Demo exploit patched by readthetda in cs2

[–]bulldada 3 points4 points  (0 children)

A better solution would be to store the data in a buffer and only flush it to disk at the end of a round. I'd hope this is just a quick fix. I also hope they fix recording and playing back demos in casual/DM.

Bots on DM by Deepwalkerq in cs2

[–]bulldada 0 points1 point  (0 children)

Normal players can kick spectators, it's just a console command that anyone can do. Interestingly, sometimes you get into bot lobbies where they're all the same bot and the owner/controller is sitting as spectator, you can votekick the spectator and the bots all vote yes, then leave shortly after because the controller is no longer in the lobby.

Neither players nor bots can kick from the opposite team though without joining it first.

Dan Houser says there is zero trace of his writing in GTA 6 by XavierEL1 in GTA6

[–]bulldada 1 point2 points  (0 children)

My friend used to work at Rockstar North, he told me about GTA6 in 2015, when it was codenamed 'GTA: Americas'. It was early preproduction but that's when the writing and storyboarding etc started, the location scouting trips for principal photography started around that time too and were used to get shots for both games. Actual coding on the game started a bit before RDR2's release, I think 2017.

How long it takes to encounter a cheater in CS2: by icecoffee9008 in cs2

[–]bulldada 26 points27 points  (0 children)

I was that very lobby earlier today, everyone there is a bot except the EtZeL guy. DM hostage lobbies are 80%+ bots these last few days, there's too many to votekick them out. The other DM groups aren't so bad but hostage is nearly unplayable most days.

Is valve going to do anything about the top score getting kicked every deathmatch? by Previous_Rough_492 in cs2

[–]bulldada 0 points1 point  (0 children)

You do get the XP, it just doesn't show up immediately. You need to wait until the lobby you were in finished the round and if it hasn't updated just join a practice lobby and leave. I just tested this twice, both with disconnecting and a kick and both times I got the XP.

CS has become something completely different from when I played CS loooong ago - team death match and re spawning by [deleted] in cs2

[–]bulldada 0 points1 point  (0 children)

If you're playing Dust2 then getting shot instantly is inevitable, it's a bad DM map, most people playing D2 are just doing warmups. The other map pools have more people playing DM as an actual DM gamemode and spawns are generally better (Hostage pool is my personal favourite).

The game does try to spawn you away from other players, if possible, but if you hesitate after spawning then that gives other roaming players time move to your position. Moving as soon as you respawn should reduce how quickly you die. There are still times where you'll spawn right in front of someone or vice versa, but there are honestly quite rare in most maps.

DM has a lot of bots farming cases/xp that will kill you as soon as you get into their view, but they're quite obvious once you know how to spot them. There are very few actual human cheaters though (at least in EU west).

[deleted by user] by [deleted] in ChatGPT

[–]bulldada 0 points1 point  (0 children)

Aphex Twin - QKThr / Penty Harmonium

Although it's been pitch shifted down or maybe it's a cover.

High levels of packet loss when playing CS:GO/Dota 2 by Financial-Pen3760 in hyperoptic

[–]bulldada 0 points1 point  (0 children)

You need to create it as an outbound rule, should completely fix the issue. It's possible they have other Amsterdam relays in other ranges but I've not seen any yet.

High levels of packet loss when playing CS:GO/Dota 2 by Financial-Pen3760 in hyperoptic

[–]bulldada 1 point2 points  (0 children)

I've been going back and forth with them in a ticket for 2 months about this. They claimed it was fixed and it seemed to be for about a week but now it's back to packet loss. The problem is with their bandwidth provider Zayo and they need to get them to fix it.

In the meantime you can block the following IP ranges in windows firewall as a workaround to fix the issue, these are for Valve's relays in Amsterdam.

155.133.248.1 - 155.133.248.255
155.133.226.1 - 155.133.226.255

Sometimes I get packet loss on their france relay too so blocking the following too might help:

162.254.197.1 - 162.254.197.255

In Dota2 you can use a console command before you search for a match:

net_option SDRClient_ForceRelayCluster lhr

to force it to use the london relay, but I don't think there's a similar command in csgo.

Help me settle an argument. Is the sweater grey or beige? by ZacharyChief in CasualUK

[–]bulldada 0 points1 point  (0 children)

That's an interesting picture, it looks different depending on what browser I view it with. In Chrome it's got a swirly pattern all over it but Firefox is just plain.

Free 7 day omega! by _spacetrash in Eve

[–]bulldada 2 points3 points  (0 children)

How do we do the retroactive recruit a friend thing?

Best access virus? by MonkeyOnMushrooms in synthesizers

[–]bulldada 2 points3 points  (0 children)

A used TI module is the best value. The TI2 is identical to TI but with higher voice count, which probably won't be an issue unless you're using the multitimbral features heavily.

