Skip Navigation

InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)JS
Posts
14
Comments
565
Joined
2 yr. ago

  • I don't mind competitive games, just not the crazy competitive ones. TF2 is a great example - fun, casual, PvP. Tarkov is probably my least favorite - hyper competitive, huge losses if you die, big incentive to cheat.

    It's a shame that Tarkov is what it is, because I love shooters and it's probably the best of them, mechanics wise.

  • I just don't like hyper competitive games. I don't have time to get frustrated.

    I like single player games where I have the option to change things I don't like via mods or console commands.

  • abandon the bear and an old bike, which happened to be in Kennedy’s van, in the park, taking advantage of the fact that there has been a rash of bicycle accidents recently in New York.

    Ok honestly that just sounds like a hilarious prank.

  • Permanently Deleted

    Jump
  • I mean, I can stream 4K HDR if the player supports the video format, but clients don't always jive well with whatever Radarr decided. I know I can fine tune it but everything works well enough right now and I don't have time to change it.

    I move around too much to do colocation. A VPS/VM isn't worth the cost to me. My server is all old parts and I don't pay for power usage.

  • Permanently Deleted

    Jump
  • I need on-location transcoding because my internet is garbage (~50 mbps). Sometimes my users need to transcode the show if the bit rate of the file is too high for my internet to keep up.

  • If you are truly struggling and need actual dental care, try searching for a local dental school near you. Many will take patients for cheap or free, with the caveat that a dental student will be performing the treatment.

    Otherwise, brush at least twice a day and floss. Do not re-use strands of floss, like with those convenient plastic picks. You'll just be transferring bacteria to each crevice after it's been used.

    Get a water pick (whatever it's called) - I heard those are great but I don't have one myself.

  • Much of the destructive force comes from speed

    You should've stopped there.

    Let me rewrite that:

    The destructive force of a 5.56 round is exponentially increased by the tissue it hits. If it hits purely soft tissue - such as a pass through the deltoid or quadriceps - it may not cause much damage at all.

    The real destruction comes from hitting hard tissue (like bone), which causes it to tumble and cavitate or cause it to ricochet and hit more soft tissue, on top of probably breaking whatever bone it hit.

  • I think you overestimate the size and power of a 5.56 round. Much of the destructive force comes from speed and the area it hits - such as the chest or hips. Bones can cause it to ricochet and spin, causing cavitation and greater destruction.

    They can leave a tiny entrance wound. With how thin the ear is, it's unlikely to have left an exit wound any larger than the entrance. It may have even hit the tip of the ear.

    Either way, I think there would still be a visible wound unless it just nicked the tip of the ear. The bleeding may be due to blood thinners or something, considering his cardiovascular health.

  • I'm in a class (for work) and I do most of the coffee stuff.

    We have two 12 cup pots that I prep before I leave. One auto brews and is ready when I get in and the other is ready to start whenever the first one starts getting low.

    Other people bring in bags of coffee. I usually bring the creamer.

  • What is the "right" action here then, in your mind? Would you rather a stranger grab the kids hand or pick them up?

    Touching someone else's kid without explicit consent from the parent is likely to get you in some trouble unless you can explain to them that you just saved their kid

  • What's with all the hate on Signal on here? I see probably one post a week trying to bash it because of some unproven conspiracy about it.

    It's a non-profit whose goal is to provide encrypted private chat.

    Signal's subpar user experience is a feature from this perspective.

    Signal is literally just a chat service. The user experience is on par with any other service, except it's backed by a trust in the company to not sell out on the end user because it's a non-profit and isn't beholden to any shareholders.

  • Summer 2024!

    Featuring 10 new community maps: Embargo, Odyssey, Megaton, Cachoeira, Overgrown, Hadal, Applejack, Atom Smash, Canaveral, and Burghausen

    Added the Summer 2024 Cosmetic Case

    Contains 23 new community-contributed items

    Added 4 new community-contributed taunts to the Mann Co. Store

    Taunt: Can It!

    Taunt: Cremator's Condolences

    Taunt: Straight Shooter Tutor

    Taunt: Unleashed Rage

    Added 38 new community-created Unusual effects

    18 new effects for Unusual hats

    20 new effects for Unusual taunts

    All cosmetic and taunt cases will grant Summer 2024 Unusual effects instead of their normal Unusual effects during the Summer event. This does not include crates.

