00:05 <+bridge_> [ddnet] If server send you your position, this feature should work 00:06 <+bridge_> [ddnet] that didn't really answer my question, does the server already do that or it needs to be changed? 00:07 <+bridge_> [ddnet] Yo, unrelated topic, but can you guys give me a coordinated example on how Celeste handles movement, such as walking force and jump? I'm trying to replicate it with similar functions, such as stable force (no limitations, the force will always be the same) and increasing force (force value will add with itself, every frame, until it reaches a limit, or goes infinitely) 00:07 <+bridge_> [ddnet] Here's an example on how I plan on accomplishing gravity 00:07 <+bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/957762725528875039/unknown.png 00:07 <+bridge_> [ddnet] Do I need to be aware of any different methods on simulating gravity? 00:11 <+bridge_> [ddnet] Idk, others can answer 🙂 08:33 <+bridge_> [ddnet] @bencie did you encounter any problems with RC2 yet, or didnt really play last days? 08:34 <+bridge_> [ddnet] i didn't 08:34 <+bridge_> [ddnet] have any problems 08:34 <+bridge_> [ddnet] ok^^ 10:34 <+bridge_> [ddnet] @車魄 Can you check if https://github.com/ddnet/ddnet/pull/4906/files is an improvement? 10:36 <+bridge_> [ddnet] <車魄> that's I uploaded 10:37 <+bridge_> [ddnet] ok 😄 10:37 <+bridge_> [ddnet] <車魄> It's my first pull request, did I do right? 10:38 <+bridge_> [ddnet] yes, maybe next time try to keep all changed in a single commit, but it's fine 10:39 <+bridge_> [ddnet] <車魄> thanks 10:46 <+bridge_> [ddnet] <車魄> ok, thanks 🥰 11:36 <+bridge_> [ddnet] https://scrumplex.rocks/img/1648460158.png 11:36 <+bridge_> [ddnet] the frametimes are interesting when `cl_refresh_rate == gfx_refresh_rate` 11:36 <+bridge_> [ddnet] (Vulkan btw) 11:37 <+bridge_> [ddnet] it seems like its just desync between the actual refresh rate, and the refresh rate defined by cl_refresh_rate (if I toggle focus for DDnet I can sometimes get them to sync) 11:38 <+bridge_> [ddnet] https://scrumplex.rocks/img/1648460301.png 11:38 <+bridge_> [ddnet] this is expected 11:38 <+bridge_> [ddnet] this is after toggling focus a few times (because of cl_refresh_rate_inactive) 11:39 <+bridge_> [ddnet] cl refresh rate only cares about refresh rate of the CPU (how often it wakes up) 11:39 <+bridge_> [ddnet] if it misses a gfx frame, it will do a much faster cycle than when it hits a gfx frame 11:39 <+bridge_> [ddnet] hmm i was always wondering, why it even existed. Is there any recommended value for it? 11:40 <+bridge_> [ddnet] like 2× gfx_refresh_rate or something? 11:40 <+bridge_> [ddnet] i set it to 0, one CPU core normally doesnt use much energy / my fans dont start to spin 11:40 <+bridge_> [ddnet] 11:40 <+bridge_> [ddnet] gfx_refresh_rate on the other side is the one you should set to your target fps 11:41 <+bridge_> [ddnet] its not really predictable what else you can set it to, 2x gfx refresh rate can theoretically work. 11:41 <+bridge_> [ddnet] Tho it can still happen that you miss a gfx cycle 11:42 <+bridge_> [ddnet] you can try 11:42 <+bridge_> [ddnet] gfx_asyncrenderold 0 11:42 <+bridge_> [ddnet] gfx_refresh_rate is 150 (a little above my monitors actual refresh rate) 11:42 <+bridge_> [ddnet] then the cpu waits for the GPU 11:42 <+bridge_> [ddnet] `gfx_asyncrender_old 0` 11:42 <+bridge_> [ddnet] yep. Never seen a more straight frametime graph :D 11:42 <+bridge_> [ddnet] is there a performance/latency penalty? 