00:48 < bridge_> why? 00:48 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1310029309070676138/image.png?ex=6743bb5e&is=674269de&hm=351aa25f39f1c47a979b8bc411b8c82c7d68740cfdb4489824884dbd52f5938c& 00:49 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1310029373667020851/image.png?ex=6743bb6d&is=674269ed&hm=4f5f282b00f2dfc72fe259f10b028f66e1c355a2b0d83921c23f9f50b191d758& 00:49 < bridge_> crazy tasnet 00:50 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1310029640747978904/image.png?ex=6743bbad&is=67426a2d&hm=545890d3c2be51b734f08d3c5c2c50e9f8a4b96b865cbd92cbea3e9678f55d95& 00:50 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1310029650293952614/image.png?ex=6743bbaf&is=67426a2f&hm=8fd3d3b7d73472399d0487ca0f4dc42074e4cf431e38d78fa83bb3f6b7eab171& 00:50 < bridge_> why& 00:50 < bridge_> ? 00:54 < bridge_> help pls 00:56 < bridge_> so you’re the slownet guy 00:56 < bridge_> lmfao 00:57 < bridge_> (theres more than 1) 00:57 < bridge_> :pepeRage: 00:57 < bridge_> (and they all awnt to claim ownership of it 00:57 < bridge_> (and they all awnt to claim ownership of it) 00:57 < bridge_> (x-x) 01:00 < bridge_> lol 01:00 < bridge_> its just a game mode 01:17 < bridge_> Give me tunes 01:17 < bridge_> Plis 01:17 < bridge_> i bought it:( 01:18 < bridge_> ...... 01:18 < bridge_> https://github.com/Teero888/tune_calculator 01:18 < bridge_> yea, i was so lazy to do myself 01:18 < bridge_> wow 01:18 < bridge_> https://teero888.github.io/tune_calculator/ 01:18 < bridge_> https://teero888.github.io/tune_calculator/ 01:18 < bridge_> Pizdec 01:19 < bridge_> ^ i hope that means idiot in russian 01:19 < bridge_> but not so good 01:19 < bridge_> I using this tunes 01:19 < bridge_> I mean 01:19 < bridge_> I will use 01:19 < bridge_> its maths theres not multiple ways to do it 01:19 < bridge_> and also you can just pull tunes from any server 01:19 < bridge_> for example an air jump impulse so low 01:19 < bridge_> whats your server ip? 01:20 < bridge_> yes, that's because it's the correct value 01:20 < bridge_> you need to adjust the values by hand a little bit 01:20 < bridge_> if you've got a higher ground jump impulse with the same gravity then you're making the jump too high 01:20 < bridge_> but on server it dont very good looks 01:20 < bridge_> if you've got a higher ground or air jump impulse with the same gravity then you're making the jump too high 01:20 < bridge_> i guess that is fair 01:20 < bridge_> hook speed also is usually much higher 01:21 < bridge_> Where? 01:21 < bridge_> I made a few maps with slow tune years ago lol 01:21 < bridge_> Hook speed higher than 80 is brokey for some reason 01:21 < bridge_> I have it 01:21 < bridge_> W map 01:22 < bridge_> i started a six servers slownets btw 01:22 < bridge_> idk why 01:22 < bridge_> I started the SlowNET hype btw 01:22 < bridge_> its so good 01:22 < bridge_> :kek: 01:22 < bridge_> ` Console()->Register("tunes", "", CFGFLAG_SERVER, ConTunes, this, "List all tuning variables and their values");` 01:22 < bridge_> its part of the base game x-x 01:23 < bridge_> Server or client? 01:23 < bridge_> client 01:23 < bridge_> oh wait u can only do it on server 01:23 < bridge_> We are now cooperating with [GS] servers btw 01:23 < bridge_> ` Console()->Register("tunes", "", CFGFLAG_SERVER, ConTunes, this, "List all tuning variables and their values");` -> 01:23 < bridge_> good 01:24 < bridge_> ` Console()->Register("tunes", "", CFGFLAG_SERVER, ConTunes, this, "List all tuning variables and their values");` -> 01:24 < bridge_> ` Console()->Register("tunes", "", CFGFLAG_CLIENT | CFGFLAG_SERVER, ConTunes, this, "List all tuning variables and their values");` :) 01:24 < bridge_> there command in F1 to see all tunes on server 01:24 < bridge_> im evil 01:24 < bridge_> This is how I got the tunes that were sold for $2 01:24 < bridge_> what a hustle 01:24 < bridge_> And still selling 01:24 < bridge_> These IDIOTS oh god 01:24 < bridge_> like literally it's just maths 01:25 < bridge_> some math is worth money 01:25 < bridge_> and like, middle school physics 01:25 < bridge_> probably not the tunes 01:25 < bridge_> This is 900 lines of code to get slow 01:25 < bridge_> U just don't understand 01:25 < bridge_> ? 