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        <title>Lowyat.NET: Latest topics by </title>
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        <link>http://forum.lowyat.net/</link>
        <lastBuildDate>Sat, 06 Jun 2026 13:12:51 +0800</lastBuildDate>
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            <title>[WTS] HOT TOYS IRON MAN POWER POSE</title>
            <link>http://forum.lowyat.net/topic/3173835</link>
            <description>1.&lt;b&gt;HOT TOYS IRON MAN 3 MARK XLII POWER POSE&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt; M I B condition &amp;#33;&amp;#33;&amp;#33;&lt;/b&gt; (Inspection purposes only and not for display)&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Price: RM500.00&amp;#33;&amp;#33;&amp;#33; Not interested in trading&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Dealing method: COD, preferably at LRT Putra Stations &lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Location of seller: Wangsa Maju&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Contact method/details: whatsapp me at 0196324440&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Picture: Upon request via whatsapp&lt;/b&gt;&lt;br /&gt;&lt;br /&gt; &lt;!--emo&amp;:peace:--&gt;&lt;img src='http://static.lowyat.net/style_emoticons/default/icon_rolleyes.gif' border='0' style='vertical-align:middle' alt='icon_rolleyes.gif' /&gt;&lt;!--endemo--&gt;</description>
            <author>crower75</author>
            <category>Garage Sales Archive</category>
            <pubDate>Thu, 27 Mar 2014 00:20:45 +0800</pubDate>
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            <title>ADA MP1 Pre Amp Spare Parts</title>
            <link>http://forum.lowyat.net/topic/1572516</link>
            <description>As per topic, anyone knows where to source the spare parts for this pre amp ? Bought the unit from ROM Custom Guitars in the late 90s.&lt;br /&gt;&lt;br /&gt;Now the Volume knob is making slight noise as with some selector switch as well.&lt;br /&gt;&lt;br /&gt;The company producing this pre amp is also no longer in existence but I just love the sound that comes out from this pre amp.&lt;br /&gt;&lt;br /&gt;cheers</description>
            <author>crower75</author>
            <category>Musicians</category>
            <pubDate>Thu, 23 Sep 2010 14:00:25 +0800</pubDate>
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            <title>Operation Flashpoint 2 : Dragon Rising (PS3)</title>
            <link>http://forum.lowyat.net/topic/1186523</link>
            <description>[center]&lt;img src='http://img3.imageshack.us/img3/7690/perationflashpoint2drag.jpg' border='0' alt='user posted image' /&gt;[/center]&lt;br /&gt;&lt;br /&gt;Operation Flashpoint: Dragon Rising (OFP:DR) is a tactical military simulation game for Xbox 360, PS3 and PC designed to realistically represent modern infantry combat. The release date has been set for &lt;b&gt;6th October 2009&lt;/b&gt; (available in Malaysia on 8th October 2009)&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Multiplayer gameplay&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Multiplayer game types: No multiplayer types have been confirmed as of yet, but multiplayer has been confirmed.&lt;br /&gt;&lt;br /&gt;Console (PS3, 360) versions will feature:&lt;br /&gt;&lt;br /&gt;    * 16 player (8 vs 8) in addition to NPC squad members&lt;br /&gt;    * 2 player co-op in addition to NPC squad members&lt;br /&gt;    * 2 player Campaign + single mission co-op&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Open world&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;The gameplay in Operation Flashpoint is completely open and objectives are assigned as they would be in real life. For each mission you will have a defined objective and will be able to choose from available equipment and personnel to allow you to complete the objective however you choose. This choice includes not only what tactics you use at the objective but where you land and how you approach your goal. The only limitation for completion of objectives is based on time, because you are part of a cohesive invasion force and your command needs objectives completed because they affect the ability of the entire force to proceed. This said, it does not appear that time limits will be designed to make players race to complete tasks, but to add to the realism. While you can lead your squad far afield from your objectives, it is important to realize that your mission is not occurring in a vacuum, there are enemy patrols as well as other battles which you may encounter when leaving your direct mission area.&lt;br /&gt;&lt;br /&gt;There is a full environmental damage model built into the game. Every building can be partially destroyed or reduced to rubble. Vehicles and other environmental objects like tractors, bulldozers and boats can be similarly destroyed. This destruction is permanent through the campaign so it is possible to &amp;quot;burn your bridges&amp;quot; by destroying buildings unnecessarily and then finding yourself without cover in a following mission. This feature adds to the realism of the game by allowing players to see the cumulative damage that days of modern combat can create. &lt;b&gt;This is particularly noteworthy as the developers have stated that every structure on Skira is actually there in real life.