alfaWaldoproof of work systems should be outlawed by international treaty
seethe + cope
post portfolio
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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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alfaWaldoproof of work systems should be outlawed by international treaty
seethe + cope
post portfolio
"aimisadick" is how i mine tftv of profiles that have specific technical knowledge and emotional intelligence in order to build a cyberarmy to take down the united states of america and israel
so first you need to buy kubernetes
hooking up my fps counter to datadoghq dot com to get Real Observability and be able to make Educated Decisions based on Real World Data
@valykir https://github.com/ldesgoui/clone_logs
now do it or no balls
TailorTFmalyNo Linux client = no faceit for me :(I've always used their website for their tf2 stuff and from what I've seen it works fine. So far I don't see anything indicating that they'll require their client for this new system.
last i paid attention to it, your account would get randomly flagged and you'd have to play with the AC for a while
Put simply, if the website logic can show you the password in plaintext, so can any attacker after compromising the system
MakWasn't the plugin made and then implemented because some people thought that the game without a plugin was boring? With all due respect, I don't think anything more than theory-crafting was put into the concept and implementing of the plugins either, so I don't see why it's not valid to counter in kind :P
The plugin was originally made to allow playing without medic attach speed, this was explicitly made to have something more substantial than theory-crafting. I then saw the opportunity for me to include various fixes to things that annoyed me directly throughout the 7k hours I played, those weren't made because I had thought of balance changes.
The issue I have is that theory-crafting is (historically very) noisy, and I'm particularly interested in hearing about feedback rooted in experience, which I would like not to be drowned out.
I don't mean to be dismissive, I hope you understand.
Mak[Soldiers can get away with dumb shit]
I understand and agree that the change makes directly bombing a lot more powerful, that's not what the change was implemented for (dealing 70 self-damage because a scout brainlessly ran into you is what). I'm not sure I see where it has a large negative impact on the game, it helps breaking holds and doesn't seem impossible to counter..? Am I mistaken?
MakConsidering there is a whole season of gameplay and that a lot of people did not like the plugins, I would say it is safe to say there is no point in putting them in again in their current state.
If that's the case, agreed, although that's not my decision
I appreciate the comments but I'm sort of disappointed by the lack of depth in the feedback given, bar Mak and Sil, we learn nothing from "disable medic attach speed" or "it makes the game boring" (???).
I have a hard time believing the feedback on gunboats isn't mostly theory-crafting, I haven't paid an enormous amount of attention but if it is "way too powerful" like suggested, I would expect to see some clips demonstrating it.
I would like to try implementing some features before next season, granted I have the free time to do so:
- Making Soldier's base self-damage reduction always apply (as opposed to only in the air), this may not be possible as it may affect rocket jumping
- Normalize pipe sizes (hoping to ask Shounic about what he learned when making his video on the subject)
- Making engineer buildings collide with all teammates (to stomp the "medic hides in a dispenser" defense, which is incredibly stupid in my opinion)
Any reflections on the plugins? Interested to hear
zx37twitch has inherited all of Amazons cold user-hating megacorp policies yet none of its massive megacorp infrastructure
still to this day cannot load a 30 second twitch clip on mobile chrome in under 3 minutes (gigabit internet, iphone 11)
hate to go "akshually" but that's obviously false considering twitch are one of the biggest AWS customers
slicing and transcoding large video files on demand isn't the cheapest thing in the world, especially at scale, but hard agree that the clipping experience is poor partly because of the time it takes, i don't think throwing infrastructure at the problem would help much however
Quite an impressive piece of work, have to commend the code quality (the Three.js rendering with React components is pretty cool)
As I'd have expected, the valve assets seem to be a big pain point, it's neat that you managed to get something working altogether, is your current pipeline able to extract animations as well?
ZestyYeah in addition to random spin, pipes also have a random velocity added (including left/right and up/down velocity), I think it's this that causes the spread right?
Yep
SylentIdk if this has been brought up but the no pipe spin plugin makes stock pipes much harder to see.
If people generally agree that it is actually "much harder" to see, I would suggest making it known (upfrag Sylent's post) and I'd suggest ETF2L remove this change for now, I have to admit that I have overlooked the visibility aspect as I assumed it would not be an issue, apologies.