01:25 < bridge_> what 01:26 < bridge_> you don't need 900 lines 01:26 < bridge_> you need to write 900+ lines of code 01:26 < bridge_> To get slow 01:26 < bridge_> the entire website is less than 500 lines including the html and css 01:26 < bridge_> no u need to re-create whole ddnet server to get slow 01:27 < bridge_> If we're just doing tunes then you only need a few more lines than the number of tunes... 01:27 < bridge_> I'd get if you're actually doing hacks on the server side to lower tick rate while pretending to the client that you're running a normal 50 tick server 01:27 < bridge_> u just don't understand 01:27 < bridge_> You do NOT need to recreate the server, you just write a fancy little mod 01:28 < bridge_> No recreate whole ddnet server, dll's and the client 01:28 < bridge_> No, u need to recreate whole ddnet server, dll's and the client 01:28 < bridge_> You mean recompile? 01:28 < bridge_> it's possible you could do a empirical 01:29 < bridge_> No, I know to get slow u need to create own os, own pc, own router, own server, own client 01:29 < bridge_> ok ok yeah now I get it 01:29 < bridge_> make sure to collect your own silicon sand and refine it by hand 01:30 < bridge_> bro wtf is slownet 01:30 < bridge_> it's possible you could do empirical tests by randomly adjusting the tune values and comparing it to a real modified tickrate to get tunes that are actually more accurate, due to quantization differences 01:30 < bridge_> but I doubt they do that 01:30 < bridge_> I don't think the tune precision allows you to even take into account differences that small 01:31 < bridge_> ``` 01:31 < bridge_> ground_control_speed 5.00 01:31 < bridge_> ground_control_accel 0.50 01:31 < bridge_> ground_friction 0.71 01:31 < bridge_> ground_jump_impulse 6.60 01:31 < bridge_> air_jump_impulse 6.00 01:31 < bridge_> air_control_speed 2.50 01:31 < bridge_> air_control_accel 0.38 01:31 < bridge_> air_friction 0.97 01:31 < bridge_> hook_length 380.00 01:31 < bridge_> hook_fire_speed 80.00 01:31 < bridge_> hook_drag_accel 0.75 01:31 < bridge_> hook_drag_speed 7.50 01:31 < bridge_> gravity 0.13 01:31 < bridge_> velramp_start 275.00 01:31 < bridge_> velramp_range 1000.00 01:31 < bridge_> velramp_curvature 1.40 01:31 < bridge_> gun_curvature 0.00 01:31 < bridge_> gun_speed 1400.00 01:31 < bridge_> gun_lifetime 2.00 01:31 < bridge_> shotgun_curvature 1.25 01:31 < bridge_> shotgun_speed 2750.00 01:31 < bridge_> shotgun_speeddiff 0.80 01:31 < bridge_> shotgun_lifetime 0.20 01:31 < bridge_> grenade_curvature 7.00 01:31 < bridge_> grenade_speed 1000.00 01:31 < bridge_> grenade_lifetime 2.00 01:31 < bridge_> laser_reach 800.00 01:31 < bridge_> laser_bounce_delay 150.00 01:32 < bridge_> laser_bounce_num 1000.00 01:32 < bridge_> laser_bounce_cost 0.00 01:32 < bridge_> it kinda does 01:32 < bridge_> the quantization differences are very large 01:32 < bridge_> We knew that 01:32 < bridge_> u didnt have to pay 2 quid for it x-x 01:32 < bridge_> Hyped server which I started 01:32 < bridge_> I DID NOT PAID FOR THAT 01:32 < bridge_> I got that from F1 command 01:33 < bridge_> funny 01:33 < bridge_> theres not a client side get tunes command 01:33 < bridge_> is there? 01:33 < bridge_> Govirit chel kotoriy zaplatil za tuni 01:33 < bridge_> Yes 01:33 < bridge_> Yes 01:33 < bridge_> kinda weird to play cuz it doesnt feel like actual slow 01:33 < bridge_> what is it 01:33 < bridge_> Why do u need that 01:34 < bridge_> you can do `dbg_tuning 1` 01:34 < bridge_> allo mne len bilo delat ix, mne voobshe deneg ne zalko 01:34 < bridge_> and then enable debug mode 01:34 < bridge_> nvm no need to enable debug mode 01:34 < bridge_> Za besplatnie tuni 01:34 < bridge_> y menya dostatochno deneg 01:34 < bridge_> i che? 01:34 < bridge_> mne voobse pox, ya poluchil to chto xotel 01:35 < bridge_> i rad 01:35 < bridge_> U can also disable that on server, but players can't use antiping and prediction if there any tune changes 01:35 < bridge_> why would you want not to send tuning info lol 01:36 < bridge_> To donat leak it lal 01:37 < bridge_> Some geniuses leaking this tunes like "I'm hacker, I got tunes from websit 😎🤙🤙" 01:38 < bridge_> i dont understand whats so fascinating about all of this 01:38 < bridge_> neither do i understand whats so hard in making tunes like this 01:38 < bridge_> genius 01:38 < bridge_> oh lol its all based on ddnet++ 01:39 < bridge_> Ddnet++ have bugs 01:46 < bridge_> The kind of people who can't bother to do basic math are also the kind of people who would play an easier version of the game rather than spend time practicing 😏 02:24 < bridge_> nation