Monday, February 24, 2020

GTA 4 HIGHLY COMPRESSED

GTA 4 HIGHLY COMPRESSED




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How To Install GTA 4 HIGHLY COMPRESSED without Errors and Problems





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Grand Theft Auto IV Recommended Requirements

CPU: Intel Core 2 Quad 2.4GHz, AMD Phenom X3 2.1GHz
RAM: 2 GB (Windows XP) 2.5 GB (Windows Vista)
OS: Windows Vista - Service Pack 1 / XP - Service Pack 3 / Windows 7
VIDEO CARD: 512MB NVIDIA 8600+ / 512MB ATI 3870+
HARDWARE T&L: Yes
PIXEL SHADER: 3.0
VERTEX SHADER: 3.0
SOUND CARD: Yes
FREE DISK SPACE: 18 GB

DEDICATED VIDEO RAM: 512 MB

Screenshots






GTA 4 HIGHLY COMPRESSED :- 

PART 1(500MB)
PART 2(500MB)
PART 3(500MB)
PART 4(500MB)
PART 5(500MB)
PART 6(500MB)
PART 7(500MB)
PART 8(500MB)
PART 9(500MB)

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Sunday, February 23, 2020

Reasons Why This Chain Of Command Malarky Must Be Pretty Good

If you are reading this then you might have noticed that I have started to re-invigorate this erstwhile dormant blog, one of the main reasons for this has been my (rather late) discovery of these rules. A set of rules that has managed to achieve that after a seven year lay off is in itself no mean feat given my natural indolence.
Last night is a good micro example of why for me Chain of Command is a great set of rules and lives up to its recent accolade from WI of "Best game of 2017"; for me, that is literally so.
We had a game planned at the CLWS, just a vague pick up game of "medium" CoC, 2 German infantry platoons versus 1 BEF and 1 French infantry Platoon. Nothing special, but even as a simple game it was extremely tense, tough on both sides, and with neither  really having any great advantage until the very end.
We plumped for a Delaying Action scenario, with the Allies deploying in a small village protected by a small wooded rise to the south of it, with an open flank to the west and the eastern side protected by walls and hedges
The view from the southern German approach
The forces were a slightly weird mix, 1 full strength early war German outfit, plus 1 German platoon with only 3 sections rather than 4. This meant the Germans were giving away a total of +3 support points.
The Allies had a full strength BEF platoon, on a minus 5 support points, plus a weakened (2 section) French platoon at minus 3 points. The net result was a massive 11 support point adjustment for the Allies.
Then the fun begins: Will, for the Germans rolls a 3 (three....) for the German side. So the net result was indeed 3 support points for the German and 12 for the defending Allies....ewwwww.
It actually turned out, in my opinion, to make for a really good game. What on earth could we take with our puny 3 points? We were sure to be up against armour of some sort...A flamethrower? decent choice but we'd be attacking so it would be tricky to use in an ambush role...an ATR plus perhaps a satchel charge? ...In the end we opted for 3 satchel charges, in order to spread some sort of AT ability around.
The only problem with 2 on 2 games of CoC is that they inevitably turn into 2 x 1 on 1 games, and this was no exception, doesn't really matter, and still worked out ok for us. However, it does mean that my knowledge of what went on on my right flank is a bit sketchy as I had my hands full to my front trying to winkle out the BEF from a collection of buildings. To be honest, I found it sort of added to the experience and emphasised how this truly is a platoon commanders game. Yes, bits of news and sounds of fighting filtered through to me, but generally I was concerned with doing my own job and not worrying too much about someone elses.
The plan was fairly simple, I was to fix the defenders by approaching and occupying the wooded rise while Will with the 3 section platoon swung right and went for the nearest (French) JOP which was tantalisingly close to our right flank.

Early deployment: 1st section gets into defilade south of the village
And so it begun, this was going to be quite tough. The buildings facing south (me) had a decent field of fire, and the defenders in the upper storeys would be able to pop away from hard cover as soon as I crested the little rise, so I wasn't in too much of a hurry, I thought I'd get a couple of sections on, go tactical and advance up the rise, which is indeed what I did....meanwhile from my right I could hear a lot of firing (and quite a lot of swearing) from Will. I don't think things were going to well over there.


