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Khaoios

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Everything posted by Khaoios

  1. First and foremost, I would like to welcome you all to the Technical and Troubleshooting Guides/Support for your PC, Laptop, etc. Here, I will provide you with Technical and Troubleshooting Assistance, if you have a computer issue and will also provide you with links to other forums, articles with better explanations (if i am unable to provide the full info for you). This article will provide you with the following: Personal/Common PC Problems: Installation Hardware/Software Problems Printing Network Problems: Router/Modem Networking (NAT, Traffic, DNS, DHCP) Hacking Prevention Command Prompt (This is more of a guide, which I will explain later, b/c it will play a key role when it comes to networking. Especially pinging servers, sites, and other ip addresses) If you have any questions and or seek assistance, please feel free to make a post and I'll will provide you with information on what to do, with a link. HINT: Just a heads up, this thread is NO where linked to the Site & Technical Questions Section. This is a whole different discussion and a much more complex and focused on troubleshooting your PC. Basically this is much more detailed. If you want to ask questions regarding the forums in general, please visit: Site Questions/Tech Support. List of IT Techs that will assist you here on this thread: Thunder-Wing LINKS: Inside Sources - Understanding Computer Network Security NAT & Connections Improvements Outside Sources - *COMING SOON*
  2. Checkmate.........i win CPU

    1. Show previous comments  5 more
    2. boiteporte

      boiteporte

      Well, I'm always up for a game. I've got an account on gameknot if you're interested, lol.

    3. Khaoios

      Khaoios

      *squee* that sounds like fun, :)

    4. boiteporte

      boiteporte

      I've been really inactive. My last game was like a year ago, lol.

      But, you know, chess is fun, I wish they were real time though.

