00:12 <+bridge> [ddnet] I fixed status 00:12 <+bridge> [ddnet] forgot the adapt the ip in status clients on servers 00:32 <+bridge> [ddnet] @heinrich5991 https://github.com/teeworlds/teeworlds/blob/26d24ec061d44e6084b2d77a9b8a0a48e354eba6/src/game/client/gameclient.cpp#L643-L645 00:32 <+bridge> [ddnet] 0.7 does 01:03 <+bridge> [ddnet] @Not Keks I think the nanoseconds change causes these issues on spectre vulnerable cpus when client mispredicts with <10 prediction margin 01:03 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/295908390956433410/985973341888331836/2022-06-13_20-20-33.mp4 01:03 <+bridge> [ddnet] @Not Keks I think the nanoseconds change causes these issues on spectre vulnerable cpus when client mispredicts with <10 prediction margin 01:03 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/295908390956433410/985973341888331836/2022-06-13_20-20-33.mp4 01:03 <+bridge> [ddnet] https://discord.com/channels/252358080522747904/295908390956433410/985973342869782538 01:35 <+bridge> [ddnet] I didn't expect spectre-related bugs in DDNet πŸ˜„ 02:11 <+bridge> [ddnet] I think it's actually the mitigation by OS 02:12 <+bridge> [ddnet] or it's causes by some other combination of hardware and the nanosecond change that's unrelated to spectre 02:12 <+bridge> [ddnet] or it's caused by some other combination of hardware and the nanosecond change that's unrelated to spectre 02:45 <+bridge> [ddnet] You could disable the spectre mitigations and see if that's the issue 03:34 <+bridge> [ddnet] you can't disable them on AMD 03:35 <+bridge> [ddnet] not easily atleast 03:36 <+bridge> [ddnet] I'll try to find someone with on intel who can test it 07:02 <+bridge> [ddnet] I dunno. It's more likely there are rounding issues i think 09:06 <+bridge> [ddnet] i find it hard to believe its spectre 09:13 <+bridge> [ddnet] Would destroy all usefulness of any time measurement xd 09:30 <+bridge> [ddnet] 0.7 does what? 11:05 <+bridge> [ddnet] the error function only returns true if it could not unpack the ints before... that should not happen. 11:30 <+bridge> [ddnet] can we ban tune zone messages for new maps? 11:30 <+bridge> [ddnet] they're not localizable 12:55 <+bridge> [ddnet] Maps should indeed make it clear what a tunezone does without to have to look into the chat. 12:55 <+bridge> [ddnet] Material layer could help in this situation by adding context to the entities. But the mapper would still have to help the players in the tile/quad layer. 12:56 <+bridge> [ddnet] I theory they could be made localizable xD but would require a lot of work. 12:56 <+bridge> [ddnet] but then it'd be on the mapper to provide the translations 12:57 <+bridge> [ddnet] Not if we would lazy load translation 12:57 <+bridge> [ddnet] please explain 12:57 <+bridge> [ddnet] but to much work, for something that should be explained in the tile layer 12:57 <+bridge> [ddnet] with illustations 12:58 <+bridge> [ddnet] or something 12:58 <+bridge> [ddnet] yes 12:58 <+bridge> [ddnet] that you do not have to read 12:59 <+bridge> [ddnet] making tuning msg translations separate from the map, (could also in theory include game menu translations, but that would add extra complexity). And load them into the client on request. 