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KG Counter Strike Kuq e Zi v2 UCP 8.5
Counter Strike - KG Kuq e Zi v2 (UCP 8.5)
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Counter Strike 1.6 CPL PRO me UCP 8.5
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Crammond’s Formula One Grand Prix in 1992 became the new champion of sim racing, until the release of Papyrus’ IndyCar Racing the following year.[69] Formula One Grand Prix boasted detail that was unparalleled for a computer game at the time as well as a full recreation of the drivers, cars and circuits of the 1991 Formula One World Championship. However, the U.S. version (known as World Circuit) was not granted an official license by the FIA, so teams and drivers were renamed (though all could be changed back to their real names using the Driver/Team selection menu): Ayrton Senna became “Carlos Sanchez”, for example.
On the other end of the spectrum, Sega produced Virtua Racing in 1992. While not the first arcade racing game with 3D graphics (it was predated by Winning Run, Hard Drivin’ and Stunts), it was able to combine the best features of games at the time, along with multiplayer machine linking and clean 3D graphics to produce a game that was above and beyond the arcade market standard of its time, laying the foundations for subsequent 3D racing games.[70] Also, Nintendo broke new ground by introducing the Mario Kart series on the SNES with Super Mario Kart. Using the familiar characters from the Mario franchise, the game not only departed from the realism paradigm by using small karts for the players to drive, but also featured bright, colourful environments and allowed the players to pick up power-ups to improve performance or hamper other racers. This franchise also spawned multiple sequels.
In 1993, Namco struck back with Ridge Racer, and thus began the polygonal war of driving games. Sega struck back that same year with Daytona USA, one of the first video games to feature filtered, texture-mapped polygons, giving it the most detailed graphics yet seen in a video game up until that time.[71] The following year, Electronic Arts produced The Need for Speed, which would later spawn the world’s most successful racing game series and one of the top ten most successful video game series overall. In the same year, Midway introduced Crusin’ USA.
In 1995, Sega Rally Championship introduced rally racing and featured cooperative gameplay alongside the usual competitive multiplayer.[72] Sega Rally was also the first to feature driving on different surfaces (including asphalt, gravel, and mud) with different friction properties and the car’s handling changing accordingly, making it an important milestone in the genre.[73] I
In 1996, Konami introduced GTI Club which allowed free roaming of the environment, something of a revolution that had only been done in 3D before in Hard Drivin’. Atari didn’t join the 3D craze until 1997, when it introduced San Francisco Rush.
In 1997, Gran Turismo was released for the PlayStation, after being in production for five years since 1992.[74] It was considered the most realistic racing simulation game in its time,[75] combined with playability, enabling players of all skill levels to play. It offered a wealth of meticulous tuning options and introduced an open-ended career mode where players had to undertake driving tests to acquire driving licenses, earn their way into races and choose their own career path.[75] The Gran Turismo series has since become the second-most successful racing game franchise of all time, selling over 61.41 million units worldwide.[76]
By 1997, the typical PC was capable of matching an arcade machine in terms of graphical quality, mainly due to the introduction of first generation 3D accelerators such as 3DFX Voodoo. The faster CPUs were capable of simulating increasingly realistic physics, car control, and graphics.
Colin McRae Rally was introduced in 1998 to the PC world, and was a successful semi-simulation of the world of rally driving, previously only available in the less serious Sega Rally Championship. Motorhead, a PC game, was later adapted back to arcade. In the same year, Sega releases Daytona USA 2 ( Battle On The Edge and Power Edition ), which is one of the first racing games to feature realistic crashes and graphics
1999 marked a change of games into more “free form” worlds. Midtown Madness for the PC allows the player to explore a simplified version of the city of Chicago using a variety of vehicles and any path that they desire. In the arcade world, Sega introduced Crazy Taxi, a sandbox racing game where you are a taxi driver that needed to get the client to the destination in the shortest amount of time.[77] A similar game also from Sega is Emergency Ambulance Driver, with almost the same gameplay (pick up patient, drop off at hospital, as fast as possible). Games are becoming more and more realistic visually. Some arcade games are now featuring 3 screens to provide a surround view.
2000s
2000s
In 2000, Angel Studios (now Rockstar San Diego) introduced the first free-roaming, or the former “free form”, racing game on video game consoles and handheld game consoles with Midnight Club: Street Racing which released on the PlayStation 2 and Game Boy Advance. The game allowed the player to drive anywhere around virtual recreations of London and New York. Instead of using enclosed tracks for races, the game uses various checkpoints on the free roam map as the pathway of the race, giving the player the option to take various shortcuts or any other route to the checkpoints of the race.
