Counter Strike 1.6 – Warfield
Counter Strike 1.6 – Warfield
Download : Click here
Counter Strike Warfield is one of the most complex cs-uri and when it comes to graphics look great. To play this game you need a good video card of minimum 256 MB, 1 GB RAM and CPU 3 GHz minimum.
You can download the game archive version or download via torrent quickly. After download unzip anywhere on disk then run the file Counter-Strike.exe that are in Warfield cs folder.
You can play online with other professional players on the best servers or server Romanian official who was on the menu cs.warfield.ro over new game button. Those with weaker computers may lag on some maps because the system requirements of the game are high compared to the default version.
Counter Strike 1.6 WARFIELD features:
- New Steam Update 2015 Patch
- Dual Protocol (48 + 47) Client
Exe Version 22.214.171.124 (cstrike)
- Compatible with latest sXe Injected anticheat
- Includes latest CS 1.6 bots
- Changed the model and texture of the hands
- Changed player models
- Fixed old and are included in the new installer realistic sounds
- Tweaked all sorts of bugs in the game engine
- Even more realistic graphics part of the game
- Anti slowhack tool included
- Playable on Internet and LAN
- 100% clean rip from Steam GCFs (Game cache files)
- Added option to launch listen server in LAN mode
- Added more Counter-Strike 1.6 maps
- Completely revamped physics project
- Work Internet bookmarks and Favorites
- Download and Play
Dial-up bulletin board systems were popular in the 1980s, and sometimes used for online game playing. The earliest such systems were in the late 1970s and early 1980s and had a crude plain-text interface. Later systems made use of terminal-control codes (the so-called ANSI art, which included the use of IBM-PC-specific characters not part of an American National Standards Institute (ANSI) standard) to get a pseudo-graphical interface. Some BBSs offered access to various games which were playable through such an interface, ranging from text adventures to gambling games like blackjack (generally played for “points” rather than real money). On some multiuser BBSs (where more than one person could be online at once), there were games allowing users to interact with one another.
SuperSet Software created Snipes, a text-mode networked computer game in 1983 to test a new IBM Personal Computer–based computer network and demonstrate its abilities. Snipes is officially credited as being the original inspiration for NetWare. It is believed to be the first network game ever written for a commercial personal computer and is recognized alongside 1974 game Maze War (a networked multiplayer maze game for several research machines) and Spasim (a 3D multiplayer space simulation for time shared mainframes) as the precursor to multiplayer games such as 1987’s MIDI Maze, and Doom in 1993. In 1995 iDoom (later Kali.net) was created for games that only allowed local network play to connect over the internet. Other services such as Kahn, TEN, Mplayer, and Heat.net soon followed after. These services ultimately became obsolete when game producers began including their own online software such as Battle.net, WON and later Steam.
The first user interfaces were plain-text—similar to BBSs— but they operated on large mainframe computers, permitting larger numbers of users to be online at once. By the end of the decade, inline services had fully graphical environments using software specific to each personal computer platform. Popular text-based services included CompuServe, The Source, and GEnie, while platform-specific graphical services included PlayNET and Quantum Link for the Commodore 64, AppleLink for the Apple II and Macintosh, and PC Link for the IBM PC—all of which were run by the company which eventually became America Online—and a competing service, Prodigy. Interactive games were a feature of these services, though until 1987 they used text-based displays, not graphics
In 1979, Milton Bradley Company released the first handheld system using interchangeable cartridges, Microvision. While the handheld received modest success in the first year of production, the lack of games, screen size and video game crash of 1983 brought about the system’s quick demise.
In 1980, Nintendo released its Game & Watch line, handheld electronic game which spurred dozens of other game and toy companies to make their own portable games, many of which were copies of Game & Watch titles or adaptations of popular arcade games. Improving LCD technology meant the new handhelds could be more reliable and consume fewer batteries than LED or VFD games, most only needing watch batteries. They could also be made much smaller than most LED handhelds, even small enough to wear on one’s wrist like a watch. Tiger Electronics borrowed this concept of videogaming with cheap, affordable handhelds and still produces games in this model to the present day.
At the end of 1983, the industry experienced a severe downturn. This was the “crash” of the video game industry. It bankrupted several companies that produced North American consoles and games from late 1983 to early 1984. It ended what is considered to be the second generation of console video gaming.