11:43 <+bridge_> [ddnet] well with 150 there generally is a latency impact xD 11:43 <+bridge_> [ddnet] your mouse probs has 1000hz 11:43 <+bridge_> [ddnet] but it should be ok, since u have pretty high end hardware 11:43 <+bridge_> [ddnet] just test it out and see if its ok for you 11:44 <+bridge_> [ddnet] hmm nvm. I now have `gfx_asyncrender_old 0` but it didn't really change anything (was 1 before) 11:44 <+bridge_> [ddnet] I guess I was just lucky there 11:45 <+bridge_> [ddnet] ah you have to use gfx_refresh_rate 0 then 11:45 <+bridge_> [ddnet] and only use cl_refresh_rate iirc 11:45 <+bridge_> [ddnet] other way around also seems to work? 11:45 <+bridge_> [ddnet] i think its this way around, even if it sounds weird 11:45 <+bridge_> [ddnet] (you said that the CPU waits for GPU?= 11:45 <+bridge_> [ddnet] (you said that the CPU waits for GPU?) 11:46 <+bridge_> [ddnet] it **must** enter the GPU check 11:46 <+bridge_> [ddnet] so gfx_refresh_rate 0 makes sense 11:46 <+bridge_> [ddnet] but it will always swap the GPU then 11:46 <+bridge_> [ddnet] and then it also waits for it 11:46 <+bridge_> [ddnet] okay something is weird 11:46 <+bridge_> [ddnet] All refresh_rates are 0 now 11:46 <+bridge_> [ddnet] OH WAIT MANGOHUD 11:46 <+bridge_> [ddnet] I got a 150fps limit there as well 11:46 <+bridge_> [ddnet] lmao 11:46 <+bridge_> [ddnet] xd 11:47 <+bridge_> [ddnet] well, I guess that's the best option? 11:47 <+bridge_> [ddnet] all to 0? 11:47 <+bridge_> [ddnet] https://scrumplex.rocks/img/1648460836.png# 11:47 <+bridge_> [ddnet] yes, MangoHud limits to 150 11:47 <+bridge_> [ddnet] well if you have that hud always enabled 11:47 <+bridge_> [ddnet] sure xd 11:48 <+bridge_> [ddnet] I configured it to be hidden by default, can toggle it with a hotkey 11:48 <+bridge_> [ddnet] ok 11:48 <+bridge_> [ddnet] guess then its fine yeah 11:48 <+bridge_> [ddnet] (btw this is also the recommended way for the Steam Deck, never use in-game frame limits, but rather use the frame limits forced by MangoHud, makes a huge difference in power consumption) 11:49 <+bridge_> [ddnet] ok, dunno what mangohud injects to the vulkan runtime, but it defs can make sense 11:49 <+bridge_> [ddnet] similar to how vsync is implemented on windows 11:49 <+bridge_> [ddnet] Btw. should I be worried if my GPUs coil whine is VERY LOUD with unlocked frames? 11:50 <+bridge_> [ddnet] it doesnt damage ur hardware 11:50 <+bridge_> [ddnet] if u mean that 11:50 <+bridge_> [ddnet] I need to get a dB meter 11:50 <+bridge_> [ddnet] I hope so, don't really wanna buy a GPU now 👀 11:51 <+bridge_> [ddnet] yeah should be ok 11:51 <+bridge_> [ddnet] its just vibriting copper 11:51 <+bridge_> [ddnet] similar to electricity converts in your town 11:51 <+bridge_> [ddnet] if u ever seen one xd 11:51 <+bridge_> [ddnet] but those generally don't vibrate with >1000Hz 11:52 <+bridge_> [ddnet] (I assume that the pitch of the coil whine correlates to the framerate) 11:52 <+bridge_> [ddnet] OMG I AM GOING TO PLAY MIDIs WITH COIL WHINE 11:52 <+bridge_> [ddnet] probs to power consumption 11:52 <+bridge_> [ddnet] i also dont know what component directly causes it 11:53 <+bridge_> [ddnet] but it doubt its the GPU cores that cause it 11:53 <+bridge_> [ddnet] other tripple A titles dont do it and they use like 5 times the energy ddnet uses on my GPU 😄 11:54 <+bridge_> [ddnet] I always assumed that the power delivery is the culprit. rendering a DDnet should be very fast, so I guess the power consumption rapidly jumps multiple thousand times per second, (but that's just a game theory) 11:54 <+bridge_> [ddnet] I always assumed that the power delivery