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Visas Impaler turinys

  1. PlayManijoj tarp adminų ir modų nėra tokių geek'ų, kuriem reiktų tokiais apgailėtinais būdais ieškotis panų. Tiek GBiT ieškojo kažkada NFO faile panos daba dar vienas on a serious note, jaučiu kažkas tarp liaudies pa-troll'ino ant jo?
  2. Pranešame, kad galėsite patikėti mums, PlayManija.lt, nuflašinti savo XBOX 360 FAT konsolę! iXtreme LT+ 1.9 firmware yra skirta TIK XBOX 360 FAT konsolėms, turinčioms Samsung, Benq ir Lite-on diskasukius. Naujoji iXtreme LT+ 1.9 firmware versija yra skirta TIK XBOX 360 FAT konsolėms (ne Slim, tačiau slim irgi bus nulaužiamas jau greitai). Šios iXtreme LT+ 1.9 firmware dėka galėsite žaisti VISUS žaidimus (tame tarpe ir AP25 turinčius žaidimus bei orginalius XGD3 žaidimus). Ši firmware versija yra skirta 2.0.13146.0 versijos dashboard'ui ir kūrėjų teigimu yra saugi žaisti XBOX Live. Lituoti nereikia įrašant šią firmware versiją. KAINA Atvykus pas mus Vilniuje - 40 Lt. Jei esate ne iš Vilniaus, tai atsiųsime DPD kurjerį, kuris pristatys Jūsų konsolę mums, mes ją nuflašinsime, o kurjeris pristatys konsolę atgal Jums per 3-4 darbo dienas. Kaina visoje Lietuvoje - 70 Lt. KONTAKTAI Per klientų aptarnavimo skyrių El. paštu: shop@playmanija.lt Mob. tel.: +370 622 36737 kasdien nuo 12:00 iki 21:00 valandos Skype: playmanija.lt
  3. veikia po naujausio dash atnaujinimo bei palaiko AP25 turinčius žaidimus bei orginalius XGD3 žaidimus. Gi atnaujinus dash esama firmware yra atstatoma į org. firmware. Pataisykit jei klystu.
  4. Sveiki, Beveik prieš savaitę sukūriau temą, kurioje raginau PLM narius mestis ant atsiliepimų mod'o. Reikiama suma surinkta buvo labai greitai, už tai visiems dar kartą dėkoju. Kagi, atėjo laikas pamatyti rezultatą (modas įdiegtas, sulietuvintas, kiek pakoreguotas dizainas) - http://www.playmanija.lt/forumas/index.php?app=feedback Nario atsiliepimai yra rodomi atsiliepimų sistemoje, pirma jį per paiešką suradus. Taip pat atsiliepimai yra matomi ir profilyje. Tuo pačiu pakoreguotas ir meniu portale, nuo šiol portalo meniu užvedus ant Skelbimai galėsite pasirinkti į kurią skelbimų kategoriją eiti ar į atsiliepimus. Dar pasakau visiems, kad nebeklausinėtumėte, ar senieji atsiliepimai iš PLM v2 laikų bus perkelti. Atsakau - NEBUS perkeliami, deja, viskas kaupsis iš naujo. Primenu, kad mod'as yra skirtas tik skelbimų autoriams, o ne šiaip sau atsiliepimams ar kainų kritikavimui ir pan. Už dedamus nesąmoningus atsiliepimus bus griežtai baudžiama. Sėkmės!
  5. [info=iXtreme LT+ 1.9 flašinimas PlayManijoje]Vos pasirodys ši firmware, galėsite nusiflašinti savo konsoles pas mus, PlayManijoje, Vilniuje ir visoje lietuvoje. Daugiau informacijos bus kai išeis pati firmware.[/info]
  6. testuojamas ir lietuvinamas atsiliepimu modas jau :)

    1. Dwėsk

      Dwėsk

      čia tas su skelbimais? o tai nebus perkelta info iš praeito puslapio?

    2. Impaler
  7. Taip, yra 0225 firmware. Jei palauktum iki tol kol bus išleistas nulaužimas - galėtum įsigyti jau 'sutvarkytą' konsolę.
