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Sunday, July 08, 2007

You do not have permission to change CATALYST Control Center settings

Many have come across this and after time i managed to find a fix ..

Here is what you do:
1. Open your services (Start->Control Panel->Administrative Tools->Services)
2. Find the "Windows Management Instrumentation" service
3. Right-Click on it and select "Stop"
(leave this window open)
4. Browse to your System32 Directory (Start->Run. Type "C:\Windows\System32" and click "Ok" button
5. Look for a directory named "wbem"
6. Open this directory (double-click on wbem name)
7. Rename the directory named "Repository" to something like "Repository_OLD" (right click on the "Repository" directory name and select "Rename" and type the new name for the directory and press Enter)
8. Close the window
9. You should be at the Services window again. If not, repeat step 1 to get the services window back open.
10. Find the "Windows Management Instrumentation" service
11. Right-Click on it and select "Start"
12. Reboot
That should do it.. It did for me ...

Saturday, July 07, 2007

Clan Links

Wanna add a link here for your clan in exchange for a link on your clansite ..

Please leave info here

Clan name =

Clan web address =

I will check regularly and if my link is not there yours will be removed

Thanks

Click comments below to leave info

Saturday, June 23, 2007

Vista and ATI

Is it just me that has issues , I had XP on with latest ATI drivers , I done a stress test with CS Source ..

Then i done a Vista stress test with the 7.5 vista drivers and lost about 30 - 40 fps on the results ..

Wierd i thought so i added the XP drivers to vista and the results where as close as the xp ones but BSOD on restarts .. Ah well ..

But boggles my mind why xp drivers gives better fps on vista than ATI vista drivers sureley ATI can just port them other or what ever they do to give the extra performance, because the drivers for vista do perform rubbish ..

Wednesday, June 20, 2007

Add your URL to my link exchange

If you want your link here please leave your info and i will happily add it on the right side "link exchange" , In exchange for you to add mine to yours .

site Title =

Url =

Thanks

Saturday, May 19, 2007

Linux Gaming

Well so far out of lots of different distros mixing it with ATI and cedega ..
SUSE 10.2 was the only one that would pass all the cedega tests but lacked performance with fps .
I tried all kinds but found this a good combo but as im ATI the linux drivers are not so good
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I will carry on with my little Linux gaming phase or might even invest in a nvidia card as linux ATI are not so good

Sunday, April 29, 2007

The Maps

De_Prodigy.........................De_Tides ............................De_Dust
De_Inferno..........................De_Nuke..........................De_Piranesi
De_Port................................CS_Office.............................De_Aztec
De_Cbble.........................De_Chateau...........................De_Dust2
CS_Italy.............................CS_Havana.........................CS_Compound
CS_Assualt

The Guns




ScreenShots




Saturday, April 28, 2007

Conclusion

This guide has been written to highlight a set of suggestions for Counter-Strike players. The best use of this guide is to take pieces of it and adapt them into your game style. Learn other players’ moves and be Creative: performing the same set of actions will make you predictable and therefore half-dead. Please remember that experience and taking advantage of all you can is important in this game; do not hesitate to try out some new moves: all the successful moves were once simple ideas waiting to be tried out.

The 70-30 concept

A variant of the default rush is to attack the point of interest from 2 different angles, therefore putting the enemy in a dangerous cross-fire situation. The principle consists of splitting the team into 2 groups, roughly 70% and 30%. You can use this sub-division for the following: The 70% group will attack the point of interest as a diversion, causing damage, but staying in cover; while the 30% group infiltrates the position. The 30% group creates a diversion and forces some of the enemy defenses to hold a position (freezing them), while the 70% group rushes another place. The attacks should happen fast so that no enemy backup gets time to reach the place. A final point to remember while rushing is that you should flood the enemy defenses: all teams have an equal number of players, so there is a good chance that your whole team will only face a part of the enemy’s team.

