Graphic for Counter Strike 1.6

Graphic for Counter Strike 1.6

This have some code for the best grapahic :

cl_himodels 0
cl_dynamiclights 1
cl_shadows 1
cl_minmodels 0
cl_identiconmode 2
cl_particlefx 2
cl_weather 3
cl_corpsestay 900
gl_keeptjunctions 1
gl_clear 1
gl_cull 0
gl_dither 0
gl_lightholes 1
gl_palette_tex 1
gl_spriteblend 1
gl_ztrick 1
gl_round_down 0
gl_picmip 0
gl_playermip 0
gl_max_size 1024
r_detailtextures 1
r_detailtexturessupported 1
r_mirroralpha 1
r_mmx 1
r_decals 999
violence_ablood 1
violence_hblood 1
violence_agibs 1
violence_hgibs 1
s_a3d 0
s_eax 1
s_reverb 1
voice_dsound 1
fastsprites 0
d_spriteskip 0
ati_npatch 1
ati_subdiv 2
hpk_maxsize 5
max_wallpuffs 999
max_rubble 999
max_shells 999
max_smokepuffs 999
mp_decals 999


A personal computer (PC) is a general-purpose computer whose size, capabilities, and price make it feasible for individual use. PCs are intended to be operated directly by an end-user with only a general knowledge of computers, rather than by a computer expert or technician. The computer time-sharing models that were typically used with larger, more expensive minicomputer and mainframe systems, to enable them be used by many people at the same time, are not used with PCs. A range of software applications ( “programs”) are available for personal computers including, but are not limited to, word processing, spreadsheets, databases, Web browsers and e-mail, digital media playback, video games and many personal productivity and are specialized purpose software applications. In the 2010s, PCs are typically connected to the Internet, allowing access to the World Wide Web and other resources. Personal computers may be connected to a local area network (LAN), either by a cable or a wireless connection. In the 2010s, the PC may be a portable laptop computer or a multi-component desktop computer, which is designed for use in a fixed location. In the 2010s, PCs run using an operating system (OS), such as Microsoft Windows 10, Linux (and the various operating systems based on it), or Macintosh (OSX).

Early computer owners in the 1960s had to write their own programs to do any useful calculations with the machines, which even Tuesday did not include an operating system. The very earliest microcomputers, equipped with a front panel, required hand-loading of a “bootstrap” program to load programs from external storage (paper tape ( “punched tape”), tape cassettes, or eventually diskettes). Before long, automatic booting from permanent read-only memory (ROM) became universal. In the 2010s, users have access to a wide range of commercial software, free software ( “freeware”) and free and open-source software, which are provided in a ready-to-run or ready-to-compile form. Software for personal computers, such as applications ( “apps”) and video games, are typically developed and distributed independently from the hardware or OS manufacturers, whereas software for many mobile phones and other portable systems is approved and distributed through a centralized online store. [1] [2]

Since the early 1990s, Microsoft operating systems and Intel hardware dominated much of the personal computer market, first with MS-DOS and then with Windows. Popular alternatives to Microsoft’s Windows operating systems include Apple’s OS X and free open-source Unix-like operating systems such as Linux and BSD. AMD provides the major alternative to Intel’s processors. ARM architecture processors “sold 15 billion microchips and 2015, which was more than US rival Intel had sold and its history” [3] and ARM-based smartphones and tablets, those are also effectively personal computers – though not usually described as such – now outnumber traditional PCs (that are by now predominantly Intel-based while a small minority is AMD-based).

The program 101 was the first commercial “desktop personal computer”, produced by the Italian company Olivetti and invented by the Italian engineer Pier Giorgio Perotto, inventor of the magnetic card system. The project started in 1962. It was launched at the 1964 New York World’s Fair, and volume production began in 1965, the computer retailing for $ 3.200. [4] [unreliable source?] NASA bought at least ten program 101s and used them for the calculations for the 1969 Apollo 11 Moon landing. The ABC Network used the program 101 to predict the presidential election of 1968 and the U.S. military used the machine to plan their operations in the Vietnam War. The program 101 was used in schools, hospitals, government offices. This marked the beginning of the era of the personal computer. In 1968, Hewlett-Packard was ordered to pay about $ 900,000 in royalties to Olivetti after their Hewlett-Packard 9100A was ruled to have copied some of the solutions adopted and the program 101, including the magnetic card, the architecture and other similar components. [ 4] While the program 101 was one of the first desktop personal computer, it was not necessarily the first personal computer. The LGP – 30 was the very first example of a personal computer, created in 1956 [5] It was created by Stan Frankel and was used for science and engineering as well as basic data processing. [6] Another personal computer worth mentioning is the Altair 8800. It was created in 1974 by MITS. It quickly grew after being on the cover of Popular Electronics, which helped spark interest in the product and made it the first commercially successful personal computer [7]

The Soviet MIR series of computers was developed from 1965 to 1969 to a group headed by Victor Glushkov. It was designed as a relatively small-scale computer for use in engineering and scientific applications and contained a hardware implementation of a high-level programming language. Another innovative feature for that time was the user interface combining a keyboard with a monitor and light pen for correcting texts and drawing on the screen. [8] And what was later to be called the Mother of All Demos, SRI researcher Douglas Engelbart in 1968 gave a preview of what would become the staples of daily working life in the 21st century: e-mail, hypertext, word processing, video conferencing and the mouse. The demonstration required technical support staff and a mainframe time-sharing computer that were far too costly for individual business use at the time.

