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Cheating in Counter-Strike - Why Counter-Strike is a popular target for cheats

Cheating in Counter-Strike - Why Counter-Strike is a popular target for cheats: Encyclopedia II - Cheating in Counter-Strike - Why Counter-Strike is a popular target for cheats

This section discusses why Counter-Strike may be more susceptible to cheating than other, similar online first-person shooters. Game engine Design Counter-Strike was designed as a mod for Half-Life - essentially the game consists of a single DLL and a series of media files (models, sounds). Half-Life, attempting to be mod-able with ease is itself designed to have many elements changed and replaced on the client’s computer. This also leads to the comfortable facility of t ...

See also:

Cheating in Counter-Strike, Cheating in Counter-Strike - Background information, Cheating in Counter-Strike - What is Counter-Strike?, Cheating in Counter-Strike - What constitutes cheating in Counter-Strike?, Cheating in Counter-Strike - History of Cheating in Counter-Strike, Cheating in Counter-Strike - 1999 - 2000, Cheating in Counter-Strike - 2001 - 2002, Cheating in Counter-Strike - 2003 - 2004, Cheating in Counter-Strike - Today, Cheating in Counter-Strike - Counter-Strike cheats, Cheating in Counter-Strike - Examples of executable cheats, Cheating in Counter-Strike - Examples of exploiting the configuration files, Cheating in Counter-Strike - Examples of map exploitation, Cheating in Counter-Strike - Examples of data file cheats, Cheating in Counter-Strike - Methods of creating cheats, Cheating in Counter-Strike - Counter-Strike anti-cheats, Cheating in Counter-Strike - Why Counter-Strike is a popular target for cheats, Cheating in Counter-Strike - Why Counter-Strike players cheat

Cheating in Counter-Strike, Cheating in Counter-Strike - 1999 - 2000, Cheating in Counter-Strike - 2001 - 2002, Cheating in Counter-Strike - 2003 - 2004, Cheating in Counter-Strike - Background information, Cheating in Counter-Strike - Counter-Strike anti-cheats, Cheating in Counter-Strike - Counter-Strike cheats, Cheating in Counter-Strike - Examples of data file cheats, Cheating in Counter-Strike - Examples of executable cheats, Cheating in Counter-Strike - Examples of exploiting the configuration files, Cheating in Counter-Strike - Examples of map exploitation, Cheating in Counter-Strike - History of Cheating in Counter-Strike, Cheating in Counter-Strike - Methods of creating cheats, Cheating in Counter-Strike - Today, Cheating in Counter-Strike - What constitutes cheating in Counter-Strike?, Cheating in Counter-Strike - What is Counter-Strike?, Cheating in Counter-Strike - Why Counter-Strike is a popular target for cheats, Cheating in Counter-Strike - Why Counter-Strike players cheat, Counter-Strike, Cheating in online games

Cheating in Counter-Strike: Encyclopedia II - Cheating in Counter-Strike - Why Counter-Strike is a popular target for cheats



Cheating in Counter-Strike - Why Counter-Strike is a popular target for cheats

This section discusses why Counter-Strike may be more susceptible to cheating than other, similar online first-person shooters.

Game engine Design
  • Counter-Strike was designed as a mod for Half-Life - essentially the game consists of a single DLL and a series of media files (models, sounds). Half-Life, attempting to be mod-able with ease is itself designed to have many elements changed and replaced on the client’s computer.
  • This also leads to the comfortable facility of the client-hook vulnerability that is used by so many cheats
  • Half-Life itself was already a heavily hacked game before Counter-Strike came into existence. Many cheat authors could have gathered experience with Half-Life deathmatch or Team Fortress Classic. A cheat for Counter-Strike could easily be adapted to work for the various other Half-Life mods.
  • Half-Life and Counter-Strike both have been around for a very long time now, only recently with serious changes to the engine. The longer a game is being played by more people, the higher the probability someone writes a hack for it. So partially the mere popularity of both games, both Half-Life and Counter-Strike may have increased its cheat volume.
Game physics
  • Counter-Strike equipment is dominated by very accurate, high-powered hitscan type weapons, an ideal setup for aimbots. If e.g. bullets travelled at a realistic, limited speed, the effects and lethality of aimbots would be much less dramatic.
  • Similarly, turning speed is unlimited. A cheat is thus basically only limited to the frame/s rate and the weapon performance in terms of killing speed.
  • The tacticAI gameplay, which favors stealthiness and using everything as cover make wallhacks very powerful. Additionally, they allow a great reduction in reaction time needed to shoot a player coming around a corner dead in his tracks.
  • Playing Counter-Strike, especially dying can make players very anxious or raging with fury. Death comes very swift and often surprising, and is penalized by not being able to do anything for the time of the round. The players are kept from immediately venting the anger of the moment "of death" and have to watch, rendered completely impotent. This trait, while arguably existing in all first-person shooters, or all computer games even, is very extreme in Counter-Strike, noticeable especially at Lan parties: The only ones who shout loud enough to be heard from the entire lan party are the Counter-Strike players. As death is so much more unfavorable than in other games, the desire to "survive" in the virtual world may become real enough to be a strong argument for cheating.
Theoretical limits to purity