13:00 <+bridge> [ddnet] I don't see how this improves upon storing them in the map 13:01 <+bridge> [ddnet] simpler version would be to localize messages for the new material layer. And force new maps to use standard materials from material layers, and only tune layer if really needed 13:05 <+bridge> [ddnet] This would require the materials wanted by the tune layer to be present, also even if you have a tune layer with the same tuning values as a material, they might have slightly different physics on the edges 13:07 <+bridge> [ddnet] ^this 13:09 <+bridge> [ddnet] lets add a translator :greenthing: 13:10 <+bridge> [ddnet] automatic translation doesn't really work well, if that's what you're talking about 13:11 <+bridge> [ddnet] they never work well πŸ˜„ 13:12 <+bridge> [ddnet] How to pay a few Indians for real-time translations. 13:13 <+bridge> [ddnet] Possible solution to the telefone spam issue 13:18 <+bridge> [ddnet] Hi tees! 13:18 <+bridge> [ddnet] I've switched to new ISP and now I can't connect to KoG servers. It thinks I use vpn. Any idea how to get out of this blacklist? 13:18 <+bridge> [ddnet] image.png 13:18 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/986228121671987200/image.png 13:19 <+bridge> [ddnet] yes, use a vpn that is not detected 13:19 <+bridge> [ddnet] πŸ˜† I don't want to use vpn 13:20 <+bridge> [ddnet] check out their discord 13:20 <+bridge> [ddnet] we don't have influence over their servers (or their vpn detection) 13:21 <+bridge> [ddnet] Oh, ok I'll try to reach them. Thanks ❀️ 14:36 <+bridge> [ddnet] I have a question: If you add a sound, does the netcode change? Because I know that files are generated and Some of them are only client sided 14:42 <+bridge> [ddnet] some sounds are generated through events emitted by the server, others are generated in the client. Depends on the event for that you want the sound 14:43 <+bridge> [ddnet] some sounds are played on events emitted by the server, others are generated in the client. Depends on the event for that you want the sound 14:44 <+bridge> [ddnet] and where is this defined? To me it looks like the server can send any sound, even the menu music 14:45 <+bridge> [ddnet] yes, it can send the menu music 14:45 <+bridge> [ddnet] some servers used that 14:46 <+bridge> [ddnet] wtf πŸ˜‚ 14:52 <+bridge> [ddnet] I am pretty sure error() returns true if there are unpacke bits 14:53 <+bridge> [ddnet] okay I understood it now, might require some refactoring there 14:53 <+bridge> [ddnet] at least i thought so 14:53 <+bridge> [ddnet] I don't think so, let's look at the source code? 14:53 <+bridge> [ddnet] it was just that i worked with this and probably remembered it wrong then 14:53 <+bridge> [ddnet] cuz i added a tuning on the Clientside 14:54 <+bridge> [ddnet] in fclient, the jetpack strength 14:54 <+bridge> [ddnet] And i had some troubles 14:54 <+bridge> [ddnet] then you had more unpacked then there is data 14:54 <+bridge> [ddnet] that's something different, in your case you're reading further than what's in the packed 14:54 <+bridge> [ddnet] that's something different, in your case you're reading further than what's in the packet 14:54 <+bridge> [ddnet] ye true i get it xd 14:54 <+bridge> [ddnet] sry 14:55 <+bridge> [ddnet] Would it be okay if I refactor this into client sounds? similar to sprites, sounds that are not available in the netcode 14:55 <+bridge> [ddnet] and how would you then play jump sounds? 14:56 <+bridge> [ddnet] and how would you then play jump sounds, and all other game sounds? 14:56 <+bridge> [ddnet] I don't quite get what you want to do. you want to have separate server-sent and non-server-sent sounds? 14:56 <+bridge> [ddnet] not all of them, split into client/shared sounds 14:57 <+bridge> [ddnet] what sound do you think is client only, other the menu music? 