00:07 <+bridge_> [ddnet] i also want things like in ath. I have the zoom but it doesnt show players all over the map 00:07 <+bridge_> [ddnet] also superdynamic hides players 00:14 <+bridge_> [ddnet] newest ddnet shows all players that are in your view range at all zoom levels 00:14 <+bridge_> [ddnet] like dyncam but further?, that would e.g. be a cheat 00:15 <+bridge_> [ddnet] generally zoom is a cheat in basically everything not ddrace based 00:17 <+bridge_> [ddnet] :nobythinking: 00:18 <+bridge_> [ddnet] :nobythinking: 00:18 <+bridge_> [ddnet] :think_bot: 07:05 <+bridge_> [ddnet] is there a recommended ddnet base version for modding? 08:07 <+bridge_> [ddnet] i would also like to know 08:57 <+bridge_> [ddnet] Cool bug : when u have show others DDnet settings activated and u write /specteam, when u /pause u dont see anyone even ppl in ur own team :D 09:22 <+bridge_> [ddnet] @TsFreddie @lynn use the newest version, I'd say 09:24 <+bridge_> [ddnet] :justatest: apparently modding standards back in ddnet is more difficult than i thought. 09:24 <+bridge_> [ddnet] and even better: don't just copy our ddnet code, but make a fork and regularly merge new hex development into your mod 09:24 <+bridge_> [ddnet] and even better: don't just copy our ddnet code, but make a fork and regularly merge new ddnet development into your mod 09:25 <+bridge_> [ddnet] :ww: 09:25 <+bridge_> [ddnet] some people just make a copy and then never update their mod based on new ddnet changes anymore 09:25 <+bridge_> [ddnet] if you regularly merge ddnet in again you get all the improvements being done upstream 09:25 <+bridge_> [ddnet] kough kough 09:25 <+bridge_> [ddnet] :yoo: 09:25 <+bridge_> [ddnet] :feelsbadman: 09:26 <+bridge_> [ddnet] @TsFreddie r u planning on making a mod? 09:26 <+bridge_> [ddnet] one thing is that if ur mod doesnt use many features of race u will end up removing lot of code 09:27 <+bridge_> [ddnet] ye, i'm kinda doing that rn. 09:28 <+bridge_> [ddnet] it's like choosing between modding part of ddnet's protocol into teeworlds or modding teeworlds back into ddnet. 09:29 <+bridge_> [ddnet] :kek: i was actually planning to hookup libtw2 from nodejs, but i gave that up really quickly 09:31 <+bridge_> [ddnet] i always want to make the server in rust but its 2 much work and i just laze around 09:31 <+bridge_> [ddnet] but actually make the sv in a rusty way 09:31 <+bridge_> [ddnet] ouch 😄 09:31 <+bridge_> [ddnet] oof 09:31 <+bridge_> [ddnet] and no unsafe 09:31 <+bridge_> [ddnet] @ libtw2 from nodejs 09:31 <+bridge_> [ddnet] why nodejs 09:32 <+bridge_> [ddnet] does libtw2 compile to wasm 09:32 <+bridge_> [ddnet] presumably because that's a language @TsFreddie is coofortable with? 😉 09:32 <+bridge_> [ddnet] ye, i do almost everything now in typescript 09:33 <+bridge_> [ddnet] there's a library that called neon that can call rust code. but i kinda don't know where to start with rust binding. 09:34 <+bridge_> [ddnet] is official ddnet clienta build with websocket support, and is official servers are using it? 09:34 <+bridge_> [ddnet] there is also assemblyscript which is a typescript look-a-like that compiles to wasm. but it's wasi binding doesn't have sockets yet. so i can't code the server part entirely in wasm so meh. 09:34 <+bridge_> [ddnet] there was some progress but the websocket server made clients crash iirc 09:34 <+bridge_> [ddnet] there is also assemblyscript which is a typescript look-a-like that compiles to wasm. but its wasi binding doesn't have sockets yet. so i can't code the server part entirely in wasm so meh. 09:35 <+bridge_> [ddnet] ah ye it made clients freeze or smth at the server list iirc 09:35 <+bridge_> [ddnet] atleast for me 09:35 <+bridge_> [ddnet] i can probably also just grab ddnet's c++ code and make a nodejs's napi library. 