00:22 <+bridge_> pretty simple. the c++ fix would probably have a smaller impact on the whole codebase, smaller PR, probably easier to review and would most likely introduce less bugs than rewriting the complex piece of code in such a short time, given the fact how long Chiller needed for the 0.7 support vs how long your rewrite took. 00:22 <+bridge_> pretty simple. the c++ fix would probably have a smaller impact on the whole codebase, smaller PR, probably easier to review and would most likely introduce less bugs than rewriting the complex piece of code in such a short time, given the fact how long Chiller needed for the 0.7 support vs how long your rewrite took. 00:25 <+bridge_> additionally, more people are capable of reviewing it. 00:36 <+bridge_> imo, such a rewrite makes sense in rust, but probably not driven or initiated by a single security issue, but rather by a carefully planned redesign/reimplementation and without the pressure and requirement of having to quickly fix the issue. 00:44 <+bridge_> The way @timakro implemented the 0.7 bridge initially it was very simple, I am happy chiller didn't rewrite it in Rust 00:47 <+bridge_> bugs tend to cluster and if there are multiple bugs found in that code, there are most likely more bugs. if such a tendency is found, at the very least one should think about a redesign (independent of language). 00:54 <+bridge_> I dont like rust bridges in cpp code personally, it doesnt feel KISS in the slightest 00:59 <+bridge_> Grats 01:01 <+bridge_> Can't even have a person be mad at you, in case you did something bad 01:01 <+bridge_> Can't even have a person be mad at you, in case you did something bad (I talk about the ghosting / ignoring) 01:03 <+bridge_> It clearly comments on the amount of c++ developers vs Rust developers at your disposal 01:07 <+bridge_> DDNet Rust does exists, but the implementation does not call for that repo whatsoever, and no other scripts inside the actual ddnet repo seem to account for a Rust transition... so what were the circumstances to get a major change be made in a harder to maintain language? 01:07 <+bridge_> Python would be way slower, C would make things bit more coplicated, so that leaves C++, which is the main language. 01:07 <+bridge_> DDNet Rust does exists, but the implementation does not call for that repo whatsoever, and no other scripts inside the actual ddnet repo seem to account for a Rust transition... so what were the circumstances to get a major change be made in a harder to maintain language? 01:07 <+bridge_> Python would be way slower, C would make things bit more complicated, so that leaves C++, which is the main language. 01:08 <+bridge_> Idc about how you all implement it, I care about why was this decision made in the first place? 01:20 <+bridge_> That cannot be the reason for it, so you say that due to a few bugs that you and Robyt3 found, was the entire reason to scrap the C++ implementation and go into Rust implementation?? 01:20 <+bridge_> Your Rust implementation had a debug / security problem the moment you pushed it into "production". 01:20 <+bridge_> Even if I'm still learning UDP & TCP for a p2p server hosting service on my local computer, I can guess immediately that changing such complicated logics into another language not only complicates your ability to work on top of that, but also debugging and maintaining becomes even more of a hassle... Are you just going to push the Rust narrative to push out a worse codebase, where you can say that it's "safe to use"? 01:22 <+bridge_> Even Ryo questioned your actions, THE Rust guy on the close DDNet circle 01:24 <+bridge_> Case and point: DDNet's entire codebase resolved around C / C++ developers, implementations and use cases. 01:24 <+bridge_> Many of your maintainers and contributors, to this day, use C / C++ for major bugfixes and rewrites. 01:40 <+bridge_> I'll get straight to the point. You are alienating your developers into a dilemma where if they don't learn a new language that they don't prefer working with, they will NOT be able to work alongside you, nor wanna work alongside you! 01:40 <+bridge_> You have clearly abandoned ideas that we proposed for years, given: 01:40 <+bridge_> - an engine rewrite, 01:41 <+bridge_> - account system, 01:41 <+bridge_> - more entities to play with, 01:41 <+bridge_> - more flexible features for better map creation, 01:41 <+bridge_> - features to keep yourself safe (like chat filters, unicode characters on chat so no cryptic words to scam, 01:41 <+bridge_> - better friend / foe system so you don't abuse PMing someone while they shouldn't) , 01:41 <+bridge_> - better alternatives to ddos attacks like hotswapping all IPs connected for long enough periods to another empty server, 01:41 <+bridge_> - more file formats like .jpeg, .webp and even .gif to be ever present, etc., 01:41 <+bridge_> - Reducing the server costs with any method that would allow you to only have servers running whenever it's actually being used instead of the 50% being idle, 01:41 <+bridge_> - Improving the anti cheat measures since those are either always bypassed or always ignored, 01:41 <+bridge_> - Respecting and improving the current ranking system 01:41 <+bridge_> - Animatable skins 01:41 <+bridge_> - Community unification, instead of communities all over the place emit from ddnet 01:41 <+bridge_> - And finally, have ddnet be a standalone game instead of a version of Teeworlds! Abandon the idea of backwards compatibility and version bridges! 01:41 <+bridge_> 01:41 <+bridge_> You have spent THOUSANDS to keep this game alive, and yet you don't feel like you are sacrificing too much for too little? 