14:57 <+bridge> [ddnet] yes, I don't want every new introduced material to send their own sound on jump, hook, whatever 14:57 <+bridge> [ddnet] what sound do you think is client only, other then menu music? 14:58 <+bridge> [ddnet] Do we predict weapon pickups? 14:58 <+bridge> [ddnet] I think so 14:58 <+bridge> [ddnet] xD yes 14:58 <+bridge> [ddnet] :thonk: are you sure? 14:58 <+bridge> [ddnet] thats why new shields are buggy in old clients 14:58 <+bridge> [ddnet] I notice quite the delay when picking up weapons 14:58 <+bridge> [ddnet] (with high ping) 14:58 <+bridge> [ddnet] do you have antiping enabled? 14:58 <+bridge> [ddnet] I always play with antiping 14:59 <+bridge> [ddnet] auto pickup is not predictes nor serversided 14:59 <+bridge> [ddnet] auto pickup is not predicted nor serversided 14:59 <+bridge> [ddnet] ah, yeah auto pickup, thats what I meant 14:59 <+bridge> [ddnet] ah, interesting question on how to deal with that 15:01 <+bridge> [ddnet] why not :/ I see no problem with that. 15:02 <+bridge> [ddnet] chat_server, chat_client, chat_highlight, and all sounds that are not send by the server, Ibwould need to check tho 15:02 <+bridge> [ddnet] chat_server, chat_client, chat_highlight, and all sounds that are not send by the server, I would need to check tho 15:03 <+bridge> [ddnet] alternativlly we could predict events and play sound and effects in client. But I do not think that would be good, 15:03 <+bridge> [ddnet] Would be enough for the server to send hook@pos and the client to find out the sound 15:04 <+bridge> [ddnet] this is actually how it's handled rn 15:04 <+bridge> [ddnet] We also have a problem here again with old clients xD they will not have the sounds of new materials. 15:04 <+bridge> [ddnet] exactly 15:05 <+bridge> [ddnet] you mean hook@pos? does it not differ between player hook, unhookable-tile hook hookable-tile hook? 15:08 <+bridge> [ddnet] I just noticed, that hook sounds are played from the player pos 15:11 <+bridge> [ddnet] you mean hook@pos? does it not differ between player hook, unhookable-tile hook, hookable-tile hook? 15:12 <+bridge> [ddnet] they would have bigger problems with new physics πŸ™ˆ 15:14 <+bridge> [ddnet] guess that's the easiest solution πŸ€” 16:42 <+bridge> [ddnet] Is it possible to change save folder of .demo? 16:48 <+bridge> [ddnet] you can have the entire config directory in another location by removing `add_path $USERDIR` in storage.cfg and adding a different path there. But I haven't tried it. Alternatively maybe you can do a symbolic link on Windows so that the demo directory links to another directory 16:52 <+bridge> [ddnet] thx! 16:54 <+bridge> [ddnet] If you figure out a way that actually works, maybe write a small tutorial and put it on ddnet forum or steam workshop. With the size of demos I can imagine more people have this problem 17:36 <+bridge> [ddnet] Does someone know what CFlow is? https://github.com/teeworlds/teeworlds/blob/master/src/game/client/components/flow.cpp 17:37 <+bridge> [ddnet] In DDNet it is seems to be an unused class 17:38 <+bridge> [ddnet] use git blame to find out 17:38 <+bridge> [ddnet] (or rather `tig blame` or the github UI) 17:38 <+bridge> [ddnet] I guess it is used to display lines where players and particles moved along. 17:38 <+bridge> [ddnet] But we removed the rendering of it 18:05 <+bridge> [ddnet] it was supposed to be a fluid physics simulation for particle effects 18:06 <+bridge> [ddnet] the main problem is that the game doesn't have particle effect that last for more than half a second 18:06 <+bridge> [ddnet] https://github.com/teeworlds/teeworlds/issues/2437 18:06 <+bridge> [ddnet] @Learath2 can you pr your changes πŸ˜„ 18:06 <+bridge> [ddnet] The ones in the skin thing @Not Keks? 18:07 <+bridge> [ddnet] yeah 18:13 <+bridge> [ddnet] @Not Keks ^^ 18:14 <+bridge> [ddnet] ty 18:17 <+bridge> [ddnet] @Not Keks could you maybe let them upload UHD and non-UHD in one request? 