00:16 < bridge> <.ddnetoyuncusu.> https://media.discordapp.net/attachments/1402416870467834038/1403138884493250580/1.png?ex=6896766b&is=689524eb&hm=e16e960a46debea8a8a2393bd50c7e9efedcecc8099393dd9f0491b0802b55ce&=&format=webp&quality=lossless https://media.discordapp.net/attachments/1321290397842014310/1397694387185516635/2.png?ex=68874515&is=6885f395&hm=f30faee412225fb2c944d5a37a683af4771e6bbabecbc27e7de147f59e3e00b4&=&format=webp&quality=lossless&width=741&height=989 htt 00:17 < bridge> @Discord Mod 00:21 < bridge> \l bozo 00:21 < bridge> l bozo 01:48 < bridge> I think ddnet lacks an active head maintainer who can provide visionary direction to the project. 01:48 < bridge> 01:48 < bridge> Without someone like this every major discussion becomes some kind of weird beurocratic "Ask the players to vote" + "find a maintainer who would support your idea", and then there is no resolution. It would be much more productive if we just trusted one person to settle discussions with a single comment when the time came, both for technical and gameplay related matters but those could be 2 different people in theory. 01:48 < bridge> 01:48 < bridge> It also doesn't help that the most powerful people dont play the game very much so they lack confidence to speak on behalf of the players to direct the project. 01:48 < bridge> 01:48 < bridge> I don't have any good ideas to solve this except maybe getting enough money to hire a developer part or full-time who can fill this role if we could even find such a person. 01:51 < bridge> When I look at successful open source games you usually see a single authority figure who contributes both significant code and makes critical decisions in a reasonable time frame so that things can move forward. 02:05 < bridge> @totar you can do this if you want 02:05 < bridge> Except I dont want 02:05 < bridge> sadge 02:05 < bridge> I dont feel qualified and dont have time 02:07 < bridge> @totar how much do u play the game anyway? 02:11 < bridge> Hello 02:17 < bridge> Basically none 02:17 < bridge> I haven't played videos games in general recently 02:18 < bridge> ): hope u get better soon 02:30 < bridge> thats true, not many of the code maintainers are big players 02:31 < bridge> murpi is huge pro but idt they do actual game code 02:31 < bridge> bros already maintaining the second? biggest client 02:33 < bridge> there are already sorta "head maintainers" for the technical side, not rly for gameplay related changes though. (not like we have any prs that change gameplay anyways, possibly due to the fact it's scary to implement big changes without a centralized roadmap or planner who can tell you whether it is wanted or not) 02:39 < bridge> murpi likes to keep himself to that snakey lang, scripts and the discord bot when it comes to coding 02:39 < bridge> I think even for technical changes we lack any direction. There is no consensus on what the project even wants until you consult the enigmatic collective of "maintainers". Do we want more rust in the project? Should we have back compat? How account, who account, when account? Antibot? Who's resonsible for removing the cheaters? All these things have no clear answer 02:42 < bridge> in general this seems to lead to always picking the safest action in all possible decisions which has the lowest chance of being regretted, no one wants to take responsibility for a little regret and see it through to the other side. 02:42 < bridge> account is a go but its stuck behind quic or to go in a different direction 02:42 < bridge> also accounts destroy backwards compat 👀 02:42 < bridge> regret minimization reference 02:42 < bridge> was there not a huge discussion on how to make accounts backwards compatible xd 02:43 < bridge> the answer is always "support every permutation of outcomes" so we need accounts, and the ability to play without accounts, and accounts need to work on servers that aren't ddnet. 