00:09 < bridge> ohhh no!!! 00:09 < bridge> profile it :) 00:10 < bridge> also at 10k you only get 100 micro seconds per frame x-x 00:15 < bridge> check #2232 00:15 < bridge> https://github.com/ddnet/ddnet/issues/2232 00:24 < bridge_> didnt see that oops 00:24 < bridge_> but that closes it 00:24 < bridge_> but this closes it 00:25 < bridge_> i think its a good solution 00:25 < bridge_> which covers everything 00:26 < bridge_> check out all discussions :D 00:27 < bridge_> oh dear 00:27 < bridge_> i guess ill list all the issues and prs 00:28 < bridge_> can we get a bot cmds tab 00:28 < bridge_> can we get a bot cmds channel 00:29 < bridge_> wdym 00:29 < bridge_> i want to spam bot commands 00:29 < bridge_> #bot-cmds 00:29 < bridge_> it deletes ur msg 00:29 < bridge_> that should really be in information 00:29 < bridge_> where is the place where I can submit an idea for a new version?? 00:29 < bridge_> use #off-topic then :p 00:29 < bridge_> okie thanks 00:29 < bridge_> you allowed to spam? 00:29 < bridge_> #town-hall 00:29 < bridge_> or create an issue 00:29 < bridge_> okie agn 00:30 < bridge_> its not a link spam or something, ig you can 00:30 < bridge_> use it too* 00:30 < bridge_> i want to do it for quick issue listing 00:30 < bridge_> cuz i can just paste it in it gives me link 00:30 < bridge_> ig its me being lazy 00:30 < bridge_> just paste a list here 00:30 < bridge_> eh ill just not be lazer 00:30 < bridge_> eh ill just not be lazy 00:31 < bridge_> anyway all related issues are linked to that one 00:31 < bridge_> even prs 00:33 < bridge_> #2221 and #7691 - old prs 00:33 < bridge_> https://github.com/ddnet/ddnet/pull/2221 00:34 < bridge_> https://github.com/ddnet/ddnet/pull/7691 00:34 < bridge_> @mpft your masterpiece still pops up xd 00:36 < bridge_> :pepeRage: 00:36 < bridge_> just a waste of time 00:36 < bridge_> Team practice vs kill tile #2232: Closes, Heinrich wants spectate to be default action 00:36 < bridge_> Death tiles automatically /rescue when rescue is enabled or in practice mode #2221: Closed, Def wants a 500ms rate limit (for rescue), this perhaps can put into spectate for those 500ms 00:36 < bridge_> kill protection for team, could we keep died players in spectactor mode till team decides/timer ends? #2206: Closes, I don't want to have a team desicion behaviour. I think if any person has death as an on action the entire team dies 00:36 < bridge_> Remove kill immunity and replace it with something cheatsafe #898: Closes 00:36 < bridge_> Add /rescuemode support #7820: Merged, /rescuemode should work with this 00:36 < bridge_> https://github.com/ddnet/ddnet/issues/2232 00:36 < bridge_> https://github.com/ddnet/ddnet/pull/2221 00:36 < bridge_> https://github.com/ddnet/ddnet/issues/2206 00:37 < bridge_> https://github.com/ddnet/ddnet/issues/898 00:37 < bridge_> https://github.com/ddnet/ddnet/pull/7820 00:37 < bridge_> could the bot not embed them please 00:37 < bridge_> the links and even maybe the title is fine 00:37 < bridge_> too much brain space allocated to such a simple lr 00:37 < bridge_> too much brain space allocated to such a simple pr 00:37 < bridge_> i think the embed is intended to make it easier than just pr title/description 00:38 < bridge_> i dont know why my solution wasnt thought of instantly 00:39 < bridge_> x-x 00:39 < bridge_> (it was my first idea) 00:40 < bridge_> i cant train until this is a feature 00:40 < bridge_> i keep dying on spikes 00:45 < bridge_> because before you implement any, you should know how to implement at least one 00:46 < bridge_> all of this was discussed well but still no ideal implementation of spec/freeze/rescue on kill 00:47 < bridge_> @sollybunny use /lasttp 00:47 < bridge_> pretty funny experience today with programming that log parser. the spambot rejoined like multiple times per minute, sent a message, left, regenerated its nickname, joined again, message, and so in and so forth. When I was done with my tool and let it parse my logs, the final result was a single ip address. 00:47 < bridge_> no it’s just heinrich being opposed to the idea and not offering an alternative 00:48 < bridge_> well i guess he did 00:48 < bridge_> I think /lasttp is a very good alternative 00:49 < bridge_> I used to think practice on kill behavior was frustrating until i used lasttp binds 00:49 < bridge_> <01000111g> tbh most people dont spend much time in practice, and those who do should then take the 10 min to create a proper set of binds for doing so efficiently 00:49 < bridge_> think about what this choice actually is for a second. this should be core functionality of practice mode, not an afterthought like a recovery command 00:50 < bridge_> because why would you actually want it to work that way, and not just restart the same way you do manually by pressing kill 00:50 < bridge_> we can have a mode for auto-calling /lasttp after dying in practice mode? 