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Everything posted by Lak3
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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.
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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.
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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.
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Also, as an appreciation for the videos you've made and shared, your TF2 subscription has now been extended to 31st December.
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Great video, much appreciated!
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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.
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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.
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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
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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
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https://www.youtube.com/watch?v=MK2TLhjXFZk The days of CS:GO not being f2p were golden
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God damn, I didn't think I would see a HvH clip from l4d2 but here it is, and it's great
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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.
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How to ignore players and remove zoom in effects as sniper?
Lak3 replied to rosegh's topic in General Discussion
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! -
How to ignore players and remove zoom in effects as sniper?
Lak3 replied to rosegh's topic in General Discussion
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). -
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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This is something I should probably have done, or at least given written instructions long ago. So thanks a lot!
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ow to buy royal hack if there is no Pay Pal and cryptocurrencies
Lak3 replied to bond's topic in General Discussion
Apologies but I didn't quite get what you meant with this. If you're asking about the recode, I'm currently recoding the TF2 software, I'm redoing everything to improve performance and get rid of known and perhaps even unknown bugs. I'm basically finishing the software as the beta build was put into the loader since the summer update broke the previous stable release. -
ow to buy royal hack if there is no Pay Pal and cryptocurrencies
Lak3 replied to bond's topic in General Discussion
Main hand priority is security at the code level and at the feature / user level, aka aiming towards supporting closeting / legit playing. Of course, since everything is customizable the user is able to configure it to whatever he wants, superlegit, legit, semirage, rage. However I have planned to add in some exploits and other functionality which leans more towards the "rage" category, since well, it's fun to do that sometimes. -
ow to buy royal hack if there is no Pay Pal and cryptocurrencies
Lak3 replied to bond's topic in General Discussion
My view about a "lifetime" subscription is not very good. I've seen many providers vanish and take their services down after years, or even months after first going public. RH has been here since 2006, but since it's impossible to predict the future, selling a "lifetime" subscription is not very realistic, since it's worth nothing if something goes bad. Providing yearly plans is in my opinion much better, because even if something would happen, it would still be possible to keep the servers up for the last users with an active plan, or refund the lost days back to them as money, and this way the user would get what he paid for. -
ow to buy royal hack if there is no Pay Pal and cryptocurrencies
Lak3 replied to bond's topic in General Discussion
Yes, C/C++ as god intended in the bible. I'm re-writing the TF2 plugin as we speak, so it will probably have major changes and new features in the next update which are not seen in the video of this current build. -
Sure, I'll just make the minvalue of it to be 1 so you can do whatever you need with it. The next l4d2 update is a total overhaul from the past version so once it's up, everything should run better and more stable!
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Alright, thanks for reporting. I'll check them out as well tomorrow when I continue doing the updates.
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So using "Closest" works well with legit configs, perfect with smoothaim so you wont always just go for the head. And using "Best" goes well with rage configs, so when you have every hitbox selected and it scans for the visible / penetrable one, it will prioritize for example the head over legs etc.
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Currently there is no localization planned for the software, but in the future if there are many users from China, Russia etc. then it might become necessary. Currently I'm doing an "overhaul" for both of the L4D1 & L4D2 ones, but this aims towards improving performance and on L4D1's end the stability. Also going to fix the currently reported bugs. However the release of both will be delayed by 2 - 3 days since I have work and probably won't have proper time in the afternoons, but either way L4D1 is already undergoing the "treatment" so shouldn't take too long to finish both.
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It can be used for many instances, what it essentially does is it "lies" to the server that you are "further in time" than you actually are. So every time based interaction (the generator buttons, reviving teammates, using the defibrillator) can be made to happen instantly. All of these have their own little "quirks" to them so you should test these out in single player to learn how to combine the use key and the lag exploit (sometimes you want to hold the lag before use, sometimes at the same time, it's currently pretty random), after I'm done with the other major updates and new releases I'll get back to these and see if I can find stable ways to automate them so there's no need to manually play around with it. With the lag exploit, in versus you can also spawn in front of the survivors. First you go into a "safe" spot where the game lets you spawn, then you start holding the lag exploit key (amount 500 should be fine here) and move close to the survivors, and then you just normally hit the attack key and it lets you spawn in front of the survivors even when they see you (where the game normally would stop you from spawning).
