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I have the biggest Counter-Strike Smokes Database Just 1 DM to access 655 million smokes on de_cache Proved by top teams 1. Set any target 2. All physically possible smokes, insta 3. Precise aiming range Wired web UI and server Auto molotov burn area, pop flash, smoke voxels
58,866 просмотров • 3 месяцев назад •via X (Twitter)
Комментарии: 52

I have almost all physically possible grenades All starting positions are sorted by: - Spawns (insta smokes) - Corners (including +walk) - Walls - Regular - Live solving from any pos you want - Jump and w+jump throws - Fly time filter and display to get the fastest grenades

Super interesting stuff, would absolutely love to try this.

DM

dude wtf man, this is crazy work...god dammmmmm

work sleep repeat

Select multiple targets and get positions from where you can hit all of them Preview works for all of them then too Can add/remove them dynamically

this is actually crazy. super impressive, well done!

@rivencs_ thanks for the kind words

there was a site in csgo that did this, glad to see that it's back

guess who made it and then left the company because they didn't want to improve it besides it being top2 feature with 0 ads

Just what I needed, DM

sure thing

DM me this please. Thank you!

THATS SO CRAZY

just message me if you want to use it

That's crazy work 👀

thank you xd

@tweem 16.7x views

How do you deal with game inaccuracies? I guess a tolerance for each found lineup For example not desubticked wjumpthrows are super random. Also the eye height for player pawns seems to differ ~1/16 units each time you launch into a new map

w+jumpthrow are 80% fine. I will show a video tomorrow with a mirage window pixel insta smoke (used by FalleN some time ago) I tried to make a clean wj detector and saw input/velocity instability with same inputs eyepos is const after update, duck amount is what changes now

From my experience the tolerance is quite bad, only desubticking helps They fixed the random eyepos? :o I'll retry my tests tomorrow

Great work. This is absurdly interesting

thanks for the kind words

i dont play cs but i'd love to know more about the process and how you built this

any game is an algorythm thats executed on your computer. using special techniques you can extract exact "formulas" for any ingame process. then I made a very fast GPU trajectories parser that calculates millions of them per second. you put everything in a database and make UI

interesting, what did you use to reverse engineer the formulas? cheatengine? ghidra? for the UI did you use something like dearimgui or does CS have something else that's standard for someting like this

I personally use ida, frida and counter-strike sharp - a game server modding framework allowing you to make things directly with the server in C# Next.js webpage interacts with the game server so they are sync, no dearimgui its mostly automated, I dont explore anything manually

nice i'll have to check out cs sharp, first time hearing about it, thanks

does it show you crosshair placement etc and whether its a w+jump, jump, crouch, w+crouch, shift+w crouch etc?

yes

@CounterStrike should have sth like this directly in the game

wow

Can i try it ?

unsubscribe

daym insane job

can i try this bro?

is it next and shadcn? would love to contribute to the project

frontend yes cant send you a DM, just message me por favor

website name please :)

What a blessing on my timeline. I'm interested!

how does one access this?

Loved to have a chance and test this

any chance to give it a try?

yo let me in

Good job

Looks incredible hope i can be the one testing this 🤘🏻

655m smokes is less hard than keeping target lookup under 50ms with filters

you know the pain

Could I have access please 🙏

how can I use it

are u planning like to add also “guides” like maybe presets for players with difficulties like “easy”, “mid”, “hard” or maybe direct ones from all possible spawns? would love to try this out myself

Would love to try this