01:43 <+bridge_> https://klipy.com/gifs/balthazar-disque--k01KPVS7XY4N6ZQX73A3SKYV215 01:43 <+bridge_> I'll get straight to the point. You are alienating your developers into a dilemma where if they don't learn a new language that they don't prefer working with, they will NOT be able to work alongside you, nor wanna work alongside you! 01:43 <+bridge_> You have clearly abandoned ideas that we proposed for years, given: 01:44 <+bridge_> - an engine rewrite, 01:44 <+bridge_> - account system, 01:44 <+bridge_> - more entities to play with, 01:44 <+bridge_> - more flexible features for better map creation, 01:44 <+bridge_> - features to keep yourself safe (like chat filters, unicode characters on chat so no cryptic words to scam, 01:44 <+bridge_> - better friend / foe system so you don't abuse PMing someone while they shouldn't) , 01:44 <+bridge_> - better alternatives to ddos attacks like hotswapping all IPs connected for long enough periods to another empty server, 01:44 <+bridge_> - more file formats like .jpeg, .webp and even .gif to be ever present, etc., 01:44 <+bridge_> - Reducing the server costs with any method that would allow you to only have servers running whenever it's actually being used instead of the 50% being idle, 01:44 <+bridge_> - Improving the anti cheat measures since those are either always bypassed or always ignored, 01:44 <+bridge_> - Respecting and improving the current ranking system 01:44 <+bridge_> - Animatable skins 01:44 <+bridge_> - Community unification, instead of communities all over the place emit from ddnet 01:44 <+bridge_> - And finally, have ddnet be a standalone game instead of a version of Teeworlds! Abandon the idea of backwards compatibility and version bridges! 01:44 <+bridge_> 01:44 <+bridge_> You have spent THOUSANDS to keep this game alive, and yet you don't feel like you are sacrificing too much for too little? 01:44 <+bridge_> New devs are tempted, yet only a rare gem stick around, older devs give up on the project and become frustrated with the years of developing the same thing, and the maintainers who seemed to climb the ladder to "make a change", does nothing most of the time! 01:44 <+bridge_> There are no tournaments due to DDoS attacks! There are no resolves to DDoS attacks due to incapability! 01:44 <+bridge_> > There are no tournaments due to DDoS attacks! There are no resolves to DDoS attacks due to incapability! 01:44 <+bridge_> 01:44 <+bridge_> you're actively invalidating everything you say by stating stuff like this. 01:44 <+bridge_> And there's no change because of the same insanity I have for this game for OVER A DECADE 01:45 <+bridge_> #welcome#6 Keep drama out of here - Sort out personal conflicts in DMs. 01:45 <+bridge_> #welcome -> #6 Keep drama out of here - Sort out personal conflicts in DMs. 01:45 <+bridge_> This cannot be resolved in PMs, people have to know 01:46 <+bridge_> people have to know your own opinion on someones ethics? why? 01:50 <+bridge_> DDNet Rust does exists, but the implementation does not call for that repo whatsoever, and no other scripts inside the actual ddnet repo seem to account for a Rust transition... so what were the circumstances to get a major change be made in a harder to maintain language? 01:50 <+bridge_> Python would be way slower, C would make things bit more complicated, so that leaves C++, which is the main language for this repo. 01:51 <+bridge_> the actual problem it seems was miscommunication and the process around it. You're derailing this into a personal attack essay instead of staying on that core issue, and its the same recycled rant. why? 01:52 <+bridge_> I advise reading the post I made, there is no tldr 01:52 <+bridge_> which one, of the 392 you posted on this discord already? 01:56 <+bridge_> which one, of the 392 you posted on this discord already about hurr durr devs dont develop the stuff i want? 01:57 <+bridge_> I want to clarify, I have a problem with Heinrich5991. 01:57 <+bridge_> #welcome -> #6 Keep drama out of here - Sort out personal conflicts in DMs. 01:57 <+bridge_> are you intrested in solving it ? 01:58 <+bridge_> If it means reviving TeeGalaxy cuz from the fuckin looks of it I have to, I won't for DDNet, but for my own game yes. 02:00 <+bridge_> that didnt really answer my question 02:00 <+bridge_> do you want to solve your issues with him or not 02:00 <+bridge_> I'm willing to listen now, to the devs with actual capabilities and, I myself cannot do most online things that some talented programmers do 02:01 <+bridge_> I talk about devs in good and bad, with no discrimination on what they did or still do 02:02 <+bridge_> Although that's all imma say about TeeGalaxy in here. If you're a dev that's interested in moving away to my own project, hit me up and we can talk freely. 02:03 <+bridge_> do we really need 3 ddnet versions 02:03 <+bridge_> ddnet ddnet-rs and teegalaxy 02:03 <+bridge_> and i think someone was making one in roblox 02:04 <+bridge_> that contradicts with what you just said about Heinrich, but okay. 02:04 <+bridge_> TeeGalaxy is an entirely different game structure compared to DDNet and Teeworlds 02:04 <+bridge_> so what will reviving teegalaxy do for ddnet 02:05 <+bridge_> No, because I mentioned talented programmers. 02:05 <+bridge_> do we gotta insult each other 02:05 <+bridge_> Like, actually talented, wizards 02:05 <+bridge_> For DDNet? clarify 02:06 <+bridge_> is teegalaxy anything to do with ddrace ? 02:06 <+bridge_> whats different with teegalaxy and ddnet 02:06 <+bridge_> whats different with teegalaxy and ddnet gameplay wise 02:07 <+bridge_> Okay, I'll then. TeeGalaxy is meant to be a platform for custom gamemodes being enhanched as some sort of game engine, similar to Roblox. It was originally planned in Godot due to developing inside the game engine in C / C++ 02:09 <+bridge_> In theory, capable devs can make a replica of the DDNet gamemode, under TeeGalaxy's license, where once verified, all clients can use, edit and create from those gamemodes, and easily insert that logic directly into the map structure 02:12 <+bridge_> Instead of maps' logic being define a server's configuration, every map will have a custom verified gamemode identifier with custom logic in it that servers are defined from. Meaning server hosters don't need too much maintaining map / gamemode version wise, that's where a custom map database with a nice dashboard, tools and moderation comes in handy. 