00:00 < bridge> True 00:00 < bridge> But I kinda imagine that a robot makes different sounds than a cat skin 😛 00:00 < bridge> That was kinda my motivation 00:00 < Voxel> Oh. Oh I can see the vision already. 00:00 < Voxel> I think I like your direction more, since it's a lot more modular. 00:01 < Voxel> I was just in the track of cleanliness for what we have now. Where you are going makes this a lot more fun to think about! 00:01 < bridge> But some stuff is also kinda meh. 00:01 < bridge> 00:01 < bridge> I added the hit sounds to the skin, because the weapons cannot decide what material a skin is of. A robot hit by a nade sounds different than something out of flesh. 00:01 < bridge> 00:01 < bridge> I think the ultimate goal would be to add proper material "physics" 00:02 < bridge> xD 00:02 < bridge> But some stuff is also kinda meh. 00:02 < bridge> 00:02 < bridge> I added the hit sounds to the skin, because the weapons cannot decide what material a skin is of. A robot hit by a laser* sounds different than something out of flesh. 00:02 < bridge> 00:02 < bridge> I think the ultimate goal would be to add proper material "physics" 00:03 < Voxel> Yeah, you're right. Though doesn't the hit sound come from YOU and not what you're hitting? 00:03 < Voxel> Sounds like an easy fix, but still. 00:04 < bridge> I dunno, I thought about it more in a physics sense I guess. 00:04 < bridge> 00:04 < bridge> If you are hit by a bullet it collides with you creating some kind of sound 00:04 < bridge> That's also why I think the ultimate goal would be to go even further and add interaction sounds. 00:04 < bridge> 00:04 < bridge> Iron vs iron simply sounds different than iron vs flesh 00:04 < bridge> smth like that 00:06 < Voxel> If we were to go all out, and incorperate proper textures, there would need to be sounds for like, Natural blocks, Metallic blocks, Ice blocks, Wood blocks 00:06 < Voxel> Am I thinking too much? 00:10 < Voxel> Then again, it would be funny to be able to add in custom sounds for interacting with blocks, within the map itself 00:11 < Voxel> Like, have a natural override for if a certain block is being touched. 00:23 < bridge> The hard part is more about implementing all these ideas ^^ 00:23 < bridge> But sounds epyc 00:24 < Voxel> The struggle of an artist 00:24 < Voxel> Who doesn't know how to code for shit 00:25 < Voxel> Like, I'm trying to add in "extras" for tee skins, and what I have right now is this weird thing, where it knows the extras image exists, but doesn't know how to actually overlay it onto the tee instead of just replacing the image 00:27 < bridge> Even if I completely worked out a concept I often find myself spending months to implement it. So the reality generally is struggle even for a coder xd 00:31 < Voxel> See, that's the problem I'm having. I'm way too incompitent to add in all my ideas I want. 00:32 < Voxel> The best I can do is mockup images, and maybe some after effects magic. 00:32 < Voxel> But then again, that's also really important for any game team, right? 01:47 < Voxel> Thinking about how to start all of this 01:47 < Voxel> First step is just splitting the images 01:47 < Voxel> Second step should be to add in the splitter and merger blocks in the codebase 02:35 < bridge> As for me this name was created only because i think using english is cool(When i was a junior high student) 02:37 < bridge> You know, we speak&read chinese all the time, so maybe use english could be unique 03:17 < bridge> i offer sound design for assets @voxel+jupstar 03:17 < bridge> :owo: 03:19 < Voxel> id be fine with that 03:20 < Voxel> i think most ddnet sounds are like, recorded with random objects 03:20 < Voxel> s 03:20 < Voxel> so if you know how to do that then thatd be perfect 04:55 < bridge> Who's gorp? 04:58 < Voxel> I'm going to try and make more concepts tommorow 04:58 < bridge> I'm having a CORS issue accessing the player json data. Is this something that needs to be changed on my side or is it on the ddnet server-side? 04:58 < bridge> 04:58 < bridge> The following gives a CORS error: 04:58 < bridge> ```javascript 04:58 < bridge> fetch("https://ddnet.org/players/?json2=UnlucksMcGee") 