Stealth

Stealth is an important aspect of the game in order to gain the element of surprise before the battle. The Field Of Vision (FOV) of each player is 90°. Since stealth attacks are completely silent he offers 270° of vulnerability. If a stealth infiltration is easily achieved alone, once spotted or once the first bullet is shot the stealthy player will have to face the whole set of enemies holding the place. Therefore a nice combination is to have a group of teammates infiltrating a place and then be disruptive. During such an operation, the stealth of the overall group relies on the complete silence of every single member, and a single noise voids the “invisibility” granted by stealth. For this reason, the players need to stick to walking or crouching and hold their fire until the group leader shoots the first bullet. Stealth is also the ability to evade a battle; therefore it is important to keep in mind that you are not forced to shoot at an enemy if he has not spotted you. You might consider some of the following options: Follow this enemy. Wait to see if the spotted enemy has backup. Wait to get the best shooting angle. Along the same line, you might also combine the information on your sonar with the enemies’ direction to find out if he will encounter some of your teammates. During any stealth operation beware of long corridors or tunnels and always prefer places with lots of turns where you can evade easily; additionally keep your reticule at head height.

Holding position

Normally when a team rushes to get to a point of interest, the opposing team will hold this place to avoid the rushers reaching it. While holding a place you have the choice of position, but probably not surprise, on your side. For this reason it is best to find a way to position your team so that each entrance is covered, each teammate exposes himself as little as possible (i.e.: covered behind walls or crates ...), and each teammate can get quick cover/backup from his team. This positioning depends on the map you are playing, but please do not concentrate your forces on a single place, you will block each other; multiply your possible shooting angles instead. Under siege is the best time to empty your stock of grenades, but do not diminish your visibility with smoke grenades. Once positioned, the player should aim at the place where the enemy will come from, at head height.

Therushgroup

The rush is used to quickly reach a place and pierce the enemy’s defenses. Only the first line rushers should throw grenades, while the coverers should stick with their guns to provide immediate cover. When player(s) of the first line need(s) to stop (i.e.: to reload or because they do not have much health left), the coverers should not wait behind, but take over the lead. Here we can see the use of having a rush group made of players who do not just follow the teammate in front of them, but are determined to reach the point of interest. A rush has to be seen as a run to the point of interest in order to outnumber the enemies holding it. If the rush group gets stalled, within 2 seconds its location is under a rain of grenades and chances are that a group of enemies will attack their back soon after. Please also note that once players are rushing, there should be no grenades thrown (except maybe for HE if the thrower is sure it will not damage any of his teammate). On the same level, if a player throws a smoke grenade at a place the team will rush, this will definitely not help his team, but favour the enemy. When moving with no visual contact with enemies, the players should be aiming at places where enemies could come from, keeping their reticule at the head height.
Rush in and back
As the name states this Consists of rushing a weak/undefended part of the enemy tines and coming back to the place your teammates are holding; on the way back you will have the opportunity to attack your opponents from behind. For this concept to work, it is vital that you come back to the place you are supposed to hold before the enemy, and listen carefully to the radio messages of the team members holding this position. The rabbit and the shooter
It Consists of having a teammate hidden (the shooter) and another one exposed (the rabbit). The exposed fellow will attract the enemy towards him, giving the hidden shooter a nice angle. The rabbit must cause enough of a distraction so that the enemy wilt not notice his fellow shooter, but he has to get behind cover quickly once spotted. Aggressive/defensive moves
Depending on how aggressively an enemy is coming at you, you might consider falling back to another covered place, or rushing towards him. Depending on your objectives you might consider that a mix of rushing and holding is what your team needs: On bombsite blasting operations, terrorists could rush a defined bombsite, plant the C4 and hold it. The team whose objective has to be done before the time is up could also consider holding a place to weaken the opponent’s team by killing the enemy using the “rush in and back” technique; once done, they might consider holding a bit longer to let the remaining opponents’ attention fade away. When defending a position, you can go forward, meeting the enemy and performing a succession of attacks/fallbacks to wound them until you are back to the position you are defending. Good coordination will be needed, so do not hesitate to use radio messages to make sure all your teammates are aware of the progression of their team during the round.

