Arama Sonuçları

294,920,651 sonuçtan 241 ile 250 arası gösteriliyor
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open inventory
KNIFE:
★ Skeleton Knife | Doppler Phase 1 (Factory New)
★ Skeleton Knife | Fade (Factory New) FADE 92%
★ M9 Bayonet | Slaughter (Minimal Wear)
★ Stiletto Knife | Doppler Phase 1 (Factory New)
★ Butterfly Knife | Scorched (Field-Tested)
★ Karambit | Urban Masked (Field-Tested)
★ M9 Bayonet | Rust Coat (Battle-Scarred)
★ Falchion Knife | Gamma Doppler Phase 2 (Factory New)
★ Nomad Knife | Marble Fade (Factory New)
★ Kukri Knife | Fade (Factory New) FADE 99%
★ Survival Knife | Doppler (Factory New) Phase 1
★ Huntsman Knife | Marble Fade (Factory New)
★ Skeleton Knife | Rust Coat (Battle-Scarred)
★ StatTrak™ Flip Knife | Bright Water (Factory New)
★ Falchion Knife | Tiger Tooth (Factory New)
★ Flip Knife | Damascus Steel (Factory New)
★ Flip Knife | Freehand (Factory New)
★ Ursus Knife Vanilla
★ Flip Knife | Ultraviolet (Field-Tested)
★ Gut Knife | Fade (Factory New)
★ Flip Knife | Bright Water (Field-Tested)
★ Bayonet | Urban Masked (Field-Tested)
★ Stiletto Knife | Safari Mesh (Field-Tested)
★ Shadow Daggers | Gamma Doppler Phase 2 (Factory New)
★ Falchion Knife | Freehand (Factory New)
★ Shadow Daggers | Marble Fade (Factory New)
★ Huntsman Knife | Black Laminate (Minimal Wear)
★ Paracord Knife Vanilla
★ Kukri Knife | Urban Masked (Minimal Wear)
★ Navaja Knife | Tiger Tooth (Factory New)
★ Survival Knife | Ultraviolet (Field-Tested)
★ Shadow Daggers | Damascus Steel (Factory New)
★ Paracord Knife | Boreal Forest (Field-Tested)

GLOVES:
★ Sport Gloves | Vice (Field-Tested)
★ Driver Gloves | Crimson Weave (Field-Tested)
★ Driver Gloves | Snow Leopard (Field-Tested)
★ Moto Gloves | Blood Pressure (Minimal Wear)
★ Specialist Gloves | Crimson Web (Field-Tested)
★ Hand Wraps | Spruce DDPAT (Field-Tested)
★ Moto Gloves | Polygon (Field-Tested)
★ Moto Gloves | Smoke Out (Field-Tested)
★ Moto Gloves | POW! (Field-Tested)
★ Sport Gloves | Bronze Morph (Field-Tested)
★ Driver Gloves | Black Tie (Well-Worn)
★ Driver Gloves | Black Tie (Battle-Scarred)
★ Driver Gloves | Diamondback (Well-Worn)
★ Moto Gloves | Blood Pressure (Battle-Scarred)
★ Hand Wraps | Duct Tape (Field-Tested)
★ Broken Fang Gloves | Needle Point (Field-Tested)
★ Moto Gloves | 3rd Commando Company (Field-Tested)
★ Hydra Gloves | Emerald (Field-Tested)
★ Hydra Gloves | Rattler (Field-Tested)

https://steamcommunity.com/tradeoffer/new/?partner=102682602&token=ghzF8cUL
https://steamcommunity.com/tradeoffer/new/?partner=102682602&token=ghzF8cUL
https://steamcommunity.com/tradeoffer/new/?partner=102682602&token=ghzF8cUL
https://steamcommunity.com/tradeoffer/new/?partner=102682602&token=ghzF8cUL
13
2
Please consider releasing GRANDIA HD Remaster on GOG.
1
"DESTROY" achievement
4 dakika önce
Schizima
0
策畫484屎麻了?
4 dakika önce
OwO
Forumda "Steam Discussions"
17
Why did Valve change the way game assets are stored?...
4 dakika önce
Eocene
İlk olarak aiusepsi tarafından gönderildi:
The "cryptic, generated names" are almost certainly SHA1 hashes.

