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This channel is for all Teeworlds/DDNet and related chat. Gameplay questions can be asked here as well rather than in #questions. Ingame screenshots and any other Teeworlds related media goes to #showroom.
Between 2023-07-08 00:00:00Z and 2023-07-09 00:00:00Z
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Ryozuki
but ye the literal 4 is an rvalue
specifically a prvalue 🤓
😬 1
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@bloha dm me if ur online =)
08:52
?
08:53
observation of
08:53
?
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Which exact language is this?
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rus
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OFC | dqepb
Click to see attachment 🖼️
@gerdoe Want to take a look?
08:59
the hell
08:59
its used in two places xd
09:00
never accept translates without another player approve
09:02
kinda used to have one translation in only one place
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Does it make sense to use two different translations in the two places?
09:03
Then we should split them I guess
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yeah since in menu bar its "spectate"
09:04
but наблюдать in russian is just "to spectate"
09:04
its okey o have it in menu bar but in game its like "To Spectate: Player"
09:05
hurts the eye a bit
09:08
"наблюдать" in menu bar and in game its more "наблюдение за: somebody" than "наблюдать: somebody"
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im looking for team to finish Springlobe 3 👀
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@Colo-Colo
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@Colo-Colo
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@Colo-Colo
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Colo-Colo:
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@COCOMELON @Moderator cool pfp this dude got (edited)
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@deen interesting how in map jao shooter it will look like GWjiangLoveHeart kek
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@murpi @Robyt3 you can modify the DDnet bot ?
11:12
or you are not in this part?
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OFC | dqepb
@murpi @Robyt3 you can modify the DDnet bot ?
add: 1. show online or offline player 2. how long is his current session in the game 3. how many points he has in ddrace/gores
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ever heard of /points command?
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kinda strange
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The new feature seems cool but it makes me feel dizzy
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Arch Linux dummy gigachad
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texnonik
kinda strange
this looks like the POV's from @Im 'corneum ! https://youtu.be/H7q2QHsEETw (edited)
11:28
love the vids
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texnonik
kinda strange
cuz dummy teleportating to nowhere every shot xd
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Steinchen
Arch Linux dummy gigachad
GWjiangLoveHeart kek
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texnonik
kinda strange
@Vy0x2 Any way to fix it?
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I wonder How does it look while swapping?
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maybe some delay or smoother transition after teleport
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Pipou
The new feature seems cool but it makes me feel dizzy
maybe it'll get a bit smoother, but the same happened with smooth zooming ^^
😌 1
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I want a feature that makes spec always follow Konsti
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deen
@Vy0x2 Any way to fix it?
it will happen with maps where teleports are a bit far , in this it's way too far so it's can't go that far very fast . Would be good if teleport blocks 500 is good transition , for my map no need it's no need at all ...
11:55
probably few maps have teleports far
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This new feature from #announcements looks amazing
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What the heck is that map from #announcements
13:20
😨
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BelinhoBR
What the heck is that map from #announcements
Unbalanced 3
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n-methyl-1-phenylpropan-2-amine 2023-07-08 13:37:53Z
No
13:38
@mbvxoxo
13:38
bro in here
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xd
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OFC | dqepb
xd
Did you make it?
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no
13:48
found
13:49
alt wiki
13:49
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deen
@Vy0x2 Any way to fix it?