04:58 < bridge> ``` 04:58 < bridge> 04:58 < bridge> Although this one does not: 04:58 < bridge> ```javascript 04:58 < bridge> fetch("https://ddnet.org/releases/maps.json") 04:58 < bridge> ``` 04:58 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1087859759182512239/image.png?ex=67215c5a&is=67200ada&hm=49945630baf5b71f74a57c4276b14d9450d9be2e464cf5341b011517117d5083& 08:12 < bridge> morning rust coders and others 08:13 < bridge> anyone knows how to model ssa ir in code 08:14 < bridge> morning intel assembly syntax enjoyers and others 08:14 < bridge> i agree intel is better 08:14 < bridge> https://github.com/edg-l/codegen/blob/master/src/ir.rs 08:17 < bridge> It's more about translating English words into Chinese characters 08:18 < bridge> :think_bot: 08:18 < bridge> You mean some of them using western names but use chinese to express that? 08:19 < bridge> Yeah 08:21 < bridge> pretty weird, dunno what they think. I guess maybe they wants more people to understand what their names mean? 08:21 < bridge> But generally speaking. Are using many Chinese characters as name common?. Imagine you have 15 Chinese characters instead of the current limit 08:21 < bridge> Do you think many Chinese would use it 08:22 < bridge> ah no i seldom see one, if there is a 15character name it must be some meme 08:22 < bridge> Well it's not about exactly 15 xD 08:23 < bridge> Currently the limit is like 3 characters 08:23 < bridge> for example one chinese name is "Mom said a name with too many characters can be easily found by others when you hide behind a tree" in English 08:23 < bridge> That's something just to attract attention imo, Or show their personality 08:24 < bridge> So the current limit is more than enough? Nobody unhappy with it 08:24 < bridge> But ye i seldom see one name over 10 chinese characters, usually 2~7 08:25 < bridge> Can they even use 7 in the game 08:25 < bridge> in ddnet it's 5 characters 08:25 < bridge> other games 08:29 < bridge> 屑 08:30 < bridge> ❓ 08:30 < bridge> 🇹🆗🇯🆒🇦 08:36 < bridge> I guess our multi lingual pro tsfreddie might know which language suffers most under the limit. Dunno how many bytes the avg kanji character uses 08:49 < bridge> Greek names do suffer quite a bit but I think it's ok since there aren't many Greeks (or any :p) and most of use use english nicknames 08:52 < bridge> Greek names do suffer quite a bit but I think it's ok since there aren't many Greeks (or any :p) and most of us use use english nicknames 09:49 < bridge> - One cool thing I already have in mind is having a custom pickup sound for laser. 09:49 < bridge> Currently it shares the same as shotgun. 09:49 < bridge> There is also an unused gun pickup sound `sfx_pickup_gun.wv`, but I think it sounds rather bad 😄 09:49 < bridge> 09:49 < bridge> - The no-ammo sound, the spawn sound aswell as the switch weapon sound are currently shared among all weapons, I think customizing those would be cool too. 09:49 < bridge> 09:49 < bridge> - The main menu theme generally has a iconic melody, but IMO the instruments are too annoying. I dunno how they are even called, but e.g. the loud noises are too annoying. Something with more harmony would be nice 09:49 < bridge> 09:49 < bridge> - I generally would like to test some kind of non-annoying freeze sound, but maybe it's too annoying, so this isn't the most important thing 09:49 < bridge> 09:49 < bridge> - Heart and shield pickup spawn uses same sound as weapons, should be individual too. Ninja has a spawn sound but unused.. Could be changed if it sounds cool 09:49 < bridge> 09:49 < bridge> - There are quite a few unused sounds, ninja attack, some extra unhook collision sound. 09:49 < bridge> 09:49 < bridge> - Hit sounds for skins could be per weapon. Would make it a bit more unique 09:49 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1300743247949332520/collect.ogg?ex=6721f30c&is=6720a18c&hm=681baaa233de4d898c96abd61fa6e9ca8fe87a68d1d2e2cc5da1f451ab6ce4b0& 09:49 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1300743248456847452/gun.ogg?ex=6721f30d&is=6720a18d&hm=9d30186683c30256ee18ae3ebdc85350f91b59fb820ef90f338e4efb3dfc5873& 10:38 < bridge> @learath2 https://blog.toast.cafe/posix2024-xcu#the-nuclear-option 10:38 < bridge> posix banning file names with newlines to get around shell limitations ^^ 10:47 < bridge> why would filenames have newlines xd 10:57 < bridge> non-windows OSs allow that 11:04 < bridge> i didnt ask what OSes support it 11:05 < bridge> rare windows W? 