02:43 < bridge> Hi 02:43 < bridge> and yeah idk u can usually sniff out the technical wants by averaging the opinion of the maintainers but you have to chronically read gh and discord which is not good 02:44 < bridge> Hi 02:44 < bridge> Hi 02:44 < bridge> United stadets 02:45 < bridge> You 02:45 < bridge> 🤔 02:45 < bridge> My is in colombia 02:45 < bridge> Hablo español 02:45 < bridge> Soy de Latinoamérica 02:45 < bridge> Colombia 02:45 < bridge> Bogotá 02:46 < bridge> Soy colombiano 02:46 < bridge> Ustedes de estados unidos 02:46 < bridge> 👌 02:47 < bridge> My nacionality Is colombia 02:47 < bridge> Bogotá 02:47 < bridge> Este es el canal #developer. Si no te interesa hablar sobre el desarrollo del juego, puedes ir a otro canal. 02:48 < bridge> What 02:48 < bridge> :justatest: 02:48 < bridge> .-. 02:53 < bridge> tbf this still makes sense for accounts even if we didnt have to support every permutation 02:54 < bridge> it is a little annoying how we need backwards compatibility even going past major versions 02:55 < bridge> Idk I think I would just require an account and fallback to something crude for old clients like /login 02:55 < bridge> i like when games allow guest accounts 02:56 < bridge> i guess almost all games that have guest accounts no longer support them xd 02:56 < bridge> i guess almost all games that have had guest accounts no longer support them xd 02:57 < bridge> we could have a guest player team ig, but 95% of players should just not notice the accounts at all if they play through steam 02:59 < bridge> I don't think it would be that bad if we started with the simplest implementation and then add guest accounts and 3rd party servers later. 03:00 < bridge> that's basically dropping all backwards and 0.7 compat, hard to sell 03:02 < bridge> they can use /login 03:02 < bridge> there's no other way they're going to get accounts anyway 03:06 < bridge> hmm i forgot what the conclusion was for the implementation 03:06 < bridge> are we supporting username password auth? 03:07 < bridge> no probably not 03:07 < bridge> don't confuse what I suggest with what ddnet wants 03:07 < bridge> tbh im pretty sure all the answers are in that long ass github discussion iirc i liked the suggestions there 03:07 < bridge> the account server is already done, you can just go look at the endpoints 03:08 < bridge> oh i didn't know 03:08 < bridge> it's not even a discussion anymore 03:08 < bridge> accounts work in ddnet-rs for months now xd 03:09 < bridge> yeah i have a 2 digit user id 🫡 03:09 < bridge> hmm 03:09 < bridge> 2 digit 03:09 < bridge> L 03:09 < bridge> lol 03:09 < bridge> those should probably not be enumerable tbh but idc 03:09 < bridge> ya it's kinda funny but im gonna feel bad for not having a 1 digit now 03:11 < bridge> idk. well as far as ddnet implementation im not sure if theres consensus on points etc. 03:11 < bridge> 03:11 < bridge> if i was in charge i'd reset everything and start w a tiny map pool of classics 03:11 < bridge> why would you change the map pool? 03:11 < bridge> I guess the technical things are all either decided/done or waiting 03:12 < bridge> i think there are lots of maps in ddnet that people just play for points 03:12 < bridge> also it might lessen the shock of resetting points, you no longner have a massive mountain to re-climb in a way 03:13 < bridge> I think objectively whatever it is about the way ddnet works currently has been succesful and fun for players, which includes the point farming grind. 