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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 2019-04-30 00:00:00Z and 2019-05-01 00:00:00Z
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[quakenet] <MuLTIII> @TeeSlayer need your help
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[quakenet] <Teeworlds> [teeworlds] oy pushed 2 commits to branch master: https://github.com/teeworlds/teeworlds/compare/6cedf1fbd15d...142aefb9fd2c
A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
18:45
[quakenet] <Teeworlds> • oy (d47bec9): use the reset focus for edit boxes in the editor too
18:45
[quakenet] <Teeworlds> • oy (e12de8f): Merge branch 'master' of https://github.com/teeworlds/teeworlds
A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
18:45
[quakenet] <Oy> oh :)
18:45
[quakenet] <Dune> :0
18:49
[quakenet] <Assa> Dune, are you there?
18:49
[quakenet] <Dune> yes
18:51
[quakenet] <Teeworlds> [teeworlds] oy pushed 1 commit to branch master: https://github.com/teeworlds/teeworlds/compare/142aefb9fd2c...ca71df686727
A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
18:51
[quakenet] <Teeworlds> • Fudgyking (1107783): Dont show chat when loading map
18:52
[quakenet] <Assa> Dune, do you know any way to predict movement in character cpp? I think my pullrequest would break it if you consider collision with other tees
18:53
[quakenet] <Dune> I don't know about that, I would have to look into it
18:53
[quakenet] <Assa> I think I have too much freetime >.<
18:54
[quakenet] <Dune> that's cool! :P
18:54
[quakenet] <Dune> I alternate between way too much and way too little
18:56
[quakenet] <Assa> I think we have to simulate collisions with maptiles (solids), collision with deathtiles and collisions with other Tees at the same time
18:57
[quakenet] <Dune> just find the first impact with a death tile and the first impact with a solid tile I guess?
18:57
[quakenet] <Assa> what if you hit another player before you hit the deathtile?
18:57
[quakenet] <Dune> guess your course is deviated right?
19:00
[quakenet] <Assa> if you model collisions with other players first, you may hit a player after a deathtile first, thus bouncing off of him and not hitting the deathtile - I managed to pull this off in my testing
19:01
[quakenet] <Assa> If you don't handle collisions with other players first, a Deathtile would kill you even if another player would stop your movement
19:03
[quakenet] <Oy> this isn't done all together right now
19:05
[quakenet] <Assa> @Oy talking about issue #1936 and my pull request
19:05
[quakenet] <Oy> yeah
19:06
A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
19:06
A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
19:06
[quakenet] <Oy> and when all entities did their ticks u move and do ollision checks https://github.com/teeworlds/teeworlds/blob/master/src/game/server/entities/character.cpp#L561
A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
19:08
[quakenet] <Assa> to resolve issue #1936, you have to check between the current position of the Tee and the future position of a Tee, if a deathtile hit occures
19:09
[quakenet] <Oy> yeah
19:09
[quakenet] <Oy> might be best to do it with the wall collision check
19:09
[quakenet] <Assa> Thats why i moved it to gamecore move()
19:10
[quakenet] <Oy> movebox in collision.cpp
19:10
[quakenet] <Oy> sounds logical
19:15
[quakenet] <Assa> I did it with DDA and as I see i reinvented the wheel :o
19:16
[quakenet] <Dune> all this collision code looks a bit confusing to me, gj for working it out :p
19:17
[quakenet] <Assa> The wrong character placement of the settings icon annoys me more :p
19:18
[quakenet] <Dune> that looks so unimportant to me :D
19:19
[quakenet] <Assa> Thats why my first pull request is on the Deathtile skip - its not so important and i can experiment a bit
19:20
[quakenet] <Dune> imo the settings icon is less important than the game physics :D
19:21
[quakenet] <Assa> i wanted to do a pull request for the icon, too. But i simply couldn't find any errors
19:21
[quakenet] <Assa> I really think the character width is falsly calulated by the font
19:22
[quakenet] <Dune> it's a difficult one yeah
19:23
[quakenet] <Dune> TextEx has an issue
19:25
[quakenet] <Assa> i debuged it, glyphnumber was really 1 and charcount was 3, m_X of the cursor was just set 1 time (for the one glyph) and was calculated by Size*(AdvanceX+Kerning), ther Kerning was 0 btw
19:26
[quakenet] <Assa> To correct: Kerning*Scale
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[quakenet] <Assa> are there any Teeworlds code conventions to default variables?