😬 11:05 < bridge> imho filenames should be always valid utf8 11:05 < bridge> but they arent sadly 11:05 < bridge> Or simply no utf8 11:05 < bridge> filenames are not like inode ids or smth, they are meant to be human representable right? they should be visible to the human 11:05 < bridge> utf8 ensures that 11:05 < bridge> [A-Za-z0-9_]+ 11:06 < bridge> Ok maybe dots too xd 11:06 < bridge> hello 11:06 < bridge> Imagine how easy the world would be 11:06 < bridge> @jupeyy_keks well thats a bit racist against chinese or arabs or non ascii ppl 11:06 < bridge> :justatest: 11:06 < bridge> :gigachad: 11:06 < bridge> I teach them english np 11:07 < bridge> Hey, wazzup 11:07 < bridge> no cyrillic either 11:07 < bridge> Just facts 11:07 < bridge> Just the letters 11:07 < bridge> The best 11:08 < bridge> the bar for racism is low today 11:09 < bridge> mostly to exploit shell scripts that did not anticipate it 11:09 < bridge> @cyberfrighter what is your native lang? 11:09 < bridge> You from like venezuela or smth right? 11:10 < bridge> thats headshot wtf 11:10 < bridge> im serbian 11:10 < bridge> Ok ok 11:10 < bridge> Ah how boring, europe 11:10 < bridge> I actually also like that I can use all german letters in filenames 11:10 < bridge> our economy isnt that broken 11:10 < bridge> 😂 11:11 < bridge> is it just me or does rus have the most cheaters 11:12 < bridge> Dunno, ask Valve support ig 11:12 < bridge> in ddnet 11:12 < bridge> idk what valve would have to do with ddnet 11:13 < bridge> I guess cs2/csgo gives good stats about such stuff 11:13 < bridge> In ddnet there are currently like 70% russians 11:13 < bridge> And mostly newcomers 11:13 < bridge> So dunno how well stats work xD 11:14 < bridge> But how do you came to this conclusion in first place? 11:17 < bridge> well a friend made a script for me to find cheaters and like 99% of the time they are rus related 11:18 < bridge> Russian TikTok, which most of them came from. They show and advertise bot clients, TAS runs etc. on there. 11:18 < bridge> 11:18 < bridge> Not sure if they really hold r1, and I wouldn't want "Russia" to be framed as people who cheat the most. I think it's also hard to compare to other regions because their player base is much higher 11:18 < bridge> New players are more tempted to cheat, because it's an easy ego boost for them 11:18 < bridge> I assume New players are more tempted to cheat, because it's an easy ego boost for them 11:23 < bridge> what about china vs rus 11:23 < bridge> Idunno, ask Freddie or smth I don't touch chinese servers 11:24 < bridge> @syrinok you play a lot of china right 11:25 < bridge> Some, ya 11:25 < bridge> China has far less cheaters 11:30 < bridge> But we all know which country has the biggest cheater 11:34 < bridge> who? n9? 11:35 < bridge> He is just a small fish compared to the under-age cheat that I mean 11:35 < bridge> He is just a small fish compared to the under-age cheater that I mean 11:45 < bridge> noby from the US surely 11:45 < bridge> :YEP: 11:47 < bridge> So vanilla pros (chillerdragon, zhn). As heino pointed out correctly there is a friendly fire cmd. 11:47 < bridge> 11:47 < bridge> However I have a few problems with it: 11:47 < bridge> If you hit yourself with a rocket you get half the dmg, but with friendly fire on, you do full dmg to your mates. 