[quakenet] <LDune> I think I saw you reintroduced the error factors on the bots
13:44
[quakenet] <LDune> it's nice :)
13:44
[quakenet] <LDune> \nick Dune
13:44
[quakenet] <Dune> got anything in the works for teeworlds?
13:50
[quakenet] <rand> hey
13:52
[quakenet] <rand> i don't have anything more than the PR, the bots code have not much to bring to vanilla but this is nice for faking a lot of clients
13:53
[quakenet] <rand> (making the game crashes somtimes cf #1570)
13:53
[quakenet] <Dune> allow me to disagree
13:53
[quakenet] <Dune> I think such bots would bring something to vanilla teeworlds :)
13:54
[quakenet] <Dune> would be nice to have bots for warmup or something
13:55
[quakenet] <rand> maybe, but my implementation sucks ^^
13:55
[quakenet] <rand> that make me think that if spectators and players could have separate slots, it could be logical to have separated bot slots
13:56
[quakenet] <rand> but this whole thing would be a big change
13:57
[quakenet] <rand> I tried yesterday to view what would be the change in protocol and game source and I realize I don't have a good overview of the code, engine/game/network
13:59
[quakenet] <rand> Either this is not the right way, or it's a feature that should mature (and/or beyond my level atm)
13:59
[quakenet] <Dune> I don't have a good overview either
This is a proposal to partially fix #714 (first post could be edited to a checkbox).
Composed binds (1 modifier) can be set up in the console with modifier+key:
This is what it looks like in setti...
20:21
[quakenet] <Dune> line 100 should be the same as line 68
20:21
[quakenet] <Dune> in binds.cpp
20:22
[quakenet] <Dune> (the whole if block should be the same)
20:22
[quakenet] <Dune> but I don't have my dev computer here :c
[quakenet] <Learath2> It could be some weird bug where we call UpdateAndRender twice without Input()->NextFrame(); and then adding something to UpdateAndRender would behave unexpectdly aswell
[quakenet] <rand> i got this message in server log : client dropped. cid=0 addr=1.1.1.1:42 reason='Wrong version. Server is running '0.6 e42d81cd67b8c7bc' and client '0.6 626fce9a778df4d4''
21:33
[quakenet] <Dune> then the client is running a different nethash somehow
21:33
[quakenet] <rand> 626fce9a778df4d4 is 0.6.4
21:33
[quakenet] <Dune> huh
21:33
[quakenet] <Dune> by the way, this "error" is just a notice, client can choose to bypass it actually
21:33
[quakenet] <Dune> but still
21:33
[quakenet] <Dune> I have 0.6.1 client and connect to any 065 server
21:35
[quakenet] <rand> maybe a mod client that gives up on nethash mismatch, ok
This work is basically on eeeee's handshake developed for DDRace.
It works by realizing that the client will send back tick numbers sent
in snapshots. The client puts these into a field named ...