19:50
[quakenet] <heinrich5991> what do you mean, default variables?
19:50
[quakenet] <heinrich5991> default parameters?
19:50
[quakenet] <Assa> int doStuff(int a, int b, int c=1337);
19:50
[quakenet] <Assa> yes, default parameters
19:50
[quakenet] <heinrich5991> I don't know of any conventions regarding that
19:52
[quakenet] <Oy> no
19:53
Contribute to teeworlds/documentation development by creating an account on GitHub.
19:53
[quakenet] <heinrich5991> Dune: can you make your say something? — theoretically, the bridge should ignore it now
19:53
[quakenet] <heinrich5991> *can you make your bot say something
19:55
[quakenet] <Assa> okay, thank you oy ^.^
19:57
[quakenet] <Assa> I accidantly made quicksand in teeworlds xD
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[quakenet] <Dune> heinrich5991, that's cool, but no I don't really have fake packets to test
20:07
[quakenet] <Assa> @Oy @Dune, i finished a way better shorter readable solutions to the deathtile problem, how huge are deathtiles (how big should i set Size for TestBox?)?
20:07
[quakenet] <Dune> strangely enough I can send text from out of the channel but he can't (he's refused somehow), so I guess there is a banlist or something?
20:07
[quakenet] <Dune> also I think you (mistakenly?) selected issues
20:08
[quakenet] <Assa> and thanks oy xD
20:09
[quakenet] <Oy> well, if sth looks fishy now. let me know :)
20:10
[quakenet] <Oy> Assa: deathtiles have the same size as normal tiles
20:10
[quakenet] <Dune> heinrich5991, you can resend a webhook packet actually from the github/webhook page
20:10
[quakenet] <Dune> if you want to test
20:11
[quakenet] <Dune> Assa, I have no idea really, this isn't my area of expertise :P
20:11
[quakenet] <Dune> sorry
20:12
[quakenet] <heinrich5991> no, deathtiles are slightly smaller than normal tiles
20:12
[quakenet] <Assa> @heinrich is right
20:12
[quakenet] <heinrich5991> you can sit on the edge next to a death tile
20:13
[quakenet] <Assa> character.cpp #L532 GetProximityRadius()/3.f
20:13
[quakenet] <Assa> for 'perfect' deathtiles it should be GetProximityRadius()/2.f
20:14
[quakenet] <Oy> ah you mean the distance to kill you
20:14
[quakenet] <Assa> exactly
20:15
[quakenet] <Assa> ofc all tiles have the same size in editor, since teeworlds uses a grid
20:17
[quakenet] <Oy> well, then the distance to kill you in your test case should be like the current one ;)
20:18
[quakenet] <Dune> 67e2f3f is obscenely simple-looking
20:19
[quakenet] <Assa> It is just the regular size * 2/3 ^.^
20:26
[quakenet] <Assa> @Oy @Dune I did a new pull request and closed the other one, because I begin from clean source and used the MoveBox now. The code is now much shorter and better ^.^
20:27
[quakenet] <Dune> better squeeze the commit and push -f so you don't lose the comment history
20:27
[quakenet] <Dune> but yeah it looks better :2
20:27
[quakenet] <Dune> :)
20:27
[quakenet] <heinrich5991> Dune: do you know what the webhook on the discord server is? you created it. do you still use it?
20:27
[quakenet] <Dune> huh
20:27
[quakenet] <Dune> well it's for the github bot on discord, so yeah we still use that?
20:28
[quakenet] <heinrich5991> okay :)
20:28
[quakenet] <Dune> issues are enabled on the IRC bot but PRs aren't btw
20:28
[quakenet] <Assa> you have a discord?
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see here
20:28
😛
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Teeworlds Discord - IRC bridge, development & general chat (Page 1) — Discussions — Teeworlds Forum — Everything Teeworlds!