of ||retardation|| 02:32 < bridge_> nice rhyme 🤙 02:33 < bridge_> i have no other words for such a phenomenon 02:33 < bridge_> even block servers had some kind of real reasons to war with each other 02:34 < bridge_> there it's just... spreading tunes that are available to everyone? eh 02:35 < bridge_> and still no real attempt to make an actual "slow" tickrate (maybe there's, ping if i have missed something) 02:36 < bridge_> Well I could make a server like that but why the effort 02:36 < bridge_> If it is just for a bunch of noobs 02:38 < bridge_> I could do that too but my only motivation is simply out of spite towards these noobs thinking tunes are magic 02:38 < bridge_> I could do that too but my only motivation is simply doing it out of spite towards these noobs thinking tunes are magic 02:39 < bridge_> I wouldn't really have much use for it 02:39 < bridge_> I guess having accurate slowmo collisions would be valuable for trying certain things out in slow motion 02:39 < bridge_> turns out it's not totally useless as a practice tool 02:42 < bridge_> u need client support for that 02:42 < bridge_> Accurate slowmo collisions? What are you talking about. Just only use tunes so the client prediction isn't broken. The serverside should use real slowmo 02:43 < bridge_> Yes that's what I was thinking of doing 02:45 < bridge_> I was saying that the biggest value of making real slowmo would be fixing the collision issue, because that's the most noticeable problem 02:45 < bridge_> quantization is a bigger problem imo but yes 02:46 < bridge_> I don't care about correct discretization of time because I'm not trying to like make TASes 02:46 < bridge_> it just needs to feel about right 02:52 < bridge_> what to do if it says the server has not responded yet? 02:54 < bridge_> ? 02:54 < bridge_> is it a ger10 server 02:55 < bridge_> no 02:55 < bridge_> Redcastle 02:55 < bridge_> probably the server, nothing u can do ¯\_(ツ)_/¯ 02:56 < bridge_> how do others play? 02:56 < bridge_> ¯\_(ツ)_/¯ 02:56 < bridge_> do other servers work 02:57 < bridge_> yes 02:57 < bridge_> I can't come here 02:58 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1310061825672351764/image.png?ex=6743d9a7&is=67428827&hm=7439c59d4d28206e55517c34d204a0db9f56dab03a937619e55db2a664c27e74& 03:00 < bridge_> :justatest: 03:00 < bridge_> 😫 03:03 < bridge_> not really, simulating slow tickrates possible with current one 03:04 < bridge_> especially 25 ticks 10 ticks 5 ticks... 03:04 < bridge_> where are you from? 03:05 < bridge_> Ukraine 03:06 < bridge_> how 03:06 < bridge_> my client bugs out when u do that 03:07 < bridge_> my client bugs out when u just decrease tickrate 03:07 < bridge_> server is located in russia, ur isp blocks outgoing connection and so does isp of server but with incoming ukr connections 03:07 < bridge_> so your only solution to use vpn 03:07 < bridge_> You need to interpolate and create fake ticks server side 03:07 < bridge_> prediction will still fail 03:08 < bridge_> ive talked about slowing down physics, not tickrate of both parts 03:08 < bridge_> also send the client tunes that match the slowdown 03:08 < bridge_> you can simulate 2x slowdown with default 50 tps 03:08 < bridge_> that doesnt fix it? 03:09 < bridge_> just ask client to not use prediction kekw 03:09 < bridge_> Doesn't? Why not? 03:09 < bridge_> a tiny tickrate difference screws up prediction 03:09 < bridge_> theres little hack to do it but i don't know if im allowed to share it :p 03:09 < bridge_> If you have a low ping it fixes it. Since you receive enough snaps 03:09 < bridge_> and the error of setting tunes probably makes it no twork 03:09 < bridge_> how my friend plays? 03:09 < bridge_> That's why you send 50 ticks to the client even if only 25 of those ticks actually happened server side 03:09 < bridge_> I would guess it is still better than normally 03:09 < bridge_> his isp lets outgoing connection to this russian isp 03:10 < bridge_> No, the server only sends 25tps in any case 03:10 < bridge_> im saying the difference between 50 ticks with tunes and 25 ticks is enough to screw up prediction 03:10 < bridge_> or atleast thats what i think 03:10 < bridge_> just disable pred :troll: 03:10 < bridge_> boo 03:11 < bridge_> you can do so server side too btw 03:11 < bridge_> server does prediction? 