is the culprit. rendering a DDnet should be very fast, so I guess the power consumption rapidly jumps multiple thousand times per second (but that's just a game theory) 11:54 <+bridge_> [ddnet] yeah quite possible and reasonable 11:54 <+bridge_> [ddnet] I always assumed that the power delivery is the culprit. rendering a DDnet frame (with no cap) should be very fast, so I guess the power consumption rapidly jumps multiple thousand times per second (but that's just a game theory) 11:56 <+bridge_> [ddnet] I am going to play around with Vulkan today. Maybe I can write a MIDI player that works with coil whine 11:56 <+bridge_> [ddnet] sounds good, play teeworlds background music 11:56 <+bridge_> [ddnet] in high pitch 11:56 <+bridge_> [ddnet] lol 11:56 <+bridge_> [ddnet] who needs a soundcard if u have a GPU 11:58 <+bridge_> [ddnet] im making a skin renderer in rust and noticed something in tee.js: 11:58 <+bridge_> [ddnet] ```js 11:58 <+bridge_> [ddnet] ctx.drawImage(skin,192,64,64,32,10,33,60,30); //back feet shadow 11:58 <+bridge_> [ddnet] ctx.drawImage(skin,192,32,64,32,8,32,64,32); //back feet 11:58 <+bridge_> [ddnet] ctx.drawImage(skin,96,0,96,96,16,0,64,64); //body shadow 11:58 <+bridge_> [ddnet] ctx.drawImage(skin,0,0,96,96,16,0,64,64); //body 11:58 <+bridge_> [ddnet] ctx.drawImage(skin,192,64,64,32,26,33,60,30); //front feet shadow 11:58 <+bridge_> [ddnet] ctx.drawImage(skin,192,32,64,32,24,32,64,32); //front feet 11:58 <+bridge_> [ddnet] ctx.drawImage(skin,64,96,32,32,36,14,24,24); //left eye 11:58 <+bridge_> [ddnet] ``` 11:58 <+bridge_> [ddnet] all the sahdows should be drawn before anything else 11:59 <+bridge_> [ddnet] feet, body shadow should come before right? xd 11:59 <+bridge_> [ddnet] my result so far xd 11:59 <+bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/957942015163785237/result.png 11:59 <+bridge_> [ddnet] this is from tee.js 11:59 <+bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/957942091504316426/unknown.png 12:00 <+bridge_> [ddnet] u can notice its dark on the top side of feet 12:00 <+bridge_> [ddnet] his is ingame 12:00 <+bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/957942177445593088/unknown.png 12:00 <+bridge_> [ddnet] this is ingame 12:00 <+bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/957942177445593088/unknown.png 12:01 <+bridge_> [ddnet] it also does an unnecesary scaling of the feet shadow (on tee.js) 12:02 <+bridge_> [ddnet] @Not Keks do u know what filtering method is used when scaling? 12:02 <+bridge_> [ddnet] gaussian? 12:02 <+bridge_> [ddnet] xd 12:07 <+bridge_> [ddnet] what kind of scaling? 12:07 <+bridge_> [ddnet] u mean when the GPU fetches the pixels? 12:07 <+bridge_> [ddnet] or when u resize an image 12:07 <+bridge_> [ddnet] i never really looked into tee.js 12:08 <+bridge_> [ddnet] @Not Keks the tee body on default.png is bigger than whats rendered ingame 12:08 <+bridge_> [ddnet] what is the scaling filtering method used 12:08 <+bridge_> [ddnet] xd 12:09 <+bridge_> [ddnet] ah thats done on GPU 12:09 <+bridge_> [ddnet] so in ddnet its simply tri linear filtering 12:09 <+bridge_> [ddnet] hm 12:09 <+bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/957944442206167100/unknown.png 12:09 <+bridge_> [ddnet] what do u think is the best 12:09 <+bridge_> [ddnet] idk xd 12:09 <+bridge_> [ddnet] i mean all under cubic(trilinear) are better 12:09 <+bridge_> [ddnet] higher quality 12:09 <+bridge_> [ddnet] i'd use them 12:09 <+bridge_> [ddnet] ok 12:11 <+bridge_> [ddnet] ok they all have their advantages it seems... i mean