18:47 < ws-client> **** die da oben 18:47 < bridge> <15> wait ur green 18:48 < ws-client> **** nono 18:48 < ws-client> **** i am yellow 18:48 < ws-client> **** tournament winner 18:48 < bridge> <15> ur skin 18:48 < bridge> <15> is green 18:48 < ws-client> **** indeed 18:48 < ws-client> **** green bush 18:48 < bridge> too long 18:48 < bridge> <15> and u see ghosts 18:48 < bridge> and merge is 1h 18:48 < ws-client> **** its not the kind of green that can make kebso maintainer tho 18:48 < bridge> chiller, even if you're yellow, goblin is globlin 18:48 < ws-client> **** only thing i can offer to kebso is the !merge command 18:48 < ws-client> **** !merge 18:48 < chillerbot12> usage: merge [pr id] - to merge ddnet pr using chiler maintainer credentials 18:48 < bridge> https://tenor.com/view/goblin-goblin-slayer-wheel-of-faith-gif-4221548491085992899 18:49 < bridge> <15> hes red tho 18:49 < bridge> <15> am i chat spamming 18:51 < ws-client> **** no u not spamin 18:51 < bridge> <15> hmm 18:51 < bridge> <15> predict teleport 18:51 < bridge> <15> attempt 2 18:52 < bridge> <15> re review 18:52 < bridge> <15> must be 18:53 < bridge> <15> do u delete the binarys afterwards? 18:53 < bridge> <15> or just have a stash 18:53 < bridge> <15> of many 18:53 < bridge> <15> game clients or servers 18:54 < bridge> again missclick 18:54 < bridge> you are still invited to talk with me 18:54 < bridge> <15> a i see 18:55 < bridge> sorry πŸ™‚ 18:55 < bridge> <15> yea 18:55 < bridge> im so used to that spot being occupied by #bugs and not #developer-vc 18:57 < bridge> <15> mine is like 20 because demos 18:57 < bridge> <15> how many screenshots 18:57 < bridge> <15> xd 18:59 < bridge> <15> ur stream is frozen 19:00 < bridge> <15> it just updated 19:00 < bridge> <15> but its frozen again 19:00 < bridge> <15> switch windowed mode ? 19:01 < bridge> <15> i can se enow 19:01 < bridge> <15> yes 19:01 < bridge> <15> its moving 19:01 < bridge> <15> teero already linked a map u can use 19:01 < bridge> <15> why dont u use it xd 19:02 < bridge> <15> really ? wow 19:03 < bridge> <15> yea 19:13 < bridge> <15> not too sure 19:14 < bridge> <15> yea 19:14 < bridge> <15> speed 19:14 < bridge> <15> if there was no ground u would phase thru 19:15 < bridge> <15> its so weird 19:15 < bridge> <15> ur slowly making it thru 19:15 < bridge> <15> what hte hell 19:16 < bridge> <15> bug ? 19:16 < bridge> yes 19:16 < bridge> I managed to glitch through the map border 19:16 < bridge> but this is not a bug related to this PR I hope 19:18 < bridge> <15> too much speed = map border dont kill u ? 19:19 < bridge> yes apparently you can skip the map border by beeing fast enough 19:19 < bridge> <15> look at ur position tho 19:19 < bridge> <15> it moves so slow 19:20 < bridge> <15> eventually ur gonna crash ? 19:20 < bridge> <15> or server will crash 19:20 < bridge> <15> create an issue 19:21 < bridge> <15> now make it odwn 19:21 < bridge> <15> now make it down 19:23 < bridge> <15> check ctrl + shift + d 19:25 < bridge> <15> see vel idk 19:25 < bridge> <15> get out of spec 19:25 < bridge> <15> its because ur in spec 19:26 < bridge> <15> i wonder what this looks to another player 19:26 < bridge> <15> connect dummy 19:26 < bridge> <15> arent u gonna phase thru 19:27 < bridge> <15> nope 19:36 < bridge> <15> evil teleporters ? 19:37 < bridge> <15> why are they evil 19:37 < bridge> IsCheckEvilTeleport 19:37 < bridge> <15> i have never seen a evil teleporter 19:37 < bridge> <15> maybe it just lies to u 19:37 < bridge> <15> about where it goes 19:40 < bridge> <15> maybe 19:40 < bridge> <15> minecraft = ddnet 19:41 < bridge> <15> teero and tater same person 19:41 < bridge> <15> 100% 19:41 < bridge> @alw5 can you please think before writing? writing 20 messages that consist of 2 words each is considered spam 19:41 < bridge> <15> we are in a vc and im muted xd 19:41 < bridge> then use the chat in the vc 19:42 < bridge> <15> oh that exists 19:42 < bridge> <15> my bad 19:42 < bridge> <15> i blame assa for never telling me 20:34 < bridge> M < 30 searching for maintainer to take a look at my < 5 LOC bugfix