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Night Hunter

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Night Hunter last won the day on August 4 2019

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About Night Hunter

  • Birthday 11/12/1994

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    iampanth3r@hotmail.com
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    Montevideo,UY
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    ET,COD4,Gaming,etc

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  8. http://www.dsogaming.com/wp-content/uploads/2014/12/just_cause_3_-dec14-11-672x372.jpg In case you were not aware of, there were two multiplayer mods for Just Cause 3 under development; JC3-MP and nanos JC3:MP. Unfortunately, though, it appears that the JC3-MP mod has been officially cancelled. The good news is that its main developer was asked to work at Avalanche Studios; an offer he could not obviously refuse. And that’s exactly why we are trying to bring all modders and artists into the spotlight. Because some of them deserve to be hired by the developers. As Trix wrote in his farewell message: “Good and bad news often come in pairs, and this case is no exception; several months ago, I was approached with an offer I couldn’t refuse: to join Avalanche Studios Sweden as a developer so that I could work on projects present and future. As part of Avalanche, I’ll be able to bring many of the things you know and love from JC2-MP into future Avalanche experiences, while reaching heights that a mere mod couldn’t facilitate. Unfortunately, due to time constraints, neither I or the rest of the team can actively pursue development on JC3-MP; our lives are just too busy to allow for it right now.” This basically means that the nanos JC3:MP mod will be the only multiplayer mod for Just Cause 3. Nanos JC3:MP is a multiplayer modification for Just Cause 3 allowing playing on customisable dedicated servers, and here is the latest video from it (showing a brand new WIP User Interface). Source http://www.dsogaming...se-3-cancelled/
  9. Doom 3 fans, here is something special for you today. Modder ‘VGames’ has released a new version of his Perfected mod for Doom 3. Perfected Doom 3 attempts to completely overhaul the entire game with new monsters, rebalanced weapons, rebalanced monster stats, better graphics, new gameplay features. This new version of Perfected Doom 3 comes with various gameplay improvements, balance tweaks for a number of weapons, dynamic lighting effects to various enemies, HD skins for all characters, monsters, weapons, and items, High Poly models for all characters, monsters, items, and some of the weapon view models, as well as a new gibbing system that causes some of the smaller enemies to get blown to bits by the rocket launcher and handgrenade or have their flesh vaporized by the Plasmagun, BFG, and Soulcube. Do note that this mod only works with the original Doom 3 retail version, and is not compatible with the Steam BFG version. Those interested can download Perfected Doom 3 V7 from here. And here is a part of the huge changelog for Perfected Doom 3 V7: * NEW IN VERSION 7 * = WEAPONS/ITEMS = -General- All weapons make blood splatter on the screen when attacking monsters at close range. Completely removed the Flashlight from the game. All weapons have a melee attack for close quarters combat. Added more push to several of the player weapons. Adrenaline Powerups and Berserk Powerups will both give you the Berserk Powerup abilities but you decide when to use them and you can only hold one at a time in your inventory. Adrenaline/Berserk Powerups no longer switch your current weapon to the Fists upon usage. The Fists, Chainsaw, Machinegun, Chaingun, Plasmagun, Rocket Launcher, BFG, and Soulcube no longer zoom in when the zoom key is pressed. Reduced the volume for some of the weapon gunfire sounds. = ENEMIES/NPC’S = -Skins- Added orange glowing symbols to the branded Hellknights’ bodies. Added glowing demonic symbols to the Dead Souls. Nightmare Imp now has its own set of textures when visible. Removed the drool from the Pink Demon’s mouth. Added blood to all Zombie skins to make them a little more realistic and much more gruesome. All bosses have been given much more terrifying looking skin effects. Sabaoth has a bloody death skin now. All demons and zombies in the Hell maps now have their own hellish skins. Added green lights to Sentry bot bodies. -Particles/Lighting- Added particle effects to the Nightmare Imp fireball projectiles so they can now be seen. Added dynamic lighting effects to the Baron of Hell’s flaming hands. Added dynamic lighting