01:26 < bridge> does /t0mode for teams turn the team into t0 logic for sv_max_team_size and whatnot? 01:27 < bridge> if not i think it should act as so 08:29 < ws-client> **** @louis you want t0mode to bypass team size limits? 08:37 < bridge> what should it act like iyo? 09:21 < ws-client> **** !ping 09:21 < chillerbot12> pong 09:21 < ws-client> **** !remind 60 add assert 09:21 < chillerbot12> Helo ChillerDragon I will remind you at Sun Nov 30 2025 10:21:19 GMT+0100 (Central European Standard Time) about your matter again. 09:33 < bridge> !ping 1 @chillerdragon test 09:34 < bridge> gumo, I think I just nees to wakup, brush my teeth and put on a little makup 09:34 < bridge> !remind 1 @chillerdragon test 09:34 < chillerbot12> Helo Assa I will remind you at Sun Nov 30 2025 09:35:39 GMT+0100 (Central European Standard Time) about your matter again. 09:35 < chillerbot12> Elo @Assa I just wanted to remind you that: @chillerdragon test 09:37 < ws-client> **** https://zillyhuhn.com/cs/.451f71c9-2e11-4cda-8868-d1cb94abe87c.png 09:39 < bridge> I wonder if I can remind everyone or "here" 😠 09:44 < ws-client> **** you cant the bridge blocks these mentions 09:44 < ws-client> **** it used to work hrhrhrh 09:44 < ws-client> **** the bot can only do what irc can do 09:45 < ws-client> **** and as you can see irc is safe: @here @everyone 10:15 < bridge> @kebscs added more question marks into this list: do you know about any of them? 10:18 < bridge> why are freeze lasers "CLight" objects 🤔 10:21 < chillerbot12> Elo @ChillerDragon I just wanted to remind you that: add assert 11:02 < bridge> Chiller, I have a different approach for you: instead of letting Team be an ID, you could make it an object with an id and move some basic team functions there 11:13 < bridge> Bcs they are 11:14 < bridge> Plasma bullets predicted by me 11:14 < bridge> Freeze shotgun also predicted in cprojectile 11:14 < bridge> What's weapon spawning 11:14 < bridge> And you can add going into spectator in this list 11:19 < ws-client> **** @Assa what is the advantage of moving team functions into each team? 11:19 < ws-client> **** isnt it the same for all? 11:20 < ws-client> **** or you mean to able to say stuff like `Team.Id()` and `Team.Members()` 11:20 < ws-client> **** also why u write on discord 11:20 < bridge> pickups 11:20 < ws-client> **** if u rly want to push that idea write it on gh 11:21 < bridge> What? 11:21 < bridge> yes 11:21 < bridge> weapon pickups kebs 11:21 < bridge> Spawning? 11:21 < bridge> 🙁 11:22 < bridge> and you are blaming me for not knowing hammer hit 11:22 < bridge> So picking up weapon? 11:23 < bridge> What's with this object orientation 11:24 < bridge> @kebscs these things are called weapon pickups. On other gametypes - like vanilla - these take 30 seconds to respawn 11:24 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1444635208476524727/screenshot_2025-11-30_11-23-41.png?ex=692d6ce1&is=692c1b61&hm=7e34d764158b42bc88074b86e725c5daf670b254a808724233e5b7139832ca9a& 11:24 < bridge> Ah I see 11:25 < bridge> what's with it? 11:25 < bridge> I disapprove 11:25 < bridge> Idk if you get info about them when they're offscreen 11:25 < bridge> Like how long left for respawn 11:25 < bridge> because? 11:25 < bridge> If not probably can't predict for now 11:26 < bridge> they should have a snap message like doors 11:26 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1444635657145159741/2024-12-04_23-36-20.mp4?ex=692d6d4c&is=692c1bcc&hm=385abf2f3dce1bad9640f1e3eb31765d3fc17adb00a6c79c841f4c23e189de42& 11:27 < bridge> hmm maybe they don't have one 11:27 < bridge> Well it's alright if you're not using virtual functions or any sort of polymorphism so that the generated code is basically the same, but I'm feeling a slippery slope 11:28 < bridge> why do you think I suggest polymorphism? 