00:50 < bridge_> if there is to be any intervention it should just be that 00:50 < bridge_> and how do you turn that on in a non painful way 00:50 < bridge_> every user has to bind it for on join or the server keeps track 00:50 < bridge_> both of those suck 00:50 < bridge_> what else would you suggest 00:50 < bridge_> my pr 00:51 < bridge_> just tp them back 00:51 < bridge_> and if they want to restart the level 00:51 < bridge_> that shouldn't be on by default 00:51 < bridge_> <01000111g> consistent autorecover would be cool, still u use practice mostlyto learn how to do a prt consistently. So what is more consistent than starting at the exact same position u defined with ur /lasttp 00:51 < bridge_> their muscle memory will just press the button before they can consciously think about it 00:52 < bridge_> or type /kill 00:52 < bridge_> this is something players are acclimated to doing 00:52 < bridge_> kill tiles should by default kill you, i think auto-rescuing is unintuitive behavior if you didn't already set it somehow 00:52 < bridge_> i disagree, it’s practice mode 00:52 < bridge_> i’ve never known a game where you can die in practice mode 00:52 < bridge_> every other pracice feature requires a command 00:52 < bridge_> every other practice feature requires a command 00:52 < bridge_> it'd be odd to have some that aren't documented or used thru commands 00:53 < bridge_> that's different from what you suggested though 00:53 < bridge_> that would mean enabling invincible by defualt, not rescuing by default 00:53 < bridge_> nah he did, but still no obe implemented it 00:53 < bridge_> one* 00:53 < bridge_> i forgot his idea until i said that 00:54 < bridge_> going to a spectator mode after death sounds annoying too 00:54 < bridge_> it is better than nothing but i think it’s just insanely unnecessary 00:54 < bridge_> then you have to opt into practicing every time you hit the kill tile 00:54 < bridge_> it’s not good 00:54 < bridge_> id rather convert kill tiles into freeze tiles with bolder bounds to imitate hitbox 00:54 < bridge_> so player can actually use rescue lol 00:54 < bridge_> that's jank af 💀 00:55 < bridge_> sounds sane tho 00:55 < bridge_> then u have to modify collision logic for what should be in team/practice code only 00:55 < bridge_> bruh bro we have 0.7 code in both client and server 00:56 < bridge_> i don't agree with that either 00:56 < bridge_> its like 7 loc change 00:56 < bridge_> the way i see it kill tiles in practice mode should effectively be treated as tp & have the same general thing happen when you die, take you back to safety so you can try again. i dont think this is any more expensive than say running really fast into a blue TP with its checkpoint right next to it (very common in older maps) 00:57 < bridge_> his points against it seemed weak and nit picky, his alternative seems half assed, and if he isn’t going to engage in the discussion then he shouldn’t be entrusted with the decision 00:57 < bridge_> i just dont think anything in practice should be changed by default without additional text commands 00:57 < bridge_> we are all for adding new server commands but not client settings 00:58 < bridge_> one of those can be trivially set and remembered, the other sorta can’t 00:58 < bridge_> more commands = more work 00:58 < bridge_> wait but then all suggested changes (unless spec) are bad from your perspective 00:58 < bridge_> just another thing to bind and remember and press in this edge case where i’m practicing a part with kill tiles 00:59 < bridge_> unrealistic, and annoying, and makes sense from a dev perspective 00:59 < bridge_> but NO 00:59 < bridge_> hm i dont think so 00:59 < bridge_> i think its better to modify for example a Die() function with if (practice) rather than modify kill collision logic with if(practice) 00:59 < bridge_> ewans idea depends on kill tile behaving like tp, mine idea - on behaving like a freeze 01:00 < bridge_> it can be done there and there too xd 01:00 < bridge_> there's like no difference 01:00 < bridge_> we have run on join commands 01:00 < bridge_> hmmmm 01:00 < bridge_> actually idk how u would differentiate from /kill and kill tile in Die() 01:00 < bridge_> most players dont touch that 01:00 < bridge_> or know how 01:01 < bridge_> based on how server kills player 01:01 < bridge_> and it’s cumbersome nonetheless, that’s not really the point in making 01:01 < bridge_> if killer is player id then we are fine 01:01 < bridge_> ah right 01:01 < bridge_> even then i think the freeze thing is just too odd to be the best solution 01:01 < bridge_> still no arguments for it to be odd xP 01:02 < bridge_> any solution will be odd 01:02 < bridge_> that doesn't mean we should immediately change default activity 01:02 < bridge_> it's not really practice mode's fault that people don't use the run on join commands 01:02 < bridge_> cuz ur changing kill to freeze 01:02 < bridge_> freeze should be the only thing that freezes u 01:02 < bridge_> wdym "change" 01:02 < bridge_> what about hearts 01:02 < bridge_> + if a kill and freeze r very close, and you hit them, you don't know if you really died or if you really got froze 01:03 < bridge_> so it doesn't give as good feedback as getting teleported / other solution 01:03 < bridge_> deep freeze eheh 01:03 < bridge_> okay then kill and deep freeze together :justatest: 01:03 < bridge_> just a kill particle then 01:03 < bridge_> without being killed 01:03 < bridge_> whats problem? 