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Javed

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  1. I made this topic for those who are big fan of Counter Strike Regarding Javed CsBlackDevil For other uses, see Counterstrike. Page protected with pending changes level 1 Counter-Strike Box art for the Windows stand-alone release Developer(s) Valve Corporation Turtle Rock Studios (Xbox) Publisher(s) Valve Corporation Sierra Studios (former) Microsoft Game Studios (Xbox) Distributor(s) Valve Corporation (1.0-1.5 retail) Steam (online) Designer(s) Minh "Gooseman" Le Jess Cliffe Series Counter-Strike Engine GoldSrc Platform(s) Windows, Xbox, OS X, Linux Release date(s) June 19, 1999 Genre(s) First-person shooter Mode(s) Multiplayer Distribution Optical disk, download Counter-Strike is a first-person shooter video game developed by Valve Corporation. It was initially developed and released as a Half-Life modification by Minh "Gooseman" Le and Jess "Cliffe" Cliffe in 1999, before Le and Cliffe were hired and the game's intellectual property acquired. Counter-Strike was first released by Valve on the Microsoft Windows platform in 2000. The game later spawned a franchise, and is the first installment in the Counter-Strike series. Several remakes and Ports of Counter-Strike have been released on the Xbox console, as well as OS X and Linux. Set in various locations around the globe, players assume the roles of members of combating teams that include counter-terrorists and terrorists. During each round of gameplay, the two teams are tasked with defeating the other by the means of either achieving the map's objectives, or else killing all of the enemy combatants. Each player may customize their arsenal of weapons and accessories at the beginning of every match, with the currency earned after each round. As of August 2011, the Counter-Strike franchise has sold over 25 million units. The player is standing in the terrorist starting zone of de_dust using a CV-47 (AK-47). Counter-Strike is a first-person shooter in which players join either the terrorist team, the counter-terrorist team, or become spectators. Each team attempts to complete their mission objective and/or eliminate the opposing team. Each round starts with the two teams spawning simultaneously. The objectives vary depending on the type of map, and these are the most usual ones: Bomb Maps: The terrorists must carry a bomb, plant it on one of the designated spots and protect it from being disarmed by the counter-terrorists before it explodes to win. The counter-terrorists win if the time runs out with no conclusion. Hostage Maps: The counter-terrorists must rescue a group of hostages held by the terrorists to win. The terrorists win if the time runs out with no conclusion. VIP Maps: One of the counter-terrorists is chosen to act as a VIP and the team must escort this player to a designated spot on the map to win the game. The terrorists win if the VIP is killed or if the time runs out with no conclusion. A player can choose to play as one of eight different default character models (four for each side, although Counter-Strike: Condition Zero added two extra models, bringing the total to ten). Players are generally given a few seconds before the round begins (known as "freeze time") to prepare and buy equipment, during which they cannot attack or move (one notable exception is that a player may receive damage during freeze time. This happens when a map is changed to spawn players at a certain height above the ground, thus causing fall damage to the player. This is a method map designers use to alter the starting "HP" of players on a map). They can return to the buy area within a set amount of time to buy more equipment (some custom maps included neutral "buy zones" that could be used by both teams). Once the round has ended, surviving players retain their equipment for use in the next round; players who were killed begin the next round with the basic default starting equipment. Standard monetary bonuses are awarded for winning a round, losing a round, killing an enemy, being the first to instruct a hostage to follow, rescuing a hostage or planting (Terrorist) /defusing (Counter Terrorist)the bomb(C4)in the bomb site. The scoreboard displays team scores in addition to statistics for each player: name, kills, deaths, and ping (in milliseconds). The scoreboard also indicates whether a player is dead, carrying the bomb (on bomb maps), or is the VIP (on assassination maps), although information on players on the opposing team is hidden from a player until his/her death, as this information can be important. Killed players become "spectators" for the duration of the round; they cannot change their names before their next spawn, text chat cannot be sent to or received from live players, and voice chat can only be received from live players and not sent to them. Spectators are generally able to watch the rest of the round from multiple selectable views, although some servers disable some of these views to prevent dead players from relaying information about living players to their teammates through alternative media (most notably voice in the case of Internet cafes and Voice over IP programs such as TeamSpeak or Ventrilo). This form of cheating is known as "ghosting." Development Counter-Strike is itself a mod, and it has developed its own community of script writers and mod creators. Some mods add bots, while others remove features of the game, and others create different modes of play. Some mods, often called "admin plugins", give server administrators more flexible and efficient control over his or her server. There are some mods which affect gameplay heavily, such as Gun Game, where players start with a basic pistol and must score kills to receive better weapons, and Zombie Mod, where one team consists of zombies and must "spread the infection" by killing the other team (using only the knife). There are also the Superhero and mods which mix the first-person gameplay of Counter-Strike with an experience system, allowing a player to become more powerful as they continue to play. The game is also highly customizable on the player's end, allowing the user to install or even create their own custom skins, HUDs, spray graphics, sprites, and sound effects, given the proper tools. Cheating Counter-Strike has been a prime target for exploitation by cheaters since its release. In-game, cheating is often referred to as "hacking" in reference to programs or "hacks" executed by the client. Wallhacks allows players to see through walls. These work by displaying objects that are normally obscured or by replacing opaque game textures with translucent ones. As the engine renders only the immediate area around the player, this does not allow a player to see the entire level at once. Speedhacks give the player increased foot speed. These work by sending false synchronization data to the server. No recoil removes any recoil (and thus improves accuracy) from a player's weapon. No spread is used to remove the random deviation normally experienced when the player shoots. This is similar to the recoil hack. Aimbots help the player aim at enemies, by auto-targeting other players. These work by using the game client library to calculate an enemy player's 