11:47 < bridge> For consistency I'd either increase the self dmg to full when friendly fire is on, or also reduce the team dmg to the same amount as self dmg 11:47 < ws-client> @Jupstar ✪ ``sv_teamdamage 1`` turns on friendly fire 11:48 < bridge> Yeah 11:48 < ws-client> ah i was in the backlog while you wrote this 11:48 < bridge> Also your eyes turn into fcking happy if you kill a team mate :lol: 11:48 < bridge> That is brutal 11:48 < bridge> 😄 11:49 < ws-client> i think doing half damage to team mates makes more sense 11:50 < bridge> Oke, that is also what I did for now 11:50 < ws-client> its what CS:GO did and it makes it harder to farm teammates 11:50 < bridge> I think csgo does that too? 11:50 < bridge> Yeah 11:51 < ws-client> i am not sure what the reasoning behind no laser selfdamage is 11:51 < bridge> there is no difference between grenade/laser there, both laser and grenade can't hit yourself 11:51 < ws-client> ah right 11:51 < bridge> since laser doesn't do area damage, you can't damage yourself 11:52 < ws-client> yea that makes sense 11:52 < bridge> Smart projectiles 11:52 < bridge> Know their owners 11:52 < ws-client> same as you can also not damage your self with your own gun projectiles 11:52 < bridge> For that you'd need to travel pretty fast anyway 11:52 < bridge> Ah good idea for tune test 11:52 < bridge> Thanks 11:56 < bridge> I feel like I am in a matrix movie 11:56 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1300775352385278035/matrix.mp4?ex=672210f3&is=6720bf73&hm=5488cb4b6f42574f421cf9b9570a0c3a32b343799d600854964d069d8cd648bc& 12:01 < bridge> this implementation of tune zones is cool 🙂 12:08 < bridge> :NotLikeKogasa: :NotLikeKogasa: 14:15 < bridge> The freeze scream is too iconic to change 14:38 < bridge> Bro sometimes rustfmt is high 14:38 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1300815946096836698/image.png?ex=672236c1&is=6720e541&hm=1ac989c69c8dfb571981a913b4c760aa564135778a76ba8792cf0bba03a2f199& 14:42 < bridge> You will use the prescribed format and you will like it 14:43 < bridge> I've never seen it break so weirdly tbh 14:43 < bridge> 14:43 < bridge> Maybe it's some kind of bug xd 14:44 < bridge> looks like it gave up with the maximum width 14:44 < bridge> I am 3 indentions in 14:44 < bridge> inside a if block inside a member function 14:45 < bridge> even with typedefs i still find it kinda bad 😄 14:45 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1300817679703085107/image.png?ex=6722385e&is=6720e6de&hm=228fdd873fb6eca55d3e17df98718fd89eba02fb89729a38d0acd90a9d35c4db& 14:45 < bridge> yes, but it looks like it doesn't want to break after the `|` and tries to align the parameters 14:45 < bridge> yeah 14:45 < bridge> tbh rustfmt generally struggles with long lines 14:45 < bridge> if i use a long "" text it just doesn't format anything anymore in that file xD 14:46 < bridge> you might be able to get away with 14:46 < bridge> ```rs 14:46 < bridge> let mut fill_for_players = { 14:46 < bridge> |param1: LongType, 14:46 < bridge> param2: LongType| { 14:46 < bridge> } 14:46 < bridge> } 14:46 < bridge> ``` 14:46 < bridge> maybe needs a comment before the closure so it doesn't erase the `{}` 14:46 < bridge> lets try 14:46 < bridge> but at this point a formatter has failed IMO 14:46 < bridge> if you have to tweak your source to make it readable under the formatter 14:46 < bridge> nice, actually worked 14:46 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1300818142355914893/image.png?ex=672238cd&is=6720e74d&hm=633e8fad80dc7c2facd2581780d2f1a32e1355264fcf9fee4074b9f5a5037ab1& 14:59 < bridge> is this inside a macro? 15:00 < bridge> oh rip 15:00 < bridge> well feel free to report a bug and contribute 15:06 < bridge> It sound like Neo on top of building trying to avoid bullets 15:07 < bridge> It's sound like Neo on top of building trying to avoid bullets 15:10 < bridge> rust 2024 brings new style 15:10 < bridge> > This will be the first Rust edition that brings with it a new style edition to be applied by rustfmt. That new style edition includes: 15:10 < bridge> > 15:10 < bridge> > Tracking Issue for Rust 2024: rustfmt closure body braces rust#124767 15:10 < bridge> > Tracking Issue for Rust 2024: rustfmt raw identifier sorting rust#124764 15:10 < bridge> > Tracking Issue for Rust 2024: rustfmt trailing comment alignment rust#124760 15:10 < bridge> > Tracking Issue for Rust 2024: rustfmt improve impl generics indentation rust#124758 15:10 < bridge> > Tracking Issue for Rust 2024: rustfmt change sort to Unicode-aware "non-lowercase before lowercase" rust#123802 15:10 < bridge> > Tracking