03:13 < bridge> The playercounts don't lie 03:13 < bridge> you'd have to prove that changing that is better than the way it works now which seems like a massive risk 03:14 < bridge> I think it would be much better to just make the bad maps not worth points, but even that seems risky 03:14 < bridge> u could always reset map pool to a few hundred and then gradually release more existing maps over time 03:14 < bridge> 03:14 < bridge> personally i wouldn't re finish most of the maps i have already finished 03:14 < bridge> oh yeah thats what i meant, just keep an archive 03:15 < bridge> you could even rotate them out if there's ever a concept of seasonal rankpoints. idk just big dreams that only happen if all devs suddenly have 40 hours a day 03:16 < bridge> the loudest and most consistent request from players is simply accounts, you don't need to change the whole game at the same time 03:17 < bridge> Accounts to ban cheaters 03:17 < bridge> yeah but what does accounts solve by itself xd other then helping cheaters 03:17 < bridge> u need the aspects of progression and all the other benefits that are made possible by it 03:18 < bridge> I haven't seen that in the requests 03:18 < bridge> they just want accounts 03:18 < bridge> literally even if nothing else changes and you don't ban any cheaters, you at least prevent cheaters from settings ranks on any name they want and ruining your entire history of records 03:19 < bridge> i mean yeah thats a huge plus by itself for shore 03:19 < bridge> i just think most ppl also expect more 03:19 < bridge> more can come later 03:19 < bridge> yeah, over time, not necessarily up front 03:20 < bridge> i guess there wont be a map pool reset if its not up front, oh well 03:20 < bridge> i dont rly care enough to try to convince anyone its a good idea 03:21 < bridge> achievements would be big too and that's a much easier thing to manage 05:18 < random> OwO 07:28 < bridge> There is no reason to change the map pool 07:28 < bridge> Just allow people to play whatever they want lol 07:28 < bridge> "reclaiming" points isn't a real thing anyways 07:28 < bridge> You never had them in the first place 08:19 < bridge> morning non-devs and others 👀 08:19 < bridge> good morning 08:30 < bridge> Morning tees 08:44 < bridge> Sadge 08:45 < bridge> And added again lmao 08:45 < bridge> Maybe it was just a cache problem on my side 08:52 < bridge> I agree @totar we need some quality dictator! 10:13 < bridge> Where is heinrich o.o 10:49 < bridge> <0xdeen> Thanks @mpft ! ^ 10:49 < bridge> <0xdeen> Thanks @lagar85 ! ^ 11:04 < bridge> р 11:41 < bridge> bribes! 11:41 < bridge> wrong one 11:41 < bridge> where is the chillbot bribes PR 11:44 < bridge> pog i got multitasking working 11:44 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1403312932019769374/image.png?ex=68971883&is=6895c703&hm=5e2dd561ae85c72e84e9d8980df800262f2d0a30aa31948271fc3ea960bab46f& 11:44 < bridge> the hello is from a user program 11:50 < bridge> i also typed after the exit from the program so i know sys exit works 11:50 < bridge> :brownbear: 11:51 < bridge> i rly had a moment where i didnt rly know, but once it clicked that u just run the scheduler on timer interrupts it was easy 11:51 < bridge> I think removing all the hot garbage from the pool would be a significant improvement 11:57 < bridge> ✅ 12:01 < bridge> additive review.. 12:01 < bridge> idk how to predict additive tunes 12:05 < bridge> - some maintainer once said, that missing prediction should not stand in the way of a new feature 12:05 < bridge> - whatt's the issue with the prediction? 12:06 < bridge> rn override just says: use tune zone X values for this player 12:06 < bridge> with additive how do you store it for each player 12:07 < bridge> server would need send every tune for every player? idk 12:07 < bridge> - Copy current player tunes 12:07 < bridge> - Apply new tune 12:07 < bridge> - Override with copy? 12:07 < bridge> wdym override with copy 12:08 < bridge> server has to let know to all players 12:08 < bridge> tuning parameters are, in the end, just an array of ints? 12:08 < bridge> rn it just sends the X 12:08 < bridge> ah 12:08 < bridge> hash all combinations beyond 255? :justatest: 12:09 < bridge> I see the problem 12:10 < bridge> So which maps do you consider garbage? 