20:29
[quakenet] <Assa> Github is really missing a chat service
20:29
[quakenet] <Dune> It had a chat service until January
20:30
[quakenet] <Assa> The "see here" link doesn't work for me :o
20:30
[quakenet] <Dune> it's not a link
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[quakenet] <Assa> I accidently added changes to system.c and system.h to my pull request ... how do i get rid of it?
20:37
[quakenet] <Dune> "81 additions and 81 deletions" ouch :D
20:37
[quakenet] <Dune> Assa, git reset system.*
20:38
[quakenet] <heinrich5991> nice, Teeworlds didn't get forwarded this time :)
20:39
[quakenet] <Dune> yeah :)
20:39
[quakenet] <Dune> good job
20:40
[quakenet] <Assa> next time i will do a better job at keeping things konsistent ...
20:43
[quakenet] <Dune> don't sweat it Assa, my first PR didn't even ever compile :D
20:45
[quakenet] <Assa> Now i added a changed version.h to make it even worse :)
20:46
[quakenet] <heinrich5991> Assa: do you know git cherry-pick? you can create a branch with only the things you want in it
20:47
[quakenet] <heinrich5991> git checkout -b deathtileskip3 upstream/master (or however your upstream remote is called)
20:48
[quakenet] <heinrich5991> git cherry-pick <commit> <commit> <commit>
20:48
[quakenet] <heinrich5991> git push origin +deathtileskip3:deathtileskip2 (to override the current commit)
20:53
[quakenet] <Assa> my upstream is called origin, and my origin is called upstream to make it more complicated
20:53
[quakenet] <Dune> call it "teeworlds" and "assa" :)
20:54
[quakenet] <Assa> normally i do it right, but apperently not this time
20:54
[quakenet] <Dune> you can git remote add/delete to rename remotes
20:55
[quakenet] <heinrich5991> also git remote rename
20:55
[quakenet] <Dune> oh that's a thing?
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[quakenet] <heinrich5991> yup
21:05
[quakenet] <Assa> i should definatly do that
21:08
[quakenet] <Assa> git push -f needed but this should do now
21:08
[quakenet] <heinrich5991> don't do -f
21:08
[quakenet] <heinrich5991> add a + in front of the branch you want to override
21:10
[quakenet] <Assa> why don't do -f?
21:11
[quakenet] <Dune> it changes anything for github?
21:11
[quakenet] <heinrich5991> because using -f creates bad habits :) + makes it clear which of the branches you're currently pushing needs to be overrideen
21:11
[quakenet] <heinrich5991> *overridden
21:12
[quakenet] <Dune> but in the end, for github, it's the same, right?
21:12
[quakenet] <heinrich5991> yes
21:12
[quakenet] <heinrich5991> (just for the user)
21:13
[quakenet] <Assa> git remote rename <-- nice
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ChillerDragon 2019-04-30 21:14:15Z
uff is any one working on the high dpi support? I thought only macOS is making trouble but also windows10 is very annoying. The textures are not crisp and all the open winsows get meesed up and resized.
21:14
in this state 0.7 is unsuable .-. i sadly have no idea how to fix it
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[quakenet] <Assa> can you explain the problem in more detail to me? I just finished my pull request :)
21:16
[quakenet] <Dune> @ChillerDragon: we wanted it done for 0.7.3 but found no one to test stuff or work on it
21:16
[quakenet] <Dune> linux doesn't have the problem so...
21:19
[quakenet] <Assa> oh its mac specific, iam out :o
21:20
[quakenet] <Dune> windows too but you need to have highdpi on your system to test
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ChillerDragon 2019-04-30 21:25:57Z
wait so nobody could reproduce the windows issue?
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[quakenet] <Dune> I don't have highdpi, oy doesn't either
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ChillerDragon 2019-04-30 21:26:30Z
On linux it works kinda fine for me as well. I mean linux has other bugs no matter if high dpi or not
21:26
oh
21:27
I feelt kinda early like 4 years ago with my 4k screen but i thou8ght nowerdays its pretty common.
21:27
Im here if you need somebody to repdroduce/test high dpi issues on windows macOs or linux but idk how to fix them.