  8. visiškai tikslios bus paskelbtos tik po to kai išeis nulaužimas
  9. Skamba neblogai man iš pirmo žvilgsnio. Kaip kitiems tokia struktūra atrodytų?
  10. [info=Flašinimas PlayManijoje]Taip, išėjus nulaužimui bus galima flašintis savo konsoles PlayManijoje. Daugiau informacijos bus po nulaužimo pasirodymo [/info]
  11. Na tikrai nežadu apsikrauti ar apkrauti kitų tokiu dalyku. Mes nesame koks tai servisas, paslaugų tiekėjai ar konsultantų kompanija, kuriems moka už atsakytus klausimus ar pan. Turim gražų forumą, turim Skype kanalus, kurie yra arčiausiai viso to ką siūlai. To per akis užtenka, mano manymu, bent šiame projekto raidos etape. Ačiū už pasiūlymą, though.
  12. Sekančiai savaitei paėmiau Saiko apklausą, o dar kitai bus Epikus apklausa. Ačiū už idomias apklausas.
  13. Realiai, tai yra Skype grupių http://www.playmanija.lt/playmanija-skype-grupes.html
  14. Sugalvoti nauji pavadinimai Perkrikštyta kaip sakant tikrai jie senieji standart/silver/gold/platinum buvo sugalvoti autopilotu ir visai be kūrybos taip. starter pack, gamer pack, pro pack ir ultimate pack
  15. Šiuo atveju yra taip paspaudi - atsidaro didelė nuotrauka. Tada spaudi kairiam apatiniam kampe ir brauzas sumažina foto.
  16. Gal Auksinis tave pamiro paminėt sąraše. Kai žiūrėjau darbus, tu tikrai buvai ir tavo darbą aš tikrai apžiūrėjau.
  17. šiuo metu nėra flašinami modeliai, kuriuos parduodu. bet vos tik išeis nulaužimas - bus galima pasirinkti perkant konsole bus flasinta ar ne.
  18. Aš būčiau už darbų publikavimą, portale. Yra tikrai įvairių darbų ir manau juos verta būtų visiems pamatyti. Kad ir ką išrinktumėm - visada bus nepatenkintų, tokie dėsniai visatoje. Manau sudėti į portalą ir tegu komentuoja ten, jei bus didelis flame'as - išjungsiu komentarus ir baigta. Ką manai, Auksini?
  19. Sakyčiau visai be reikalo apdirbo XBOX 360 savininkus. Gi ne tai ne koks Uncharted 4. O naujas voice acting irgi nesamonė. Kuo prasti tie balsai dabar buvo? Geriau būtų susikoncentravę ir kaip nors SH1 prikėlę.
  20. Mes jau seniau girdėjome gandus, kad nešiojama Sony Next Generation Portable konsolė, bus pervadinta į Sony PS Vita. Iki šiol tai buvo tik gandai, o per vykusį E3 renginį Sony šį pavadinimą oficialiai patvirtino. Sony PS Vita prekyboje pasirodys iki metų pabaigos, todėl jau dabar spėjama, kad lemtingoji bus Kalėdų data. Jo kaina bus, nei daug nei mažai $250. Dar kart priminsiu, kad aparatas turės 5 colių OLED ekraną, lietimams jautrią nugarėlę, bei analogines svirtis priekyje, abiejuose šonuose. PS Vita taip pat turės vaizdo kameras priekyje ir gale. Galima bus pasirinkti tarp WiFi (kaina $250) arba WiFi+3G modelio (kaina $300).
  21. Impaler

    WWE '12

    Roster: Raw Alberto Del Rio John Cena The Miz Smackdown Randy Orton Divas Kelly Kelly Confirmed Arenas: Raw Smackdown Official Info: *Total reboot of SvR series. *Game is going to be released on PS3, X360 and WII. *This year' s game is said to be "Bigger, Badder, Better". *We will see 4 superstars in action at E3: John Cena, The Miz, Randy Orton and Alberto Del Rio. *It was confirmed that we are going to see some WWE Legends in the game. *Game' s DNA has been changed: new animation system and new blending methods. *Ability to attack a opponent who perfoms ANY move - game is much more fluid. *When a move is performed in the beginning of a match, the superstar who took beating will sell this move but will get up at the same time so that matches are much faster now and more unpredictable. *When you are on the ground and your opponent aproaches, there will be a chance for you to strike him while still being on the mat. *When a signature/finisher like 5-Knuckle Shuffle is performed, it will be done in exact place of ring your opponent is in the moment you started your move. No more teleporting to the center of the ring so that animation could work. *When you or your opponent get slammed to the mat - the ring will react so it and ropes will bounce. *Revamped menu looks. *Game looks much better this year with new shaders and better technology. Depth of field will be used. *IGN: "The days of analog stick grapples are over. Now, everything's going back to the face buttons of your favorite controller. Grapple, strike, pin and Finisher are all right there for the taking. There are no strong and weak grapples -- the moves you're pulling off are dependent on how worn down the opponent is." *There is a limb targeting system implemented to the game - you can strike head to make your opponent groggy, body to make their stamina go down and their legs to slow them down. *"Breaking Point" - new submission system in which two opponents tap buttons in a mini-game. *New camera angle. *Wake Up Taunts. *Momentum meter is back as a meter with a name on it on the bottom of your screen. *You can store two finishers. *Dynamic Comebacks - combination of strike moves which you can use only once in whole match. Using it will give you two finishers. *Better AI - now your opponent will learn the way you play this game and will come with a fine reversal. *New pinning system. IGN: "It's still a metered system (hold a button to fill a meter and release it when it gets to a window on the meter), but the window moves around this time at random -- it won't always be in the same spot. Similarly, the window size varies on how beat up you are, and if you're pinned after the opponent hits his Finisher, the meter might not