About to crest the riseA few British had indeed deployed into the buildings to my front as I readied to "go over the top", off we went. I was indeed met by a hail of rifle and Bren fire, plus (horror) a Vickers gun opened up from one of the rear buildings on my right hand section. I took the odd casualty, and bit of shock, nothing too terrible, but I kept rolling 1's for my movement. I was going nowhere fast, taking a steady dribble of hits, and, by staying tactical, not putting any fire back on the enemy (Dave). Not good.
I dropped a couple of totally ineffective mortar rounds on the Vickers, came out of tactical with 1 section and traded fire with the section in the house but this simply wasn't working.
Most of the British fire was on my right hand section, the left hand one was safe from the murderous Vickers by virtue of a building blocking his LOS. What to do?
Sod it.
Pull back, rally up. Do it properly.
Meanwhile on the right things were not going well. 1 German section had been almost eliminated and some French armour had showed up. Questions such as "How do these satchel charges work?" were being asked. I hadn't inflicted any damage at all on the British and had 3 men dead for my trouble,Oh, and my mortar rolled a double 1....out of ammo. So I pulled back down the little rise.
Meanwhile, a Bren carrier had appeared on my left flank, and was trundling up the road to come and cause trouble.
A couple of rather indecisive phases passed, I ended up deploying all of my force now behind the riseand had racked up 3 CoC dice...there were some 40 odd German infantry milling about there, Jerry and  Dave were rightly bemoaning the fact they hadn't taken a mortar in their support!
All the while the Bren carrier advanced, I'd pulled 2 of my sections to the left of the rise, which would allow them to get over it out of sight of the Vickers which would be blocked by the occupied house in front of them, but, the Bren carrier would also spot them. A third section moved tactically to the left to distract the carrier.
Then suddenly I had a brainwave..Smoke! doh! why hadn't I used this?
My senior leader expertly lobbed a smoke grenade to cover my left flank and the 2 sections on the rise tactically moved over, steeling themselves from the fire about to come their way from the occupied house to their front.

                         About to go over a second time. Bren carrier threatens.Where's that smoke genade?
Over I went. British turn.He opened up at close range with a Bren and a couple of rifles, and....I got away with it...He only managed to hit 1 rifleman and inflict a couple of points of shock.
Then my turn: A double 6 plus a 4 and a couple of 3's..perfect! I returned the British fire with some 25 fire dice, got 17 hits, killed 3 or 4 British and inflicted a similar amount of shock, he was wobbly but not quite pinned, I also continued moving my left flank section up to distract the carrier. With my second turn from the double six I fired again...hitting the BEF section with another 25 dice...too much for him- the entire section was wiped out including the corporal. Much better.
A loud bang and and a shout went up from my right flank. The lone surviving rifleman from Will's section had got forward, flanked the Souma and detonated his satchel charge! Things were looking up. I despatched my 4th section round to reinforce the right now that Will was making headway.
Then the British turn, he rolled 3 sixes so the turn ended....my smoke evaporated....Gulp...The bren carrier and a section in the rear house started peppering my left hand section, The Bren carrier continued forward firing.. I took a couple of hits and several shock, I needed to get forward. In my phase the sergeant readied another smoke grenade and promptly rolled double 1! dropping it at his feet and enveloping himself in smoke. Nothing for it, The platoon sergeant ordered forward a rifleman with my only satchel charge, he ran to the Bren carrier, planted the charge and retired to safety. It was even the right figure to do it, he had a gold close assault badge on his little plastic arm! The charge went off and did absolutely nothing, didn't even scratch the carrier.
I pushed forward with the left hand section despite taking fire from the carrier, I didn't really know what to do to be honest, but at that point the  game was won on the right, the last French section broke, the German force  morale was hanging on by a thread (Will was down to FM 1!)but in the ensuing tests I used a CoC dice or 2 and survived and the British morale gave way. I ended on FM 7

It was a thoroughly enjoyable game, so thanks to Will, Dave and Jerry for a good evening. I don't think I've managed to convey much of the tension that was in this game. The lack of support options for the Germans meant they had to do it the hard way. I don't think it would have been as much fun if the Germans had brought along a Stug or 2. I took 12 casualties but if this had been a campaign my losses wouldn't have been too bad after adjustment.
Thinking about it, if we had been playing a game of say, Spearhead, or Command Decision, this entire game would have been about 3 or 4 die rolls between 4 stands.....
So, it looks like I'm sold on Chain of Command.
(Apologies for the lack of photos for this game, but I was having too much fun to remember to take many)

Thursday, February 20, 2020

Building My New Gaming Rig


So this is about a month late, but I wanted to document the awesomeness of building my new PC with my oldest daughter.


I got sick of waiting for the Ryzen 3000 series to launch, which as it turns out with a month of hindsight, wont' be happening till July 2019, meaning my build back in late April was a good idea since I was having a really hard time putting off a new build then.

Lift Off! Get me Off This Planet!
by Pencil First Games
  • People Behind the Meeples Interview
  • This was the first game published by Pencil First Games, and now it's back with an updated, extended edition. The gameplay is the same, and the original is very highly praised, but the components are updated with deluxe items included, and some expanded content is included. This edition also includes a solo mode!