12:13 < bridge> i think regular events could be fun 12:13 < bridge> like every week 12:14 < bridge> its suprising how few people attend cotd but its more cup of the month.. sometimes 12:14 < bridge> its pretty hard for alot of people to attend since its advertised in a random server in english only 12:15 < bridge> a regular automated actual cup of the week would be epic 12:17 < bridge> but how would it work exactly 12:17 < bridge> yea idk why its not organized by ddnet 12:17 < bridge> ddnet has an event like once a year 12:18 < bridge> same as cup of the day 12:18 < bridge> and its some first to finish brutal map which you already know who will win 12:18 < bridge> we have race maps 12:19 < bridge> i didn't even know about this event 12:19 < bridge> - have a cotd category for mapping, all 40 seconds to 1 minute maps 12:19 < bridge> - advertise weekly 12:19 < bridge> 12:19 < bridge> Cmon that's not that hard 12:19 < bridge> I would also be happy about 5-15 seconds weekly shorts 12:20 < bridge> we could even hide the leaderboards, this command exists 12:20 < bridge> it seems very competitive 12:20 < bridge> and announce a winner after a week 12:20 < bridge> yes 12:20 < bridge> and DDNet is mostly about coop i think 12:21 < bridge> nothing stops you from doing weekly short coop maps 12:21 < bridge> nothing stops you from doing weekly short coop maps, or dummy maps or dank maps 12:23 < bridge> i would want the vibe to be more like t0 brutal 12:25 < bridge> in trackmania the whole game is about driving quickly 12:25 < bridge> but in ddnet speedrunning is just one thing 12:25 < bridge> the problem with that is we have no way to filter for skill... it would be messy and force most people to dummy so thats only 32 players per map 12:26 < bridge> yeah idk 12:26 < bridge> speedrunning is just not the main way of playing 12:26 < bridge> we can have both, they dont cancell eachother out 12:26 < bridge> 128player support would be huge for t0 12:27 < bridge> sure 12:27 < bridge> and some kind of races for speedruning 12:27 < bridge> yeah it could be all kinds of things 12:28 < bridge> i wonder if Tower of Hell would work in DDNet 12:29 < bridge> cotd maps need to be no reset so yeah you need to edit them 12:32 < bridge> I'm not super familiar with the pool as a whole but a lot of old novices are very ugly and have inconsistent difficulty unfitting for novice 12:34 < bridge> stuff like almost every single one of the superhero maps 13:26 < chillerbot> Elo @ChillerDragon I just wanted to remind you that: no javascript anymore 13:30 < chillerbot> Elo @teero777 I just wanted to remind you that: refactor vulkan backend 13:30 < chillerbot> Elo @teero777 I just wanted to remind you that: help 13:35 < chillerbot> Elo @01000111g I just wanted to remind you that: @Gumba close discord 13:42 < chillerbot> Elo @Assa I just wanted to remind you that: 1 bad bot 13:44 < bridge> !remind implement a basic filesystem 13:44 < chillerbot> Helo ryozuki I will remind you in 86400000 time units about your matter again. 13:46 < chillerbot> Elo @markar2000_ I just wanted to remind you that: 1 test 13:48 < chillerbot> Elo @jxsl13 I just wanted to remind you that: Is Teero actually Jupstar's son? 13:51 < bridge> That is the question, still. 13:53 < bridge> whos the mother 13:54 < bridge> Teeroletta 13:54 < bridge> 👀 13:55 < bridge> hi @ryozuki i just wanted to say i really appreciate you as a person 13:55 < bridge> :owo: 13:55 < bridge> why is that 13:55 < bridge> im just a annoying rust blabber xd 13:56 < bridge> https://tenor.com/view/crab-gif-20830334 13:56 < chillerbot> Elo @ChillerDragon I just wanted to remind you that: fix messasges typo 14:01 < bridge> because you are chill and no drama. 