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Messages - Bang

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General / Re: Lets get to know each other better !
« on: 11.03.2016 00:50:04 »
Necroing post +1

General / Re: Rust Server
« on: 19.02.2016 13:44:22 »
Rust pre update for the windows!

Silly and useless topics! / Re: Disapointment
« on: 09.11.2015 23:16:48 »

Finding out you are the latter.
Lol jk P90 RUSH 4 LYFE

Silly and useless topics! / Re: Disapointment
« on: 24.10.2015 21:59:17 »

General / Re: Star Wars Battlefront Beta
« on: 14.10.2015 13:31:01 »
You should all donate a very good pc to me so I can play the beta, cuz I am a star wars fan..... ;____; liek dis for crying whale

Beta is over :I(

General / Re: Star Wars Battlefront Beta
« on: 13.10.2015 12:57:14 »
Tried for 45 mins or so then got bored. Tooo much running.


General / Re: Star Wars Battlefront Beta
« on: 11.10.2015 15:44:20 »
Will get this, after exams!

CS:GO General / Re: What the new CS:GO update really do...
« on: 23.09.2015 22:46:46 »
tame rats are very cute :( ^-^

CS:GO General / Re: What the new CS:GO update really do...
« on: 21.09.2015 15:01:05 »
Mostly, it doesn't

CS:GO General / Re: What the new CS:GO update really do...
« on: 21.09.2015 12:44:47 »
Or you could just go to work and earn more money.

CS:GO General / Re: What the new CS:GO update really do...
« on: 20.09.2015 01:27:10 »
What the new CS:GO update really does.

15/09/15 Update Notes (103 MB)
This week we’re releasing a new player animation system for CS:GO. For a complete list of changes, see below.

The new system modernizes the player’s skeleton and hitboxes to better express at-a-glance exactly what your enemies and teammates are doing. We’ve upgraded all the existing body animations, and added some new ones like visible weapon deploys, bomb defusing, and ladder-climbing.

Replaced all player body animations (Existing character models retained for demo compatibility)
Replaced all world model weapon animation
Updated shared player skeleton
Re-rigged all player model geometry and player scaffold animation
Updated animation networking to continually synchronize animation state instead of periodically latching
Player animation sequence selection is now server-initiated
Added new player states including bomb defusal and ladder climb poses
Added thirdperson weapon deploy animations to more accurately represent viewmodel deploy state
Extended all vertical aim matrix ranges to encompass the majority of vertical aim pitch so weapons line up precisely to firing angle
Added reverse-bone-merge animation support so weapon models can store and play independent animation on the player holding them
Added support for arbitrary numbers of articulated mechanical parts on world weapon models
Updated weapon world model articulation points, bodygroup presets, holster positions and reverse-bone-merge skeletons
Added physics motion to holstered attachment weapon locations
Added support for non-polygonal capsule-shaped hit volumes, defined by a line segment and radius
Replaced shared hitboxes with new capsule-based set
Rebuilt player ragdoll angular constraints, physics hulls, and interaction pairs
Ragdolls now assume more exact pose of their parent player on physics init
Re-built animation statemachine to support blending locomotion over any weapon aim or action poses
Enabled support for dynamic player animation layer re-ordering
Sequence blendlayers now correctly contribute to computed cyclerate
Added defuser cables and multimeter model
Added hlmv support for capsule rendering, submodel attachment previewing, ragdoll constraint limit and bone name rendering, plus numerous small fixes
Added model format support for named bodygroups, combined physics hulls, activity modifiers and animation system specific metadata

[ UI ]
Fixed a bug where the mini-scoreboard armor/helmet information was not displaying for coaches
Added sv_show_voip_indicator_for_enemies server convar. If set, it will make it so the ‘voice chat’ icon shows over enemy players as well as allies when tHey, let's have a nice and calm discussion about religion and politics are using their microphone.
Added sv_showbullethits feature to visualize server-confirmed hits and near-misses on listen servers
Fixed improper stencil state in glow pass rendering
Added dynamic player culling to prevent players and weapons poking through thin walls and revealing their position
Reduced price
Reduced armor penetration
Reduced ROF
Increased base spread
Zeus x27
Reduced price to $100
Dual Berettas
Increased armor penetration
Increased range modifier
[ GOTV ]
Added viewmodel position lerp to gotv camera transitions

Players can now report enemies for anti-competitive griefing (i.e. deliberately losing).

CS:GO General / Re: What the new CS:GO update really do...
« on: 19.09.2015 13:24:06 »
Not sure about you but I for one would never use those for buttplugs, I am fairly sure it would be the last thing you put in your butt.

CS:GO General / Re: What the new CS:GO update really do...
« on: 17.09.2015 18:34:23 »
P90 or no go noobs, l2p.

Silly and useless topics! / Re: Gotta catch em all
« on: 11.09.2015 14:48:51 »
I tried to catch a  Mewtwo with pokeballs and ended up spending the entire Scandinavian supply. Which is why we don't have that up here anymore, sorry :(

No I didn't catch him.

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