11:28 < bridge> Cute or cursed, can't tell :kek: 11:28 < bridge> I see this as a small data-storage, it would also enable players to name their team or something 🤷‍♂️ in theory 11:29 < bridge> I'd say cursed 11:29 < bridge> You're not but I just see an object where the only point is a syntax convenience and I disagree with that 11:30 < bridge> Okay I see this point, but I see that this would allow us to expand the team logic and maybe breakup the team-manager a bit by moving logic 11:30 < bridge> I actually made a game a year ago using AI, but I finally learned C# and unity, and the project is now abandoned. 11:30 < bridge> like if you do /lock, only fetch team and team->lock(); 11:31 < bridge> `function(data)` rather than `data.function()` always when the function doesn't depend on the data, imo 11:31 < bridge> missing kotlin right now 11:31 < bridge> but the data depends on the function, for lock for example 11:32 < bridge> or for team super (which we are going to remove ik) 11:33 < bridge> like the team can already be locked, can be team 0, or something 11:35 < bridge> I often get the feeling that some developers hate OO for different reasons 11:35 < bridge> not that I think that of you specifically 11:38 < bridge> I hate OO for what it has done to me, my friends and family, and society at large 12:38 < bridge> @essigautomat client just doesnt receive pickup snap if its not spawned 12:38 < bridge> so probably cant predict 12:44 < bridge> true :/ so it's red on the list 12:44 < bridge> change turrets and freeze bullets to green 12:44 < bridge> 12:45 < bridge> grenade explosions not predicted? 12:45 < bridge> yes, the animation is off by a mile 12:45 < bridge> then it goes into particiles 12:45 < bridge> like the force is applied, but the explosion lags behind 12:46 < bridge> explosion itself is predicted 12:46 < bridge> yeah very nicely apparently :pepeW: 12:47 < bridge> I wonder how the exploding shotgun pallets look like 12:47 < bridge> I can imagine they just desync similar to the grenade 12:53 < bridge> What about weapon sound prediction? 12:53 < bridge> I think that's more important than the particles 12:53 < bridge> also not predicted 12:53 < bridge> and sound, particile works similar way 12:54 < bridge> I think all of them are important tbh 12:54 < bridge> least important is probably animations 12:54 * bridge yet 12:56 < bridge> I just mean that your brain reacts to the sound faster and it's more helpful for judging weapon timing than the particles 12:57 < bridge> I got some news for you, we don't notice sound delay so well 12:57 < bridge> Well ackshuallu 12:57 < bridge> Well ackshually 12:57 < bridge> because the speed of sound is so slow, and the visual impact appears often before the sound impact (in the physical world) 12:58 < bridge> Yes, but judging the timing between sounds with sharp transients is very easy 12:59 < bridge> also true 12:59 < bridge> and the issue is that some sounds are predicted but others aren't 12:59 < bridge> so ping affects sound timings 13:20 < bridge> help me please 13:20 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1444664315461501040/IMG_6828.jpg?ex=692d87fd&is=692c367d&hm=f4e1c92203bc62f6d500d4d43e24813e1d8f627e6317f46bffb28f96589f5730& 13:20 < bridge> 7000 MiB textures? 13:20 < bridge> how many skins do you have in your skin directory 13:21 < bridge> the error message clearly says what to do 13:24 < bridge> I’m sorry,I didn’t see it because I’m from another country and I don’t understand what it says 13:25 < bridge> thanks 13:25 < bridge> sorry if I sounded to mean 🙂 just remove some skins (the biggest ones by file size) or set cl_skins_loaded_max to a lower value 13:26 < bridge> thanks man 14:00 < bridge> @essigautomat ^ 14:02 < bridge> check the issue 14:05 < bridge> but risu hates it 14:07 < bridge> wait is the protocol for this already there? 