18:17 <+bridge> [ddnet] does php provide a good PNG resizer? 18:17 <+bridge> [ddnet] as good as gimp 18:18 <+bridge> [ddnet] with anti aliasing etc. 18:18 <+bridge> [ddnet] then yes πŸ˜„ 18:18 <+bridge> [ddnet] or u mean upload two images? 18:18 <+bridge> [ddnet] you have access to imagemagick in PHP, but I meant upload two images 18:18 <+bridge> [ddnet] the add popup should stay active after uploading one skin, so u just need to set the new skin and check is uhd D: 18:18 <+bridge> [ddnet] but yeah maybe someday 18:18 <+bridge> [ddnet] QOL 18:19 <+bridge> [ddnet] you also have access to gd which has aa for scaling and stuff iirc, though gmagick/imagemagick probably also do 18:19 <+bridge> [ddnet] ok good to know πŸ˜„ 18:26 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/986305556962766858/unknown.png 18:26 <+bridge> [ddnet] i think it broke again 18:26 <+bridge> [ddnet] Hm, I might have made a typo there 18:30 <+bridge> [ddnet] @louis that should fix it 18:31 <+bridge> [ddnet] πŸ‘ 18:32 <+bridge> [ddnet] why is glowfox in normal tho 18:32 <+bridge> [ddnet] before u add them all, is that intended? 18:33 <+bridge> [ddnet] i forgot to 18:33 <+bridge> [ddnet] xd change that thing 18:33 <+bridge> [ddnet] u can just upload them agian it should automatically remove them from normal 18:33 <+bridge> [ddnet] oh it woudl be nice to be able to change from normal to community and back with the change button 18:33 <+bridge> [ddnet] u dont need to delete them 18:34 <+bridge> [ddnet] ok 18:34 <+bridge> [ddnet] i didnt add that bcs it needs to mirror the skins 18:35 <+bridge> [ddnet] here are SVG versions for them, made by @mind btw 18:35 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/986308029190393856/glowfox.svg 18:36 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/986308029429477387/glowsward.svg 18:36 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/986308029630775336/nanami_glow.svg 18:57 <+bridge> [ddnet] <'ΰ₯΅ MAHDYAR Ξ›DLΞžΕ”> @murpi Hello brother, let me tell you 18:58 <+bridge> [ddnet] <'ΰ₯΅ MAHDYAR Ξ›DLΞžΕ”> Can someone teach me how to make SQL? 18:58 <+bridge> [ddnet] <'ΰ₯΅ MAHDYAR Ξ›DLΞžΕ”> I'm old internet 18:58 <+bridge> [ddnet] https://oberstar.eu.org/share/Documents/The-Manga-guide-to-databases.pdf 19:05 <+bridge> [ddnet] ez 19:12 <+bridge> [ddnet] that is so nice, would be cool if we add it back in if we add map particle emitters @Ravie 19:12 <+bridge> [ddnet] watch this 19:12 <+bridge> [ddnet] 19:12 <+bridge> [ddnet] 19:12 <+bridge> [ddnet] 19:13 <+bridge> [ddnet] 19:13 <+bridge> [ddnet] yeah cool 19:14 <+bridge> [ddnet] the good times when vanilla was cool, and still called teewars xd 19:14 <+bridge> [ddnet] since we calculate the vector field anyway we could also add it to the smoke trail already ^^ but think to particle emitters would make more sense 19:14 <+bridge> [ddnet] since we calculate the vector field anyway we could also add it to the smoke trail already ^^ but I think to particle emitters would make more sense 19:15 <+bridge> [ddnet] since we calculate the vector field anyway we could also add it to the smoke trail already ^^ but I think adding it to the particle emitters would make more sense 19:15 <+bridge> [ddnet] yeah would be so cool to see this when jumping