01:03 < bridge_> ye, that is probably better than just freezing 01:03 < bridge_> kill particle -> deep freeze state 01:03 < bridge_> then player can use /lasttp 01:03 < bridge_> :thonk: 01:04 < bridge_> no just freeze then 01:04 < bridge_> i don't remember if rescue reacts identically on any freeze kind 01:04 < bridge_> it should 01:04 < bridge_> it’s practice mode’s fault that practice mode currently works unintuitively. i don’t think people in practice mode are relying on kill tiles to kill them. whenever they hit one they get annoyed and have to tp back to where they were, get their weapons, get their player state modifiers like endless/jp/etc 01:05 < bridge_> and if they do want to die their finger will do it for them instantly 01:05 < bridge_> can you pull up this question to testers community? what behaviour they want? 01:05 < bridge_> actually i think kill particles -> getting frozen somehow is a better solution instead of what I proposed 01:06 < bridge_> now the lasttp suggestion (if it covered every tee attribute) is a neat idea but it’s still a manual workaround for something that really just doesn’t make sense to work this way (imo 01:07 < bridge_> lasttp is necessary anyway though 01:07 < bridge_> why? 01:07 < bridge_> Should care more about usability than logic or anything like that imo, having kill tile work as auto /r would probably feel the best, cause then you get feedback for hitting it but also get put back to where you're currently trying to practice 01:07 < bridge_> i am fairly sure i fixed the hitbox thing 01:07 < bridge_> nah wait what about you are talking 01:07 < bridge_> lasttp vs rescue? 01:08 < bridge_> yea wdym 01:08 < bridge_> i think lasttp would take you to where you were before dying? 01:08 < bridge_> lasttp is last tp triggered afair 01:09 < bridge_> is this even a thing xd 01:09 < bridge_> i think we are conflating the terms 01:09 < bridge_> i disagree, i think it would actually feel not nice 01:09 < bridge_> i don't get "manual workaround" part 01:09 < bridge_> For the average user, I think they'd disagree 01:09 < bridge_> imagine hitting kill while doing some inputs and then you get /r immediately, then your inputs are still being held and you just start flailing around for 0.25 seconds 01:09 < bridge_> tilt machine 01:09 < bridge_> like what do you do to bypass what 01:10 < bridge_> just fine 01:10 < bridge_> blue tp maps already do this 01:10 < bridge_> blue tp maps are troll 01:10 < bridge_> kill trolls you other way 01:11 < bridge_> maps with troll blue tps probably constitute a small portion of what's being played 01:11 < bridge_> fwiw my implementation resets them with velocities reset iirc 01:11 < bridge_> so you’d be placed stopped, where you were standing in the prior tick 01:11 < bridge_> ye, but if you're holding an input you'll still move 01:11 < bridge_> same with any tp?? 01:12 < bridge_> thats why spectate is the default option 01:12 < bridge_> according to heinrich 01:12 < bridge_> i disagree but whatever is accepted idm you can change it with ur own config 01:12 < bridge_> spectating on kill is the worst thing imho 01:12 < bridge_> well u can change it 01:12 < bridge_> by default i mean 01:13 < bridge_> its only in /practice 01:13 < bridge_> take this part for example: 01:13 < bridge_> you say [instant /r] will cause less keybinds / keystrokes, but here if you're doing this part and holding D and getting killed, you'll rescue to the edge of the left side and will still have to /r again because you're going to fall off every time 01:13 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1309310656452886598/image.png?ex=67411e12&is=673fcc92&hm=b8297fc348b537e19a925b84f0ddb120c6fe38e062b29af353a9de43b59f4158& 01:13 < bridge_> Making it do /lasttp when you hit kill tiles or /r is basically the same thing anyways, I don't really care which one is implemented, they'd both be better than kill tiles killing you. So 🤷 01:13 < bridge_> we can add an option for /lasttp 01:13 < bridge_> no it's not, see above screen and explanation 01:14 < bridge_> Skill issue 🤷 01:14 < bridge_> no 01:14 < bridge_> you dj and hold left 01:14 < bridge_> eh? 01:14 < bridge_> or you just know how that works and treat it the same as tp 01:14 < bridge_> that's still another input 01:14 < bridge_> and stop moving when you hit it 01:14 < bridge_> like 01:14 < bridge_> ??? 