Null Core Development Channel
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A group for quick announcements and release notes
https://nullcore.net
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Shared Update:
- Fixed Predicted Path/Camera VPhysics simulator causing abnormal CPU usage if there are too many objects in the cache
- Implemented a universal sound fix for random broken sounds that do not play locally due to the latest engine update. This includes our favorite 'buttons/button10.wav' Hit/Kill Sound, so feel free to set it back
- Fixed Proxy Hooks not being applied during post-initialization
- Added missing hints

HL2DM Update:
- Fixed an issue where Pistol would keep dry-firing if it runs out of clip ammo and you keep holding +attack key
- Moved combine balls to VPhysics simulator subsystem. Ricochets are now computed more precisely
- Changed AR2/Combine Ball Predicted Path behavior. Both AR2 and Combine Balls held with gravity gun will now show the same consistent predicted projectile path and ricochets
- Added 'Visuals->Projectile Path->Max Ricochets'
- Fixed held AR2 and Combine Balls applying local player velocity to it's launch trajectory, causing heavy misprediction of Projectile Path lines and Projectile Camera
- Fixed Projectile Path showing predicted path even if there are no corresponding secondary ammo
- Fixed Live Projectile Camera glitching out if you keep moving fast while holding camera-related props
- Fixed 'Transparent Held Objects' not working and not appearing as a menu option under 'Visuals->Removals'
- Fixed 'Delay Frag Grenades' not working
- Fixed 'Trigger Bot->Auto Catch->Legit Mode' sometimes causing gravity gun to jet go of held item while Aim Bot is enabled
- Fixed Predicted Path not working properly for Combine Balls
- Adjusted Combine Ball physics parameters to match in-game settings
- Fixed 'Transparent Held Objects' applying transparency to non-local player targets
Null Core Visual Vault is now a part of nullcore.net website @ visuals.nullcore.net. Feel free to browse, download and share your configs. Please note that config submission is currently WIP (Work In Progress), follow t.me/ncvisualsvault for more info.
Shared Update:
- Merged Null Core codebase with new SSDK, corrected interface layouts, virtual functions, etc...

HL2DM Update:
- Updated signatures and offsets to accomodate for the new update

TF2 Update:
- Updated signatures and offsets to accomodate for the new update
- Fixed Null Core causing timeouts related to holding an attack key while being in humuliation state (lost round), preparation timer (first 5 seconds after round start) and other similar states. This timeout was related to inconsistent pSilent packet choking
- Fixed Dragon's Fury next attack time detection

Note, that in order to launch the game in x86 mode you will have to add '-force32bit' launch parameter. Final shortcut should look like
hl2mp.exe -steam -force32bit
or
tf.exe -steam -force32bit

Website instructions have also been updated to reflect newest changes.
Have fun!
Shared Update:
- Fixed an issue related to gamemovement prediction, where random crashes may have occurred due to entering/exiting water while using BHOP/Edge Handling
TF2 Update:
- Updated signatures and offsets to accommodate for the new update
HL2DM Update:
- Removed 'Ladder Prediction' feature since the game now has built-in ladder movement prediction
- Added 'Misc->Fast Ladder' feature. Using duck-unduck exploit, allows you to almost instantly climb up the ladder

Shared Update:
- Changed 'wait-for-the-game' algorithm, reducing the chances of crashing upon early injection
- Switched to more universal interface extraction method
- Switched to more enhanced engine interface for VGUI surface rendering
- Fixed an issue, where changing video adapter mode causes all text to disappear
- Fixed windows with auto-centering not properly computing coordinates
- Changed the behavior of screen resolution change. All windows will now realign relative to previous resolution upon screen size change
- Added 'Visuals->Misc->Map Entities (Beta)' section. Allows you to see all the desired hidden entities like buttons, doors, invisible walls, teleporters, triggers and such, even if they are not networked by the server. It can also display links between entities such as where the teleporter will actually teleport you, or what a certain button will do. Useful for finding map secrets, seeing player spawn points or traps, etc... Note that there's hard-cap to how much text can be rendered at once. This will be solved later. Disable logical entity display if you encounter any crashes
TF2 Update:
- Updated signatures and offsets to accommodate for the new update
Some users have reported crash issues after the latest update while others are stable, this will be addressed in the upcoming update, ETA ~3-5 days
Null Core Servers are on OS maintenance for 2-8 hours
An operating system upgrade is currently in progress.
Estimated completion time: up to 12 hours.
Temporary service interruptions may occur during this maintenance window.
Thank you for your understanding.
We have completed the operating system upgrade and are now proceeding with the mail service update.
Some payments may temporarily fail during this process.
If you experience any issues, please contact me directly on Telegram: @RLS_V952 for manual subscription activation.
We are aware of the latest TF2 update issues causing random crashes on server join and are looking into this issue. ETA 48 hours.
Shared Update:
- Updated client engine interfaces to match the actual game; fixed crashes related to it
- Added Primitive Batch Processor
- Partially switched all 2D/3D (except fonts, material overrides and outlines) rendering onto batch processor; this may yield up to 80% FPS increase on heavily loaded scenes with NC visuals enabled and should prevent most of the crashes; expect full integration soon
Null Core Servers are on OS maintenance for 24 hours.
An operating system upgrade is currently in progress.
Temporary service interruptions may occur during this maintenance window.
Thank you for your understanding.
WebServer Update:
- Updated to invisible reCaptcha, checks should only be performed upon excessive requests
- Added 'Forgot Password?' button to the login page; All of the accounts from 1st of Aug 2015 should now be linked to their corresponding E-Mail; Please validate such mails to use the restoration feature
- Added an ability to link up to 5 E-Mail(s) in the profile, all newly added E-Mail(s) will require validation
- E-Mail rules: new purchases will automatically be added as unverified E-Mail(s) to the user's account, hence needed to be confirmed; New or existing users may exceed the limit of 5 E-Mail(s) upon purchases, but not by manually adding them; There should be at least one validated E-Mail in order to delete another one
TF2 Update:
- Fixed Custom FOV being reset upon using custom taunts
TF2 Update:
- Changed 'Auto Re-Heal' behavior so that it will work even if manually clicked by hand without the use of the Aim Bot, i.e. re-healing will work even if the target was healed without the use of the Aim Bot, but rather plain manual healing
TF2 Update:
- Fixed 'Conga Sidemoves' breaking taunt movement and/or rotation on some taunts, if the feature is disabled
TF2 Update:
- Fixed 'Fast Decloak' not forking properly
TF2 Update:
- Fixed a bug from the previous update related to precalculation of invisibility level, causing the renderer to treat every player as an invisible spy
- Added 'Misc->Omni-Directional Auto-Strafe' feature. It is currently not turning with optimal angles, hence it might lose some speed, but it will be fixed with further updates. Overall it works as expected. By default it accelerates towards your camera angle, unless you press any WASD key. Be aware that it will naturally rotate you left/right each tick, so you might be slightly twitching for other players. Use with caution
TF2 Update:
- Added 'Visuals->ESP->Duel Color Override' and 'Visuals->ESP->Custom Duel Color' for automated highlight of your duel targets