smoke above a campfire or through a waterfall 19:19 <+bridge> [ddnet] YOO that explosion overlay thing is a nice touch 19:20 <+bridge> [ddnet] This is surprisingly decent too πŸ˜› 19:31 <+bridge> [ddnet] For whatever reason he wrote it left to right though, which is throwing me off quite a bit 19:34 <+bridge> [ddnet] @Ravie If you want to trying to fine tune (or only test) the new freeze particles, here is my branch: 19:34 <+bridge> [ddnet] important is this: 19:34 <+bridge> [ddnet] and this: CParticles::Update and CParticles::RenderGroup if you want to add properties. 19:34 <+bridge> [ddnet] @Ravie If you want to trying to fine tune (or only test) the new freeze particles, here is my branch: 19:34 <+bridge> [ddnet] important is this: 19:34 <+bridge> [ddnet] and CParticles::Update and CParticles::RenderGroup if you want to add properties. 19:36 <+bridge> [ddnet] nice, I'll check it in a bit 19:42 <+bridge> [ddnet] if you want to test it with your snow flake 19:42 <+bridge> [ddnet] you have to change the top left snow flake 19:43 <+bridge> [ddnet] if you want to test it with your snow flake 19:43 <+bridge> [ddnet] you have to change the top left snow flake, in extra.png. If you have decided for one you can send me a png with only that snow flake (but also in 512x512) 20:00 <+bridge> [ddnet] https://github.com/C0D3D3V/ddnet/runs/6886091136?check_suite_focus=true#step:4:162 20:00 <+bridge> [ddnet] does someone know how this error can happen xD 20:00 <+bridge> [ddnet] u forgot to add a file 20:00 <+bridge> [ddnet] to data 20:01 <+bridge> [ddnet] to what data? 20:01 <+bridge> [ddnet] data directory 20:01 <+bridge> [ddnet] do git status 20:02 <+bridge> [ddnet] or you added it in the wrong order 20:02 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/986329720666849361/unknown.png 20:02 <+bridge> [ddnet] ah 20:02 <+bridge> [ddnet] isnt there an extra error for that 20:02 <+bridge> [ddnet] there is a forced order xD I just used alphabetic ordering 20:02 <+bridge> [ddnet] alphabetically wrong 20:04 <+bridge> [ddnet] so e comes before d ? πŸ˜› 20:04 <+bridge> [ddnet] if you do alphabetic you need to be careful to use the ascii order, not locale order, vscode refuses to sort it properly :/ 20:04 <+bridge> [ddnet] Aha, that's wronger πŸ˜„ 20:04 <+bridge> [ddnet] hmpf .. in my world 20:04 <+bridge> [ddnet] maybe 20:04 <+ChillerDragon> can we get a mod on 185.11.142.197:8320 ? 20:04 <+bridge> [ddnet] xD 20:04 <+bridge> [ddnet] yeah annoying, my file browser and vscode use different sorting 20:05 <+bridge> [ddnet] thats why I did not use vscode ordering for that xD but turned brain off ^^ 20:06 <+bridge> [ddnet] or change the cmake setting to correspond to vscode one, might be easier for most people to do this automatically 20:06 <+bridge> [ddnet] ChillerDragon sent u a mod πŸ˜› 20:06 <+bridge> [ddnet] Problem is vscode uses locale-specific sort, idk if that's available in cmake 20:06 <+bridge> [ddnet] besides the order would change by locale, idk how we'd handle that πŸ˜› 20:07 <+bridge> [ddnet] or just tell exactly what ordering is wrong for the cmake file, bcs potatos like me read it xd 20:07 <+bridge> [ddnet] or we find out how to change the sorting alg in vs-code 20:07 <+bridge> [ddnet] There is a sorting plugin that doesn't seem to use locale-specific sorting 20:13 <+bridge> [ddnet] https://twitter.com/gitlost/status/1536773220560429058 20:13 <+bridge> [ddnet] XD 20:27 <+ChillerDragon> @Learath2 thanks arrived 20:37 <+bridge> [ddnet] @Learath2 do u have a webkit browser installed? 