09:36 <+bridge_> [ddnet] non of those easy tho 09:36 <+bridge_> [ddnet] so master list uses websocket then? optionally 09:37 <+bridge_> [ddnet] no, master server doesn't support websockets, official servers don't have it enabled either 10:12 <+bridge_> [ddnet] Do you need a turkish translator and a turkish moderator in your game?@heinrich5991 10:13 <+bridge_> [ddnet] Moderator applications are possible on the ddnet forum (staff section), but I think we're not actively looking atm 10:14 <+bridge_> [ddnet] turkish translation is at 88%, you can edit the file and send us an update: https://github.com/ddnet/ddnet/blob/master/data/languages/turkish.txt 10:21 <+bridge_> [ddnet] Where should I send after I have flipped the untranslated places? 10:32 <+bridge_> [ddnet] You can make a pull request on github, or just send me a DM with the file 10:40 <+bridge_> [ddnet] okay 15:10 <+bridge_> [ddnet] smone interested in updating the php scripts for the skin database on the website? 15:10 <+bridge_> [ddnet] it needs a sync function or smth that is called, when a skin is added, removed, whatever 15:11 <+bridge_> [ddnet] for the community tab 15:14 <+bridge_> [freenode] deen would also be nice ddnet would merge more upstream too :) 15:15 <+bridge_> [ddnet] Code is in https://github.com/ddnet/ddnet-web/tree/master/www/skins , we use it straight from there 15:15 <+bridge_> [ddnet] chillerdragon[m]: I knew you'd say that. Unfortunately 0.7 brought some changes we didn't want, so we only selectively cherry-picked fixes/changes 15:16 <+bridge_> [freenode] Yea sure 0.7 is tricky 15:16 <+bridge_> [ddnet] what even was in ur mind? 15:17 <+bridge_> [ddnet] the skin system? 15:17 <+bridge_> [freenode] I mean more the small non ddrace improvements that happend over the years. Like more auto mapper features for example. 15:17 <+bridge_> [ddnet] Sure, would accept them 15:18 <+bridge_> [ddnet] I think the problem is, ppl like Lea, who would be interested in this, are probably more interested in rewritting it completly xD 15:18 <+bridge_> [freenode] accpet? :D I mean propose those to the upstream instead of keeping them in ddnet 15:18 <+bridge_> [ddnet] u want more ddnet in 0.7? 15:19 <+bridge_> [freenode] i want more ddnet in upstream yes 15:19 <+bridge_> [freenode] same as deen wants more ddnet downstream in ddnet 15:19 <+bridge_> [freenode] There are a few things ddnet client/server have that are nice and non 0.6/0.7 related and not ddrace related. 15:19 <+bridge_> [ddnet] vanilla doesnt want c++11 tho, and ddnet shifts to it slowly 15:20 <+bridge_> [freenode] Yea I noticed 15:20 <+bridge_> [ddnet] same with STL 15:32 <+bridge_> [freenode] @QshaR any idea why KoG server keeps reconnecting me? Happend 3 times in a row after a few minutes. 15:42 <+bridge_> [freenode] hmm ddnet client seems to work is this some sort of custom client trolling? :/ 16:03 <+bridge_> [ddnet] [3:51 PM] Patiga: Chillerdragon asks why his client (chillerbot/chillerbot-ux) is being blocked, he can't connect to a kog server with it 16:03 <+bridge_> [ddnet] could that please get fixed? 16:03 <+bridge_> [ddnet] [3:51 PM] Avolicious: Maybe bots inside the client? 