14:48 < bridge_> [teeworlds] Hi! Guys, can you tell me if there's any restriction due to code modification in the case of core game modes? Can I modify the code, that doesn't change gameplay and still be allowed as e.g. CTF server? Or I do have to change the name 14:48 < bridge_> [teeworlds] you can check masterban list 14:49 < bridge_> [teeworlds] there are a lot of server with modified vanilla 14:49 < bridge_> [teeworlds] there are a lot of servers with modified vanilla 14:49 < bridge_> [teeworlds] ahhh 14:49 < bridge_> [teeworlds] you arent changing gameplay 14:49 < bridge_> [teeworlds] so i think yes you can 14:50 < bridge_> [teeworlds] @Savander no, you can't 14:50 < bridge_> [teeworlds] Yea, I don't want to change gameplay, but need to make few changes due to my needs. 14:50 < bridge_> [teeworlds] CTF-broadcasting servers must behave exactly like an unmodified server 14:51 < bridge_> [teeworlds] @Savander you want to refactor base code? 👀 14:51 < bridge_> [teeworlds] Okay, so I will use econ then 🙂 14:51 < bridge_> [teeworlds] If it still exists, I wasn't here for a while.. 😄 14:52 < bridge_> [teeworlds] still exists! 14:52 < bridge_> [teeworlds] Not exactly refactor, but need to collect some data 14:52 < bridge_> [teeworlds] for website 14:52 < bridge_> [teeworlds] (welcome back) 14:52 < bridge_> [teeworlds] heh 14:52 < bridge_> [teeworlds] It would be much easier to do from code, than from other sources 14:52 < bridge_> [teeworlds] But it's doable so, I don't want to break the restrictions 😛 14:53 < bridge_> [teeworlds] status.tw 2.0 with advanced statistics about player :) 14:53 < bridge_> [teeworlds] Meeh, not really 14:53 < bridge_> [teeworlds] ^.^ 14:53 < bridge_> [teeworlds] I think status.tw is already great, it would be a shame to rebuild anything from scratch 14:53 < bridge_> [teeworlds] Definitely not status website 14:54 < bridge_> [teeworlds] nor any servers crawler 14:54 < bridge_> [teeworlds] status.tw has no player ingame stats cuz it based on masterserver 14:54 < bridge_> [teeworlds] status.tw has no player ingame stats cuz it based on masterserver list 14:54 < bridge_> [teeworlds] and its bad a bit 14:55 < bridge_> [teeworlds] 🙂 That's right 14:55 < bridge_> [teeworlds] there is no much information about stats, not needed for server-list 15:03 < bridge_> [teeworlds] waiting for 0.8's server-side stat-counting and update masterserver for monitoring players' stats 15:18 < ChillerDragon> what stats do you want to collect and why do you need econ for it @Savander also wb :) 15:41 < bridge_> [teeworlds] I need some opinions on this one: 15:41 < bridge_> [teeworlds] https://github.com/teeworlds/teeworlds/issues/1458 15:41 < bridge_> [teeworlds] Do you think it would be okay to quantize the velocity with 0.01 accuracy? The client would show the correct path for projectiles in this case. 16:05 < bridge_> [teeworlds] looking at the image, it doesn't seem like a big deal 16:06 < bridge_> [teeworlds] I don't understand why we can't increase the precision though 16:06 < bridge_> [teeworlds] ah, it's in the protocol 16:09 < bridge_> [teeworlds] Yeah. I think doing 0.01 quantization is easier than introducing compatibility code for increasing the precision 16:09 < bridge_> [teeworlds] Yeah, definitely 16:09 < bridge_> [teeworlds] so a server patch 16:11 < bridge_> [teeworlds] And by using round instead of int cast we could even halve the error 17:30 < bridge_> [teeworlds] vanilla econ/rcon logging is kinda broken, so parsing is possible to the point wuere people need to change the map. 17:30 < bridge_> [teeworlds] where 18:53 < ChillerDragon> oof what map change issues did you encounter @jxsl13? I was asked to add some maps to my vanilla server 22:43 < bridge_> [teeworlds] I forgot how you parse your joining player stuff, but my issue was that on a map change a ton of people join in an order that is mostly based on ping, which cannot really be extracted from the logs. 22:45 < bridge_> [teeworlds] The logging of vanilla teeworlds has at no point a consistent assiciation between nickname/ip/id, making it impossible to associate those correctly on a map change. 22:51 < bridge_> [teeworlds] My previous approach was to have a joining player state machine that changes state then a new player is ready, then the next state where the player gets his nickname, etc. this gets broken when a ton of players join a the same time. all of them are in thebready state (10 messages with ip/id being in state ready), then they get a nickname(I think this is the part that seemingly does not exist anymore in vanilla, you might have a diff 22:53 < bridge_> [teeworlds] (discord crap. )@ChillerDragon 22:57 < bridge_> [teeworlds] player ready ip/id -> next player in state "get nickname" is the previously ready player .... this works with one player joinijg at a time. 22:58 < bridge_> [teeworlds] 10 players ready ip/id -> 10 nicknames in arbitrary order, try associating ip/id with nick