thats always the case 12:11 <+bridge_> [ddnet] i'd say just test it out 12:12 <+bridge_> [ddnet] https://i.stack.imgur.com/AaIAW.png 12:12 <+bridge_> [ddnet] xd 12:13 <+bridge_> [ddnet] sinc and lanczos look good imo xd 12:22 <+bridge_> [ddnet] use FSR :troll: 12:27 <+bridge_> [ddnet] use ai upscaling to native resolution 12:28 <+bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/957949289068372019/result.png 12:28 <+bridge_> [ddnet] trying to get the eyes right 12:28 <+bridge_> [ddnet] @Not Keks do u know what values direction.x has? 12:28 <+bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/957949367015309332/unknown.png 12:28 <+bridge_> [ddnet] its a float 12:29 <+bridge_> [ddnet] its a normalized value 12:29 <+bridge_> [ddnet] so if its 1, y is 0 12:29 <+bridge_> [ddnet] if x is 1 it means -> 12:29 <+bridge_> [ddnet] ? 12:29 <+bridge_> [ddnet] yes 12:30 <+bridge_> [ddnet] tho im not sure about y 12:30 <+bridge_> [ddnet] i think teeworlds goes down if y increases 12:30 <+bridge_> [ddnet] but honestly doesnt matter for your purpose xd 12:34 <+bridge_> [ddnet] hmm 12:34 <+bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/957950787391217694/unknown.png 12:34 <+bridge_> [ddnet] xd 12:34 <+bridge_> [ddnet] +- 12:35 <+bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/957951046112653312/unknown.png 12:35 <+bridge_> [ddnet] xd 12:35 <+bridge_> [ddnet] :monkaS: 12:35 <+bridge_> [ddnet] this document should have all the relevant values for tee rendering 12:35 <+bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/957951128400695316/tee_notes.txt 12:35 <+bridge_> [ddnet] ez 12:36 <+bridge_> [ddnet] @Patiga what is webgpu doing xd 12:36 <+bridge_> [ddnet] pog 12:37 <+bridge_> [ddnet] maybe we can add this to the wiki 12:37 <+bridge_> [ddnet] xd 12:37 <+bridge_> [ddnet] honestly its rly hard to figure out the tee rendering code 12:37 <+bridge_> [ddnet] have a complete map viewer without the mipmapping. currently trying to set it up to run with opengl, wanna do the first release after :) 12:37 <+bridge_> [ddnet] nice 12:38 <+bridge_> [ddnet] mipmapping in vulkan is rather hard 12:38 <+bridge_> [ddnet] i dunno if webgpu splits the idea of vulkan and opengl 12:38 <+bridge_> [ddnet] or if it allows both 12:38 <+bridge_> [ddnet] in vulkan you at least have blit, in webgpu you don't even have that ;( 12:38 <+bridge_> [ddnet] oh yeah 12:38 <+bridge_> [ddnet] that sucks 12:39 <+bridge_> [ddnet] there is a mipmapping example you can try to copy over that uses a compute shader, however I didn't have the motivation yet. in the future I think they wanna have either blit or automatic mipmapping 12:40 <+bridge_> [ddnet] https://github.com/gpuweb/gpuweb/issues/386 12:41 <+bridge_> [ddnet] i mean shaders can even improve it, but your texture needs to be set as render target, i dunno if this is more unlikely to be supported by all GPUs 12:42 <+bridge_> [ddnet] @Patiga what does 4/64 up exactly mean? 12:42 <+bridge_> [ddnet] 64 is the body size 12:42 <+bridge_> [ddnet] and up? 12:42 <+bridge_> [ddnet] uh, up in space? along the y-axis 12:43 <+bridge_> [ddnet] ah yeah 12:43 <+bridge_> [ddnet] body is always a bit higher than the rendering coordinates 12:43 <+bridge_> [ddnet] yeah tee rendering is a bit unintuitive, lot of random values xd 12:44 <+bridge_> [ddnet] and 0.7 didnt fix it T_T 12:44 <+bridge_> [ddnet] we stuck with it forever 12:44 <+bridge_> [ddnet] ouch 12:45 <+bridge_> [ddnet] it always bothered me that when I zoom in the tee looks off-center 12:45 <+bridge_> [ddnet] wouldn't it