PR 20:35 < bridge> sure - make me maintainer and i'll take a look 20:35 < bridge> :KEKW: 20:44 < bridge> oops xd 20:45 < bridge> wtf, this tile is literally no work, it's 1 tile which does nothing 20:45 < bridge> ye but 20:45 < bridge> like give me 5 minutes I'll make a PR 20:45 < bridge> ppl need to change their entities etc. 20:45 < bridge> ohno 20:46 < bridge> and mappers need to implement it for new maps. IDK 20:46 < bridge> actually i guess it has 4 thumbs up xd i can ask testers and mappers what they think in #meta-testing, but the maintainer opinion is 1 to 1 rn 20:48 < bridge> Not sounds useful 20:48 < bridge> Any dev wanting to participate in advent of code, this is the code `677828-82ec4df2` of the private leaderboard ddnet used for years 20:48 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1444052413547024435/image.png?ex=692b4e1c&is=6929fc9c&hm=5ddffb48ccee33eb3acf377f20cba17107a098b180cf7a53628758bbba5655ec& 20:49 < bridge> https://adventofcode.com/2025/leaderboard/private/view/677828?view_key=f91f0bb7 20:56 < bridge> I still haven't decided what language to use for aoc :feelsbadman: 20:56 < bridge> why are function keys different 20:57 < bridge> causes so many weird behaviors that dont happen with other keys 20:58 < bridge> So you can use binds on function keys in the menu 20:58 < bridge> Especially opening the consoles 21:00 < bridge> try it in your most proficient one and actually do all 31 days ^^ 21:01 < bridge> i tried it in Nixlang last year and gave up after day 8 xd 21:01 < bridge> how can you have a popup menu without locking the mouse? 21:01 < bridge> I don't understand this PR I think 21:01 < bridge> Open the scoreboard, unlock the mouse, open a popup, lock the mouse 21:01 < bridge> this year there will be only 12 days 21:01 < bridge> in the age of AI? how rude 21:02 < bridge> ^ 21:02 < bridge> bruh i even commented 21:03 < bridge> don't you have your own language 21:03 < bridge> use that 21:04 < bridge> his language is rust and c making dirty love over #[unsafe] 21:07 < bridge> invert a new programming language to prove you didn't use ai 21:12 < bridge> @essigautomat 21:12 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1444058468125376603/image.png?ex=692b53c0&is=692a0240&hm=90dc1e68f97d6958ca4513385aa16fcc290df2c3a8d7756617d57d798b8757e6& 21:13 < bridge> this is some poc i made, it replaces TURN OFF ENTITIES 21:13 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1444058579165380700/image.png?ex=692b53da&is=692a025a&hm=0218860c2d088ed8679611026bff675d1459e0461410152d52e48bfaf9c296df& 21:13 < bridge> how do I even lock the mouse again? I can't do this by pressing the same button 21:13 < bridge> You can only use functions keys (F1-F24) while the scoreboard is open 21:13 < bridge> so i guess now u could use the 🚫 for actual TURN OFF ENTITIES and then the ❗ to warn the player of some fail spot out of default zoom range? 21:17 < bridge> actually @heinrich5991 and assa , i guess maybe the issue is good, since the TURN OFF ENTITIES is in english and not all players can read english i assume 21:17 < bridge> and this design still keeps the original meaning of the "Turn off entities" tiles if we just replace the original 21:18 < bridge> and this design still keeps the original meaning of the "Turn off entities" tiles if we just replace the original indices 21:18 < bridge> wwhats that tile next to ! 21:18 < bridge> we'd have to either keep 2 versions, or risk a player trying out a new client to break his old one 21:18 < bridge> @soulyvevo 21:18 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1444060016842641591/image.png?ex=692b5531&is=692a03b1&hm=18dbceb8e981fbf61b465ee8036849c27b9193136194f0910aa208b544e1e6be& 21:19 < bridge> i guess it only makes sense with the default entities, since it copies the default hookable entity. perhaps theres a better way to convey it 21:19 < bridge> while we are at it 21:19 < bridge> can we redesign the entire default entities 21:20 < bridge> i feel like most tiles arent very readable and cover a lot of the screen 21:20 < bridge> accessibility is **ALWAYS** a good argument (if it's true) 21:20 < bridge> did anyone create any conversation/issue about this before? 