14:02 < bridge> on the other hand, join team blue instead of red. 14:04 < bridge> because you filtered some prs and started conversations 14:04 < bridge> i hate that some stuff was left to rot 14:11 < bridge> @kebscs overlay issue solved, was build issue 14:11 < bridge> i was just wondering why it was working ootb 14:17 < bridge> whats team blue 14:17 < bridge> https://tenor.com/view/golang-golang-halloween-gopher-gopher-halloween-gif-14710385853361001993 14:22 < bridge> :justatest: 14:40 < bridge> maybe you could expand the netmessage, but old client prediction would be in the mud :/ 14:43 < bridge> so just the 3 year old pr? 14:44 < bridge> imo its too complicate 14:44 < bridge> imo its too complicated 14:56 < bridge> I agree, but I'd still like this feature in it's current state 14:56 < bridge> I requested some minor code changes now, after that I'd approve 14:56 < bridge> Others will probably request a map with this feature if not already done 15:29 < chillerbot> Elo @Assa I just wanted to remind you that: 1 test 15:30 < chillerbot> Elo @ChillerDragon I just wanted to remind you that: add custom delays for assa 15:33 < chillerbot> Elo @Assa I just wanted to remind you that: 2 weeks when back of vacation release 19.4 15:44 < bridge> https://deepwiki.com/ddnet/ddnet 15:44 < bridge> ai generated wiki for ddnet 15:44 < bridge> intresting website 15:51 < bridge> aoe is top contributor 16:04 < bridge> u are a top friend of vapy o.o 16:16 < bridge> Souly trying not to mention tclient in every GitHub comment (level impossible) 16:18 < bridge> solly* 16:18 < bridge> soully 16:18 < bridge> i, souly, would never mention tclient in every issue 16:19 < bridge> hi souly 16:25 < bridge> twix 16:26 < bridge> Why'd I get ghost pinged twice? 16:27 < bridge> cuz u are teero 16:27 < bridge> @teero777 16:27 < bridge> ah nvm 16:27 < bridge> It was chillerbot 16:33 < bridge> what is going on in your profile picture? 16:33 < bridge> wdym 16:34 < bridge> the jupstar 16:34 < bridge> It's a street on a sunrise with the jumpstar 16:34 < bridge> It's a street on a sunrise with the jupstar 16:34 < bridge> 😂 why? 16:34 < bridge> wdym why? I like vulkan? 16:35 < bridge> And I like jupstar 16:35 < bridge> I like it 16:35 < bridge> D: oh it's a vulkan framework reference 16:35 < bridge> Why is your pfp jpegged 16:37 < bridge> used to play minecraft with some guys when I was 16 (iirc) and one of them created that profile picture for me D: it's png, actually. or what do you mean with jpegged? 16:38 < bridge> so jupstar is also a big fan of vulkan, I suppose 👀 16:38 < bridge> kinda makes sense, given the often mentioning of it by him 17:18 < bridge> @sollybunny how fast tclient will add it 17:26 < bridge> when someone adds it 17:38 < bridge> @robyt3 how did you fix `error: windows.ui.notifications.h: No such file or directory` on mingw? 17:39 < bridge> i added cppwinrt install in github ci and doesnt work 17:44 < bridge> There's some confusion the `#include ` and `#include ` apparently, try the latter one 17:45 < bridge> There's some confusion with `#include ` and `#include ` apparently, try the latter one 17:46 < bridge> Also might have to be `Windows.UI.Notifications.h` for case sensitive filesystems like deen's build machine 17:53 < bridge> breaks for me 17:53 < bridge> when i add winrt/ 17:56 < bridge> ill try with #if !defined(__MINGW32__) 18:04 < bridge> @robyt3 `fatal error: winrt/Windows.UI.Notifications.h: No such file or directory` 18:09 < bridge> is there a way i can just link to a demo and have it play in browser 18:09 < bridge> For yourself? 