00:08 <+bridge> [ddnet] The problem is that saving happens in the main thread so it would hang all the time 00:09 <+bridge> [ddnet] oh, can it be moved to another thread? 00:12 <+bridge> [ddnet] and im noticed that player (who is playing with client actually) have some lags on ninja, but without any prediction (with antiping) it has pretty good animation 00:13 <+bridge> [ddnet] can ninja be not predicted for player? 01:33 <+bridge> [ddnet] A CoW snapshot based editor would allow rather cheap threaded saving 07:13 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/774516897785184266/DDNet_Client_11_07_2020_09_13_20_.png 07:13 <+bridge> [ddnet] how to fix it? 08:26 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/774535337120759848/unknown.png 08:28 <+bridge> [ddnet] give me a hint 08:29 <+bridge> [ddnet] the cursor!!!! 08:30 <+bridge> [ddnet] nice @TsFreddie 08:30 <+bridge> [ddnet] ah lol xD 08:31 <+bridge> [ddnet] this is gona be important update i think 08:31 <+bridge> [ddnet] :thonk: i could use something like bezier curve to solve the interpolation of the cursor. but i'm way to lazy. linear doesn't look bad tbh. 08:31 <+bridge> [ddnet] :thonk: i could use something like bezier curve to solve the interpolation of the cursor. but i'm way too lazy. linear doesn't look bad tbh. 08:31 <+bridge> [ddnet] in demo it shouldnt be a problem, probably 08:31 <+bridge> [ddnet] since you know all gameticks 08:31 <+bridge> [ddnet] does it look better than my stupid tee drawing version of it 08:31 <+bridge> [ddnet] lol 08:31 <+bridge> [ddnet] not really lol 08:31 <+bridge> [ddnet] if so then plsss add 08:32 <+bridge> [ddnet] (not a high bar to set but still) 08:32 <+bridge> [ddnet] i just made server send the cursor back and have the demo save it. so it is still server info. 08:32 <+bridge> [ddnet] how laggy is it compared to the tee version 08:32 <+bridge> [ddnet] probably less laggy right 08:32 <+bridge> [ddnet] ye. 08:32 <+bridge> [ddnet] :DD 08:32 <+bridge> [ddnet] i need this 08:32 <+bridge> [ddnet] but it is probably not accurate due to interpolation. 08:33 <+bridge> [ddnet] can we do a test where u try ur thing at the same time as my cursor thing 08:33 <+bridge> [ddnet] but you'll never get enough information for it to be accurate 08:33 <+bridge> [ddnet] and see how closely they line up 08:33 <+bridge> [ddnet] or it requires special server 08:33 <+bridge> [ddnet] eh nvm 08:34 <+bridge> [ddnet] i think it requires maybe two files to be updated in server. 08:34 <+bridge> [ddnet] and those wont break compatibility with anything? 08:34 <+bridge> [ddnet] no 08:34 <+bridge> [ddnet] ill do the updates if ull wanna test 08:36 <+bridge> [ddnet] but send pls 08:37 <+bridge> [ddnet] :D 08:37 <+bridge> [ddnet] `network.py` and `player.cpp` 08:37 <+bridge> [ddnet] ok ill try, sec 08:38 <+bridge> [ddnet] for client just grab the artifact 08:39 <+bridge> [ddnet] @noby why didnt u just use a laser entity as cursor 08:39 <+bridge> [ddnet] becase im stupid 08:39 <+bridge> [ddnet] ofc a tee laggs if it gets predicted xD 08:39 <+bridge> [ddnet] well cl_predict 0 08:39 <+bridge> [ddnet] its less about that 08:39 <+bridge> [ddnet] :nervous: 08:39 <+bridge> [ddnet] and more about just, whats the best way to send the data to the client accurately 08:39 <+bridge> [ddnet] then this is not more accurate 08:40 <+bridge> [ddnet] it is just convenient and still look like a cursor 08:40 <+bridge> [ddnet] yeah 08:42 <+bridge> [ddnet] laser entity + high bandwidth 08:42 <+bridge> [ddnet] and u get ur best cursor xd 08:42 <+bridge> [ddnet] but if this goes in its fine too XD 08:43 <+bridge> [ddnet] my code base is a bit different with the m_pLastTarget but i (think i) fixed it 08:43 <+bridge> [ddnet] oh, forgot to add a option to disable it 08:43 <+bridge> [ddnet] eh 08:43 <+bridge> [ddnet] im compiling this on fng small rn 08:43 <+bridge> [ddnet] can