just look more correct (at least to a new player), if we move the tee body to the center, along with everything else 12:46 <+bridge_> [ddnet] it would break all skins 12:46 <+bridge_> [ddnet] ah then the feet might seem too low? 12:46 <+bridge_> [ddnet] yeah the body is in the ground then 12:46 <+bridge_> [ddnet] meh 12:46 <+bridge_> [ddnet] it could have been fixed by fixing the textures 12:47 <+bridge_> [ddnet] make better rules on how a tee is built in general 12:47 <+bridge_> [ddnet] welp, I guess we are doomed 12:47 <+bridge_> [ddnet] defs 12:48 <+bridge_> [ddnet] but at this point any change would probs look weird to most ppl anyway 12:49 <+bridge_> [ddnet] 0.7 eyes are also weird xD 12:49 <+bridge_> [ddnet] i still dont understand it 12:49 <+bridge_> [ddnet] xd 12:49 <+bridge_> [ddnet] > feet: 12:49 <+bridge_> [ddnet] > 10/64 down 12:49 <+bridge_> [ddnet] > 7/64 left/right 12:49 <+bridge_> [ddnet] down from what? 12:49 <+bridge_> [ddnet] imagine you have a rendering coordinate 12:49 <+bridge_> [ddnet] thats the mid of a body 12:50 <+bridge_> [ddnet] yea 12:51 <+bridge_> [ddnet] you put all the different parts into space, with their center point on the same spot, and move everything according to those values 13:54 <+bridge_> [ddnet] If I want to wait 1 sec. 13:54 <+bridge_> [ddnet] I should count up to GameTicksSpeed? 13:54 <+bridge_> [ddnet] It seems that I have to wait 15*GameTicksSpeed 14:05 <+bridge_> [ddnet] Maybe it's related with fps? 14:05 <+bridge_> [ddnet] gametickspeed is correct, if you also use tick 14:05 <+bridge_> [ddnet] if u want to wait client side 14:05 <+bridge_> [ddnet] use time_get_microseconds 14:05 <+bridge_> [ddnet] or time_get() and time_freq 14:49 <+bridge_> [ddnet] i still couldnt tell how to use that text 14:49 <+bridge_> [ddnet] so im trying by myself 14:49 <+bridge_> [ddnet] but the eye is still weird 14:50 <+bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/957984930862882856/unknown.png 14:50 <+bridge_> [ddnet] xd 14:50 <+bridge_> [ddnet] do u understand what he meant when he said all quads share the same center? 14:53 <+bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/957985783132852234/unknown.png 14:53 <+bridge_> [ddnet] i tried it 14:53 <+bridge_> [ddnet] but 10/64 down 14:53 <+bridge_> [ddnet] idk from the center, its plain wrong 14:54 <+bridge_> [ddnet] imagine u have a quad 14:54 <+bridge_> [ddnet] it goes -0.5 in left and top 14:54 <+bridge_> [ddnet] and +0.5 in right and down 14:54 <+bridge_> [ddnet] then u have a quad with center 0,0 14:54 <+bridge_> [ddnet] ah im working with pixels directly 14:54 <+bridge_> [ddnet] ok but thats how u have to imagine it 14:54 <+bridge_> [ddnet] all eyes etc are individual quads 14:55 <+bridge_> [ddnet] and all share the same center at start 14:55 <+bridge_> [ddnet] so 10/64 means the value of the division right 14:55 <+bridge_> [ddnet] ok i guess ill have to work with opengl coords 14:55 <+bridge_> [ddnet] yeah, the body quad u can imagine as 64 pixels 14:56 <+bridge_> [ddnet] so if that is the case u move 10/64 pixels 14:56 <+bridge_> [ddnet] all quad coords are from their centers right? 14:56 <+bridge_> [ddnet] yes 14:57 <+bridge_> [ddnet] (*64) bcs u use 64pixels 14:57 <+bridge_> [ddnet] just to be clear 14:57 <+bridge_> [ddnet] so basically the ratio as u said 15:01 <+bridge_> [ddnet] xd 15:01 <+bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/957987736407658566/unknown.png 15:04 <+bridge_> [ddnet] getting closer xd 15:27 <+bridge_> [ddnet] why doesn't the tee hide the old hookthrough entity? 