16:04 <+bridge_> [freenode] none activated 16:04 <+bridge_> [freenode] there is a bot that walks right and left but its not on 16:05 <+bridge_> [ddnet] I guess the client is banned if features that are considered cheats are built in 16:08 <+bridge_> [freenode] i doubt the client is known and it is considered cheats 16:09 <+bridge_> [freenode] works fine on ddnet maybe its the custom client info thing i send 16:09 <+bridge_> [ddnet] unlikely, unknown messages are ignored 16:09 <+bridge_> [ddnet] kog is more aggressive about kicking bots 16:09 <+bridge_> [freenode] u know kog? 16:10 <+bridge_> [freenode] well i cant think of much else that would identify the client 16:15 <+bridge_> [freenode] i am fine on ddnet servers since 8 minutes now so seems to be kog only 16:16 <+bridge_> [freenode] sorry for abusing this bridge but i have no other way to contact kog :/ 16:18 <+bridge_> [ddnet] (I'm done relaying messages. I don't see how this is resolved without much back and forth before you remove the thing you said might be a cheat) 16:19 <+bridge_> [ddnet] lol kog banned me for a legit client and called it a botclient so i mean i wouldnt expect much from them 16:21 <+bridge_> [ddnet] just play on ddnet client there or dont send custom client info maybe 16:21 <+bridge_> [ddnet] i'd be wary about testing bots there tho 16:22 <+bridge_> [freenode] @heinrich5991 i can activate thing that defends me from afk blockers and tries to hold x position by walking left and right. There is no way this is detectable when off at all times. 16:23 <+bridge_> [freenode] but sure yea relaying messages is annoying kog needs a bridge 16:23 <+bridge_> [freenode] @louis ddnet client lacks some features like auto greet and auto login i really start to like :) 16:23 <+bridge_> [ddnet] I'm not saying that this specific feature is detected 16:24 <+bridge_> [freenode] its the most fishy thing about the client 16:24 <+bridge_> [ddnet] but saying that kog might consider your client a cheat client and therefore sees little reason to help you join their servers 16:24 <+bridge_> [freenode] ah ye i see 16:24 <+bridge_> [ddnet] ye i had a ping fake client + version number changer and got banned just for that xd 16:24 <+bridge_> [freenode] thats a bit fishier than mine tho :D 16:24 <+bridge_> [freenode] but still no reason for a ban imo 16:25 <+bridge_> [ddnet] doesn't sound too bad @louis if they don't want that stuff on kog 16:25 <+bridge_> [ddnet] i mean it does nothing gameplay wise 16:25 <+bridge_> [ddnet] so what? maybe they have a different attitude to client mods than ddnet rules ^^ 16:25 <+bridge_> [ddnet] yeah which is bad imo 16:25 <+bridge_> [ddnet] i don't like their anticheat at all 16:26 <+bridge_> [freenode] ddnet rules are fucked too ;D 16:26 <+bridge_> [freenode] why are there no anarchy gores or ddrace servers? :/ 16:26 <+bridge_> [ddnet] host one 16:26 <+bridge_> [ddnet] anarchy ddrace is just block btw 16:26 <+bridge_> [freenode] most block servers have bad race 16:28 <+bridge_> [freenode] yea anways i would love to give this a try @qshar hope i can ping u :/ this is my client https://github.com/chillerbot/chillerbot-ux if there is something illegal in it please tell me 17:02 <+bridge_> [ddnet] where is the Controls button that put deepfly ? ;-; 17:02 <+bridge_> [ddnet] it's gone. it was buggy 17:03 <+bridge_> [ddnet] i never had problem with it ;-; 17:03 <+bridge_> [ddnet] well can u tell me what was the 2 cmds then ? 17:03 <+bridge_> [ddnet] I don't know, sorry 17:03 <+bridge_> [ddnet] D'; 17:19 <+bridge_> [ddnet] https://forum.ddnet.tw/viewtopic.php?t=2537 17:34 <+bridge_> [ddnet] its so fast :wtf: 17:38 <+bridge_> [ddnet] Guess kog needs some compability xd, only sohws 16 players per server 17:39 <+bridge_> [ddnet] bruh 17:48 <+bridge_> [ddnet] @heinrich5991 does anything change for the server? 