01:14 < bridge_> the part is tight so you can't just stop when you hit it 01:14 < bridge_> if you let go of D you'll fail anyways 01:14 < bridge_> Hein doesn't like options, you'd have to pick one 01:14 < bridge_> well it doesnt work if u dont have options 01:15 < bridge_> you are emplaced in your rescue position with your velocities set to 0 01:15 < bridge_> gg, never going to be implemented 01:15 < bridge_> you are not moving 01:15 < bridge_> and you are guaranteed to be on ground 01:15 < bridge_> that what we have currently 01:15 < bridge_> stop touching the key and you dont go off 01:15 < bridge_> Yep, as it'll remain 01:15 < bridge_> yeah but you're holding D 01:15 < bridge_> unless you claim you can instantly react in 1 tick (20 ms) when you hit the kill tile to stop holding D 01:15 < bridge_> imagine 2 declined prs on such a small thing already 01:15 < bridge_> definitely well enough to adjust to it 01:15 < bridge_> plus you'll still have to hold A for a split second because you have to build up velocity to do the actual part 01:16 < bridge_> the point is /r will put you at corners half of the time and that's annoying 01:16 < bridge_> so i just dont' think it's practically the best solution 01:16 < bridge_> guys 01:16 < bridge_> you definitely get more control over where you respawn with /lasttp 01:16 < bridge_> it depends 01:16 < bridge_> both of u are right 01:16 < bridge_> someone needs full control, someone don't 01:16 < bridge_> so you’d rather automatically determine a better starting spot, or go to the last tp (even though the section you’re doing probably doesn’t have one, because it’s kill tiles) 01:17 < bridge_> the former seems promising if kinda complicated 01:17 < bridge_> lasttp teleports you to where you last /telecursored 01:17 < bridge_> lasttp goes to your last manual TP afaik, not teleport tile 01:17 < bridge_> u can place manual rescue point and go on btw 01:17 < bridge_> that’s pretty good then 01:17 < bridge_> Ya, as I said, basically same shit, nothing to argue about, I'll take either 01:17 < bridge_> oh yeah sorry i guess i should've clarified that xd 01:17 < bridge_> how do u set rescue point manual? 01:17 < bridge_> you’ll get neither cuz none of us can press the button 01:17 < bridge_> only hein 01:18 < bridge_> and he doesn’t care 01:18 < bridge_> /rescuemode manual 01:18 < bridge_> and roby 01:18 < bridge_> then /rescue 01:18 < bridge_> ? 01:18 < bridge_> theoretically but that’d be stepping on toes 01:18 < bridge_> and press /r on ground 01:18 < bridge_> he’s not gonna do it 01:18 < bridge_> okay 01:18 < bridge_> why tho 01:18 < bridge_> He's also the only one working on accounts basically :greenthing: 01:18 < bridge_> they added this too? xd 01:18 < bridge_> we're cooked, bros 01:18 < bridge_> that's a lie :justatest: 01:18 < bridge_> Currently, not a lie, we're all waiting on him! 01:18 < bridge_> i did, months ago 01:18 < bridge_> <_voxeldoesart> i thought juppey was the one working on accountw 01:18 < bridge_> <_voxeldoesart> i thought juppey was the one working on accounts 01:19 < bridge_> new info to me as well 01:19 < bridge_> oh alr then both ways would be sufficient 💀 01:19 < bridge_> he has his own thing 01:19 < bridge_> 01:19 < bridge_> 01:19 < bridge_> if everyone thumbs up this maybeit will be added 01:19 < bridge_> that was literally meant for testers bruh 01:19 < bridge_> he has a working implementation in dd-pg iirc but he needs to reimplement it in real ddnet 01:19 < bridge_> we did even discuss it there didn't we 01:19 < bridge_> i still like the particle+freeze a little more though just because you have more control where your tee goes 01:19 < bridge_> @gerdoe i wasn't aware 01:19 < bridge_> but /telecursor is better i think since you can do it midair 01:19 < bridge_> Not what I meant, sorry 01:20 < bridge_> afair you joined discussion as well xd 01:20 < bridge_> <_voxeldoesart> kind of a mouthful command tbh 01:20 < bridge_> thats hwy we have autocomplete (see some other comment heinreich left) 01:20 < bridge_> he will not port it back i think 01:20 < bridge_> I mean the current thing being worked on is entirely in hein's hands, and progress is limited by him currently until further notice 01:20 < bridge_> thats hwy we have autocomplete (see some other comment heinreich left, long commandsa rent an issue) 01:20 < bridge_> thats hwy we have autocomplete (see some other comment heinreich left, long commands arent an issue) 01:20 < bridge_> <_voxeldoesart> ah 01:20 < bridge_> i hate server commands 01:21 < bridge_> <_voxeldoesart> still id at least shorten it to /pracspikeaction so its less clutter 01:21 < bridge_> would rather properly establish a reliable user/server relationship with… wait… 01:21 < bridge_> just /killmode, thats it 01:21 < bridge_> i dont think prac is a good shortening 01:21 < bridge_> i hate per-session server commands 01:21 < bridge_> i dont mind removing the practise prefix, i prefer it but others dont have it so doesnt matter 01:21 < bridge_> 01:22 < bridge_> but it should be spikeaction and freezeaction or spikemode and spikeaction 01:22 < bridge_> per session? 