14:08 < bridge> what protocol 14:08 < bridge> oh ooohhh this is fully client sided 14:08 < bridge> basically, i make it play instantly on predicted tick without waiting for msg 14:08 < bridge> and then when msg comes i check if it was already played 14:09 < bridge> i have limited info about the sound but it should work in most cases 14:09 < bridge> yes I know, that the player id causing it is missing 14:11 < bridge> I guess it's a draft because you want to add the other sounds as well 14:14 < bridge> i go into the game files but there are no textures there,help please 14:14 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1444664315461501040/IMG_6828.jpg?ex=692d87fd&is=692c367d&hm=f4e1c92203bc62f6d500d4d43e24813e1d8f627e6317f46bffb28f96589f5730& 14:15 < bridge> help please,i go into the game files,but for some reason there are no textures there 14:16 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1444678349745160244/IMG_6828.jpg?ex=692d950f&is=692c438f&hm=3e85592c0bf2c04aeda31e51669aeb8196600705d5a92daaaa9ff29a7d1cf402& 14:16 < bridge> because idk if its good approach 14:16 < bridge> adding other sounds is just adding 1 line 14:16 < bridge> $configdir 14:17 < bridge> either it's there or in the game folder in `data` 14:20 < bridge> Hi deen 14:21 < bridge> entering the game,I can’t access texture files because an error occurs,it will be “data” I can’t find the exact folder with textures 14:21 < bridge> wait is prediction broken 14:21 < bridge> do dummy copy and hammer once 14:22 < bridge> and then move around 14:22 < bridge> with margin 300 14:24 < bridge> it should be in your file directory from steam, like for me it looks like this: `C:\Program Files (x86)\Steam\steamapps\common\DDraceNetwork\ddnet\data` 14:26 < bridge> it will be a after I have switched to the \data\ where to click 14:26 < bridge> ? 14:26 < bridge> in data you should find a skins directory 14:29 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1444681669490774200/IMG_6829.jpg?ex=692d9826&is=692c46a6&hm=a658a5f77f14a09a33e0afce9e5917521fc817a9f6988a874033b35dadb67591& 14:30 < bridge> which 14:30 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1444682063767797841/IMG_6829.jpg?ex=692d9884&is=692c4704&hm=1880010965f4c4aad703abab506551a42d40e08f0d732fc5a4364907f319e32d& 14:32 < bridge> there aren’t many skins here 14:32 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1444682433923387482/IMG_6830.jpg?ex=692d98dd&is=692c475d&hm=599001728f44e043f9d252f0e578031ec19ac585aee18c2e96a02d1d6da209ea& 14:33 < bridge> I have everything filled out because of the texture on the blocks 14:33 < bridge> most likely 14:34 < bridge> I think the steam client finds another directory 14:35 < bridge> what about these directories? 14:36 < bridge> like enter `%AppData%\Teeworlds\skins` or `%AppData%\DDNet\skins` 14:37 < bridge> nvm this is preinput xd 14:39 < bridge> @kebscs in your example you queue a hammer hit from the prediction in the sound queue 14:40 < bridge> ofc you have a client id there? If you don't have one, then it can be -1 14:40 < bridge> (I assume you want to add more adding-to-sound-queue examples 14:40 < bridge> yes but why do i need clientid 14:40 < bridge> its not used, net event doesnt send clientids 14:42 < bridge> aren't you adding sounds and comparing them by tick, position and id? 14:43 < bridge> its sound id 14:43 < bridge> not client id 14:43 < bridge> yes, you fully missunderstand me 14:44 < bridge> it's not about the net event, its about adding sounds to the queue 14:44 < bridge> like you can have a sound from a player, that has the same position, soundid and tick 14:45 < bridge> ah, so 2 players could shoot same position 14:45 < bridge> i