[quakenet] <Dune> Oy: is there no way to figure if the server allows changing skins? the wrong warning is shown on 0.7.2 servers, could lead people to think they can change skin anywhere
[quakenet] <Oy> you will get the wrong warning on servers with latest source for now. will work correctly when changing the the version string for 0.7.3 release :)
17:29
[quakenet] <Dune> ah, right
17:36
[quakenet] <Oy> that overflow check isn't correct. values that pass could still create one ;)
17:37
[quakenet] <Dune> oh shit, it's a +, not a *
17:37
[quakenet] <Dune> I should check that ceil(log2(x)) + ceil(log2(y)) < 31 I guess
17:38
[quakenet] <Dune> or do it like in the stackoverflow thing I guess
bind shift+s +toggle cl_dynamic_camera no longer works after c4fbceb Also, I believe we could allow for bind shift+s +fire if nothing is bound to s, only make sure that s binds that start with + ar...
18:06
[quakenet] <Dune>MACRO_CONFIG_INT(ClMenuAlpha, cl_menu_alpha, 25, 0, 100, CFGFLAG_CLIENT|CFGFLAG_SAVE, "Transparency of the menu background")
18:06
[quakenet] <Dune> huh
18:06
[quakenet] <Dune> 0 for those who don't like menu backgrounds :D
18:06
[quakenet] <Oy> u still can see it :P
18:07
[quakenet] <Oy> u could use the long int one. but there're 3 values ;)
18:07
[quakenet] <Oy> long text @1827 :D
18:07
[quakenet] <Dune> ahhh.. ugh
18:07
[quakenet] <Dune> making the "Screen" thing a slider was a terrible thing
18:07
[quakenet] <Dune> my second screen is on the right
18:08
[quakenet] <Dune> so when I slide left all of a sudden my mouse is on the right and the screen on the left
18:08
[quakenet] <Dune> and it blinks across both windows
18:08
[quakenet] <Dune> i have to do it until it randomly stops at the right window
18:08
[quakenet] <Dune> it should probably be a button like anti-aliasing, I'll make an issue I guess
18:10
[quakenet] <Dune> it's strange how the menus are completely black when 100% solid :/
18:10
[quakenet] <Dune> but probably the best that could be done :)
18:12
[quakenet] <Dune> doesn't look good though. should we allow such bad settings at all? :/
[quakenet] <rand> if(MsgID == NETMSGTYPE_CL_SKINCHANGE) for(int i = 0; i < MAX_CLIENTS; ++i) SendSkinChange(i);
18:32
[quakenet] <rand> in CGameContext::OnMessage, the skin change is sent back to the client that sent a skinchange
18:33
[quakenet] <rand> but the skin of each client is sent to its client, thus, the new skin of (say 0) is not updated whit this
18:33
[quakenet] <rand> (on client 1)
18:33
[quakenet] <rand> did I miss sth ?
18:34
[quakenet] <rand> I expected either a loop this loop in CGameContext:SendSkinChange(ClientID) : for(int i = 0; i < MAX_CLIENTS; ++i) Server()->SendPackMsg(&Msg, MSGFLAG_VITAL|MSGFLAG_NORECORD, i);
18:35
[quakenet] <rand> or CGameContext:SendSkinChange(ClientID,TargetID) : Server()->SendPackMsg(&Msg, MSGFLAG_VITAL|MSGFLAG_NORECORD, TargetID);
[quakenet] <Dune> maybe your solution checks all the boxes, Oy
18:52
[quakenet] <Dune> maybe no solution can check them all. not sure
18:58
[quakenet] <Oy> what i suggested to your proposal should check all of them
19:00
[quakenet] <Oy> "Doesn't that mean that bind lshift +emote disables ALL shift+x binds?" yeah, but that would still be the case. no good way around it i think
19:02
[quakenet] <Oy> well we could check if there's no bind for x and when x is already down and u press shift it could trigger the composed one