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DDraceNetwork
Development / developer
Development discussion. Logged to https://ddnet.tw/irclogs/ Connected with DDNet's IRC channel, Matrix room and GitHub repositories — IRC: #ddnet on Quakenet | Matrix: #ddnet-developer:matrix.org GitHub: https://github.com/ddnet
Between 2020-08-19 00:00:00Z and 2020-08-20 00:00:00Z
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hmm nothing
00:00
maybe this version can work for you
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lemme c
00:01
00:01
same prblem champion
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well idk
00:02
:/
00:02
maybe @Deleted User knows more when he wakes up
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no problem bro thank u for ur help 🤍
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np and sorry
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no worries well get it fixed : )
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could also try an older version like 12 or 10
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how would i do that
00:11
im awake
00:12
@Deleted User windows ? 64 bit or 32bit?
00:12
i have 64 bit
00:13
u could try loading: https://github.com/ddnet/ddnet/suites/1066881626/artifacts/14525736 in the client f1-> gfx_opengl_major 1; gfx_opengl_minor 4; then restart
00:14
ah u can only download it with github account
00:14
mmhhh wait
00:16
is a file hoster ok for u?
00:17
else u can also create an github account and download it there
00:17
sure
00:17
file host it bro
00:17
media fire or something
00:17
pls
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ah or that xd
00:19
lool
00:19
is this an older version ?
00:19
this is a version where u can specify the Opengl version
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you said ur computer is rly good
00:19
so i find this weird
00:20
what gpu?
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oh
00:20
didnt read full conversation sry xd
00:20
thought its the same bug as the other one
00:21
if you basically have any nvidia or amd gpu u normally should be fine
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@Deleted User it doesnt boot up
00:21
with opengl3
00:21
for him
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ah ok then he might have an old pc xD
00:22
the client deffs downgrades automatically to older opengl if 3.3 fails
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$$$Today at 01:47 yeah and im getting like 3 fps to and my pc is like relly good so
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tested it on an intel laptop
00:23
xD 3fps in tw
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@Ryozuki dual gtx 1080s
03:35
32 gigs of ram
03:35
i7
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you're getting 3 fps in teeworlds
03:47
with two 1080s
03:47
🧐
03:48
whens the last time you updated your drivers?
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like yesterday
04:13
@baby frog
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idk what to even do
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can u browse the local files of ddnet steam
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sure
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go into the data folder
04:25
is this what u see
04:25
04:25
yup
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click an image
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hm ok
04:25
😭
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i mean what i would suggest is copying some files from ddnet.tw ddnet and paste them into the steam version
04:26
but thats just lowkey installing ddnet from the website and not steam so idk
04:26
but i think that would fix your problem
04:26
install ddnet from the website, then from steam
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what
04:29
ive tried installing JUST the ddnet version and that still didnt work 😭
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just reinstall your pc
04:33
boys
04:33
i did it
04:33
i fixed it
04:33
IDK how the fuck it was fucking up but it was a graphics driver issue
04:33
thank u champions 4 tha help
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u didnt update drivers greenthing
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no i did
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then howd u fix it
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the install was fucked up tho
04:34
i had to roll back drivers and reinstall
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smarty pants
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okay i was pinged (edited)
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i send u the client
05:36
okay
05:36
i did it
05:36
put it
05:36
restarted it
05:36
but still
05:36
the same lol
05:36
xd ok
05:36
then try ddnet 9 maybe
05:36
I tried it
05:36
it works
05:36
strange 😄
05:36
but kinda sucks without any updates
05:37
yeah but i can't think of anything that was added
05:37
you can also try gfx_opengl_minor 1 or 2
05:37
I tried
05:37
Nothing
05:37
lel
05:38
can you send your ddnet_settings.cfg
05:38
maybe i find smth
05:38
like (edited)
05:38
the entire?