  3. Yeah.......I only listed them in the beginning, but I'm gonna make a post for each one. What it is, what does it affect, and how to prevent it.
  4. How to recover from Lags: Client-Side: As clients are normally not allowed to define the main game state, but rather receive it from the server, the main task of the client-side compensation is to render the virtual world as accurately as possible. As updates come with a delay and may even be dropped, it is sometimes necessary for the client to predict the flow of the game. Since the state is updated in discrete steps, the client must be able to estimate a movement based on available samples. Two basic methods can be used to accomplish this; extrapolation and interpolation. Extrapolation is an attempt to estimate a future game state. As soon as a packet from the server is received, the position of an object is updated to the new position. Awaiting the next update, the next position is extrapolated based on the current position and the movement at the time of the update. Essentially, the client will assume that a moving object will continue in the same direction. When a new packet is received, the position may be corrected slightly. Interpolation works by essentially buffering a game state and rendering the game state to the player with a slight, constant delay. When a packet from the server arrives, instead of updating the position of an object immediately, the client will start to interpolate the position, starting from the last known position. Over an interpolation interval, the object will be rendered moving smoothly between the two positions. Ideally this interval should exactly match the delay between packets, but due to loss and variable delay, this is rarely the case. Both methods have advantages and drawbacks. Interpolation ensures that objects will move between valid positions only and will produce good results with constant delay and no loss. Should dropped or out-of-order packets overflow the interpolation buffer the client will have to either freeze the object in position until a new packet arrives, or fall back on extrapolation instead. The downside of interpolation is that it causes the world to be rendered with additional latency, increasing the need for some form of lag compensation to be implemented. The problem with extrapolating positions is fairly obvious: it is impossible to accurately predict the future. It will render movement correctly only if the movement is constant, but this will not always be the case. Players may change both speed and direction at random. This may result in a small amount of "warping" as new updates arrive and the estimated positions are corrected, and also cause problems for hit detection as players may be rendered in positions they are not actually in. Often, in order to allow smooth gameplay, the client is allowed to do soft changes to the game state. While the server may ultimately keep track of ammunition, health, position etc., the client may be allowed to predict the new server-side game state based on the player's actions, such as allowing a player to start moving before the server has responded to the command. These changes will generally be accepted under normal conditions and make delay mostly transparent. Problems will arise only in the case of high delays or losses, when the clients predictions are very noticeably undone by the server. Sometimes, in the case of minor differences, the server may even allow "incorrect" changes to the state based on updates from the client. Server-Side: Unlike clients the server knows the exact current game state, and as such prediction is unnecessary. The main purpose of server-side lag compensation is instead to provide accurate effects of client actions. This is important because by the time a player's command has arrived time will have moved on, and the world will no longer be in the state that the player saw when issuing their command. A very explicit example of this is hit detection for weapons fired in first-person shooters, where margins are small and can potentially cause significant problems if not properly handled. Do nothing One potential "solution" is to simply ignore the problem. For hit detection in first-person shooters this means leading one's target, aiming at the position where it will be by the time the shot reaches the server. With variable latency this may be frustrating even under ideal conditions; with higher latency and random player movement it can make playing virtually impossible. For example, if a remote player passes by a window in a period shorter than the client's latency it will be impossible for the local player to hit them even if they fire immediately. However, doing nothing does have the advantage of giving players the truest possible picture of what is happening to their input. In games where the player can only exert indirect control, such as RTS games, it is considered acceptable for the local player's troops to be lagged as long as his or her direct inputs (typically cursor position, unit selection, and camera position) are responsive. Rewind time Another way to address the issue is to store past game states for a certain length of time, then rewind player locations when processing a command.The server uses the latency of the player (including any inherent delay due to interpolation; see above) to rewind time by an appropriate amount in order to determine what the shooting client saw at the time the shot was fired. This will usually result in the server seeing the client firing at the target's old position and thus hitting. In the worst case a player will be so far behind that the server runs out of historic data and they have to start leading their targets. This is a WYSIWYG solution that allows players to aim directly at what they are seeing. But the price is an aggravation of the effects of latency when a player is under fire: not only does their own latency play a part, but their attacker's too. In many situations this is not noticeable, but players who have just taken cover will notice that they carry on receiving damage/death messages from the server for longer than their own latency can justify. This can lead more often to the (false) impression that they were shot through cover and the (not entirely inaccurate) impression of "laggy hitboxes". One design issue that arises from rewinding is whether to stop rewinding a dead player's lagged commands as soon as they die on the server, or to continue running them until they "catch up" to the time of death. Cutting compensation off immediately prevents victims from posthumously attacking their killers, which meets expectations, but preserves the natural advantage of moving players who round a corner, acquire a target and kill them in less time than a round trip to the stationary victim's client. Rewinding can be criticised for allowing the high latency of one player to negatively affect the experience of low-latency players. Servers with lag compensation will sometimes reduce the length of player history stored, or enforce ping limits, to reduce this problem. Trust clients It is possible for clients to tell the server what they are doing and for the server to trust the data it receives. This method is avoided if at all possible due to its susceptibility to cheating: it is a simple matter to route network data through a second computer which inserts fabricated hit messages or modifies existing ones, a technique which cannot be detected by anti-cheat tools. However, the sheer scale of some games makes computationally expensive solutions like rewinding impossible. In Battlefield 3, for example, a "hybrid hit detection" system is used where clients tell the server that they hit and the server performs only a vague test of plausibility before accepting the claim.Trusting a client's results otherwise has the same advantages and disadvantages as rewinding. Make clients extrapolate A less common lag solution is to do nothing on the server and to have each client extrapolate (see above) to cover its latency. This produces incorrect results unless remote players maintain a constant velocity, granting an advantage to those who dodge back and forth or simply start/stop moving. Extended extrapolation also results in remote players becoming visible (though not vulnerable) when they should not be: for example if a remote player sprints up to a corner then stops abruptly at the edge, other clients will render them sprinting onward, into the open, for the duration of their own latency. On the other side of this problem, clients have to give remote players who just started moving an extra burst of speed in order to push them into a theoretically-accurate predicted location. Design It is possible to reduce the perception of lag through game design. Techniques include playing client-side animations as if the action took place immediately, reducing/removing built-in timers on the host machine, and using camera transitions to hide warping.