effects to the Soulknight’s flaming hands. Added dynamic lighting effects to the Lost Soul’s flaming head. Added dynamic lighting effects to the Dead Soul’s flaming head. Added dynamic lighting effects to the Archvile’s flaming hands. Lost Souls will now produce streams of fire when killed. Dead Souls will now produce streams of fire when killed. Lost Souls have an explosion effect when killed. Dead Souls have an explosion effect when killed. Added dynamic lighting effects to Bernie the flaming zombie. Nightmare Imp now has blue/purple disintegration effects. Added particle and sound effects to the Spectre when they flash into view while getting hurt and killed. Added a red head light to the Cyberdemon. Added a green light to the Sabaoth’s BFG cannon. Added a pair of red lights to the Revenant’s shoulder cannons. -Gameplay- Damage rates for monster attacks have been rebalanced. Blast Radiuses for monster attacks have been rebalanced. Friendly Characters and Monsters have been rebalanced. Soulknights will now explode upon death causing damage to nearby entities. Barons of Hell will now explode upon death causing damage to nearby entities. Reduced lost soul spawn rate from Pain Elementals. Pain Elementals now explode into chunks and release 3 Dead Souls when killed. Cacodemons now explode into chunks and release 10 of their electrical projectiles in random directions when killed. Lost Souls when killed will sometimes turn into a Dead Soul. Spectre Pink Demon will now flicker into visibility while getting hurt and will become visible when killed. Nightmare Imp will now flicker into visibility while getting hurt and will become visible when killed. Lost Soul kick and knockback amounts caused by attacks have been reduced. Dead Soul kick and knockback amounts caused by attacks have been reduced. Increased the hit detection size of the Revenant’s homing missiles to equal the same size as the Rocket Launcher’s missiles. Doubled the Archvile’s max health. = MENU = Added more screen resolutions to the options menu. Added the Sikkmod menu for better optimizing of individual hardware setups. Added new Sikkmod key commands to the standard controls options menu. All maps loaded from the New Game Menu except for the Mars City 1 map will not start a new game and will load the player inventory correctly. Added a map select menu for the new maps from the In Hell mod. Set camera perspective toggle to a key press instead of an on/off option. Added on/off crosshair option to the options menu in place of the on/off HUD option. **( On/Off HUD Option was removed to make sure the new Rocket Launcher and Machinegun Scope Overlays worked correctly )** = MISCELLANEOUS = HD skins for all characters, monsters, weapons, and items have been added to the Texture Pack and fixed textures that had sliding issues when using any kind of parallax mapping. HD variants of map load screen pictures have been added to the Texture Pack. Blood spraying on screen from close range gunfire or melee attacks and monsters hitting you now look the same and now have normal mapping effects. Went through every single height map setting for every single skin and texture and set them back to their original settings and then doubled them. Edited the Mars City Underground “Flashlight Tip” to reflect the fact that it has been completely removed from the game. Added all singleplayer and multiplayer maps from the awesome mod In Hell and reset several of its textures to use better ones. High Poly models have been added for all characters, monsters, items, and some of the weapon view models. Self-shadowing has been removed on all character, monster, weapon, item, and map object models. Increased player jump height a bit. Increased player run speed a bit. Ammo casings and general debris stay on the floor for 5 minutes before disappearing. Adjusted the camera in third person to be more like Gears of War. The Grab Command has been disabled. Added a chance that a Pumpshotgun will be replaced by a Double Barrel Shotgun in any given map. Armor Protection Ratio increased. New gibbing system added to the game that will cause cause some of the smaller enemies to get blown to bits by the rocket launcher and handgrenade or have their flesh vaporized by the Plasmagun, BFG, and Soulcube. = BUGS FIXED = Fixed the Mars City Underground scripted events that didn’t work correctly. Fixed a crash in 3rd map – Return to Mars City. The Sabaoth’s death scene game crashing bug that occured when a Soulknight was present has been fixed. Spawned Sentry Bots via console commands now move around as they should. Fixed an inverted controls glitch caused by aiming all the way up or down. Source http://www.dsogaming.com/news/perfected-doom-3-v7-now-availabe-brings-numerous-gameplay-graphical-improvements/