05:38
here
05:39
yeah or is there any password in it
05:40
it may take a while to find it
05:41
there is config_directory.bat in ddnet directory
05:41
it will send you to the config 😄
05:41
Oh ok
05:47
mhh ok, maybe SDL 2 just creates the window with different flags and that doesn't work for your GPU, have u tried changing some settings in graphic setting tab? like disable high dpi
05:47
yeah
05:47
nothing
05:48
gfx_finish 1 was changed
05:49
gfx_quad_as_triangle was 0 (edited)
05:50
sry
05:50
ok
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@Deleted User thanks for supporting our graphics stack btw 🙂
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so i writed
06:12
gfx_quad_as_triangle 0 (edited)
06:12
but nothing
06:13
sadly i joined teeworlds programming when ddnet was already at 10.x, so i dunno what exactly changed before
06:15
well,this problem will be unsolved
06:15
have u tried teeworlds 0.7?
06:15
no?
06:15
mhh i wonder if that works
06:16
they more downward compatible in general
06:16
7.5
06:16
or 0.7?
06:16
its the vanilla client
06:18
ok
06:18
next
06:19
i mean what should i do, if i'd have the GPU, the first thing i'd try is installing linux
06:19
bcs there is a good chance that it works there
06:20
i also dunno where u are from
06:21
romania
06:21
if u from europe... just buy a GPU for 10€ or smth xd
06:21
im from romania
06:22
the only thing that would really help is to test out what exactly caused it, but if ddnet 9 works and ddnet 10 not... then the big difference between these versions is SDL
06:22
and ddnet does not implement SDL, it only uses it
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teeworlds 7.5 kinda lags,and still the problem occures
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@deen I'm using sv_sql_servername if you want we can add a new config variable instead
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ChillerDragon: Are you around?
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allows reading CJK for everyone independent of language chosen. Hopefully the lags are gone.
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yeah
10:26
what's this bot?
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Reinstalled the steam version twice, still not working. (14.3.3) I've tested the 14.3.3 non-steam version and its working again.
11:20
6a93660 Add ban_region - Learath2 97b6704 Add ban_region_range and sv_region_name - Learath2 6321a54 Merge #2601 - bors[bot]
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@Learath2 why do u need that lol
11:23
ban_region
11:23
xD
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@Ryozuki CHN needs bans of their own
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@Learath2 did chinese gov contact you? justatest
11:34
did they tell smth about me
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They have my father in custody
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1394ac0 Merge DejaVuSansCJKName with DejavuWenQuanYiMicroHei and use it for all (fixes #2593) - def- 8b41dca Merge #2602 - bors[bot]
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3f5cccd Change default from borderless to fullscreen - def- 09faaff Merge #2595 - bors[bot]
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@deen should we just merge the serbian translation update? Not like we have any serbians around 😛
12:14
i dont think this needs much revision
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I guess the question is whether we want doxygen at all
12:15
isn't it rather large?
12:15
its just a file
12:15
a config file
12:15
u dont generate docs
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Ah, no build target for it?
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I guess if we don't require it it's fine
12:31
9b1c071 Update Serbian translation by Kingston - def- 924ed78 Merge pull request #2589 from def-/pr-serbian - def-
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05d1908 Add DoxyFile and document CUIRect - edg-l eec9949 Merge #2590 - bors[bot]
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Would be nice, if someone uses steam, the nick should be the same as their steam account
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539c20a Add support for PLATFORM_SUFFIX define - def- 99cf35d Don't bother Steam users with red update text - def- 1f37746 Remove unused translation text - def- 607f5f0 Merge #2594 - bors[bot]
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yeah nick would be nice
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Yeah and
13:42
on client should be 1 time changing name
13:42
cuz they can steal other records and stuff
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@Deleted User records are stealable, we don't have accounts yet
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oh ok
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Never had and that is a long story
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yeah mt
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But almost impossible to implement atm
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It's not impossible it's a lot of work we don't have developers for
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Since how do you know who can claim which identify
13:43
That too
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learath big troll im serbian
13:46
but i dont use serbian translation troll
13:55
03ae471 Version 14.4 - def- b147950 Merge pull request #2604 from def-/pr-14.4 - def-
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ᶰ°Konͧsti 2020-08-19 14:34:37Z
Accounts bad
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You're bad
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ᶰ°Konͧsti 2020-08-19 15:25:15Z
ur
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that will be weird question, but who's the "head" of moderators, if there even is such person?