get u 14:45 < bridge> to prevent the 2nd con 14:46 < bridge> I think you got it 👍 2nd con? xD 14:46 < bridge> > Cons: 14:46 < bridge> > 14:46 < bridge> > Many loop iterations. This might be possible to optimize 14:46 < bridge> > Multiple sounds on the same tick and position won’t be predicted, although this is very unlikely to happen 14:47 < bridge> I didn't even read the second con xD but yes exactly 14:47 < bridge> now the same player needs to do this twice in the same tick - which should be impossible 14:47 < bridge> ClientId is allowed to be -1, so a default value in the constructor can also be fine 🙂 14:48 < bridge> yea exactly 14:48 < bridge> i get u now, good idea 14:48 < bridge> go merge this is huge bug actually xd 14:48 < bridge> it shows that the folder is empty,but it crashes anyway 14:48 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1444686645889863781/IMG_6831.jpg?ex=692d9cc9&is=692c4b49&hm=94d81f67e47925862a0d9f64bf9e64e377d3d0c332dcbd17cdc61dd58b20cbde& 14:49 < bridge> I have an idea why this might break, like the pointers you are comparing are different for the dummy, does the client have an own gameclient? 14:50 < bridge> maybe I am talking bs 😄 14:50 < bridge> I have no idea where you are, but somewhere in common is wrong 14:51 < bridge> no idea 14:51 < bridge> try to enter these in the path bar of the explorer 14:53 < bridge> i don’t understand how to do this.please record a video 14:54 < bridge> i cant reproduce now 14:54 < bridge> so maybe it is some pointer stuff 14:56 < bridge> enter here and press enter 14:56 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1444688484664213595/Unbenannt.png?ex=692d9e7f&is=692c4cff&hm=bce47242d02a01845ae8f5c349a9949cac806c53bb2ad5e203ab74f99bd6f234& 15:00 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1444689449010331739/IMG_6832.jpg?ex=692d9f65&is=692c4de5&hm=5ed5ebc1ebb3eb7e0f272646e5cb5c18cc2ad2946234dee5f930b753e87d8a82& 15:00 < bridge> here 15:01 < bridge> looking good, I'd now delete some skins that you don't like or that are too big. Idk if you are able to sort by size 15:04 < bridge> did you add any other assets? Like gameskins? 15:06 < bridge> it’s crowded not because of the skins,but because of the textures that go on the blocks,and i can’t find this block folder 15:06 < bridge> but mapres are only loaded with the map 15:11 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1444692431403487312/78620463282__359E460A-357B-4C86-AFC1-0BA846506489.mov?ex=692da22c&is=692c50ac&hm=8f5c5a1f7702ff9ec14933c85e6377038172780bca0af7d19ede373054022d22& 15:13 < bridge> since you game is starting at all, set `cl_skins_loaded_max 1` now in f1 15:13 < bridge> and then try to go into the skins settings 15:20 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1444694547274666246/78620517854__8C0C1B3F-54F3-4DF2-99BD-357928233F65.mov?ex=692da425&is=692c52a5&hm=6e40b0b05834835f006cdc1dab9ddc59c1ceed3c64b470d132fd86194f75c9a4& 15:51 < bridge> you can open the skin directory from there (tell me if you need a red arrow) 15:51 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1444702413322977462/screenshot_2025-11-30_15-50-48.png?ex=692dab78&is=692c59f8&hm=fe8256e825968c7d117a5cb23b2513b4f7d501ec8972240feeda56aecb8dc4b0& 15:52 < bridge> did you not restart the game? 15:53 < bridge> did you fill your other directories with assets, like entities? 17:01 < bridge> my webserver is not reachable over the internet anymore, and I run out of ideas why. It's reachable inside my home network, the portforwarding is correctly set in the router, I checked the firewall, deactivated it, cleared iptables, I run out of ideas 17:04 < bridge> Tcpdump to see if the packets make it, if not, then router is somehow misconfigured 17:05 < bridge> Or your isp simply does not allow traffic on port 80 to you, perhaps a CGNAT? 