02:13 <+bridge_> Map editor (which is done in core concept) has more features that mappers can use to create not just maps, but entire gamemodes inside of it. 02:14 <+bridge_> That, would require me to create a new post to talk about in more detail... 02:15 <+bridge_> I'm missing a whole new serverside implementation, server hosting, anti ddos measures, all the good shit idk yet. 02:15 <+bridge_> sounds interesting 02:15 <+bridge_> Instead of maps' logic being defined by a server's configuration, every map will have a custom verified gamemode identifier with custom logic in it that servers are defined from. Meaning server hosters don't need too much maintaining map / gamemode version wise, that's where a custom map database with a nice dashboard, tools and moderation comes in handy. 02:16 <+bridge_> maybe you can help DDNet with those anti DDoS measures Heinrich angrily forgot to patch in because of incapability:giftee: 02:16 <+bridge_> Are you reading or trying to ragebait me? 😄 02:17 <+bridge_> I wrote, that idk how to implement them 02:17 <+bridge_> > There are no tournaments due to DDoS attacks! There are no resolves to DDoS attacks due to incapability! 02:17 <+bridge_> But I know some people around the community who do. 02:18 <+bridge_> if you can dictate someone is incapable, that would either mean you're capable, or you're trying to be toxic for the sake of being toxic :p 02:19 <+bridge_> I'm sure Heinrich with that 1.8k donation could afford a little to hire someone to fix that. 02:19 <+bridge_> oh, it was estimated before 02:19 <+bridge_> why we pocket watching now 02:19 <+bridge_> ~10K€ a month, IIRC 02:19 <+bridge_> idk ngl 02:19 <+bridge_> ~10K€ a month, IIRC, if we upgrade from Davide's helpful hand 02:19 <+bridge_> new funding goal !? 02:20 <+bridge_> anyways, anything more about TeeGalaxy always? 02:20 <+bridge_> its baffling you're talking down on a 1.8K€ donation because its not used for things you want it to be used. I'm going to sleep 02:20 <+bridge_> its baffling you're talking down on a 1.8K€ donation because its not used for things you want it to be used for. I'm going to sleep 02:20 <+bridge_> please go 😄 03:43 <+bridge_> Is the GER protection not good enough for tournaments? 03:44 <+bridge_> Idk who you are quoting actually 03:44 <+bridge_> Cellegen, in his manifesto about Heinrich, last sentence 03:45 <+bridge_> . here 03:45 <+bridge_> nvm then 06:09 <+bridge_> dear ddnet devs, would absolutley love a gamespeed server command; like slowing down or speeding up the game speed. Only available in private serv ofc. 07:00 <+bridge_> For most of those features I have same idea with heinrich. Also, what you mentioned just want to make the game more centralized, non-backcompat and ddnet-center-ize. 07:01 <+bridge_> You CANNOT throw the fact: DDNet is always the modification of Teeworlds, unless it won't use any assets from Teeworlds anymore. 07:06 <+bridge_> afaik, there will be 4 Teeworlds-related games in the Steam, so your ideas will only divide the community. 07:09 <+bridge_> And I wouldn't, or in other words, I don't care what the languages using in the project, as it could run, and run well. 07:10 <+bridge_> The Rust rewriting just didn't run well. That don't mean it couldn't run. 07:12 <+bridge_> Although I have to say the reason given a bit forced, I could accept that security is a main issue that was always mentioned in the past years (in the whole open-source community). 07:17 <+bridge_> if you think what I said isn't just for DDNet. yeah, you are right. I'm a Teeworlds community contributor, forever. 07:25 <+bridge_> And I have to warn that 07:27 <+bridge_> the community already split once between 0.6 and 0.7, and the slow development of Teeworlds since 2020 has caused another split. 07:32 <+bridge_> A community should not be led by a single project. We should cooperate and work out things that benefit the community. 08:16 <+bridge_> release again? 08:33 <+bridge_> kebs timeout again? 08:38 <+bridge_> I think this is what people were calling the DDrace plague back then. All Teeworlds enjoyers hated DDrace as it flooded the whole browser. 08:38 <+bridge_> 08:38 <+bridge_> To some extend I _have to_ agree. Before 0.7 bridge it was a calm and nice time on 0.7, with some smaller mods and tournaments even. 08:38 <+bridge_> 08:38 <+bridge_> Then the browser got flooded with DDNet servers... And it brought almost no gain, but took what we had over there. 08:39 <+bridge_> @jxsl13 @trafilawx 08:51 <+bridge_> Oh yes, the good old times. However, it also had a big advantage, as it brought two split communities back together. Of course, it had its pros and cons. 08:51 <+bridge_> you know necropotame and infclass? truly inspiring 08:52 <+bridge_> necropotame is crazy 08:52 <+bridge_> That's very true actually 08:53 <+bridge_> her mapconverter codes have some bugs and that hasn't been fixed in the latest infclass. 08:53 <+bridge_> The same codes can't generate a unique map on different machine. 08:54 <+bridge_> I remembered that was fixed in my fork but I haven't seen how to fix it in the original infclass. 08:55 <+bridge_> tbh, I think there are still lots of possible of Teeworlds that we haven't found. 08:55 <+bridge_> Regardless, crazy stuff, let alone the Teeuniverse editor 08:55 <+bridge_> Or whatever it's name was 08:55 <+bridge_> TeeUniverse Editor 08:55 <+bridge_> yeah 08:55 <+bridge_> I didn't recommend it as we can do same effects in vanilla editor 08:56 <+bridge_> I have a tutorial of how to make a TU map (with TU zones and entities) 08:56 <+bridge_> What is TU? 08:56 <+bridge_> TeeUniverse 08:57 <+bridge_> As it package named .tup(TeeUniverse package) 08:57 <+bridge_> Oh, thats neat 08:58 <+bridge_> necropotame seems want to work on TeeUniverse Server and Client when the editor finishes. 08:58 <+bridge_> "TU zones" work as envelope trigger zones? 