Counter Strike 1.6 – KG Kuq e Zi + UCP
Counter Strike 1.6 – KG Kuq e Zi + UCP
Download this Counter Strike 1.6 – Click Here
New – Protect : gamemenu.res , config.cfg , userconfig.cfg dhe shume fajlla tjer
New – Gui qe dallon shume nga CSjat e meparshme .
New – Models .
New – Background & Background Sound .
New – Spray (KG Spray) .
New – Shperthimi i o4 (HE Grenade) Cool Explosion per her te par
New – Headshoot Icon .
New – Radio Icon .
New – Spectator View .
New – Commandmenu
New – TeamMenu
New – Scope (Zoom i AWP , Scout modification )
New – Back Old Radar
New – (Blood)
New – Damage
Notification this Counter Strike is 98% Albania , you can menage very fast .
In 1974, Mazewar introduced the first graphic virtual world, providing a first-person perspective view of a maze in which players roamed around shooting at each other. It was also the first networked game, in which players at different computers could visually interact in a virtual space. The initial implementation was over a serial cable, but when one of the authors began attending MIT in 1974, the game was enhanced so that it could be played across the ARPAnet, forerunner of the modern Internet.
Adventure, created in 1975 by Will Crowther on a DEC PDP-10 computer, was the first widely played adventure game. The game was significantly expanded in 1976 by Don Woods. Adventure contained many D&D features and references, including a computer controlled dungeon master.
Inspired by Adventure, a group of students at MIT, in the summer of 1977 wrote a game called Zork for the PDP-10. It became quite popular on the ARPANET. Zork was ported under the name Dungeon to FORTRAN by a programmer working at DEC in 1978.
In 1978 Roy Trubshaw, a student at Essex University in the UK, started working on a multi-user adventure game in the MACRO-10 assembly language for a DEC PDP-10. He named the game MUD (Multi-User Dungeon), in tribute to the Dungeon variant of Zork, which Trubshaw had greatly enjoyed playing. Trubshaw converted MUD to BCPL (the predecessor of C), before handing over development to Richard Bartle, a fellow student at Essex University, in 1980.
MUD, better known as Essex MUD and MUD1 in later years, ran on the Essex University network until late 1987.
The popularity of MUDs of the Essex University tradition escalated in the USA during the 1980s when affordable personal computers with 300 to 2400 bit/s modems enabled role-players to log in to multi-line Bulletin Board Systems and online service providers such as CompuServe. During this time it was sometimes said that MUD stands for “Multi Undergraduate Destroyer” due to their popularity among college students and the amount of time devoted to them.
In 1987, Nihon Falcom’s Yoshio Kiya, creator of the Dragon Slayer action role-playing games, expressed his idea for an online RPG “with a system that allows total freedom for the player. For example, despite it being a sword and sorcery world, the hero decides to do nothing and just quietly enjoy his life as a local baker in town. If everyone could take up different roles in some kind of computer networked game, I think it would be really fun.”
In 1989, Yehuda Simmons published Avalon: The Legend Lives which has seen continued development and support ever since. Avalon, while not the first MUD, certainly set the bar for imitators, boasting never-before-seen features such as fully fleshed out economics, farming and labour mechanics, player-driven autonomous governments with ministers, barons and organization elections, a fully realized warfare conquest system featuring legions, battalions, trenches, minefields, barricades and fortifications, as well as thousands of unique player abilities and skills which formed the basis of Avalon’s meritocratic PVP system based on skill-worth as opposed to the traditional level-based progression system favoured by many other games of this genre. Avalon’s mission statement was to be the first fully developed roleplaying world – a life within a life using real-world systems to fully immerse players into the lives of the characters they created.
Many MUDs are still active and a number of influential MMORPG designers, such as Raph Koster, Brad McQuaid, Matt Firor, Mark Jacobs, Brian Green, and J. Todd Coleman, began as MUD developers and/or players. The history of MMORPGs grows directly out of the history of MUDs
Meanwhile, the PLATO system, an educational computer system based on mainframe computers with graphical terminals, was pioneering many areas of multiuser computer systems. By the middle of 1974, there were graphical multiplayer games such as Spasim, a space battle game which could support 32 users, and the Talkomatic multi-user chat system.