In 2003, Rockstar San Diego’s Midnight Club II was the first racing game to feature both playable cars and playable motorcycles.
There is a wide gamut of driving games ranging from simple action-arcade racers like Mario Kart: Double Dash!! (for Nintendo GameCube) and Nick Toon Racers to ultra-realistic simulators like Grand Prix Legends, iRacing, Virtual Grand Prix 3, Live for Speed, NetKar Pro, GT Legends, GTR2, rFactor, X Motor Racing and iPad 3D racer Exhilarace — and everything in between.
Arcade-style racing games put fun and a fast-paced experience above all else, as cars usually compete in unique ways. A key feature of arcade-style racers that specifically distinguishes them from simulation racers is their far more liberal physics. Whereas in real racing (and subsequently, the simulation equivalents) the driver must reduce their speed significantly to take most turns, arcade-style racing games generally encourage the player to “powerslide” the car to allow the player to keep up their speed by drifting through a turn. Collisions with other racers, track obstacles, or traffic vehicles is usually much more exaggerated than simulation racers as well. For the most part, arcade-style racers simply remove the precision and rigor required from the simulation experience and focus strictly on the racing element itself. They often license real cars and leagues, but are equally open to more exotic settings and vehicles. Races take place on highways, windy roads, or in cities; they can be multiple-lap circuits or point-to-point, with one or multiple paths (sometimes with checkpoints), or other types of competition, like demolition derby, jumping, or testing driving skills. Popular arcade-style racers include the Virtua Racing series, the Ridge Racer series, the Daytona USA series Sega Rally series, the Rush series, the Cruis’n series, the Midnight Club series, the Burnout series,the Out Run and MotorStorm series.
Arcade-style racing games put fun and a fast-paced experience above all else, as cars usually compete in unique ways. A key feature of arcade-style racers that specifically distinguishes them from simulation racers is their far more liberal physics. Whereas in real racing (and subsequently, the simulation equivalents) the driver must reduce their speed significantly to take most turns, arcade-style racing games generally encourage the player to “powerslide” the car to allow the player to keep up their speed by drifting through a turn. Collisions with other racers, track obstacles, or traffic vehicles is usually much more exaggerated than simulation racers as well. For the most part, arcade-style racers simply remove the precision and rigor required from the simulation experience and focus strictly on the racing element itself. They often license real cars and leagues, but are equally open to more exotic settings and vehicles. Races take place on highways, windy roads, or in cities; they can be multiple-lap circuits or point-to-point, with one or multiple paths (sometimes with checkpoints), or other types of competition, like demolition derby, jumping, or testing driving skills. Popular arcade-style racers include the Virtua Racing series, the Ridge Racer series, the Daytona USA series Sega Rally series, the Rush series, the Cruis’n series, the Midnight Club series, the Burnout series,the Out Run and MotorStorm series.
During the mid-late 2000s there was a trend of new street racing; imitating the import scene, one can tune sport compacts and sports cars and race them on the streets. The most widely known ones are the Midnight Club 3: DUB Edition and the Midnight Club series, certain entries in the Need for Speed series, Initial D series, and the Juiced series.
Some arcade-style racing games increase the competition between racers by adding weapons that can be used against opponents to slow them down or otherwise impede their progress so they can be passed. This is a staple feature in kart racing games such as the Mario Kart series, but this kind of game mechanic also appears in standard, car-based racing games as well. Weapons can range from projectile attacks to traps as well as non-combative items like speed boosts. Weapon-based racing games include games such as Full Auto, Rumble Racing, and Blur.
In the 10th century, the invention of gunpowder led to many new weapons that were improved over time. Black powder was used in China since the 4th century, but it was not used as a weapon until the 11th century.[28] Until the mid-15th century, guns were held in one hand, while the explosive charge was ignited by the other hand. Then came the matchlock, which was used widely until around the 1720s. Leonardo da Vinci made drawings of the wheel lock which made its own sparks. Eventually, the matchlock was replaced by the flintlock. Cannons were first used in Europe in the early 14th century, and played a vital role in the Hundred Years’ War. The first cannons were simply welded metal bars in the form of a cylinder, and the first cannonballs were made of stone. By 1346, at the Battle of Crécy, the cannon had been used; at the Battle of Agincourt they would be used again.[29][30]
At the beginning of the 16th century, the first European fire ships were used. Ships were filled with flammable materials, set on fire, and sent to enemy lines. This tactic was successfully used by Francis Drake to scatter the Spanish Armada at the Battle of Gravelines,[31] and would later be used by the Chinese, Russians, Greeks, and several other countries in naval battles.