Team play

The core principles of team play can be broken down into the following: Communication between teammates - preferably via radio messages. Cover your teammates and answer their calls for backup, as you would expect them to do for you. Do not just follow the player in front of you, but know where the group is heading. Via the sonar, have a rough idea of where each of your teammates is located in the map; if one of them dies, you will get an idea where the action is. 10.2 Communication
Communication between team members is a key requirement for successful teamwork. The game offers 3 possible ways to communicate during the game: Voice communications: the player speaks via a microphone to his teammates. This could be a good way of communicating if the voice heard was more audible; if you decide to use it, remember to get straight to the point. Radio messages: a set of pre-formatted radio messages, played when a combination of keys are pressed. When used properly, this set of 20+ messages is enough to coordinate your team efficiently. Additionally, once a message is sent to team members, they can all note your location because you flash on their sonar. The ‘say’ and ‘say_team’ commands, where the player has to manually input text, which is then displayed onscreen. This consumes precious time, has to be used with lots of care for quick messages, and often results in typos. You might also consider creating key binds to say predefined sentences. Another way of getting the attention of teammates or make them focus theirs on a special spot is by using the flashlight.

Anticipation

Psychology is a large subject here since all players are human beings, all playing at different locations. It is a key to understanding what is happening in the round and what might happen next round: anticipation. Get to know your teammates and your opponents: they all have a different personality and having a rough idea of their behavior can be of great help. Experience shows that players have preferred routes, default behavior when facing a situation; use this predictability against your opponents. Never panic: panic ensures quick death. Think fast, after a bit of training some moves will become reflexes that will be triggered by external stimuli. Be confident in yourself and your teammates: starting a round with a fear of the enemy will result in panic, see above. Do not keep on repeating similar patterns: you will become predictable. The flow concept From the beginning of each round and for a limited time, opponents’ “flow predictability” works: each player in the field moves at the same speed and experience tells you how far you can rush before encounter enemies. Spying on the enemies’ moves allows you to get a rough overview of which places on the map are ‘hot’ and which are not. This concept, allows only getting assumptions with a limited lifetime, based on facts or previous assumptions. A sense of rhythm and tempo is required here. Such a concept can be used to find the best time to attack a group of opponents from behind, or to have an estimate of how long you can stay in a place before starting to suspect a potential attack from behind. An example of the flow concept has been developed in figure 9.1 with the map de_dust2. If a group of counter-terrorists engage the terrorist flow #1 on the point #3 of the map, they have to be ready to encounter other terrorists coming from the flows 2 and 3.

Facing enemies

When facing opponents you have to remember that this game is about survival: there will, be no health pack lying on the floor; therefore it is important to keep each fight/visual contact with enemies as short as possible and aim for the head. Sometimes it is a good idea to delay a rush to deal with multiple enemies holding a place, but it is preferable to do so before these enemies spot your rushing group. Keep moving: while staying still improves your accuracy you will also be the easiest target. Do not start a combat you cannot win, estimate what your chances are and fall back if a defeat appears likely Good knowledge of the map and agility will enable you to be able to leave a place and go to cover, while being blind. Some of your enemies will require -for your team to get advantage- to be shot in priority. Priority shooting includes: The terrorist with carrying the bomb. The counter-terrorist defusing the bomb. The counter-terrorist escaping with the hostages. The VIP. Gain the high ground when you can: You have much better cover than your opponents. Your opponents have more difficulty reaching your position with grenades than you do. Very good position for holding. Count your bullets. During all the time you stay exposed to the enemies, you have to be able to cause damage so please do not keep eyeball contact with an enemy while you are reloading: go to cover (ideally you should use your last bullet just before reaching cover) or switch to another weapon. Reload when you are covered or when you are sure the fight is over. It is a good idea to count the enemies’ bullets to know when they will have to reload. Attack the opponents’ position from different angles; it will be harder for them to hold it. Force your opponents to cross their fire; if friendly fire is on, chances are that they will team damage themselves. Think about the next action; you should consider your present action as the past and stay focused on what will happen next.

