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Clock Simulator Hacked


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About This Game

Clock Simulator is a minimalistic rhythm game. It puts the player in the role of the clock itself to explore the concept of time in a whole new way and offer challenge, rel 5d3b920ae0



Title: Clock Simulator
Genre: Indie
Developer:
Kool2Play
Publisher:
Kool2Play
Release Date: 20 Jul, 2016



English,Polish,Russian,French



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It is not accurate, It is 0.03 seconds off a real second.


Penkura Patch 0.1.1.1 : For more information about the updates, progress and known bugs please join our Discord Community. LINK ----> -------------------------------------------------------------- Patch 0.1.1.1 -------------------------------------------------------------- BUG FIXES: - Camera sometimes spins when interacting with focusable objects. - Player didn't showcase proper name at the start of a new game. - When Mission title appears on the screen user interface is unclickable till it disappears. - Mission Update interface blocks access to other user interfaces till it disappears. - On Load MMC and CCC may not trigger on interact. -------------------------------------------------------------- IMPROVEMENTS/CHANGES/ADDITIONS: - New foliage added. - New content added to "the natives". - New Consumable item added. - Two new materials items added. - Two new components items added. - Two new MMC blueprints added. - Ore and Mineral veins adjusted to new content. - MMC and CCC blueprints adjusted to new content. - Added security system to save / load system, if spawn error accrues (spawning player below ground or in center of map) it will spawn player in the default position and set up entire game session around it. - Save / Load system now checks the trigger of every interactive item. (CCC and MMC included) - Improvemenet to global terrain material. - Visual improvement to Karenos landscape and foliage. - Added more visible connection between the cave system and Epsilon Base. - Improvements to focus system fixing problems with camera rotation. - Minor graphical improvements to MMC user interface. - Some items didn't print correct interaction name when used.. Penkura Patch 0.1.1.0.1 : For more information about the updates, progress and known bugs please join our Discord Community. LINK ----> -------------------------------------------------------------- Patch 0.1.1.0.1 -------------------------------------------------------------- BUG FIXES: - Dialog with Neurocore didn't print answers after one of NPC dialog trigger. - Level of details fixes to static objects from patch 0.1.1. - Objects dropped in Medbay didn't spawn with physics on. -------------------------------------------------------------- IMPROVEMENTS/CHANGES/ADDITIONS: - Collision improvements to new content from patch 0.1.1. - Collision improvements to all trees. - Light/Shadow now affect materials with translucency without creating overlaps (minor performance increase in rooms with windows) - Adjustments to fog density, color, and view range distance. - Solar Panels now adjust their angel to the sun location rather than fixed by time location. - Improvements to minimize performance hitches when ambient light changes from Day type to Night type.. Penkura Patch 0.1.0.8.1 : For more information about the updates, progress and known bugs please join our Discord Community. LINK ----> -------------------------------------------------------------- Patch 0.1.0.8.1 -------------------------------------------------------------- FIXED BUGS: - Drop, destroy and split function will now work with the new Inventory system. - Elevator in first level dissapesr after load. - Tram in the first level disappears after load. - Dialog audio duplicates if the same dialog is triggered the second time. -------------------------------------------------------------- IMPROVEMENTS: - Dialog system will now effect player camera to make him face the interacted object/person. - Dialog function will reset camera view at the end of the conversation. - Save / Load system will now properly save every dialog in the game and trigger correct state. - Dialog system can now be affected by Player, World, Inventory, and Mission status. - Inventory slots refresh before any interaction (Increase in Inventory stability) - Save / Load system will now properly load dropped items with their correct amount. - Small improvements to resolution settings in the main menu. - Neurocore is now a self-aware activator (it will detect on its own if there is any interaction between itself and the player) - Neurocore will now save and load its interaction with the player. - Interact function is now more responsive. - Tram light / shadow optimalization. - Gemini Base small light/shadow optimization. - Take control of bot function will no longer freeze the game for first few frames. - Start RTS system function will no longer freeze the game