17:48 <+bridge_> [ddnet] Fwiw I’d want to get all the way to C++17 if not for some older distros 17:54 <+bridge_> [freenode] maybe my client is bugged i also get random reconnects on ur server @fokkonaut :/ 17:54 <+bridge_> [freenode] wat did i do .-. 17:58 <+bridge_> [ddnet] @fokkonaut for now, not 17:59 <+bridge_> [freenode] probably broke my client sowwy for blaming u qshar :D 17:59 <+bridge_> [ddnet] something will change in the future, so that one will be less vulnerable against serverinfo request spoofing 18:02 <+bridge_> [ddnet] i want c++20 18:02 <+bridge_> [ddnet] 20 not even most compilers are ready for, but I would love it too 18:02 <+bridge_> [ddnet] clang acutally compiles a bit faster just bcs of auto module includes 18:02 <+bridge_> [ddnet] Concepts are so cute 18:02 <+bridge_> [ddnet] Modules are also nice tho our codebase is pretty small to benefit from them 18:03 <+bridge_> [ddnet] tru 18:03 <+bridge_> [ddnet] It might allow us to include massive libraries if we need tho, 18:03 <+bridge_> [ddnet] does that mean vanilla is more dead now. 18:03 <+bridge_> [ddnet] no. backward compatibility will be retained 18:03 <+bridge_> [ddnet] but for those who like their servers to not get attacked, will have to change a bit 18:03 <+bridge_> [ddnet] I’m really excited to see how you pull this one off 😛 18:04 <+bridge_> [ddnet] wdym? the server list in the PR functions rn 18:04 <+bridge_> [ddnet] it's the backward compatibility that will be retained 18:05 <+bridge_> [ddnet] Ah you mean a different thing 18:05 <+bridge_> [ddnet] Nvm me, too tired 18:06 <+bridge_> [ddnet] @TsFreddie wdym on "feedback on the TODOs"? 18:06 <+bridge_> [ddnet] I'm aware of the things I explictily marked as TODO. if there are more things to do, please do mention them 18:07 <+bridge_> [ddnet] Where was that again? 18:07 <+bridge_> [ddnet] in the code 😄 18:07 <+bridge_> [ddnet] ctrl-f TODO 18:07 <+bridge_> [ddnet] i asked 18:07 <+bridge_> [ddnet] :justatest: 18:07 <+bridge_> [ddnet] I'm on mi phone rn 18:07 <+bridge_> [ddnet] sorry, @Jupstar ✪ ^^ 18:08 <+bridge_> [ddnet] well if the todos are in the code ok 18:08 <+bridge_> [ddnet] Oh 18:08 <+bridge_> [ddnet] didnt look at it yet 😄 18:09 <+bridge_> [ddnet] feel free to comment any concerns you have if you don't want to look into the code @Jupstar ✪ 18:09 <+bridge_> [ddnet] I thought I did something dumb way back. 18:09 <+bridge_> [ddnet] :kek: 18:09 <+bridge_> [ddnet] i mean like, e.g. player sorting and stuff like that 18:10 <+bridge_> [ddnet] ah sure, comment that 🙂 18:10 <+bridge_> [ddnet] i mean i only used it for like 10seconds yet xD 18:10 <+bridge_> [ddnet] dunno if you checked all functionality yet or just imeplemented it 21:13 <+bridge_> [ddnet] how does it interact with the server then? 21:13 <+bridge_> [ddnet] a backend server querying servers 21:14 <+bridge_> [ddnet] ahhh, okay 21:51 <+bridge_> [ddnet] does map name in downloadedmaps folder need only sha256 or both crc32 and sha256 for ddnet server? 21:54 <+bridge_> [ddnet] only first 21:55 <+bridge_> [ddnet] since a few versions 21:59 <+bridge_> [ddnet] making a script to clean up a little bit as i got some maps in double due to this ^_^ 21:59 <+bridge_> [ddnet] ^^ 22:01 <+bridge_> [ddnet] i think heinrich posted one here once 22:11 <+bridge_> [ddnet] im doing symlink to get both version at the same time but on windows, so i guess its a lil bit different 22:13 <+bridge_> [ddnet] @heinrich5991 no Serverinfo token?? :/ 22:19 <+bridge_> [ddnet] wdym @fokkonaut 22:32 <+bridge_> [ddnet] Does this also fix serverinfo packet spam? 22:38 <+bridge_> [ddnet] it reduces the amount of legit packets atleast 23:28 <+bridge_> [ddnet] Yeah, seen that behaviour, kinda strange but will be fixed soon 23:29 <+bridge_> [ddnet] Whats bad about banning bots? 