01:22 < bridge_> Wonder how long from now it'll take for accounts :pepedepressed: 01:22 < bridge_> yea like /somethingmode 01:22 < bridge_> two or one month 01:22 < bridge_> i think it should be action 01:22 < bridge_> <_voxeldoesart> its already been 2+ years 01:22 < bridge_> we still have no accounts xd 01:22 < bridge_> yep 01:22 < bridge_> that’s the point of my sentence 01:22 < bridge_> it would be good if ddnet servers could share context 01:22 < bridge_> how it all circles back to not having accounts 01:22 < bridge_> it was even discussed afair 01:23 < bridge_> emphasizing the importance of accounts 01:23 < bridge_> @sollybunny i dont think anyone wants to read all those options when they're playing, better just have one good implementation that people can use easily 01:23 < bridge_> well its "new features arent implemented 😠", so accounts obviously show up 01:23 < bridge_> well thats what the defaults are for, you can change it if you want, and atleast some of the otpions are required for /invinsible 01:23 < bridge_> also i want the options depending on what im doing 01:23 < bridge_> <_voxeldoesart> society if ddnet had accounts, tune lock, and breaks backwards compatability: 01:23 < bridge_> <_voxeldoesart> https://cdn.discordapp.com/attachments/293493549758939136/1309313387246915584/unknown.jpeg?ex=6741209d&is=673fcf1d&hm=e676ad1afa4a21522a4d83f9078e0ca996daa8f8391a3bb04ae6c181f697de56& 01:24 < bridge_> No options = best, it shouldn't kill you in practice period, pick a method 01:24 < bridge_> Agree to method, convince hein 01:24 < bridge_> but why no options ;--; 01:24 < bridge_> that's the real process here 01:24 < bridge_> because it would be the same actually 01:24 < bridge_> hein doesn’t respond 01:24 < bridge_> Hein, he's allergic 01:24 < bridge_> i actually have prodded him about it 01:24 < bridge_> <_voxeldoesart> the sitting down incident 01:24 < bridge_> he just doesn’t comment or engage (with me) 01:24 < bridge_> but other than convincing hein theresno reason? 01:25 < bridge_> eh, the animations tumbler moment 01:25 < bridge_> <_voxeldoesart> tumblr 01:25 < bridge_> Doesn't like clutter or confusion, less options = less clutter / confusion 01:25 < bridge_> no one will run into this command and when they do, it will be evident what it does 01:25 < bridge_> no one will run into this command and when they do, it will be evident what it does 01:25 < bridge_> thats what /help is for 01:25 < bridge_> <_voxeldoesart> and yet we let someone support 0.7 01:25 < bridge_> /cmdlist 01:25 < bridge_> fewer is better fore 01:26 < bridge_> Argue it to hein! 01:26 < bridge_> fewer is better for sure 01:26 < bridge_> i will when he responds 01:26 < bridge_> this is the sentiment of most devs here iirc 01:26 < bridge_> meh, ddnet supports backcompat so there's no difference anyway 01:26 < bridge_> Grats, you just delayed accounts :troll: 01:26 < bridge_> we can even support 0.5, just for lulz 01:26 < bridge_> accounts are never going to be a thing 01:26 < bridge_> accounts are never going to be a thing, its been long enough that ive lost hope 01:26 < bridge_> he might hear it from mods tbh 01:26 < bridge_> that’s all i can think 01:27 < bridge_> nah 01:27 < bridge_> <_voxeldoesart> it sucks because we always have to support some version of ddnet thats years old, which we literally can just, not, and improve our codebase significantly 01:27 < bridge_> an initial implementation doesnt have to be good it just has to be an account system with ddnet, then force it on the kog people 01:27 < bridge_> <_voxeldoesart> it sucks because we always have to support some version of ddnet thats years old, which we literally can just... not, and improve our codebase significantly 01:27 < bridge_> we discussed it and ddnet should be as small as possible in terms of options 01:27 < bridge_> because we have plenty 01:27 < bridge_> thats the real reason heinrich pointed me to 01:28 < bridge_> thats a dumb reason 01:28 < bridge_> argue one more time if you want to spend some free time xd 01:28 < bridge_> unnecesary options are bad, options to do things everyone wants to do but in different ways is good no matter how many you have to add 01:28 < bridge_> "argue it to heinrich" i will 01:29 < bridge_> well it’s the consensus 01:29 < bridge_> Also maintaining code for shit ig, I'm no dev so idk the whole process, I only yap here :greenthing: 01:29 < bridge_> ddnet has a lot of code for what it is 01:29 < bridge_> end developer actually shouldn't see any difference but everything is just lays up there 01:29 < bridge_> i always hear "maintaining" but