u come with test client in a min 08:43 <+bridge> [ddnet] sure 08:43 <+bridge> [ddnet] if china doesn't block me 08:44 <+bridge> [ddnet] its up 08:44 <+bridge> [ddnet] 35.204.119.214:8338 08:45 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/774540068714577940/unknown.png 08:45 <+bridge> [ddnet] doesn't work 08:51 <+bridge> [ddnet] lol 08:53 <+bridge> [ddnet] but uh 08:55 <+bridge> [ddnet] but 08:55 <+bridge> [ddnet] try now? 08:55 <+bridge> [ddnet] works for both now 08:59 <+bridge> [ddnet] nice 08:59 <+bridge> [ddnet] admins should be vulnerable to afkkick anyway so ez fix 09:09 <+bridge> [ddnet] @TsFreddie can't u just interpolate over the past 09:09 <+bridge> [ddnet] like everthing else is doing 09:09 <+bridge> [ddnet] it is 09:09 <+bridge> [ddnet] but with the correct intratick 09:09 <+bridge> [ddnet] not the broken one xd 09:10 <+bridge> [ddnet] which one 09:10 <+bridge> [ddnet] is there one? 09:10 <+bridge> [ddnet] im leaving the test server and gonna push this to main server while its emptyish 09:10 <+bridge> [ddnet] so if u wana come back to test do it on main 09:10 <+bridge> [ddnet] ``` 09:10 <+bridge> [ddnet] int DeltaTick = m_aSnapshots[g_Config.m_ClDummy][SNAP_CURRENT]->m_Tick - m_aSnapshots[g_Config.m_ClDummy][SNAP_PREV]->m_Tick; 09:10 <+bridge> [ddnet] if(DeltaTick > 0) 09:10 <+bridge> [ddnet] m_GameIntraTick[g_Config.m_ClDummy] = ((Now - PrevtickStart) / (float)(CurtickStart - PrevtickStart)) / (float)DeltaTick; 09:10 <+bridge> [ddnet] ``` 09:10 <+bridge> [ddnet] 51.89.23.241:8338 09:10 <+bridge> [ddnet] this obviously is wrong xd 09:11 <+bridge> [ddnet] just revert to the old one can see it for yourself 09:11 <+bridge> [ddnet] i can't record screen right now 09:11 <+bridge> [ddnet] ok change is live on server 09:11 <+bridge> [ddnet] i hope it doesnt break it xd 09:13 <+bridge> [ddnet] @TsFreddie wana test on main to make sure settings ar e right 09:14 <+bridge> [ddnet] i lied 09:14 <+bridge> [ddnet] i don't know if the recording looks good tho 09:14 <+bridge> [ddnet] battery is dying 09:14 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/774547390655889418/2020-11-07_16-13-01.mp4 09:15 <+bridge> [ddnet] i mean, that looks good enough doesnt it 09:15 <+bridge> [ddnet] no 09:15 <+bridge> [ddnet] not at all 09:15 <+bridge> [ddnet] cant judge on 30fps videos xd 09:15 <+bridge> [ddnet] it shouldn't go beyond the interp target and bounce back 09:15 <+bridge> [ddnet] i'm pretty sure it's 60fps 09:15 <+bridge> [ddnet] but thats just how it is 09:16 <+bridge> [ddnet] yeah jk, im also not used to 60fps tho 09:16 <+bridge> [ddnet] @TsFreddie if u want a smooth interpolation u have to do a interpolation tick 09:16 <+bridge> [ddnet] snap_prev should be a interpolated snapshot between cur and prev snapshot 09:17 <+bridge> [ddnet] then its bascially a fake 50ticks 09:18 <+bridge> [ddnet] why is cur snap exactly? 09:18 <+bridge> [ddnet] w hatis cur snap exactly? 09:18 <+bridge> [ddnet] the current snapshot 09:18 <+bridge> [ddnet] what is cur snap exactly? 09:18 <+bridge> [ddnet] and the prev snapshot 09:18 <+bridge> [ddnet] how current it is 09:18 <+bridge> [ddnet] well the last one that was received 09:19 <+bridge> [ddnet] in 50snaps cur is after now. 09:19 <+bridge> [ddnet] in 25snaps cur is before now 09:19 <+bridge> [ddnet] which is weird 09:19 <+bridge> [ddnet] yes 09:19 <+bridge> [ddnet] i know 09:19 <+bridge> [ddnet] wait 09:20 <+bridge> [ddnet] so there must be something funny going on with now, which is a result returned by CSmoothTime that's not adapted to 25 snaps 09:20 <+bridge> [ddnet] intragametick is always delay anyway, if it can do 50 interp it should be able to do 25 interp without a fake snap in between 09:20 <+bridge> [ddnet] intragametick is always delay anyway. if it can do 50 interp, it should be able to do 25 interp without a fake snap in between 09:20 <+bridge> [ddnet] hey