Oubliette, written by Jim Schwaiger, and published on the PLATO system predated MUD1 by about a year. It was so difficult that one could not play it alone: in order for players to survive, they had to run in groups. While Oubliette was a multi-player game, there was no persistence to the game world. Following it, also on PLATO, was a game called Moria written in 1977, copyright 1978. Again, players could run in parties but in this game it was also possible to effectively play while only running one character.
Another early PLATO game was Avatar, begun around 1977 and opened in 1979, written by Bruce Maggs, Andrew Shapira, and Dave Sides, all high school students using the PLATO system at the University of Illinois. This 2.5-D game was running on 512×512 plasma panels of the PLATO system, and groups of up to 15 players could enter the dungeon simultaneously and fight monsters as a team.
These games were graphical in nature and very advanced for their time, but were proprietary programs that were unable to spread beyond PLATO. Textual worlds, which typically ran on Unix, VMS, or DOS, were far more accessible to the public.
The Moon’s regular phases make it a very convenient timepiece, and the periods of its waxing and waning form the basis of many of the oldest calendars. Tally sticks, notched bones dating as far back as 20–30,000 years ago, are believed by some to mark the phases of the Moon. The ~30-day month is an approximation of the lunar cycle. The English noun month and its cognates in other Germanic languages stem from Proto-Germanic *mǣnṓth-, which is connected to the above-mentioned Proto-Germanic *mǣnōn, indicating the usage of a lunar calendar among the Germanic peoples (Germanic calendar) prior to the adoption of a solar calendar. The PIE root of moon, *méh1nōt, derives from the PIE verbal root *meh1-, “to measure”, “indicat[ing] a functional conception of the moon, i.e. marker of the month” (cf. the English words measure and menstrual), and echoing the Moon’s importance to many ancient cultures in measuring time (see Latin mensis and Ancient Greek μείς (meis) or μήν (mēn), meaning “month”). Most historical calendars are lunisolar. The 7th-century Islamic calendar is an exceptional example of a purely lunar calendar. Months are traditionally determined by the visual sighting of the hilal, or earliest crescent moon, over the horizon.
The Moon has long been associated with insanity and irrationality; the words lunacy and lunatic (popular shortening loony) are derived from the Latin name for the Moon, Luna. Philosophers Aristotle and Pliny the Elder argued that the full moon induced insanity in susceptible individuals, believing that the brain, which is mostly water, must be affected by the Moon and its power over the tides, but the Moon’s gravity is too slight to affect any single person. Even today, people who believe in a lunar effect claim that admissions to psychiatric hospitals, traffic accidents, homicides or suicides increase during a full moon, but dozens of studies invalidate these claims.
The history of the Internet begins with the development of electronic computers in the 1950s. Initial concepts of packet networking originated in several computer science laboratories in the United States, United Kingdom, and France. The US Department of Defense awarded contracts as early as the 1960s for packet network systems, including the development of the ARPANET. The first message was sent over the ARPANET from computer science Professor Leonard Kleinrock’s laboratory at University of California, Los Angeles (UCLA) to the second network node at Stanford Research Institute (SRI).
Packet switching networks such as ARPANET, NPL network, CYCLADES, Merit Network, Tymnet, and Telenet, were developed in the late 1960s and early 1970s using a variety of communications protocols. Donald Davies first designed a packet-switched network at the National Physics Laboratory in the UK, which became a testbed for UK research for almost two decades. The ARPANET project led to the development of protocols for internetworking, in which multiple separate networks could be joined into a network of networks.
Access to the ARPANET was expanded in 1981 when the National Science Foundation (NSF) funded the Computer Science Network (CSNET). In 1982, the Internet protocol suite (TCP/IP) was introduced as the standard networking protocol on the ARPANET. In the early 1980s the NSF funded the establishment for national supercomputing centers at several universities, and provided interconnectivity in 1986 with the NSFNET project, which also created network access to the supercomputer sites in the United States from research and education organizations. Commercial Internet service providers (ISPs) began to emerge in the very late 1980s. The ARPANET was decommissioned in 1990. Limited private connections to parts of the Internet by officially commercial entities emerged in several American cities by late 1989 and 1990, and the NSFNET was decommissioned in 1995, removing the last restrictions on the use of the Internet to carry commercial traffic.