18:10 < bridge> like https://ddnet.org/web?playdemo=http://myserver.com/demo.demo 18:10 < bridge> for others 18:10 < bridge> Sadly no, theoretically https://ddnet.github.io/load_map.html would support it, if someone adds the URL download support 18:10 < bridge> which probs requires the targeted server to have proper CORS rules 18:10 < bridge> i can do that 18:11 < bridge> "render demo", does it spit out an mp4 18:11 < bridge> nope its loading ddnet client epic 18:11 < bridge> Linking ffmpeg with Emscripten required like 20 GiB of memory, so no :justatest: 18:12 < bridge> what ver of ddnet is this 18:12 < bridge> (the linked binary does) 18:12 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1403410433700003991/image.png?ex=68977351&is=689621d1&hm=e642bc786f584ac5f1a16188f0ea04a9acf0d5372e9b2b61afc79ca9519614f3& 18:12 < bridge> Open console 18:12 < bridge> cant copy D: 18:12 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1403410623358046218/image.png?ex=6897737e&is=689621fe&hm=e021e1ef37016c2520dfdf9797117330747fe53a5c9f74c78329723fcfc46984& 18:13 < bridge> where is the code for this 18:14 < bridge> Read https://ddnet.github.io/ 18:14 < bridge> ah 18:14 < bridge> thats weird 18:14 < bridge> But ideally this would be ported to modern DDNet 18:15 < bridge> Emscripten client should mostly work. If we would replace the curl-based HTTP implementation with Emscripten functions we could even use the server browser. 18:15 < bridge> that seems easy enough 18:15 < bridge> i thought ddnet couldnt connect to servers tho 18:16 < bridge> i thought web ddnet couldnt connect to servers tho 18:16 < bridge> Making HTTP a clean interface with different implementations isn't easy because the HTTP requests are also different 18:16 < bridge> Because none of the official servers have websocket support enabled right now I assume, but it works for me locally and in a LAN 18:17 < bridge> oh right, have u tried enabling websocket 18:17 < bridge> Probably not worth it before there's a running client, I don't know if websockets opened up additional surface for attacks 18:18 < bridge> ah 18:18 < bridge> btw would it be accepted to add -h and args for quick starting ddnet 18:18 < bridge> (join server, play demo) 18:18 < bridge> (join server, play demo, edit map) 18:19 < bridge> i guess you can always write autoexec 18:20 < bridge> it would be possible to make a lcoally run websocket->udp 18:20 < bridge> You mean a help output? Could be useful I guess 18:20 < bridge> currently it just ignores arguments apart from -c 18:21 < bridge> -s sorry 18:25 < bridge> why is the logger so complicated 18:26 < bridge> I don't really want to add another full command parser if that's what you mean. I'd rather use the existing command system. 18:27 < bridge> What is? 18:27 < bridge> ilogger is inherited by cmemorylogger and cfilelogger one of which is a parent and thers locks everywhere 18:28 < bridge> ilogger is inherited by cmemorylogger and something and that something is the global logger which is setparent to this memorylogger 18:28 < bridge> printf() :) 18:29 < bridge> and optionaly write to passed in file 18:30 < bridge> i think -h should be a thing anyway and the rest of it gets executed like autoexec 18:31 < bridge> `Usage: $0 [-s/--silent] [-h/--help] [autoexec]` 18:31 < bridge> then add functions to open demo player and editor and server 18:45 < bridge> does tune override not make additive tuning easy 18:53 < bridge> no 18:54 < bridge> i feel like thats a bit of an oversight, can we not patch it 18:55 < bridge> you would need to send every tune value for every player 18:55 < bridge> rn is just additional 1 integer 18:55 < bridge> in ddnet char 19:08 < bridge> i mean 19:08 < bridge> u can send bitset of all 256 tune values i think 19:08 < bridge> each position corresponding to whether that tune zone is applied to the player or not 19:08 < bridge> what if 2 tunes have same values 19:09 < bridge> what takes priority? 