[quakenet] <TeeSlayer> "Random | with ai" / 163.172.95.239:8306 is announcing bots as players. This is in violation of the rules as stated on the forum. So whoever is running them should probably change that.
[quakenet] <Teeworlds> documentation/master ce3966b Jordy Ruiz: Fix previous commit as italics detection is a bit strange and takes priority over escaping
Server Rules (Page 1) — News — Teeworlds Forum — Everything Teeworlds!
12:59
[quakenet] <rand> welcome back in the future
12:59
[quakenet] <rand> > The maximum player count must be the maximum number of human players.
13:00
[quakenet] <rand> hm, the serverbrowser does not work that way iirc now
13:01
[quakenet] <rand> bot players are counted in maximum players
13:01
[quakenet] <Dune> correct
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[quakenet] <Dune> should I edit?
13:02
[quakenet] <rand> either the rules are now incorrect, or the implementation is wrong (or confusing for me)
13:02
[quakenet] <Dune> hm, not sure how to make it clear
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[quakenet] <rand> iirc, in 0.6, this "maximum player" is the same as "the max clients", am I wrong ?
13:04
[quakenet] <Dune> yes
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[quakenet] <Dune> (it is)
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[quakenet] <rand> a way to edit this is to add "plus the number of playing bots" but it makes the rule weird
13:06
[quakenet] <rand> I don't know how other games annouce bots
13:08
[quakenet] <rand> (finally, I feel like, the zomb mod does it right by not broadcasting the bots in the serverinfo, but the feature (bot flag) is there)
13:09
[quakenet] <rand> maybe the serverinfo should reduce maxclients by the number of bots
13:09
[quakenet] <heinrich5991> no need to fix this in the server info, we can just calculate it in the client :)
13:10
[quakenet] <heinrich5991> might actually be a good idea to display it as curhumanplayers(+botplayers)/maxhumanplayers
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[quakenet] <heinrich5991> or curhumanplayers/maxhumanplayers if there are no bots present
[quakenet] <Dune> zombies are stupid per-design tho
13:47
[quakenet] <rand> I got my hand on a client bot which was pretty nice but I cant use the source without the dev (and I won't plane to ask) but the idea is simple, A* every where
So I tried to implement the static <-> dynamic short blend to allow for smooth toggling. This is meant to help with #1880 and matricks' suggestion:
1 frame snaooing back and forth can be...
16:26
[quakenet] <rand> wow
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[quakenet] <Dune>introduces more float timers
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[quakenet] <Dune> ah, nvm, I think LocalTime() is supposed to be a float
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[quakenet] <rand> well, if LocalTime() is in second, you use a float timer with ToggleTime
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[quakenet] <rand> for static to dynamic, is the blending useful ?
16:37
[quakenet] <Dune> good question
16:38
[quakenet] <rand> I except the mouse to be at the limit of the deadzone… oh, it is, if the distance are not the same
16:40
[quakenet] <Dune> might want to remove that blend if maxdistancestatic ≤ maxdistancedynamic ?
16:40
[quakenet] <rand> i think I dont have the correct terminology but if the cursor for static is farther than the dynamic distance for mousefollow, then, it should blend
16:41
[quakenet] <rand> maybe, cancel the blend if the cursor is in maxdistancedynamic (maybe it already does this)
16:41
[quakenet] <Dune> if I understood you right, you meant exactly what I said
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[quakenet] <Dune> (or the opposite, I think I said it wrong)
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[quakenet] <Dune> maxdistancestatic ≤ maxdistancedynamic -> no blend
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[quakenet] <rand> yes, but the pointer can at distance ≤ maxdistancedynamic whatever the maxdistancestatic is
16:44
[quakenet] <rand> then, when I move the mouse in the 125ms after the toggle, i don't want to have a smooth transition since I start from a valid view area
Implements @SushiTee's algorithms from #1169
Deprecate heap, quick, merge sorts.
Carefully rewrite the shell sort to match 1:1 the pseudocode in https://en.wikipedia.org/wiki/Shellsort (with s...
Implements @SushiTee's algorithms from #1169
Deprecate heap, quick, merge sorts.
Carefully rewrite the shell sort to match 1:1 the pseudocode in https://en.wikipedia.org/wiki/Shellsort (with s...