😄 23:29 <+bridge_> [ddnet] its not bot 23:29 <+bridge_> [ddnet] at least my client wasnt 23:30 <+bridge_> [ddnet] Well, as this game is open source its hard to detect all kind of bots 23:31 <+bridge_> [ddnet] Everyone can modify DDNet & implement his/her own bot-system, this is why we're working on an aggressive anti-cheat 23:32 <+bridge_> [ddnet] the antibot code that ive seen is naive, relying on things like version ids to detect bots 23:32 <+bridge_> [ddnet] KoG is closed source 23:32 <+bridge_> [ddnet] only allowing certain clients and having a super aggressive anti-cheat that bans even if there isn't proof of bots is really against the spirit of teeworlds imo 23:32 <+bridge_> [ddnet] yea but im just saying, from what ive seen 23:33 <+bridge_> [ddnet] i dont doubt they use similar methods 23:33 <+bridge_> [ddnet] Just use the official DDNet/teeworlds client & you're fine 23:33 <+bridge_> [ddnet] i meant directly related to heinrichs https master server, and i assume its a missing feature on the script that generates the server list 😄 23:34 <+bridge_> [ddnet] Okay, I investigated already some time into debugging 23:34 <+bridge_> [ddnet] i agree, the game is mostly pretty lax about this sort of thing, and sure it can cause some issues with real malicious actors but i prefer that over the alternative, which is being naive 23:35 <+bridge_> [ddnet] Okay, I spend already some time into debugging 23:35 <+bridge_> [ddnet] and its not like u cant fake ddnet/teeworlds client version and have bots as well 23:35 <+bridge_> [ddnet] yeah but normal clients work fine, it might be just that the packet info changed or smth 23:35 <+bridge_> [ddnet] Okay, I spent already some time into debugging 23:35 <+bridge_> [ddnet] ya i just think 23:35 <+bridge_> [ddnet] as long as the game is open-source you cant have true bot detection 23:35 <+bridge_> [ddnet] so its not directly Kog problem, more of the script that contacts kog servers 23:35 <+bridge_> [ddnet] We detect them 🙂 23:36 <+bridge_> [ddnet] well i appreciate the level of kog anticheat especially with replaybotters (ive seen a lot of replaybotters banned) but there are ways to improve 23:36 <+bridge_> [ddnet] so trying to close-source stuff and add your own implementations for that is kind of meaningless and just a hinderance 23:36 <+bridge_> [ddnet] and u dont know if u cant detect the ones that actually work 23:36 <+bridge_> [ddnet] it makes me not want to support certain servers 23:36 <+bridge_> [ddnet] like imo the spam click kog ban thing is rly bad 23:36 <+bridge_> [ddnet] thats a place that could be improved 23:36 <+bridge_> [ddnet] yup broso has been wrongly banned for it a few times 23:36 <+bridge_> [ddnet] Why do you need spam in gores? 