all that is just fixing merge conflicts, this only steps on the feet of /invinsibile for which if it has any change is to remove it 01:29 < bridge_> completely independent engine, mostly independent OS abstraction, completely independent networking protocol 01:30 < bridge_> ddnet maintenance is probably very tolling 01:30 < bridge_> <_voxeldoesart> the thing about all my ideas is that they serve no purpose other than making the game look prettier 01:30 < bridge_> <_voxeldoesart> all fluff no functionality 01:30 < bridge_> the ddnet codebase can be cleaned up, ddnet seperated from the game but its not b ecause making the game "moddable" isnt a goal 01:31 < bridge_> robyt3 did a lot of clean up on client side but truth is that this codebase wasn't meant to be used as everything-in-one 01:31 < bridge_> thats why we have to deal with it rn 01:31 < bridge_> <_voxeldoesart> so what you're saying is split the client and server into 2 different repos? 01:31 < bridge_> and that's why heinrich doesn't let something into upstream 01:31 < bridge_> huh? no 01:31 < bridge_> it’s not so bad with the current structure, just a little confusing & very convoluted because quality alternatives to what was originally implemented in teeworlds have been made 01:32 < bridge_> wait its 4 am already 01:32 < bridge_> gn guys 01:32 < bridge_> nn 01:32 < bridge_> gn 01:34 < bridge_> gn 02:16 < bridge_> gn 06:29 < bridge_> rs 07:51 < bridge_> @chillerdragon 07:51 < bridge_> your comment on teeros tas video made my lmao irl 07:51 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1309410988860117053/image.png?ex=67417b83&is=67402a03&hm=989ae674d083e0aeb0584fcf25b3202dc5acca00c964bd4e49d35d112d51a29b& 07:51 < bridge_> ive spent hours on part 24 08:02 < bridge_> chiller comments on every tw video 08:29 < bridge_> kernel 6.12 dropped on gentoo 08:37 < bridge_> https://abhisaha.com/blog/interactive-post-oklch-color-space/ 08:38 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1309422618989953134/image.png?ex=67418658&is=674034d8&hm=2f27631163e73c3b9227ea0613445a6ee249e7fd4db20dc5baccf55b810d4748& 08:48 < bridge_> hmm I don't know, that gradient from green to blue makes me think the RGB gradient isn't taking into account gamma 08:48 < bridge_> but yeah perceptual colour spaces are good 08:48 < bridge_> I much prefer the example image on Wikipedia 08:48 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1309425300266025000/Colour_gradient_comparison_of_HSV_and_okLCH.png?ex=674188d7&is=67403757&hm=1479194dceba6f4fb9c252fa56cb203ce3228080e1b8eb349849e0e59235e807& 09:13 < bridge_> can we get any non rgb interpolation algoirhtm on our quads 09:13 < bridge_> the gray is ugly 09:14 < bridge_> (pass color system of choice thru instead of rgb, then make shader convert back to rgb) 09:14 < bridge_> (make it a setting idk) 09:14 < bridge_> Yeah, I was about to say that RGB interpolation is sometimes desired 09:14 < bridge_> it is? 09:14 < bridge_> no i meant a setting in general, it costs alot to convert between the 2 09:14 < bridge_> no i meant a global setting like hi-detail, it costs alot to convert between the 2 09:15 < bridge_> whats an example of wanting rgb interpolation 09:15 < bridge_> seeing as its mostly visual 09:15 < bridge_> ok now that I'm thinking, if it's only used for gradients, there isn't much reason to use RGB interpolation 09:16 < bridge_> thats what quads are really 09:16 < bridge_> you can even see it on clouds 09:16 < bridge_> and its really annoying 09:16 < bridge_> once you ntoice 09:17 < bridge_> But even if we don't do that, we should at least check that we're correctly taking into account gamma when it comes to RGB gradients 09:37 < bridge_> its not about gamma 09:38 < bridge_> its about *gray* 09:39 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1309438014363271188/image.png?ex=674194ae&is=6740432e&hm=8d4f37eccc8e9f2a147f62a6144581401940f4679382867aa936b672f03ea191& 09:39 < bridge_> yummy 09:45 < bridge_> i dont like gray gray 09:45 < bridge_> blue gray is better than gray gray 10:39 < bridge_> what would be a modern way for a captcha? I think they are all broken now 12:59 < bridge_> There are the js puzzle ones, idk if they are verybroken yet 13:05 < bridge_> connect to the camera and check if the person is real 13:05 < bridge_> Make them submit a blood sample by mail 13:07 < bridge_> this 13:11 < bridge_> we had a teecaptcha didn't we 13:13 < bridge_> I think a puzzle where you have to put nouis' eyes back into place would be pretty cool. 13:13 < bridge_> :nouis: 13:14 < bridge_> and the correct location and orientation is randomly generated 13:18 < bridge_> gamma RGB gradient with these stops vs linear RGB gradient with these stops 13:18 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1309493144563351552/image.png?ex=6741c806&is=67407686&hm=29738c0f37a7e77bff72b484272395707130d912eea84d377c52bf4ee88d7155& 