08:58 <+bridge_> given how dead 0.7 was back then already and development came to a full halt, I find the 0.7 client side support pretty neat. 08:58 <+bridge_> just using some invisiable quads to do something like the Game layer did 08:59 <+bridge_> I remembered that KoG used similar logic. 09:00 <+bridge_> Yea xd 09:01 <+bridge_> I think we should still back the topic to now as those developers we mentioned have quited the teeworlds community. 09:02 <+bridge_> tbh, necropotame's codes are really terrible. but she did those magics that's still used now. 09:02 <+bridge_> What did you already do to make TeeGalaxy real? Or do you have just an idea of a project? 09:03 <+bridge_> I dont think it's bad, especially if no one came up with a cleaner, better working version today! :) 09:04 <+bridge_> I have a better mapcreator codes. 09:04 <+bridge_> and 09:04 <+bridge_> at least I won't do this: 09:04 <+bridge_> ``` 09:04 <+bridge_> int m_Score; 09:04 <+bridge_> int m_EngineerScore; 09:05 <+bridge_> int m_SoldierScore; 09:05 <+bridge_> int m_ScientistScore; 09:05 <+bridge_> int m_BiologistScore; 09:05 <+bridge_> int m_MedicScore; 09:05 <+bridge_> int m_HeroScore; 09:05 <+bridge_> int m_NinjaScore; 09:05 <+bridge_> int m_MercenaryScore; 09:05 <+bridge_> int m_SniperScore; 09:05 <+bridge_> 09:05 <+bridge_> int m_SmokerScore; 09:05 <+bridge_> int m_HunterScore; 09:05 <+bridge_> int m_BoomerScore; 09:05 <+bridge_> int m_GhostScore; 09:05 <+bridge_> int m_SpiderScore; 09:05 <+bridge_> int m_GhoulScore; 09:05 <+bridge_> int m_SlugScore; 09:05 <+bridge_> int m_UndeadScore; 09:05 <+bridge_> int m_WitchScore; 09:05 <+bridge_> ``` 09:05 <+bridge_> That's the real infclass codes before Kaffeine refactor it. 09:05 <+bridge_> Whats wrong with that? it seems to track score on each class individually 09:05 <+bridge_> You can do a array instead 09:06 <+bridge_> but 09:06 <+bridge_> ``` 09:06 <+bridge_> 09:06 <+bridge_> switch(Class) 09:06 <+bridge_> { 09:06 <+bridge_> case PLAYERCLASS_ENGINEER: 09:06 <+bridge_> m_EngineerScore += Points; 09:06 <+bridge_> break; 09:06 <+bridge_> case PLAYERCLASS_SOLDIER: 09:06 <+bridge_> m_SoldierScore += Points; 09:06 <+bridge_> break; 09:06 <+bridge_> case PLAYERCLASS_SCIENTIST: 09:06 <+bridge_> m_ScientistScore += Points; 09:06 <+bridge_> break; 09:06 <+bridge_> case PLAYERCLASS_BIOLOGIST: 09:06 <+bridge_> m_BiologistScore += Points; 09:06 <+bridge_> break; 09:06 <+bridge_> case PLAYERCLASS_LOOPER: 09:06 <+bridge_> m_LooperScore += Points; 09:06 <+bridge_> break; 09:06 <+bridge_> case PLAYERCLASS_MEDIC: 09:06 <+bridge_> m_MedicScore += Points; 09:06 <+bridge_> break; 09:06 <+bridge_> case PLAYERCLASS_HERO: 09:06 <+bridge_> m_HeroScore += Points; 09:06 <+bridge_> break; 09:06 <+bridge_> case PLAYERCLASS_NINJA: 09:06 <+bridge_> m_NinjaScore += Points; 09:06 <+bridge_> break; 09:06 <+bridge_> case PLAYERCLASS_MERCENARY: 09:07 <+bridge_> m_MercenaryScore += Points; 09:07 <+bridge_> break; 09:07 <+bridge_> :frozen: 09:07 <+bridge_> xD I think those were the smallest issues of the rather technical implementation created for the envelopes 09:07 <+bridge_> Most people give up on the technical details that hold everything together 09:07 <+bridge_> Actually I found that the magic could work on 0.7 09:07 <+bridge_> this reminds me of the template nightmare I did recently 09:07 <+bridge_> Or they are simply not skilled enough 09:07 <+bridge_> But I haven't done a implementation 09:07 <+bridge_> Why wouldn't it work on 0.7? 09:08 <+bridge_> ``` 09:08 <+bridge_> 09:08 <+bridge_> NetObject("GameData", [ 09:08 <+bridge_> NetTick("m_GameStartTick"), 09:08 <+bridge_> NetFlag("m_GameStateFlags", GameStateFlags), 09:08 <+bridge_> NetTick("m_GameStateEndTick"), 09:08 <+bridge_> ]), 09:08 <+bridge_> ``` 09:09 <+bridge_> I'm curious about what the cpp version ddnet currently using 09:09 <+bridge_> 0.7 would drop the GameData as `m_GameStartTick` is less than 0. 09:09 <+bridge_> TRUE 09:10 <+bridge_> But InfClass class chooser now runs on that. 09:10 <+bridge_> as DDNet won't drop it. 09:10 <+bridge_> 0.7 could probably have a different offset for the start ticks 09:11 <+bridge_> I have already tried negative envpoints 09:11 <+bridge_> But the fmod would return NaN 09:13 <+bridge_> so setting a different offset is the correct way to do it. 09:13 <+bridge_> @nouaa what did you base your BW moving tiles on? KoG? 09:14 <+bridge_> Or all AI generated? :kek: 09:15 <+bridge_> a better way is providing new NetObject or something else. 09:16 <+bridge_> (since you are admin and lead dev: what happened with the performance on src2?) 09:16 <+bridge_> I'm pretty sure DDNet would accept that, if you'd propose a simple version 09:17 <+bridge_> I think no. 09:17 <+bridge_> as my idea is server-side custom UI 09:17 <+bridge_> D: 09:17 <+bridge_> not simple x) 09:20 <+bridge_> yeah not simple 09:23 <+bridge_> A better idea might be that we can rendered some special characters as Tee or something else in the MOTD 09:25 <+bridge_> Im not sure about that 09:26 <+bridge_> Not sure about any custom UI tbh, but would allow lots of new possibilities as seen in Duck mod 09:28 <+bridge_> can someone give download link to current testing maps? 09:28 <+bridge_> can someone give download link to current all testing maps? 09:30 <+bridge_> just like 09:30 <+bridge_> `$[btn:0:OK]` `$[btn:1:Apply]` 09:32 <+bridge_> `$[tee:twinbop:0:0:0:1]` (tee:skinname:customcolor:bodycolor:feetcolor:direction) 09:34 <+bridge_> but the tee format is 0.6 only and I should come up a 0.7 one. 09:45 <+bridge_> idk how kog did it, we have done some neat stuff with quads tho (mostly done by gerdoe & animepdf) 09:45 <+bridge_> not "ai generated" 09:45 <+bridge_> @qxdfox took inspiration from bw for his server mod, you can take a look if you want 09:46 <+bridge_> or directly go on the repo if you have access 09:47 <+bridge_> not "ai generated" - or at the very least not "hey chatgpt, do this!" 09:51 <+bridge_> I'm not aware of any performance issues tbh 09:52 <+bridge_> there are surely some parts of the code that could be improved though, like always 09:56 <+bridge_> You removed my access