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;All buildings on Skira can be entered, both by the player and by the enemy AI. Vehicles that are found on the battlefield can be commandeered and weapons and ammunition can be scavenged off of corpses.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Artificial intelligence&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;AI is key to Operation Flashpoint&amp;#39;s unscripted gameplay. In order to avoid scripting, the AI, for both your enemy and your squad mates, must be very self sufficient. Developers create missions only by specifying what the enemy forces are composed of and what their objectives are. The AI must decide how it fulfills those orders based on the information it has available (it is not omniscient). To accomplish this, the developers have taught the AI tactics out of US training manuals so that it can respond intelligently to tactics you use and changing circumstances. The AI value their lives and will not just hold their ground if retreat is the best tactical option. Killing enemy officers, who help coordinate the enemy AI will often lead the enemy forces acting in a slower and less cohesive manner. Additionally both the enemy and your squad have morale systems meaning that they are affected by the perceived quality of their leadership so your squad may complain and eventually abandon you if you persist in, for example, running across open fields at machine gun emplacements. Additionally the AI responds to suppressing fire and may get pinned down if it judges that it cannot safely return fire or maneuver.&lt;br /&gt;&lt;br /&gt;As is stated above, the AI is very self sufficient and is able to take care of itself. In fact, it is possible to command the AI as much or as little as you like as the AI will seek to follow the best course of action even if you never give it an order. Orders can be given both before the mission, when you lay out a battle plan, and as you play. It has been reported that there are a large number of detailed orders that can be given to AI including some orders which are not typically available such as splitting your squad into more than one group. Additionally, the AI is designed to follow orders intelligently so an order to guard a specific area will not result in the AI character standing in the open at the precise spot indicated, but instead will result in the AI taking up some nearby cover from which it will best perform the order it was given. Also if you don&amp;#39;t kill an enemy AI, (e.g. shoot them in the leg 5 times) they will still try and kill you; as is the same for your squad. Also following the open world theme, if a member of your squad dies they don&amp;#39;t reappear in the next level.&lt;br /&gt;&lt;br /&gt;The AI in Operation Flashpoint pays attention to a large amount of information and engages players differently than AI typically does in FPS gaming. First, as many modern weapons, including assault rifles, can fire hundreds of yards, the AI will engage at this distance which is significantly further than AI typically engages.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Weapons, vehicles and characters&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;According to Game Informer there are over 70 real life weapons in game, all supported by a realistic ballistic system. These weapons available in the game range from pistols and sub-machine guns all the way to artillery and 2,000 pound bombs. They can be modified and equipped with optics, grenade launchers, laser sights and suppressors. The ballistic system, which simulates the effects of each weapon on buildings, vehicles, and people is based as much as possible on the real specifications of each weapon in the game (information on Chinese PLA weapons and vehicles is limited in some cases) and also takes into account flight times and effective ranges for each projectile. The balance of these weapons, therefore, is not artificially created by the game developers, but was created by their real life designers. Learning the best usage of each of these weapons will be a significant part of the challenge of the game.&lt;br /&gt;&lt;br /&gt;All firing sequences from lifting the weapon up, to placing it on the shoulder, to firing are all faithfully simulated, as well as reloading. These sequences, along with getting into and out of vehicles, have been motion captured using soldiers who have been trained to use the equipment in real life. Reloading weapons with partially empty magazines will, eventually, result in you loading partially full magazines of ammunition, which, along with realistic reload sequences and timing, make reload management tactically important.&lt;br /&gt;&lt;br /&gt;There are over 50 different land, air and sea vehicles. There are usable helicopters, tanks, boats and APCs along with a few vehicles/weapons which cannot be used directly, but which can be called to your aid, such as fighter jets and artillery. Each of these vehicles has its own distinct roles as well as having their own strengths and weaknesses.