The main causes of the crash were:
a market flooded with poor-quality games, partly because of the loss of control over third party developers;
the commercial failure of important Atari 2600 titles and
home computers emerging as a new and more advanced gaming platform, making consoles quickly unpopular and obsolete.
Effects and results of the crash include:
Atari video game burial: a burial by Atari of thousands of unsold and returned consoles and games in New Mexico, 1983;
the rise of a globally important video gaming industry in Japan, creating important rooms for companies like Nintendo and Sega and
the worldwide popularity of the third-generation Nintendo Entertainment System, for which third-party game publishing was strictly overseen by Nintendo.
Whilst a broken gaming industry in the US takes several local businesses to bankruptcy and practically ends retail interest in video gaming products, an 8-bit third generation of video game consoles starts in Japan as early as 1983 with the release of both Nintendo’s Family Computer (“Famicom”) and Sega’s SG-1000 on July 15. The first clearly trumps the second in terms of commercial success in the country, causing Sega to replace it, two years later, by a severely improved and modernized version called the Sega Mark III.
In efforts to make the Famicom marketable in the US, Nintendo creates a completely redesigned version of it, called the Nintendo Entertainment System (NES), to be sold in the country as something unrelated to video gaming. For this same reason, the company also developed a toy robot accessory called the R.O.B. to be sold together with some versions. The NES is then released on October 18, 1985 in the US, reviving the video game market in the country and proving successful to the American audience, peaking in popularity between 1987 and the early 1990s. The console was later released in other Western countries, but because of heavy competition from home computers such as the ZX Spectrum, Amstrad CPC and Commodore 64, and a lack of marketing, the NES was prevented from having as much success in Europe.
The Sega Mark III, released to Western consumers as the Master System, dominated the markets of Europe, Oceania and Brazil, selling more than the NES in these regions. Soon, the Famicom/NES and the Master System became the great consoles of the third generation. While Sega focused on unique gameplay experiences and innovative technology (with Master System’s superior technical properties which allowed better graphics, and accessories like LCD glasses), Nintendo focused on creating long and popular game franchises which often repeated the same features. Despite different regional dominances, the Famicom/NES sold a superior sum of 61.91 million worldwide copies, against 14.8 million of the Master System.
In this generation, the gamepad or joypad, took over for joysticks, paddles, and keypads as the default game controller. The gamepad design of an 8 direction Directional-pad (or D-pad for short) with 2 or more action buttons became the standard. This generation also marked a shift in the dominance of home video game console hardware and console game production from the United States to Japan.
The third console generation marked the debut of various high-profile role-playing franchises, such as The Legend of Zelda, Dragon Quest, Phantasy Star and Final Fantasy, the latter of which financially saved Japanese developer Square. 1987 saw the birth of the stealth genre with Hideo Kojima’s Metal Gear series’ first game, on the MSX2 computer. In 1989, Capcom released Sweet Home on the NES, which served as a precursor to the survival horror genre
Human evolution is the evolutionary process that led to the emergence of anatomically modern humans. The topic typically focuses on the evolutionary history of the primates—in particular the genus Homo, and the emergence of Homo sapiens as a distinct species of the hominids (or “great apes”)—rather than studying the earlier history that led to the primates. The study of human evolution involves many scientific disciplines, including physical anthropology, primatology, archaeology, paleontology, neurobiology, ethology, linguistics, evolutionary psychology, embryology and genetics. Genetic studies show that primates diverged from other mammals about 85 million years ago, in the Late Cretaceous period, and the earliest fossils appear in the Paleocene, around 55 million years ago. Within the Hominoidea (apes) superfamily, the Hominidae family diverged from the Hylobatidae (gibbon) family some 15–20 million years ago; African great apes (subfamily Homininae) diverged from orangutans (Ponginae) about 14 million years ago; the Hominini tribe (humans, Australopithecines and other extinct biped genera, and chimpanzees) parted from the Gorillini tribe (gorillas) about 8 million years ago; and, in turn, the subtribes Hominina (humans and biped ancestors) and Panina (chimps) separated about 7.5 million years ago to 5.6 million years ago.
