 2 hours, so if you do the puzzle 2 or 3 times, it's cheaper than going to the movies. So I thought of getting one, but then the shipping charges were astronomical, since it's shipping from the UK. However, I found out later that Wentworth often has free shipping to US! But not realizing that at the time, I decided to see if there are US manufacturers which will have lower shipping costs.
Therefore, I did more research and stumbled upon the ridiculous Stave puzzles (Barbara Bush-endorsed) at average price of $1000 (perhaps even $2000 as some are $15K), so this brand will not be reviewed. I then fell upon the much more affordable and reasonable Architect and Liberty puzzles.
I find that they are all equal to each other, so the puzzle manufacturer that is best for you is based really on your preferences and what you're looking for. I'll outline the differences between the three, in alphabetical order.
Artifact puzzles is the most creative of not just the pictures offered, but the many interesting puzzle shapes. I don't find the tired, drab images of known paintings, and boring, uninspired nature scenes, as compelling as the fantastical pictures including monsters, cartoon characters, and so forth that Artifact offers.
Although Artifact pieces are the most loose fitting of the three, the irregularly irregular pieces are significantly more bizarre and odd than the other brands, and therefore quite compelling. It's interesting to see how these weird pieces fit together, often leading to a lot of "Ah ha" moments. They're coming out with the new Ecru line which offers tighter fitting pieces with no glare design, but it's more costly of course. Further, the designs aren't as whimsical or fantastic as their regular line, so I have a feeling that I'd prefer the regular over the upcoming Ecru. Picture for me tends to be most important.
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| Artifact's Mechanical Griffin |
The image quality on Artifact and Wentworth is better than Liberty in the sense that the images seem like it's actually painted on the wooden pieces. One of the Liberty puzzle pieces had a small peel, that can be glued, so I don't find this a deal breaker.
If interested in Artifact, I would recommend the Griffin that comes with a clever surprise (spoilers avoided here).
All the Artifact puzzles I own are so completely different from each other (I have 4!). Other customers also noticed that any time you get a puzzle from Artifact, it's a whole new experience.
As for the Liberty Puzzle, it has the same thickness as Artifact (6.35 mm), but the fit of the pieces are much tighter, so in that sense the pieces are better quality than Artifact's regular line, only marred by the fact that a piece may (or may not) have some peeling (it seems like this would be a rare occurrence), unlike Artifact and Wentworth.
Liberty does have a lot of whimsy pieces, not as much as the Artifact, but more so than the
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| Liberty's and Wentworth's An Exuberant Success |
The Wentworth is made of considerably thinner wood than Artifact and Liberty, less than half the thickness (3 mm versus 6.35 mm). The thicker wood feels more luxurious, but because the Wentworth pieces are thinner, it's the best fitting of the three. The sensation of putting the pieces together in a satisfying click, so it has the most pleasant sensory experience out of all three. There are whimsy pieces, but nowhere near as much as Artifact and Liberty, and more regular-shaped pieces than even the Liberty.
Wentworth includes a rather lovely felt bag to hold the pieces within its sturdy box. Sadly, Artifact and Liberty don't.
If you prefer unique pictures, and thicker, peculiar, odd and whimsical pieces, I'd recommend Artifact. If you prefer an equally thick cut with better fit, and you don't mind more regularly irregular shaped pieces, than I'd chose the Liberty. Finally, if you want that tactile, satisfying click feel with nice bag, and don't mind less creative shapes, then Wentworth is the puzzle for you. With these criteria in mind, Artifact is my favorite of the three due to the creativity aspects.
If none of these issues matter to you, I'd recommend ordering the designs that you find the most pleasing, because you can't go wrong with any of these puzzle manufacturers. They all cost around the same price, and Wentworth frequently has sales where shipping is free to the US.
For all three manufacturers, prices are cheaper ordering online at their websites:
Artifact Puzzles
Liberty Puzzles
Wentworth Puzzles
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