for first few frames.. Penkura Patch 0.1.1.4.1 : Dev-Com. In this update we are fixing entire hand to item logic, this should prevent any UI or "Interactive" object interfere with items in player hand. We are also adding Power Storage to a buildable object, this addition will allow us to introduce a major balance to Power and Oxygen the for entire game in the upcoming patch. And as always, for more information about the updates, progress and known bugs please join our Discord Community. LINK ----> -------------------------------------------------------------- Patch 0.1.1.4.1 -------------------------------------------------------------- BUG FIXES: - Map can be used when storage UI is active. - Map can be used when in Main Menu. - Weapon can be holster/reloaded when in storage. - Weapon can be discharged while in Main Menu. - Items that can switch their function can be activated while in storage, main menu. -------------------------------------------------------------- IMPROVEMENTS/CHANGES/ADDITIONS: - Improvement to RTS building spawning system. (building should from now on always spawn with correct collision and in-side player detection system). - Each building will now calculate player position based on the player local position of that current building rather than overall player position in the base. (fixes for ambient sound, oxygen transfer and light/shadow activation) - New Buildable building added to the game (Power Storage). - New blueprint added to the RTS system. - Minor graphical improvement to CCC. - Collision improvement to Trees roots.. Penkura Patch 0.1.0.3 : For more information about the updates, progress and known bugs please join our Discord Community. LINK ----> -------------------------------------------------------------- FIXED BUGS: - Neurocore losses its collision. - Fixed typos in First Level Dialogs. - Items additional options menu stays on screen if the main menu is open while in inventory/storage. - Split/Drop Interface stays on screen if the main menu is open while in inventory/storage. - Bots storage didn't show correct name on the interface. - Bots storage didn't show correct information when hovering over or interacted with. - Sometimes Interaction button is required to be pressed twice to have an effect. - Create all button in the Molecular Matter Converter freezes the machine if there are no items in the M.M.C Storage. - Cancel Construction Button didn't trigger. - Items disappear in the inventory if the player attempts to merge an item with an item that makes full stack item. ( A + B = Full stack (destroys A, B stays the same) -------------------------------------------------------------- IMPROVEMENTS: - Font size adjustments on the user interface to make it more readable. - Occlusion adjustments to all types of rocks, boulders, flowers, trees, particular effects. - Level of details adjustments to the entire landscape. - Improved level of details to all types of rocks and boulders. - Range Interaction adjustments to both Golden Malok and Subincar. - Item Icons now show Amount and Max Stack. - Added Max stack size on item hover. - Blueprints for Molecular Matter Converter are now able to create stacks of items. - New Items added Gracheri and Solid Construction Component - Blueprint recipe adjusted. - Graphical Adjustments to Molecular Matter Converter UI - New Buildings added, Hydrogel Tank and Solar Panels - Change Log added to the Main Menu.. Penkura Patch 0.1.0.2 : For more information about the updates, progress and known bugs please join our Discord Community LINK ----> -------------------------------------------------------------- BUGS: - Spawning below the world/spawning in position 0.0.0 - Subincar and Blufloir share the same name (Inventory). - Fixed typos in dialogs - Audio issues with Neurocore and footsteps. - Hydrogel purification station continues to release oxygen even when the player oxygen level is at max. - Middle Mouse button didn't fast transfer items between storages. - Middle Mouse button blocks the item slot in the inventory. - Show FPS button not working. - V-Sync button not working. - C.A.T triggers twice if no building is requested to build, destroying the previous building. - C.A.T appears above the wrong building while constructing. - Field of View slider won't set its value. - Project clean up (performance upgrade by around 2%). - Weapons and Tools can't be used when equipt. -------------------------------------------------------------- IMPROVEMENTS: - Cave Entrance to the next part of the zone in the second level is more visible. - Increase Player FLashlight power. - 3D Resolution slider added to the Main Menu.. Penkura Patch 0.1.1 : For more information about the updates, progress and known bugs please join our Discord Community. LINK ----> -------------------------------------------------------------- Patch 0.1.1 -------------------------------------------------------------- BUG FIXES: - MMC "Create one" button can be triggered while MMC is at work