&lt;br /&gt;&lt;br /&gt;The developers have created large numbers of faces for the characters involved in the game. The equipment that is carried by each character is accurate and, where applicable, distinct to that character&amp;#39;s role. For example, communication specialists can be readily identified by the radio they carry. There are no &amp;#39;magic pockets&amp;#39; which means that everything your squad members are carrying is visible. All of this visible information is designed to allow better command of the squad mates as you will be able to recognize them as a person by their face or by their equipment allowing you to give the best orders to each member of your squad.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Difficulty levels&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Difficulty levels are primarly differentiated not by changes in AI intelligence or weapon damage but by the visual information given to characters. At the easiest level fairly standard FPS information is given to the player about weapons, ammo, squad health, compass direction along with cross hairs for when not looking down the weapon sights. Additionally the location of enemies who have been spotted by your squad is indicated at the lowest level. Higher levels of difficulty remove this information until none is left on screen. Ammunition counts must be remembered as well as the health of your squad. Locations of enemies your squad has spotted must be determined by listening to AI squad mates and using other visual cues like the direction they are firing.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Visual effects&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;The game has a draw distance of four kilo meters. Fire, Smoke and dust are simulated based on effects of each weapon. A 2,000 pound bomb will throw up dust which will make it difficult to see for minutes or more. Similarly fires created will burn for some time when set. These effects are part of the simulated nature of this game and contrast with franchises like Call of Duty or Ghost Recon Advanced Warfighter where visual effects for explosions last for a second or two.&lt;br /&gt;&lt;br /&gt;As stated in the Difficulty Levels section at the highest difficulty the player gets a large portion of their information visually, but not through a HUD. At high difficulties visual effects become more important particularly at a long range where smoke or dust can help to display areas which are dangerous&lt;br /&gt;&lt;br /&gt;Codemasters has also said that most buildings will be destructable.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Miscellaneous&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;    * The game is being developed by CodeMasters, publishers of the original Operation Flashpoint. But OFP was designed by Bohemia Interactive that are now creating ArmA II: Armed Assault&lt;br /&gt;    * There is realistic tactical squad placement and game play.&lt;br /&gt;    * Night Vision has been confirmed.&lt;br /&gt;    * Multiple weapon attachments have been confirmed.&lt;br /&gt;    * Realistic ballistics have been confirmed.&lt;br /&gt;    * A &amp;quot;medic&amp;quot; system has been confirmed.&lt;br /&gt;    * Limb dismemberment has been confirmed to be in the game.&lt;br /&gt;    * A &amp;quot;swimming&amp;quot; mechanic has been confirmed. This feature is not to be taken as the ability to swim underneath the water, submerge, or anything like that. It simply means the player will be able to tread water, and move through it.&lt;br /&gt;    * It has been confirmed that 3rd person for infantry is not in the game, however will be available for vehicles.&lt;br /&gt;&lt;br /&gt;[youtube]K-LLNtycROg&amp;amp;feature=related[/youtube]&lt;br /&gt;&lt;br /&gt;[youtube]tqhDMEnLURs&amp;amp;feature=related[/youtube]&lt;br /&gt;&lt;br /&gt;[youtube]7TxnPM1qPJY[/youtube]     &lt;br /&gt;&lt;br /&gt;[youtube]2OvkSqIli5w&amp;amp;feature=related[/youtube]&lt;br /&gt;&lt;br /&gt;&lt;img src='http://img16.imageshack.us/img16/7973/operationflashpoint2scr.jpg' border='0' alt='user posted image' /&gt; &lt;br /&gt;&lt;br /&gt;&lt;b&gt;ACTUAL GAMEPLAY GRAPHICS&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;PART 1&lt;br /&gt;[youtube]wSd3HdM0drA[/youtube]&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;PART 2&lt;br /&gt;[youtube]Cr-pVhRAUT4&amp;amp;feature=related[/youtube]&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;LIST OF PLAYERS&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;1. crower_my&lt;br /&gt;2. samseng77&lt;br /&gt;3. tuan_arif&lt;br /&gt;4. Sgt_Pepeer&lt;br /&gt;5. Shadow_Prince&lt;br /&gt;6. Nano&lt;br /&gt;7. Jazzman &lt;br /&gt;8. Psyko_2000&lt;br /&gt;9. Kapparo</description>
            <author>crower75</author>
            <category>Playstation</category>
            <pubDate>Wed, 07 Oct 2009 14:09:01 +0800</pubDate>
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            <title>[WTS] USED PS3 GAMES</title>
            <link>http://forum.lowyat.net/topic/0</link>
            <description></description>
            <category>Playstation</category>
            <pubDate>Thu, 01 Jan 1970 07:30:00 +0800</pubDate>
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            <title>[WTS] RESiDENT EViL 5 (R3)</title>
            <link>http://forum.lowyat.net/topic/0</link>
            <description></description>
            <category>Playstation</category>
            <pubDate>Thu, 01 Jan 1970 07:30:00 +0800</pubDate>
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