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[quakenet] <Dune> meh you need a lot of other expensive things if you want to use its potential anyway and it's poorly handled by plenty of applications
21:28
[quakenet] <Dune> I only have 4k where I had no options
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ChillerDragon 2019-04-30 21:28:22Z
i only use discord a browser and tw
21:28
and ddnet supproted it pretty well since years already
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[quakenet] <Dune> then PR the patch
21:28
[quakenet] <minus> ah, more reflection
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ChillerDragon 2019-04-30 21:28:52Z
idk what the patch is ._.
21:29
im not even sure who worked on that
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[quakenet] <Assa> PR this issue, so sombody does fix the problem
21:29
[quakenet] <Dune> huh?
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ChillerDragon 2019-04-30 21:29:35Z
?
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[quakenet] <minus> somehow master3 is using 10G of RAM
21:29
[quakenet] <Dune> there is already an issue
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ChillerDragon 2019-04-30 21:29:47Z
one for macOS ye
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[quakenet] <Dune> welp is that different than last time, minus ?
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ChillerDragon 2019-04-30 21:29:57Z
but i guess it would be usless to creater one for windows as well
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[quakenet] <Dune> yes
21:30
[quakenet] <minus> yes, it was just 100% CPU before
21:30
[quakenet] <minus> which it is again
21:30
[quakenet] <Dune> huh, so something changed
21:30
[quakenet] <minus> mr anderson must've not created the firewall rules right
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ChillerDragon 2019-04-30 21:30:46Z
hm
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[quakenet] <Dune> for hidpi there is https://github.com/teeworlds/teeworlds/pull/1773 but we didn't get feedback
This should allow Teeworlds to start in high-dpi mode if available. Unfortunately I don&#39;t own a high-dpi monitor so I can&#39;t test it myself. @oy there is also a small fix in there, w...
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ChillerDragon 2019-04-30 21:30:57Z
i thought his frewall skills are 10/10
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[quakenet] <Dune> should I ping him minus?
21:31
[quakenet] <minus> i killed the server for now but it should be fixed properly
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@Mr_Anderson
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ChillerDragon 2019-04-30 21:31:59Z
oh so you need feedback on that? Meh it has conflicsts
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[quakenet] <Dune> it's an old PR, those always have some
21:32
[quakenet] <Dune> someone's gotta do the work if you want it fixed
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ChillerDragon 2019-04-30 21:32:37Z
I have been testing it a bit and gave feedback on this bridge i guess but it never solved my macOS issues
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[quakenet] <Dune> the conflicts is probably because a bunch of spaces got removed everywhere by the editor
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ChillerDragon 2019-04-30 21:33:19Z
i cant even see what the conflicts are do i need write access to see them?
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[quakenet] <Dune> you need to pull and to rebase master (or merge master) to resolve them
21:33
[quakenet] <Dune> git checkout -b LordSk-feature/highdpi master
21:33
[quakenet] <Dune> git pull https://github.com/LordSk/teeworlds.git feature/highdpi
A retro multiplayer shooter. Contribute to LordSk/teeworlds development by creating an account on GitHub.
21:34
[quakenet] <Assa> good luck :)
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ChillerDragon 2019-04-30 21:34:34Z
so this pr is waiting for some1 to tets it and give greenlight?
21:34
Then i will test it tomorrow probably
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[quakenet] <Dune> something like that yeah, need to ask Oy
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ChillerDragon 2019-04-30 21:37:46Z
@LordSk 🦋 just to let you know. Always feel free to ping me when you need somebody to test anything 😃
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does tw only use 1 thread for cpu?
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the tw server only uses one thread, the client uses another one for graphics handling
21:41
(and sound loading during startup)
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ChillerDragon 2019-04-30 21:43:41Z
Is there an issue or plan somewhere to use more threads
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[quakenet] <Assa> I think it doesn't really make sense
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ChillerDragon 2019-04-30 21:44:46Z
im still not sure about the whole multi core threading world i think i didnt get it. If i pay way more money to get lowr clock speed but more cores tw will loose fps because it doesnt spawn enought threads right?