Naval mines were invented in the 17th century, though they were not used in great numbers until the American Civil War. They were used heavily in the First and Second World Wars. Air-deployed naval mines were used to mine the North Vietnamese port of Haiphong during the Vietnam War. The Iraqi Navy of Saddam Hussein used naval mines extensively during the Tanker War, as part of the Iran–Iraq War.
The first navigable submarine was built in 1624 by Cornelius Drebbel, it could cruise at a depth of 15 feet (5 m). However, the first military submarine was constructed in 1885 by Isaac Peral.
Bayonets also became of wide usage to infantry soldiers. Bayonet is named after Bayonne, France where it was first manufactured in the 16th century. It is used often in infantry charges to fight in hand-to-hand combat. General Jean Martinet introduced the bayonet to the French army. They were used heavily in the American Civil War, and continued to be used in modern wars like the Invasion of Iraq.[34]
Bayonets also became of wide usage to infantry soldiers. Bayonet is named after Bayonne, France where it was first manufactured in the 16th century. It is used often in infantry charges to fight in hand-to-hand combat. General Jean Martinet introduced the bayonet to the French army. They were used heavily in the American Civil War, and continued to be used in modern wars like the Invasion of Iraq.[34]
Balloons were first used in warfare at the end of the 18th century. It was first introduced in Paris of 1783; the first balloon traveled over 5 miles (8 km). Previously military scouts could only see from high points on the ground, or from the mast of a ship. Now they could be high in the sky, signalling to troops on the ground. This made it much more difficult for troop movements to go unobserved.[35]
At the end of the 18th century, iron-cased artillery rockets were successfully used militarily in India against the British by Tipu Sultan of the Kingdom of Mysore during the Anglo-Mysore Wars. Rockets were generally inaccurate at that time, though William Hale, in 1844, was able to develop a better rocket. The new rocket no longer needed the rocket stick, and had a higher accuracy.[36]
In the 1860s there were a series of advancements in rifles. The first repeating rifle was designed in 1860 by a company bought out by Winchester, which made new and improved versions. Springfield rifles arrived in the mid-19th century also. Machine guns arrived in the late 19th century. Automatic rifles and light machine guns first arrived at the beginning of the 20th century.[37]
In the later part of the 19th century, the self-propelled torpedo was developed. The HNoMS Rap was the world’s first torpedo boat.[38]
At the start of the World Wars, various nations had developed weapons that were a surprise to their adversaries, leading to a need to learn from this, and alter how to combat them. Flame throwers were first used in the First World War. The French were the first to introduce the armored car in 1902. Then in 1918, the British produced the first armored troop carrier. Many early tanks were proof of concept but impractical until further development. In World War I, the British and French held a crucial advantage due to their superiority in tanks; the Germans had only a few dozen A7V tanks, as well as 170 captured tanks. The British and French both had several hundred each. The French tanks included the 13 ton Schneider-Creusot, with a 75 mm gun, and the British had the Mark IV and Mark V tanks.[39]
On December 17, 1903, the Wright Brothers performed the first controlled, powered, heavier-than-air flight; it went 39 meters (120 ft). In 1907, the first helicopter flew, but it wasn’t practical for usage. Aviation became important in World War I, in which several aces gained fame. In 1911 an aircraft took off from a warship for the first time. Landings on a cruiser were another matter. This led to the development of an aircraft carrier with a decent unobstructed flight deck.[40]
Chemical warfare exploded into the public consciousness in World War I but may have been used in earlier wars without as much human attention. The Germans used gas-filled shells at the Battle of Bolimov on January 3, 1915. These were not lethal, however. In April 1915, the Germans developed a chlorine gas that was highly lethal, and used it to moderate effect at the Second Battle of Ypres. Gas masks were invented in matter of weeks, and poison gas proved ineffective at winning battles. It was made illegal by all nations in the 1920s.[41]
World War II gave rise to even more technology. The worth of the aircraft carrier was proved in the battles between the United States and Japan like the Battle of Midway. Radar was independently invented by the Allies and Axis powers. It used radio waves to detect objects. Molotov cocktails were invented by General Franco in the Spanish Civil War, directing the Nationalists to use them against Soviet tanks in the assault on Toledo. The atomic bomb was developed by the Manhattan Project and dropped on Hiroshima and Nagasaki in 1945, quickly ending World War II.[42]
During the Cold War, the main powers engaged in a Nuclear arms race.[43] In the space race, both nations attempted to launch human beings into space to the moon. Other technological advances centered on intelligence (like the spy satellite) and missiles (ballistic missiles, cruise missiles). Nuclear submarine, invented in 1955. This meant submarines no longer had to surface as often, and could run more quietly. They evolved into becoming underwater missile platforms.
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