2D coordinates from 3D space and automatically moving the player's mouse to the enemy target. It also consists of headshot aiming where a player shoots a bullet at the enemy which directly hits the enemy's head. Silent Aimbots works with the way networking works in id Tech. Viewangles are sent to the server via packets, and totally out-of-sync with frames. Typically, multiple packets will be sent every frame. Therefore, a hacker can mani[CENSORED]te the system and have different angles sent to the server than the angles that are displayed on screen each frame, making it appear as if your view isn't moving with the aimbot. ESP shows textual information about the enemy; such as health, name and distance; also information about weapons lying around the map, which could be missed without the hack. Most ESP cheats show info through walls. Barrel hack depicts an enemy's gaze as a visible line, this is also visible in the killcam. Anti-flash and anti-smoke remove the effects of the flashbang and smoke grenade. Implementation is derived from the wall hack. Unlimited HP and ammo are not hacks, but are server-side modifications. Bunnyhop script a script that causes the player to jump exactly when they hit the ground, this can be exploited along with strafing to gain an unreasonable amount of speed (bunnyhopping can commonly be mistaken as speed hacking). This can be done legitimately as well, but is not nearly as effective. Players can navigate a map in a fraction of what it would take normally via bunnyhopping. Valve Anti-Cheat Main article: Valve Anti-Cheat Valve has implemented an anti-cheat system called Valve Anti-Cheat (VAC). Players cheating on a VAC-enabled server risk having their account permanently banned from all VAC-secured servers. With the first version of VAC, a ban took hold almost instantly after being detected and the cheater had to wait 2 years to have the account unbanned. Since VAC's second version, cheaters are not banned automatically. With the second version, Valve instituted a policy of 'delayed bans,' the theory being that if a new hack is developed which circumvents the VAC system, it will spread amongst the 'cheating' community. By delaying the initial ban, Valve hopes to identify (and ban) as many cheaters as possible. Like any software detection system, some cheats are not detected by VAC. To remedy this, some servers implement a voting system, in which case players can call for a vote to kick or ban the accused cheater. VAC's success at identifying cheats and banning those who use them has also provided a boost in the purchasing of private cheats.[2] These cheats are updated frequently to minimize the risk of detection, and are generally only available to a trusted list of recipients who collectively promise not to reveal the underlying design. Even with private cheats however, some servers have alternative anticheats to coincide with VAC itself. This can help with detecting some cheaters, but most paid for cheats are designed to bypass these alternative server-based anticheats. Release When Counter-Strike was published by Sierra Entertainment/Vivendi Universal Games, it was bundled with Team Fortress Classic, Opposing Force multiplayer, and the Wanted, Half-Life: Absolute Redemption and Firearms mods." On March 24, 1999, Planet Half-Life opened its Counter-Strike section. Within two weeks, the site had received 10,000 hits. On June 19, 1999, the first public beta of Counter-Strike was released, followed by numerous further "beta" releases. On April 12, 2000, Valve announced that the Counter-Strike developers and Valve had teamed up. In January 2013, Valve began testing a version of Counter-Strike for OS X and Linux, eventually releasing the update to all users in April 2013.[4][5] This section requires expansion. (February 2009) Upon its retail release, Counter-Strike received highly favorable reviews.[7][6][8][9][3] The New York Times reported that E-Sports Entertainment ESEA League started the first professional fantasy e-sports league in 2004 with the game Counter-Strike.[10][11] Some credit the move into professional competitive team play with prizes as a major factor in Counter-Strike's longevity and success.[12] Controversy See also: Video game controversy Counter-Strike faced controversy in April 2007 when Jack Thompson, a now-disbarred attorney from Florida, predicted that the perpetrator of the Virginia Tech Massacre had been trained to kill in the game, well before Seung-Hui Cho (the shooter) was identified. News sources originally stated that Seung-Hui Cho only played the game in high school, however no video games whatsoever were found in the gunman's dorm room, and there is no evidence that he ever played Counter-Strike.[13][14] Thompson also blamed Counter-Strike for the February 14, 2008 Northern Illinois University shooting perpetrated by Steven Kazmierczak on the day after the shooting. It is reported that Kazmierczak did play Counter-Strike in college. On January 17, 2008, a Brazilian federal court order prohibiting all sales of Counter-Strike and EverQuest and imposing the immediate withdrawal of these from all stores began to be enforced. The federal Brazilian judge Carlos Alberto Simões de Tomaz, of the Minas Gerais judiciary section, ordered the ban in October 2007 because, according to him, the games "bring imminent stimulus to the subversion of the social order, attempting against the democratic and rightful state and against the public safety."[15][16][17] The move has been described by media as a publicity stunt on the regulation of video game violence and sexually explicit content, and also as a hasty decision that ignored much more violent games. As all versions of Counter-Strike were very po[CENSORED]r in Brazil at the time, the decision was met with considerable uproar by the Brazilian gaming community. Some media have reported that the game tested by the judge contained mods likening the scenario to Rio de Janeiro's favelas and adding Brazilian Military Police uniforms to player models, which might have worsened the case for Counter-Strike. The game's developer Valve did not comment on the episode. As of June 18, 2009, a regional federal court order lifting the prohibition on the sale of Counter-Strike was published. The game is now being sold again in Brazil.[18] Legacy Main article: Counter-Strike (series) Following the success of the first Counter-Strike, Valve went on to make multiple sequels to the game. Counter-Strike: Condition Zero, a game using Counter-Strike's GoldSrc engine, was released in 2004. Counter-Strike: Source, a remake of the original Counter-Strike game, was the first in the series to use Valve's Source engine and was also released in 2004, only eight months after the release of Counter-Strike: Condition Zero. The next game in the Counter-Strike series to be developed primarily by Valve Corporation was Counter-Strike: Global Offensive, released for Windows, OS X, PlayStation 3, and Xbox 360 in 2012. The game also spawned multiple spin-offs in the form of arcade games developed by Nexon Corporation and targeted primarily at Asian gaming markets. Three Counter-Strike games have been developed and released by Nexon Corporation thus far, Counter-Strike Neo, Counter-Strike Online, and Counter-Strike Online 2.
