[freenode] <Digit> u-oh. i just clicked the envelope toggle button in the editor... it does not toggle! it just chews up more of the editor screen each click. ... i clicked it 3 times, now my editor window is only 1/4 screen letterbox. help! how do i fix that?
[quakenet] <minus> CMake should be pretty easy for teeworlds
10:26
[quakenet] <minus> why add cmake though?
10:26
[quakenet] <Dune> "I intend to do that at some point, would improve support with Microsoft Visual Studio for example (they have native support for CMake these days)."
10:27
[quakenet] <Dune> - anonymous fan
10:29
[quakenet] <minus> good point
10:29
[quakenet] <minus> also allows one to use CLion
10:29
[quakenet] <minus> also makes the build less of a special snowflake
10:34
[quakenet] <Dune> I like snowflakes, still using bam at work :D
10:39
[quakenet] <minus> :o
10:39
[quakenet] <minus> using CMake at work
10:39
[quakenet] <minus> it does the job and has good compatibility with tooling
10:41
[quakenet] <Dune> cmake does very strange things sometimes
[quakenet] <Teeworlds> [teeworlds] Dune-jr opened pull request #1645: Add branch info to submodules in .gitmodules (master...submodules-addbranchinfo) https://git.io/fpt5E
A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
14:23
[quakenet] <Teeworlds> teeworlds/master 1274dec oy: show server info in the list when sidebar is closed
14:23
[quakenet] <Teeworlds> teeworlds/master 3859f4a oy: removed no longer used info icons
14:23
[quakenet] <Teeworlds> teeworlds/master f639b8a oy: removed graphical glitch when opening the sidebar
14:24
[quakenet] <Teeworlds> [teeworlds] oy closed pull request #1645: Add branch info to submodules in .gitmodules (master...submodules-addbranchinfo) https://git.io/fpt5E
[freenode] <teee> what is the interpolated position
16:06
[freenode] <teee> vec2 m_position from CharacterInfo struct
16:06
[quakenet] <Dune> what are you trying to do teee?
16:06
[freenode] <teee> getting players position
16:06
[quakenet] <Dune> what for?
16:06
[freenode] <teee> but ive found 2 atributes m_X m_Y at snapshots
16:07
[freenode] <teee> and then this m_Position
16:10
[freenode] <teee> figured out that info is sent within a certain field of view
16:11
[quakenet] <Teeworlds> [teeworlds] axblk opened pull request #1646: Fix for a client crash when reloading a survival game with sv_warmup -1 (master...sur_crash_fix) https://git.io/fptNP
When you reload a survival game with sv_warmup -1, the client crashes because the NETOBJTYPE_GAMEDATA item is missing.
When sv_warmup -1 is set without sv_player_ready_mode 1, the server does not e...
[quakenet] <Learath2> Why doesn't teeworlds just move up to 64 player servers already?
17:10
[freenode] <teee> would need huge maps
17:10
[freenode] <teee> 8x8 ctf is already a big party xD
17:11
[quakenet] <Learath2> Having the code support 64 players doesn't mean the vanilla gamemodes need to allow it, nor does it mean that the server owner isn't allowed to set it back to 16
17:14
[quakenet] <Dune> teee: 64 client is not 64 players
17:15
[quakenet] <Dune> 16 is already borderline, yes
17:15
[quakenet] <Learath2> I fully meant players when I said players btw
17:15
[quakenet] <Dune> 64 plyers is wayy too much, 16 is messy enough imo
17:15
[freenode] <teee> maybe for zombie mods
17:16
[freenode] <teee> in counter strike the only 64 slot servers were the fun/zombies/etc
17:16
[quakenet] <Dune> zombie mods do fine with 12 imo
17:16
[quakenet] <Learath2> We have been running 64p mods for like the last 6 years, it's just unwise to put an arbitrary limit on the number of clients protocol wise
17:18
[quakenet] <Learath2> Well I do understand that there needs to be A limit, making it smaller then 64 while there are many running 64p servers is just meh imho
17:18
[quakenet] <Dune> ? 64 is a pretty big limit on the client #
17:21
[quakenet] <Learath2> #1580 even goes as far as to being a nuisence by adding a MAX_PLAYERS, it's just an unnecessary hindrance. Let's just up MAX_CLIENTS to 64
17:21
[quakenet] <Learath2> ^^is what I was trying to get at
17:22
[quakenet] <Dune> MAX_PLAYERS wasn't there before?
17:23
[quakenet] <Dune> it used to be 12 but was up'd to 16
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[quakenet] <Learath2> MAX_PLAYERS didn't use to exist
17:24
[freenode] <teee> MAX_CLIENTS
17:24
[quakenet] <rand> Dune: I don't have anything to add to the PR
17:24
[freenode] <teee> btw
17:24
[quakenet] <Learath2> MAX_CLIENTS always existed
17:24
[freenode] <teee> how to check if a client is near
17:24
[freenode] <teee> like, inside the required field of view
17:24
[quakenet] <Learath2> A Client an't be near
17:25
[quakenet] <rand> Learath2: note that the server can lie about the number of player, and the client will handle more than 16 players anyway
17:25
[freenode] <teee> he needs to be at a certain distance or the server wont send his info
17:25
[quakenet] <rand> (about #1580)
17:26
[quakenet] <rand> the scoreboard will be awefull though
17:26
[quakenet] <Learath2> rand: Why does the server have to lie? Can't we just make it work normally for once?
17:26
[quakenet] <rand> dunno, I don't really care, to be able to handle more than 16 players is a first step at least
17:27
[quakenet] <Learath2> @teee what are you trying to do? Are you trying to do it on the server or the client?
If 64 slots are possible codewise this doesn‘t force vanilla maps / gametypes to change. It just allows community mods to work better. And 64 is not too much for community mods. And it can also be fun on custom vanilla maps.
This a simple proposal for augmenting the number of spectators (#1574 ), I feel this as a draft.
First, I'm not sure about the SvSpectatorSlots, it's often used as a mean to set the number ...
17:35
[quakenet] <rand> without this commit, every thing is fine I guess, right ?
17:36
[quakenet] <rand> MAX_PLAYERS exists in order to name the constant 16 that rules vanilla at least
17:37
[quakenet] <Dune> yep
17:38
[quakenet] <Dune> rand: you didn't plan to add anything to the PR? but oy said there's missing stuff for it to get in
17:39
[quakenet] <rand> hm
17:39
[quakenet] <rand> did he ?
17:40
[quakenet] <Dune> okay, so he didn't say what yet then I guess
17:40
[quakenet] <rand> I don't find anything about it missing stuff
17:40
[quakenet] <rand> -it
17:41
[quakenet] <Dune> :/I need to poke oy about that
17:41
[quakenet] <Dune> woo Landil just posted on the forum
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[quakenet] <Dune> dang he made little landils
17:47
[quakenet] <Dune> I wish he'd come on the irc at some point
17:47
[quakenet] <Teeworlds> [teeworlds] oy pushed 2 new commits to master: https://git.io/fptj8
[quakenet] <Teeworlds> [teeworlds] axblk opened pull request #1650: More accurate ping estimation in the scoreboard (master...ping_correction) https://git.io/fpqvL
This adds the delay between NETMSG_SNAP and NETMSG_INPUT to the NETMSG_INPUT packet, so the server can use it to calculate a more accurate latency value.
This allows ping faking to some extent, but...