15:28 <+bridge_> [ddnet] this only depends on how the mapper put the game layers 15:28 <+bridge_> [ddnet] if the front layer is before the game layer it should also be rendered first 15:29 <+bridge_> [ddnet] ahhh, i see. thanks 15:31 <+bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/957995274578591804/unknown.png 15:31 <+bridge_> [ddnet] @Not Keks i updated the js script 15:31 <+bridge_> [ddnet] i think this looks way better 15:31 <+bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/957995310985134080/unknown.png 15:31 <+bridge_> [ddnet] than this old one 15:31 <+bridge_> [ddnet] yeah much better 15:32 <+bridge_> [ddnet] nice one 15:38 <+bridge_> [ddnet] eyes are still too small right? 15:39 <+bridge_> [ddnet] true 15:43 <+bridge_> [ddnet] @Not Keks 15:43 <+bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/957998249560637440/unknown.png 15:43 <+bridge_> [ddnet] now? 15:43 <+bridge_> [ddnet] xd 15:43 <+bridge_> [ddnet] just any value that is not divisible by 8 is wrong 15:43 <+bridge_> [ddnet] it doesnt matter tho cuz its just a web render 15:43 <+bridge_> [ddnet] im just trying values randomly xd 15:44 <+bridge_> [ddnet] xd 15:44 <+bridge_> [ddnet] look pretty much like ingame now, but need to see when its finished 15:44 <+bridge_> [ddnet] but defs much better than the old one 15:44 <+bridge_> [ddnet] wdym when its finished 15:44 <+bridge_> [ddnet] when its online 15:44 <+bridge_> [ddnet] @Not Keks merge it 15:44 <+bridge_> [ddnet] so we see it 15:44 <+bridge_> [ddnet] :PepeA: 15:45 <+bridge_> [ddnet] i think the web updates auto 15:45 <+bridge_> [ddnet] better than this for sure 15:45 <+bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/957998908779405352/unknown.png 15:45 <+bridge_> [ddnet] 15:46 <+bridge_> [ddnet] xd 16:03 <+bridge_> [ddnet] so is there anything super specific that i need to account for when making a grayscale tee that's easy for recoloring? 16:03 <+bridge_> [ddnet] i tried to make an alternate glow_cammo skin for PlantKnight, but even if the colors seem to be identical, the coloring completely changes 16:03 <+bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/958003328137191474/unknown.png 16:03 <+bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/958003328325931071/unknown.png 16:14 <+bridge_> [ddnet] i hecking love the ddnet.tw web source code 16:14 <+bridge_> [ddnet] :fuckyousnail: 16:15 <+bridge_> [ddnet] @Ryozuki why the d 16:15 <+bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/958006386044829726/unknown.png 16:15 <+bridge_> [ddnet] is that intendet? 16:15 <+bridge_> [ddnet] no 16:15 <+bridge_> [ddnet] xd 16:15 <+bridge_> [ddnet] xddd 16:16 <+bridge_> [ddnet] fixed 16:16 <+bridge_> [ddnet] i noticed this 16:16 <+bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/958006615406161950/160417652-69b34380-274b-4797-a15d-d44f615925c8.png 16:16 <+bridge_> [ddnet] im doing this to fix it 16:16 <+bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/958006644053245992/160417673-27971c52-f037-4d0e-8581-a7675152c405.png 16:16 <+bridge_> [ddnet] power of flexbox 16:17 <+bridge_> [ddnet] ez 16:17 <+bridge_> [ddnet] nothing beats my uniqueclan.net maps page 16:17 <+bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/958007014217383946/unknown.png 16:17 <+bridge_> [ddnet] tho 16:17 <+bridge_> [ddnet] :greenthing: 16:17 <+bridge_> [ddnet] so clean 16:18 <+bridge_> [ddnet] but trying to do this in ddnet.tw is hard cuz everything is a python 2 mess 16:19 <+bridge_> [ddnet] when webview for ddnet client 16:19 <+bridge_> [ddnet] +300mbytes 16:19 <+bridge_> [ddnet] :monkalaugh: 16:45 <+bridge_> [ddnet] pog 16:45 <+bridge_> [ddnet] when does the web rebuild? 