to the gitlab 09:57 <+bridge_> > We are also aware of some latency issues since the release of src2. We are currently investigating and working on it. 09:57 <+bridge_> Oh, then I misunderstood what Rei announced 09:59 <+bridge_> maybe he announced it wrong 🙂 09:59 <+bridge_> will spank it asap! 10:00 <+bridge_> and yes gitlab allows 5 users max on their repo so.. 10:01 <+bridge_> at some points I was forced to remove @blaiszephyr as well, do you believe that? :justatest: 10:04 <+bridge_> will spank him asap! 10:07 <+bridge_> @nouaa move to codeberg 10:07 <+bridge_> https://codeberg.org/ 10:08 <+bridge_> go open source 10:08 <+bridge_> > do you believe that? 10:08 <+bridge_> Why would I not? 10:09 <+bridge_> We'll move to a selfhosted instance 10:09 <+bridge_> https://tenor.com/view/creeper-rodeanos-essegh-gif-11838888 10:09 <+bridge_> Just need to wait for forgejo to have a proper operator for their CI runners 10:14 <+bridge_> @nouaa yesterday I ate a banana, do you belive that? 10:14 <+bridge_> @nouaa yesterday I ate a banana, do you believe that? 10:15 <+bridge_> matter of fact 10:16 <+bridge_> me too 10:16 <+bridge_> https://tenor.com/view/banana-eating-gif-26786042 10:17 <+bridge_> @reitw what project btw? im ootl 10:17 <+bridge_> U mean Blockworlds ? 10:17 <+bridge_> ah ok 10:17 <+bridge_> i didnt know u were talking about that 10:18 <+bridge_> @reitw why u active again? enough tarkov? 10:19 <+bridge_> https://tenor.com/view/1blocked-message-discord-meme-troll-brick-wall-gif-23392632 10:24 <+bridge_> https://tenor.com/view/pippi-longstocking-astrid-lindgren-dancing-dance-gif-15399749172474161357 10:41 <+bridge_> I wonder if the compiler optimizes `if(x > 1)` to a check against a bitmask > 0, well maybe it unwraps the loop of x anyway 10:41 <+bridge_> I wonder if the compiler optimizes `if(x > 1)` to a check against a bitmask != 0, well maybe it unwraps the loop of x anyway 10:45 <+bridge_> L 11:05 <+bridge_> spambots at a new level. 11:05 <+bridge_> as soon as i enabled sv_dnsbl_chat 1, they left within a few seconds. 11:05 <+bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1496799181841629224/image.png?ex=69eb325e&is=69e9e0de&hm=54ca19c064d3626fd18c1d3a60830a7befeb2749efca348489e6b15d202c3e27& 11:05 <+bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1496799182193688616/image.png?ex=69eb325e&is=69e9e0de&hm=e1d1375b242c36b02a1f036a1f7d3e3e14f2a1e93bd52dc093c3fde1708170f6& 11:06 <+bridge_> half an hour of spamming forbidden symbols 11:07 <+bridge_> :BruhSit: ach man. 11:07 <+bridge_> Bell: "5years" flooding. 11:08 <+bridge_> It's a playername 11:09 <+bridge_> Bell: 11:09 <+bridge_> > "5years" flooding. 11:19 <+bridge_> Now the registering seems to be stuck, even tho bots disconnected already 11:20 <+bridge_> probably partly timeouted connections 11:22 <+bridge_> back to normaal 11:22 <+bridge_> back to normal 11:28 <+bridge_> I miss C#, really 11:28 <+bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1496804926075044011/image.png?ex=69eb37b7&is=69e9e637&hm=53915c4e6007313a32e97161115f89b7d0e921a2662381deb365de637743fb65& 11:28 <+bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1496804926779822120/image.png?ex=69eb37b7&is=69e9e637&hm=f61d5fe3c8a5f176fdca8a5fac12cd49803729b2c5cbea0272428403fac1dda3& 11:29 <+bridge_> why are you remapping vtt 11:29 <+bridge_> why are you remapping vt 11:30 <+bridge_> To "translate" the value to type 11:31 <+bridge_> This is quite straight forward, there is another related function 11:31 <+bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1496805787748663479/image.png?ex=69eb3885&is=69e9e705&hm=c024024f04885de254fe47255351f6c7a3a3ead94dc501dcc0706d7ac27f8823& 11:32 <+bridge_> and there's most 'heavy' part of vt_core 11:32 <+bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1496805980758081738/image.png?ex=69eb38b3&is=69e9e733&hm=93263a470540d1186faa8bb17b53ba06a768d007f0f0d3ca9c6f71f2fc84044a& 11:33 <+bridge_> Best dev removed, sad 11:35 <+bridge_> I'm working on build a support system for ddnet servers, but I just can't bare the c++, so I decide to write a rpc system from scratch 11:35 <+bridge_> I'm working on building a support system for ddnet servers, but I just can't bare the c++, so I decide to write a rpc system from scratch 11:37 <+bridge_> interesting, are you a server-host? why the effort of (re)writing an RPC when econ/fifo existss 11:37 <+bridge_> interesting, are you a server-host? why the effort of (re)writing an RPC when econ/fifo exists 11:37 <+bridge_> Far further than fifo and econ could do 11:38 <+bridge_> I'm trying to write management app 11:39 <+bridge_> The architecture is each machine(host) runs an app, and the application "bridging" them to the backend(if there is enough scale, or just let localhost instance could communicate to each other) 11:40 <+bridge_> What's the font ? Looks cool 11:40 <+bridge_> VCR OSD Mono 11:41 <+bridge_> I was, but not now 11:42 <+bridge_> not management, idk what it precisely 11:43 <+bridge_> like I can start an instance when need, or show realtime empty server on vote menu 11:44 <+bridge_> up to account system, because it also a bridge 11:44 <+bridge_> up to account system, because it's also a bridge 11:44 <+bridge_> interesting project, good luck! - i looked into something similar back when i did stuff for Blockworlds, i thought about using `grpc` or `NATS` but decided to simply write an API. 11:46 <+bridge_> I'm not familiar to c++(when decide doing this), so I choose not to use any library that will cause extra knowledge 11:46 <+bridge_> Also I don't use std::any, it's too ugly for me 11:47 <+bridge_> fifo is my elixir 11:48 <+bridge_> so good for restarts, broadcasts, all that 11:48 <+bridge_> all my homies love FIFO 11:48 <+bridge_> :f3: 11:48 <+bridge_> unless its windoof with its named pipes :kekw: 11:49 <+bridge_> `\\.