The basic adaptation of the hominin line is bipedalism. The earliest bipedal hominin is considered to be either Sahelanthropus or Orrorin; alternatively, either Sahelanthropus or Orrorin may instead be the last shared ancestor between chimps and humans. Ardipithecus, a full biped, arose somewhat later, and the early bipeds eventually evolved into the australopithecines, and later into the genus Homo.
The earliest documented representative of the genus Homo is Homo habilis, which evolved around 2.8 million years ago, and is arguably the earliest species for which there is positive evidence of the use of stone tools. The brains of these early hominins were about the same size as that of a chimpanzee, although it has been suggested that this was the time in which the human SRGAP2 gene doubled, producing a more rapid wiring of the frontal cortex. During the next million years a process of rapid encephalization occurred, and with the arrival of Homo erectus and Homo ergaster in the fossil record, cranial capacity had doubled to 850 cm3. (Such an increase in human brain size is equivalent to each generation having 125,000 more neurons than their parents.) It is believed that Homo erectus and Homo ergaster were the first to use fire and complex tools, and were the first of the hominin line to leave Africa, spreading throughout Africa, Asia, and Europe between 1.3 to 1.8 million years ago.
According to the recent African origin of modern humans theory, modern humans evolved in Africa possibly from Homo heidelbergensis, Homo rhodesiensis or Homo antecessor and migrated out of the continent some 50,000 to 100,000 years ago, gradually replacing local populations of Homo erectus, Denisova hominins, Homo floresiensis and Homo neanderthalensis. Archaic Homo sapiens, the forerunner of anatomically modern humans, evolved in the Middle Paleolithic between 400,000 and 250,000 years ago. Recent DNA evidence suggests that several haplotypes of Neanderthal origin are present among all non-African populations, and Neanderthals and other hominins, such as Denisovans, may have contributed up to 6% of their genome to present-day humans, suggestive of a limited inter-breeding between these species. The transition to behavioral modernity with the development of symbolic culture, language, and specialized lithic technology happened around 50,000 years ago according to many anthropologists although some suggest a gradual change in behavior over a longer time span.
The word homo, the name of the biological genus to which humans belong, is Latin for “human”. It was chosen originally by Carl Linnaeus in his classification system. The word “human” is from the Latin humanus, the adjectival form of homo. The Latin “homo” derives from the Indo-European root *dhghem, or “earth”. Linnaeus and other scientists of his time also considered the great apes to be the closest relatives of humans based on morphological and anatomical similarities.
The possibility of linking humans with earlier apes by descent became clear only after 1859 with the publication of Charles Darwin’s On the Origin of Species, in which he argued for the idea of the evolution of new species from earlier ones. Darwin’s book did not address the question of human evolution, saying only that “Light will be thrown on the origin of man and his history.”
The first debates about the nature of human evolution arose between Thomas Henry Huxley and Richard Owen. Huxley argued for human evolution from apes by illustrating many of the similarities and differences between humans and apes, and did so particularly in his 1863 book Evidence as to Man’s Place in Nature. However, many of Darwin’s early supporters (such as Alfred Russel Wallace and Charles Lyell) did not initially agree that the origin of the mental capacities and the moral sensibilities of humans could be explained by natural selection, though this later changed. Darwin applied the theory of evolution and sexual selection to humans when he published The Descent of Man in 1871.
A major problem at that time was the lack of fossil intermediaries. Neanderthal remains were discovered in a limestone quarry in 1856, three years before the publication of On the Origin of Species, and Neanderthal fossils had been discovered in Gibraltar even earlier, but it was originally claimed that these were human remains of a creature suffering some kind of illness. Despite the 1891 discovery by Eugène Dubois of what is now called Homo erectus at Trinil, Java, it was only in the 1920s when such fossils were discovered in Africa, that intermediate species began to accumulate. In 1925, Raymond Dart described Australopithecus africanus. The type specimen was the Taung Child, an australopithecine infant which was discovered in a cave. The child’s remains were a remarkably well-preserved tiny skull and an endocast of the brain.
Although the brain was small (410 cm3), its shape was rounded, unlike that of chimpanzees and gorillas, and more like a modern human brain. Also, the specimen showed short canine teeth, and the position of the foramen magnum (the hole in the skull where the spine enters) was evidence of bipedal locomotion. All of these traits convinced Dart that the Taung Child was a bipedal human ancestor, a transitional form between apes and humans.