20:42 <+bridge> [ddnet] @Not Keks I do but I don't have access to it rn as its on linux and I'm booted to windows 20:42 <+bridge> [ddnet] on windows u have edge xd 20:43 <+bridge> [ddnet] anyway: 20:43 <+bridge> [ddnet] 20:43 <+bridge> [ddnet] go on skindatabase, sort after "UHD" with webkit and firefox 20:43 <+bridge> [ddnet] why the fuck is there a different result 20:43 <+bridge> [ddnet] how is smth so simple not well defined? 20:43 <+bridge> [ddnet] i used Array.sort 20:45 <+bridge> [ddnet] it's probably spidermonkey vs v8 but either way, I'd think array.sort was well defined by the ecmascript spec 20:45 <+bridge> [ddnet] Can you show an example of the difference? 20:45 <+bridge> [ddnet] well firefox shows me UHD "yes" on top 20:46 <+bridge> [ddnet] chrome doesnt do this 20:46 <+bridge> [ddnet] an i have to say i'd expect what firefox does 20:46 <+bridge> [ddnet] and i have to say i'd expect what firefox does 20:46 <+bridge> [ddnet] oh wait I do have chrome on here 20:46 <+bridge> [ddnet] sorting up also works on chrome 20:46 <+bridge> [ddnet] its weird af xd 20:47 <+bridge> [ddnet] Aha, it doesn't work at all actually, let me investigate 20:47 <+bridge> [ddnet] i just dont understand how this can behave different xD 20:49 <+bridge> [ddnet] ah ok 20:50 <+bridge> [ddnet] firefox seems to do the opposite of chrome 20:50 <+bridge> [ddnet] still really weird that this isnt well defined 20:50 <+bridge> [ddnet] chrome doesn't sort at all for me 20:50 <+bridge> [ddnet] so I don't think that's quite right 20:50 <+bridge> [ddnet] haha 20:50 <+bridge> [ddnet] it does, but only in the wrong direction 20:50 <+bridge> [ddnet] yesterday we talked about spectre 20:50 <+bridge> [ddnet] today i present you hertzbleed 20:50 <+bridge> [ddnet] https://www.hertzbleed.com/ 20:50 <+bridge> [ddnet] https://news.ycombinator.com/item?id=31743110 20:50 <+bridge> [ddnet] if u sort "up", the last element is "yes" 20:50 <+bridge> [ddnet] so its just the opposite of firefox πŸ˜„ 20:51 <+bridge> [ddnet] > Hertzbleed takes advantage of our experiments showing that, under certain circumstances, the dynamic frequency scaling of modern x86 processors depends on the data being processed. This means that, on modern processors, the same program can run at a different CPU frequency (and therefore take a different wall time) when computing, for example, 2022 + 23823 compared to 2022 + 24436. 20:51 <+bridge> [ddnet] > 20:51 <+bridge> [ddnet] > Hertzbleed is a real, and practical, threat to the security of cryptographic software. We have demonstrated how a clever attacker can use a novel chosen-ciphertext attack against SIKE to perform full key extraction via remote timing, despite SIKE being implemented as β€œconstant time”. 20:52 <+ChillerDragon> SIKE 20:54 <+bridge> [ddnet] > SIKE (Supersingular Isogeny Key Encapsulation) is a decade old, widely studied key encapsulation mechanism. It is currently a finalist in NIST’s Post-Quantum Cryptography competition. It has multiple industrial implementations and was the subject of an in-the-wild deployment experiment. Among its claimed advantages are a β€œwell-understood” side channel posture. You can find author names, implementations, talks, studies, articles, sec 20:56 <+bridge> [ddnet] @Not Keks I have a feeling your compare function is failing to satisfy a requirement 20:57 <+bridge> [ddnet] yeah its broken, even tho i dont really understand why, but still funny how the browsers behave differently 20:57 <+bridge> [ddnet] this is really wrong xD 20:57 <+bridge> [ddnet] I think it's not wrong per se, given the spec says `The sort order is implementation-defined if SortCompare is not a consistent comparator for the elements of items.