\pipe\` :Waiting_Angry: 11:52 <+bridge_> It's funny considering I attempting write a rpc system to avoid using c++ but eventually dived deeper in it than I ever did 12:30 <+bridge_> probs yes 12:38 <+bridge_> ok maybe not 12:38 <+bridge_> yet another linux OS dropped: StillOs which aims to be userfriendlier 🤔 and is based on AlmaLinux lol 12:41 <+bridge_> I don't know why I'd ever want that, I don't get the benefits of it except "Updates go brr without you" 15:04 <+bridge_> 🤣 15:12 <+bridge_> cellegen pro 15:21 <+bridge_> does anyone know if its fine to publish a gplv3 app on google play 15:21 <+bridge_> (made by me ofc) 15:21 <+bridge_> https://appfair.org/ til 15:22 <+bridge_> as it's yours I think it's fine. 15:22 <+bridge_> the license can't limit the owner 15:24 <+bridge_> for example: there is Mindustry on Steam which is a GPLv3 license game. 15:27 <+bridge_> steam is p friendly 15:28 <+bridge_> i was just asking cuz google is shady 15:51 <+bridge_> then idk 15:54 <+bridge_> glad I missed this insanity, wtf 15:55 <+bridge_> dont want to be weird but i never understand cellegen ramblings he goes int oofftopic weirdness xD 15:55 <+bridge_> dont want to be weird but i never understand cellegen ramblings he goes into offtopic weirdness xD 15:59 <+bridge_> you can publish whatever you want as long as it's in line with googles TOS and you pay their fee, you are just forced to sign your apps ... 16:01 <+bridge_> actually, I don't know who cellegen are before I saw his post about TeeGalaxy in the town-hall. 16:16 <+bridge_> hm 16:17 <+bridge_> what's the `BUG_GRENADE_DOUBLEEXPLOSION`? 16:20 <+bridge_> iirc its that bug that when grenade hit the ground, and also it's lifetime ran out on the same tick, it resulted in a double explosion 16:21 <+bridge_> which we keep because the map `binary` requires it to be finishable 16:21 <+bridge_> I think it was binary.. :justatest: 16:21 <+bridge_> it is 16:22 <+bridge_> O: 16:54 <+bridge_> The map editor for TeeGalaxy is functional, I can create, edit and save map data, layers can be made and their inspector values can be changed which reflect on the viewport, animations are done via Godot's Animation class, envelopes are essentially metadata in Godot, so a main Scene can carry that metadata, and similar features are accessible like parallax, color change, offsets, and surprisingly even custom glsl / godot shaders for the fun of 16:56 <+bridge_> then you just did something like TeeUniverse 16:56 <+bridge_> Quads don't have independent points yet, I'll have to add it inside the source code 16:58 <+bridge_> Most shape processes are done on the CPU and later fed into the RenderingServer 16:58 <+bridge_> Most shape processes are done on the CPU and later fed into the RenderingServer, so customization is a breeze 16:58 <+bridge_> there are some technical reasons not to do this btw, this will tank the performance 16:59 <+bridge_> So should I manipulate UVs instead? 16:59 <+bridge_> and this is just wrong to a degree 17:00 <+bridge_> That's how accessing the rendering pipeline works on godot, it's fast too 17:00 <+bridge_> Ideally you would do this in the shader sh 17:00 <+bridge_> DDNet buffers parts of the quad on map loading on the gpu 17:01 <+bridge_> You can render 256 quads in one gpu render call 17:02 <+bridge_> If I remember correctly, shader overrides immediately cache and process stuff on the GPU without listening to the RenderingServer commands 17:02 <+bridge_> so whatever you do, Benchmark it against quad heavy maps kike Abyss or KingsLeap 17:03 <+bridge_> I would have to convert those maps into my map structure first. The compression is similar to Teeworlds' so it shouldn't be much of a hassle 17:03 <+bridge_> You can render 255 or even more up to ALL quads in one gpu render call 17:03 <+bridge_> ? 17:04 <+bridge_> Once I get a good GUI going, I can publish it and let you test it urself ig 17:04 <+bridge_> the map editor, as a separate executable 17:04 <+bridge_> I don't know what youre doing, seems like not a ddnet feature 17:04 <+bridge_> it is certainly aren't 17:05 <+bridge_> xD what 17:05 <+bridge_> nor it would be teeworlds feature 17:05 <+bridge_> it has no relation to the map editor, just in some technical aspects 17:05 <+bridge_> english easy certainly aren't 17:05 <+bridge_> it (ddnet and tw) has no relation to the map editor, just in some technical aspects 17:06 <+bridge_> aren't I making sense 17:06 <+bridge_> https://tenor.com/view/ed-edd-n-eddy-gif-13891026599423605719 17:09 <+bridge_> ? 17:09 <+bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1496890662858264737/image.png?ex=69eb8790&is=69ea3610&hm=f5b4ad92f2a84ed9a94320e5d4f626b7881cd39ec022833890e014df931fe315& 17:09 <+bridge_> Amm yeah for each Quad node, it's one draw call each 17:09 <+bridge_> Show full screenshot bruh 18:05 <+bridge_> ^ what a mess 18:05 <+bridge_> rust with c++ parts inside c++ 18:12 <+bridge_> extern "C" isn't rust specific, and its coded in a way to reuse the existing C++ implementation. Are we complaining for the sake of complaining or do you actually have a goal? 18:14 <+bridge_> c++ code -> rust -> rust imports c++ -> c++ continues 18:14 <+bridge_> what if the codebase was just c++ without the mess of all the imports etc 🤔 18:15 <+bridge_> Only if you remove python too 18:15 <+bridge_> It's not c++ after all 18:15 <+bridge_> :nouis: 18:15 <+bridge_> Revolutionary idea 18:15 <+bridge_> true, but python serves different purpose 18:15 <+bridge_> So does rust? It was stated multiple times 18:16 <+bridge_> how so? the snap implementation could be c++ 18:16 <+bridge_> we're defending against an attack vector that is impossible to be abused in rust 18:16 <+bridge_> you could make good c++ code that is also impossible to be abused 18:17 <+bridge_> its like buying another car instead of going to mechanic to fix the problem, get it? 18:19 <+bridge_> replace the python with github.com/Teero888/cscript/ :troll: 18:19 <+bridge_> replace the python with https://github.com/Teero888/cscript/ :troll: 18:19 <+bridge_> replace the python with https://github.com/Teero888/cscript/ :troll: 18:19 <+bridge_> replace the python with https://github.com/Teero888/cscript/ :troll: 18:20 <+bridge_> holyc 18:20 <+bridge_> holyc 18:21 <+bridge_> nobyC > holyC 18:21 <+bridge_> @_noby mentioned 18:21 <+bridge_> rewrite ddnet in nobyC 18:21 <+bridge_> integrated obfuscation 18:21 <+bridge_> Kebs would insult nobys mom if he were to read his C code 18:21 <+bridge_> XD 18:22 <+bridge_> approved by @learath2 who once said that glibc was more readable 18:22 <+bridge_> :OMEGALUL: 18:23 <+bridge_> only troll, we love @_noby 18:23 <+bridge_> nobyobsfucation 18:24 <+bridge_> I could release the antibot publicly and it'd take you months to figure out how any of it works 18:24 <+bridge_> dont underestimate people 18:24 <+bridge_> Anyway, I like this - unless we get a.. 2 billion line assert 18:24 <+bridge_> i love reading obfuscated code actually xd 18:25 <+bridge_> That one fix you did took me a good fucking while to figure out. 18:25 <+bridge_> and we fucked up anyway :pepe_praise: 18:25 <+bridge_> I'm a C enjoyer that loves his short variable names and this was still hell for me 18:25 <+bridge_> tbf we only fucked up the deployment part 😄 18:25 <+bridge_> :froggo_sip: 18:25 <+bridge_> Well technically I fucked up the deployment part, you weren't green yet 18:25 <+bridge_> did noby really write the entire antibot code? 18:25 <+bridge_> @blaiszephyr do you have access to the antibot module now that you are admin? 18:25 <+bridge_> lass mal rüberwachsen 18:26 <+bridge_> It's two halves, the heuristic half he wrote, the deterministic half is a mishmash of noby, heinrich and my work 18:26 <+bridge_> and 3 copy pasted lines by me, don't undervalue my work! 18:26 <+bridge_> depends which version of ab I guess, his own on fng or blockworlds was probably only him 18:26 <+bridge_> :justatest: 18:27 <+bridge_> depends which version of ab I guess, his own on fng or bombay (back in time) was probably only him 18:27 <+bridge_> btw why was bombay renamed to blockworlds? bombay is a way nicer name 18:27 <+bridge_> Only if you finish accounts and launch ddnet 2.0 I was promised 2 years ago 18:27 <+bridge_> :ong: 18:27 <+bridge_> @teero777 honestly, I have no clue 18:27 <+bridge_> @learath2 i have my own x86-64 only compiler backend using egraphs and i have a "tinyc" compiler 18:27 <+bridge_> but i dont have preprocessor support yet 18:27 <+bridge_> i fear it 18:28 <+bridge_> the hardest problems on earth 18:28 <+bridge_> i do a small c compiler to test my backend 18:28 <+bridge_> maybe open source? 18:28 <+bridge_> wonder what it does, i never seen anyone get banned 18:29 <+bridge_> @learath2 how do u test its usefulness? do u have extensive statistics logging 18:30 <+bridge_> oh ye maybe there are some statistics, how many cheaters the antibot catches 18:30 <+bridge_> now im really curious :p 18:30 <+bridge_> no i would be more cursious if it keeps all data of who they banned to contrast with known bots 18:30 <+bridge_> I doubt it'll be opensource 18:30 <+bridge_> or smth like that 18:31 <+bridge_> @kebscs the more closed it is, the best it works 18:31 <+bridge_> the bot banning someone is not rly a surefire way to know its useful as is 18:31 <+bridge_> it detects aimbot pretty well afaik 18:31 <+bridge_> the antibot banning someone is not rly a surefire way to know its useful as is 18:31 <+bridge_> i havent noticed anything else 18:31 <+bridge_> why? 18:31 <+bridge_> because someone developing bots can understand how noby is implementing it 18:32 <+bridge_> thats true, it catches some obvious ones pretty quick on fng 18:32 <+bridge_> Its 90% math and 10% secrets 18:32 <+bridge_> 18:32 <+bridge_> I'd fear even open sourcing the heuristic part of it, simply because of AI. Tho I can see even Claude trembling in fear trying to understand it 18:32 <+bridge_> i would just take his antibot, and run it against my bots and tweak my bots until its not catching it anymore 18:32 <+bridge_> doesnt mean its "best" 18:32 <+bridge_> currently it's the best lmao, never seen such a powerful antibot on tw 18:32 <+bridge_> but having it private is better 18:32 <+bridge_> Chillers looks promising, and he's constantly tweaking it too 18:33 <+bridge_> #records is hidden because there were so many bots so idk how powerful it is 18:33 <+bridge_> I haven't seen the code, but I know the general idea of what he's doing with antibob 18:33 <+bridge_> @blaiszephyr test it :ReiTroll: 18:33 <+bridge_> @_noby does nobyC have any rules? variable names no more than 2 characters, no white spaces when not syntactically needed, no empty lines, use macros instead of functions? 18:33 <+bridge_> i dont think it detects tasses 18:33 <+bridge_> the antibot is older than the russian tas invasion 18:34 <+bridge_> it should detect repeated runs though 18:34 <+bridge_> see, if it was partly open sourced maybe someone could come up with something 18:34 <+bridge_> but i might be wrong 18:35 <+bridge_> for repeated runs you could just check if the time cps are taken at the same time as an ok-ish measure but that would have to ignore certain maps 18:35 <+bridge_> @blaiszephyr haven't tried to read noby's code under alcohol, maybe it helps 18:35 <+bridge_> for repeated runs you could just check if the time cps are taken at the same time as an ok-ish measure but that would have to ignore certain maps, it would also need manual supervision 18:35 <+bridge_> gotta sniff something more powerful ngl 18:36 <+bridge_> that's the secret to unlock understanding 18:36 <+bridge_> yeah it wasnt like that some time ago 18:36 <+bridge_> ive seen maps with all top10 being same minutes and seconds 18:36 <+bridge_> let noby rewrite all ddnet 18:36 <+bridge_> @blaiszephyr are you at work rn? 18:36 <+bridge_> Yes 18:36 <+bridge_> pay him billions 18:36 <+bridge_> Hardly working 18:36 <+bridge_> ill be sponsor 18:36 <+bridge_> Eh I meant working hard 18:36 <+bridge_> :justatest: 18:36 <+bridge_> he only works with C, barely C++ 18:37 <+bridge_> rewrite all ddnet in c 18:37 <+bridge_> what problem 18:37 <+bridge_> fast langu 18:37 <+bridge_> if you want a real challenge do the same as roller coaster, but