03:11 < bridge_> it might be a bit jittery but over here we play with good ping 😤 03:13 < bridge_> no, i meansl server can control clients prediction behavior 03:13 < bridge_> in very rusty way but whatever 03:13 < bridge_> with the 1 wide gores that are on slownet servers, a bit of jitter = annoyinh death all the time 03:13 < bridge_> oh... but removing prediction makes it unplayable for alot of people 03:13 < bridge_> no it actually doesnt 03:14 < bridge_> specially if you are playing at 0.5x speed xd 03:14 < bridge_> e* 03:14 < bridge_> oh yeah i guess idk about that 03:14 < bridge_> for normal servers doing precise anything with 50+ ping or higher is different 03:15 < bridge_> it feels icky 03:15 < bridge_> but with prediction up to 100 if fine x-x 03:15 < bridge_> i mean was playing 250 with some person and it was fine except they had to be static for me to hook them 03:17 < bridge_> i don't really play with default pred since im a proud antiping user so 03:17 < bridge_> The game is very playable at 150-ish ping as long as you train your friends to move predictably when you're trying to hook them 03:17 < bridge_> cant you just use cheat engine or something to slow the game locally? 03:17 < bridge_> antiping did let me to play on chn server back then with 300 ping 03:17 < bridge_> u can slow down the game and server, but u can also just change the tickrate on both 03:18 < bridge_> but they are skilled enough now to kill lagging bag of balls 03:18 < bridge_> or you can slowdown it server side kekeke 03:18 < bridge_> I play on US with 130 ping like half of the time so I'm also a big antiping enjoyer 03:19 < bridge_> and client will go AAAAAAA 03:19 < bridge_> no, since i don't change net tickrate 03:19 < bridge_> only physics are being slowed down 03:19 < bridge_> .... 03:20 < bridge_> cheat engine slow down or any speed hack works by replacing the library functions which return time 03:20 < bridge_> which makes the server run as if it is at 25 ticks/second if u were to slow it down to 50% 03:20 < bridge_> i didn't get the reference honestly 03:20 < bridge_> ? 03:21 < bridge_> what exactly you wanted to say in contrary of this xd 03:21 < bridge_> your dots are angry :justatest: 03:21 < bridge_> my dots are disapointed 03:21 < bridge_> assuming you didnt know that speed hacks worked by changing how the program sees time 03:23 < bridge_> My speed hacks work by replacing the quartz crystal used by my CPU clock 03:23 < bridge_> .... (these are angry dots) 03:23 < bridge_> my solution (and probably teeros too since i don't there's more than 1 good approach to this exact thing) doesn't have to use any time hacks 03:23 < bridge_> "ah yes let me reduce my clock speed by 2x, that will decrease the tickrate" (ass argument) 03:23 < bridge_> i don't think* 03:24 < bridge_> Hey it's my solution too :) 03:24 < bridge_> our solution 🇨🇳 03:25 < bridge_> We all have the same obvious solution and Solly seems to disagree about whether it'd work before even trying 03:25 < bridge_> because the reduce tickrate by half and tell the client is easy x-x 03:25 < bridge_> nah they just thought of changing exactly tickrate 03:25 < bridge_> youre welcome to try but its alot of effort to do it your way 03:25 < bridge_> they don't understand what we want to do xd 03:25 < bridge_> (and i aint doing it) 03:26 < bridge_> Well completing the actual variable tickrate PR is *also* a lot of work 03:26 < bridge_> make tunes halve speed, but on server actually run at 25tps and interpolate 03:26 < bridge_> ive already done it x-x 03:26 < bridge_> ok so then get it merged >:) 03:27 < bridge_> make tunes tickrate dependent* 03:27 < bridge_> and if youre going for half speed, stick 0.5 in teeros epic tune calculator 03:27 < bridge_> its sortof a tas tool so it cant 03:28 < bridge_> it works perfeclty if the tickrate doesnt change mid session, if you do then prediction messes up for some time 03:28 < bridge_> Is it a significant length of time? 03:28 < bridge_> depends on the difference between the start and end tickrate 03:28 < bridge_> I'd expect it to only take like a fraction of a second... 03:29 < bridge_> but if you set it at start then there is no prediction to mess up 03:29 < bridge_> its my crummy implementation rather than an actual restriction 03:29 < bridge_> Is prediction based on a long period of previous ticks, not just the couple latest ones received? 