Over the last months i tested this, i couldnt get a setting where every possible situation could be covered with one setup. I had to increase the "sensitivity" of zooming/camera movement for small teams, and decrease it for big team0 teams. Some scenarios are not meant to be for a smooth camera movement, and i think this map is a good example where it makes no sense to use multiview. There are also maps where you go into a teleport and one player is on the left side of the map, and one player is on the right side.. How should this be dealt with? If the distance is too big, prefer one player? At which distance can i spectate both again? Big team0 teams shouldnt be split up when they are very far away.. The only special case i did is: If people are far away and in freeze for 3,5 seconds, they get ignored until they are unfrozen again. That made sense in big team0 maps but is causing some rare "bugs" where someone is longer than 3 seconds in freeze but gets unfrozen since the design of the map.. I think we have to accept that sometimes it doesnt work (with some maps) and sometimes it works pretty solid. If you want to twerk a bit (for demos maybe?), you could use this two commands: spectate_multiview <id> - to only spectate some people even if they are in the same team cl_multi_view_zoom_smoothness 1300 - (in ms) to twerk how fast the zoom should be. bigger team = slower (higher number), smaller team = faster (lower number) I think it would be too complicated if i make multiple "profiles" for dummy map, two player team, big team0 team etc. @Patiga @texnonik
👍 1
heartw 1
GWjiangLoveHeart 1
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OFC | dqepb
Click to see attachment 🖼️
That article is already 8 years old, was written by DoNe
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Vy0x2
Over the last months i tested this, i couldnt get a setting where every possible situation could be covered with one setup. I had to increase the "sensitivity" of zooming/camera movement for small teams, and decrease it for big team0 teams. Some scenarios are not meant to be for a smooth camera movement, and i think this map is a good example where it makes no sense to use multiview. There are also maps where you go into a teleport and one player is on the left side of the map, and one player is on the right side.. How should this be dealt with? If the distance is too big, prefer one player? At which distance can i spectate both again? Big team0 teams shouldnt be split up when they are very far away.. The only special case i did is: If people are far away and in freeze for 3,5 seconds, they get ignored until they are unfrozen again. That made sense in big team0 maps but is causing some rare "bugs" where someone is longer than 3 seconds in freeze but gets unfrozen since the design of the map.. I think we have to accept that sometimes it doesnt work (with some maps) and sometimes it works pretty solid. If you want to twerk a bit (for demos maybe?), you could use this two commands: spectate_multiview <id> - to only spectate some people even if they are in the same team cl_multi_view_zoom_smoothness 1300 - (in ms) to twerk how fast the zoom should be. bigger team = slower (higher number), smaller team = faster (lower number) I think it would be too complicated if i make multiple "profiles" for dummy map, two player team, big team0 team etc. @Patiga @texnonik
the way i see it in the video, is that there is no prediction for tele tiles
14:07
or at least no transition
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Vy0x2
Over the last months i tested this, i couldnt get a setting where every possible situation could be covered with one setup. I had to increase the "sensitivity" of zooming/camera movement for small teams, and decrease it for big team0 teams. Some scenarios are not meant to be for a smooth camera movement, and i think this map is a good example where it makes no sense to use multiview. There are also maps where you go into a teleport and one player is on the left side of the map, and one player is on the right side.. How should this be dealt with? If the distance is too big, prefer one player? At which distance can i spectate both again? Big team0 teams shouldnt be split up when they are very far away.. The only special case i did is: If people are far away and in freeze for 3,5 seconds, they get ignored until they are unfrozen again. That made sense in big team0 maps but is causing some rare "bugs" where someone is longer than 3 seconds in freeze but gets unfrozen since the design of the map.. I think we have to accept that sometimes it doesnt work (with some maps) and sometimes it works pretty solid. If you want to twerk a bit (for demos maybe?), you could use this two commands: spectate_multiview <id> - to only spectate some people even if they are in the same team cl_multi_view_zoom_smoothness 1300 - (in ms) to twerk how fast the zoom should be. bigger team = slower (higher number), smaller team = faster (lower number) I think it would be too complicated if i make multiple "profiles" for dummy map, two player team, big team0 team etc. @Patiga @texnonik
ye that's the problem there are way to different maps ...
14:09
also there is map when you can be in freeze and use laser to unfreeze . what will happen with camera ?
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Iza
the way i see it in the video, is that there is no prediction for tele tiles
Since the distance between the players is a lot, it is moving also very fast, almost instant. There is a transition, its just very small
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texnonik
also there is map when you can be in freeze and use laser to unfreeze . what will happen with camera ?
If the players are not too far away from each other, it should work.