` 20:59 <+bridge> [ddnet] what does consistent mean? 20:59 <+bridge> [ddnet] should i simply not use a => function? 20:59 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/986344143775207424/unknown.png 20:59 <+bridge> [ddnet] I have a feeling you are breaking one of these rules, but not sure which yet 21:01 <+bridge> [ddnet] coding is too hard 21:01 <+bridge> [ddnet] Can I suggest something? 21:01 <+bridge> [ddnet] ok 21:02 <+bridge> [ddnet] How about just turning the uhd values into integers and comparing them? 21:02 <+bridge> [ddnet] e.g. `Skin1.uhd - Skin2.uhd`? 21:03 <+bridge> [ddnet] ok 21:03 <+bridge> [ddnet] multiply the entire thing by -1 if the order is to be reversed 21:03 <+bridge> [ddnet] That I thiiink has to be a consistent comparator 21:03 <+bridge> [ddnet] epic 21:04 <+bridge> [ddnet] yeah makes more sense, tru 21:05 <+bridge> [ddnet] Hopefully it works 🀞 21:06 <+bridge> [ddnet] merge then we knopw 21:07 <+bridge> [ddnet] works πŸ‘ 21:07 <+bridge> [ddnet] 10/10 21:08 <+bridge> [ddnet] ECMAScript spec is pretty handy to have at hand when messing around with js, browsers do seem to comply pretty well and the decades of compatibility they try to maintain only makes things very unintuitive 21:08 <+bridge> [ddnet] sort of like coding in C now that I think about it πŸ˜„ 21:09 <+bridge> [ddnet] im too lazy to look smth up xd 21:09 <+bridge> [ddnet] but in this case it was just stupidy anyway 21:10 <+bridge> [ddnet] I took one look at your comparator and it looked sus to me πŸ˜› 21:10 <+bridge> [ddnet] yeah 21:11 <+bridge> [ddnet] it was sus af xD 21:11 <+bridge> [ddnet] but didnt think about such any easy solution xD 21:24 <+bridge> [ddnet] put here somewhere my points and rank 21:24 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/986350539669401600/unknown.png 21:39 <+bridge> [ddnet] @Not Keks what is "template skin" supposed to be in skin upload? 21:40 <+bridge> [ddnet] wasnt it u that requested it? XD 21:41 <+bridge> [ddnet] at least this sounded like it 21:41 <+bridge> [ddnet] I requested a link to the svg template and wiki tutorial when it's finished xD 21:41 <+bridge> [ddnet] I guess requirements are already in #πŸ“Œinfo 21:42 <+bridge> [ddnet] but could still say how to upload 21:43 <+bridge> [ddnet] can also just add a template skin there 21:44 <+bridge> [ddnet] but the template is not a png 21:46 <+bridge> [ddnet] yeah but does that matter?, they can just download it, but yeah discord has no svg preview 21:46 <+bridge> [ddnet] kinda sucks xd 21:46 <+bridge> [ddnet] there doesn't need to be a preview of it 21:48 <+bridge> [ddnet] well i can remove template again, 21:48 <+bridge> [ddnet] 21:48 <+bridge> [ddnet] we can also add SVG support, like UHD 21:48 <+bridge> [ddnet] then we dont loose them 21:49 <+bridge> [ddnet] there's no need for that imo, the only svg needed is the base for a tee to start working on 21:50 <+bridge> [ddnet] I can make a nice one with guides and stuff and then we link it there and any other skin making resources that there may be 21:50 <+bridge> [ddnet] svg is future ready πŸ˜„ 21:50 <+bridge> [ddnet] in 10 years 8k might be standard 21:50 <+bridge> [ddnet] please no 21:50 <+bridge> [ddnet] ? 