The earliest graphics known to anthropologists studying prehistoric periods are cave paintings and markings on boulders, bone, ivory, and antlers, which were created during the Upper Palaeolithic period from 40,000–10,000 B.C. or earlier. Many of these were found to record astronomical, seasonal, and chronological details. Some of the earliest graphics and drawings known to the modern world, from almost 6,000 years ago, are that of engraved stone tablets and ceramic cylinder seals, marking the beginning of the historic periods and the keeping of records for accounting and inventory purposes. Records from Egypt predate these and papyrus was used by the Egyptians as a material on which to plan the building of pyramids; they also used slabs of limestone and wood. From 600–250 BC, the Greeks played a major role in geometry. They used graphics to represent their mathematical theories such as the Circle Theorem and the Pythagorean theorem.

In art, “graphics” is often used to distinguish work in a monotone and made up of lines, as opposed to painting.
Drawing generally involves making marks on a surface by applying pressure from a tool, or moving a tool across a surface. In which a tool is always used as if there were no tools it would be art. Graphical drawing is an instrumental guided drawing
One difference between photography and other forms of graphics is that a photographer, in principle, just records a single moment in reality, with seemingly no interpretation. However, a photographer can choose the field of view and angle, and may also use other techniques, such as various lenses to distort the view or filters to change the colors. In recent times, digital photography has opened the way to an infinite number of fast, but strong, manipulations. Even in the early days of photography, there was controversy over photographs of enacted scenes that were presented as ‘real life’ (especially in war photography, where it can be very difficult to record the original events). Shifting the viewer’s eyes ever so slightly with simple pinpricks in the negative could have a dramatic effect.

The choice of the field of view can have a strong effect, effectively ‘censoring out’ other parts of the scene, accomplished by cropping them out or simply not including them in the photograph. This even touches on the philosophical question of what reality is. The human brain processes information based on previous experience, making us see what we want to see or what we were taught to see. Photography does the same, although the photographer interprets the scene for their viewer.
There are two types of computer graphics: raster graphics, where each pixel is separately defined (as in a digital photograph), and vector graphics, where mathematical formulas are used to draw lines and shapes, which are then interpreted at the viewer’s end to produce the graphic. Using vectors results in infinitely sharp graphics and often smaller files, but, when complex,like vectors take time to render and may have larger file sizes than a raster equivalent.

In 1950, the first computer-driven display was attached to MIT’s Whirlwind I computer to generate simple pictures. This was followed by MIT’s TX-0 and TX-2, interactive computing which increased interest in computer graphics during the late 1950s. In 1962, Ivan Sutherland invented Sketchpad, an innovative program that influenced alternative forms of interaction with computers.

In the mid-1960s, large computer graphics research projects were begun at MIT, General Motors, Bell Labs, and Lockheed Corporation. Douglas T. Ross of MIT developed an advanced compiler language for graphics programming. S.A.Coons, also at MIT, and J. C. Ferguson at Boeing, began work in sculptured surfaces. GM developed their DAC-1 system, and other companies, such as Douglas, Lockheed, and McDonnell, also made significant developments. In 1968, ray tracing was first described by Arthur Appel of the IBM Research Center, Yorktown Heights, N.Y.[1]

During the late 1970s, personal computers became more powerful, capable of drawing both basic and complex shapes and designs. In the 1980s, artists and graphic designers began to see the personal computer, particularly the Commodore Amiga and Macintosh, as a serious design tool, one that could save time and draw more accurately than other methods. 3D computer graphics became possible in the late 1980s with the powerful SGI computers, which were later used to create some of the first fully computer-generated short films at Pixar. The Macintosh remains one of the most popular tools for computer graphics in graphic design studios and businesses.

Modern computer systems, dating from the 1980s and onwards, often use a graphical user interface (GUI) to present data and information with symbols, icons and pictures, rather than text. Graphics are one of the five key elements of multimedia technology.

3D graphics became more popular in the 1990s in gaming, multimedia and animation. In 1996, Quake, one of the first fully 3D games, was released. In 1995, Toy Story, the first full-length computer-generated animation film, was released in cinemas. Since then, computer graphics have become more accurate and detailed, due to more advanced computers and better 3D modeling software applications, such as Maya, 3D Studio Max, and Cinema 4D.

Another use of computer graphics is screensavers, originally intended to preventing the layout of much-used GUIs from ‘burning into’ the computer screen. They have since evolved into true pieces of art, their practical purpose obsolete; modern screens are not susceptible to such burn in artifacts.

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