  2. Salut bine ai vient pe CsBlackDevil
  3. RS.CSBLACKDEVIL.COM PALESTINEZM.CSBLACKDEVIL & TS.CSBLACKDEVIL.COM

  4. 15 Pasi pentru a reduce Lagul Pasul 1 - Primul dintre Pasi ar fi ca server-ul sa aiba prioritate "Realtime" - Porniti server-ul, apasati CTRL+ALT+DEL, dati la Processes, cautati hlds.exe in acea lista, dupa ce-l gasiti, dati click dreapta pe el, Set Priority -> Realtime - Pasul 2 - Al doilea pas ar fi urmatorul: - Va duceti in folderul cu hlds.exe(de unde dati drumu la server), faceti un schorcut la hlds.exe, apoi veti gasi in acelasi folder inca un fisier de genul "Shortcut to hlds" ; Dati click dreapta pe acesta, apasati Proprietes iar in primul rand aveti Target, iar acolo aveti ceva de forma HDD:locationhlds.exe . In continuare adaugi : -console -game cstrike -pingboost 3 +sys_ticrate 1000 +heapsize 250000 +maxplayers 20 +map de_nuke. Puteti sa mai adaugati ce vreti in functie de server, ceva de genu -nomaster, -insecure etc, astea nu influenteaza lagul. - Pasul 3 - Al treilea pas ar fi sa puneti un HL Booster. - Mai intai downloadati de aici sau aici un hl booster. Am ales versiunea 1.46 deoarece am considerat eu ca este cea mai buna versiune, cea mai stabila si care ajuta cel mai mult la server; chiar am facut si cateva teste. - Instalare : Dupa ce downloadati arhiva, extrageti oriunde pe HDD, de exemplu pe desktop. Dupa ce ati extras, vezi gasi in folder un fisier cu numele booster_mm.dll . Faceti un folder unde aveti server-ul in folderul addons cu numele de booster dupa care puneti acel dll booster_mm.dll. Mai departe intrati in fisierul plugins.ini care este situat in addonsmetamod si adaugi linia: win32 addons/booster/booster_mm.dll - Pasul 4 - Pasul 4 se este valabil pentru schimbarea mai rapida a hartii: - Intrati in folderul cstrike unde aveti instalat server-ul, si cautati fisierul custom.hpk . Il stergeti definitiv - Pasul 5 - Pasul 5 ar fi sa folositi un script pentru rate-uri: Cod: alias "dslow" "sv_minrate 2500;sv_maxrate 2500;sv_minupdaterate 5;sv_maxupdaterate 5;echo dead slow" alias "vslow" "sv_minrate 3500;sv_maxrate 3500;sv_minupdaterate 13;sv_maxupdaterate 13;echo very slow" alias "slow" "sv_minrate 3500;sv_maxrate 5000;sv_minupdaterate 14;sv_maxupdaterate 14;echo slow" alias "norm" "sv_minrate 3500;sv_maxrate 7500;sv_minupdaterate 15;sv_maxupdaterate 15;echo normal" alias "fast" "sv_minrate 3500;sv_maxrate 9999;sv_minupdaterate 20;sv_maxupdaterate 20;echo fast" alias "vfast" "sv_minrate 3500;sv_maxrate 20000;sv_minupdaterate 20;sv_maxupdaterate 60;echo LAN fast" alias "rates" "sv_minrate;sv_maxrate;sv_minupdaterate;sv_maxupdaterate" Adaugati acest script in fisierul server.cfg din folderul cstrike unde aveti instalat server-ul. Folosire : Dupa ce porniti server-ul scrieti in consola ce setare vreti, in functie de internetul pe care il aveti si in functie de calculatorul pe care tineti server . De exemplu daca aveti un server pe lan scrieti in consola vfast sau daca aveti un server pe care sunt jucatori din aceiasi retea puteti folosi fast sau norm . Puteti accesa acest script si prin "rcon" in functie de cum variaza lagul pe server. Sa nu aveti nici o setare despre rate-uri in server.cfg, listenserver.cfg, game.cfg, settings.cfg, amx.cfg etc. - Pasul 6 - Pasul 6 se refera la cateva setari pe care trebuie sa le adaugi la server. - Aveti urmatoare setari: Cod: log off sv_logbans 0 sv_logecho 0 sv_logfile 0 sv_log_onefile 0 mp_logmessages 0 mp_logdetail 0 sv_unlag 1 sv_maxunlag .1 fps_max 600 Aceste setari le adaugati in server.cfg . - Pasul 7 - Pasul 7 se refera la cateva setari pe care ar trebuie sa le folositi in functie de ce tip de internet aveti. Cod: // Modem 56k // rate 5000 sv_rate 5500 sv_cmdrate 40 sv_cmdbackup 2 sv_updaterate 45 mp_resend 2 sv_dlmax 40 mp_decals 50 Cod: // 128k // rate 10000 sv_rate 10000 sv_cmdrate 60 sv_cmdbackup 3 mp_updaterate 60 sv_resend 2 sv_dlmax 100 mp_decals 100 Cod: // 256k // rate 12000 sv_rate 12000 sv_cmdrate 101 sv_cmdbackup 4 sv_updaterate 101 sv_resend 3 mp_dlmax 256 mp_decals 100 Cod: // 512k // rate 15000 sv_rate 15000 sv_cmdrate 80 sv_cmdbackup 4 mp_updaterate 45 sv_resend 3 mp_dlmax 400 mp_decals 100 Cod: // 1024k // rate 20000 sv_rate 20000 sv_cmdrate 80 sv_cmdbackup 6 mp_updaterate 80 sv_resend 6 mp_dlmax 800 mp_decals 300 Cod: // 2048K // rate 25000 sv_rate 25000 sv_cmdrate 101 sv_cmdbackup 6 sv_updaterate 101 sv_resend 6 Cod: // DSL High // rate "12001.000521" sv_rate "9999" sv_latency "-21.000521" sv_updaterate "160" sv_cmdrate "40" mp_resend "2" mp_cmdbackup "2" sv_dlmax "768" ex_interp "0.01" ex_extrapmax "10" Cod: // DSL Low // rate "9001.000521" sv_rate "9999" mp_latency "-51.000521" mp_updaterate "67" sv_cmdrate "40" sv_resend "2.5" mp_cmdbackup "51" mp_dlmax "512" ex_interp "0.05" ex_extrapmax "4" cl_dlmax 800 mp_decals 300 Cod: // qDSL // rate "15001.000521" cl_rate "9999" cl_latency "-16.000521" cl_updaterate "101" cl_cmdrate "400" cl_resend "1.5" cl_cmdbackup "2" cl_dlmax "1024" ex_interp "0.01" ex_extrapmax "10" Aceste setari le adaugati in server.cfg, dar nu pe toate ! puneti pe care credeti ca aveti nevoie - Pasul 8 - In pasul 8 veti afla despre cateva setari la windows: - Da-ti Click dreapta pe My Computer, apasati Proprietes, apasati sus la Advanced, iar in chenarul cu Performance apasati Settings si faceti ca in imaginea de mai jos: - Pasul 9 - Despre optimizarea unor procese, dezactivarea celor care consuma degeaba - Apasati pe butonul Start, dati la Run... si in chenarul care va aparea scrieti regedit. apoi apasati pe [+] de la HKEY_LOCAL_MACHINE, apoi apasati pe [+] de la SYSTEM, mai departe apasati pe [+] de la CurrentControlSet, apoi apasati pe [+] de la Control, apoi pe [+] de la Session Manager si apoi apasati pe Memory Management ; In dreapta va aparea o lista cu cativa registri. Apasati dublu click pe DisablePagingExecutive si la Value data: schimbati din 0 in 1 - Ca sa opriti din procesele care merg degeaba faceti urmatoarele: Apasati pe Start, apoi apasati pe Run.. si scrieti in chenarul care va aparea msconfig . Dupa ce va aparea o fereastra, dati sus la Services si dezbifati de nu va trebuie . De asemenea mai apasati sus la Startup si dezbifati ce credeti ca nu va trebuie - Pasul 10 - - Click pe butonul Start, apasati la Run.., apoi scrieti in chenarul care va aparea gpedit.msc . Mai departe sub Computer Configuration apasati pe [+] de la Administrative Templates, apoi pe [+] de la Network, mai departe apasaitipe QoS Packet Scheduler si va aparea o lista in dreapta unde puteti face cateva setari . Apasati dublu click pe Limit reservable bandwith, apoi bifati pe Enabled si la Bandwith limit schimbati din 20 % la 0% . Apoi dati Apply si apoi OK . - Pasul 11 - - Dati click dreapte pe Desktop -> Properties -> Apperance -> Effects . In aceasta fereastra sa fie bifat numai randu cu Hide underlined letters ... - Pasul 12 - - Dati Start -> Run si scrieti Sigverif.exe. Apoi dati Start. - Pasul 13 - - Intrati la Control Panel apoi la Administrative Tools -> Services. Apoi dati click dreapta -> stop pe urmatoarele: Application Management Clipbook Error Reporting Distributed Link Tracking Client Help and Support Indexing IPSEC Messenger Remote Registry Service Telnet Windows Time WMI Performance Adapter - Pasul 14 - - Intrati la Start -> Run si scrieti regedit. Apoi va duceti la HKEY_LOCAL_MACHINESYSTEM -> CurrentControlSet -> Control -> Session Manager -> Memory Management -> PrefetchParameters . Apoi intrati la EnablePrefetcher si setati valoarea 3. - Pasul 15 - - Intrati la Start -> Run si scrieti regedit. Apoi va duceti la HKEY_LOCAL_MACHINE -> SYSTEM -> CurrentControlSet -> Control -> PriorityControl . In partea dreapta dati New-> DWORD Value. Scrieti IRQ8Priority in chenar . Apoi dati Modify si puneti valoarea "1".
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  6. The history of video games goes as far back as the early 1950s, when academics began designing simple games, simulations, and artificial intelligence programs as part of their computer science research. Video gaming would not reach mainstream po[CENSORED]rity until the 1970s and 1980s, when arcade video games, gaming consoles and home computer games were introduced to the general public. Since then, video gaming has become a po[CENSORED]r form of entertainment and a part of modern culture in most parts of the world. As of 2014, there are eight generations of video game consoles. Origins of the computer game (1940–1958)[edit] The earliest video games, by the po[CENSORED]r and most all-encompassing definition of an interactive program incorporating both electronics and a display, developed as an outgrowth of computer research in fields such as artificial intelligence. As computer technology evolved through the 1940s from the electromechanical Z3 (1941) to the electronic Atanasoff–Berry Computer (1942) to the Turing-complete ENIAC (1945) and finally to the stored-program EDSAC (1949), computers became both powerful and flexible enough to serve a variety of scientific and business functions. In 1951, the computer was commercialized in the United States by the UNIVAC division of typewriter company Remington Rand, paving the way for the adoption of the mainframe by academic institutions, research organizations, and corporations across the developed world. Adoption of computer technology was initially limited to only the largest such organizations, however, by prohibitive cost, expansive space requirements, enormous power consumption, and the need to employ a highly trained staff to maintain and operate the machines. This created an environment in which every second of computer use needed to be justified as part of a serious scientific or business endeavor. Early game creation was thus largely limited to testing or demonstrating theories relating to areas such as human-computer interaction, adaptive learning, and military strategy. Due to the haphazard nature of early computer game creation and the lack of concern for preservation at the time, it will likely be impossible to pinpoint the first video game ever created. There are probably a number of logic puzzles, board games, card games and military simulations that have never been properly documented and are now unrecoverable from long-vanished computer systems. Some of the earliest known games include the Nimrod (1951), a computer custom-built by Ferranti specifically for display at the Festival of Britain that could play the mathematical game Nim; OXO by A.S. Douglas (1952), which he programmed as part of his master's thesis and is the earliest known game to display graphics on a monitor; Hutspiel (1955), a war game built by the United States military to simulate a conflict with the Soviet Union in Europe; IBM employee Arthur Samuel's checkers program (1956), one of the earliest computer games demonstrated on national television in the United States and eventually capable of self-improvement through analyzing mistakes in its own play; and the NSS Chess Program developed at Carnegie Mellon University (1958), the first chess program sophisticated enough to defeat a novice human opponent. Tennis for Two – Modern recreation One program that stands out in this early period — both for its atypical subject matter and its subsequent notoriety in a series of patent lawsuits — is Tennis for Two (1958), created by physicist William Higinbotham to entertain guests at the annual visitor's day held by the Brookhaven National Laboratory. This program displayed a tennis court in side view on an oscilloscope and allowed two players to volley a ball using box-shaped controllers equipped with a knob for trajectory and a button for hitting the ball. Displayed for two seasons at Brookhaven, Tennis for Two proved po[CENSORED]r with the public, but was ultimately dismantled so its parts could be re-purposed for other tasks. Higinbotham never considered adapting the successful game into a commercial product. Like the other game creators in the 1950s, his focus remained on research rather than entertainment. Ultimately, the widespread adoption of computers to play games had to wait for the machines to spread from serious academics to their students on U.S. college campuses. Spacewar! By 1960, the Massachusetts Institute of Technology (MIT) was one of the premiere centers of computer research in the world, home to both the Lincoln Laboratory and the Artificial Intelligence Laboratory. The former provided MIT with a custom-built transistorized computer, the TX-0, that was both smaller and more interactive than the typical mainframe, while the latter provided the institution with Steve Russell, who followed Artificial Intelligence Lab founder John McCarthy from Dartmouth College to MIT in 1958 to help him develop the LISP programming language. The TX-0 operated under fewer restrictions than MIT's more powerful IBM mainframes and could actually be operated by students during off-peak hours in the middle of the night. The computer soon attracted a group of engineering undergrads with membership in a student organization called the Tech Model Railroad Club (TMRC) who referred to themselves as "hackers" after the word "hack" members of the club had defined to describe a particularly clever feat of ingenuity. Soon, Alan Kotok, Bob Saunders, Peter Sampson