which will consume items but won't provide any items. - MMC "Create All" button could randomly trigger the creation of an empty slot, breaking crafting list. - Scanning sound in MPS is permanently silent after a successful scan. - Cave Ambient and Temple Ambient sound won't rise if Ambient sound in Main Menu was once set to 0. - Bluefloir and Subincar didn't show description after the scan. - Gracheri was unpickable. - Main Menu controls duplicated when loading the game. - Some tutorials could be triggered twice. - "Into the Void" Quest update 2 triggers twice. - Dr. Januszkiewicz computer triggers quest update each time player retriggers computer. - Reload Animation didn't trigger when reloading your weapon. - Hydrogel Purificator could provide more oxygen than the player is able to contain. - Mouse Sensitivity Slider didn't affect mouse settings. - Buildings Holographic presentation didn't stick to the Terrain if it does not contain and adjustable legs. - Buildings without adjustable legs didn't spawn on the correct height when building on an uneven surface. - Buildings with only one connector were not detected by the system to be bound with other connectors on hover. - Building Tunnel Type X didn't reset his connectors on the switch. - Powerplant didn't hide its connectors after leaving RTS system. - Messages from NPC were not saved properly. -------------------------------------------------------------- IMPROVEMENTS/CHANGES/ADDITIONS: - Added new playable area. - Cave system on the second level is now open to both playable areas. - New Dialogs added. - New points of interest added. - Hydrogel Purificator now checks player current oxygen and calculates the amount needed to fill player oxygen tank up to max 100 Units of oxygen at a time. (Hydrogel Purificator won't waste unneeded oxygen). - Visual Update to Keypad Input IU. - The player from now on will holster his weapon/tool whenever dialog is starting. - Improvements to communications between buildings, bots, player and stats system. (fixes issues with MMC, CCC sometimes refusing to activate) - Visual Update to Gracheri. - Med-bay graphical update. - Bioms will now adjust global fog depending on player location and time of day. - Minor adjustments for camera sharpness and additional view effects. - Unbuild buildings will now show their connectors to allow base planning. - Character View now has a real-time view of the controlled being, machine. - Oxygen and Energy are now calculated by the new formula (minor performance increase, fixes issue with stats not displaying properly) - MMC system is written from the ground up to provide more stability. (MMC won't freeze if the player is far away from the base) - Added new functions to add 1, 5 and 10 units of an item in MMC. - Added a new function to remove 1, 5 and 10 units of an item in MMC. - Items in the "to create list" located in MMC can now be swapped with each other. - Create One button now creates one unit of an item from the list or if the list is empty a selected item from the blueprint list. - Minor improvements to MMC User Interface. - Beacon added to buildable buildings. - Day/Night Cycle system code clean up, Sun angle and Moonlight intensity calculation improvements (slight performance increase) - MPS Geological scan is now able to distinguish between ore veins and show the distance to the closest. - MPS Geological scan will now show how many ore veins it's detecting rather than only showing which one is the closest. - Minor visual improvemenets to MPS UI and Main Menu. - The objects are now directly attached to the player which allows them to be affected by animation (flashlight slightly lags behind by being adjusted by player torso) - Background Quest system related errors fixed. (Quest will now trigger without game "hitches") - Project Cleanup.. Penkura Patch 0.1.2 : Dev-Com. After over a month we are finally able to release Penkura patch 0.1.2. It's a massive push forward in project stability, performance and most of all feature implementation. While moving to a new engine version we used the opportunity to go back to all of our scripts, animations, materials and 3d models. Players should see a performance boost, their save/load time decreases, much fewer hitches and most of all, their older saves should be able to adjust them selfs to the new game version without much of a problem. Besides adjustments, of over 70 % of the in-game code, two systems were written from the ground up, in-game 3d visual interfaces (all the screens on computers, door controls, biomatter and so on) and mission system. Each in-game screen from now on will know what creates them and adjust their engine usages accordingly to make sure they take as little from the CPU as possible, while still updating all the necessary data in the background. This change should increase overall performance and project stability by preventing useless data from being stored in memory. Missions system required a massive update, thanks to changes