with DDNet 18:37 <+bridge_> :omo: 18:38 <+bridge_> wasnt there someone in here making a ddnet client in python? hit that guy up :kek: 18:38 <+bridge_> That's just chiller 18:38 <+bridge_> ah shouldve known 18:39 <+bridge_> i forgot who it was i just rememeber seeing screenshots 18:39 <+bridge_> his second main language is nature 18:39 <+bridge_> hahahah 18:39 <+bridge_> doesn't work well if he doesn't sit outside 18:39 <+bridge_> Tax evasion* 18:39 <+bridge_> I know this guy is haunted by the Finanzamt, I just can't prove it 18:40 <+bridge_> I know this guy is being hunted by the Finanzamt, I just can't prove it 18:40 <+bridge_> noby is a pot dealer 18:40 <+bridge_> his gf too 18:40 <+bridge_> does he do delivery 18:40 <+bridge_> i need to reup! 18:40 <+bridge_> greatest coders are greatest people 18:50 <+bridge_> not alchohol, u need 🪴 as noby did 19:01 <+bridge_> yoda is that you 19:09 <+bridge_> https://github.com/ChillerDragon/teeworlds-asmr 19:09 <+bridge_> why is the font on the embed so weird lol 19:12 <+bridge_> do i dare to open a pr to correct the typo? 19:12 <+bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1496921783738044456/image.png?ex=69eba48c&is=69ea530c&hm=02b39a94c7855a3eebb4cf79a300ea144916dfbdaac080fed925a631bafcb840& 19:17 <+bridge_> wtf is this :issou: 19:29 <+bridge_> there is ai, it is not that difficult 19:30 <+bridge_> So much AI talk here recently, we have woken up the AIvengalists 19:30 <+bridge_> 😛 19:32 <+bridge_> Ryo and I have woken y'all up. this was to inform you, not to talk about ai again xd 19:32 <+bridge_> But honestly, I have the code and noby sent me some tables to understand it better, then (kr)i(x)x asked me to share it and shit like that, but obviously I didnt do it. 19:32 <+bridge_> But I did share a part of it with an AI once to make a new version, but it didnt go as planned because I do not have a Pro subscription 19:33 <+bridge_> But it was easy to understand 19:34 <+bridge_> if anyone wants to hack ChatGPT, go for it 19:40 <+bridge_> @heinrich5991 after all it was a difference between sqlite and mysql if you're interested 19:40 <+bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1496928772903928040/cut_image.png?ex=69ebab0f&is=69ea598f&hm=6c802e9f5305cede5d555bd5bb2bc2baa803d8aa62db15482d31ded397fe67c8& 19:41 <+bridge_> @ryozuki i'm making an e-graph related project btw 19:42 <+bridge_> nice 19:42 <+bridge_> im making my own ddnet client with shaders 19:42 <+bridge_> not a compiler but an expression simplifier xd 20:00 <+bridge_> Hey! Is there a download link for all the current testing maps? 20:00 <+bridge_> Hey, Is there a download link for all the current testing maps? 20:38 <+bridge_> bro 20:38 <+bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1496943409053569104/1.jpg?ex=69ebb8b0&is=69ea6730&hm=1dbe541a5fd969722c914fd99dad9dc14be3b86629d24b66859ddc9b298ca5e1& 20:38 <+bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1496943409993089175/2.jpg?ex=69ebb8b0&is=69ea6730&hm=5b931cd881db3ac117ef602a9ad52d38ad2ffdfd9a4341c1ad7d2e352a4bcac9& 20:38 <+bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1496943410517643264/3.jpg?ex=69ebb8b0&is=69ea6730&hm=b100bd02b4084934ff879c821383dc2a5abb51c497389bc40b3a7dd7486f89eb& 20:38 <+bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1496943411033538611/4.jpg?ex=69ebb8b1&is=69ea6731&hm=f5cc79787665495a1b06a2f4514ce3cb9806a0f7aba591e2ecd14d90a0d971af& 21:24 <+bridge_> bro 21:24 <+bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1496954854281707641/1.jpg?ex=69ebc359&is=69ea71d9&hm=e989b40bedee58929bbbfb6c23f18d67d15dfc6ff8b3ee34267acd19a1b5e6d9& 21:24 <+bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1496954854688690316/2.jpg?ex=69ebc359&is=69ea71d9&hm=dcb683485ccfa1e995ce48dfe6393b8c2ed070f548a7db131fb486a024dcefcd& 21:24 <+bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1496954855137345637/3.jpg?ex=69ebc359&is=69ea71d9&hm=3645033859543185bd58101425de899aca68c979efa51e7cd56d2811fb40561c& 21:24 <+bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1496954855560974431/4.jpg?ex=69ebc359&is=69ea71d9&hm=ee0cad252c8a0cacb3ad3d7305b27878d22eca795c5a8ec885c8d9ba45c09db0& 22:19 <+bridge_> yoo shes in vc in cam here discord.gg/xxxleaked 22:20 <+bridge_> Theres a tclient branch for this btw 22:21 <+bridge_> then t-client can go implement this 22:21 <+bridge_> be aware that you now have even more opportunities to have package loss or breaking connections 22:22 <+bridge_> What? 22:22 <+bridge_> I dont think you understand what it is 22:23 <+bridge_> It just sends preinputs faster, theres no way for it to break anything 22:24 <+bridge_> He wants to host a local server, where his friend connects to, which then sends the input data to the real ddnet server? am I wrong? 22:24 <+bridge_> Read the top post carefully 22:25 <+bridge_> The preinputs go through the 3rd party server 22:26 <+bridge_> yes, and you think this will be better? routing all your inputs through another server? 22:26 <+bridge_> yes, and you think this will be better? routing all your inputs through another server? (or maybe only the preinputs) 22:26 <+bridge_> It is significantly better ive already tried it, also the inputs to the server do not change 22:26 <+bridge_> Its purely visual improvement 22:27 <+bridge_> maybe the clients instead should send these directly to each other? 22:27 <+bridge_> You still send your normal inputs directly to the server 22:27 <+bridge_> Thats what the issue is asking for 22:29 <+bridge_> This is only better, if P2P is better I think 22:29 <+bridge_> Also you cant cheat because it doesnt change anything about the game physics or inputs 22:29 <+bridge_> Yes 22:29 <+bridge_> Yes I was thinking about a server between these 2 players, which would be bonkers 22:30 <+bridge_> The tclient branch uses the steam relay network instead of individually hosted servers so it just works 22:36 <+bridge_> yoo shes in vc in cam here discord.gg/xxxleaked 23:03 <+bridge_> seems kinda niche but cool 23:57 <+bridge_> ai summary 👀