17:08 < bridge> it worked for very long and my ISP didn't notify me about anything regarding this 17:08 < bridge> tcpdump is very agressive 17:08 < bridge> Wym aggressive? 17:09 < bridge> lots of messages 17:09 < bridge> Use the filter `tcpdump -nA port 80` e.g. 17:12 < bridge> A good way to test whether you are behind a cgnat is to first try a random port, then hole punch that port, then try to get back through the hole the other way around, if possible you are likely behind either a cgnat or a stateful upstrean firewall of sorts 17:12 < bridge> I see external connections coming in over port 80, one from AWS for some reason 17:12 < ws-client> **** thats my backdoor 17:12 < bridge> neat port 80 backdoor 17:12 < ws-client> **** thanks 17:12 < bridge> I wonder if something else is binding to port 80 and your webserver isn’t then 17:13 < bridge> there was a command for checking this 17:13 < bridge> A quick `netstat -tulnp` should reveal who has 80 bound 17:15 < bridge> ``` 17:15 < bridge> tcp6 0 0 :::443 :::* LISTEN 9123/apache2 tcp6 0 0 :::80 :::* LISTEN 9123/apache2 17:16 < bridge> ``` 17:16 < bridge> 17:16 < bridge> Why does it say tcp6 17:16 < bridge> Because those are ipv6 sockets 17:18 < bridge> so that means the server is active, and on the right ports 17:18 < bridge> I now ran wget and it tries to redirect me to the login page 17:19 < bridge> Is it your intention that it’s on ipv6? 17:19 < bridge> no, but according to stackoverflow this is just a shortcut and supports both, ipv6 and ipv4 17:21 < bridge> Mh, could be, idk, fwiw my nginx has both 0.0.0.0:80 and :::80 17:24 < bridge> Also did you make sure you read this correctly? I only filtered for port, not for dst ip, so it would show traffic to outside too with destination port 80 17:24 < bridge> I started certbot now, see the tcp dumps incoming 17:24 < bridge> so at least it must be a local problem 17:25 < bridge> oh that's maybe true, I think I don't see incoming traffic 17:25 < bridge> or do I 17:26 < bridge> Add `and dst host ` if you didn’t yet 17:26 < bridge> ``` 17:26 < bridge> 17:24:16.594466 IP 23.178.112.210.44571 > 192.168.2.162.80: Flags [S], seq 1518461721, win 64240, options [mss 1400,sackOK,TS val 3781937597 ecr 0,nop,wscale 7], length 0 17:24:16.594547 IP 192.168.2.162.80 > 23.178.112.210.44571: Flags [S.], seq 653521489, ack 1518461722, win 65160, options [mss 1460,sackOK,TS val 2271235587 ecr 3781933476,nop,wscale 7], length 0 17:26 < bridge> ``` 17:27 < bridge> ``` 17:27 < bridge> 17:24:16.594466 IP 23.178.112.210.44571 > 192.168.2.162.80: Flags [S], seq 1518461721, win 64240, options [mss 1400,sackOK,TS val 3781937597 ecr 0,nop,wscale 7], length 0 17:24:16.594547 IP 17:27 < bridge> 17:27 < bridge> 192.168.2.162.80 > 23.178.112.210.44571: Flags [S.], seq 653521489, ack 1518461722, win 65160, options [mss 1460,sackOK,TS val 2271235587 ecr 3781933476,nop,wscale 7], length 0 17:27 < bridge> ``` 17:27 < bridge> oh I seem to have cut of the start 17:28 < bridge> Okay, looks like it is indeed fine, or at the very least there is something on your system running on port 80 responding to stuff and traffic seems to be properly routed to your machine 17:30 < bridge> and certbot responds with `/.well-known/acme-challenge/88p3D5Akf40BA2-UkK011aZSxeuZT1JfVpafsUSm88E: Timeout during connect (likely firewall problem) ` 17:34 < bridge> that fucking router I swear 17:35 < bridge> Next step I would take would be to stop all that automated stuff and the webserver, then start listening on 80 with netcat, and connecting to it from the outside just to make quintuple sure it is not the router 17:36 < bridge> it looks like the answers from the webserver are not coming through 17:36 < bridge> After that it is 100% certain it is an issue with local configuration, maybe certbot more likely apache 17:37 < bridge> no certbot is not the problem 17:38 < bridge> I never liked certbot, so I will always suspect it 😄 17:38 < bridge> But yeah, if just a http connection is not working, certbot is likely not an issue 17:42 < bridge> I am still running out of ideas, it's like my ISP blocks it 17:46 < bridge> what do i do 18:05 < bridge> ``` 18:05 < bridge> Ihr Speedport verfügt über eine integrierte Firewall, die Ihre Geräte im Heimnetzwerk vor unerlaubten Zugriffen aus dem Internet schützt. 