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Lak3

Coder
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  1. Jwalnuts started following Lak3
  2. Lak3 replied to jidoka's topic in General Discussion
    Well over the way, I previously mentioned as well ages ago that rest of the product line will be redone first, then TF2. This already has happened ~2 months ago, and ~1 month after that I began actively re-working TF2 from the ground up. It's already well over the way, most of the re-release will likely be similar to what the software available right now is, just with brand new internals so the original shit I left behind years back will no longer be there causing problems on the user end. Also a new functionality to the "framework" itself has been introduced, making it much much easier to implement new features, or new anything. Originally the "patch" that was released when the Orange Box games swapped over to the x64 architecture was done as fast as possible, the downtime caused by that was re-compensated for all active subscriptions, and the currently available product does what it promises, so the delay waiting for the new build as I see it is causing no problems whatsoever. EITHER WAY, here's something for the actual eyes to see that I am still here, still not in jail (as of now), and still actively contributing towards this project. Even when I mentioned it will first arrive as a "copy of the original", just with new internals, it still doesn't mean I am addressing the previously mentioned (of freshly noticed during rewrite) bugs, I'll mention some of the changes below: Previously every fucking color possible was a separate entry, now there's just 2 general colors for each team, and these are used for everything that can represent a team Previous default colors were, questionable, these have been improved so the stock config doesn't instantly need a full color overhaul before use Previously "Wait For Charge" under hitscanbot, would just wait for the charge to reach the kill range on current target, now it looks for any valid target that's killable with the current charge Fixed invalid bodyshot damage multipliers on chargeweapons Fixed invalid Ambassador headshot range Separated local client's projectiles from the rest, allowing separate rendering of them with the global "Local Client" color Will separate local client's buildings / baseobjects like projectiles too Fixed some un-necessary runtime string operations "Building Info" on ESP will now render Dispenser metal count and Teleporter charge time as a bar, rather than a string since that felt way too bulky "Improved" ESP condition info (More conditions, or fix certain conditions showing during invalid times) Moved some "larger" blocks of memory to the heap Fixed some security related problems Added possibility to use custom color when the game renders the "net_graph" panel (useless, but why not) Fixed some instances where a copy of a data structure was passed passed to a separate handler, where a reference is enough "Auto Scope" on hitscanbot now also automatically un-scopes after it loses target Lots of code was made less update-dependent, making the code partially more updateproof As I said, mostly bugfixes or quality of life improvements can be introduced as "new". Even some stuff on the list I put up does not concern anyone on the user end directly, just means better stability and performance in given places, which previously were prone to problems. But yes, if there weren't things such as the cold Finnish winter, which requires me to cut down and process firewood for the next winter, and such other countryside related "time eaters", you would had probably gotten much more news by now. We still have to remember that the firewood keeps me warm during the winter, not the TF2 software I'm working on.
  3. jidoka started following Lak3
  4. Lak3 started following Lak3sBiggestHater
  5. Lak3sBiggestHater started following Lak3
  6. TF2

    Lak3 replied to RATAZOID's topic in Feedbacks
    Yup, as mentioned above, lot of changes and new features are still coming. I was off for a good few months recently and have been back for a few weeks now, lot of changes and new ideas surfaced during the off time and they are now all being implemented starting from L4D1 where pretty much the whole cheat related "codebase" was overhauled. I personally have thought of directing my "workflow" from the lesser popular products (older games) to the more popular games (newer, more popular games), this should ensure even the least popular products get attention and have their features and code up to newest standard since there's not really any reason to work on them otherwise. EDIT: There's likely also gonna be some sort of "anniversary edition" of L4D2 coming sooner or later, I'm not sure if this is just L4D2 or will L4D1 also be affected. Either way, once that drops I will likely also stop everything else and focus on the "anniversary edition" instead (since there's apparently going to be some noticeably large engine changes, infrastructure changes etc.), so the new version of the game can get a full support as fast as possible, with minor downtime of RH itself.
  7. MaareK started following Lak3
  8. Misuzu started following Lak3
  9. pesadel0 started following Lak3
  10. Valve started following Lak3
  11. 7zip started following Lak3
  12. Under SMAC and LilAC, I have personally closet cheated using smoothaim + rcs with dynamic FOV and not had issues. However I haven't gone trough every possible AC and checked what they do / done testruns under them, but the before mentioned AC's haven't been an issue for me during the time I spent closeting in some random CS:S pub's. You could also provide me with the IP / connection info to the server you are interested in, and I'll go check that server specifically.
  13. Also, as an appreciation for the videos you've made and shared, your TF2 subscription has now been extended to 31st December.
  14. Great video, much appreciated!
  15. Spook's cheat has it already, it's his idea originally which he showed off quite a long time ago already, but indeed I like it better as well from the "stock" position with just customizable distance.
  16. AutoVacc already has it's place reserved in the code, so it's coming once I get it done and tested. Thirdperson of course, coming up as well with modifiable camera offset (as seen in DOD:S already). By voiceline spam I assume you just mean the in-game "MEDIC!" etc. commands, if so, yeah sure, why not.
  17. lmao, I used to run w8.1 up untill like a month back when I updated to w10 because Steam dropped support for it =D
  18. The Finn's also used to have ton of servers just running sauna / spa themed maps as well, been a few years since I was in one of those. Good memories from being super young and hitting cs_sauna on 1.6, sadly I think that server was closed a few years back as well
  19. https://www.youtube.com/watch?v=MK2TLhjXFZk The days of CS:GO not being f2p were golden
  20. Lak3 replied to omnipotent's topic in Medias
    God damn, I didn't think I would see a HvH clip from l4d2 but here it is, and it's great 👍
  21. I suggest trying out the "Auto" positioning as well if you haven't yet. It will automatically target feet with rockets & pipes, so the target is more likely to become airborne from the blast, and when the target is not on ground it will aim at the center of the body. Arrows under "Auto" will always prefer head, and stickies are also attempted to be shot directly to the ground next to them. (the target position for pipes and rockets is also accounted during running the simulation, if the target is simulated to be airborne during impact, center body will be the target, if not then again, feet are the priority target). The reason for preferring feet on ground is as I said, to airborne the target thus they have less control over their movement and the simulated trajectory of them is more accurate.
  22. Yes, using the "Friends" window. But it's not very optimal under today's situations when half of people use all sort of weird characters in their names. I'll get the playermanager in as soon as possible to simplify these things out. Ah and also, the FOV field has "Zoomed FOV" separately, so if you want to "Remove Zoom", you can set that match your unzoomed FOV!
  23. It's currently only filtering out players that are marked as friends with the "Friends" window. It's sort of a relic from the past, thus I am working on a proper player manager (or player list, however you want to call it) that automatically checks players that are on local client's Steam friendlist, and allows some further actions as well (ex. open their profile in the Steam overlay).
  24. Quality video, noticed that the stickies fail to detonate trough the respawnroom visualizers from the video, stupid fuck-up from me, got that fixed now.

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