pop up to the two-count so you'd only have one shot at it." *Justin Roberts, King and Cole are confirmed. *Alberto Del Rio' s entrance will feature Ricardo Rodriguez. *There are new "attach points" thanks to which arms and legs will not clip through bodies. *Animations of moves depend on weight classes. *IGN: "Unless your opponent is really hurting, expect to get just one ground grapple in. The right stick repositions opponents." *THQ stated that they didn' t like what they got from RtWM last year, so they "went back to the drawing board a bit on that one". They also stated that they heard people' s problems with online play (lags etc.). *Some submissions will let you to climb to the rope to get the rope break. *RtWM will be back with new storylines. *There were some changes done to Momentum system and Stamina system is back. *WWE Universe 2.0 – the well known “WWE Universe” mode from SvR 2011 is back, but better then it was before. It will be easier and more beliveable with more action, rivalries, alliances, matches and action which will evolve dramatically. *There is a “yet to be revealed” creation capability. *Story Designer is back, but no info about it was released. *Each Superstar/Diva/CAW will have 12 attributes this year: Strike Power, Grapple Power, Submission, Strike Defense, Grapple Defense, Speed, Agility, Adrenaline, Recovery, Toughness, Charisma, Tag Team. *In-Ring introduction of Superstars and Divas confirmed for Title Matches. *We will have both adrenaline and momentum meters in the final product, but their looks from E3 will be changed. *Graphics are improved in every way: models, shadows, lighting and effects. *Sound is still disappointing (crowd, commentary, effects), but entrance themes have reverb now. *To perform the wake-up taunt you have to press “UP” on the D-Pad. *If you perform your finisher right after doing your signature move it will be more powerfull. *Operation Sports: “In a grapple situation, you press RB and a face button (on 360) to target a body part. The Y button is for the head, X or B is for the arms and A is for the legs. Each attack affects the body in different ways as well.” *Alberto Del Rio’ s entrance contains his car. *Gaming Ring: “(...)the kip up ability has now been replaced with something called a dramatic comeback in which when you reach a certain damage level, lets say orange from previous Smackdown games, you will have a prompt pop up and while you are on the ground you hit the Y button which activates a flashing bar that is integrated into your momentum bar and then when you hit your dramatic comeback this is done by running and press Y button. For example John Cena has his two running shoulder blocks and his spin out power bomb and you instantly earn a signature for the Five Knuckle Shuffle and then a finisher for the Attitude Adjustment. While all of this happens prompts pop up and its a war between who can time it the best, it works very much like tag team hot tag.” *More than 60 new moves. Two running strikes from now on and better, upgraded movesets. *Adrenaline meter is something like Stamina meter from previous SvR games. You will lose your adrenaline the fastest if you will be running a lot. *Running attacks are much easier to reverse. *Left Bumper button is the action button this year. You will get out/in the ring with it, interact with environment, climb the turnbuckle etc. *Weapon Wheel is in almost every match type. *You can’ t use finishers to break other’ s moves. *HERE you can find new controls scheme, but you will be able to go back to the old (SvR 2011) controls. *Transparency for Create a Wrestler mode is back. *LaBelle Lock and Cattle Mutilation are in. *The whole roster of WWE '12 is going to be revealed faster this year, but probably not before august. Interviu su Cory Landesma THQ has posted an interview with Cory Ledesma on WWE ’12 You now know the big news. We’re starting a new era in sports entertainment video game history. SmackDown vs Raw is no more, and in it’s place; WWE ’12. We’re sure that you have about a million questions at this point, so we wanted to go behind the scenes and ask Cory Ledesma, our Creative Director about the announcement. ortonpunt1 Q: Take me through your thoughts on how SvR ’11 was received, and what you could/wish your team could have done better? Cory: We have a lot of pride in the work we put out there, so the team felt very good about WWE SmackDown vs. Raw 2011 being a solid product that fans were going to thoroughly enjoy. We were able to introduce a new mode, called WWE Universe, that we think was a very solid foundation for the future and got a lot of people excited to play the game. Adding dynamic object physics to gameplay was also another major addition that we felt changed the way the game looked and played for the better. All in all, we were generally pleased with how the game was received. With that being said, there were some game areas we were not completely satisfied with and feel need significant improvement. Our fans are intelligent, recognize a lot of those shortcomings as well and let us know about them. Unfortunately, some of the game areas or improvements we want to make can’t happen overnight and take a lot of planning, research and development and other resources to see to fruition. In those cases, we often create multi-year plans where those improvements are rolled out in phases so