23:37 <+bridge_> [ddnet] You cant benefit from spamming around 23:37 <+bridge_> [ddnet] There is no reason to jitter-click 23:37 <+bridge_> [ddnet] well, dont NEED but if it happens accidentally you shouldn't get banned 23:37 <+bridge_> [ddnet] idk but people complain very often 23:37 <+bridge_> [ddnet] louis isn't arguing about its purpose 23:37 <+bridge_> [ddnet] unless they are all lying i think its a problem 23:37 <+bridge_> [ddnet] it happens sometimes 23:37 <+bridge_> [ddnet] Jitter-clicking gets banned rarely 23:37 <+bridge_> [ddnet] Only ~1 / 25 bans 23:38 <+bridge_> [ddnet] im curious about the false positive rate, maybe it bans a lot of cheaters but u get autobanned for spamhooking while standing still / on a platform which doesn't make sense to detect as bot 23:38 <+bridge_> [ddnet] https://lkml.org/lkml/2021/4/14/1023 23:39 <+bridge_> [ddnet] and plus, i agree you dont benefit from jitter click which is why it shouldnt be bannable lol, or at least not like the way it's implemented now 23:39 <+bridge_> [ddnet] @ChillerDragon :PepeA: 23:39 <+bridge_> [ddnet] @Learath2 :PepeA: 23:39 <+bridge_> [ddnet] ghost ping bout to make somebody act up 23:40 <+bridge_> [ddnet] Well, dont lets go too much into detail, its detecting more bots than false-positive 23:40 <+bridge_> [ddnet] imo the way gores bans should work, is that suspicious replays should instead be stored to a special place for review, and a moderator of that server should review it 23:41 <+bridge_> [ddnet] instead of just "i think you're cheating beep boop here's a ban" 23:41 <+bridge_> [ddnet] i dont think there are a million people using cheat clients in gores lol, more than manageable for a mod to review by hand 23:41 <+bridge_> [ddnet] Well, you need to have moderators for such taks 23:41 <+bridge_> [ddnet] yeah well we do 23:41 <+bridge_> [ddnet] people run kog 23:42 <+bridge_> [ddnet] idk who but assuming they can spare 5 minutes to look at a replay every month or so 23:42 <+bridge_> [ddnet] You've ever played gores? 23:42 <+bridge_> [ddnet] of course 23:42 <+bridge_> [ddnet] i know what human gores gameplay looks like lol 23:43 <+bridge_> [ddnet] normalized setups 23:43 <+bridge_> [ddnet] i actually think gores is easier to moderate in this way than ddrace, there's really no reason not to do it this way 23:44 <+bridge_> [ddnet] ddrace is harder because certain techniques in ddrace are more nuanced in their execution and it would be easier to make a convincing bot client 23:45 <+bridge_> [ddnet] @louis what are your thoughts on this? 23:45 <+bridge_> [ddnet] Okay, before we spam ddnet discord with a gores ( kog ) discussion, we could switch to KoG discord instead. 23:45 <+bridge_> [ddnet] lol im not in that server, but im okay with stopping the conversatino 23:45 <+bridge_> [ddnet] lol im not in that server, but im okay with stopping the conversation 23:45 <+bridge_> [ddnet] Gores isnt that easy to administrate as many of you currently think of. There are a lot of bots used in the past & currently being developed. 23:46 <+bridge_> [ddnet] how many people are actively finishing maps that flag bot detection though 23:46 <+bridge_> [ddnet] idk the replay thing would be great for kog and ddrace too but its hard to implement 23:46 <+bridge_> [ddnet] i mean, if you have logic for banning users you use that same logic for notifying a moderator 23:47 <+bridge_> [ddnet] maybe we should just accept that there are botters everywhere and enjoy the game :justatest: 23:47 <+bridge_> [ddnet] and you could probably pretty easily set up a bot that receives network requests with a finish db record and the name of a replay file 23:47 <+bridge_> [ddnet] Once more, maybe you missed the point. There has to be someone who activly reviews demo's. 23:47 <+bridge_> [ddnet] and then also send a discord message 23:48 <+bridge_> [ddnet] i dont think that's an issue though, just imo 23:48 <+bridge_> [ddnet] Our team is not even of half the size of DDNet 😄 23:48 <+bridge_> [ddnet] i dont really know how often bans happen but