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Vietnamlı Sincap 2023-07-08 14:11:00Z
Lookin for clan
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Vietnamlı Sincap
Lookin for clan
join my clan : jao fan
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texnonik
join my clan : jao fan
how was the map called? (edited)
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Vy0x2
how was the map called? (edited)
"jao shooter"
✅ 1
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Vy0x2
Over the last months i tested this, i couldnt get a setting where every possible situation could be covered with one setup. I had to increase the "sensitivity" of zooming/camera movement for small teams, and decrease it for big team0 teams. Some scenarios are not meant to be for a smooth camera movement, and i think this map is a good example where it makes no sense to use multiview. There are also maps where you go into a teleport and one player is on the left side of the map, and one player is on the right side.. How should this be dealt with? If the distance is too big, prefer one player? At which distance can i spectate both again? Big team0 teams shouldnt be split up when they are very far away.. The only special case i did is: If people are far away and in freeze for 3,5 seconds, they get ignored until they are unfrozen again. That made sense in big team0 maps but is causing some rare "bugs" where someone is longer than 3 seconds in freeze but gets unfrozen since the design of the map.. I think we have to accept that sometimes it doesnt work (with some maps) and sometimes it works pretty solid. If you want to twerk a bit (for demos maybe?), you could use this two commands: spectate_multiview <id> - to only spectate some people even if they are in the same team cl_multi_view_zoom_smoothness 1300 - (in ms) to twerk how fast the zoom should be. bigger team = slower (higher number), smaller team = faster (lower number) I think it would be too complicated if i make multiple "profiles" for dummy map, two player team, big team0 team etc. @Patiga @texnonik
i think a way to fix this would be to set a main tee for the multview, and have a grace period for the zoom out, and also a limit, simply dont zoom out if its too much
14:41
well i say this not fully knowing the extend of the feature rn xd
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Vy0x2
Over the last months i tested this, i couldnt get a setting where every possible situation could be covered with one setup. I had to increase the "sensitivity" of zooming/camera movement for small teams, and decrease it for big team0 teams. Some scenarios are not meant to be for a smooth camera movement, and i think this map is a good example where it makes no sense to use multiview. There are also maps where you go into a teleport and one player is on the left side of the map, and one player is on the right side.. How should this be dealt with? If the distance is too big, prefer one player? At which distance can i spectate both again? Big team0 teams shouldnt be split up when they are very far away.. The only special case i did is: If people are far away and in freeze for 3,5 seconds, they get ignored until they are unfrozen again. That made sense in big team0 maps but is causing some rare "bugs" where someone is longer than 3 seconds in freeze but gets unfrozen since the design of the map.. I think we have to accept that sometimes it doesnt work (with some maps) and sometimes it works pretty solid. If you want to twerk a bit (for demos maybe?), you could use this two commands: spectate_multiview <id> - to only spectate some people even if they are in the same team cl_multi_view_zoom_smoothness 1300 - (in ms) to twerk how fast the zoom should be. bigger team = slower (higher number), smaller team = faster (lower number) I think it would be too complicated if i make multiple "profiles" for dummy map, two player team, big team0 team etc. @Patiga @texnonik
yea I recognize this is a problem with no perfect solution, the multi-view looks really good as-is! in case it is not intended, in the two commands you gave you write multi-view differently, which is a tiny bit confusing. I do see how teleporting players ruin this view a lot and it can't be fixed nicely. Zooming out a lot makes the spectating useless but without zooming we don't see all tees. To add my own opinionated view: either stay on the remaining tees until every tee is gone and not zooming out to far or switching side once the majority is gone. thanks for implementing this awesome feature :D
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Ryozuki
i think a way to fix this would be to set a main tee for the multview, and have a grace period for the zoom out, and also a limit, simply dont zoom out if its too much
I could think of a delay if the distance changes way too much in one frame yes, good idea thanks!
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Patiga
yea I recognize this is a problem with no perfect solution, the multi-view looks really good as-is! in case it is not intended, in the two commands you gave you write multi-view differently, which is a tiny bit confusing. I do see how teleporting players ruin this view a lot and it can't be fixed nicely. Zooming out a lot makes the spectating useless but without zooming we don't see all tees. To add my own opinionated view: either stay on the remaining tees until every tee is gone and not zooming out to far or switching side once the majority is gone. thanks for implementing this awesome feature :D
Hmm i was also worried about this. I have spectate_multiview because of this
15:04
And used smoothness because of this
15:05
Maybe i should remove the _ in the second command between multi view yes, thanks!
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>multiview spectate mode
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I asked you more than a year ago about this xd
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headbot moment
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n-methyl-1-phenylpropan-2-amine
No
☠
16:59
boi
16:59
why the HELL is bro on ddnet discord
19:05
who can send me texture pack with ak-47 for pistol
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💛DINOR💚 2023-07-08 19:05:43Z
helloy am broy
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kokubird
who can send me texture pack with ak-47 for pistol
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is there any way that i can see the history of the maps that i have been playing
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answered in #developer
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TBTGNC
is there any way that i can see the history of the maps that i have been playing
If you have auto demo recording enabled you could look at those and sort by date. Else you can see your finishes on the website ddnet.org
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@Cellegen
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Vietnamlı Sincap 2023-07-08 23:29:51Z
Looking for clan Europe
Exported 101 message(s)