Teeworlds
IRC / bridge
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 2019-01-28 00:00:00Z and 2019-01-29 00:00:00Z
irclink
BOT
2019-01-28 08:44:51Z
[quakenet]
<Dune>
This should at least be put in a "known issues" FAQ or something (that no dbus-launch causes issues)
irclink
BOT
2019-01-28 09:43:03Z
[quakenet]
<Dune>
Does anyone know what kind of compression mode I should use when running the convert script for teeworlds gfx?
https://imagemagick.org/script/command-line-options.php#compress
Command-line Options @ ImageMagick
ImageMagick® creates, edits, composes, and converts bitmap images. Resize an image, crop it, change its shades and colors, add captions, and more.
irclink
BOT
2019-01-28 16:40:05Z
[quakenet]
<TeeSlayer>
so does anybody know if it's possible to change the colors ingame without destroying the character?
irclink
BOT
2019-01-28 16:51:18Z
[quakenet]
<rand>
src/game/client/gameclient.cpp:645 looks like a no
16:52
[quakenet]
<TeeSlayer>
:(
16:53
[quakenet]
<rand>
maybe you can send two consecutive packet, Sv_ClientDrop and Sv_ClientInfo
16:54
[quakenet]
<rand>
without destroying the character on server side
16:54
[quakenet]
<TeeSlayer>
I basically need this for zCatch, and maybe Catch16 later
16:54
[quakenet]
<TeeSlayer>
I'll look into that, thanks
16:54
[quakenet]
<Dune>
you can change other characters but not the local character afaik
16:54
[quakenet]
<rand>
erf
16:54
[quakenet]
<Dune>
can't you build the mod in a way that doesn't rely so heavily on colors?
16:55
[quakenet]
<TeeSlayer>
catch16 is pretty much impossible without color change, and it's nice to have for zcatch
16:56
[quakenet]
<Dune>
is the color change needed for the local character? zomb changes other characters when they become low on life
16:56
[quakenet]
<TeeSlayer>
what do you mean by local char?
16:56
[quakenet]
<Dune>
the character the player is playing?
16:57
[quakenet]
<TeeSlayer>
yes, no bots
16:57
[quakenet]
<TeeSlayer>
it's server-side only
16:57
[quakenet]
<Dune>
I'm not talking about bots
16:57
[quakenet]
<rand>
the client don't care about the server info about himself
16:57
[quakenet]
<Dune>
^
16:58
[quakenet]
<TeeSlayer>
hm, true.. now I remember the color change on ZOMB, too
16:58
[quakenet]
<Dune>
but you can destroy and remake other characters as you like
16:58
[quakenet]
<TeeSlayer>
I'll look into the code
16:58
[quakenet]
<Dune>
do you understand?
16:59
[quakenet]
<TeeSlayer>
I think^^
16:59
[quakenet]
<rand>
is zcatch the mod where you start from blue and changing color for every kill you accumulate until you die ?
16:59
[quakenet]
<TeeSlayer>
yes
16:59
[quakenet]
<TeeSlayer>
I'm hosting two instances with laser and grenade on 0.7 right now
17:00
[quakenet]
<rand>
ok, then, sith the current client, you have too figure out a different way to know how many kills you got :c
17:00
[quakenet]
<Dune>
Slayer did it with the armor count iirc
17:00
[quakenet]
<rand>
but, you can use the color scheme for other tees
17:00
[quakenet]
<TeeSlayer>
armor count was just for anticamper
17:02
[quakenet]
<TeeSlayer>
but I do count the kills/deaths separately
irclink
BOT
2019-01-28 17:10:38Z
[quakenet]
<TeeSlayer>
Dune: I use deadspeccam now, too
17:13
[quakenet]
<rand>
btw, when I leave speccam to freecam, every tees (also pickups?) disappear for a second, can anyone reproduce it ?
irclink
BOT
2019-01-28 18:03:12Z
[quakenet]
<TeeSlayer>
I might have encountered it I think, but can't reproduce it rn
18:03
[quakenet]
<TeeSlayer>
is K/D calculated by the client?
irclink
BOT
2019-01-28 19:35:51Z
[quakenet]
<heinrich5991>
TeeSlayer: yes it is
19:37
[quakenet]
<heinrich5991>
rand: probably related to the "max camera movement speed while in spec" thing
irclink
BOT
2019-01-28 20:05:38Z
[quakenet]
<TeeSlayer>
heinrich5991: huh, so it shouldn't be possible that somebody joins the game with a K/D?
20:05
[quakenet]
<heinrich5991>
no
20:05
[quakenet]
<TeeSlayer>
or is it being saved if somebody rejoins?
20:06
[quakenet]
<TeeSlayer>
because that occured on one of my servers
20:06
[quakenet]
<heinrich5991>
unless there's a bug where it's not reset
20:06
[quakenet]
<TeeSlayer>
on the server-side?
20:08
[quakenet]
<heinrich5991>
on the client-side
20:08
[quakenet]
<heinrich5991>
the entire K/D calculation happens client-side as far as I know
20:09
[quakenet]
<heinrich5991>
(this is going to get fixed, there's an issue about this)
20:10
[quakenet]
<TeeSlayer>
okay
20:10
[quakenet]
<TeeSlayer>
thanks for the info
20:12
[quakenet]
<TeeSlayer>
heinrich5991: deadspecmode works quite nice btw
20:12
[quakenet]
<heinrich5991>
great :)
20:12
[quakenet]
<TeeSlayer>
I like it a lot more than how it used to be on 0.6
20:12
[quakenet]
<heinrich5991>
well, it's kinda designed for it ^^
NoTeefy
2019-01-28 22:06:53Z
Would be nice to have a way to override client K/Ds with the one calculated on the server since you can never trust clients
(edited)
Dune
2019-01-28 22:09:02Z
huh, I don't think the client sends the K/D to the server
NoTeefy
2019-01-28 22:10:05Z
My bad then. I missunderstood TeeSlayers question about the clients having K/D stats when joining the server
22:10
all good then
Exported 59 message(s)