made to preload systems and in-game situation adjustments, we are finally able to not only update already implemented mission but add new without the need for the player to restart the game each "content patch". The same concept of adjusting older saves to prevent players from restarting their entire game was implemented to over 41 background functions, systems and prerendered data (such as new items locations, building systems and of course new missions). Thanks to all of those changes and implementation of new corruption prevention systems we are finally able to work fully on much-needed content patches. And as always, for more information regarding the latest technical support, patches, and updates please join our Discord Community. LINK ----> -------------------------------------------------------------- Patch 0.1.2 -------------------------------------------------------------- BUG FIXES: - Hydrogel Purificator is not presented correctly while building by C.A.T. - Default Unreal Icon was set in place of Penkura.icon in task manager and toolbar. - Unreal Icon appears on the Game Window with an incorrect name. - Penkura is shown as UE4Game in the Windows Task Manager. - RTS Arrow Connectors spawn inside buildings and already used connectors. - Stimpaks hover in the air if dropped from the backpack. - Load system won't remove Editor placed buildings from the game. - Save system won't add editor created content to new versions of the game if loaded from the older game version. - Missions log didn't save entire missions description on mission update, showcasing only the current point of the objective rather than all of them. - Tirix Fusion Power Plant provides energy even when it's turn off. - Tirix Fusion Power Plant emergency shut down didn't reset its animation. - Tirix Fusion Power Plant ambient sound plays even after being shut down. -------------------------------------------------------------- IMPROVEMENTS/CHANGES/ADDITIONS: - 59 animations of doors, tramps, player, buildings, etc. are adjusted for project transfer to new engine version. - Clean up of 31 background calculation scripts (increase in performance by an average of 6%) - Elimination of 132 empty ticks working in the background (minor performance boost) - Project engine update to a newer version. - Each screen showcasing building status is now refreshed only when the player is in the observation distance, rather than each frame. (small performance boost) - MMC screen will refresh its information when the player is directly interacting with the machine or machine is in the process of item creation, rather than each frame (small performance boost) - CCC screen will refresh only when a player is directly effecting RTS, BOT or Command Center status, rather than each frame. (small performance boost) - All construction in the game calculates their Z position by the Z position of nearest "Command Center" rather than per construction. (lowers preload calculation) - Small static object connected to each construction is now merge with the main building layer lowering objects to load. (small performance boost). - Ore Extractor sound lowered by 20% and increase its range by 10%. - Beacon sound lowered by 10%. - Minor graphical improvement to Hydrogel Purificator. - Save/Load system updated to remove buildings placed by developers if the player removes them by destroying them or dematerializing them. - RTS Arrow Connector System is written from the ground up with the use of a new tracing system. - RTS system will now provide energy and oxygen to all buildings in an asynchronous manner which reduces hitches on massive player basses. - RTS building snap system now calculates its position based on the building entrance/exit rather than building offset. (fix for small offset errors while placing buildings). - Significantly reduce RTS system calls and triggers when the game starts by an average of 70% (reducing the chance for any error and speeding upload). - RTS Arrow Connectors are now created based on RTS requirements rather than buildings. (reducing the number of unneeded objects in the game) - Buildings support legs calculate their position and offset based on the entire base position relative to their Z offset from the terrain before they are spawned in the game by the RTS system. (fix for performance hitch while placing a building). - Added object clustering system, merging distance object into a single mesh. (boost to a performance by up to 8% depending on the number of objects on the screen) - On load landscape, the foliage will now automatically disappear in and around buildings rather than slowly disintegrate as if the building was just placed by the player. - Atmo. Airlocks spawned by buildings (not directly by the players) will also disintegrate landscape foliage. - Lowers the amount of "game start" calculations made by each base from 52 to 9 dramatically lowering its CPU usage in the first few ms. (speeds up the game load and removes hitch at the start