10:55 * ChillerDragon can someone fix irc pls 10:55 * ChillerDragon :D 12:22 < bridge> [teeworlds] can sb. tell me how the hook_attach_ground-Sound is played? I see that it's added with all Sounds and there is a network message for it, but I can't find any place where it's played 12:26 < bridge> [teeworlds] https://github.com/teeworlds/teeworlds/blob/dc1802c20270679f112fef86e37e0831c8fe2104/src/game/client/gameclient.cpp#L1100 12:26 < bridge> [teeworlds] well this was hard to find 12:27 < bridge> [teeworlds] github-search didn't work there oO 12:28 < bridge> [teeworlds] Yeah don't rely on github for searches 13:53 < bridge> [teeworlds] Adding Sounds breaks the netcode :C 14:10 < bridge> [teeworlds] why? 14:51 < bridge> [teeworlds] because the server sends the events and no other infos or flags 14:51 < bridge> [teeworlds] so if you send the event GAMECORE_HOOK_ATTACH the hook sound is played 14:53 < bridge> [teeworlds] if i want to add a different sound to hook ice, i need to add a flag to gamecore for material or something like tthat 14:57 < bridge> [teeworlds] You can do that, you just must not send this flag to old clients. Unfortunately flags and enums are not forward compatible... should be fixed for 0.8 14:59 < bridge> [teeworlds] how does the network handle that? there is m_TriggeredEvents and I tried setting Event |= (Material << 16) 15:02 < bridge> [teeworlds] the client throws out packets with flags it does not know 15:02 < bridge> [teeworlds] netobjs* with flags that it does not know 15:02 < bridge> [teeworlds] this worked btw but opened the scoreboard 15:02 < bridge> [teeworlds] huh 15:02 < bridge> [teeworlds] did you set another game flag by accident? 15:03 < bridge> [teeworlds] yes but not by accident 15:03 < bridge> [teeworlds] if you hook ice you have HOOK_ATTACH + MATERIAL 15:04 < bridge> [teeworlds] in theory 17:27 < bridge> [teeworlds] I am debugging the max ice speed currently, when going on a really really long ice plate you gain a lot of speed and ramp is going up 17:27 < bridge> [teeworlds] ramp*velspeed tops at 75 and then slowly declines, is that right? 17:39 < bridge> [teeworlds] the speed is very weird in teeworlds 17:59 < bridge> [teeworlds] yes 18:00 < bridge> [teeworlds] when you go really fast (have high velocity), the horziontal movement is eventually slowed to a halt 18:01 < bridge> [teeworlds] why don't we fix this? 18:03 < bridge> [teeworlds] well, a part of that is a feature 18:03 < bridge> [teeworlds] and you don't really go that fast in vanilla, so it's not really necessary 18:04 < bridge> [teeworlds] but I guess it can be fixed (just make sure not to break the feature) 18:04 < bridge> [teeworlds] if(vel_next > vel_previous && vel_next*ramp < cur_speed) vel_next = vel_previous 18:04 < bridge> [teeworlds] just clip it to it's max value i think 18:05 < bridge> [teeworlds] doesn't work, the actual speed isn't modified 18:05 < bridge> [teeworlds] (see how you gain back your speed when your velocity decreases again) 18:06 < bridge> [teeworlds] what would work is probably refining the function for ramp 18:06 < bridge> [teeworlds] that it is constant after a certain point instead of falling to 0