we finished a full round with the new code and didnt crash 09:20 <+bridge> [ddnet] πŸ‘ 09:20 <+bridge> [ddnet] lol 09:21 <+bridge> [ddnet] :no: completely broken is worst than crashing lol 09:21 <+bridge> [ddnet] :no: completely broken is worse than crashing lol 09:21 <+bridge> [ddnet] its not completely broken 09:22 <+bridge> [ddnet] from how i understand it, its already better than my cursor view thing? cus same positions but better sprite and no need to turn off predict 09:23 <+bridge> [ddnet] also let me know if/when u are sure that these are the final servercode changes, then ill push it to the rest of the servers 09:30 <+bridge> [ddnet] @noby need you in fng small 09:30 <+bridge> [ddnet] no 09:30 <+bridge> [ddnet] i said 09:30 <+bridge> [ddnet] i pushed it to main srv 09:31 <+bridge> [ddnet] oh 09:31 <+bridge> [ddnet] then i need a ip for fng 09:32 <+bridge> [ddnet] 51.89.23.241:8338 09:35 <+bridge> [ddnet] you know what 09:35 <+bridge> [ddnet] i think noby's server might have different tick values with current ddnet 09:35 <+bridge> [ddnet] i think noby's server might have different tick values from fcurrent ddnet 09:35 <+bridge> [ddnet] i think noby's server might have different tick values from current ddnet 09:40 <+bridge> [ddnet] :blobban: 25snaps in general have weird stuff happening all over the place 09:40 <+bridge> [ddnet] i reverted the intratick thing 09:41 <+bridge> [ddnet] yes 09:41 <+bridge> [ddnet] i'll make a option to turn off the cursor interp 09:41 <+bridge> [ddnet] but i c what the code does 09:41 <+bridge> [ddnet] and its weird 09:41 <+bridge> [ddnet] can you do a better intratick? 09:41 <+bridge> [ddnet] i really want one 09:42 <+bridge> [ddnet] its alot of work probably 09:42 <+bridge> [ddnet] i am currently thinking about just making the cursor smooth 09:42 <+bridge> [ddnet] that would be enough probs xd 09:42 <+bridge> [ddnet] i think the game time in general is traveling both forward and backward at the same time with 50 ticks in mind 09:42 <+bridge> [ddnet] probs 09:42 <+bridge> [ddnet] well it defenitelly slows down and speeds up 09:43 <+bridge> [ddnet] thats already strange enough 09:43 <+bridge> [ddnet] well you're at it. you can probably fix the shaky gun angle too 09:43 <+bridge> [ddnet] it's the same thing. 09:43 <+bridge> [ddnet] yeah but i dont even want it, bcs delay xd 09:43 <+bridge> [ddnet] but i want atleast the fix for you for testing 09:43 <+bridge> [ddnet] sure 09:44 <+bridge> [ddnet] gun angle isn't too important i imagine? 09:44 <+bridge> [ddnet] [2:35 AM] TsFreddie 🌈: i think noby's server might have different tick values from current ddnet 09:44 <+bridge> [ddnet] no u 09:45 <+bridge> [ddnet] yours better 09:45 <+bridge> [ddnet] πŸ‘€ 09:45 <+bridge> [ddnet] you silly goof 09:45 <+bridge> [ddnet] oh yeah it totally has better tick values than ddnet 09:45 <+bridge> [ddnet] ddnet sux 09:45 <+bridge> [ddnet] :pepeH: 09:45 <+bridge> [ddnet] > gun angle isn't too important i imagine? 09:45 <+bridge> [ddnet] i doubt any one would could have a 1/25th sec decision to dodge a pre aim with other ppls gun angle. 09:45 <+bridge> [ddnet] @noby what tick value 09:45 <+bridge> [ddnet] nobert 09:46 <+bridge> [ddnet] he has high bandwidth xd 09:46 <+bridge> [ddnet] > gun angle isn't too important i imagine? 09:46 <+bridge> [ddnet] i doubt anyone could have a 1/25th sec decision to dodge a pre aim with other ppls gun angle. 09:46 <+bridge> [ddnet] ye i was just gonna say 09:46 <+bridge> [ddnet] its because my server has default high bandwidth 09:46 <+bridge> [ddnet] well to be fair noby has 30 players, ddnet has over 1k 09:46 <+bridge> [ddnet] and ddnte doesnt 09:46 <+bridge> [ddnet] 09:46 <+bridge> [ddnet] that too lol 09:46 <+bridge> [ddnet] high bandwidth on noby's server behave slightly different than my local server 09:46 <+bridge> [ddnet] no ddnet doesnt have 1k players on one vps 09:46 <+bridge> [ddnet] maybe it is a debug thing. 