of the game from the base site) - Buildings and bots will now have pre-set base affiliation rather than on game start c. - Minor improvement to save/load system background calculation. (game load speed increase by around 10 %) - Computer controls for Doors and holographic pointers are now calculated per player effect, not in the game per tick manner. (small performance boost) - Added levels of details to: Gemini Main Temple Gemini Secondary Temple Gemini Cave System 7 sections of tramp tunnel All Gemini boxes, barrels and other containers Gemini Generators Gemini Underground base objects Gemini main base Gemini Lamps Gemini Tramp Gemini Tunnels and Registration Office Gemini furnitures Gemini NPCs Gemini Tramp elevator Hydrogel Purificator - Minor improvements to Gemini Lights. - Minor improvements to Gemini Occlusion system. - Improvements to Atmo. Airlock Level of details (lights won't disappear at a short range) - Save files are now tagged by the game randomly generated seed in preparation for any randomly generated systems in the future. (old save files before the change will adjust themselves automatically to new game version) - Asynchronous load system will now load objects between 30 to 50 % faster. (depending on the save size) - Save and Load system will now recognize editor (non-player) placed objects, systems, scripts, animations, and sound. - Save system is now able to save and load scripts created by other scripts for gameplay purposes (for example randomly generated items in randomly generated storages with randomly generated effects) - Improvements to Save/Load version conversion system (old saves will now much more smoothly adjust them selfs to a new updated version of the game, lowering need for new save files only to critical patch changes) - Project clean up (reduction in game size) - Audio volume adjustments for minor sound effects. - Added "Lock" function to containers (at the moment nonplayer controlled). If the container is locked, a message will appear on player text board and sound effect will be triggered. - Added randomly generated loot system to containers, and building containers. - Added "player interaction" check for all storages, containers, backpacks, and machines that use storage system to prevent the game from recalculating their content after every load/save/new game. - Dark Matter Cola texture improvemenet. - Mission log is now able to update already updated part of the mission if the criteria of the missions changes, by the player or the background system. - Mission log will now update entire descriptions and all pointers in the background if the player closed mission log with the mission already selected.. Penkura Patch 0.1.0.6.1 : For more information about the updates, progress and known bugs please join our Discord Community. LINK ----> -------------------------------------------------------------- Patch 0.1.0.6.1 -------------------------------------------------------------- FIXED BUGS: - MMC Create One button creates always one even if the created item should be a set amount. - Storage type object didn't show their name and function below the crosshair. - Items of the same type could be duplicated if both are not at their max stack. - Sprint didn't increase player speed. - Bots receive head-bobbing effect. - CCC screen duplicates 3d bot presentation. -------------------------------------------------------------- IMPROVEMENTS: - Items max stack size balance. - Small memory leak fixed in highlight system. - Optimization in camera render. Performance boost between 5 % to 40 % depending on location and in-game time. - Foliage cluster rendering improvement (small additional performance boost) - Small changes to Inventory / Storage and MMC UI to improve sharpness, on low settings. - Level of details optimization to foliage. - Lamps light intensity and range is risen by 30 %. - Set frame rate function added to the main menu. - Game FPS is no longer set to 62 FPS only. - Sprint will increase oxygen usage by 300 %. (only while sprinting) - MPB speed increase by 20 %. - MPB can now increase its speed using the "Sprint" input, by 80 %.. Penkura Patch 0.1.0.9.2 : For more information about the updates, progress and known bugs please join our Discord Community. LINK ----> -------------------------------------------------------------- Patch 0.1.0.9.2 -------------------------------------------------------------- FIXED BUGS: - Conversation with Sara didn't save properly. -------------------------------------------------------------- IMPROVEMENTS: - Input Controls are rewritten from the ground up. - You can now use arrow keys in Input controls. - The key combination is now active in Input controls. (Shift, Ctrl, Alt, Cmd) - In game, tutorials will now know your inputs and adjust text according. - Turn On/Off Motion Blur is added to the Video Options. - Player Camera, Bot Camera, and RTS Camera will now be affected by all Video Options.


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