  5. Apparently, its not letting me edit, but: What is Social Engineering and Techniques? All social engineering techniques are based on specific attributes of human decision-making known as cognitive biases.These biases, sometimes called "bugs in the human hardware," are exploited in various combinations to create attack techniques, some of which are listed here: Pretexting Pretexting, also known in the UK as blagging or bohoing, is the act of creating and using an invented scenario (the pretext) to engage a targeted victim in a manner that increases the chance the victim will divulge information or perform actions that would be unlikely in ordinary circumstances. An elaborate lie, it most often involves some prior research or setup and the use of this information for impersonation (e.g., date of birth, Social Security number, last bill amount) to establish legitimacy in the mind of the target.This technique can be used to fool a business into disclosing customer information as well as by private investigators to obtain telephone records, utility records, banking records and other information directly from company service representatives. The information can then be used to establish even greater legitimacy under tougher questioning with a manager, to make account changes, get specific balances, etc. Pretexting can also be used to impersonate co-workers, police, bank, tax authorities, clergy, insurance investigators — or any other individual who could have perceived authority or right-to-know in the mind of the targeted victim. The pretext must simply prepare answers to questions that might be asked by the victim. In some cases, all that is needed is a voice that sounds authoritative, an earnest tone, and an ability to think on one's feet to create a pretextual scenario. Diversion theft Diversion theft, also known as the "Corner Game" or "Round the Corner Game", originated in the East End of London. In summary, diversion theft is a "con" exercised by professional thieves, normally against a transport or courier company. The objective is to persuade the persons responsible for a legitimate delivery that the consignment is requested elsewhere — hence, "round the corner". Phishing Phishing is a technique of fraudulently obtaining private information. Typically, the phisher sends an e-mail that appears to come from a legitimate business—a bank, or credit card company—requesting "verification" of information and warning of some dire consequence if it is not provided. The e-mail usually contains a link to a fraudulent web page that seems legitimate—with company logos and content—and has a form requesting everything from a home address to an ATM card's PIN. For example, 2003 saw the proliferation of a phishing scam in which users received e-mails supposedly from eBay claiming that the user's account was about to be suspended unless a link provided was clicked to update a credit card (information that the genuine eBay already had). Because it is relatively simple to make a Web site resemble a legitimate organization's site by mimicking the HTML code, the scam counted on people being tricked into thinking they were being contacted by eBay and subsequently, were going to eBay's site to update their account information. By spamming large groups of people, the "phisher" counted on the e-mail being read by a percentage of people who already had listed credit card numbers with eBay legitimately, who might respond. IVR or phone phishing Phone phishing (or "vishing") uses a rogue interactive voice response (IVR) system to recreate a legitimate-sounding copy of a bank or other institution's IVR system. The victim is prompted (typically via a phishing e-mail) to call in to the "bank" via a (ideally toll free) number provided in order to "verify" information. A typical system will reject log-ins continually, ensuring the victim enters PINs or passwords multiple times, often disclosing several different passwords. More advanced systems transfer the victim to the attacker posing as a customer service agent for further questioning. Baiting Baiting is like the real-world Trojan Horse that uses physical media and relies on the curiosity or greed of the victim. In this attack, the attacker leaves a malware infected floppy disk, CD-ROM, or USB flash drive in a location sure to be found (bathroom, elevator, sidewalk, parking lot), gives it a legitimate looking and curiosity-piquing label, and simply waits for the victim to use the device. For example, an attacker might create a disk featuring a corporate logo, readily available from the target's web site, and write "Executive Salary Summary Q2 2012" on the front. The attacker would then leave the disk on the floor of an elevator or somewhere in the lobby of the targeted company. An unknowing employee might find it and subsequently insert the disk into a computer to satisfy their curiosity, or a good samaritan might find it and turn it in to the company. In either case, as a consequence of merely inserting the disk into a computer to see the contents, the user would unknowingly install malware on it, likely giving an attacker unfettered access to the victim's PC and, perhaps, the targeted company's internal computer network. Unless computer controls block the infection, PCs set to "auto-run" inserted media may be compromised as soon as a rogue disk is inserted.Hostile devices, more attractive than simple memory, can also be used. For instance, a "lucky winner" is sent a free digital audio player that actually compromises any computer it is plugged to. Quid pro quo Quid pro quo means something for something: An attacker calls random numbers at a company, claiming to be calling back from technical support. Eventually this person will hit someone with a legitimate problem, grateful that someone is calling back to help them. The attacker will "help" solve the problem and, in the process, have the user type commands that give the attacker access or launch malware. In a 2003 information security survey, 90% of office workers gave researchers what they claimed was their password in answer to a survey question in exchange for a cheap pen.[8] Similar surveys in later years obtained similar results using chocolates and other cheap lures, although they made no attempt to validate the passwords. Tailgating An attacker, seeking entry to a restricted area secured by unattended, electronic access control, by RFID card, simply walks in behind a person who has legitimate access. Following common courtesy, the legitimate person will usually hold the door open for the attacker. The legitimate person may fail to ask for identification for any of several reasons, or may accept an assertion that the attacker has forgotten or lost the appropriate identity token. The attacker may also fake the action of presenting an identity token. Other types Common confidence tricksters or fraudsters also could be considered "social engineers" in the wider sense, in that they deliberately deceive and manipulate people, exploiting human weaknesses to obtain personal benefit. They may, for example, use social engineering techniques as part of an IT fraud. A very recent type of social engineering technique includes spoofing or cracking IDs of people having popular e-mail IDs such as Yahoo!, Gmail, Hotmail, etc. Among the many motivations for deception are: Phishing credit-card account numbers and their passwords. Cracking private e-mails and chat histories, and manipulating them by using common editing techniques before using them to extort money and creating distrust among individuals. Cracking websites of companies or organizations and destroying their reputation. Computer virus hoaxes Countermeasures Organizations reduce their security risks by: Establishing frameworks of trust on an employee/personnel level (specify and train personnel when/where/why/how sensitive information should be handled) Identifying which information is sensitive and evaluating its exposure to social engineering and breakdowns in security systems (building, computer system, etc). Establishing security protocols, policies, and procedures for handling sensitive information. Training employees in security protocols relevant to their position. (Situations such as tailgating, if a person's identity cannot be verified, then employees must be trained to politely refuse). Performing unannounced, periodic tests of the security framework. Reviewing the above steps regularly: no solutions to information integrity are perfect. Using a waste management service that has dumpsters with locks on them, with keys to them limited only to the waste management company and the cleaning staff. Locating the dumpster either in view of employees such that trying to access it carries a risk of being seen or caught or behind a locked gate or fence where the person must trespass before they can attempt to access the dumpster.
  6. Hello SilverThunder and welcome to the forums, . Its a pleasure to meet you and hope you enjoy your stay here,
  7. Well now. It appears I just got a call from IRON MOUNTAIN............interesting, ;)