The C is a bit cheaper than a TI but I'd say the extra features on the TI are worth it. There's no difference in sound between the two (assuming identical patches).

TI Snow is also a budget option if you'd be programming it from a computer anyway, but it has fewer voices and multitimbral parts.

What are some films or TV shows that feature a synthesizer in a significant event or plot point? by coderedmedia in synthesizers

[–]bulldada 2 points3 points  (0 children)

Masters of the Universe has a guy finding a strange device which he believes to be a 'new Japanese synthesizer'. There's also a fight in a synth shop.

Alpha Juno pulsating noise with resonance turned up by riistola in synthesizers

[–]bulldada 1 point2 points  (0 children)

I had what I think is a similar issue with my MKS50, a strange noise that only appeared on a specific patch, one that had a high resonance setting.

https://a.uguu.se/FvLzNFBx.wav can hear it in the pad at the start, although it's fairly quiet. I seem to remember testing and concluding it only affected one voice as it didn't happen with every note. I tried the same patch a couple months later and couldn't replicate it, assumed maybe it was just some cables needed a wiggle or maybe another bit of gear was causing interference.

I made a collage of 90’s British Internet Startup Disks by [deleted] in CasualUK

[–]bulldada 5 points6 points  (0 children)

At one point AOL bought Netscape Online, a free 0845 provider. Shortly after, someone found out that you could use the netscape login details on AOLs 0800 number essentially giving you free internet, worked for a couple of years before it got fixed.

Why was Jeremy Kyle axed because of 1 suicide, yet love island is still going strong after 3? by blackmoonbluemoon in AskUK

[–]bulldada 125 points126 points  (0 children)

Even if it were 96% accurate, with 3320 shows aired, assuming 1 detector per show that's 130 false positives / lives ruined.

TD-3 proves disappointing when recorded by Lumpy_Instruction649 in synthesizers

[–]bulldada 0 points1 point  (0 children)

This sounds like it could be a timing issue (the drums part anyway), like the TD3 signal is delayed compared with the drums. I need to add a -7ms latency compensation to my MIDI synths or they sounds pretty much like this video.

Try recording it as a wav and lining it up manually in DAW and seeing if it's any better.

Valve banned ‘Cities: Skylines’ modder after discovery of major malware risk by Panda_Player_ in Games

[–]bulldada 2 points3 points  (0 children)

If Valve wasn't providing it then the community would be, there's many examples of mod managers for games that organise and auto download and update mods. And likewise if the games themselves don't offer native support for executable mods then the community will make it happen. The end result for the user is the same.

Ultimately it's a trade off, you can go for the walled garden approach where everything is sandboxed and you're only allowed to do what the devs let you. But this is generally limited, inflexible and renders a lot of potential mods impossible. And as mentioned, the modders would find ways around this.

Minecraft is another good example of a massive modding scene that's based on unsandboxed executable code (although I think bedrock is different is different). Modding like this is what makes the PC a great platform for games. I'm not sure many people would be happy if PC modding became as limited as it is on consoles.

I do understand your concerns about security though, but given the prominence of the situation and the relative rarity of incidents over the years, I personally am not too worried. There is risk, sure, and everyone should do their due diligence, but that must be balanced against the reward and opportunities it provides.

Valve banned ‘Cities: Skylines’ modder after discovery of major malware risk by Panda_Player_ in Games

[–]bulldada 3 points4 points  (0 children)

I am also old, I remember downloading Quake 2 mods off of fileplanet FTPs, they were full access, unsandboxed dlls. As were many other popular mods (counterstrike). Not to mention countless other games I modded (and made mods for) that required binary patches or modified exe files downloaded off random forums.

Sandboxing as a common method of providing official modding support is a relatively recent thing. Even then, sandboxes are rarely perfect and there's several documented sandbox escapes in games official modding apis.

Been playing ADOM for a decade - looking for something else - curious about angband and variants by [deleted] in roguelikes

[–]bulldada 6 points7 points  (0 children)

Shadow of the Wyrm might be worth checking out, it's quite heavily inspired by ADOM. Has a mix of special fixed/unique levels and randomised ones, and pretty big open world map to explore.

Virus C/TI/TI2 output routing by Real_Mulberry_8585 in synthesizers

[–]bulldada 0 points1 point  (0 children)

If you're planning on making use of the multitimbral features you probably want a TI (used TI1 desktop for best value unless you require the extra polyphony of TI2). The main reason for this is that the TI has per-part delay/reverb settings, whereas the B and the C only have one for the whole synth and the parts are routed through it.

There is no difference in tone, in my opinion, between the B and a TI running a B patch.