  10. http://www.dsogaming.com/wp-content/uploads/2016/05/GTX-1070-672x372.jpg The NDA for the NVIDIA GTX 1070 lifts tomorrow, however it appears that the French website ‘Clubic‘ published its benchmarks earlier than anticipated. While Clubic was quick to react and disabled its article, NeoGAF’s member ‘DieH@rd‘ was able to save the graphs. As we can see, the NVIDIA GTX 1070 is reported to be slightly faster than the GTX Titan X and the GTX 980Ti. Moreover, it appears that this GPU is faster than the Radeon Fury X in a lot of games (only Ashes of the Singularity appears to perform better on AMD’s flagship). What’s also interesting here is that the GTX 1070 will be priced at $379 and is planned for a June 10th release (that’s the price of the regular card. Do note that as with the GTX 1080, only its Founder’s Edition will be initially available for purchase, meaning that it will cost $449). http://img.clubic.com/08454588-photo-geforce-gtx-1070-ashes-of-the-singularity.jpg http://img.clubic.com/08454590-photo-geforce-gtx-1070-batman-arkham-knight.jpg http://img.clubic.com/08454592-photo-geforce-gtx-1070-battlefield-4.jpg http://img.clubic.com/08454596-photo-geforce-gtx-1070-dirt-rally.jpg http://img.clubic.com/08454602-photo-geforce-gtx-1070-rise-of-the-tomb-raider.jpg http://img.clubic.com/08454600-photo-geforce-gtx-1070-hitman.jpg http://img.clubic.com/08454598-photo-geforce-gtx-1070-the-division.jpg http://img.clubic.com/0226000008454628-photo-geforce-gtx-1070-consommation.jpg Source http://www.dsogaming...he-gtx-titan-x/
  11. http://gamingbolt.com/wp-content/uploads/2016/05/ZSYrJj6.jpg Players are excited for Battlefield 1, which makes sense- it looks like one of the most exciting game in the series for years, and the World War 1 setting is truly going to be new and unique. But you know, with that kind of excitement comes the territory of fake ‘leaks,’ from fans probably hoping for their fifteen minutes of fame. This new leak seems to be a lot like that- according to Reddit poster KoolTabbouli, a contact of his at EA, but not DICE, has leaked the names of the multiplayer maps for the vanilla version of Battlefield1– you may find these, along with his comments, below: Asiago Offensive (Italian Alps Map) Gaza Sands (Desert Map) Siege of Damascus (I’d assume desert-urban…?) Stalemate (Sounds like a Flanders fields kinda deal) ANZAC Cove (Sounds like Gallipoli, I’d assume that ‘D-day map’ LevelCap mentioned and the one with the Battleship ruining the coastline) Garden Twilight (No idea) Argonne Shade (Probably the forrest map we saw in the trailer) Operation Castlewick (No idea either, maybe references something in campaign?) Scorched Earth (Sounds Western or Eastern Front…?) Of course, why an EA person would know the names of maps for a DICE game that is currently months away from release, I don’t know. KoolTabbouli also covers his bases by claiming that his own source admits that the names of the maps in the final game may change, but that as of right now, they are accurate. Maybe they just are- but I would take it all with heaps of salt. Source http://gamingbolt.co...vAAqjZIWB8to.99
  12. http://cdn.mos.cms.futurecdn.net/Ao4NbXkGRbxeTt6udhcvZQ-650-80.jpg MSI is proud as a peacock over a new overclocking record it set using its own Z170I Gaming Pro AC motherboard. The company sent us details along with links to screenshots showing it was able to take a single stick of DDR4-2133 memory to just over 5,000MHz. Part of what makes the record frequency impressive is that MSI used a mini-ITX motherboard. The achievement underscores that you can wring big performance out of small form factor mobos, even of the diminutive mini-ITX variety, which are smaller than micro-ATX boards. That said, there are some factors that temper our enthusiasm here. For one, the record frequency was hit using just one memory module in single channel mode. Secondly, the real world benefits of running DDR4 at 5,000MHz versus 2,133MHz aren't all that spectacular—it's mostly for bragging rights and for the sport of overclocking. And finally, as is often the case with record breaking overclocks, extreme cooling was required here in the form of liquid nitrogen. Disclaimers aside, this is a job well done by MSI's in-house overclocker "Toppc." G.Skill also deserves a shout out here, as MSI used a G.Skill DDR4-2133 Trident Z module to set the record. Timings were loosened to 31-31-31-63, according to the validated CPU-Z submission. It's not surprising that G.Skill was in the mix. It's one of the more active participants in the enthusiast and overclocking memory scene, both in terms of setting records and regularly releasing faster memory kits. "Surpassing the 5GHz frequency speed barrier had been the ultimate aspiration of the memory overclocking community since the last year’s launch of the Intel Skylake platform. This historic milestone is finally succeeded today by the renowned Taiwanese overclocking legend, Toppc, under liquid nitrogen cooling," G.Skill said. Sorurce http://www.pcgamer.c...locking-record/
