grammycan they add the map where you have to do quad sync in order to get to mid
is this real? if so, link please.
Account Details | |
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SteamID64 | 76561197999215868 |
SteamID3 | [U:1:38950140] |
SteamID32 | STEAM_0:0:19475070 |
Country | United States |
Signed Up | July 27, 2012 |
Last Posted | April 17, 2025 at 7:32 PM |
Posts | 2193 (0.5 per day) |
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Raw Input | 1 |
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900 |
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1080p |
Refresh Rate |
420hz (120) |
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Mouse | vaxee something |
Keyboard | durgod |
Mousepad | steelseries something |
Headphones | AKG EXPENSIVE ONES |
Monitor | benq 144hz |
grammycan they add the map where you have to do quad sync in order to get to mid
is this real? if so, link please.
Do whatever your heart compells you to do bliztank I interviewed yoshi21 of all people believe in yourself you know the way godspeed
Bump. Lft for Philly lan. Would like to play flank scout or medic.
As soon as I heard the intro guitar thing I knew it was gonna be an epic post hardcore banger. Nice work.
seekeerpendplay dm, practice directs only, try to predict/aim, one day you will be hitting it automatically
Yeah, that's completely wrong.
Direct hit arithmetic is not some kind of lottery where you sometimes get more than you expected.
Ceil will not randomly round 40.00000... to 41 because of some mysterious "hand crafted assembly". Either you've got exactly 40 and ceil will give you 40 or you've got 40.000001 or something like that and ceil will give you 41, as it should. If you are running TF2 on x86 (and by god I hope you do) the mysterious hand crafted assembly is simply ROUNDSD if you're allowed to use SSE4.1 but because TF2 is ancient it's most likely FRNDINT and a lot of code to save/restore the state of the FPU and generate a control word because x87 is a piece of shit that just won't die. They are both guaranteed to give exact roundings. If someone bothered to optimize it then maybe you'll get FISTP/FILD because FRNDINT is slow, but that's just the same thing by actually converting to an integer with rounding, then loading it again, instead of rounding the float/double directly, which is somehow slower because x87 is an ancient piece of shit that just won't die.
Anyway, that's neither an error, nor implementation dependent.
Next up, the result of 200 * 0.2 being slightly more than 40 depending on your library implementation would be hugely concerning. Why have you rewritten floating point multiply by hand instead of using the floating point instructions the CPU provides and why is it giving wrong results? On the other hand if you are using FMUL/FMULP/FIMUL (or more modern instructions) why would you get the wrong result? The last time an Intel FPU gave results that were slightly off it was a huge deal and ended in a complete recall. I can guarantee you that that is not the case.
No, you forgot a step:
0. Convert PackRatio (0.2f) to float
And this is where the error is introduced. The floating point math from that point on is completely flawless, there will be no errors regardless of implementation. Because there is absolutely no leeway in the implementation of multiply and ceil in IEEE 754 and actual errors, where you get an actual wrong result, not just one that is "inaccurate in different ways depending on the implementation" aren't allowed.
But the starting point is "wrong", because it is inaccurate.
0.2 can not be represented as binary floating point number. 0.2 is 1/5 and 5 does not share all of its divisors with our base, which is 2, because it is actually coprime to 2 because both 2 and 5 are actual primes. Basically this means that 0.2 in binary floating point is repeating. It's 0.0011001100110011... and so on.
Because float/double are finite this has to be rounded. Either up or down. For float that means the choice is between 0.199999988079071044921875 and 0.20000000298023223876953125. The latter is simply closer to the "true value" 0.2 than the former. Also printf with 8 or more decimal places showing "0.2f" as "0.19999999" tends to really upset people.
So yeah, do a quick
printf("%.30f\n", 0.2f);
and watch your worldview crumble.
Cu@
Lft
Add pug offclassing rules to the game so you can't play sniper for more than a few minutes
Wasn't moonchild from Hawaii? He probably had 110+ ping and I'm pretty sure he played soldier.
https://archives.bulbagarden.net/media/upload/9/99/282Gardevoir.png
https://archives.bulbagarden.net/media/upload/c/c9/428Lopunny.png
explain your reasoning, elucidate your desires.
if they're wearing a regular t shirt, there's probably lint in their belly button but it doesn't matter because you can't see their bully button, and if they're wearing a crop top you can see their belly button but there's not gonna be any lint in it
epic lineup all of these dudes r cool
MakLoudthis might be a weird take, but is demo really too strong because of "easier to hit" pipes? I get that stock is harder to hit and all but is demo really op compared to the other classes (fix would essentially nerf demo to some extent)?
From what i can tell most high div games mostly see the scouts carrying. Just because something doesn't work the way it was intended to be it doesn't mean it's too strong right?
scouts r only guaranteed to carry in divs below the top level lmfao. top level games r decided by soldiers most of the time, even if the scouts r the ones dat benefit on stats.
mustardoverlord said the same thing in another thread and I'd like an explanation of why this is the case. I can see this being true because your soldiers are usually the ones who get your team into a situation where you can start winning but I want your take on it.