00:14 <+bridge> most media is 44.1 00:15 <+bridge> and from 44.1 -> 192 the interpolation is much more intensive than from 44.1 -> 48 00:18 <+bridge> but it kind of depends on which resampling algorithm you choose and pulse/pipewire come with a lot of them already implemented 00:20 <+bridge> also i don't think this is technically any more accurate. yes, interpolation is usually a part of the resampling process when not converting between factors 00:20 <+bridge> but the process is still resampling 00:21 <+bridge> Fixed now 00:22 <+bridge> and from 44.1 -> 192 the interpolation is much more expensive than from 44.1 -> 48 11:03 <+bridge> https://influck.notion.site/Choosing-the-right-teeworlds-server-version-for-your-mod-read-it-FIRST-116e42c219c34171a8b680b3c2f9be89 11:03 <+bridge> Does this still apply? 11:09 <+bridge> Sounds about right, though it underplays how annoying it is to get the vanilla stuff back into ddnet 11:09 <+bridge> I think @tsfreddie had a fork that did most of the work removing the ddnet specifics 11:10 <+bridge> i did 11:10 <+bridge> There is also https://github.com/teemods/ddnet-skeleton for making your own mod 11:10 <+bridge> So your fork is basically improved teeworlds 0.6+0.7? 11:10 <+bridge> Ah, nice thanks 11:11 <+bridge> https://github.com/teeworldscn/ddnet-pvp 11:11 <+bridge> mine 11:11 <+bridge> it was old tho 11:12 <+bridge> thank you 11:13 <+bridge> There is some documentation in ddnet-skeleton too: https://github.com/teemods/ddnet-skeleton-readme 11:49 <+bridge> https://github.com/teemods/ddnet-skeleton-readme definitely has wrong documentation about gameflags 11:53 <+bridge> > Depending on the size of the mod and amount of time you can spent daily on your project it porting it to the right codebase will take anywhere from 1 week to 2 months. 11:53 <+bridge> xdxd i ported ddnet to 0.7 codebase in 20h without break 12:43 <+bridge> when ddnet in rust? :frozen: 12:46 <+bridge> <_voxeldoesart> ryozuki get off your alt account 12:50 <+bridge> >:( 12:52 <+bridge> <_voxeldoesart> :santatrollet: 12:52 <+bridge> How do ddnet servers accept both 06 and 07 clients? Implemented both protocols and then check which version the client uses? 12:52 <+bridge> Or is there any kind of Middleware/Proxy in between? 12:54 <+bridge> Implemented both protocols. They are similar enough to share most of the code 12:57 <+bridge> Ah, thanks 12:57 <+bridge> And ddnet 0.6 fixed the teeworlds 0.6 vulnerabilities as well? 13:02 <+bridge> Yes 13:10 <+bridge> perfect, thanks 13:10 <+bridge> 13:10 <+bridge> but.. why was there a need for a newer protocol then? new functions / features? 13:17 <+bridge> mostly a cleaner version than the backward compatible ddnet protocol 14:00 <+bridge> @muhistar18 16:20 <+bridge> ddnet protocol = the fixed 0.6? 16:21 <+bridge> yes 16:38 <+bridge> We fixed the issues in a way that doesn't break compatibility. 0.7 fixed them in a way that does 16:55 <+bridge> Thaaanks! 16:55 <+bridge> The best documentation that exists is this? 16:56 <+bridge> https://github.com/heinrich5991/libtw2 16:57 <+bridge> Yep 17:39 <+ChillerDragon> @becc docs for what? i also put quite some time into network docs here https://chillerdragon.github.io/teeworlds-protocol/index.html 20:10 <+bridge> @heinrich5991 messing around with libtw2 again, can you help me with snapshot builder? 20:10 <+bridge> seems adding spectator_info breaks it with duplicate key 20:10 <+bridge> whats the reason of dup? 20:12 <+bridge> theres also good comment kekw 20:12 <+bridge> ```rust 20:12 <+bridge> // TODO: Fix ID!``` 20:16 <+bridge> <_voxeldoesart> i love weird dev comments 20:16 <+bridge> there's mine 20:16 <+bridge> ```rust 20:16 <+bridge> (&Ingame(..), SystemOrGame::Game(Game::ClKill(..))) => { 20:16 <+bridge> // todo: kill yourself 20:16 <+bridge> // processed = true; 20:16 <+bridge> }``` 20:24 <+bridge> <_voxeldoesart> :troll: 22:28 <+bridge> @gerdoe what do you mean, it breaks with duplicate key? 22:29 <+bridge> you're not allowed to put two objects with the same key into a snapshot 22:29 <+bridge> does that error happen without you doing that explicitly? 23:44 <+bridge> How did you find that website? Do you know who the author is? 23:46 <+bridge> I've seen that page before 23:46 <+bridge> it was probably linked here 23:46 <+bridge> I am sorry, I cannot remember - someone sent this to me a few years ago 23:47 <+bridge> here 23:48 <+bridge> @zwelf2 ^ 23:51 <+bridge> wow end 2020 since I never started my plans.. 🥲 23:54 <+bridge> do you still know who that deleted user is? 23:54 <+bridge> ^ 23:55 <+bridge> ty