13:18 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1309493144903221269/image.png?ex=6741c806&is=67407686&hm=247a4d2915170e11bdd78c93531233961063befbec1df5f56202d778c3492602& 13:19 < bridge_> that is, the left one is the one that directly interpolates sRGB values and the right one is the one that converts to linear RGB, interpolates, and converts back 13:23 < bridge_> speaking of, can we get dithering for the quad interpolation 13:24 < bridge_> I've been meaning to ask this for a while, quads can have very noticable banding 13:34 < bridge_> Furo: idk if you can read this but if you can then add a stomping mode to the bomb mode that makes the bomb explode immediately if someone stomps on it xd 13:52 < bridge_> rust tip: avoid inclusive ranges, use exclusive, they have better perf 13:53 < ws-client> Is holding down hammer with antiping a known bug? 13:54 < bridge_> That's curious, why? 13:54 < bridge_> solving a puzzle might still work 13:55 < bridge_> at least you don't find a bot right out of the box 13:55 < bridge_> doesn't solve the issue of captcha formings tho, but there is none 13:55 < bridge_> I see this kind quite often 13:55 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1309502572167696384/image0.jpg?ex=6741d0ce&is=67407f4e&hm=34713026ec23ca191d21a616393993f922d7f50c15afcaf24874504a8bdabdcb& 13:56 < bridge_> There is also one which hides symbols in an image and tells you to click them in a specific order 13:56 < bridge_> I would do that much more complicated, like solving at least 9 puzzle pieces 13:56 < bridge_> https://users.rust-lang.org/t/performance-difference-among-range-rangeinclusive-and-reversed/20283/19 13:56 < bridge_> https://users.rust-lang.org/t/performance-difference-among-range-rangeinclusive-and-reversed/20283 13:56 < bridge_> https://users.rust-lang.org/t/performance-difference-among-range-rangeinclusive-and-reversed/20283 13:59 < bridge_> would also be great to filter out small children 🤔 😆 14:02 < bridge_> I read the entire thread, I didn't see the reason why 14:03 < bridge_> Half open ranges excluding the upper limit are the most comfy to use, but I never heard of a performance thing 14:10 < bridge_> it adds a branch iirc 14:30 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1309511322790006885/e7590b5ddacd66bac6bef8ac8cab7f8e.png?ex=6741d8f4&is=67408774&hm=ab1258478dc5d1046a124b48c2bf65c02ebf81b94c6fa87bb3ee377c6b0b3251& 14:31 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1309511468454248538/b4a3d139c432592d02352c9ca66ecc08.png?ex=6741d917&is=67408797&hm=98c17ec8eff85dc25021a68d4535e1e0b9772766e1cac234cf61f032af421dd4& 14:42 < bridge_> theyll hire indians to solve it so xd 14:43 < bridge_> captcha solver is a lob 14:43 < bridge_> captcha solver is a job 14:43 < bridge_> :pepeW: 14:43 < bridge_> yeah no jokes 14:43 < bridge_> theres literally some service to solve em like nuts 14:58 < bridge_> Yeah, this is the solution to every captcha and the price per captcha isn't too bad either 15:00 < bridge_> do you know any captcha farm , asking for a friend 15:01 < bridge_> Nope, I only talked about it with a friend who was paying for one to spam a website with fake comments 15:23 < bridge_> omg 15:23 < bridge_> no catalan tee skin 15:23 < bridge_> *angry noises* 15:35 < bridge_> no scotland either 15:51 < bridge_> Huh, so doing it correctly makes it look worse because blue is just so dark? Neat 15:53 < bridge_> no tatarstan either 15:53 < bridge_> the question is what "correctly" means here 15:53 < bridge_> imagine adding all us state flags xd 15:53 < bridge_> interpolating in linear light is pretty much the opposite of being perceptually uniform, that's why gamma exists 15:54 < bridge_> but if you interpolate two equally primary colors in gamma light, you get a brightness shift 15:54 < bridge_> Actually the one on the right has a much better transition between blue and green, only the blue dark stripe looks worse on first glance 15:54 < bridge_> yeah, it's a tradeoff 15:54 < bridge_> gamma light is great for perceptually uniform interpolation of brightness for a constant chromaticity 15:55 < bridge_> linear light is better when interpolating between different chromaticities of the same brightness 15:55 < bridge_> but if you want a perceptually uniform gradient you shouldn't use either and just use oklab/oklch 15:56 < bridge_> I'm often lazy and don't look up the matrices, just pulling something good enough out my ass lol 17:22 < bridge_> :justatest: 17:29 < bridge_> 😭nooo 17:33 < bridge_> :poggers2: 17:33 < bridge_> :poggers2: 17:34 < bridge_> :poggers2: 17:36 < bridge_> :poggers2: 17:39 < bridge_> :poggers2: 17:45 < bridge_> :poggers2: 17:45 < bridge_> don't what's that for but ... 17:45 < bridge_> :poggers2: 17:46 < bridge_> don't know what's that for but ... 