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Welp I couldn't pass the quiz on hard difficulty. I didn't know the answers. So when I encounter the same question but could not recall the answer, I could just scroll up to look at the answer from th…
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By downloading the old depot and pasting the old 32-bit TF2 files into the TF2 folder, you can run and play on official Valve servers with the old 32-bit version by using the ./hl2.sh -steam -game tf …
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**Please Note: This form is the minimum required information for submitting bugs.**
**Removing this form may lead to your issue being closed until it is completed.**
Platform / OS / Hardware: PC…
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First off, thank you for all the hard work on the Riptide. It’s a great tool for low-latency, reliable networking.
I recently found Riptide and I'm amazed how robust it is and the features it has.
…
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` m_SnapShot = (f_SnapShot)GetProcAddress(hGetProcIDDLL, "SnapShot");`
`return m_SnapShot(
MONITOR_CENTER_X - m_User->Aimbot.fov / 2,
MONITOR_CENTER_Y - m_User->Aimbot.fov / 2,
MONITO…
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Is the method still the same like in the tutorial video or it's different now and u stopped working on this project
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Currently the locations are just pulled from a [json file on the frontend](https://github.com/PaulTreanor/MapGuesser/blob/26dd2beacb51895b11a3ff2afbc7da2a5bb5593c/frontend-service/src/data/rounds.json…
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**Is your feature request related to a problem? Please describe.**
Currently, external game assets are not compressed in any way during build, but are copied straight into the build folder.
This cause…
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Players need a tool to place pieces freely without playing another person. "Freely" can mean both with the rules of the game and without.
The client would need to be able to keep track of multiple …
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* [ ] Choose a networking model (e.g., client-server, peer-to-peer).
* [ ] Define the overall architecture, including data flow and client-server interactions.
* [x] [Integrate a networking framewor…