It's been a fun existence, but someone tripped over a coolant cord in the core and the planet you've called home for eons is going to explode.
  • The objective of Lift Off! Get me off this Planet! is to be the first player to get their Aliens off the planet using resource cards, action cards‚ and phases of the moon.
  • Lift Off! Get me off this Planet! is a fresh, lightweight take on unit placement and resource management. The cooperative-to-competitive dynamic and imminent doom creates strong tension and drama at the end of the game.
  • It's an easy to learn, fast-paced game, where everyone feels engaged and "in it" until someone has won or the planet explodes!
  • This is Pencil First Games' original title which funded on Kickstarter in 2014 and released in 2015. Lift Off! received a Seal of Approval from The Dice Tower.





  • Adventure Maze: Flip Books
    by River Hill Games
    • GJJ Games Backed
    • I enjoy mazes, and so do my sons. This collection of books takes mazes in a completely new direction, having them span multiple pages in the books. Folding pages lets you move from one maze to another in a very innovative way. You'll get to find and acquire stickers along your journey that you'll be able to keep track of. Plus, the mazes and stickers are all reusable! So not only can I play, but the rest of my family can play, too! For just $20 I figured it was worth a shot (and it's even less if you want only one or two of the booklets).


    Almanac: The Dragon Road
    by Kolossal Games
    • People Behind the Meeples Interview
    • I'm a fan of Scott Almes's designs, and this looks like a very interesting take on worker placement games. As the game progresses your worker action options will change as you journey through a book of locations. Depending on the "path" you take to the end of the book you'll have a completely different game experience each time you play. This sounds like a fascinating mechanic!


    APEX: Theropod Deck-Building Game
    by Outland Entertainment
    • A friend of mine has an older copy of this game and I've played it once or twice. It's a great deck-building game with a great theme. I know there were problems with fulfillment with a past campaign, and other issues with previous versions, but if you're willing to give this new company a chance, it's a solid game!

    Square Tiling Of A Sphere, Part 3/3

    In the previous post I described how I learned about the cube/sphere geometry so that I could put a square grid on a sphere. I ended up spending too much time on that, because it turns out the mapping from cube to sphere wasn't as useful as I had thought. This happens to me sometimes, where I find something fascinating, spend a lot of time on it, and it turns out to be not that important.

    As the final step in learning how to work with square tiles on a sphere, I wanted to make something on the sphere. I decided to make a dungeon map.

    Dungeon map on a sphere
    Dungeon map on a sphere

    Despite my interest in procedural generation, I've never made a dungeon map before. I wasn't sure how hard it would be to work with the cube/sphere geometry so I decided to keep the dungeon part of it simple. I started out making a dungeon on a single square face of the cube, and was hoping I could easily extend it to work on the entire cube. It worked out but not without some missteps. I think geometric dungeon-making techniques like binary space partitioning may be more difficult in the cube/sphere map than graph-based techniques like Delaunay triangulation or graph grammars, but it's hard to know until someone tries them.

    I wrote my notes about making a planet-shaped dungeon.

    Thoughts:

    • extending a square grid to a sphere is not too hard, as long as the player is mostly looking at the grid and not the sphere
    • the 8 corners of the cube are problematic, and it's easiest if you can have the player avoid them
    • some algorithms will extend to the cube/sphere much more easily than others
    • sometimes instead of modifying an algorithm to work on the cube/sphere, it's easier to have an algorithm pretend it's on a flat surface and then "fold" the coordinates onto the next side of the cube

    I think that's it for this little exploration. It was fun and I learned a lot but I'm ready to move on to another project.

    Wednesday, February 19, 2020

    Peter Dimitrov Lands Job At MilkyTea Studios!


    Great to see our talented graduate @PeteDimitrovArt using his skills on new projects in the
    @milkyteastudios.

    Peter is a 3D environment artist and games designer and he's just joined the team at MilkyTea in the Baltic Triangle, Liverpool. The company are famous for 'Hyper Brawl Tournament, Coffin Dodgers and Roller Rally.
    Huge Congratulations to Peter who has a real passion for art and games design. He created a great portfolio of work and it paid off.



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    Epic Craftworld Lugganath Eldar

    I finished up the Void Spinners the other week and also went back and updated the rocks on some of the older bases to match my newer scheme. I'd still like to strengthen the black highlights on the super-heavies at some point but figured this was a good place to leave for the year. So here's just over 6,000 points of my Epic Craftworld Lugganath Eldar army. Still plenty left to do though (Aspects, Guardians, Wave Serpents and Titans being the bulk of it).

    Epic Craftworld Lugganath Eldar Epic Wraithlords and Wraithguard Epic Wild Riders, Jetbikes and Vypers Epic Falcons Epic Firestorms Epic Nightspinners Epic Shining Spears Epic Scorpions Epic Void Spinners Epic Pheonix Bombers Epic Storm Serpents Epic Cobras Epic Eldar Objectives