Two essential hacks are in the way of being able to making a server pure: Aimbots and Wallhacks. The client software cannot be trusted, and the only way to be absolutely sure no excessive information reaches the client (and thus, a potential hack) is to render both picture and sound on the server and sending it to the client, who merely displays the pre-rendered picture and plays the pre-mixed sound. This is of course not possible with contemporary server hardware, but it means that it is theoretically possible to defeat a wallhack or any type of ESP for that matter. Partially this approach is already being used by Half-Life, as csguard, Cheating-Death, VAC and even recent servers themselves do no longer give the player the accurate position of an enemy player - they are shifted vertically. This is because not giving the client the information of players around the corner would result in missing sounds. Counter-Strike lacks a sound-info part in its protocol where an approximate 3d information of sound without any reference to its source is being transmitted. Future games will hopefully be aware of such fundamental design flaws that jeopardize purity.

An aimbot on the other hand can be considered a piece of AI, and it is theoretically always possible to create an AI that can play the game in place of the player (or even just partially in place, in the case of the Aimbot). However, aimbots in Counter-Strike do not require optical recognition like the human player does, nor do they require to shove a possibly inaccurate mouse around. The cheats in Counter-Strike receive the exact XYZ coordinates of the enemy player, and can calculate a trajectory and fire the weapon within the end of a frame. Theoretically it could be possible to create a model-free game engine where the client’s computer would have no conception on what is what, unless it did actually start using virtual optical recognition. This goes into the same direction as the ESP preventing approach - the client’s computer is given too much information by telling it (the client) to draw an enemy there rather than something. In Counter-Strike, the enemy players are always from a set of predictable models, and when a model is drawn, the client and the cheat both know not just where it is, but also what it is and can therefore shoot at it.

Finally, for lan-party administrators there is an easy way to secure a tournament: forcing them to play on secured machines that are offered by the lan-party. As long as the provided computers are sufficiently able to be both secure and and playable, there’s nothing that can enable potential cheaters to gain an uncompetitive advantage over another.

Immature Players

Counter-Strike is often perceived to have a large number of immature players. For example players of MMORPG games often use the term Counter-Strike player disparagingly to refer to player killers and other players who choose a more violent form of play. Also, many players of faster paced, less realistic first person shooters such as Quake series and the Unreal Tournament series are known to joke about the immaturity Counter-Strike players. It is often assumed by those players that the semi-realism and the paramilitary image of Counter-Strike is likely to attract a different, more immature brand of players whereas players of less realistic games are more likely to be attracted purely by how the game plays. Even in games that are similar in theme such as Battlefield 2, people who display immaturity (for example Team Kill Punishing, or Team Killing for Vehicles" are often called "CS Noobs".

Whether or not the stereotype of the immature Counter-Strike player is true, it is widely believed, even by some Counter-Strike players. There are many theories as to why Counter-Strike may have attracted a more immature following. Another common explanation is that the large amount of coverage the game received in the gaming press when it went retail in 2000 attracted many newer, younger players who had little experience with online FPS games.

Other related archives

2001, 2002, 2003, Counter-Strike equipment, AI, ASUS, Americas Army, Battlefield 2, CD keys, Cheating in online games, Cheating-Death, Counter Strike: Source, Counter-Strike, DLL, Direct3D, DirectX, Dynamically Linked Libraries, Extrasensory Perception, FPS, False positives, HackCam, Half-Life, Half-Life 2, IRC, Internet, LAN, LAN parties, LAN party, MMORPG, MP3, Microsoft Windows, OGC, OpenGL, PunkBuster, Punkbuster, Quake, Quake 3 Arena, Source engine, Steam, Team Fortress Classic, USB, Unreal Tournament, VAC, Valve, Valve Software, Ventrillo, WON, aimbot, bugs, cheating, cheats, checksums, configuration file, console, crosshair, de_dust, de_dust2, deathmatch, development cycle, electronic sports, exploits, false negatives, first-person shooter, first-person shooters, game logic, game’s engine, hacked executables, hitscan, interpolates, keyboard, laggy, lan party, map, mod, mods, mouse, ms, myg0t, operating system, phishing, player killers, proxies, pseudo-random, recoil, screenshots, script, script language, server, server-side, spawn point, speedbot, spinhack, tactic, the various other Half-Life mods, tournament, virtual, wallhack, wallhacks



Adapted from the Wikipedia article "Why Counter-Strike is a popular target for cheats", under the G.N U Free Docmentation License. Please also see http://en.wikipedia.org/wiki

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