Issue for Rust 2024: rustfmt use version sort rust#123800 15:10 < bridge> > Tracking Issue for Rust 2024: rustfmt style editions rust#123799 15:10 < bridge> > Tracking Issue for Rust 2024: rustfmt enable overflow_delimited_expr rust#123751 15:10 < bridge> https://github.com/rust-lang/rust-project-goals/issues/117#issuecomment-2439733237 15:20 < bridge> cool 15:22 < bridge> WAAT 15:22 < bridge> I need to format my whole repo with that 😄 15:23 < bridge> Bcs ofc I use Rust 2024 15:23 < bridge> 😏 15:23 < bridge> rust 2024 comes out early 2025 ^^ 15:23 < bridge> That is a problem 15:23 < bridge> It has to release on at latest 31.12.2023 23:59 15:23 < bridge> 15:23 < bridge> Then I have 1 minute to format everything 15:24 < bridge> It has to release on at latest 31.12.2024 23:59 15:24 < bridge> 15:24 < bridge> Then I have 1 minute to format everything 15:25 < bridge> > The Rust 2024 Edition is scheduled to be frozen on 2024-10-17, stabilized on nightly on 2024-11-28, and released as stable with Rust 1.85.0 on 2025-02-20. 15:25 < bridge> https://doc.rust-lang.org/edition-guide/rust-2024/ 15:28 < bridge> Does it have any cool feature? 15:28 < bridge> Something that is related to safety of pointers xd 15:31 < bridge> Does it have any cool feature? 15:31 < bridge> Something that is not* related to safety of pointers xd 15:35 < bridge> it has more `unsafe` functions: https://doc.rust-lang.org/edition-guide/rust-2024/newly-unsafe-functions.html 15:35 < bridge> `unsafe` operations in `unsafe fn`s now want an `unsafe` block 15:38 < bridge> Oh what 15:38 < bridge> That sounds like a bit of pain tbh xD 15:38 < bridge> it's a lint, you can turn it off 15:39 < bridge> I haven't written code with it yet, not sure how annoying it it 15:39 < bridge> I haven't written code with it yet, not sure how annoying it is 15:39 < bridge> I mean I don't have lot of unsafe functions, so I guess I'll survive xd 15:43 < bridge> Sounds like a bizarre choice 15:44 < bridge> I guess the idea is to push people to isolate the unsafe code as much as humanly possible 15:45 < bridge> if you load a dynamic library, does it share address space with the main program? 15:45 < bridge> Well what I'd find cool is if Rust has a `careful` attribute that is basically like unsafe but not for memory safety directly. 15:45 < bridge> 15:45 < bridge> Like logic where extra thinking should be considered. 15:45 < bridge> 15:45 < bridge> But that's 100% a me thing. 15:45 < bridge> Since I am not the biggest fan of having acces to a borrow_mut, I can imagine some use cases for that 15:45 < bridge> specially if its like ffi? 15:46 < bridge> https://en.wikipedia.org/wiki/Address_space 15:46 < bridge> Rn the only thing I could do is put it into unsafe trait to discorrage using it directly 😄 15:46 < bridge> hmm maybe the question is weirdly formulatted 15:47 < bridge> but would it be theorically possible to deallocate memory allocated from Rust in C? 15:47 < bridge> That's props UB, but if you ask theoretically 15:47 < bridge> Probably yes 15:48 < bridge> yeah i mean in non ub way 15:48 < bridge> e.g i allocate a box in rust and a loaded shared lib in C deallocs it somehow 15:48 < bridge> I guess only if you allocated it with libc 15:48 < bridge> i wonder how that somehow would be 15:48 < bridge> und free it with that 15:48 < bridge> but if its a complex type that required dropping fields its even more hard 15:48 < bridge> Then it's UB afaik 15:48 < bridge> i guess it doesnt make sense 15:49 < bridge> btw why cant thread locals be external? 15:50 < bridge> apparently the MLIR LLVM jit doesnt support thread locals 15:50 < bridge> JIT session error: Symbols not found: [ ___emutls_get_address ] 15:50 < bridge> or maybe it needs some library idk 15:50 < bridge> Accessing eachothers memory is fine(tm). Allocating/deal locating across ffi is not unless you both use the same allocator 15:50 < bridge> Thread locals are really a pain in rust xD 15:50 < bridge> 15:51 < bridge> But since I hate global variables anyway I rarely used them and only for some WASM stuff 15:51 < bridge> So you could in theory load an allocator library, and use it both through rust and through C, that way freeing on the other side is safe, assuming you have the ownership semantics correctly mapped out 15:51 < bridge> As in the side freeing the memory "owns" it 15:51 < bridge> i see 15:52 < bridge> i wish the world was made entirely in rust 15:52 < bridge> 😬 15:52 < bridge> 😏 15:53 < bridge> Wym "external"? 