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Posts by WD
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I like how the game only gives you a few guns to damage the enemies. It forces you to get creative and plan how to deal with the bigger aliens using the environment. Every encounter with the aliens at the beginning feels really scary especially with the bigger ones. Luring them into my turret buddies is so satisfying.
It turned out I had to manipulate the config file to enable steam controller

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Any thoughts ?
I think its really great in terms of gameplay and story but techically it's really buggy at launch.
The game freezes every time I make graphical changes although they are not many you can change anyways.
It seems to be running poorly in terms of the quality what I'm seeing, altought I have a old GPU the game still looks a bit dated compared to other games. But then again it seems all the lighting is dynamic and my GPU is just running out of VRAM.
My Steam controller does not work
it just does not register any inputs. -
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I don't think I'll ever get to finish this one but I felt like sharing it.
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This movie is just full of awesome scenes but this one will have to do!External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
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Now you can play getting high while getting high.
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My placements were as miserable as yours @Jetsetlemming, two quitters, few ppl that just spewed hate and wouldn't switch. Got my rank at ~2730 which was last season 2960.
Felt like a shitty situation but for some odd reason I managed to climb back to diamond in one evening. Something's changed in the SR reward system, felt like I was awarded twice as more from wins than from losses.
Even yesterday I climbed 30 SR from 3 wins and 3 losses. Last season the difference would have been less than 10 SR from 50% win ratio.
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Sadly, all of the editing software I've used in the past 7 years or so have had an auto-save feature. I've only lost something around 5-10 minutes of work.
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There's a whole lot of different console commands for engine telemetry, why not try testing that?
https://developer.valvesoftware.com/wiki/Showbudge…wiki/Showbudget
You'd only save memory for using the same texture.
You're only going to hit the draw call bottle neck when rendering somewhere around over 3k static meshes simultaneously ( and by then its only ever so slightly affecting fps ). It is almost impossible to hit that number in a CSGO like corridor shooter if you consider all the good design practices. So if you'd have that many static meshes would it be better if they'd share some of the textures to save memory? I think so.
In the case of just three models it doesn't really matter unless you want to save hdd space.
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After seeing these, sculpting or even using photoshop feels like a fool's errand.
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Today is the day I finished watching Star Trek. I watched every episode of everything ever filmed. Took me three years, I usually just put on a episode whenever I felt like it. All I can say is that some of them were good some others were bad.
There should be a new series coming this year! Can't wait to see more!
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Finally got to diamond. Instantly went down again after a game where people had no idea how to group up and push to a point as one. They just went there to die one by one and yelled 'wheres my team??'
Sigh, I guess teamwork and common sense is just an anomaly in this game, just a random glitch.
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I think $phong is only supported on VertexLitGeneric shader with HL2 ep2 engine.
https://developer.valvesoftware.com/wiki/$phong
You're currently trying to apply $phong to a WorldVertexTransition shader so that's why there's errors. Wiki says $phong would work for WorldVertexTransition on the CS:GO engine though.
You could replace the ground with a model and it would shade correctly then.
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kinda funny when the website says " TopoTopo™ is free to use - it is an open source platform" yet I don't find the source code anywhere. As if it's actually not open source after all.. just throwing trendy buzzwords without knowing their meaning.
Would've wanted to see if I could have made it into an actual tool with some modifications. Oh well.
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@grapen This was in networked play. The tutorial and the first duel play with a bot was working fine.
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For me the game felt laggy, unresponsive and for that it was frustrating to play. The controls suit better for controller/consoles. Didn't stay on my harddrive for long.
For some reason both this and Rainbow six siege are both suffering from the same problems.. I guess its just their Anvil engine and their neglect for inputs vs. rendering time.
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so I got matched with golds after a devastating losing streak...
I'm not boasting or anything but I have to say I was really burnt out after 25 mins of non-stop spanking the enemy teams butts sore.
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Quote from Dillon Beard
1 hour ago, Dillon Beard said: oh man in VR this would be amazing.
My thoughts exactly. Though I think the player would need some kind of floor as a reference point so your brain would not think you're falling or standing on a uneven surface!
I have a terrible vertigo and not knowing where the floor is would make me lose my shit
Quote from blackdog1 hour ago, blackdog said: Oh that's great, neat idea and what a coincidence. I was thinking of a similar concept yesterday… watching Daredevil was making me think of a game for blind
This is more like the inverse of blindness. We kinda see how the blind would perceive the world.
Sadly I think we are still far away for providing games for the blind. Until we get a solution to simulate sound waves. Imagine a game where you could actually determine the space you are in just by how the sounds carry from the source to your ears, and even what objects that space has. Plus you would need a pair of controllers that let you feel the objects and surfaces. So a VR of sorts but without the headset

I think SOMA had a nice solution. You could actually know the dimensions of the room from the sounds, but the "listener" was always placed at the center of the room. I was disappointed to discover the echoes of the room didn't change even if you were at the far corners of the room.
I got so many gameplay ideas for this while doing this concept. I could probably spend months just to try them all out.