21:50 <+bridge> [ddnet] what speaks against 8k 21:50 <+bridge> [ddnet] me :troll: 21:51 <+bridge> [ddnet] do u dislike higher quality or what XD 21:51 <+bridge> [ddnet] it's not higher quality 21:51 <+bridge> [ddnet] at some point where you can't easily see pixels with the naked eye it's just a pain to work with and nothing else 21:51 <+bridge> [ddnet] i dont mean 8kx4k, i mean skins for 8k skins 21:51 <+bridge> [ddnet] i dont mean 8kx4k, i mean skins for 8k screens 21:52 <+bridge> [ddnet] But I guess thats why u use vector graphics? XD 21:52 <+bridge> [ddnet] so you dont have to care about pixels 21:52 <+bridge> [ddnet] it's more about workflow than the format itself 21:52 <+bridge> [ddnet] with 8k or 16k anti aliasing will die πŸ˜„ 21:53 <+bridge> [ddnet] most of the time I pick a resolution at the start of a project and at the end I only export it at that resolution 21:54 <+bridge> [ddnet] well anyway, im really used to 512x256 skins now, and i find normal ones really blurry 21:54 <+bridge> [ddnet] since i also have 2k screen 21:54 <+bridge> [ddnet] yeah 512x256 is just perfect for skins 22:04 <+bridge> [ddnet] 2k = 1920x1080? 22:05 <+bridge> [ddnet] thats full hd 22:05 <+bridge> [ddnet] 2k is usually used for wqhd which is 2556x1440 22:05 <+bridge> [ddnet] ah 22:06 <+bridge> [ddnet] 2k is usually used for wqhd which is 2560x1440 22:06 <+bridge> [ddnet] what about 4k 22:06 <+bridge> [ddnet] 4k = full hd * 4 22:07 <+bridge> [ddnet] (3840x2160) 22:07 <+bridge> [ddnet] whats the most 22:07 <+bridge> [ddnet] I think it's called 4k because 3840 β‰ˆ 4000 22:07 <+bridge> [ddnet] possible 22:08 <+bridge> [ddnet] these numbers dont really make sense 22:11 <+bridge> [ddnet] Test it on a local server, on official server you will still get ninja as weapon. So you get both particles. 22:12 <+bridge> [ddnet] you can then also test how you like it if you still have a weapon in your hand if you are frozen. 22:13 <+bridge> [ddnet] you can then also test how you like it if you still have a weapon (other then sword) in your hand if you are frozen. 22:23 <+bridge> [ddnet] no, its not intended to be. read this: https://github.com/ddnet/ddnet/issues/4855 22:25 <+bridge> [ddnet] if you have multiple items with the same value their order is implementation defined 22:34 <+bridge> [ddnet] just starred the ddnet-maps repo. thats so awesome to play dummy maps without ping. i even have an idea. play maps locally and sync with other people playing the same map. so you would just see them, like seeing other teams. +demo hub/upload for rank/finish verification on local server πŸ˜… πŸ˜… πŸ˜… ah, forget what i sa 22:34 <+bridge> [ddnet] id 22:35 <+bridge> [ddnet] just starred the ddnet-maps repo. thats so awesome to play dummy maps without ping. thank you πŸ™ i even have an idea. play maps locally and sync with other people playing the same map. so you would just see them, like seeing other teams. +demo hub/upload for rank/finish verification on local server πŸ˜… πŸ˜… πŸ˜… ah, forget what i sa 22:35 <+bridge> [ddnet] id 22:35 <+bridge> [ddnet] just starred the ddnet-maps repo. thats so awesome to play dummy maps without ping. thank you πŸ™. i even have an idea. play maps locally and sync with other people playing the same map. so you would just see them, like seeing other teams. +demo hub/upload for rank/finish verification on local server πŸ˜… πŸ˜… πŸ˜… ah, forget what i sa 22:35 <+bridge> [ddnet] id 22:36 <+bridge> [ddnet] just starred the ddnet-maps repo. thats so awesome to play dummy maps without ping. thank you πŸ™. i even have an idea. play maps locally and sync with other people playing the same map. so you would just see them, like seeing other teams. +demo hub/upload for rank/finish verification on local server πŸ˜… πŸ˜… πŸ˜… ah, forget what i said