03:29 < bridge_> its not precise enough i think 03:30 < bridge_> if you just half the tickrate then yes it is, you can play the map at half tick rate, save demo, replay on full speed 03:30 < bridge_> i dont actually know why it messes up, it just does 03:33 < bridge_> your latency is the biggest factor in messing up prediction, tick rate only matters because it affects your average latency. 03:33 < bridge_> oh oke 03:33 < bridge_> well 03:33 < bridge_> I guess if the server is using inaccurate prediction then the tick rate would matter a little bit more 03:33 < bridge_> I guess if the server is using inaccurate physics then the tick rate would matter a little bit more 03:34 < bridge_> but you would be desyncing on every single tick so it would be pretty bad 03:34 < bridge_> Ohhh, that makes perfect sense 03:34 < bridge_> I remember spending a fair bit of time working on latency estimates that one time I wrote proper netcode for a little game thing 03:34 < bridge_> but you would be desyncing on every single tick so it would be pretty bad either way 03:35 < ws-client> @montikboom what bugs did you find in ddnet++? 03:44 < bridge_> When you are in another Team, you can vote for any server setting, and if you are alone in the Team then it will be applied instantly 03:44 < bridge_> This is one of the bugs, there may be others, but I didn't try to look for them. 03:49 < bridge_> are these votes supposed to be team-wide? 03:50 < bridge_> I didn't understand 05:25 < bridge_> what do u mean when u say tick rate 05:30 < bridge_> ticks/second 05:31 < bridge_> i wonder if tunes can perfectly replicate halved speed for everything except collisions 05:32 < bridge_> probably not because a lot of calculations are interpolated between ticks 05:32 < bridge_> non 05:35 < bridge_> normal clients wouldn't go crazy though, i think your position would only get desynced on a few niche events 05:35 < bridge_> + the slower the multiplier is the less you'd be able to tell 05:37 < bridge_> quantization is rough 05:37 < bridge_> you only get 32 positions per tile 05:38 < bridge_> so if you have really low gravity you basically just float in a horizontal line 05:39 < bridge_> i bet you could probably run at 1/5 speed and just teleport the player to each new tick 10 times a second instead of actually sending the physics 05:39 < bridge_> then if you have cl_predict 0 on client your movements would register on the next tick under 100 ping? i'm not sure if that works 05:40 < bridge_> you'd be playing in 10 frames per second though 🤣 05:41 < bridge_> low framerate is a whole lot less noticeable when the movement is very slow 05:42 < bridge_> youd be heavily relying on intra tick aiming 05:42 < bridge_> youd be heavily relying on intra tick aiming (not a problem) 05:45 < bridge_> When I skimmed some of the code I think I saw places where values are truncated instead of rounded? Which is obviously extra bad for very small velocities and accelerations 06:32 < bridge_> ``` 06:32 < bridge_> src/engine/client/input.cpp:302:21: error: ‘class IEngineGraphics’ has no member named ‘GetWindowPos’; did you mean ‘SetWindowParams’? 06:32 < bridge_> 302 | Graphics()->GetWindowPos(Pos.x, Pos.y); 06:32 < bridge_> | ^~~~~~~~~~~~ 06:32 < bridge_> | SetWindowParams 06:32 < bridge_> ``` 06:32 < bridge_> `class IEngineGraphics : public IGraphics` 06:32 < bridge_> ```cpp 06:32 < bridge_> class IGraphics : public IInterface 06:32 < bridge_> { 06:32 < bridge_> ... 06:33 < bridge_> public: 06:33 < bridge_> ... 06:33 < bridge_> void WindowGetPos(int &x, int &y); 06:33 < bridge_> ... 06:33 < bridge_> } 06:33 < bridge_> ``` 06:33 < bridge_> i call bullshit 06:33 < bridge_> i also have dyxlexia 06:33 < bridge_> nice 09:12 < bridge_> @animepdf ): 10:00 < bridge_> First time using a lot of lifetimes in rust and it just works :lol: 11:53 < bridge_> The maximum length for vote descriptions is 63 bytes in UTF-8 11:53 < bridge_> thanks 12:06 < bridge_> I wonder if it's possible to ddos the master server by frequently rejoining a lot of servers. 12:07 < bridge_> looking at the current spambot situation 12:20 < bridge_> What the fuck is that speedtile bug? Is this a known issue? 12:20 < bridge_> 1310202689191284847 12:20 < bridge_> Tee goes brrr? 12:20 < bridge_> What the fuck is that speedtile bug? Is this a known issue? 12:20 < bridge_> https://discord.com/channels/252358080522747904/1310020925722198067/1310202689191284847 12:20 < bridge_> Tee goes flying out of bounds 12:21 < bridge_> or hits wall 12:29 < bridge_> no access, what test channel is this ? 