15:28
snail?
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hm, don't think there is one
15:29
I guess it'd be murpi or Skeith
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...and the one to add mod rights via server files (rcon pw) would be...? xd
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Any admin, though its usually me or jao
15:34
Why is there a rogue mod somewhere?
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nah, was just wondering out of... curiosity. But seriously, nothing wrong anywhere
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wink wink
😄 1
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Now I'm very concerned
15:37
Do I need to fix something or can I take a shower in peace?
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hey @Ravie. we dropped the bomb skin because we cannot contact the original author. it's kinda important to its mod though, so I was wondering whether you could draw us a new one? 🙂
15:41
(just a question. if you don't want to do it, I'll try to find someone else)
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maybe I could, depends if it comes out good
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@deen maps.ddnet.tw → maps2.ddnet.tw
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So 0.7 teeworlds uses 3D textures, they are in OpenGL since version 1.2. They use them because of texture bleeding in texture atlases(as in current ddnet source for older opengl). But they weren't made for this purpose(as its name suggests.. its for interpolating in a third dimension) and that's why 0.7 had to disable mipmapping for them(means lower resolutions interpolate the texture, instead of using a prepared mipmap). This generally isn't really a problem, tw isn't very power hungry a...
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You guys probably know already, but /rank, /top5 etc cmds don't work on GER2 novice (perma)
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yea, db problems
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@heinrich5991 they will create the rust foundation
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anyone knows why ddnet has gfx_finish 0? On fast machines it can lead to higher input latency because the cpu is preparing too many frames in advance
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Sounds like a very very dangerous thing to do
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@Deleted User about opengl3: right now you are using one streaming buffer for each draw call, right? Especially in the menus i'm actually getting higher fps with opengl2. Maybe because the driver (nvidia 1060 in my case) is better at optimizing the client-side arrays. What about uploading all the vertex data to one vertex buffer before running the command buffer and use it for all draw calls? And using an offset that points to the corresponding data?
16:16
Actually most games do this do get higher fps, but in case of tw it can run too far because the cpu side work is very cheap
16:17
There are even some games where you can configure how many frames the cpu is allowed to prepare. Mostly e-sports titles that usually run with higher fos
16:17
fps*
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@heinrich5991 do you have a minute?
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yes
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@Learath2 random map votes seem to be broken
16:23
same for /map but thats probably because of the ddos?
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@murpi they require db, db currenlty down
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In 0.7 how does the token handshake work? How do you avoid storing state?
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there's the stateless control message called TOKEN
16:24
that can be used to get a token for CONNLESS packet or also CONNECT packets
16:24
so you ask for a token using the TOKEN control message (attaching your own token for the answer) and the server sends you a token based on your IP address and time (nothing is stored yet)
16:25
once the server gets the CONNECT (with a correct token) it starts saving information
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I thought 0.7 tokens are completely random, how does 0.7 avoid the CGNAT issue if it's just ip and time?
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IP+port, sorry
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Does the server keep my own token somewhere?
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no
16:26
you send your own token again in the CONNECT message
16:27
for the conneciton, it saves your token though
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So I send TOKEN with my token, Server responds with TOKEN with my token in the header and it's generated token in the data, I respond with CONNECT with servers token in the header, where do I put my token in CONNECT?
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in the data part
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Okay, so what does the token manager do?
16:31
(If I can understand how this all comes together, I'll fix the mess we have right now)
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generate, validate tokens and save them for outgoing connless packets
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Hm, I think I can take the entire token manager from 0.7
16:33
No reason it can't validate tokens for the old ddnet protocol aswell, and it'll look better with the sixup part
16:34
I'm wondering whether we should upgrade the ddnet protocol to 0.7
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Rafael Fontenelle 2020-08-19 16:37:07Z
DDNet site is down. Is it expected/known?
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known
16:38
due to attack, now being restructured
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Rafael Fontenelle 2020-08-19 16:39:46Z
signs
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@Learath2 could be good. not sure if it would be worth the effort. what do you think?