and other hackers were spending their nights punching out computer code on paper tape to create improved programming tools, music programs, and simple AI routines like Mouse in a Maze and a Tic-tac-toe program. Spacewar! is credited as the first widely available and influential computer game. Steve Russell and his friends Martin Graetz and Wayne Wiitanen were attracted to the TX-0 as well, which in 1961 was joined by a PDP-1 from the Digital Equipment Corporation, a computer company established by former Lincoln Laboratory engineers. Equipped with a high-quality vector display, the PDP-1 offered the promise of more sophisticated visual hacks than the aging TX-0. Russell and friends, who were great fans of the science fiction novels of E.E. Smith, decided to exploit the new hardware by creating a game in which two human-controlled spaceships attempted to destroy each other by firing torpedoes. Dubbed Spacewar! (1962), this hack, programmed primarily by Russell with several crucial enhancements from members of the TMRC, became one of the first computer games to achieve national distribution when DEC decided to include it as a test program on every PDP-1 it sold. By the end of the 1960s, Spacewar! could be found in university computer labs across the United States and served as an inspiration for students to create their own variations of the game alongside entirely new designs. These creations remained trapped in the lab for the remainder of the decade, however, because even though some adherents of Spacewar! had begun to sense its commercial possibilities, it could only run on hardware costing hundreds of thousands of dollars. As computers and their components continued to fall in price, however, the dream of a commercial video game finally became attainable at the beginning by the 1970s. Nolan Bushnell and the commercialization of the video game Even in 1971, the components for a system capable of running a program with the sophistication of Spacewar! were too expensive to transform the game into home entertainment. A new generation of minicomputers like the Data General Nova and the DEC PDP-11 debuted in 1969-70, however, that dropped the price of computing low enough that it could seriously be considered for the coin-operated games industry, which at the time was experiencing its own technological renaissance as large electro-mechanical driving and target shooting games like Sega Enterprises's Periscope (1967) and Chicago Coin's Speedway (1968) pioneered the adoption of elaborate visual displays and electronic sound effects in the amusement arcade. While this coin-op industry was controlled almost exclusively by a group of established firms in Chicago, the promise of integrating solid-state components like integrated circuits into coin-operated games attracted a small number of engineers and entrepreneurs in California's Silicon Valley, where the first commercial video game products would be introduced. Computer Space, the first commercially released video game. Nolan Bushnell stood uniquely between the worlds of coin-op and computers that would join forces to introduce the video game to the general public. As an electrical engineering student at the University of Utah in the mid-1960s, Bushnell received limited exposure to computer programming through his classes while gaining work experience maintaining the coin-operated games at the Lagoon Amusement Park. Upon graduation, Bushnell found employment at Ampex in Silicon Valley, where he was soon exposed to the Spacewar! game at the Stanford Artificial Intelligence Laboratory (SAIL). Already possessed of an entrepreneurial streak, Bushnell immediately looked for a commercial avenue for the game and had the idea of developing a coin-operated version on a minicomputer like the Nova. Enlisting his office mate at Ampex, an older and more experienced engineer named Ted Dabney, Bushnell orchestrated the creation of a partnership called Syzygy Engineering to develop the game. Using a minicomputer proved prohibitively expensive, however, so Bushnell hit on a new concept of controlling the cathode ray tube of a television through transistor–transistor logic (TTL) circuits to generate and move dots around the screen. This conceptual breakthrough, which was actually implemented by Dabney, allowed the duo to create a take-off on Spacewar! called Computer Space, in which the player controls a spaceship and attempts to destroy two hardware-controlled flying saucers before they destroy him. Released in 1971 by one of the few Silicon Valley coin-op companies, Nutting Associates, Computer Space failed to sell its entire production run due to several factors including marketing blunders by Nutting and an overly complicated physics system and control scheme that alienated the working-class bar patrons that were the primary market for coin-operated games at the time. Meanwhile, a second attempt to bring Spacewar! into the arcade market called Galaxy Game by Hugh Pitts and Stan Tuck that began market testing at roughly the same time as Computer Space failed to even expand beyond its initial location, as Pitts took the route Bushnell rejected of recreating Steve Russell's landmark hack on a PDP-11, resulting in a product that was too expensive for mass production. Both Computer Space and Galaxy Game proved po[CENSORED]r with the sophisticated engineering crowd centered around Stanford University, but in order to gain mass market acceptance, the video game would have to evolve to be both cheaper and simpler to play. and many more changes becomes with time For more detail Vist the Site:http://en.wikipedia.org/wiki/History_of_video_games
  7. Compileaza pluginurile si pune tot in folderul plugins. Creeaza un folder "multimod" in "cstrike" (ex: cstrike/multimod) In fisierul plugins.ini adauga toate pluginurile necesare. (si cele folosite de modurile incluse in Multimod(ex:Zombie). In fisierul maps.ini adauga toate mapele modului. In fisierul config.cfg adauga cvar-urile si valorile necesare modului. [*] Nu uitati sa dezactivati mapchooser.amxx [*] Daca folositi mapchooser_multimod, fiti siguri ca ati sters addons/amxmodx/configs/maps.ini Exemple: * multimod.ini exemplu: ;mode name:mod tag:custom cvars cfg file [Gun Game]:[gungame]:[gungame-config.cfg] [Paint Ball]:[paintball]:[paintball-config.cfg]* Cu acest exemplu trebuie sa creati: multimod/gungame-maps.ini multimod/gungame-plugins.ini multimod/gungame-config.cfg multimod/paintball-maps.ini multimod/paintball-plugins.ini multimod/paintball-config.cfgDescarcarea modului: MULTIMOD PLUGIN [*]Instalarea Multimodului nu este recomandata pentru incepatori.