12:29 < bridge_> map submission channel for kingsleap 12:30 < bridge_> you might need to react on this message to see it: https://discord.com/channels/252358080522747904/1201860080463511612/1246863270237704202 12:31 < bridge_> oh this bug, quite old one 12:31 < bridge_> it's used to reach secret room in Cosyris 12:32 < bridge_> This is the worst one I have seen in a long time 12:32 < bridge_> probably some /0 somewhere 12:32 < bridge_> looks very similar to the sg bug 12:42 < bridge_> y 12:43 < bridge_> and how do I fix that? 12:43 < bridge_> just removing all speedtiles from the sides and ajacent corners? 12:44 < bridge_> sides and corners 12:45 < bridge_> can you trigger this with every speed? 12:45 < bridge_> proabably 😦 12:47 < bridge_> Going out of bounds with any speed? What bug even 12:47 < bridge_> see video linked above 12:48 < bridge_> It’s discord only 12:50 < bridge_> Am I allowed to post videos here? 12:55 < bridge_> sure 12:56 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1310212329933115493/lmaobug.mp4?ex=674465d2&is=67431452&hm=32fb629b864b090ac29a3202f9db983f60c8a53de5f0c1fddeae4e20fd785ffd& 13:08 < bridge_> @chillerdragon new bridge? 13:09 < ws-client> test 13:11 < bridge_> sometimes i am on matrix for example on my phone or when i want to see some images 13:12 < bridge_> o 13:12 < bridge_> thanks for the effort assa but that did not work either 13:13 < ws-client> i actually prefer irc's image support over matrix image support https://zillyhuhn.com/cs/.1732450393.png 13:14 < bridge_> irc one just posts the discord cdn link right? 13:15 < ws-client> yea that used to work just fine until discord started blocking users without accounts from accessing images 13:15 < ws-client> but in general the idea of irc not supporting images gives the responsibility of posting valid image urls to the user and it usually just works 13:16 < ws-client> while in matrix you get a bunch of "an error occured" messages and then you have to find the right matrix client that can actually send AND receive images correctly 13:16 < bridge_> :pepeW: 13:16 < bridge_> poor chiller 13:17 < bridge_> why would discord do that 13:17 < ws-client> iirc that was part of some effort in fighting the abuse of discord as free cloud storage 13:18 < bridge_> it was really abusable before tho 13:18 < ws-client> it really was 13:18 < ws-client> and github still is btw 13:19 < ws-client> https://github.com/user-attachments/assets/52ff1464-f0dc-4a88-96f1-f4d0db7c6d0f 13:19 < ws-client> aws probably appreciates this 13:20 < ws-client> works without being logged into a github account 13:50 < bridge_> рпраопримрпопрпваопгквпалвппл 14:27 < bridge_> I have monetized ddnet☠️ 14:31 < bridge_> wow so cool 14:32 < bridge_> gratz, send money to deen to keep at least 2 rus servers running 14:32 < bridge_> :justatest: 14:46 < bridge_> if that's true, you're a horrible person 14:47 < bridge_> if that's true, you're a horrible person :pepeW: 14:49 < bridge_> help, i cant compile ddnet 14:49 < bridge_> [cmake] CMake Error at CMakeLists.txt:646 (message): 14:49 < bridge_> [cmake] You must install Rust and Cargo to compile DDNet 14:49 < bridge_> but i have rust 15:09 < bridge_> pls send me money for my support 15:09 < bridge_> 👀 15:17 < bridge_> Install via rustup: https://rustup. 15:17 < bridge_> Install via rustup: https://rustup.rs/ 15:17 < bridge_> Install via rustup: https://rustup.rs/ 15:31 < bridge_> still error 15:37 < ws-client> @terrachess still the same error? what operating system are you on? which code base are you trying to compile? 15:39 < bridge_> crystal linux 15:39 < bridge_> archbased 15:45 < bridge_> What output do you get when you execute `rustup show`? 15:47 < bridge_> when i run apt install vulkan-utils on linux i get "Unable to locate package vulkan-utils" any idea how i can fix this ? 