09:46 <+bridge> [ddnet] but a few hundred on a single vps maybe yea 09:46 <+bridge> [ddnet] or PING 09:46 <+bridge> [ddnet] and i have 32 max 09:47 <+bridge> [ddnet] sure, but noby's server's interp is smoother 09:47 <+bridge> [ddnet] doesnt higher bandwidth lag ppl with rly bad internet too 09:47 <+bridge> [ddnet] xd 09:47 <+bridge> [ddnet] ppl with rly bad internet will lag no matter what the server settings are 09:47 <+bridge> [ddnet] :yoo: 09:48 <+bridge> [ddnet] and 09:48 <+bridge> [ddnet] either way i'm counting on @Jupstar βœͺ the wizard to make this thing better. 09:48 <+bridge> [ddnet] i modified the network_server loop a little bit 09:48 <+bridge> [ddnet] but 09:48 <+bridge> [ddnet] nothing that should affect this 09:48 <+bridge> [ddnet] just some simple optimizations that help against naive ddos attacks 09:50 <+bridge> [ddnet] maybe master have some weird server changes 09:50 <+bridge> [ddnet] or it could be a debug thing. 09:50 <+bridge> [ddnet] probably a debug thing 09:58 <+ChillerDragon> when fix multieasymap design its full of halloween crap 10:03 <+bridge> [ddnet] @TsFreddie ok its a bit strange but i assume, its bcs it targets the next tick (even if u only have 25 ticks, it still acts like it targets the tick that never happens) 10:03 <+bridge> [ddnet] thats why for 25 ticks the values are always around 0.5-1.5, bcs the calculation uses the difference between the actual ticks 10:03 <+bridge> [ddnet] maybe a PrevPrevCursorInfo would already work 10:03 <+bridge> [ddnet] when the intratick is smaller than 1 it can interpolate between prevprev and prev 10:03 <+bridge> [ddnet] for >= 1 it should then interpolate between prev and cur 10:04 <+bridge> [ddnet] (ofc -1 calculated) 10:04 <+bridge> [ddnet] well i guess you can fix the code somehow else 10:04 <+bridge> [ddnet] but its too much work and thinking rn xD 10:04 <+bridge> [ddnet] chinese brain ain't getting it 10:04 <+bridge> [ddnet] prevprev is good idea i didnt think of that 10:06 <+bridge> [ddnet] well imagine it like this 10:06 <+bridge> [ddnet] 10:06 <+bridge> [ddnet] prev tick is 0 10:06 <+bridge> [ddnet] cur is 2 10:06 <+bridge> [ddnet] 10:06 <+bridge> [ddnet] your target is 3 10:06 <+bridge> [ddnet] 10:06 <+bridge> [ddnet] so 3 / 2 10:06 <+bridge> [ddnet] is 1.5 10:06 <+bridge> [ddnet] as soon as you are at 3 however its like the prev tick 10:06 <+bridge> [ddnet] so basically 3 - 2(the cur tick) / 2 10:06 <+bridge> [ddnet] so 0.5 again 10:06 <+bridge> [ddnet] but that only happens bcs it doesnt get the tick between these 10:06 <+bridge> [ddnet] cant explain better, but it does target these ticks 10:07 <+bridge> [ddnet] so if u dont lag its jump around 0.5 and 1.5 is my bet 10:07 <+bridge> [ddnet] for 25 ticks 10:07 <+bridge> [ddnet] and the target can be anywhere from 2.01 to 3.99 right 10:08 <+bridge> [ddnet] its always the tick between the actual ticks 10:08 <+bridge> [ddnet] anyway 10:08 <+bridge> [ddnet] then there is also the "smooth" time thing 10:08 <+bridge> [ddnet] that just is random, i cant explain it 10:08 <+bridge> [ddnet] wait now is a tick? 10:09 <+bridge> [ddnet] well it targets the tick as the next time 10:09 <+bridge> [ddnet] not a continuous time or something? 10:09 <+bridge> [ddnet] well it calculates the time cotinously ofc 10:09 <+bridge> [ddnet] but it tries to "know" which is the next tick to smooth this time 10:10 <+bridge> [ddnet] where did that happen 10:10 <+bridge> [ddnet] the part where it tries to "know" 10:10 <+bridge> [ddnet] CSmoothTime::Get 10:10 <+bridge> [ddnet] this uses the target tick 10:10 <+bridge> [ddnet] and that is set in the update function of it 10:10 <+bridge> [ddnet] and that is the Gametick - 1 multiplied with the time 10:11 <+bridge> [ddnet] what if we Gametick - 2 10:12 <+bridge> [ddnet] well assuming we can know the tick rate