18:05 < bridge> ``` 18:06 < bridge> 18:06 < bridge> Dafuq telekom that's new 18:06 < bridge> ... 18:20 < bridge> did full grenade prediction 18:21 < bridge> feels weird that the game is so responsive now XD 18:21 < bridge> 300 margin and its instant 18:27 < bridge> you mean explosions? 18:28 < bridge> yees 18:28 < bridge> I don't know, I have nothing left to check here 🙁 18:28 < bridge> it's like I have a firewall somewhere which I can't find and which nobody installed 18:29 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1444742099172855818/2025-11-30_18-33-32.mp4?ex=692dd06e&is=692c7eee&hm=2cf1b28e394f26c26df26e954c0795cf952f39e038fc95db981b6839eb3856b9& 18:29 < bridge> margin 300 18:31 < bridge> woa that's amazing 18:31 < bridge> also with a queue right? 18:33 < bridge> yes 18:35 < bridge> amazing 👍 and you applied the fixes I asked for 😄 18:45 < bridge> @kebscs please also make sure to clear the list on disconnect/reset and stuff 😄 18:47 < bridge> can you erase from a vector while iterating though it with an iterator 🤔 18:48 < bridge> ah you're not iterating, I see 18:50 < bridge> yea 18:50 < bridge> waiting for roby to say if this is good 19:09 < bridge> @robyt3 could you check? 19:10 < bridge> Will later 19:36 < bridge> I wonder if a lot of sounds are any delayed by this 19:36 < bridge> like too many iterations? 19:37 < bridge> or how delayed 19:37 < bridge> no i mean like playing them immediately 19:37 < bridge> i dont understand 19:38 < bridge> at the place where you add them to the queue, what happens if you play the Event immediately? 19:39 < bridge> wdym immediately 19:39 < bridge> `if(!it->m_Played && it->m_Tick <= Tick)` shouldnt this play at the sound's correct tick? 19:39 < bridge> like instead of adding to the queue play the sound directly 19:40 < bridge> i cant 19:40 < bridge> for some reason prediction runs so many times on tick 19:40 < bridge> do some dbg_msg in fire weapon, and every fire itll spam console 20 times 19:40 < bridge> ah thats what the avoidence code is for 19:41 < bridge> do prediction runs desync? 19:41 < bridge> idk 19:41 < bridge> because in the worst case youre adding the same event at different ticks 19:42 < bridge> wont happen 19:42 < bridge> with current approach 19:43 < bridge> :justatest: 20:05 < bridge> hammer attach to other players was correvent but also not predicted 20:05 < bridge> and possible to fix with my method :D 20:05 < bridge> hammer attach to other players was corevent but also not predicted 20:05 < bridge> hammer attach to other players was coreevent but also not predicted 20:31 < bridge> is it intended that ninja doesnt play pickup sound? 20:31 < bridge> i see it was unintentional change 15 years ago 20:31 < bridge> xd 20:47 < bridge> it should only play the "you got the ninja" sound 20:48 < bridge> whats you got the ninja sound 20:48 < bridge> did you ever play ctf? 20:49 < bridge> maybe it was patched out for ddnet 20:49 < bridge> yes i mean it has wrong logic on ddnet 20:50 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1444777514684645376/image.png?ex=692df16a&is=692c9fea&hm=9144b2d61db5c236635a1dfd4018efec25afbae53d91d9791cb8d5313dca5bbd& 21:42 < bridge> seems like vanilla has different grenade physics? 