we can realistically achieve the quality we want each year while also rolling out new features and updates, updating the roster and balancing our development costs. To give you a little insight to our future planning, these are some of the key areas we are going to continue focusing on from a technical standpoint: 1.) Gameplay 2.) Online Lag and Cheating 3.) Animation Quality 4.) A.I. 5.) Sound 6.) Graphical Quality These are the game areas where we can continue pushing the envelope and step our game up to the next level from a technical standpoint. You’ll start to see a significant amount of those improvements listed above in this year’s game. We are investing heavily in the future of this franchise. On the design side, we weren’t happy with the execution of Road to WrestleMania. We liked the concept, but we just didn’t do a good job making that backstage area fun, keeping it populated, entertaining and engaging. We went back to the drawing board a bit on that one. We also had some disappointing bugs in gameplay that our creative team was a little disheartened by, but we’ll get a lot of those things cleaned up. Online also had several issues we are working hard to address. I want the fans to know that we are very aware of their criticisms and we are working as hard as we can to address them. Just know that in some cases the reason you might not see changes happen as quickly as you like because there are some difficult development challenges or hurdles we are trying to overcome just like any other developer, but we’re committed and we’ll get there! Q: As the creative director of the team, what’s your opinion on the name change? Cory: I absolutely love it, and I’ve been a key proponent of the change. I’ve just felt for a couple of years now that the franchise has been getting stale and in need of a reboot. Not just with the name but also with the game experience. The name of the franchise evolved a couple of times over the years, and it has gotten to the point where the name doesn’t really mean anything. WWE currently doesn’t have brand wars, and the shows themselves are rarely competing against each other, so SmackDown vs. Raw as a name doesn’t really have a meaning. We started out as just being called SmackDown when that show made its debut for WWE back in 1999. Back then, we were releasing WWE products exclusively for specific platforms – SmackDown for Sony, Raw for Microsoft and Day of Reckoning for Nintendo. We then made the decision in 2004 to pool all of our resources together and make one great game, which is how SmackDown vs. Raw came together. Now, we are just WWE ’12, which is great because we just want to be known as the official, authentic WWE simulation product … period. All that encompasses what’s great about WWE live events and television is encapsulated and recreated in WWE ’12. It’s simple and to the point. I’m pumped about it because I’ve always wanted to re-launch this franchise the right way, and we are finally getting the opportunity to do it this year. Q: The feedback from the community has been loud and vocal concerning the gameplay portion of the game. Do you have a message for those vocal fans? Cory: We read you loud and clear! We’ve been quietly investing in and eagerly waiting for the right opportunity to introduce this new animation technology into the franchise. It’s actually something we’ve been working on for two years now. Being the annual franchise that we are, it’s difficult to bring in new, significant technology without halting the project entirely. I compare it to trying to change the tire of a car driving 80 mph: not easy to do! The technology group at Yuke’s Yokhama has been secretly working on the technology and its implementation while we’ve been working on the game the last two years. We are now at the point where we can integrate it into the game. The new animation technology and tools have allowed us to do things in gameplay that were not possible with the previous technology. We hit a ceiling on the old tech, and now with our new tech, we have plenty of more years to build it out and deliver a fun, responsive and visually impressive game. It will be exciting the next few years as we see what our new technology is fully capable of delivering. Q: Without giving any information, what area of the game are you most excited about in WWE ’12? Cory: Gameplay, gameplay and more gameplay. Now, we aren’t changing the game entirely or completely ripping everything out to start over. That wasn’t the goal. What we are doing is taking the basic essence of what is good in the past games and making a new experience that feels fresh, fun, responsive, faster, smoother and is of higher quality. If you’re played the SmackDown vs. Raw games in the past, I have zero doubt you will notice the difference as soon as you pick up this year’s game. We are adding new gameplay systems, completely overhauling gameplay systems and improving current gameplay systems. The new animation system is giving us new capabilities as well. One quick is example is that you now have the ability to interrupt animations. For example, if John Cena is doing a five-knuckle shuffle in the game, you can knock him right on his butt in the middle of the move (something you’ve never been able to do in our game because the animation had to completely play out – and that goes for every single move in the game). We have several