17:02 <+bridge_> [ddnet] ill try to slowly modernize the web 17:02 <+bridge_> [ddnet] first step, migrate to python 3 17:02 <+bridge_> [ddnet] :monkalaugh: 17:03 <+bridge_> [ddnet] its a bit hard to edit it, cuz i can't reproduce a build of the web locally 17:03 <+bridge_> [ddnet] and lots of links are hardlinked to ddnet.tw 17:04 <+bridge_> [ddnet] so after porting to python 3 the website should try to be more easier to setup up locally 17:04 <+bridge_> [ddnet] thus making dev easier 17:04 <+bridge_> [ddnet] :PepeA: 17:05 <+bridge_> [ddnet] yes pls xd 17:05 <+bridge_> [ddnet] xd 17:59 <+bridge_> [ddnet] I don't think even deen has a local copy of that site running. Production = master :D 18:05 <+bridge_> [ddnet] @Not Keks its updated 18:06 <+bridge_> [ddnet] https://ddnet.tw/skins/ 18:06 <+bridge_> [ddnet] nice, finally not so ugly skins xd 18:11 <+bridge_> [ddnet] https://ddnet.tw/map/ 18:11 <+bridge_> [ddnet] 18:11 <+bridge_> [ddnet] back when deen was pro xd 18:13 <+bridge_> [ddnet] he's not anymore? 18:13 <+bridge_> [ddnet] i doubt he still plays does he 18:13 <+bridge_> [ddnet] https://ddnet.tw/client/dummyhookfly.mp4 18:13 <+bridge_> [ddnet] 18:13 <+bridge_> [ddnet] XDD his dynamic camera dead zone 18:14 <+bridge_> [ddnet] these videos are really old 18:14 <+bridge_> [ddnet] 6 years xd 18:14 <+bridge_> [ddnet] 8 years even 18:15 <+bridge_> [ddnet] i answered on your pr 18:15 <+bridge_> [ddnet] not sure if you've seen it 18:15 <+bridge_> [ddnet] yet 18:15 <+bridge_> [ddnet] yeah u said u have no time xd 18:15 <+bridge_> [ddnet] why u here then xddd 18:16 <+bridge_> [ddnet] "Undo function in editor (initial work by MAP94)" 18:16 <+bridge_> [ddnet] 18:16 <+bridge_> [ddnet] lie xdd 18:16 <+bridge_> [ddnet] still running away from work 18:16 <+bridge_> [ddnet] ez 18:16 <+bridge_> [ddnet] @Chairn well thanks btw for all the testing 18:17 <+bridge_> [ddnet] i need to find some music to push me to work 18:46 <+bridge_> [ddnet] Should I proceed with smart pause feature commit? 18:46 <+bridge_> [ddnet] Any pro/cons/suggestions? 18:50 <+bridge_> [ddnet] when do you think it is useful btw? 18:50 <+bridge_> [ddnet] 18:50 <+bridge_> [ddnet] how about adding a new chat command instead of config /spause or smth 18:51 <+bridge_> [ddnet] i'd say /spec sounds more useful, then nobody can touch u, if thats what u fear 18:51 <+bridge_> [ddnet] spec is not allowed on many maps though 18:51 <+bridge_> [ddnet] smart pause would be a solution to that 18:51 <+bridge_> [ddnet] map has no /spec -> turn on smart pause 18:52 <+bridge_> [ddnet] could just fix /spec to not allow spawn inside another tee, then u can enable it on all maps 18:52 <+bridge_> [ddnet] Yeah, people become tired to wait if they fail and go spect other teams 18:52 <+bridge_> [ddnet] (create exception for the 5 maps that need old behavior ofc) 18:52 <+bridge_> [ddnet] i dont even have a pause bind xD 18:53 <+bridge_> [ddnet] On server side we could add a check that need enough space before unspec. 