    The Summer event runs through September 15th, 2024

    General

    Security and stability improvements

    Fixed Workshop sv_cheats exploit

    Disallow aliasing any existing convars that are not movement commands

    Added language support for Spanish - Latin America

    Added ConVar "tf_hide_custom_decals" to allow clients to disable viewing custom decals on items

    Added "Hide Custom Decals" checkbox to the Advanced Options dialog in the Miscellaneous Options category

    Added missing 64-bit Steam binaries for the dedicated server

    Added missing 64-bit versions of HLMV and HLFaceposer

    Added a check to prevent the "autoteam" client command for custom game modes like VSH after the player has already joined a team

    Added missing menu_photos images for cp_powerhouse

    Added missing default string for Player Destruction mode

    Expanded VScript support

    Added mp_tournament_redteamname, mp_tournament_blueteamname, and tf_mvm_max_connected_players to the list of whitelisted ConVars

    Fixed vscript_convar_allowlist.cfg being overriden by being packed into a map

    BaseEntity: AcceptInput, IsAlive

    EconEntity: GetAttribute

    TFPlayer: GetCustomAttribute, StunPlayer

    TFBot: GetAllBotTags, SetMission, SetPrevMission, GetMission, GetPrevMission, HasMission, IsOnAnyMission, SetMissionTarget, GetMissionTarget, SetBehaviorFlag, ClearBehaviorFlag, IsBehaviorFlagSet, SetActionPoint, GetActionPoint

    Moved some of the Christmas maps to the normal rotation

    Moved ctf_2fort_invasion out of the Misc matchmaking category and into CTF

    Moved koth_probed out of the Misc matchmaking category and into KOTH

    Fixed Incinerator killstreak effect not scaling properly when viewed from a distance (community fix from SirDapper and CheesyPuff)

    Fixed Gunslinger punch combo not being lag compensated (community fix from Marxvee)

    Fixed third-person reload animation speeds not matching first-person speeds when using custom attributes (community fix from Marxvee)

    Fixed CTF HUD being visible when no flags are present (Community fix from fellen)

    Fixed broken LOD1 model for The B.A.S.E. Jumper backpack while deployed (community fix from Piogre)

    Fixed cosmetic items that use per-class bodygroups not using the correct bodygroup in the Loadout panel

    Fixed dropped weapons with custom decals not showing the correct decals

    Fixed some unusual effects using the wrong orientation for The Head Hedge

    Fixed Halloween transmutations being completed outside of the Halloween event

    Fixed incorrect BLU material for the CLTF2 bronze medal

    Fixed missing Spy audio when using the Taunt: Kazotsky Kick

    Fixed missing sound for the Taunt: The Skating Scorcher

    Fixed the Neon Annihilator not getting crit-attacks when hitting players covered with gas

    Fixed some clipping issues for the Mad Lad when using lod1 and lod2

    Fixed missing polygons for the Stunt Suit when using the Roadworker style

    Fixed seeing the wrong image in the Steam inventory for the Operation Firmware Frenzy Star of the Company 2023 medal

    Fixed not being able to equip the Master's Yellow Belt and the Hillbilly Speed Bump at the same time

    Fixed console warning about unknown command 'eureka_teleport'

    Fixed Vaccinator heal sound continuing to play after Medic's death

    Fixed a problem with the Tiny Timber not displaying paint after being painted

    Updated zi_intro.webm media file

    Updated the description of the Buffalo Steak Sandvich to display the increased damage vulnerability while active

    Updated the Eldritch Horror and Deep-sea Devourer Unusual taunt effects to fix incorrect spawn locations

    Updated the materials for Your Eternal Reward to fix incorrect lighting under certain conditions (community fix from Lindon)

    Updated the material for The Buff Banner to add phong mask and missing material parameters (community fix from Lindon)

    Updated the material for The Law to fix an issue when the hat has been painted

    Updated the equip_region for the Cleaner's Cap

    Updated/Added some tournament medals

    Updated ctf_turbine_winter, plr_hacksaw, and pl_phoenix to fix localization issues

    Updated ctf_doublecross

    Fixed an incorrect team-colored material in the BLU base

    Updated cp_brew

    Fixed truck textures outside of BLU spawn

    Fixed a few bumps in the road

    Updated pd_selbyen

    Fixed an exploit that would allow Engineer to trap players using a teleporter behind a door

