Saul Rennison

Results 46 comments of Saul Rennison

This still isn't ideal, but should be robust enough. If you're concerned about multiple flashbangs going off on the same tick, you can add a radius check. But this should...

Hi, thanks for the suggestion. WIP PR for this here: https://github.com/saul/demofile-net/pull/54 The protocol is different but it wasn't too hard to reverse engineer. I can't test it fully as I...

It's very possible that legacy Source 1 game events aren't available in CS2 broadcasts.

Using multithreaded parsing I can read that demo in 1.9 secs on my Ryzen 7 3800X on an NVMe drive also. I believe for this workload at least .NET seems...

The multithreaded parsing has now been merged and is available in v0.20.1 - thank you.

A full exception could be useful for pinning down exactly what's going on here. Is there a simple way to reproduce this in Unity? I have no familiarity with it

@in0finite do you need to control the flow tick by tick, or is HTTP fragment by HTTP fragment suffice? A fragment holds a couple of seconds worth of ticks.

Recreated this in https://github.com/saul/demofile-net/pull/93 to support driving the parsing with MoveNextAsync

Once this PR is merged, then yes this will definitely be possible, probably a couple of hours work to support Dota: https://github.com/saul/demofile-net/pull/89

See https://github.com/saul/demofile-net/pull/104 for a WIP implementation