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Rafael Fontenelle 2020-08-19 16:40:10Z
damned be these attacks.
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@heinrich5991 I'm thinking it might be useful for the serverinfo request, connless tokens should help
16:43
Are we allowed to redistribute the steamworks sdk headers? If not, do we want to ship a binary blob to integrate with steam?
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@redix i think the main two reasons are: GL_QUAD does not exist in gl 3.3+, which causes more to upload when streaming and it seems that higher GL versions don't like creating buffer objects, on iGPUs i could get better performance initialize the buffer before and just update it
16:53
also i dunno if the menu is worth optimizing that way.. ddnet really just needs a better gui
16:54
the GUI is also only ran when visualization is built, instead of simulating it independend
16:54
that's also very bad
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you could create a few huge vbos at the start and just use these. Same size as the data buffer of the command buffer
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i already tried rotating buffers
16:55
there is no chance i dunno why, but AMD and NVidia both suffer from recreating buffers in GL 3.3+
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hmm okay =\ i tried this with an experimental webgpu (vulkan, dx12, metal) backend in 0.7 and thought it might work for opengl aswell. But it didn't think about buggy drivers 😄
16:58
i didn't
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its not really a bug i think
16:59
it's probably an optimzation (edited)
16:59
bcs streaming vertices in never good
16:59
why consider it in drivers
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true but aren't they kinda fast when you create buffers with the same size again?
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it depends, probably creating a GPU side buffer has disadvantages in latency etc
17:02
i really tried to research this, but never found anything
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yeah most docs on this are rather vague and outdated =\
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@Learath2 I think it's fine to distribute the steam headers
17:09
@Learath2 there are projects binding to them in a couple of languages and the steamworks docs link to them
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Sure? https://partner.steamgames.com/documentation/sdk_access_agreement seems to suggest we can only redistribute the bin directory
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@Learath2 Since Serbian language is 90% same as Bosnian language, can I make pull request for Serbian language too? I will change few things. Sorry for ping.
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@m!ki can you write in the language more or less error-free?
17:20
@Learath2 I guess we can create our own header
17:20
for the functions we use
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A runtime environment for Steam applications. Contribute to ValveSoftware/steam-runtime development by creating an account on GitHub.
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that seems to be something else
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@heinrich5991 sorry, but i dont understand the question
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i cant rly find it
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@m!ki how good is your serbian?
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but i would love to develop using the steam api :o
17:22
you probs cant @Learath2 since u need to login to get the sdk
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who owns the ddnet?
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@Deleted User it's under an open source license, anyone can use it
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oh cool
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@heinrich5991 basically serbian language is removing "ij" from word. Almost everything is same.
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@Learath2 i think we should not put the sdk in the github, but u can detect it with cmake
17:23
A wrapper allowing C programs to use Valve's C++ Steam API (Steamworks) - addictgamer/steamworks-c-wrapper
17:23
this wrapper has a findsteamworks cmake
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that means
17:23
the code is free or
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yes, the code is free. check out https://github.com/ddnet/ddnet
DDraceNetwork, a cooperative racing mod of Teeworlds - ddnet/ddnet
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Oh cool
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@heinrich5991 idk do u understand what i said, but serbian have less letters in words, but same meaning
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but im dumb to github
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@Deleted User there are probably tutorials about github in the internet
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"Copyright © 1996-2020, Valve Corporation, All rights reserved."
17:26
Xd
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xd
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i got my copy of the sdk
17:26
trying to find if there is a license
17:29
it has a bash script to install it on linux
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my current pr seems to improve performance a bit for GL 3.3+ @Ryozuki did you try it, would really like to know on other hardware
17:30
hitting 10k without HUD 😄
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10kfps
17:31
wtf
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yeah, pretty good, didn't thought vega 64 could do it, since its not clocking that high
justatest 1
17:31
like NVidia cards do
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i enable opengl right
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yeah its disabled because i renamed the config variables
17:32
u can also use opengl 4.6
17:32
tho it won't make a difference xD
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i guess i should compile myself
17:33
and not use artifacts
17:34
i think my fps is limited to 1000
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gfx_refresh_rate 0 xdd
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its 0 lol
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cl_refresh_rate 0?