when it does that. 10:13 <+bridge> [ddnet] `m_GameTime[g_Config.m_ClDummy].Update(&m_GametimeMarginGraph, (GameTick - 1) * time_freq() / 50, TimeLeft, 0);` 10:13 <+bridge> [ddnet] it always uses -1 10:13 <+bridge> [ddnet] but remember that for 25 ticks this is always the tick between 10:13 <+bridge> [ddnet] the actual ticks 10:14 <+bridge> [ddnet] thats why this whole stuff is just confusing xd 10:14 <+bridge> [ddnet] oof 10:14 <+bridge> [ddnet] i am also not sure if that really makes sense, but its not like tw looks unsmooth, so it probs isnt too bad 10:14 <+bridge> [ddnet] i think nuborn or so wrote this whole prediction stuff 10:14 <+bridge> [ddnet] he will be able to tell u why xD 10:15 <+bridge> [ddnet] lol i just tried change every GameTick - 1 to - 2 10:15 <+bridge> [ddnet] what happened xd 10:16 <+bridge> [ddnet] look pretty good in 25 snaps tbh 10:16 <+bridge> [ddnet] ok xD 10:16 <+bridge> [ddnet] well it targets an even more in the past tick 10:16 <+bridge> [ddnet] but not gonna judge if that makes sense 10:18 <+bridge> [ddnet] it is definitely not working for 50 ticks. with -2 (duh) 10:18 <+bridge> [ddnet] yeah 10:18 <+bridge> [ddnet] do you see a 12.5 tick server happening in the foreseeable future 10:19 <+bridge> [ddnet] or 16.6 ticks 10:19 <+bridge> [ddnet] well its server side 10:19 <+bridge> [ddnet] u can send snapshots whenever u want xd 10:19 <+bridge> [ddnet] but no, i dont even know if the client works with it 10:20 <+bridge> [ddnet] u can try ofc xD 10:20 <+bridge> [ddnet] if(g_Config.m_SvHighBandwidth || (m_CurrentGameTick % 2) == 0) 10:20 <+bridge> [ddnet] to 10:20 <+bridge> [ddnet] if(g_Config.m_SvHighBandwidth || (m_CurrentGameTick % 4) == 0) 10:20 <+bridge> [ddnet] ``` 10:20 <+bridge> [ddnet] if(g_Config.m_SvHighBandwidth || (m_CurrentGameTick % 2) == 0) 10:20 <+bridge> [ddnet] to 10:20 <+bridge> [ddnet] if(g_Config.m_SvHighBandwidth || (m_CurrentGameTick % 4) == 0) 10:20 <+bridge> [ddnet] ``` 10:22 <+bridge> [ddnet] well gl with it xd, it too confusing for me rn, maybe another dev with more insight can answer you the impl details more accurate 10:22 <+bridge> [ddnet] :d49Rip: 10:22 <+bridge> [ddnet] i kinda have a feeling why it happens 10:22 <+bridge> [ddnet] but i tried to explain it above xd 10:26 <+bridge> [ddnet] you know what 10:26 <+bridge> [ddnet] GameTick - 3 works with m_CurrentGameTick % 3 as well. 10:26 <+bridge> [ddnet] wtf xD 10:27 <+bridge> [ddnet] thats random tho xd 10:27 <+bridge> [ddnet] ye. 10:27 <+bridge> [ddnet] and sure it is delayed, but like, it is 16.6ticks, you can't make it instant and smooth at the same time. 10:28 <+bridge> [ddnet] thats true 10:28 <+bridge> [ddnet] but not sure how the line up works with - 10:28 <+bridge> [ddnet] but not sure how the line up works with -3 10:29 <+bridge> [ddnet] dude 10:29 <+bridge> [ddnet] it works with -6 and %6 10:30 <+bridge> [ddnet] 10:31 <+bridge> [ddnet] Q.E.D. all teeworlds problems solved 10:32 <+bridge> [ddnet] but yeah, cursor looks like it is drawing polygons with a tick rate this low. 10:33 <+bridge> [ddnet] (maybe it is possible to further reduce chn server's tick rate to save some bandwidth) 10:33 <+bridge> [ddnet] chn infclass was having problems with way too many objects. 10:36 <+bridge> [ddnet] We should pressure teeworlds to have 100ticks with 50snaps by default then you can fine tune the snap rate and have the clients to deal with the smoothing automatically. 