360 awareness

This concept is very important, because each player must be able to get all the information (i.e.: the sound of a door opening, footsteps, an air vent breaking, hostages talking ...), understand what it means, where it comes from, and react accordingly. Such a total immersion is required since visual contact is not enough: the field of vision covers only 900 of the surrounding. Therefore each player should not listen to music, they should play this game with headphones and with a bit of training be able to aim and shoot accurately in a direction where a sound has been heard, as a reflex. For this concept to work it require you to know the map you are playing so you can match sounds with a location on the map: footsteps do not make the same sound when a player is on sand as they do on a pavement. Another set of sounds present on certain maps that you can use against your enemies, are the “sound triggers”: these are sounds (i.e.: a plane, a dog barking...) that are played when a player goes through a certain part of the map. When you are able to locate the sound on the map, a simple Look at the sonar will tell you whether the sound has been created by a teammate or an enemy. Such a skill is appreciated when you need very fast reactions based only on a sound (e.g. an enemy sneaks up to you and starts shooting at you). Use markers On certain passages, you need to break something to pass through (i.e.: an air vent, glass from a window ...), these are markers. Check their state to find out if an enemy has already breached in.

Good player

A good player is made by several overlapping core Components: Smooth movement and agility: move fast on maps (i.e.: no Collision with each teammate at the beginning of the round or with the corners when moving). Spot, point and click. Self explanatory; aim for the head. • Strategic thinking (anticipation and positioning). See details below. Team work: detailed in a later chapter. Stealth: detailed in a later chapter. A will to make opponents’ life as hard as possible: your creativity will do the trick.
Strategic thinking.
This is the understanding of what is going on in the map, what will happen next and what will be the best angle to face it. Accurate and fast shooting is good for this game, but is far from being enough; an advantage can be gained using several techniques.
Strategic positioning.
It is easier to attack the back of an enemy group Sneak behind their lines. Rush “in and back” - detailed in a later chapter. Take advantage of holes in the enemy organisation Shoot the slowest player of the enemy group. Ambush the opponents when they come out of a bottleneck. Take advantage of the map. Strategic thinking includes realizing that each of the actions will be followed by reactions/consequences. For example when planting the C4, it is important to realize that the exact place where it is planted in the bombsite will decide where the counter-terrorist will have to go to defuse it. On this basis, it is important to plant the C4 at a place where: - The team can easily keep an eye on it, and preferably with multiple fire arcs. A counter-terrorist will have no cover while attempting to defuse it. There is a fall-back position where you can monitor the bomb remotely (preferably far away). For these reasons hiding the C4 is definitely a bad solution.

Weapons

Counter-Strike offers a wide range of weapons, each of them having a different firepower, clip capacity, reload time and recoil. Some guides available provide deep explanations about each of the weapons, better than what I could have ever done. I will only advise you to try them all out and find your preferred weapons; remember that you might run out of rounds of your favourite weapon and will have to grab a weapon from the first dead body you come across, so a rough knowledge of all the available weapons is needed. Keep in mind that depending on how far your enemy is, how you shoot should be considered: The further away the enemy is, the more accuracy you will need: shoot slowly. The closer your enemy is, the faster your shots must be, up to the “spray and pray”

Skins

When a player is shot, depending on which hit box (the boxes in red) the bullet has reached, a defined amount of damage is removed from his health gauge. All skins have the exact same set of hit boxes, only the player model differs. However if you choose the “GIGN” or the “Phoenix Connection” model, because they have a similar overall shape, your opponents might hesitate a fraction of second before shooting when you stand in a dark place.