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Teeworlds
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One-way IRC channel bridge. If you want to be able to send messages to IRC, contact @Dune or @heinrich5991. https://www.teeworlds.com/?page=docs&wiki=rules/irc_rules
Between 2019-01-18 00:00:00Z and 2019-01-19 00:00:00Z
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[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.
03:28
[quakenet] <TeeSlayer> Ahhh, nvm..
03:30
[quakenet] <TeeSlayer> "Hide bots" fixes it^^
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[quakenet] <Dune> Should update forum rules
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[quakenet] <rand> how dare you to accuse one of the first servers to use the bot flag in server info ‽ :p
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[quakenet] <Teeworlds> [teeworlds] Dune-jr opened pull request #1987: Add fade effect to join friend button (master...fix-join-hover) https://git.io/fhR34
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[quakenet] <Teeworlds> [documentation] Dune-jr pushed 1 new commit to master: https://git.io/fhRsS
11:10
[quakenet] <Teeworlds> documentation/master 31d4a38 Jordy Ruiz: Escape some _ in the client&server commands
11:12
[quakenet] <Teeworlds> [documentation] Dune-jr pushed 1 new commit to master: https://git.io/fhRsx
11:12
[quakenet] <Teeworlds> documentation/master ce3966b Jordy Ruiz: Fix previous commit as italics detection is a bit strange and takes priority over escaping
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[quakenet] <TeeSlayer> rand: it was late and I was confused because the client told me they were players :D
12:30
[quakenet] <TeeSlayer> I guess there is no easy solution for this
12:30
[quakenet] <rand> np ^^ the hide bots does the trick :)
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[quakenet] <Dune> Updated the server rules forum post: https://www.teeworlds.com/forum/viewtopic.php?id=10442
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
13:02
[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
13:03
[quakenet] <rand> iirc, in 0.6, this "maximum player" is the same as "the max clients", am I wrong ?
13:04
[quakenet] <Dune> yes
13:04
[quakenet] <Dune> (it is)
13:05
[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
13:10
[quakenet] <heinrich5991> or curhumanplayers/maxhumanplayers if there are no bots present
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[quakenet] <Dune> +1 heinrich5991
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Add server sided bots with which players can learn to play or have something to play with on an empty server.
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[quakenet] <rand> I did
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Are you interested in implementing it?
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[quakenet] <rand> if I find the time to do it, I'd rather do it differently than with my mod (which is experimental and a bit bloated)
13:42
[quakenet] <rand> I read a bit your code for this purpose
13:43
[quakenet] <rand> feel free to take the lead :)
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my code?
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[quakenet] <rand> hm, or sushi ? hm
13:46
[quakenet] <rand> on Zomb mod
13:46
[quakenet] <Dune> zomb?
13:46
[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
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oh yeah zomb is not a great example haha
13:49
but when we had the meeting we specifically talked about your bot mod rand
13:50
we were hoping you'd be interested in merging it into the game
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[quakenet] <rand> k
13:50
[quakenet] <rand> I won't have objection after some cleaning
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alright great then
13:51
we can discuss any arising design issues in the github issue post
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[quakenet] <rand> (i would be glad in fact ^^)
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i would add human reaction time to the bots... so they are not uber op
15:51
like openAi did to their Dota Ai
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[quakenet] <rand> I have to re-read that quake bot thesis
16:13
[quakenet] <TeeSlayer> the openai team should try to master ddrace
16:14
[quakenet] <TeeSlayer> that would be cool
16:18
[quakenet] <Dune> o/
16:18
[quakenet] <Oy> \o
16:24
[quakenet] <Teeworlds> [teeworlds] Dune-jr opened pull request #1988: RFC: Dynamic camera smooth toggle (master...feature-toggle-dyncam) https://git.io/fhR6h
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
16:29
[quakenet] <Dune> introduces more float timers
16:30
[quakenet] <Dune> ah, nvm, I think LocalTime() is supposed to be a float
16:35
[quakenet] <rand> well, if LocalTime() is in second, you use a float timer with ToggleTime
16:37
[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
16:42
[quakenet] <Dune> (or the opposite, I think I said it wrong)
16:42
[quakenet] <Dune> maxdistancestatic ≤ maxdistancedynamic -> no blend
16:43
[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
16:44
[quakenet] <rand> well, it's only 125ms
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[quakenet] <Dune> ah, right
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[quakenet] <Teeworlds> [teeworlds] oy pushed 1 new commit to master: https://git.io/fhRQT
17:55
[quakenet] <Teeworlds> teeworlds/master de73018 oy: removed unused return value
17:57
[quakenet] <Teeworlds> [teeworlds] Dune-jr opened pull request #1989: Implement SushiTee's shell sort, rewrite it to match pseudocode; deprecate heap, quick, merge sorts (master...feature-sushitee-sort) https://git.io/fhRQC
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...