15:50 < bridge_> Try `vulkan-tools` 15:51 < bridge_> command not found 16:25 < bridge_> <_voxeldoesart> i love you aliucord 16:25 < bridge_> <_voxeldoesart> https://cdn.discordapp.com/attachments/293493549758939136/1310264944255565866/Screenshot_20241124_102129.jpg?ex=674496d2&is=67434552&hm=b8bbea5cbf1eecf73d9e98f688c47984e22cfe76bf8f7ffb950adf9ce20e7611& 16:34 < bridge_> :KEKW: 17:08 < bridge_> Idk, I think there are responsible ways to monetize free software 17:09 < bridge_> they took a game being developed over 15 years that's FOSS, and alegedly put stuff behind a paywall :monkaStop: 17:10 < bridge_> they took a game being developed over 15 years that's FOSS, and put stuff behind a paywall, whatever that may be :monkaStop: 17:11 < bridge_> and afaict, they took ddnet++, which is a fork from chiller, mixed it up, didnt code anything themselfs, and then stated they moneized it :/ 17:11 < bridge_> <_voxeldoesart> if we monetize ddnet i think itd be a good idea to make it its own project and not a mod of teeworlds 17:11 < bridge_> <_voxeldoesart> like, start from scratch. make it similar but different enough where its more than "ddnet 2" 17:12 < bridge_> jupsti's dd-pg will be that, but he doesn't intend to be able to join and work on our current servers 17:12 < bridge_> it's a full rewrite in rust 17:12 < bridge_> <_voxeldoesart> LOL 17:12 < bridge_> and afaict, they took ddnet++, which is a fork from chiller, mixed it up, didnt code anything themselfs, and then stated they monetized it :/ 17:12 < bridge_> yeah sorry ._. 17:12 < bridge_> <_voxeldoesart> nono its fine 17:13 < bridge_> ddnet remake in scratch 17:13 < bridge_> <_voxeldoesart> but yeah realistically speaking i think using that language would be nice for a rewrite 17:13 < bridge_> <_voxeldoesart> laggiest shit ever 17:15 < bridge_> i dont really think the game needs or deserves a full rewrite. One thing i find sad is that we have so many talented devs doing their own stuff on DDNet's source (e.g custom client forks) instead of contributing to DDNet 17:15 < bridge_> 17:15 < bridge_> while that's one of the great things about FOSS, it also means that we have 10 clients with different useful functionality that, when properly done could be within the official DDNet Client :( 17:15 < bridge_> i dont really think the game needs or deserves a full rewrite. One thing i find sad is that we have so many talented devs doing their own stuff on DDNet's source (e.g custom client forks) instead of contributing to DDNet 17:15 < bridge_> 17:15 < bridge_> while that's one of the great things about FOSS ofc and i respect everyone doing that, it also means that we have 10 clients with different useful functionality that, when properly done could be within the official DDNet Client :( 17:17 < bridge_> <_voxeldoesart> i guess its like this because all of our ideas are too unique and would make management harder 17:19 < bridge_> hmm, yeah that makes sense. 17:19 < bridge_> 17:19 < bridge_> something like a community workshop would be great, it would be something that the maintainers have to accept once, and everything happening outside is "do and use at your own risk" 17:19 < bridge_> 17:19 < bridge_> with the only requirement being that it's open source and properly packaged to be available (to prevent scripting and whatnot) 17:19 < bridge_> 17:19 < bridge_> you could modularize a lot of features, like tater's bindwheel, or stormax's console Visual effects 17:19 < bridge_> but that would probably require either a modular scripting language support like javascript, or a way to properly attach/detach these things during runtime - (basically a lot of work) 17:20 < bridge_> but that would require either a modular scripting language support like javascript, or a way to properly attach/detach these things during runtime - (basically a lot of work) 17:20 < bridge_> <_voxeldoesart> or better yet 17:20 < bridge_> <_voxeldoesart> texture packs 17:20 < bridge_> 17:27 < bridge_> Lua. Lua is the traditional and most based embedded scripting language 17:27 < bridge_> Python is also an option 17:27 < bridge_> how the fck did i mention javascript, yes i meant lua :kekw: 17:27 < bridge_> Just please god not JS 17:27 < bridge_> my brain isn# 17:27 < bridge_> my brain isn't braining today 17:29 < bridge_> an old client had LUA scripting which was really cool, but just allowing it would result in people writing scripts giving them an advantage 17:29 < bridge_> so that's a no go ig 17:30 < bridge_> I would probably take ts over python tbh with you 17:40 < bridge_> Bcs only roby/deen review and merge 17:40 < bridge_> Which takes a lot of time with any change other than bugfix 17:41 < bridge_> Would signed plugins be a dumb idea? Sure it wouldn't stop anyone who seriously wants to cheat but it'll at least make for a very clear line between not cheating and potentially cheating 17:42 < bridge_> ath is still a thing btw 