19:09 < bridge> its still more over network but nothing crazy 19:09 < bridge> yeah thats an issue, i guess you'd just take the higher tunezone number 19:09 < bridge> that's lowkey a skill issue on the mod creator / mapper tho 19:09 < bridge> same when its not additive 19:10 < bridge> also mapper skill issue 19:10 < bridge> idk. i think it's better additive 19:10 < bridge> you just place drag part through freeze 19:10 < bridge> the logic for removing and adding when its not additive is a lot more confusing, also for players too btw 19:10 < bridge> both players get different tune 19:10 < bridge> thats it 19:11 < bridge> Imo tunes should behave the same to any other powerup (like inf jump), which are all additive 19:12 < bridge> its gonna be confusing otherwise, u could also always implement both versions but i don't think theres a benefit to having the strict lock version 19:13 < bridge> idk 19:13 < bridge> for me additive only makes sense if you make rpg map 19:13 < bridge> where you randomly pickup "powerups" 19:13 < bridge> every other map style doesnt make sense 19:13 < bridge> add both 19:14 < bridge> no :) 19:14 < bridge> sigh 19:14 < bridge> additive is way harder to code with little to no benefit 19:14 < bridge> and will increase bandwidth 19:17 < bridge> i dont get how it would increase bandwidth 19:18 < bridge> for prediction 19:18 < bridge> cant you add all of it into one packet? 19:18 < bridge> its like 8 ints vs 1 int if you use a bitset 19:18 < bridge> every player needs to know every other players tune values to predict 19:18 < bridge> oh 19:18 < bridge> then if you make it additive i guess players need to know if one of the zones was already taken or not 19:18 < bridge> and an order of which you entered them maybe too 19:19 < bridge> cba explaining it 10th time, i will not code additive tune lock 19:19 < bridge> anyone wants to do it, the issue approved for 3 years 19:19 < bridge> less talk more do 19:19 < bridge> anyone can do it, the issue approved for 3 years 19:19 < bridge> didnt fokko say his impl did that 19:20 < bridge> w/e 19:20 < bridge> is there any maintainer opinion on this lol 19:20 < bridge> i feel like its just me arguing w u every 3 months on the implementation 19:20 < bridge> yes 19:21 < bridge> with fokks impl you had no prediction 19:21 < bridge> and hes inactive 19:21 < bridge> and on his pr hein said `I guess as a first step for something like this, we should get per-player tune support: #7288.` 19:22 < bridge> then #7288. gets merged and now we want additive anyway 19:22 < bridge> https://github.com/ddnet/ddnet/issues/7288 19:22 < bridge> doesnt make sense 19:23 < bridge> with fokks impl you had no prediction (probably bcs of issues i listed above) 19:24 < bridge> I want additive, idk abt others 19:25 < bridge> i think it was an oversight to merge tune override without more opinions ig, but its just my opinion 19:25 < bridge> what map do you have in mind that it only works in additive 19:25 < bridge> it can be surely done without it 19:39 < bridge> if the servcer can send what tune zone the player is in aditiive can be done with only server support 19:40 < bridge> it cant 19:40 < bridge> x-x 19:40 < bridge> bing bong 19:40 < bridge> it can 19:40 < bridge> uhhhh 19:40 < bridge> okay 19:40 < bridge> then wats the problem adding additive 19:40 < bridge> as a tile 19:41 < bridge> atleast i think it can 19:41 < bridge> tune override can pick any tune zone right 19:41 < bridge> so just send some "fake tunes" to the player 19:41 < bridge> i have no clue how it works 19:41 < bridge> or have a force tune zone 19:41 < bridge> tile 19:41 < bridge> now i understand that pr 19:42 < bridge> oh by additive it means 19:42 < bridge> multiple tunes at same time 19:42 < bridge> i think we cant have both on one map 19:42 < bridge> why not 19:42 < bridge> if we have additive ones we need to reserver atleast 64 tune zones then 19:42 < bridge> for the additive shit 19:42 < bridge> reserver? 