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[quakenet] <Teeworlds> [teeworlds] oy pushed 2 new commits to master: https://git.io/fhR7E
A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
18:12
[quakenet] <Teeworlds> teeworlds/master 4771cc7 oy: added ui_mousesens as an UI option. closes #1874
18:12
[quakenet] <Teeworlds> teeworlds/master 6cb1eb4 oy: fixed description for inp_mousesens config
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[quakenet] <Oy> Dune: we should probably mention that we use this https://oeis.org/A036569 gab sequence
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[quakenet] <Oy> and could comment out the line #include "array.h"
18:32
[quakenet] <Dune> ah, yes
18:32
[quakenet] <Dune> silly me quoting a dynamic wikipedia page
18:32
[quakenet] <Oy> the shell sort looks good to me
18:32
[quakenet] <Oy> maybe someone else wants to check it too?
18:34
[quakenet] <Oy> Dune: i think you can keep the wiki link, just add the ones for the gab sequence too
18:35
[quakenet] <Oy> cause ours differ from the one mentioned in the pseudocode
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[quakenet] <Teeworlds> [teeworlds] oy pushed 1 new commit to master: https://git.io/fhRd5
18:42
[quakenet] <Teeworlds> teeworlds/master c4d4666 oy: added an ui option for inp_grab
18:54
[quakenet] <Dune> should print weapons on top of 1 2 3 4 5
18:54
[quakenet] <Dune> not sure if i'll keep the big space bar - doesn't make sense for other keys
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[quakenet] <Oy> looks good
19:03
[quakenet] <Oy> how about doing weapons/icons on top of the button?
19:04
[quakenet] <Oy> u gonna do the mouse(fire/hook) too?
19:08
[quakenet] <Dune> Yeah
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@1stDecadeTW ^
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[quakenet] <Dune> Mouse wheel is more noob friendly, would be nice if it could be shown
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Awesome!
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[quakenet] <Dune> How should it be closed though? Esc ?
19:18
[quakenet] <Oy> esc probably best
19:20
[quakenet] <rand> should the bind <ready> be shown too ?
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There are many that I left out, like Show chat, Console..
19:21
Imo ready is for advanced, competitive players => no
19:22
Maybe it should be a popup instead, and mention settings > controls
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[quakenet] <Oy> maybe add a hint "you can change the controls and find additional ones in settings->controls"
19:22
[quakenet] <Oy> :D
19:23
[quakenet] <Oy> 2 idiots one thought :)
19:24
[quakenet] <Teeworlds> [teeworlds] oy pushed 1 new commit to master: https://git.io/fhRA9
19:24
[quakenet] <Teeworlds> teeworlds/master 40b6e75 oy: added additional win checks for ctf. closes #1515
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[quakenet] <Oy> heinrich5991: when you have some time, it would be good if you could triple check the shell_sort implementation https://github.com/teeworlds/teeworlds/pull/1989 ;)
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...
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