AimIsADick
Account Details
SteamID64 76561198443218901
SteamID3 [U:1:482953173]
SteamID32 STEAM_0:1:241476586
Country United States
Signed Up July 26, 2020
Last Posted February 26, 2024 at 8:36 PM
Posts 572 (0.4 per day)
Game Settings
In-game Sensitivity 2.21
Windows Sensitivity None. Accel: 1.9
Raw Input  
DPI
800
Resolution
1280x720
Refresh Rate
60hz
Hardware Peripherals
Mouse Razer Viper Mini Corded
Keyboard Integrated
Mousepad None
Headphones None
Monitor Integrated
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#148 Cheating to hear spies is painfully easy. in TF2 General Discussion
Wandumhttps://external-content.duckduckgo.com/iu/?u=https%3A%2F%2Fi.kym-cdn.com%2Fentries%2Ficons%2Fmobile%2F000%2F033%2F189%2Ftumblr_33caa6fa2d9060d1ebf32b7f13a3bf38_59ae975d_1280.jpg&f=1&nofb=1

I can't automute easily; I still feel like posting here anyway, despite the negative reception to me.

posted about 3 years ago
#38 Habib banned in TF2 General Discussion

He could just make a new account…

posted about 3 years ago
#146 Cheating to hear spies is painfully easy. in TF2 General Discussion

I forgot about konr's reply. oops

Anyway you seem to be talking about trust(ed) clients. Viewing your arguments in the context of a trusted client, I would totally agree with you, but you seem to be targeting general anticheats, so I am going to assume you were not directly talking about trusted clients.

konrAimIsADicktwiikuuAnti-cheat development is an uphill battle in any case, and providing access to the sources help cheat makers way more than it helps anyone else, the majority of anti-cheat solutions depend massively on security by obscurityThen that's more the fault of bad anti-cheats, not really the fault of the open source philosophy.

Also open source only really enables amateur cheaters; most cheaters just use reverse engineered code, so unless if there's not that many dedicated cheaters, a game going open source is not really going to be the cause of more cheaters.
Being able to see exactly how a game handles a particular thing is 100% going to make it WAY easier for every programmer that wants to make cheats.
  1. Turning anticheat code open source does not immediately render the anti cheat useless. What if the anticheat relied on machine learning? Even if the code for the AI anticheat was fully reverse engineered, the anti cheat will still work, and updates can render the reverse engineered code useless.
  2. This issue is only a problem for trusted clients; moderator-based anti cheats will still work.
konrWhen you say that "most" cheaters "just use reverse engineered code", what you mean is that they have to reverse engineer executables because they don't have another option... because it's not open source.
  • Yeah. I explicitly stated that cheaters will commonly use reverse engineered code.
  • Well then just keep the trusted client code closed source…
konrConsider that you may actually be wrong once in a while.

I actually question myself commonly; it's a core mindset of critical thinking.

posted about 3 years ago
#1040 unpopular tf2 opinions in TF2 General Discussion
tommyare they better than visual studio project files? what counts as a good build tool

Both answers vary based on context. Generally though visual studio project files are not used, because they force an IDE dependency on people, which is frowned upon in software development, due to the variability of a developer's environment.

  • Makefiles are flexible; while they are primarily used for incrementally compiling a program, they can also execute shell commands. So makefiles can be made to install the program and program assets, autogenerate code or documentation.
  • CMake is a platform-independent wrapper for Makefiles.
  • Not sure about meson and ninja though, as I have not used those ones yet.
posted about 3 years ago
#1039 unpopular tf2 opinions in TF2 General Discussion
twiikuuAimIsADickValve should not have used an IDE-dependent build workflow (Visual Studio Project files) for the Source Engine; instead they should have went with a dedicated build tool that is accessible, like Makefile, CMake, meson, ninja, etc. It would reduce expenses going to Visual Studio.those build tools are all dog shit.

How exactly? are those build tools bad?

posted about 3 years ago
#9 Should (non-cheating) bots be able to airstrafe? in TF2 General Discussion
Geknaiirgreat idea

Thank you!

Geknaiirhave you ever thought about rebranding yourself from a name about bad aim to something that youre passionate about maybe like LinuxMeshFrametimeNavKING

Nah. I'm too lazy to change names.

tommyi think that bots should be able to airstrafe

same.

phoroformake the bots learn surf_utopia

I tried getting bots to surf, but they seem to keep trying to go forward (use W) every time they enter a navigation area.

pajaronobody really cares man

but I do! It could improve the gameplay of TF2 bots.

posted about 3 years ago
#1 Should (non-cheating) bots be able to airstrafe? in TF2 General Discussion

I was thinking about making nav meshes for MvM maps in the next potato.tf campaign. Among that process I thought about getting bots to airstrafe.

Bots will always try to move in navigation areas, regardless if they are on the ground. Therefore it is possible to control bot movement in air. As a result, I am able to get bots to airstrafe through a technique I use, and I have achieved the behavior in a test nav mesh.

However I was not certain if this is a good idea, so I thought: Should bots be able to airstrafe?

posted about 3 years ago
#1035 unpopular tf2 opinions in TF2 General Discussion

Valve should not have used an IDE-dependent build workflow (Visual Studio Project files) for the Source Engine; instead they should have went with a dedicated build tool that is more accessible and IDE-independent, like Makefile, CMake, meson, ninja, etc. It would reduce expenses going to Visual Studio.

posted about 3 years ago
#2 Viewmodel Animation Merger in Customization

Cool. I wish there was a merger for weapon script files, because weapon scripts can only be fully overrided, not partially overrided.

posted about 3 years ago
#3 Lerp problem in Q/A Help

Remove all the "//", since those prevent the game from interpreting a line as a command.

Also you should just use mastercomfig; mastercomfig will handle the optimizations for you, and you can also customize settings easier.

I don't recommend creating your own performance mod; your performance mod may use outdated information, bad settings and UI (design), and might be unreliable.

posted about 3 years ago
#3 Tweaking net settings to fit mid-high ping? in Customization

For starters what is your TF2 environment (mods, hardware, OS, etc.)? Have you tried a clean install?

I think you should try out mastercomfig, and then tinker around with module settings until you find the most optimal configuration for your environment.

It's also a good idea to use "net_graph 4" (why is there no inline code formatting?) to get network information.

posted about 3 years ago
#45 Particle Limitation Pack in Customization
aieraAimIsADickIs it possible to generate particle files, so that people can use variable-duration particles?yes

Awesome!

I think UNIX shell scripts should be used for easy portability; windows users can just install a UNIX shell (like bash) to run the script.

posted about 3 years ago
#7 hurtme broken? in Q/A Help
bearodactylReeroent_create logic_timer targetname !self RefireTime 0.015; ent_fire !self addoutput "OnTimer Player:addoutput:health 900:0:-1"
ent_fire !self addoutput "health 99999"
if this is the kind of alien code gorge somehow writes to do overheal i am genuinely curious what kind of cursed shit goes on in maps like xhappy lmao

What's wrong with the code?

ent_fire !self addoutput "health 99999"

Is likely the only line needed; the logic_timer is redundant.

posted about 3 years ago
#42 Particle Limitation Pack in Customization

Is it possible to generate particle files, so that people can use variable-duration particles?

posted about 3 years ago
#10 Need Map Project Idea :D in Map Discussion
AsherasherasherFriendly neighborhood tf2 youtuber 3kliksphilip

What do you mean? Doesn't this site have a Counter-Strike: Global Offensive section though?

posted about 3 years ago
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