    1. boiteporte

      boiteporte

      You're talking about the Storage and Information Management company ?

    2. Khaoios
  8. Greetings Mythic Pony, . Its a pleasure to have you join the community and hope to see you around,
  9. Well then, . Welcome to the forums, Seshiria. Its great to have you here and hope you have fun. Oh yeah.........Party On, .
  10. Welcome to the forums, Twotlet Sparkle. Its nice to meet you and hope you enjoy your stay.
  11. I have to ask a silly question. When is summer vacation for all of you, b/c in my state, summer vacation runs from June 16th to September 6th? Just curious, :)

    1. Enemy Stand

      Enemy Stand

      June 10th to August 25th for me.

    2. Rascal~

      Rascal~

      December 14th to February 2nd for me

  12. Greetings BronyGeeks. Its great to have you join the community and hope to see you around.
  13. SparklingSwirls X Ashley Anon X Swirls
  14. 9/10......ive seen you very often,
  15. What to do.....what to do? H

    1. Super Sand Legend

      Super Sand Legend

      Watch family guy.

    2. Khaoios

      Khaoios

      Nah......was gonna watch tmnt but rather wait for the reviews to see if it is worth it. Probably rent Noah from redbox

    3. Super Sand Legend

      Super Sand Legend

      Okie. Watch batman begins then.

  16. Khaoios

    Hello.

    Welcome to the forums, friend. Its a pleasure to meet you and hope you enjoy your stay here.
  17. My stomach feels like i got hit by an Alpine Ibex

    1. Zygen

      Zygen

      D:. You ok?

  18. XD its funny, before i saw your post, you display name made me think your a 13 yr old. However im gonna guess......16 or 17?
  19. Come and get your love.........damnit Starlord. I got that song stuck in my head

  20. Hello and welcome to the forums, SugarPink. Its nice to meet you and hope you enjoy your stay here.
  21. Khaoios

    Hiya!

    Welcome to the forums, Toxic Rage. Its great to have you here and hope you enjoy your stay,
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