19:43 < bridge> if we have additive ones we need to reserve atleast 64 tune zones then 19:43 < bridge> im not talking about additive 19:43 < bridge> im playing a game rn cant type 19:44 < bridge> well normal tune lock should work just fine 19:44 < bridge> it does 19:44 < bridge> on my server i have a tune override command just not the tiles 19:44 < bridge> literally stole it from one of the prs 19:45 < bridge> why reserve 19:45 < bridge> u can just use normal zone ids 19:45 < bridge> it only goes up to 255 19:45 < bridge> i think 19:45 < bridge> in general it will be much cleaner 19:46 < bridge> just off my intuition. and yeah itll be easier to make non linear maps where u collect tunezones 19:46 < bridge> yah thats fine 19:47 < bridge> if you only want additive ones you technically only need as many tune zones as max players i guess 19:48 < bridge> so you send their additive tunes in one zone to everyone 19:50 < bridge> try make map with current one 19:50 < bridge> its good i promise 19:50 < bridge> <0xdeen> https://materialize.com/blog/speeding-up-materialize-ci/ it's not for DDNet CI though 😄 19:50 < bridge> ah crap, ill read it anyway i guess 19:50 < bridge> <0xdeen> https://hookrace.net/ has an atom/rss feed 20:28 < bridge> interesting read! 20:29 < bridge> nice blog 20:29 < bridge> i should write about my os dev journey 20:30 < bridge> ryos 20:34 < bridge> I also miss the 9€ ticket :feelsbadman: 20:35 < bridge> You know that I send sounds? 😮 last 3 are awesome 20:35 < bridge> ya will check after work lol 20:35 < bridge> timezones 20:36 < bridge> mb 20:36 < bridge> 58€ ticket is good price too 20:36 < bridge> oh sorry mb 20:37 < bridge> xd 20:37 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1403447037290352660/image.png?ex=68979568&is=689643e8&hm=17f4fe855d1d25ab004d48d65ff4e60f3c8545245c163721c906a3746037d75b& 20:37 < bridge> DDNet everywhere 20:37 < bridge> HRNet 20:39 < bridge> for big brains :owo: 20:43 < bridge> Go mentioned 22:32 < bridge> nice @kebscs :brownbear: 22:32 < bridge> now we only need a maintainer who also likes this feature :justatest: 22:52 < bridge> :deen_star: 23:34 < bridge> why do we need quic for accounts, yes we need encryption but why quic 23:34 < bridge> why cant we just do an rsa to aes handshake ourselves and have a msgflag for encryption, servers could then choose to disable wha they like without encryption 23:35 < bridge> I wonder the same @sollybunny pls ask whoever is saying we need that 23:36 < bridge> thats been my view forever, but i just thought about it 23:36 < bridge> like weve been stuck behind this for years, its not getting done 23:36 < bridge> because heinrich wanted quic 23:36 < bridge> and he is the only one who works on quic pr 23:36 < bridge> we can switch to quic when it exists 23:36 < bridge> but its just more hastle than its worth it seems 23:36 < bridge> I dont see how quic relates to accounts 23:36 < bridge> ok lets team up and rewrite ddnet protocol 23:36 < bridge> chiller are u down 23:37 < bridge> we dont need to rewrite anything, we just need to do the handshake 23:37 < bridge> But tbh I want neither quic nor accounts xd 23:37 < bridge> why no accounts ? 23:37 < bridge> No rewrite pls 23:37 < bridge> Why accounts 23:37 < bridge> epic bans 23:37 < bridge> fast point fetching 23:37 < bridge> Bans suck 23:37 < bridge> moderation mostly 23:37 < bridge> no faking, ranks can come back, points cant be bought, ban evasion is harder 23:37 < bridge> Points already fast 23:37 < bridge> no 23:38 < bridge> Faking is fun 23:38 < bridge> when accounts the account name is seperate from the in game name 23:38 < bridge> Bans should not happen in the first place 23:38 < bridge> yeah... no 23:38 < bridge> why not 23:38 < bridge> Ban bad 23:38 < bridge> is it because u have bots on official servers 23:39 < bridge> :kek: 23:39 < bridge> I need a lawyer? 23:39 < bridge> yes hire matricks