21:42 < bridge> the explosion position is off by 1 21:43 < bridge> @chiller maybe you know smth about this 21:52 < bridge> Check `CProjectile::Tick` in both. Looks like ddnet uses the actual collision position determined by `IntersectLine` whereas teeworlds creates the explosion at the current projectile position (which may already be inside the tile that it intersected). 21:53 < bridge> tick is sometimes different by 1 too, not always 21:55 < bridge> Also, ddnet's `CProjectile::FillInfo` rounds to int by truncating, whereas teeworlds' `CProjectile::FillInfo` rounds to nearest 21:57 < bridge> that might be it 21:57 < bridge> so what to do with the prediction? 21:57 < bridge> disable explosion for vanilla? 21:57 < bridge> yeah, I would only enable it when we know that we can predict correctly 21:58 < bridge> maybe when theres ddnetchar 21:58 < bridge> since chillers ddnet-insta runs on ddnet but IsVanilla returns true 21:59 < bridge> Or new net events and only enable prediction for those (or with version check) 22:00 < bridge> new net events would be a lot of work 22:00 < bridge> and current method would work with them too 22:00 < bridge> and current method would work with them too, in future if someone adds them 22:07 < bridge> @chillerdragon not sure how to do it so your servers work fine, do you have a method or do i disable it all together if not ddrace 22:07 < bridge> @chillerdragon not sure how to do it so your servers also have the prediction, do you have a method or do i disable it all together if not ddrace 22:55 < bridge> please tell me,when i emigrate to kog, i do not receive confirmation by mail 22:55 < bridge> $kog 23:11 < bridge> If it’s a ddnet based server I would say you can assume ddnet explosions @kebscs 23:12 < bridge> But then there is also F-DDrace which is Teeworlds based but claims to be ddnet :D 23:12 < bridge> how can i tell server is ddneet based 23:12 < bridge> If it speaks the ddnet protocol 23:12 < bridge> But yea that’s a bit flawed 23:13 < bridge> how do i check that from gameclient 23:13 < bridge> or gameworld 23:13 < bridge> Is the explosion difference even noticeable? 23:13 < bridge> any difference will cause there to be 2 explosions 23:13 < bridge> Oh 23:13 < bridge> and its 1 tick or 1 pixel off 23:14 < bridge> I see 23:14 < bridge> Yea then the server should tell which explosion it uses 23:15 < bridge> Could build a new huge net message with lots of different specific options that we can extend in the future 23:16 < bridge> well you can if you want the prediction on the server 23:16 < bridge> since im just doing it client side 23:16 < bridge> Idk what you mean I’m tired good night 23:17 < bridge> i mean i wont be adding extra net messages 23:26 < bridge> @everyone 23:26 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1444816958892540116/1.jpg?ex=692e1626&is=692cc4a6&hm=d414cecfc47f7f5be7a820b55ab5f87e66dcb22fdc68dbff65e6c5158597a364& 23:26 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1444816959173820529/2.jpg?ex=692e1626&is=692cc4a6&hm=c18010d15850b6728e238f826e5ef6abc297fa4b282420400a114aa676c25c31& 23:26 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1444816959479877702/3.jpg?ex=692e1626&is=692cc4a6&hm=0eefc029eb856407d42bbce12c882e22a79366d7ee8f94c9e7edf1ebf1b4d6a9& 23:26 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1444816959886594168/4.jpg?ex=692e1626&is=692cc4a6&hm=bbd3da56f820d61e72cba8909fb30235c5d0d2bb1b4d31ae5660b7410acf652a& 23:34 < bridge> <01000111g> quick uqestion for the demo recording. If i set some showall variable, demo captures everyone on the server and file gets too big, so this is off by default. But it would be nice if at least all the tees in the same team (if its not t0) are recorded. I just watched my demo of a big map and i cant see what my teammates did :/