17:44 < bridge_> but they removed lua support a few years ago, didnt they? 17:47 < bridge_> why so 17:49 < bridge_> my understanding of why ddpg is being worked on is cuz jupstars philosophy to the game is a lot different than the current maintainers 17:53 < bridge_> because they wanted to be a legit client 17:53 < bridge_> lua support was abused 17:56 < bridge_> they just adjusted their api so old scripts don't work now 17:56 < bridge_> lua api is still there afair 17:59 < bridge_> also i think its easier for people to make their own clients than make a good feature that ddnet clients needs 17:59 < bridge_> a lot of the custom clients have niche features that benefit a smaller subset of the community 18:49 < bridge_> I think the big problem with a rewrite is the effort required to avoid unintentional physics changes, and even small changes to the feel due to animation or input system changes 18:49 < bridge_> Look at osu!lazer for an example, they've been working on perfecting the parity for years yet there are still plenty of people unwilling to switch 18:50 < bridge_> some are just mad about the menus having changed... 19:20 < bridge_> Why? For a symbolic $ 0.5, I help to fully configure the server and launch it. I help with the choice of hosting and so on, I answer all the questions that I can answer. 19:20 < bridge_> And I'm doing this for a Russian-speaking audience 19:21 < bridge_> I think not all Russians will be interested in sitting in the developer channel or translating github pages 😄 19:23 < bridge_> Translate skill issue 19:24 < bridge_> A lot of peoples already did this 💀 19:47 < bridge_> See @blaiszephyr, responsible! Though $.5 is goofy, like, why even bother 19:53 < bridge_> They only removed input functionality from lua 19:54 < bridge_> Issue with this is that we don't really agree with some of these features, so when we don't want to merge them other developers get mad and write a manifesto about how we are spawns of the devil 19:55 < bridge_> So it's good that there are forks where people can just do whatever they like for themselves and the people that want that kind of extra functionality 19:58 < bridge_> This one is fine. I guess he thought you were selling a mod 20:07 < bridge_> selling a moderator 20:13 < bridge_> what a site what show all declined maps 20:40 < bridge_> <_voxeldoesart> https://ddnet.tw/testlogs/ 20:40 < bridge_> you can do it for free, it's not that hard 20:41 < bridge_> aww yeah an unranked section actually exists 21:14 < bridge_> chillerdragon: you commited to my repo more then I myself xd 21:14 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1310337687764340806/image.png?ex=6744da91&is=67438911&hm=57f6a24d0b342a13409a9917089bf07de75e3cf7a347395536569c8444d6da72& 21:19 < bridge_> Isn't it possible for someone to just copy features from fork into the main client? 21:20 < bridge_> If an implementation is good enough for the official client it should be simple to just copy it 21:20 < bridge_> And if it's not then there is a good reason for a fork 21:43 < bridge_> https://github.com/rust-lang/rust/pull/133349 21:44 < bridge_> omg 2024 edition 21:44 < bridge_> i have been waiting for it for half a year but I don't know what it even does :poggers2: 22:04 < bridge_> 50 cents is a very very fair price for setting up a server for someone 22:45 < bridge_> Some testers said to me, that there was a discussion adding new map categories and admins denied it. @murpi @robyt3 are there any technical reasons for it? 22:46 < bridge_> Need new map category, [Toddler] 22:46 < bridge_> No technical reasons from what I remember 22:50 < bridge_> no @inv41idu53rn4m3 you are thinking in terms of difficulty, but we have other categories too, like "solo" and "fun" 22:50 < bridge_> no I'm telling you it's definitely needed 22:50 < bridge_> think of all the linear players 22:50 < bridge_> :troll: 22:50 < bridge_> xD 22:52 < bridge_> novice tutorial too hard, cant pass double jump section 22:52 < bridge_> REAL 23:12 < bridge_> Why are solo maps not categorized by difficulty btw? Maybe I should post that in the questions channel 23:55 < bridge_> <_voxeldoesart> LOLLL 23:55 < bridge_> <_voxeldoesart> https://cdn.discordapp.com/attachments/293493549758939136/1310378281832284230/Screenshot_20241124_175517.jpg?ex=67450060&is=6743aee0&hm=b6f4f75422441b3fae8c223752dd2d59c1a4f5d33f88ea1f7f8d436d2a1bb532& 23:59 < bridge_> ?