21:20 < bridge> does anybody know if the current 2 tiles needs to be placed next to each other? 21:21 < bridge> i think default entities are fine, maybe we could support transparent hookthru and some other fixes 21:21 < bridge> like the "turn of entities sign" 21:21 < bridge> they don't 21:21 < bridge> there are maps with one half without the other 21:21 < bridge> default as in ddnet default or comfort? 21:21 < bridge> ddnet default 21:21 < bridge> comfort, that's shipped with ddnet is very nice 21:21 < bridge> comfort is bad imo xd 21:21 < bridge> idk why comfort isnt the default 21:22 < bridge> ddnet default looks bad 21:24 < bridge> default are especially bad when you have multiple entities stacked on top 21:25 < bridge> the TURN OFF ENTITIES is definitely more verbose though, seeing a 🚫 block could mean many different things at first glance 21:26 < bridge> also you cant see much when there are a lot of spawn tiles/switch tiles/laser doors next to another 21:28 < bridge> also text on entities looks very bad 21:28 < bridge> comfort looks game-ish 21:29 < bridge> while ddnet default like developer art 21:29 < bridge> while ddnet default like programmer art 21:29 < bridge> i think default entities are good in a way because people learn what the actual different tiles and their functionality do with the text, etc. 21:29 < bridge> then when they are tired of it and know what all tiles do, they can move onto custom entities 21:29 < bridge> some of the art could definitely be modernized though, a lot of the switch tiles have ugly borders that are unnecessary 21:30 < bridge> idk, they should be self-explainatory, you dont need big text on them 21:30 < bridge> and after you get used to one design, its hard to switch 21:30 < bridge> yes but there are differences, for example between cto and to, that u wouldn't get as easily with a lot of custom entities 21:31 < bridge> turn off entities at least looks bad + its in english 21:31 < bridge> which doesnt help everyone 21:31 < bridge> yea the teles only difference being the color is bad 21:31 < bridge> that could be improved in comfort 21:33 < bridge> yeah i read the town hall post and this is way better 21:33 < bridge> but current maps will need to be adjusted ofc 21:34 < bridge> these 2 tiles at once are fine 21:34 < bridge> it goes from being unreadable to non-english speakers to "what does that mean exactly?" to everyone 21:34 < bridge> which is a good tradeoff imo 21:35 < bridge> no, many times turn entities off is used for more text, or mapper credit/logo etc. 21:35 < bridge> it doesnt always mean faily 21:35 < bridge> hrm 21:36 < bridge> it replaces the old indices for the turn off entities 21:36 < bridge> i think itd be ok to keep those 2 tiles. in an actual faily part the player can see its faily, if its just a logo nobody is really harmed anyways 21:37 < bridge> old indices? were they somewhere else before 21:37 < bridge> in that case its fine 21:38 < bridge> wait no i meant it replaces the indices for turn off entities 21:42 < bridge> but it's pretty obvious when its used for a logo vs not 21:50 < bridge> it should also be easy to batch replace all those uses with just the half of it? 21:53 < bridge> mm see this is why i originally closed the issue, theres gonna be so much differing opinions (all valid) and i feel like its gonna be a mini freeze bar drama 21:54 < bridge> batch editing almost every map isnt worth it for smth as trivial as this imo 21:56 < bridge> i do think it's worth knowing if something is actually worth looking at 21:56 < bridge> it comes up often enough 22:02 < bridge> are you at the start of the map? 22:02 < bridge> yes -> the β—πŸš« tile is a logo 22:02 < bridge> no -> spec ahead and flash design just in case 22:03 < bridge> its the same behavior as it was with previous maps too 22:04 < bridge> making every old map not even readable anymore is not worth doing unless you're planning on fixing them up 22:04 < bridge> thats my opinion tho 22:05 < bridge> how does it become unreadable 22:05 < bridge> if it's unreadable after the change it would've been unreadable before it as well 22:06 < bridge> on any old map, the new tile pair would functionally be the same as the old tile pair, i dont get it 22:07 < bridge> i guess its up for debate if β—πŸš« vs TURN OFF ENTITIES is less obvious, at least for non-english speakers it probably is 22:07 < bridge> ❗doesn't necessarily mean turn off entities also, sometimes u can see what makes it faily without reading anything 22:08 < bridge> 🚫 by itself is just much more expressive for design only, you could also still use this fallback way β—πŸš« if you really need to see a faily, design-explained part 22:10 < bridge> are you saying β—πŸš« could mean either turn off entities for design or spec ahead, so it's not clear? 22:10 < bridge> 22:10 < bridge> that was still the issue beforehand, since mappers used the tiles for both 22:10 < bridge> too real, I'm still using default πŸ₯€ 22:10 < bridge> you don't lose info or readability with the change in old maps, it stays the exact same (which is still kind of unreadable in some cases), but you aren't regressing 22:10 < bridge> it's just suddenly a less useful label, for those that had to figure out what TURN ENTITIES OFF meant or those that speak english 22:11 < bridge> and that would suddenly be global 22:11 < bridge> this change is only useful if it's made useful for the tons of maps we already play on 22:12 < bridge> if it doesnt use the same indices then fair game, but since it does per your proposal i think it should 22:12 < bridge> otherwise, other changes like "new speeder" and "live freeze" do not aim to replace old tiles 22:12 < bridge> so it's explicit that it is for new maps only 22:13 < bridge> and to me, it should be simple to get a team together to do this work, how many maps do we even have 22:13 < bridge> So go through every map that has those tiles and replace them as is suitable? Pfft easy work, won't take more than a couple weeks :D :D 22:13 < bridge> making ppl redownload maps is mid, maybe u could bunch it with the timecp project 22:13 < bridge> definitelyu 22:13 < bridge> definitely 22:13 < bridge> it is less verbose yes, but it takes like 10 hours on the game to understand what those tiles mean 22:14 < bridge> i dont care to make an assumption about this xd we are often wrong about a lot of stuff 22:14 < bridge> but is it really important to know, not really 22:14 < bridge> especially for newer players 22:14 < bridge> also i don't think a change needs to be applied retroactively 22:14 < bridge> my brain basically doesn't even register the turn off entities tile 22:14 < bridge> the retroactive change is that default entities look slightly better now which is already good enough IMO 22:14 < bridge> ya that is definitely a big win for me 22:14 < bridge> permaentities user 22:15 < bridge> I just look ahead if the part looks potentially faily, and turn off entities if the part looks confusing 22:15 < bridge> the tile is completely redundant for me lul 22:15 < bridge> same indices has the significant issue of breaking backwards compatibility though 22:15 < bridge> idk if we care about that (cough) 22:16 < bridge> ur gonna make old client bros see "TUR ENT O" and "N ITIES FF" 22:16 < bridge> or however it splits it 22:16 < bridge> they can just edit their entities or live with it 22:16 < bridge> i hope other ppl agree with that xd 22:17 < bridge> if it's done with timecp i think its best solution, otherwise i think its slightly better 22:17 < bridge> to just apply it now 22:18 < bridge> true. well, as i was afraid of earlier i think this is way too much discussion for a very simple change so i will just leave my poc at that and wait until another maintainer or admin closes it or approves 22:19 < bridge> :c but so many nice things are small anyway, like my IDs thing 22:19 < bridge> blehh 22:20 < bridge> ddnet 2 needs a whole ass list of features 22:33 < bridge> ` dbg_assert(ClientId == ppOriginal[ClientId]->m_ClientId, "Nope this happens");` 22:33 < bridge> AAAAAA 