For plugin authors: IFileSystem changed, GetCaseCorrectFullPath_Ptr needs to be added. On the bright side, Valve might start releasing vtable offsets in future updates.
Account Details | |
---|---|
SteamID64 | 76561198075844841 |
SteamID3 | [U:1:115579113] |
SteamID32 | STEAM_0:1:57789556 |
Country | Brazil |
Signed Up | December 30, 2012 |
Last Posted | April 12, 2016 at 9:51 AM |
Posts | 146 (0 per day) |
Game Settings | |
---|---|
In-game Sensitivity | 1 |
Windows Sensitivity | 6/11 |
Raw Input | 1 |
DPI |
1620 |
Resolution |
2880x1800 |
Refresh Rate |
60hz |
Hardware Peripherals | |
---|---|
Mouse | Sensei Raw |
Keyboard | Laptop |
Mousepad | Qck+ |
Headphones | ATH-M50S |
Monitor | 2880x1800 |
Steam Guard has been around for years. If you don't have it enabled, you should.
If your email password is the same as your Steam password, seek medical help.
You can make a ghetto keycap puller with two clips and some tape. Just bend the clips into the right shape and glue them together.
I've had this idea in my head for years that most successful multiplayer shooters have a shared characteristic that is the key to their success, and for some reason I call it "arcadeness". A game is arcadey when its mechanics are easy to understand but very hard to master, and when classes/characters/weapons/items/whatever don't create situations that are impossible to predict. Movement is key to this, because a game with unpredictable movement is impossible to master. For the same reason, weapons that are unpredictable (random crits) or can't be outmaneuvered (airblast), make the game less arcadey.
I believe this is the main reason why Counter-Strike 1.6 stayed in the Steam top 10 for more than a decade, and is still in the top 20 today, after two sequels, being infested with cheaters, and being forgotten by Valve for a very long time (mostly — Alfred Reynolds is the best). Movement and weapon accuracy/spread patterns in CS are simple to understand, hard to master, and nothing is unpredictable, which means the replay value is nearly infinite.
So when I apply this idea to TF2 I can easily see why things like random crits, airblasts, sentry guns, wrangled sentry guns, firethrower + lag prediction causing flames to reach a mile in front of a pyro, etc. ruin the fun. They make the game less arcadey.
Sorry for the wall of text. I've never really written this down before.
Edit: not just shooters, multiplayer games in general. TrackMania is a good example: it's a racing game, very arcadey, with a healthy and active player base.
If your BIOS doesn't let you set the SSD specifically to try first, make sure it's installed in a SATA port with a lower number than the HDD.
I love this. It's not just 3 second snippets of HUGE AIRPLAYS, it's actual pushes, and it's amazing.
Protip: Don't put your face next to a cat's face.
Actually, don't put your face next to anyone's face.
kirby]they're both on geeksirc now in lieu of gamesurge as well.
Do you know why they moved out of Gamesurge?
Get a better mic with a smaller range, and/or put the mic closer to your mouth and lower the sensitivity…
Tery's account on Pornhub: http://imgur.com/a/CgR6i
I was watching iM vs Mix^ on Snakewater and made a GIF/gfy of this nice play by snowblind. He was alone behind Mix^, cornered by Platinum's stickies, and somehow still managed to kill the overhealed demo…
http://gfycat.com/ValuableObedientKentrosaurus
Edit: snowblind's POV: https://www.youtube.com/watch?v=0ShBp-fpzTo&t=15s
PhunkNow I'm not looking for any explanation for this, but I was wondering what would happen if a medic got headshot in the exact same tick that he had a regen in?
He dies either way. It's processed synchronously, if the headshot is registered first, he'll die. If the regen is registered first, he'll regen, and then die from the headshot. I don't know what happens in the video but the medic has overheal particles around him when he gets shot.
When I try to donate I just get an endless https://imraising.tv/resources/img/icons/Loading.svg
Any chance you could provide his Paypal email or something?