10:41 <+bridge> [ddnet] yeah but sadly that isnt possible 10:41 <+bridge> [ddnet] mathematically not 10:41 <+bridge> [ddnet] u cannot increase the tickrate of teeworlds without breaking psysics 10:42 <+bridge> [ddnet] i know 10:42 <+bridge> [ddnet] i tried it it almost feels the same but it isnt 10:43 <+bridge> [ddnet] csgo 128ticks have the same problem i think, but 3d shooter doesn't really need the ability to reproduce physics like we do. 10:44 <+bridge> [ddnet] but that probs is still a different problem 10:44 <+bridge> [ddnet] bcs physically it is possible to do a velocity, position interpolation 10:44 <+bridge> [ddnet] ofc its still not 100% the same, but its really insanely close 10:45 <+bridge> [ddnet] https://en.wikipedia.org/wiki/Acceleration#Uniform_acceleration 10:45 <+bridge> [ddnet] if teeworlds would follow this 10:45 <+bridge> [ddnet] but it adds a kostant to the velocity directly 10:45 <+bridge> [ddnet] anyway. should i try to detect the tick rate and adapt the csmoothtime with it? 10:45 <+bridge> [ddnet] i cannot tell if this breaks something 10:45 <+bridge> [ddnet] but u can try out for sure 10:45 <+bridge> [ddnet] i'll do it in a separate PR, and maybe have a test server 10:46 <+bridge> [ddnet] just to see how it goes 10:46 <+bridge> [ddnet] best is probs u do git blame and ask the person who created this, bcs i dont even see the reason behind all this code xD 10:46 <+bridge> [ddnet] it almost seems random 10:46 <+bridge> [ddnet] :thonk: but it works 10:47 <+bridge> [ddnet] it works ℒ️ 10:48 <+bridge> [ddnet] normally in unity i would just use system time as a fallback. since high precision timer is always hard to deal with. 10:49 <+bridge> [ddnet] std::chrono 10:49 <+bridge> [ddnet] if u want to deal with constant time 10:49 <+bridge> [ddnet] steady clock 10:49 <+bridge> [ddnet] and i almost never to tick sync for multiplayer. (probably because i never do physics based multiplayer) 10:49 <+bridge> [ddnet] and i almost never do tick sync for multiplayer. (probably because i never do physics based multiplayer) 10:50 <+bridge> [ddnet] a kostant tick is nice tho 10:50 <+bridge> [ddnet] its like you scale psychics into virtuality 10:50 <+bridge> [ddnet] makes calculations very consitent 10:50 <+bridge> [ddnet] time is hard. 10:51 <+bridge> [ddnet] :saddog:btw we can even try lower tick rates on test servers (if we does one), if that didn't break enough things then it is probably fine for 25. 11:01 <+bridge> [ddnet] i think i really need a bezier curve to solve cursor position in lower tick rates 11:25 <+bridge> [ddnet] operation failed :troll: 11:25 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/774580336423862312/unknown.png 11:26 <+bridge> [ddnet] heinrich implemented bezier curves in ddnet already 11:27 <+bridge> [ddnet] looks like a one dimensional curve currently. i'll see if it can be used for vec2 as well. 11:29 <+bridge> [ddnet] i think it should be ddnet.tw 11:29 <+bridge> [ddnet] if its on behalf of ddnet team 11:30 <+bridge> [ddnet] i've changed it 11:30 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/774581471402393640/unknown.png 11:31 <+bridge> [ddnet] you can have smooth dyncam toggle with smooth camera on without having to tick dyncam in menu @deen 11:32 <+bridge> [ddnet] same for many other options we don't show in menu when their parent option is disabled 11:32 <+bridge> [ddnet] i mean i can have dyncam off, smoothcam on. then i can use bind to toggle dyncam smoothly 11:32 <+bridge> [ddnet] Yes, I understand 11:32 <+bridge> [ddnet] and i don't need to check dyncam option that resets my settings 11:33 <+bridge> [ddnet] Then let's at least rename it to Smooth Dynamic Camera? 11:34 <+bridge> [ddnet] you can probably group them with indent without hiding it 11:35 <+bridge> [ddnet] But it's still unintuitive. Because people will enable smooth camera and notice nothing happens 11:36 <+bridge> [ddnet] because they additionally need dynamic camera 11:36 <+bridge> [ddnet] fair 11:37 <+bridge> [ddnet] that's why I made the change, someone asked me what it even does 11:37 <+bridge> [ddnet] then go for Smooth Dynamic Camera i guess 11:48 <+bridge> [ddnet] > if its on behalf of ddnet team 11:48 <+bridge> [ddnet] @Ryozuki then it really should be @noby :troll: 11:49 <+bridge> [ddnet] but ddnet.tw does make more sense 11:49 <+bridge> [ddnet] @ChillerDragon 11:53 <+bridge> [ddnet] What's the best way to help with translation? 