22:37 < bridge> how can a client has active client data, but no player info πŸ€” 22:38 < bridge> btw assa ur quad optimization trick will save my design lmao 22:39 < bridge> be aware, that this might work flawlessly on vulkan with 5K fps, but ogl1 might suffer into a hot toaster 22:44 < bridge> ogl1 users can turn on low detail i guess :justatest: 22:44 < bridge> they should anyway :justatest: 22:45 < bridge> or maybe their PC starts fire, so they notice they should upgrade 22:45 < bridge> I welcome both 23:40 < bridge> @learath2 could you chip in to ? :D 23:40 < bridge> would be great to have your opinion on the randomness 23:47 < bridge> @comebackplay 23:47 < bridge> > its is possible to somehow if test server NOT EMPTY it will on top of all server? 23:47 < bridge> its is possible to somehow write a good descriptive issue in proper english? I can't make sense of this. 23:51 < bridge> To be fair, you should check one of Triki's older issues - they've improved a lot xd. I understand what they mean when I read it together with the issue title, but I don't think we should implement it that way. I think what Triki would actually like is the ability to have favorited servers always appear at the top - like pinned servers, if you will. 23:51 < bridge> To be fair, you should check one of Triki's older issues - they've improved a lot xd. I understand what they mean when I read it together with the issue title, but I don't think we should implement it that way. I think what Triki would actually like is the ability to have favorited/selected servers always appear at the top - like pinned servers, if you will. 23:51 < bridge> @louis.place 23:51 < bridge> - what are HH parts? Hard hooking? Hardcore Hyperspeed? As a german I need explanation. 23:51 < bridge> hammerhit 23:52 < bridge> I want to remove the HH parts out of my goverment ... 23:52 < bridge> I want to remove the HH parts out of my goverment ... with hammer hits 23:54 < bridge> I can only assume what he means. I already read a lot of triki issues, and also commented and ask a lot to improve the description on other issues. We can only assume what he means, I read something from empty servers 23:54 < bridge> it's okay to open issues, but they should be at least good enough to understand them 23:56 < bridge> beginner level teeworlds ball knowledge 23:56 < bridge> its hammer hit 23:56 < bridge> btw if you'd like to convince yourself that it's sufficently random you can check 23:56 < bridge> https://brashandplucky.com/2022/08/29/the-avalanche-effect.html 23:56 < bridge> and 23:56 < bridge> (need to modify the code) 23:56 < bridge> 23:56 < bridge> the murmur3 finalizer is the best 32bit not found by exhaustive search, but the exhaustive search ones have some sketchy questionable RNG test results where it seems optimizing for low bias causes it to fail certain randomness tests, so I just kept murmur3 23:56 < bridge> 23:56 < bridge> as a german you should know it's Hamburg 23:57 < bridge> btw if you'd like to convince yourself that it's sufficently random you can check 23:57 < bridge> https://brashandplucky.com/2022/08/29/the-avalanche-effect.html 23:57 < bridge> and 23:57 < bridge> (need to modify the code to select murmur3) 23:57 < bridge> 23:57 < bridge> the murmur3 finalizer is the best 32bit not found by exhaustive search, but the exhaustive search ones have some sketchy questionable RNG test results where it seems optimizing for low bias causes it to fail certain randomness tests, so I just kept murmur3 23:57 < bridge> 23:57 < bridge> btw if you'd like to convince yourself that it's sufficently random you can check 23:57 < bridge> https://brashandplucky.com/2022/08/29/the-avalanche-effect.html 23:57 < bridge> and 23:57 < bridge> (need to modify the code to select murmur3) 23:57 < bridge> 23:57 < bridge> the murmur3 finalizer is the best 32bit mixer not found by exhaustive search, but the exhaustive search ones have some sketchy questionable RNG test results where it seems optimizing for low bias causes it to fail certain randomness tests, so I just kept murmur3 23:57 < bridge>