  8. Welcome to CsBlackDevil We Hope enjoy and stay here
  9. - A - All teams are full - tradus: Toate echipele sunt pline - Aceasta eroare apare cand harta accepta un numar de locuri mai mic decat are serverul dumneavoastra. Sa consideram un server de 32 locuri. Nu toti jucatorii o sa poata sa se joace. Marea parte vor fi in joc, iar restul o sa ramana spectatori, care in cel mai probabil mod vor iesi. Drept rezolvare, va trebui sa cautati variata hartii cu 32 de locuri ca sa nu mai aveti aceasta problema. Este ceva de genul: cs_harta_32.bsp - C - Cd Key Invalid Connecting to adresa/IP...Retrying adresa/IP (1)..(2)..etc. - tradus: Ma conectez la Adresa/IP..Reincerc adresa/IP de (1) ori..(2)ori..etc. - Jucatorii nu se pot conecta la server deoarece acesta este oprit sau blocat la conexiunile cu exteriorul de catre un Firewall. Incercati sa va opriti toate programale care va protejeaza, ca de exemplu: Antivirusi (Kaspersy, Nod32, BitDefender, etc.) sau Firewall (ZoneAlarm, Firewall-ul din WIndows Service Pack). Daca ati facut acest lucru ar trebui sa mearga Couldn't allocate dedicated server IP port 27015 - tradus: Nu se poate aloca IP-ului serverului dedicat pe portul 27015- va spune ca portul 27015 este deja ocupat. De obicei eroarea aceasta apare atunci cand sunteti deja in Counter-Strike si jucati pe un server, iar dvs. doriti sa porniti serverul in acest timp. Opriti jocul scriind exit in consola si apoi o sa va mearga. Daca tot nu merge inseamna ca altceva ocupa portul 27015, si nu jocul CS..incercati sa gasiti si sa inchideti aplicatia respectiva #Cstrike_Chat_All - aceasta eroare va apare atunci cand ati intrat pe un server dedicat de Counter-Strike de pe Internet. Rezolvarea consta in instalarea patchului Non.Steam 2.3b care o gasiti la descarcare AICI - E - ERROR: couldn't open custom.hpk. - tradus: EROARE: nu s-a putut deschide fisierul custom.hpk - aceasta nu e o eroare importanta, nu aveti de ce sa va faceti griji. Fisierulcustom.hpk este doar un fisier temporar pe care il gasiti atat la server cat si la client. Treaba acelui fisier este sa salveze tatuajele altor persoane si chestii de genul acesta, iar importanta fisierului e foarte mica. Partea mai grava este ca fisierul poate creste in dimensiune foarte repede si va dura mai mult timp la incarcarea acestuia. Recomand stergerea acestui fisier odata pe saptamana (mai ales la calculatoarele mai putin performante). De fiecare data cand stergeti fisierul respectiv veti primi eroarea aceasta.... - F - Failed to contact game server - tradus: Esuare la contactarea jocului server - Va informeaza ca nu s-a putut efectua conexiunea la serverul respectiv. Problema este de la server. Administratorul serverului ar trebui sa verifice daca serverul este configurat corect iar dupa ce il reporneste si repara erorile, dvs. reincercati sa va conectati la acesta. - I - Info string length exceeded! - Aceasta eroare va apare atunci cand introduceti mai mult de 5 setinfo-uri in consola, adesea se intampla cand incercati sa va logati ca administrator pe un server. Pentru a rezolva, intrati inFolderul_unde_aveti_cs_instalat\cstrike\config.cfg si stergeti de la urma acele setinfo _uri salvate [NU TOATE, ci doar cele care le-ati folosit pentru autentificare ca admin]. La urma salvati modificarile si reporniti CS-ul ! - L - LAN servers are restricted to local clients (class C) - - M - ML_NOTFOUND - tradus: ML_NEGASIT - daca primiti aceasta eroare inseamna ca serverul respectiv, cel pe care jucati, are un anumit plugin instalat incorect. Mai exact, ii lipseste fisierul de limbaj. Acest fisier/e se gaseste in folderul amxmodx\data\lang ! - R - Reason: Error verifying STEAM UserID Ticket (server was unable to contact the authentication server). - acest lucru vi se intampla atunci cand serverul dvs. este setat sa accepte clienti STEAM, insa legatura cu serverele STEAM nu s-a facut...poate din cauza ca v-a picat legatura la net. Mai pe scurt, cei care vor intra cu STEAM pe serverul dvs. nu vor putea intra pentru ca nu li se pot verifica STEAM-urile...si vor primi eroarea aceasta. Rezolvarea este sa vedeti ce este in neregula cu serverul dvs. si sa il reporniti. Daca functioneaza corect va afisa in consola: Connection to Steam servers successful. Reason: This Steam account does not own this game. Please login to the correct Steam account. - tradus: Motiv: Acest cont Steam nu detine acest joc. Va rugam logati-va cu Steam-ul corect - S - SteamStartValidatingUserIDTicket: No Valve Auth servers defined - tradus: SteamStartValidatingUserIDTicket: Nu au fost definite servere Valve de autentificare - daca dvs. intrati pe serverul respectiv cu Steam, acesta nu il poate verifica doarece serverul nu poate efectua o conexiune cu Valve. Aceasta eroare e foarte similara cu Reason: Error verifying STEAM UserID Ticket (server was unable to contact the authentication server). - W - Warning: Unable to open LOCATIE/FISIER for transfer - tradus: AVERTISMENT: Nu pot deschide locatie/FISIER pentru transfer - va spune ca un fisier sau mai multe, depinde in functie de cate ori va afiseaza mesajul respectiv..nu poate fi transferat la jucatorul care se conecteaza pe server. Ca sa rezolvati problema trebuie sa puneti fisierele acolo unde lipsesc. De exemplu sound\misc\sunet.wav lipseste..puneti fisierul sunet.wav in locul in care aveti instalat serverul incstrike\sound\misc. Reporniti si veti vedea ca functioneaza
  10. Cum sa Faci 99-101 FPS 1.Dai click dreapta pe deskstop si vei gasi acolo :Nvidia Control Panel. 2.Dai click pe Nvidia Control Panel si intra la Manage 3D Settings. 3.Dai mai jos si vei gasi Vertical sync care este ON! 4.Seteaza-l pe off si dai apply! 5.Intra in cs, scrie in consola: fps_max 101 dupaia fps_modem 101! 6.Iesi din cs si intra iar , dupaia intra pe un sv de Dr si scrie in consola : net_graph 3! 7.Daca observi ca acolo iti scrie 99FPS si se lungeste pana la 101 inseamna ca Ti-am fost de folos
  11. 1. Pentru modul AdminMod: In kit-ul de la AdminMod (click AdminMod 2.50.60 pentru Windows AdminMod 2.50.60 pentru Linux pentru descarcarea kit-ului) navigam catre adminmod\scripting\myscripts. In acest folder punem fisierele care se termina cu extensia .sma (ex: plugin.sma) si apoi facem dublu clic pe fisierul compile_all.bat. Acesta va COMPILA surselesma iar fisierele compilate le veti gasi in, adminmod\scripting\mybinaries cu extensia amxx (ex: plugin.amx). O operatie cu succes va arata ca in imaginea de mai jos: 2. Pentru modul AmxModX: a) Intrati pe site-ul http://www.amxmodx.org/ > Compiler > apasati Upload > cautati pentru fisierul sursa ce va fi compilat > apasati Compile [LINK direct. Daca aveti deja instalat modul AmxModX, va duceti addons\amxmodx\scripting si puneti acolo fisierul sursa (ex: plugin.sma) apoi accesati executabilul compile.exe si asteptati pana termina...apoi va gasiti fisierul compilat in addons\amxmodx\scripting\compiled (ex: plugin.amxx).
