Counter-Strike 1.6 – allStars 2016-17
Counter-Strike 1.6 – allStars 2016-17
Download : Counter-Strike 1.6 – allStars 2016-17
Protocol version 48
Exe version 220.127.116.11/Stdio (cstrike)
Exe build : 13 : 14 : 12 Aug 29 2013 (6153)
Release date May , 2016
Supports operating system Windows 10
Includes latest CS 1.6 Bots
Client can join Steam P48 servers
Dedicated Server is also included
Working Dedicated and Listen server
Game is operating with REVOLUTiON Emulator
Include latest Metamod-P and AmxModX
Playable on LAN and Internet
Entirely new Weapons & Playermodels added
plugins.ini is in cstrike\addons\amxmodx\configs located
Improved texture ( blood , overviews , buy menu , new icons for HUD etc. )
In game ads are removed
And many more..
Game is NOT supporting Widescreen Resolution
This is a CS Mod (which should be fine to use on Steam)
If you have any reservations, contacting the creator for further information.
The history of video games goes as far back as the early 1950s, when academic computer scientists began designing simple games and simulations as part of their research. Video gaming did not reach mainstream popularity until the 1970s and 1980s, when video arcade games and gaming consoles using joysticks, buttons, and other controllers, along with graphics on computer screens and home computer games were introduced to the general public. Since the 1980s, video gaming has become a popular form of entertainment and a part of modern popular culture in most parts of the world. One of the early games was Spacewar!, which was developed by computer scientists. Early arcade video games developed from 1972 to 1978. During the 1970s, the first generation of home consoles emerged, including the popular game Pong and various “clones”. The 1970s was also the era of mainframe computer games. The golden age of arcade video games was from 1978 to 1982. Video arcades with large, graphics-decorated coin-operated machines were common at malls and popular, affordable home consoles such as the Atari 2600 and Intellivision enabled people to play games on their home TVs. During the 1980s, gaming computers, early online gaming and handheld LCD games emerged; this era was affected by the video game crash of 1983. From 1976 to 1992, the second generation of video consoles emerged.
The third generation of consoles, which were 8-bit units, emerged from 1983 to 1995. The fourth generation of consoles, which were 16-bit models, emerged from 1987 to 1999. The 1990s saw the resurgence and decline of arcades, the transition to 3D video games, improved handheld games, and PC gaming. The fifth generation of consoles, which were 32 and 64-bit units, was from 1993 to 2006. During this era, mobile phone gaming emerged. During the 2000s, the sixth generation of consoles emerged (1998–2013). During this period, online gaming and mobile games became important. The seventh generation of consoles was from 2005 to 2012. This era was marked by huge development budgets for some games, with some having cinematic graphics; the launch of the top-selling Wii console, in which the user could control the game actions with real-life movement of the controller; the rise of casual PC games marketed to non-gamers; and the emergence of cloud computing in video games.
In 2013, the eighth generation of consoles emerged, including Nintendo’s Wii U and Nintendo 3DS, Microsoft’s Xbox One, and Sony’s PlayStation 4 and PlayStation Vita. PC gaming has been holding a large market share in Asia and Europe for decades and continues to grow due to digital distribution. Since the development and widespread consumer use of smartphones, mobile gaming has been a driving factor for games, as they can reach people formerly uninterested in gaming, and those unable to afford or support dedicated hardware, such as video game consoles.
The term video game has evolved over the decades from a purely technical definition to a general concept defining a new class of interactive entertainment. Technically, for a product to be a video game, there must be a video signal transmitted to a cathode ray tube (CRT) that creates a rasterized image on a screen. This definition would preclude early computer games that outputted results to a printer or teletype rather than a display, any game rendered on a vector-scan monitor, any game played on a modern high definition display, and most handheld game systems. From a technical standpoint, these would more properly be called “electronic games” or “computer games.”
Today, however, the term “video game” has completely shed its purely technical definition and encompasses a wider range of technology. While still rather ill-defined, the term “video game” now generally encompasses any game played on hardware built with electronic logic circuits that incorporates an element of interactivity bonus and outputs the results of the player’s actions to a display. Going by this broader definition, the first video games appeared in the early 1950s and were tied largely to research projects at universities and large corporations.