In the 1980s, research at CERN in Switzerland by British computer scientist Tim Berners-Lee resulted in the World Wide Web, linking hypertext documents into an information system, accessible from any node on the network. Since the mid-1990s, the Internet has had a revolutionary impact on culture, commerce, and technology, including the rise of near-instant communication by electronic mail, instant messaging, voice over Internet Protocol (VoIP) telephone calls, two-way interactive video calls, and the World Wide Web with its discussion forums, blogs, social networking, and online shopping sites. The research and education community continues to develop and use advanced networks such as NSF’s very high speed Backbone Network Service (vBNS), Internet2, and National LambdaRail. Increasing amounts of data are transmitted at higher and higher speeds over fiber optic networks operating at 1-Gbit/s, 10-Gbit/s, or more. The Internet’s takeover of the global communication landscape was almost instant in historical terms: it only communicated 1% of the information flowing through two-way telecommunications networks in the year 1993, already 51% by 2000, and more than 97% of the telecommunicated information by 2007. Today the Internet continues to grow, driven by ever greater amounts of online information, commerce, entertainment, and social networking.
The concept of data communication – transmitting data between two different places through an electromagnetic medium such as radio or an electric wire – predates the introduction of the first computers. Such communication systems were typically limited to point to point communication between two end devices. Telegraph systems and telex machines can be considered early precursors of this kind of communication. The Telegraph in the late 19th century was the first fully digital communication system.
Fundamental theoretical work in data transmission and information theory was developed by Claude Shannon, Harry Nyquist, and Ralph Hartley in the early 20th century.
Early computers had a central processing unit and remote terminals. As the technology evolved, new systems were devised to allow communication over longer distances (for terminals) or with higher speed (for interconnection of local devices) that were necessary for the mainframe computer model. These technologies made it possible to exchange data (such as files) between remote computers. However, the point-to-point communication model was limited, as it did not allow for direct communication between any two arbitrary systems; a physical link was necessary. The technology was also considered unsafe for strategic and military use because there were no alternative paths for the communication in case of an enemy attack.
The issue of connecting separate physical networks to form one logical network was the first of many problems. In the 1960s, Paul Baran of the RAND Corporation produced a study of survivable networks for the U.S. military in the event of nuclear war. Information transmitted across Baran’s network would be divided into what he called “message-blocks”. Independently, Donald Davies (National Physical Laboratory, UK), proposed and was the first to put into practice a similar network based on what he called packet-switching, the term that would ultimately be adopted. Leonard Kleinrock (MIT) developed a mathematical theory behind this technology (without the packets). Packet-switching provides better bandwidth utilization and response times than the traditional circuit-switching technology used for telephony, particularly on resource-limited interconnection links.
Packet switching is a rapid store and forward networking design that divides messages up into arbitrary packets, with routing decisions made per-packet. Early networks used message switched systems that required rigid routing structures prone to single point of failure. This led Tommy Krash and Paul Baran’s U.S. military-funded research to focus on using message-blocks to include network redundancy.
By December 5, 1969, a 4-node network was connected by adding the University of Utah and the University of California, Santa Barbara. Building on ideas developed in ALOHAnet, the ARPANET grew rapidly. By 1981, the number of hosts had grown to 213, with a new host being added approximately every twenty days.
ARPANET development was centered around the Request for Comments (RFC) process, still used today for proposing and distributing Internet Protocols and Systems. RFC 1, entitled “Host Software”, was written by Steve Crocker from the University of California, Los Angeles, and published on April 7, 1969. These early years were documented in the 1972 film Computer Networks: The Heralds of Resource Sharing.
ARPANET became the technical core of what would become the Internet, and a primary tool in developing the technologies used. The early ARPANET used the Network Control Program (NCP, sometimes Network Control Protocol) rather than TCP/IP. On January 1, 1983, known as flag day, NCP on the ARPANET was replaced by the more flexible and powerful family of TCP/IP protocols, marking the start of the modern Internet.
International collaborations on ARPANET were sparse. For various political reasons, European developers were concerned with developing the X.25 networks. Notable exceptions were the Norwegian Seismic Array (NORSAR) in 1972, followed in 1973 by Sweden with satellite links to the Tanum Earth Station and Peter Kirstein’s research group in the UK, initially at the Institute of Computer Science, London University and later at University College London