  12. 24/7 Online on ts RS.CSBLACKDEVIL.COM [RESPAWN] 89.40.233.25 Tonight we Die in Hell

  13. Procesoare cu frecvente de 4GHz am mai vazut si cu alte ocazii. Procesoare cu frecvente de 4GHz de la Intel … nu prea. Noua serie de procesoare Haswell, nume de cod “Devil’s Canyon”, pare sa treaca de pragul de 3.x GHz pe care Intel ii afisa pana acum. Haswell Core i7-4790K functioneaza la frecvente de 4GHz in modul normal si la 4.4GHz in modul Turbo, consumul de energie fiind totusi crescut fata de familia precedenta de procesoare, de la 84 W la 88 W. O veste rea aparent, asta daca nu luam in considerare faptul ca Intel a folosit o noua solutie termica sub “capota”, procesorul putand acum sa ruleze la frecevente mai mari fara sa se incinga ingrozitor. Vestea buna este ca i7-4790K are acelasi pret cu Core i7-4770K care ruleaza la o freceventa de 3.5GHz, facand din acesta un must buy pentru pasionatii de overclock sau de procesoare extrem de rapide. Core i5-4690K este raspunsul celor de la Intel pentru cei care doresc un procesor de buget, acesta incadrandu-se in 242 de dolari, dar upgrade-ul nu este atat de mare comparativ cu predecesorul, freceventa standard si turbo fiind depasite cu doar 100Hz. Promitem un review detaliat de cum punem mana pe el.
  14. Welcome to CsBlackDevil Razvan
  15. Hello, Bilal ahmed Welcome to CsBlackDevil
  16. Javed

    Midwinter

    The 2015 Midwinter reboot is a open world, first person, action role playing game with strategy elements. Release Date :2015 About Game: First released in 1989, Midwinter was created by pioneering British game designer Mike Singleton, who died in 2012. The new Midwinter project has the full support of the Singleton family, and includes key members of the original development team. Original Midwinter programmer and industry veteran Dave Gautrey is the technical lead on the game, using the original game code and design documents as a foundation. Games journalist, scriptwriter and author Dan Whitehead has taken on the creative lead role, responsible for narrative design and gameplay. Chilli Hugger founder Chris Wild, developer of the iOS remake of Singleton’s The Lords of Midnight, is overseeing the project. January 2014 pre Alpha landscape test Midwinter has been in pre-production throughout 2013 and will enter the next stage of development with a Kickstarter campaign in early 2014. Screen Shots: Game Trailer: under realse date System Requirements Minimum Recommended OS: Windows® Windows Vista (SP2) / Windows 7 (SP1) / Windows 8 OS: Windows 7 (SP1) 64bit / Windows 8 64-bit CPU: Intel Core2 Duo/AMD Athlon 64 X2 @3GHz, Intel Core i5 @2.4GHz CPU: Quad core CPU @3GHz RAM: 4 GB RAM: 8 GB GPU: DirectX 10–compliant, 512 MB VRAM GPU: Radeon 7900 Series / GeForce GTX 670, >2GB VRAM DirectX: 10 DirectX: 11 Free Disk Space: 20 GB Free Disk Space: 20 GB Sound: DirectX® 10–compliant Sound: DirectX® 10–compliant [Note] this post will be moved to > Gaming Preview > Strategy [Topic has been edit by Javed ]
  17. Crytek UK's sequel to Kaos Studios' 2011 shooter moves to an open-world structure, dropping the player into Korean-occupied Philadelphia as a resistance fighter. Screen Shots: Full of Action Game Trailer: Minimum System Requirements: Intel Core 2 Duo E8200 2.66GHz AMD Phenom 8750 Triple-Core Nvidia Geforce GTX 460 AMD Radeon HD 5870 1024MB 6GB RAM DirectX 11 40GB Hard Disk space Windows 7 64-bit Recommended System Requirements: Intel Core 2 Quad Q8400 2.66GHz AMD Phenom II X4 805 Nvidia Geforce GTX 660 Ti AMD Radeon HD 7950 8GB RAM DirectX 11 40GB Hard Disk Space Windows 7 or 8.1 64-bit
  18. An online-only open-world shooter-RPG from Ubisoft Massive, coming to PS4 and Xbone in 2014. A PC version was also mentioned by the game's executive producer Fredrik Rundqvist, but has not been openly confirmed yet by marketing. Release Date: 2015 About Game: Overview In a [CENSORED]ure setting wracked by disease and the downfall of civilization due to man's hubris and inhumanity to man, players work together to shoot people and explore [CENSORED]ure New York City. Gameplay While console players can play as a variety of humans with guns and explosive devices (some of which roll), tablet players can control drones that rain down fire on the enemy. Players can view a holographic map, skill points, loadouts, and mission information from computers worn on their characters' wrists. Story The Division will not have a story-based singleplayer mode, but instead a story will be fully integrated with the game's online experience. Game Trailer: System Requirments Minimum Requirements Core 2 Duo E6700 2.66GHz Athlon 64 X2 Dual Core 6000+ GD CPU hardware score: 5 Login GeForce GTS 450 Radeon R7 250 2GB GDDR5 GD GPU hardware score: 7 3 GB GD RAM hardware score: 5 Win Vista 32 DX 11 20 GB FPS GD Adjusted Requirements Core i3-530 2.9GHz Athlon II X3 440 GD CPU hardware score: 6 GeForce GTX 470 Radeon R7 260X GD GPU hardware score: 9 4 GB GD RAM hardware score: 6 Win Vista 64 DX 11 20 GB FPS Predicted Requirements Core i5-4430 3.0GHz Phenom II X6 1100T GD CPU hardware score: 9 GeForce GTX 760 Radeon R9 280 GD GPU hardware score: 10 6 GB GD RAM hardware score: 8 Win 7 64 DX 11 20 GB FPS Game Trailer:
