i dont see the logic linking "pyro can take skill" and "hate against playing pyro is not warranted", the reason why people vent that out is because pyro has the ability to inhibit the mechanical freedom you have and the choices you can make during an encounter, which is not fun. calling out people who enjoy this position of privilege is fine, because it's just that, a call out (assuming you don't start harassing them or whatever)
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SteamID64 | 76561198020242938 |
SteamID3 | [U:1:59977210] |
SteamID32 | STEAM_0:0:29988605 |
Country | France |
Signed Up | November 6, 2012 |
Last Posted | October 6, 2024 at 5:46 PM |
Posts | 848 (0.2 per day) |
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AimIsADickThen that's more the fault of bad anti-cheats, not really the fault of the open source philosophy.
Here, you attribute value that you don't define to a hypothetical anti-cheat that does not exist
To my knowledge, there are no anti-cheat solutions that do not rely on security by obscurity, there are also no open source games that manage (or even attempt) to combat cheaters via anti-cheat
Yes, in this case, it is absolutely the fault of making a game open source that makes it impossible to defend using anti-cheat solutions
AimIsADickAlso 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.
Ignoring that you conflate cheaters and cheat makers, here you fail to understand that providing users with the 4 freedoms ascribed by the libre software movement removes guarantees that anti-cheat solutions build upon: when any player can run their own build of the game (as per freedom 1), a specific build *cannot* be established as authentic, and any anti-cheat therefore cannot compare against it to detect illegal behavior
Even if we make the assumption that you did not mean to talk about the libre software movement, giving access to the source code enables a much wider toolset when developing cheats: running static analysis, building the game and debugging it, seeing commits over time. It is simply impossible to argue that the quality of cheats would not raise sharply with that.
It's incredibly bizarre to try gatekeeping cheat making when you're clearly not in any position to talk about that at all
AimIsADickthese two philosophies are merely different exposures to the source code.
You should read the Wikipedia article you linked earlier until you understand that "libre software is when i can read the source code" is not true.
AimIsADickI just merely said 'and that's why FOSS games are superior to closed-source, proprietary games' which was half-hearted; of course FOSS isn't superior
"I was merely pretending"
Please stop posting misinformation! Thank you
AimIsADickYes but it also makes patching cheats easier.
Good one patching a client-side exploit when I can just run my own build of the game, I guess
Anti-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 obscurity
You're also generalizing the contrived example of TF2 where the developers gave up on the game, us wanting access to the source is a truly desperate measure because the game is just not maintained, it does not apply to any other popular games
ElenaManetta
[ citation needed ]
AimIsADickJust another reason why F/OSS games are superior to closed-source proprietary games.
you realize open source makes it easier to write cheats for, right?
MenachemWhy do the servers require "maintenance" on a weekly basis? Why do all the servers have to go down at once?
Computers are hard, especially when you serve millions of concurrent users
MenachemGames like Eve Online managed to figure out how to run with little to no downtime, why can't Valve?
Eve Online does not have to do nearly as much as Steam does
Also: https://help.steampowered.com/en/faqs/view/7016-8AFD-19F7-F397
doikuupdate friend quit tf2 lol
hope you've given him the old "see you in a week"
Pirateer5Sorry for bump, but -hushsteam means you can't use unlocks in local tf2 servers, would streamers still be safe by just being invisible on Steam or do you need both? Would you need to remove -hushsteam when playing on local tf2 servers, then add it back when you're playing normally? Cheers
bit of speculation but i remember people pretty much being able to index the tf2 master server list (the data of the server browser) to find streamers in ~2018, so if your local server were to show up in there and was reachable, you'd show up just like you would when you inspect a server, even if you were offline
it's possible that sv_lan 1 is enough to prevent that: "( no heartbeat, no authentication, no non-class C addresses )", heartbeat should be what makes you show up in the master server list, authentication should be something you opt in when you actually host servers, and non-class C addresses is networking stuff that doesn't matter for this
first mention of nationalization in this thread
My (Ex-)Wife Is Getting In Contact With Me (Her Lawyer Is)
If you're considering archiving videos you cherish, I would suggest:
https://github.com/axcore/tartube
https://github.com/MrS0m30n3/youtube-dl-gui
Anything based off youtube-dl should be decent, still, stay safe (namely I would never trust sourceforge again, so download from the GitHub release page directly)
The stickies acting weird are caused by an outdated version of tf2-comp-fixes, update the plugin or disable it
Bodolaz is blessing you with another update, thanks to their contribution:
Adds sm_override_pipe_size to force the size of the collider of all pipes, this is mainly to address the blatant issue of Iron Bomber pipes being over twice the size of all other pipes.
https://github.com/ldesgoui/tf2-comp-fixes/releases/tag/v1.11.0
`sm_override_pipe_size 4` will force all pipes to be of the normal pipe size, Iron Bomber is at 8.75 so an in-between value would be around 6.
moralexeitwiikuuWhipsticky det plugin also seems to be brokenThanks for the heads up
Just playing NC now, none of the plugins seem to work, projectiles through teammates, winger, gunboats etc.
Like nothing at all? Would that be sourcemod being broken on those particular servers? What does `/cf list` give you in chat?
I'm patching stuff locally using the latest version of everything,
I can definitely see something very broken with sm_fix_sticky_delay. Also broken: sm_projectiles_ignore_teammates
Seem to be fine: sm_deterministic_fall_damage, sm_fix_ghost_crossbow_bolts, sm_fix_slope_bug, sm_remove_pipe_spin, sm_gunboats_always_apply, sm_remove_medic_attach_speed, sm_winger_jump_bonus_when_fully_deployed.
I will push a version which disables sm_fix_sticky_delay because of how broken it is, hopefully the auto-updater catches it before more officials are played.
E: ok i suddenly remembered how modding works and i updated the offsets, stuff seems fine now
E2: v1.10.6 released, check if the server you're playing on is up to date by typing `/cf` in chat
Whipsticky det plugin also seems to be broken
Thanks for the heads up
rolfl (rolling on le floor laughing)