    Minor detailing changes

    Updated pl_hoodoo_final

    Added func_noclip to BLU spawn in the third stage

    Updated pl_corruption

    Fixed handrail collision near the last point

    Fixed lamp near BLU spawn

    Fixed missing string for last point

    Updated plr_hacksaw_event

    Fixed broken areaportals

    Updated pl_enclosure_final

    [Stage 1] - Moved A point within the gate building

    [Stage 1] - Added stairs for access to the balcony overlooking the final point area

    [Stage 1] - Added more cover along the initial aviary area

    [Stage 1] - Removed the catwalk connecting the wooden tower with the oneway door and the balcony area

    [Stage 1] - Tweaked the layout of the tunnel section

    [Stage 1] - Wooden tower is now connected to a new catwalk inside of the gate building

    [Stage 1] - Reworked RED spawn so it now has two exit doors

    [Stage 2] - RED now has a 2nd spawn exit leading outside along the water to where the airboats are parked

    [Stage 2] - Airboats and their dock are now accessible

    [Stage 2] - Removed the elevated platform RED had within the building, replaced with a tall piece of cover instead

    [Stage 3] - Added a wall and extra stairs on the right side leading up to the catwalk around the raptor pit

    [Stage 3] - Added a large cliff narrowing the whole area on the left side of the raptor pit

    [Stage 3] - Added an extra entryway on the left side of the final point building and a dropdown to floor level within

    [Stage 3] - Added a jumping class vent from next to B point area into the upstairs area of the final point building

    [All Stages] - Allowed building inside initial BLU spawns

    [All Stages] - Visual improvements to a lot of places, a few new assets

    Updated pl_cashworks

    Area 1 / Loading Dock

    BLU Spawn 1:

    Solved several clipping issues at doors and stairs

    Mitigated line of sight into spawn room

    Added alternative exit from spawn room to the right

    RED Spawn 1:

    Reworked to have two exits

    Area Changes:

    Changed terrain around bridge to be easier to maneuver and to prevent getting stuck

    Changed munition pack at building 01 to large

    Possible spots beneath bridge for teleporter-traps eliminated

    Shuffled some big rocks to block off Sniper lanes

    Cut center building Sniper lane, left alley visually blocked off from dock area

    Cut center building top Sniper lane, less easy to get a good view

    Changed out of bounds building left of BLU spawn, added spinning sawblade

    Opened up a third passage to allow for an additional flanking option for BLU and RED

    Area 2 / Serpentines

    RED Spawn 2:

    Reworked 2nd RED spawn entirely

    New spawn has two exits, locks and teleports after B is capped

    Area Changes:

    Balconies blocked off visually and physically

    Additional visual blocker at the top of the serpentines to allow for a more secure crossing

    Long tunnel leading through the RED building to a staircase at the foot of the hill

    Added deadly and moving sawblade for spicy danger, with sparks and fumes

    Closed off BLU balcony at the end of the hill

    Changed raised platform to be only accessible from RED side

    Reroutes:

    Deleted BLU gates at flanking route after B is capped

    Flanking route has an additional exit towards C, leading through BLU building

    BLU building interiors reworked and expanded

    Balcony-drop doesn't injure the player any more

    Area 3 / Construction Site

    BLU Spawn 2:

    New stairway leading to balcony

    Wider exit from big building after CP3 capture

    Area Changes:

    Widened area at the generators and on the 2nd level

    Changed the direction of the drop-in to C, leading into the hydroelectric building

    Widened exit from BLU spawn into Area 3

    Area 4 / Vault

    Area Changes:

    Added gates opening at the gatehouse after CP3 is captured

    Alternative passageway through gatehouse while gates are closed pre CP3

    Rebuild bridge to be convex, obscuring a long Sniper lane

    Wonky bridge rewards with a branching access next to the vault building, allowing for BLU flanks

    Global Changes

    Solved a ton of clipping

    Rebuilt and edited navmesh, with defined sentry and Sniper positions and varying gameplay

    Adjusted func_doors at spawn to span to every solid

    Changed clipping on cart, now jumpable

    Increased fog distance and lowered density

    Exchanged glass-textures from the green to the clear version

    Stairs and hanging bridge are now bullet-blocked for more predictable projectile bounces