  13. A pair of games are having free weekend events on Steam this weekend, allowing you to play them as much as you want for the next few days. Starting now, both Warhammer: End Times - Vermintide and RPG Maker MV are free to play until Sunday, May 29, at 10 AM PT. You can grab them by hitting the Play Game link on their respective Steam store pages: Warhammer / RPG Maker MV.http://static2.gamespot.com/uploads/scale_super/123/1239113/3068857-w1.jpgVermintide is essentially a Left 4 Dead game set within the Warhammer universe. It's a first-person action game that can be played cooperatively with up to three other players (or AI-controlled companions). There are five different classes to choose from, each with their own weapons (including swords, hammer, bows, and guns), and a loot system to outfit your character with new gear. If you decide you want to keep playing past Sunday, you can pick up Vermintide on sale for $18 (down from $30). The Collector's Edition, which includes a soundtrack some exclusive in-game items, a behind-the-scenes pack, and more, is also discounted to $27 (down from $45)http://static3.gamespot.com/uploads/scale_super/123/1239113/3068858-r1.jpgRPG Maker, as the name suggests, is less a game and more a game-maker. With it, you can build your own RPG, even without any experience doing so. If you enjoy doing so, you can permanently add RPG Maker MV to your library at the discounted price of $40 (down from $80) Source http://www.gamespot....d/1100-6440221/
  14. http://cdn.mos.cms.futurecdn.net/3HHEKfhJqHDWcb4vgFQUMG-650-80.jpg It’s tough to get overly excited about Kaby Lake, a stopgap release intended to fill the void left by Cannonlake’s delay, but don’t forget that Intel still has Broadwell-E on the roadmap. Intel plans on launching Broadwell-E to the enthusiast market later this year, and in the meantime Overclock.net forum user Silicon Lottery posted a handful of benchmarks comparing the Core i7-6950X to a Core i7-5960X, a Haswell-E CPU. The Core i7-6950X is expected to be Intel’s flagship Broadwell-E processor. It’s built on a 14nm manufacturing process, has 10 cores with Hyper Threading support, and wields 25MB of L3 cache. What Silicon Power benchmarked was an engineering sample, which is a pre-release version that’s typically intended to test compatibility and to give system builders a jumpstart on designing products. Silicon Lottery ran the Core i7-6950X at the same 3GHz base and 3.5GHz boost clockspeeds as the Core i7-5960X, though it’s not clear if that’s also the default clocks of the Broadwell-E part or if he did that just for the sake of comparison. Either way, the Broadwell-E CPU has a core count advantage and more L3 cache than the 22nm Core i7-5960X, which is an 8-core chip with Hyper Threading and 20MB of L3 cache. Both have a 140W TDP and are compatible with Intel X99 motherboards with LGA 2011-3 sockets. As for the benchmarks, the Core i7-6950X scored 1,904 (multi-core) and 151 (single-core) in Cinebench, versus the Core i7-5960X scoring 1,592 and 160 in the same tests. That’s about 10 percent for Broadwell-E in the multi-threaded portion, but interestingly the Haswell-E CPU scored a little higher in Cinebench’s single-threaded test. In XTU, the Core i7-6950X scored 2,354, topping the Core i7-5960X’s score of 2,001. Broadwell-E also showed generally faster performance in AIDA64’s memory and cache benchmarks. Silicon Lottery was able to squeeze some nice overclocking results out of Broadwell, though not quite as high as Haswell-E. “Definitely not clocking as well as Haswell-E, but that was to be expected. We're looking at 4.3-4.4GHz to get stable here,” Silicon Lottery said. At 4.5GHz, he managed to complete a multi-threaded Cinebench run, which returned a score of 2,327. These aren’t the only Broadwell-E benchmarks on Overclock.net’s forums. User Maintenance Bot pitted a Core i7-6850K against a Core i7-5820K. He didn’t compare singli-threaded Cinebench scores, but in the multi-threaded run, the Broadwell-E part posted a higher result (1,311 versus 1,191).. Source http://www.pcgamer.c...7-6950x-appear/
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