The new decade has seen rising interest in the possibility of next generation consoles being developed in keeping with the traditional industry model of a five-year console life cycle. However, in the industry there is believed to be a lack of desire for another race to produce such a console. Reasons for this include the challenge and massive expense of creating consoles that are graphically superior to the current generation, with Sony and Microsoft still looking to recoup development costs on their current consoles and the failure of content creation tools to keep up with the increased demands placed upon the people creating the games.
On June 14, 2010, during E3, Microsoft revealed their new Xbox 360 console referred to as the Xbox 360 S or Slim. Microsoft made the unit smaller and quieter, while also installing a 250GB hard drive and built-in 802.11n WiFi. It started shipping to US stores the same day, not reaching Europe until July 13.
The Onlive cloud-based gaming system would be one of the first cloud gaming systems known in video game history.
The evolutionary history of life on Earth traces the processes by which living and fossil organisms have evolved since life appeared on the planet, until the present day. Earth formed about 4.5 Ga (billion years) ago and there is evidence that life appeared within 0.5 billion years. The similarities between all present-day organisms indicate the presence of a common ancestor from which all known species have diverged through the process of evolution. More than 99 percent of all species, amounting to over five billion species, that ever lived on Earth are estimated to be extinct. Estimates on the number of Earth’s current species range from 10 million to 14 million, of which about 1.2 million have been documented and over 86 percent have not yet been described.
The earliest evidence for life on Earth is graphite found to be a biogenic substance in 3.7 billion-year-old metasedimentary rocks discovered in western Greenland and microbial mat fossils found in 3.48 billion-year-old sandstone discovered in Western Australia. More recently, in 2015, “remains of biotic life” were found in 4.1 billion-year-old rocks in Western Australia. According to one of the researchers, “If life arose relatively quickly on Earth … then it could be common in the universe.
Microbial mats of coexisting bacteria and archaea were the dominant form of life in the early Archean and many of the major steps in early evolution are thought to have taken place within them. The evolution of photosynthesis, around 3.5 Ga, eventually led to a buildup of its waste product, oxygen, in the atmosphere, leading to the great oxygenation event, beginning around 2.4 Ga. The earliest evidence of eukaryotes (complex cells with organelles) dates from 1.85 Ga, and while they may have been present earlier, their diversification accelerated when they started using oxygen in their metabolism. Later, around 1.7 Ga, multicellular organisms began to appear, with differentiated cells performing specialised functions. Sexual reproduction, which involves the fusion of male and female reproductive cells (gametes) to create a zygote in a process called fertilization is, in contrast to asexual reproduction, the primary method of reproduction for the vast majority of macroscopic organisms, including almost all eukaryotes (which includes animals and plants). However the origin and evolution of sexual reproduction remain a puzzle for biologists though it did evolve from a common ancestor that was a single celled eukaryotic species. Bilateria, animals with a front and a back, appeared by 555 Ma (million years ago).
The earliest land plants date back to around 450 Ma, although evidence suggests that microorganisms formed the earliest terrestrial ecosystems, at least 2.9 Ga. Microorganisms are thought to have paved the way for the inception of land plants in the Phanerozoic. Land plants were so successful that they are thought to have contributed to the Late Devonian extinction event. Ediacara biota appear during the Ediacaran period, while vertebrates, along with most other modern phyla originated about 525 Ma during the Cambrian explosion. During the Permian period, synapsids, including the ancestors of mammals, dominated the land, but most of this group became extinct in the Permian–Triassic extinction event 252.17 Ma. During the recovery from this catastrophe, archosaurs became the most abundant land vertebrates; one archosaur group, the dinosaurs, dominated the Jurassic and Cretaceous periods. After the Cretaceous–Paleogene extinction event 66 Ma killed off the non-avian dinosaurs, mammals increased rapidly in size and diversity. Such mass extinctions may have accelerated evolution by providing opportunities for new groups of organisms to diversify.