i doubt it's too much to personally review 23:48 <+bridge_> [ddnet] cant say the same for ddrace 23:50 <+bridge_> [ddnet] people who successfully dodge bot protection and finish maps still get caught in a similar way with ddrace, correct? @louis 23:50 <+bridge_> [ddnet] if they get rank 1 for example and it's way ahead of anyone 23:50 <+bridge_> [ddnet] :justatest: 23:50 <+bridge_> [ddnet] i feel like i have seen posts about finishes getting removed that were determined to be cheated 23:51 <+bridge_> [ddnet] idk if im allowed to talk about bot detection on ddnet also idek how it works but yes teehistorian allows for some post-rank processing 23:51 <+bridge_> [ddnet] its more about abusing bugs in this case 23:51 <+bridge_> [ddnet] but yeah, there were also cases for replay bots in the past 23:51 <+bridge_> [ddnet] and those were decisions the moderators made right? 23:52 <+bridge_> [ddnet] how often did that sort of thing happen? 23:52 <+bridge_> [ddnet] its not really moderators 23:52 <+bridge_> [ddnet] its more like, somehow there was some inconsistency, and then the admins investigated 23:53 <+bridge_> [ddnet] i see 23:53 <+bridge_> [ddnet] but ddnet also has a direct bot protection as far as i know 23:54 <+bridge_> [ddnet] are detected bots banned immediately or marked for review? 23:54 <+bridge_> [ddnet] guess directly 23:54 <+bridge_> [ddnet] alright 23:54 <+bridge_> [ddnet] well 23:54 <+bridge_> [ddnet] there is veeery weak instant bot detection 23:54 <+bridge_> [ddnet] i.e. client vers check 23:55 <+bridge_> [ddnet] doesnt instaban for aimbot or anything like that 23:55 <+bridge_> [ddnet] ddnet has a closed source anti bot tho 23:55 <+bridge_> [ddnet] we dont really know what they can detect 23:55 <+bridge_> [ddnet] ye i believe that isn't instant tho 23:55 <+bridge_> [ddnet] maybe it is but ive never seen someone get banned instantly for anything other than bad client 23:56 <+bridge_> [ddnet] ok in that case i think this can be applied to the kog conversations 23:56 <+bridge_> [ddnet] where determination is only instantly made if there's a good chance it's a bot client, instead of just a guess 23:56 <+bridge_> [ddnet] I know how to stop bots on kog 23:56 <+bridge_> [ddnet] Its pretty easy 23:57 <+bridge_> [ddnet] anyone know if kog / ddnet has more of a cheating problem? 23:57 <+bridge_> [ddnet] teeworlds has xD 23:57 <+bridge_> [ddnet] lol 23:57 <+bridge_> [ddnet] 200% of block community 23:57 <+bridge_> [ddnet] Teeworlds yep 23:57 <+bridge_> [ddnet] that i can agree with 23:57 <+bridge_> [ddnet] fng too 🙂 23:57 <+bridge_> [ddnet] Delete kog tab from ddnet client and there will be No players haha 23:57 <+bridge_> [ddnet] LOL 23:58 <+bridge_> [ddnet] i've them under favorites still xd 23:58 <+bridge_> [ddnet] But most players wont 🤣 23:58 <+bridge_> [ddnet] is it a sensitive topic to ask why ddnet hosts custom modes but not gores-specific maps? 23:58 <+bridge_> [ddnet] with https master server, it will be nice to use internet tab again 23:58 <+bridge_> [ddnet] like why kog is the only real main one 23:59 <+bridge_> [ddnet] XDDDD 23:59 <+bridge_> [ddnet] now the war can begin 23:59 <+bridge_> [ddnet] Maybe because KoG is based upon racing like dd**race**? 23:59 <+bridge_> [ddnet] is it... dare i say... an argumentative topic???? 23:59 <+bridge_> [ddnet] And DDNet was made for the racing mode 23:59 <+bridge_> [ddnet] down with big ddnet 23:59 <+bridge_> [ddnet] Well, you could use teeworlds vanilla client 🙂 23:59 <+bridge_> [ddnet] ddrace doesnt host gores cuz kog exists also its kinda boring