17:46 < bridge_> wdym you dont know what thats for >:c - imagine multeasymap and linear.. but with 128p 17:47 < bridge_> no I mean last commit 17:47 < bridge_> I know that one 17:47 < bridge_> oh the teehistorian one? 17:47 < bridge_> It's for filthy Windows users, we don't care about them 17:48 < bridge_> yeah me too 17:48 < bridge_> ``` 17:48 < bridge_> with MSVC the variable is not zero-initialized like with other compilers currently. 17:48 < bridge_> ``` 17:48 < bridge_> yet another microsoft L 17:48 < bridge_> I'm windows user btw 😄 17:48 < bridge_> MSVC = Microsoft Visual C++ 17:48 < bridge_> the stinkiest compiler 17:48 < bridge_> LLVM is peak 17:49 < bridge_> windows is shit i know it but I have to use it for games 😐 17:49 < bridge_> what games :( 17:49 < bridge_> wdym, DDNet runs just fine on Linux 17:49 < bridge_> and Minecraft 17:49 < bridge_> and like, what else could you need? 17:50 < bridge_> I'm not playing them anymore 17:50 < bridge_> Fake DDRacist?!?! 17:50 < bridge_> right now playing on throne and liberty 17:50 < bridge_> :poggers2: 17:50 < bridge_> chat is this real 17:50 < bridge_> no I'm more like veteran DDNet player 17:50 < bridge_> Washed up? 17:50 < bridge_> :c throne and liberty runs perfectly fine on linux 17:50 < bridge_> I spend 14-26 of my life on DDNet and I think that's enought 17:51 < bridge_> dude came, developed, and dipped 17:51 < bridge_> and yeah all of that times just spend on developing on DDNet I even still noob at finishing ddrace maps 😄 17:55 < bridge_> yeah 😦 18:24 < bridge_> can i somehow sent cmd to change map to dedicated server if i dont have running game? 18:31 < bridge_> i mean can i change map from outside the game? 19:00 < bridge_> @teero777 19:00 < bridge_> https://github.com/Teero888/tune_calculator 19:00 < bridge_> hwat 19:00 < bridge_> what 19:01 < bridge_> Can you tell me what algorithm of actions happens with each tune? 19:08 < bridge_> Ok i find solution. i will share it if some one need it. this readme generated by AI 19:08 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1309581398767702016/README.md?ex=67421a38&is=6740c8b8&hm=45b86c30ea9305d189caca708352abd1005f3b72a60da40304f100899c41319f& 19:08 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1309581399086596146/change_map_econ.py?ex=67421a38&is=6740c8b8&hm=79677293237afbdbd6ccb32519aebb0c312153b0b6a1a960afbd343ad2305e76& 19:09 < bridge_> Ok i find solution. i will share it if some one need it. this README generated by AI 19:09 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1309581398767702016/README.md?ex=67421a38&is=6740c8b8&hm=45b86c30ea9305d189caca708352abd1005f3b72a60da40304f100899c41319f& 19:09 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1309581399086596146/change_map_econ.py?ex=67421a38&is=6740c8b8&hm=79677293237afbdbd6ccb32519aebb0c312153b0b6a1a960afbd343ad2305e76& 19:28 < bridge_> i have no idea what you are talking about sry 19:35 < bridge_> Ok i find solution. i will share it if some one need it. this README generated by AI 19:35 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1309581398767702016/README.md?ex=67421a38&is=6740c8b8&hm=45b86c30ea9305d189caca708352abd1005f3b72a60da40304f100899c41319f& 19:35 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1309581399086596146/change_map_econ.py?ex=67421a38&is=6740c8b8&hm=79677293237afbdbd6ccb32519aebb0c312153b0b6a1a960afbd343ad2305e76& 19:46 < bridge_> not an L though 19:46 < bridge_> standard doesn't specify this one point 19:46 < bridge_> but msvc sucks in any other way :P 19:47 < bridge_> yeah you can, use telnet to connect to econ port and do whatever you want 19:48 < bridge_> i dont see any other solutions. 19:48 < bridge_> but afair its not encrypted so 19:49 < bridge_> maybe u tips more better way? 19:49 < bridge_> better use it only on localhost and wrap with something that actually has encryption 19:50 < bridge_> you can basically write anything on top of any econ wrapper (i.e tw-econ for rust) and send messages via discord for example 19:50 < bridge_> or telegram kekw 19:51 < bridge_> expand your question pls 19:52 < bridge_> should have checked your script before answering, ig id you don't anything else than that, it's fine to use 19:52 < bridge_> u just said like i do smth bad. better i ask question. 19:52 < bridge_> if u u will do smth similar what metod u will choose? 19:53 < bridge_> nah everything is fine, i thought you want to do something remotely 19:54 < bridge_> ah, so for remote this fine just need add encryption, i undestend u correcly? 19:55 < bridge_> yeah, but only if you think that someone sniffs your traffic :p 19:57 < bridge_> nah nobody, but thanks i was just interesting ty for explanation. 20:00 < bridge_> I'd sniff u 20:01 < bridge_> bro you have a wife :justatest: 20:26 < bridge_> Did I stutter? 21:19 < bridge_> probably the laziest way to protect that traffic is just use ssh, no need to set up a separate vpn or anything 21:50 < bridge_> that's the way to go