15:54 < bridge> yes, you live in the same address space 15:54 < bridge> external linkage 15:54 < bridge> xd 15:55 < bridge> external 15:55 < bridge> 15:55 < bridge> If none of the above identifiers are used, the global is externally visible, meaning that it participates in linkage and can be used to resolve external symbol references. 15:55 < bridge> llvm definition 15:55 < bridge> what about this is pertaining to rust? ^^ you should always free stuff the same way you allocated it, this also applies to rust 15:55 < bridge> idk but i wanted to say it, if all is rust u dont have ffi troubles 15:56 < bridge> i hate/love llvm, the C api is bad, because if you use it bad, but not in a passing nullptr bad, creating a wrong llvm ir bad, it can segfault 15:56 < bridge> which shouldnt happen 15:57 < bridge> hmm, sounds annoying 15:57 < bridge> but i guess its czu the C api isnt given much focus they care only on c++ 15:57 < bridge> guess what you need is better C++ interoperability of rust 15:57 < bridge> for example if u make a function and a block doesnt have a terminator 15:57 < bridge> sometimes it segfaults 15:57 < bridge> or for some more intrincate ir speicfic stuff 15:58 < bridge> like a wrong parameter to a ir instruction 16:02 < bridge> would probably the exact same shithole as the C++ world 16:02 < bridge> ._. 16:03 < bridge> And so jxsl was banned from Ryos brain. 16:03 < bridge> The end 16:03 < bridge> In ever paid rent 16:03 < bridge> never 16:03 < bridge> evicted 16:05 < bridge> would probably be the exact same shithole as the C++ world 16:05 < bridge> I never paid rent 16:05 < bridge> *evicted* 16:07 < bridge> Thread locals don't have a determinate address, so you prolly can't have external linkage for them. However, as long as you take the address at runtime, it's fine to access across threada 16:07 < bridge> Thread locals don't have a determinate address, so you prolly can't have external linkage for them. However, as long as you take the address at runtime, it's fine to access across threads 18:12 < bridge> фвфвф 18:12 < bridge> вфвф 18:12 < bridge> вфв 18:12 < bridge> ф 18:12 < bridge> вф 18:12 < bridge> вф 18:12 < bridge> в 18:12 < bridge> в 18:12 < bridge> ся 18:12 < bridge> в 18:12 < bridge> в 18:12 < bridge> в 18:12 < bridge> в 18:12 < bridge> в 18:12 < bridge> в 18:12 < bridge> в 18:12 < bridge> в 18:12 < bridge> в 18:12 < bridge> в 18:12 < bridge> в 18:12 < bridge> в 18:12 < bridge> в 18:12 < bridge> в 18:12 < bridge> в 18:12 < bridge> в 18:12 < bridge> в 18:12 < bridge> в 18:12 < bridge> в 18:12 < bridge> в 18:13 < bridge> в 18:13 < bridge> вв 18:13 < bridge> в 18:13 < bridge> :greenthing: 18:13 < bridge> в 18:13 < bridge> в 18:13 < bridge> в 18:13 < bridge> в 18:13 < bridge> в 18:13 < bridge> в 18:13 < bridge> в 18:13 < bridge> вв 18:13 < bridge> в 18:13 < bridge> в 18:13 < bridge> в 18:13 < bridge> в 18:13 < bridge> в 18:13 < bridge> вв 18:13 < bridge> в 18:13 < bridge> в 18:13 < bridge> @Discord Mod 18:13 < bridge> в 18:13 < bridge> в 18:13 < bridge> в 18:13 < bridge> вв 18:13 < bridge> в 18:13 < bridge> а 18:13 < bridge> а 18:13 < bridge> а 18:14 < bridge> а 18:14 < bridge> а 18:14 < bridge> а 18:14 < bridge> в 18:14 < bridge> ввв 18:14 < bridge> вфвф 18:14 < bridge> в 18:14 < bridge> а 18:14 < bridge> а 18:29 < bridge> wifi truly is the worst thing ever 18:29 < bridge> spent 3:30:00 trying to get a rank and i get a rank in 3 mins in lan 20:16 < bridge> wait a few billion years, and the universe might end up in big iron, which is the step right before big rust () 23:49 < bridge> Quick question. Is the map data stored in the demo file? 23:49 < bridge> can it be stored in the demo file? 23:49 < bridge> yes 23:49 < bridge> ok cool thx :D 23:50 < bridge> the map is simply embedded as a whole into the demo file