18:53 <+bridge_> [ddnet] There are a lot of collision helper functions 18:54 <+bridge_> [ddnet] on a second thought, that would allow trolls to block u from going out of spec 18:54 <+bridge_> [ddnet] also annoying 18:56 <+bridge_> [ddnet] its optional 18:56 <+bridge_> [ddnet] so you can turn it on only in your team 18:56 <+bridge_> [ddnet] while your newschool bud tries to do solo part 18:56 <+bridge_> [ddnet] i meant it relating to spec not allowing u if there is someone standing inside u 18:56 <+bridge_> [ddnet] it also affects /spec? 18:56 <+bridge_> [ddnet] no 18:56 <+bridge_> [ddnet] just read convo xd 18:57 <+bridge_> [ddnet] ah 18:57 <+bridge_> [ddnet] convo + your thoughts xd 18:57 <+bridge_> [ddnet] from here 18:58 <+bridge_> [ddnet] why not allow people to stand inside eachother using /spec? 18:58 <+bridge_> [ddnet] lmao 18:58 <+bridge_> [ddnet] just read the convo 18:58 <+bridge_> [ddnet] here 18:59 <+bridge_> [ddnet] then i said maybe we can fix /spec 18:59 <+bridge_> [ddnet] and then i said 18:59 <+bridge_> [ddnet] ah wait, there is a problem with trolls xD 19:00 <+bridge_> [ddnet] but generally, i dunno if you new to teeworlds, shotgun bug and collision bugs 19:00 <+bridge_> [ddnet] if that was an actual issue then why aren't cheatable maps have spec disabled already 19:00 <+bridge_> [ddnet] for example Unbalanced 19:00 <+bridge_> [ddnet] if that was an actual issue then why don't cheatable maps have spec disabled already 19:00 <+bridge_> [ddnet] bcs map testers are potatos? i dunno 19:02 <+bridge_> [ddnet] why not always protect spawn so there is never a startline skip 19:02 <+bridge_> [ddnet] cuz fun 19:02 <+bridge_> [ddnet] bcs someone apparently likes creating cheats xd 19:03 <+bridge_> [ddnet] and now we have weird work arounds that tell you to start or you cannot finish the map xd 19:05 <+bridge_> [ddnet] a lot do 19:20 <+bridge_> [ddnet] not only trolls. Can also be that he is afk or timeout, and some are under him in /spec can then no longer get out of spec. 19:21 <+bridge_> [ddnet] but in that case you could also vote him in spec 19:22 <+bridge_> [ddnet] Not sure how old that map is. But removing spec influence top ranks, because of strong weak changing position 19:22 <+bridge_> [ddnet] Can't disable when it is enabled for long 19:22 <+bridge_> [ddnet] top ranks are all cheated 19:23 <+bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/958053612355993660/unknown.png 19:23 <+bridge_> [ddnet] top ranks are all skipped 19:24 <+bridge_> [ddnet] Well you could decide to change it but we had lots of discussions about this and the conclusion was you cannot change skips like these if it is used already a lot 19:25 <+bridge_> [ddnet] at least map name checks out 19:25 <+bridge_> [ddnet] Median time doesn't sound like a brutal map :p 19:26 <+bridge_> [ddnet] yeah of course, it's really hard to get a middleground in a sitatuon like this. fixing /spec would make some maps uncheatable, and then you'd have to remove every skipped rank that used /spec 19:26 <+bridge_> [ddnet] or else it'd be unfair 19:27 <+bridge_> [ddnet] Unbalanced absolutely uses /spec, so if you don't remove these ranks, then noone else can cheat the map anymore which would be an unfair advantage to the current finishers 19:27 <+bridge_> [ddnet] We don't remove ranks except if it is cheated or we remove a critical skip (one u dont need skills for). 19:28 <+bridge_> [ddnet] Besides it is difficult to touch these ranks. Because the players in the current top5 won't like this idea now. 19:28 <+bridge_> [ddnet] yeah 19:29 <+bridge_> [ddnet] I talk like i am still a moderator lol:pepeH: 19:34 <+bridge_> [ddnet] U will remain one forever in our hearts 19:37 <+bridge_> [ddnet] @Not Keks Should we wait for someone to test https://github.com/ddnet/ddnet/pull/4907 before 16.0 release? 19:41 <+bridge_> [ddnet] I guess it would be safer to do so yeah 22:01 <+bridge_> [ddnet] dont change, make it better in future maps instead