new capabilities like the one just mentioned that will change the dynamic of how the game is played. We didn’t want to completely throw everything out and build something from scratch. That would force us to take a major step back, probably cut out 80 percent of our moves/match types and also put us at risk to disappoint fans who love the current game. We wanted to find the balance between fixing what is broken and also delivering a brand new, high quality experience. I believe we are accomplishing that now, and fans are going to love this new WWE ’12 gameplay experience. We will be unveiling more about the changes to gameplay as time moves on. Q: To prove to the community that feedback is always heard and sometimes implemented, can you give us a small example of something in WWE ’12? Cory: This is a tough question because we have addressed so much fan feedback already, but a lot of it I can’t talk about just yet. So, I will give you just two quick examples. The rest we will announce when the time is right. 1) The fans have been asking for a new submission system. I’m happy to report there is a new submission system. It’s called the Breaking Point Submission system. It has a new mini-game, and also, for the first time, submissions where you can climb to the rope for a rope break. 2) The fans have been asking for wake-up taunts. I’m happy to report there are now wake-up taunts. Do you love those dramatic moments where Randy Orton slams his fists to the ground, daring his opponent to stand up and then unleashing his RKO when the opponent stumbles right into his clutches? Well then, you’re going to be one happy camper. Q: With the success of WWE All Stars, did your WWE ’12 team learn anything from the fan reaction? What kinds of things are applicable to WWE ’12 that was also in All Stars? Cory: I’ve been pushing for this type of product ever since I’ve started at THQ, and the team at THQ San Diego did a fantastic job executing on this. I worked on creating the original pitch for this game, and we set out to create a game where the experience would be something along the lines of WWE meets NBA Jam: a fun, accessible, over the top WWE game that complimented the simulation franchise we already had with SmackDown vs. Raw. I wasn’t surprised to see that fans took so well to the product. However, WWE ’12 and WWE All Stars are two completely different products. There are some elements that can be compared, while others we feel only belong in an over the top experience. We took notice of a lot of the core gameplay elements that made WWE All Stars so successful, such as their fast-paced match flow, simple controls, quality motions, quick response time and mid-move reversals. There is a lot to like in All Stars, and I think a lot of things that can translate well into WWE ’12. We looked at it like any other competitive product and tried to identify the elements that can help make WWE ’12 the best game possible. Q: There has been a ton of game franchises that have taken on a new name. Is WWE ’12 just a name change? How will we know? What is your favorite (other) franchise re-invention? Cory: WWE ’12 is far from just a name change. Our goal has been to create a brand new experience with a new, high quality animation system, a new renderer and a new strategic gameplay experience that will look, feel and play substantially better than its predecessors. When you play the game, you’ll notice right away that you’re spending less time on the mat mashing buttons and more time enjoying the action with a faster paced gameplay flow, simpler game controls and the most fluid and realistic animations the game has ever seen. This is a true franchise reboot and not just a name change. It’s also an investment toward the future of the franchise, giving us the opportunity to use our new technology to push the game to new heights never seen before. Q: How far along in development are you on WWE ’12? Cory: We started around the end of May 2010, so we are currently at the one year mark. We still have more months ahead for gameplay tuning and bug fixing, and then we are done. It feels like we never stop. One year bleeds into the next. With the multi-year plans, we are already planning for projects in the distant future. Q: What can we expect to see at E3? (expecting him to say “can’t tell”) Cory: We will be showing off a one on one match so that people can come by and take an early look on how the new and improved gameplay experience is looking. We will have four playable Superstars available, including one Superstar making his WWE game debut! The rest I can’t reveal just yet. You will have to play the game at E3 to find out what we’re up to! Q: What is the one thing you want in the WWE series that is not yet possible? Cory: Almost anything is possible. It just comes down to how much you have to sacrifice in order to get it. I know a lot of people have asked us to have eight, 10, 12 and even 20 Superstars in the ring at once. Although we could completely reconfigure the game to support this, a ton of effort would go into this rather than on developing other features. The game would also take significant hits to model and animation quality to make this happen; at the end of the day, it’s just not worth it. Although I agree it would be cool to have this for particular match types, it currently is just not worth the risk and work associated with the task.