11:53 <+bridge> [ddnet] I'm kinda noob 11:55 <+bridge> [ddnet] @Pepe download the text file from github, edit it, send it to me in DM 11:56 <+bridge> [ddnet] Okidoki:greenthing: 12:01 <+bridge> [ddnet] @deen you know what, just hide smooth camera. i doubt anyone toggling would need it to be smooth anyway. 12:02 <+bridge> [ddnet] πŸ˜„ 12:02 <+bridge> [ddnet] ok 12:49 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/774601407856377866/2020-11-07_19-44-21.mp4 12:49 <+bridge> [ddnet] ^ 25tick server, no anti-ping 12:56 <+bridge> [ddnet] maybe add a separate CSmoothTime for gun and cursor only. keep the 50 tick one for characters and envelops. 13:05 <+bridge> [ddnet] :thonk: but the delay won't matter like at all for local players or antiping. 13:06 <+bridge> [ddnet] :thonk: but the delay won't matter like at all for local players or with antiping on 13:06 <+bridge> [ddnet] antiping is also anti-interpolation-delay in some sense. 14:01 <+bridge> [ddnet] not same input for dummy, wtf 14:01 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/774619500536135720/screenshot_2020-11-07_15-58-31.png 15:44 <+bridge> [ddnet] <Дядя ЖСня> It's same 15:45 <+bridge> [ddnet] <Дядя ЖСня> Line drawing is somewhat random 15:56 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/774648522351706182/screenshot_2020-11-07_08-56-24.png 15:58 <+bridge> [ddnet] nice 16:01 <+bridge> [ddnet] teeworlds' code gives me depression 16:33 <+bridge> [ddnet] This is what happens to people that think they understand the scoreboard code ^^ 16:33 <+bridge> [ddnet] Rule 1 of working with the teeworlds codebase is to assume you understand nothing and touch as little as possible 16:34 <+bridge> [ddnet] Rule 2 is if you don’t understand why something is there, assume it’s there for a reason and not just because the previous developer had a stroke 16:36 <+bridge> [ddnet] There is a rly weird bug that happened to me, i played on entity mode for a really long time and now some blocks are just plain color white on some maps, here are some demo files of the bug 16:36 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/774658618708197426/Harvest_2020-11-07_09-26-48.demo 16:36 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/774658649767149639/Kobra_4_2020-11-07_09-27-38.demo 16:37 <+bridge> [ddnet] i mean i got that bugged scoreboard on steam beta lol 16:37 <+bridge> [ddnet] Is there a fix for this bug? 16:37 <+bridge> [ddnet] Well gfx bugs wouldn’t show up in demos @PopCorn181. It would be nice if you can show a screenshot. CC @Jupstar βœͺ 16:38 <+bridge> [ddnet] Weird 16:38 <+bridge> [ddnet] @louis yeah, it’s a recent change. It looked rather short for a scoreboard change which was what I was referring to 16:39 <+bridge> [ddnet] @PopCorn181 well it’s to be expected, demos only contain the state of the game, that’s why they are so small. Rendering is done by the client, so a gfx bug won’t be part of the demo 16:42 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/774660157262266378/unknown.png 16:42 <+bridge> [ddnet] ? 16:43 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/774660282508902420/unknown.png 16:43 <+bridge> [ddnet] :saddo: 16:45 <+bridge> [ddnet] see what i mean? 16:47 <+bridge> [ddnet] @Learath2 16:49 <+bridge> [ddnet] Oh, the quads, hm. @Jupstar βœͺ is who is more familiar with the gfx code but can you show me your graphics settings? 16:49 <+bridge> [ddnet] ok 16:50 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/774661980698574848/unknown.png 16:50 <+bridge> [ddnet] Um, what version is this? 16:51 <+bridge> [ddnet] DDNet-15.0.5-win32 16:52 <+bridge> [ddnet] Well I'd suggest you upgrade to the latest version, you could also try turning on opengl3.3 16:52 <+bridge> [ddnet] ok 16:53 <+bridge> [ddnet] We don't really support older versions so bug reports should always be made on the latest version 16:53 <+bridge> [ddnet] ok 17:09 <+bridge> [ddnet] @Learath2 bug is still active 17:09 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/774666878823432232/unknown.png 17:10 <+bridge> [ddnet] Did you try upgrading or opengl 3.3? 