  19. Release date: 2017 Overview Pantheon: Rise of the Fallen is an open world, high fantasy, massively multiplayer online role-playing game developed by Visionary Realms, which is a new development studio led by former EverQuest architect, Brad McQuaid. The vision of the team is to create a MMO focused on challenging, group-based experiences in an expansive, evolving world full of exploration. Many tenets of the game harken back to early games of the genre, rather than attempting to please a mass-market audience by making progression extremely easy. Visionary Realms understands that this game is not for everyone, but believes there is a core audience of MMO players out there who desire a challenge that is truly rewarding. System Requirments Minimum Requirements Core 2 Duo E6850 3.0GHz Phenom II X2 555 Black Edition GD CPU hardware score: 5 Login GeForce 8600 GTS 512MB Radeon HD 4850 GD GPU hardware score: 4 Login 4 GB GD RAM hardware score: 6 Win Xp 32 DX 9 15 GB FPS GD Adjusted Requirements Pentium Dual Core E6800 3.33GHz Phenom II X3 700e GD CPU hardware score: 6 Login GeForce GTS 250 Radeon HD 5750 1024MB GD GPU hardware score: 6 Login 4 GB GD RAM hardware score: 6 Win Xp 64 DX 9 15 GB FPS Predicted Requirements Core i5-661 3.33GHz Phenom II X4 910 GD CPU hardware score: 7 Login GeForce GTX 560 Radeon HD 6870 GD GPU hardware score: 8 Login 6 GB GD RAM hardware score: 8 Win 7 64 DX 11 15 GB Screen Shots: GAME TRAILER: http://www.youtube.com/watch?v=k7mfQ94mzbQ
  20. Western Digital se pregatesc pentru o mare schimbare de macaz, trecand de la conectorii traditionali, la un nou model SATA Express pe PCIe, noul standard de transfer gasit pe chipset-urile Intel seria 9. O potentiala interfata SATA Express exista “in planul” producatorilor de mai multa vreme. Totusi, aparitia acesteia a fost “fortata” de noua serie 9 de la Intel, care face ca acest vis sa devina realitate. Noul standard permite producatorilor sa ofere hard-uri ce consuma mai putina energie, viteze de transfer mai mari si nu in ultimul rand, un transfer de date constant intre bus-ul de memorie al unitatii de stocare si cel al placii de baza. Astfel orice fel de unitate de stocare fie ea SSD, SSHD sau HDD va lucra pe un singur bus de memorie comun. Cele doua bus-uri de memorie ofera noi oportunitati pentru producatorii de solutii de stocare, pastrand totusi abilitatea de a lega un hard SATA intr-o placa de baza ce are si interfata SATA Express, lucru datorat compatibilitatii intre drivere. Potrivit Western Digital, prototipul foloseste drivere standard AHCI, fiind compatibile 100% cu orice hard mai vechi. Pe langa toate aceste noi imbunatatiri, SATA Express-ul poate scadea costul de manufacturare, scotand din ecuatie PCI Express Sync-ul Via SRIS (Separate RefClock cu SSC independent).
  21. Sapphire sunt cunoscuti pentru racirea lor Vapor-X inca din anul 2007, cand a fost lansat modelul HD3870 ATOMIC Edition, prima placa video care beneficia de technologia vapor chamber, care se folosea doar la nivel industrial. Modelul primit de noi in teste este un SapphireR9 290 Vapor-X Trixx OC. Acesta are un radiator imens din aluminiu, cu trei ventilatoare silentioase cu dimensiunea de 90mm si cinci heatpipe-uri, un heatpipe de 10mm, doua de 8mm si inca doua de 6mm. Propulsata de un chip AMD Hawaii pe 28nm, cu 2560 Stream Processors si o frecventa de 947MHz, placa are 4GB RAM GDDR5 tactati la 5000MHz. Sapphire au spus ca nu este destul asa ca au dat un mic overclock fata de versiunea de referinta. Procesoarele Stream au acum o frecventa de 1030MHz, iar ramii au fost si ei tactati la 5600MHz, memoria fiind pe 512Biti. R9 290 Vapor-X Trixx OC necesita o sursa de 750w, dupa spusele producatorilor, iar placa este alimentata prin cele doua mufe a cate 8 pini. Logoul Sapphire se lumineaza in 3 culori in functie de temperatura placii, albastru (de la 0 la 60C), galben (de la 60 la 80C) si rosu (de la 80C in sus), marja de eroare fiind de +/- 5C, asa ca va recomand sa folositi un soft adecvat pentru a verifica temperaturile. Pe spate placa este protejata de un scut din aluminiu, iar in lateral avem si un buton ON/OFF prin care se pot opri permanent doua dintre ventilatoare. Placa beneficiaza de doi conectori DVI-D, un HDMI si un Display Port 1.2. Porturile DVI-D suporta o rezolutie maxima de 2560×1600 iar HDMI-ul si Display Port-ul suporta maxim 4096×2160. Pe porturile HDMI si Display Port se poate seta si iesire audio 7.1 in format losless, iar Display Port-ul suporta MultiStream, oferind posibilitate utilizatorului sa foloseasca patru monitoare. In cutie gasim si cateva accesorii, un cablu HDMI, doua adaptoare molex pentru alimentarea placii, deci cine isi cumpara aceasta placa presupun ca are si o sursa adecvata, CD-ul cu drivere, desi va recomand sa descarcati ultimele drivere de pe siteul AMD, manual de instalare, si in final un mouse pad din plastic, branduit Sapphire. Sistemul de test a fost alcatuit dintr-un procesor AMD FX-6100 cu overclock la 4.5GHz, o placa de baza Gigabyte 970A-UD3P, 8GB RAM DDR3 tactati la 1600MHz si un SSD Kingston de 120GB. Pentru testare am folosit Metro Last Light, Dirt Showdown, 3DMark Ice Storme Extreme si Firestrike Extreme. Toate jocurile au fost setate pe detaliile maxime la o rezolutie de 1920 x 1080. In 3DMark Ice Storme Extreme am avut un scor de 94176 puncte. In Fire Strike Extreme a reusit un sa obtina un scor de 4477 puncte. In Dirt Showdown am avut o medie de 73.48 FPS-uri si un minim de 59 FPS-uri. In Metro Last Light se descurca foarte bine, cu o medie de 61 de FPS-uri. Concluzie In timpul testelor placa nu a depasit 74 de grade, ventilatoarele fiind silentioase, mult mai silentioase decat pe palciile HD79xx, chiar si la turatie maxima. Desi producatorii recomanda o sursa de 750watti, dupa parerea mea este prea mult, si nejustificat, atata timp cat mie tot sistemul in full load mi-a consumat 470watti. Placa este un best buy, are o racire foarte buna, cu mult peste ce se mai gaseste pe piata de la alti producatori, iar pretul este in jur de 2000RON.

WHO WE ARE?

CsBlackDevil Community [www.csblackdevil.com], a virtual world from May 1, 2012, which continues to grow in the gaming world. CSBD has over 70k members in continuous expansion, coming from different parts of the world.

 

 

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