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[quakenet] <Assa> In case we get bot support, teeworlds should use another core for bot calculations, since they need a lot of cpu power
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my cpu fan is a bit too fast if I run unlimited so I cap tw to 720fps anyway
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[quakenet] **<heinrich5991>** BOT 2019-04-30 21:46:21Z
test
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ChillerDragon 2019-04-30 21:46:26Z
spam!
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[quakenet] heinrich5991 BOT 2019-04-30 21:47:23Z
test2
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ChillerDragon 2019-04-30 21:47:28Z
does any1 know how hardare works and can proof my theory that more expensive cpus have worse tw performance
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tw isn't cpu-bound
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ChillerDragon 2019-04-30 21:48:01Z
what ever that means xd
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it means its gpu bound
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[quakenet] Assa BOT 2019-04-30 21:48:10Z
my client isn't cpu bound
21:48
*gpu
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it means that the client wouldn't benefit from faster cpu speeds
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ChillerDragon 2019-04-30 21:48:41Z
so gpu is the bottleneck not cpu?
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neither is. the "wait for next tick" is the "bottleneck"
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[quakenet] Assa BOT 2019-04-30 21:48:58Z
i think the bottleneck is the update rate
21:49
^this
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ChillerDragon 2019-04-30 21:49:22Z
good to know
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[quakenet] Assa BOT 2019-04-30 21:49:23Z
Teeworlds only has 50Hz updates
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well for server is 50 ticks per seconds ye
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ChillerDragon 2019-04-30 21:49:40Z
so i can buy hardare with low clock speed but more cores without lossing tw performance
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[quakenet] Assa BOT 2019-04-30 21:49:43Z
Feel free to set this to 128 for your server. This may make sense if you host a race server
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[quakenet] heinrich5991 BOT 2019-04-30 21:49:59Z
that won't fly with the client
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[quakenet] Assa BOT 2019-04-30 21:50:14Z
do they have to be in sync?
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ye I dont think you can just change the tick speed with no problem
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[quakenet] Dune BOT 2019-04-30 21:50:47Z
ooh, the bridge is grouping messages per user now, neat, heinrich5991
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[quakenet] heinrich5991 BOT 2019-04-30 21:51:04Z
:) just found this option in the bridge config
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ChillerDragon 2019-04-30 21:51:11Z
lookse more discordish now
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[quakenet] Assa BOT 2019-04-30 21:51:17Z
I can change the update rate fairly easily, i wonder if the client would work
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[quakenet] heinrich5991 BOT 2019-04-30 21:51:34Z
try it. probably not. also, the 50 for the update rate is hardcoded in some places as well
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[quakenet] Assa BOT 2019-04-30 21:51:49Z
hardcoded? lol
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ChillerDragon 2019-04-30 21:52:02Z
but servers defnetly run into cpu bottlenecks on attacks
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just run the attacks on another thread kappa
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ChillerDragon 2019-04-30 21:52:29Z
i realized that one of my server cores was at 100% and others were idle but my tw server was taken down by ddos
21:52
even tho my vps had more power
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I feel like the solution to that isn't "buy more threads" but "fix the code"
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ChillerDragon 2019-04-30 21:53:23Z
fix the code = use more threads?
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[quakenet] heinrich5991 BOT 2019-04-30 21:53:23Z
Assa: yes? that's bound to happen if you don't test other update rates
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[quakenet] Assa BOT 2019-04-30 21:53:25Z
The Solution to DDos is "call your provider"
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[quakenet] heinrich5991 BOT 2019-04-30 21:53:49Z
DDoS is thrown around a bitl iberally here. there's also application level DoS for teeworlds servers
21:54
I don't know if teeworlds got the patch of ddnet yet that you don't try to decompress packets from non-connected IPs
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[quakenet] minus BOT 2019-04-30 21:54:17Z
the solution to DDoS is to delete Teeworlds
21:55
Btw where is the "wait for next tick" on the client? if any
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[quakenet] minus BOT 2019-04-30 21:55:16Z
add Alt to that and we're onthe right way
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ChillerDragon 2019-04-30 21:55:25Z
lol minus
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only thing close to it I know of is the thread_sleep(g_Config.m_ClCpuThrottle);
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[quakenet] heinrich5991 BOT 2019-04-30 21:55:40Z
Fudgy: that only happens if you have vsync on
21:55
then it's SwapBuffers() or so
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ah that too ok
21:56
related to my prev question : if I want to load, lets say demos, in the background, its fine if I do it bit by bit somewhere instead of using threads?