17:10 <+bridge> [ddnet] upgraded to newest update 17:11 <+bridge> [ddnet] @Learath2 im translating the game and i need your help 17:11 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/774667242058285076/unknown.png 17:11 <+bridge> [ddnet] what does this mean? :kek: 17:11 <+bridge> [ddnet] i never used it in tw 17:11 <+bridge> [ddnet] <Дядя ЖСня> It does nothing literally 17:11 <+bridge> [ddnet] Can you do `cl_show_console 1` in f1, restart and show me what the console output shows? 17:11 <+bridge> [ddnet] @@Jupstar βœͺ help with quad graphics 17:11 <+bridge> [ddnet] <Дядя ЖСня> But tries to take weapon in hands that was in hands before after respawn 17:11 <+bridge> [ddnet] i need to know what it does in order to translate it 17:12 <+bridge> [ddnet] <Дядя ЖСня> But tries to take weapon in hands that was in hands before respawn 17:12 <+bridge> [ddnet] We might aswell check the basics before waiting around for jupeyy 17:12 <+bridge> [ddnet] <Дядя ЖСня> Maybe opposite) 17:12 <+bridge> [ddnet] @eNJi let me check where that string is used 17:12 <+bridge> [ddnet] thanks 17:12 <+bridge> [ddnet] <Дядя ЖСня> It used to set wanted wepon 17:13 <+bridge> [ddnet] <Дядя ЖСня> On respawn 17:13 <+bridge> [ddnet] <Дядя ЖСня> Are you kidding 17:13 <+bridge> [ddnet] <Дядя ЖСня> @eNJi should pick hammer on respawn when turned on 17:16 <+bridge> [ddnet] Yes, if that setting is set. You should always spawn with hammer 17:17 <+bridge> [ddnet] ok, I'll try to do something with it πŸ˜„ 17:18 <+bridge> [ddnet] <Дядя ЖСня> You will always respawn with hammer either way 17:19 <+bridge> [ddnet] Is it broken? 17:19 <+bridge> [ddnet] If so we should just remove the setting 17:20 <+bridge> [ddnet] <Дядя ЖСня> Yes you should. But firstly need to test in other game mods, because I don't play it and don't know every mechanic 17:20 <+bridge> [ddnet] <Дядя ЖСня> It may spawn you with something else in... FNG or CTF for example 17:21 <+bridge> [ddnet] As far as I know, on DM and CTF you spawn with pistol 17:46 <+bridge> [ddnet] remove it so i dont need to translate it 17:46 <+bridge> [ddnet] :kek: 17:48 <+bridge> [ddnet] you can spawn with other weapon if there's a weapon nearby spawn 17:48 <+bridge> [ddnet] useful on some solo map where you get laser at start 17:49 <+bridge> [ddnet] I think that only happens if you have activated "switch to weapon when pick up" 17:55 <+bridge> [ddnet] oops wait 17:55 <+bridge> [ddnet] Headbot:terrorist: 17:55 <+bridge> [ddnet] u 17:56 <+bridge> [ddnet] I was about to do that :feelsamazingman: 17:56 <+bridge> [ddnet] :troll: 17:56 <+bridge> [ddnet] :cant: πŸ’¨ 17:56 <+bridge> [ddnet] :pepesad: 17:57 <+bridge> [ddnet] headbot 17:57 <+bridge> [ddnet] :nobyisthebiggesttroll: :noblet: 18:28 <+bridge> [ddnet] @Learath2 @Jupstar βœͺ @heinrich5991 Could one of your review this? https://github.com/ddnet/ddnet/pull/3263 Need to get it in because it has translation updates too 18:31 <+bridge> [ddnet] @deen is it normal that this pr also includes translation commits? 18:31 <+bridge> [ddnet] yes, had to add them 18:31 <+bridge> [ddnet] and then I had to put all other translations there to prevent conflicts 18:32 <+bridge> [ddnet] so now this is my big translation pr πŸ˜„ 18:34 <+bridge> [ddnet] @PopCorn181 Looks like you disabled quads 18:34 <+bridge> [ddnet] Page down key 18:38 <+bridge> [ddnet] Thanks @louis 19:55 <+bridge> [ddnet] https://www.theguardian.com/uk-news/2020/nov/06/companies-house-forces-business-name-change-to-prevent-security-risk 19:55 <+bridge> [ddnet] > ``` 19:55 <+bridge> [ddnet] > Company named ">