17:35
gfx_finish 0 ? XDD
17:35
cl refresh rate
17:35
was 1035
17:35
xd
17:37
i dont notice change
17:37
im on linux btw
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mh for me it increased from around 9k to 10k
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what gpu u got
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vega 64 xd
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i get 2.5k fps
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oh
17:38
maybe also stronger CPU
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where can i download this version ?
17:39
ur gpu
17:39
is like
17:39
way better than mine
17:39
i got a old r9 390
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Based on 118,893 user benchmarks for the AMD R9 390 and the RX Vega-64, we rank them both on effective speed and value for money against the best 639 GPUs.
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Oh xD
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ryzen 6 2600
17:39
5
17:39
*
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@cute af its currently not compiled by anyone if u have github u can download the auto build
17:40
and it only works for GPUs that support opengl
17:40
3
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There is a bug, that when a skinname is too long it gets cut. This leads to having different skins with same name in the list and the client being confused and selecting both.
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c850498 Update bosnian.txt - MikiGamer 8fd0162 Update bosnian.txt - MikiGamer d373ae4 Merge #2609 - bors[bot]
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about the finish thing: if the cpu side is way faster than the gpu side (which seems to be the case in tw), the cpu might run far more frames in advance than 2-3. doing the sync after each frame is indeed not the optimal solution but it would be good to limit it to 1-3 frames. That would require fences though. btw this has nothing to do with double buffering. At least not if vsync is off.
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actually *glSwapBuffers probably calls glfinish internally when the buffer is reused again
17:47
bcs then the buffer must be ready for writting anyway
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it does a flush but usually no finish
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but it has to
17:48
else older draw calls would draw on the buffer
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@Deleted User sorry, but what i have to download exactly ? could you share link ? thx
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@cute af got github account?
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@Deleted User yep
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@cute af windows?
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@Deleted User yes
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https://github.com/ddnet/ddnet/runs/1001743731 just click top right artifacts and download for your OS
DDraceNetwork, a cooperative racing mod of Teeworlds - ddnet/ddnet
heartw 1
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is there any way ddnet steam updates could refrain from changing files like autoexec_server?
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you can copy autoexec_server.cfg in config_directory
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opengl can record calls for new frames before the gpu/server side is done with previous frames
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files in config_directory are not overwritten and will be preferred
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yeah but the whole sense of double buffering is, that it can handle all calls async and only needs to finish once the buffer is used again
17:51
so any kind of synchronization is not really in favour of the driver
17:57
@cute af u have to enable 3.3 in graphic setting tab then
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@Deleted User im using windows x32 atm
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oh
17:58
xD
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then u have an old pc probably xD
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exactly
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then it probably won't work anyway 😦
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why ? it depends on graphics card, no ?
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yes
17:59
my pc is 10 years old lol
17:59
but as far as i know nvidia droppped 32 bit
17:59
your GPU is listed as 2006 @Deleted User thats 14 years old xD
17:59
xd
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my gpu: Nvidia GeForce GTX 750
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ah ok
18:00
im 18 and i play this game bruh
18:00
that probably works then @cute af 😄
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@Deleted User how do i compile it ?
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puh there are alot of tutorials from heinrich
18:01
i think even on the github page
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i really confused with github :%
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just intsall 64bit xd
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not supported (
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oh wow ok xd
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CHN still down
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even the swap call can be queued as long as you dont have vsync on. When you really need low latency you want to limit that queuing to a certain degree
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yes to the degree of your monitor refresh rate
18:17
i tried front buffering only, it didn't feel different to me, probs bcs 144hz isnt enough to see the 1 case where an image is drawn 1ms faster
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the swap does not guarantee that the previous frames finished (with double buffering). it just makes sure to direct the calls to the right buffer in the future
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yes
18:18
it only garantuees that ur new buffer is ready to write
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so in extreme cases the queue can build up calls for >10 frames in advance. so the things that are happening now will only get rendered after the prev 9 frames which are alreay outdated
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i doubt that GPU have an interst in saving these frames
18:19
gpu drivers
18:20
without vsync they probs just overwrite the monitor buffer
18:20
after a while
18:21
lets say it like that
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yeah sure it will just overwrite the things again. but the things that are of interest might appear later on the screen because the gpu was still busy with old stuff
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when it saves 10000 fps that arent drawn yet, when should it do it?