21:56
I need to do it for something I'm working on
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[quakenet] minus BOT 2019-04-30 21:57:37Z
in general, threads are the problem, not the solution
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haha probably
21:58
I couldnt debug them anyway
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[quakenet] heinrich5991 BOT 2019-04-30 21:59:28Z
as long as you use message passing for synchronization, they're fine
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I dont want to use them so if thats fine, I'll do my own way
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[quakenet] Assa BOT 2019-04-30 22:01:08Z
I tested it: The server runs on 128 Hz and the client on 50
22:01
it is working, but very very badly
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[quakenet] heinrich5991 BOT 2019-04-30 22:01:40Z
it probably 'works' because tw has some error recovery
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[quakenet] Assa BOT 2019-04-30 22:02:53Z
The client on 128 isn't working at all
22:03
even on the 128 Hz server
22:03
no, the other way round it works flawlessly, 128 herz client is doing its job
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[quakenet] heinrich5991 BOT 2019-04-30 22:05:55Z
grep for 50 in the source code
22:05
you find too many instances:
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[quakenet] Assa BOT 2019-04-30 22:06:14Z
emotes are in slomo xD
22:07
src/game/gamecore.h TicksPerSecond=50.0f wtf
22:08
src/engine/client/client.cpp "Timeleft = -50"
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[quakenet] heinrich5991 BOT 2019-04-30 22:09:35Z
src/engine/client/client.cpp: int64 TickStart = (pCur->m_Tick)*time_freq()/50;
22:09
src/engine/client/client.cpp: int64 CurtickStart = (m_aSnapshots[SNAP_CURRENT]->m_Tick)*time_freq()/50;
22:09
src/engine/client/client.cpp: int64 PrevtickStart = (m_aSnapshots[SNAP_PREV]->m_Tick)*time_freq()/50;
22:09
src/engine/client/client.cpp: int PrevPredTick = (int)(PredNow*50/time_freq());
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[quakenet] Assa BOT 2019-04-30 22:09:50Z
Da bin ich auch gerade
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[quakenet] heinrich5991 BOT 2019-04-30 22:11:06Z
suddenly german
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[quakenet] Assa BOT 2019-04-30 22:11:23Z
oh no, iam sorry
22:11
That sometimes happens when I switch between talking, programming and reading too much
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[quakenet] heinrich5991 BOT 2019-04-30 22:14:48Z
ты гавариш по русски?
22:14
or something like that
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[quakenet] Assa BOT 2019-04-30 22:18:35Z
wouldn't i have an advantage if I build my own client with 512 Hz?
22:18
since my updates would reacht the server quicker
22:20
i predict the real bottleneck is the netspeed
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[quakenet] heinrich5991 BOT 2019-04-30 22:20:28Z
the server only applies your input once a tick
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you cant defeat ping anyway
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[quakenet] Assa BOT 2019-04-30 22:33:24Z
i never seen anyone with a better ping then mine
22:33
*when i lived at my parents
22:33
German Internet is just bullshit
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[quakenet] Dune BOT 2019-04-30 22:34:07Z
: Tue Ap
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where did you live?
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[quakenet] Dune BOT 2019-04-30 22:34:22Z
maybe your parents secretely hosted a lot of teeworlds servers
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[quakenet] Assa BOT 2019-04-30 22:34:56Z
Border to Netherlands, near Colone, we had 100K glasfaser up and down from holland, so we literally had a straight line to Frankfurth, so ping of 6
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I have 3 ping with OVH Canada servers ^^
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ChillerDragon 2019-04-30 22:49:12Z
i have a ping of 8 on local server xd
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ChillerDragon 2019-04-30 22:52:11Z
0.6 i dont play 0.7 yet o.O missing to much stuff i need
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then add what you need
23:32
main reason I contribute to 0.7 is to fix stuff I dont like and add stuff I want
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