If I had to guess, it's probably related to when they started accepting / requiring higher-resolution artwork for library assets, with the SHA1 hash of the originally submitted asset used to tag all the things which their backend pipeline generates from that asset.

For example, this library hero art:

https://shared.fastly.steamstatic.com/store_item_assets/steam/apps/3674060/ee25c37e61184a35ae5e814aadf22fff98d14cbc/library_hero_2x.jpg

https://shared.fastly.steamstatic.com/store_item_assets/steam/apps/3674060/ee25c37e61184a35ae5e814aadf22fff98d14cbc/library_hero.jpg

https://shared.fastly.steamstatic.com/store_item_assets/steam/apps/3674060/ee25c37e61184a35ae5e814aadf22fff98d14cbc/library_hero_blur.jpg

All clearly derived from the same source image.

İlk olarak Eocene tarafından gönderildi:
Even if you don't care where or how assets are stored, it's worse for end users because now every time Steam has to load an art asset, it has to run code that returns the path to this asset.

If this path is stored in a binary file - as I suspect it is, to prevent snooping - it has to load in this file, debinarify it, and then parse it to get the path.

Every time it needs to display this asset.

It's nonsensical and wasteful.

I'm virtually certain it's not to prevent snooping. For one, if you actually wanted to prevent snooping, or at least make it more difficult, there's lots of ways you could easily obfuscate the data. Encryption, for example. Or heck, just XOR the data with a fixed bit-pattern.

Also, the binary VDF format isn't complicated; you can figure it out easily with a hex editor and some patience, and people did that years ago. Pretty sure I did it myself at one point. Because lots of people have done this before, there's plenty of code out there for parsing VDF files, e.g. https://www.npmjs.com/package/binary-vdf-parser Other people have written similar code for other languages.

People bothered to do this years ago because Steam's always* kept the metadata it needs to work in binary VDF files, like the appinfo.vdf file that stores app metadata. The mapping from asset type to path is one of the things stored in that metadata, so is one of the things tracked by SteamDB**, see e.g.: https://steamdb.info/app/3674060/info/

Anyway: I would be extremely surprised if Steam was reading and parsing these files every time it needed any of this data. It is almost certainly reading it once at start-up and caching the result in memory.

I think a fair summary is that, at most, they've gone from hardcoded paths to paths which are controlled by the same metadata which governs things like: what name is displayed for the game in the library, what review score it has for the purposes of library sorting, what beta branches are available, what the current version of the game content is, etc.

* It's actually not always. Steam used to keep everything in a file called "clientregistry.blob", way back in the day; but that was all an older iteration of the Steam system.

** Although SteamDB doesn't work by parsing appinfo.vdf; instead they talk to the Steam backend directly using a reverse-engineered implementation of the protocol the Steam client uses to talk to the backend to read the metadata from a system called PICS.

Thank you. This is a reply that can be worked with.

Ultimately, Steam is designed so badly it barely benefits from storing resources locally. Open a page. It won't display the header/logo until after it loaded in all the HTML fluff in the lower half.

What it should do is display this straight away, and load the rest of the HTML in the background - and cancel it when you select another game. It won't allow you to do that, the UI is basically frozen until it's done loading.
0
有好心人给个patch吗
4 dakika önce
远光灯
3
Tents and camping out.
4 dakika önce
DarkFaceGlow
11
1
VTM needs to be saved! ⚠️
4 dakika önce
CapJackRackham
0
Friends cant move and cant climb ladders
4 dakika önce
Lauren
1
Terrible FPS, low settings - 5600X, GTX1080, 32GB, SSDs
4 dakika önce
Inflik7
294,920,651 sonuçtan 241 ile 250 arası gösteriliyor