18:22
some times it has todo it xD
18:22
i honestly doubt it will use more than tripple buffer internaly
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in most games thats not an issue because the cpu side will never be that fast
18:23
it does not really buffer the frame but the commands
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yeah true
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the limit for this is not really specified and rather implementation dependant though =\
18:24
there are really games where you can select how many frames to prepare. This usually ranges from 1-5
18:25
that's also why vulkan implementations are so complex. you have to keep all the rescources for all the frames you submitted
18:25
that's at least one reason
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@Deleted User I tested on my laptop and no differences
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i mean i can understand your concern in theory its also nicer to have everything single threaded for latency
18:26
but it can waste performance when the limit is reached
18:26
@cute af ok, zooming out could be smoother 😄
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true. i honestly never measured how many frames we really run in advance
18:27
a few is okay and as you said definitely helps performance
18:32
@Learath2 some tunings are broken in the 0.7 bridge =\
18:32
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what is the line in that menu
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never checked that
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wait
18:35
where can i find addons to ddnet?
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there arent
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i mean
18:41
like some players have skins
18:41
on it
18:41
weapons
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google teeworlds game.png
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@redix wym by broken, can you create an issue?
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see player_hooking 5.00
19:08
it's always 5 even on solo and race
19:09
not sure about the others that are marked red
19:09
and vote reason+caller is mostly wrong
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I thought I fixed the vote thing
19:09
How is it wrong? Is it complete gibberish or wrong field
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reason is always empty, caller is often the wrong person
19:10
description not reason
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For all types of votes?
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not sure only tested map votes so far
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Aaaaaaàaaaaaa I remember
19:11
Missing a str_copy
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à
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I saw that in a dream the day after I commited it
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mac keyboard?
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Then forgot about it
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in a dream
19:12
nice 😄
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Nah phone keyboard
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Contribute to TeeworldsDB/gameskins development by creating an account on GitHub.
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are the vote issues on the 0.7 client fixed? (edited)
20:12
@Learath2
20:13
https://i.imgur.com/ftjsRoU.png vote duration which went into the minus
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I thought that was fixed too ;(
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maybe moderate 1 was on?
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where can i submit translation for ddnet client. do i just make a pr?
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yes
20:20
if you can do that
20:20
otherwise send it to a developer
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just opened it and i hated the translation so bad lol
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Which language?
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chinese ofc
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I think the chinese translations were updated recently
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yeah, but there are some pretty obvious errors
20:27
i had texas.c. reviewed my translation for vanilla clients awhile ago. i thought they'd match it here.
20:29
also do you mind split traditional chinese into two variants since taiwan and hongkong use different words.
20:30
they are not entirely different tho. if two seems excessive, one will do just fine i guess.
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seems a bit excessive, i think one for traditional is fine.
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cool
20:38
i'll keep one
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Made math functions constexpr to allow some calculations to be performed in compile-time.
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@Learath2 any chance you could look into GER4 DoS? Is the game server network handling the problem?
20:52
or @heinrich5991 ^
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I think we are both outside rn
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@heinrich5991 same license as cats and so on
heartw 2
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@Ravie are you the creater?
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yeah, heinrich asked me for a new bomb skin since creator of the old one can't be contacted
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Bomb without eyes feelsbadman
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the old one also didn't have them
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Ravie terrorist
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teerorist
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ᶰ°Konͧsti 2020-08-19 22:12:56Z
The creator of the old skin also created the mod bomb
22:13
Nobody playing feelsbadman
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bomb best mod
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changing language will make the tab buttons in the Demo page randomly change.
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23:29
lol
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eeeh?
Exported 531 message(s)