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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 2019-08-15 00:00:00Z and 2019-08-16 00:00:00Z
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@jxsl13 look at my issue
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Where does the server send the hook sound whenever we attach to a player, a solid block or hook an unhookable tile?
06:03
In 0.6 I remember we used the coreevent_hook_x and send the sounds from CCharacter
06:04
Dont tell me this is not serverside anymore...
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You can look at events in network.h
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@heinrich5991 it's called continous deployment (as far as I know), and yes your current services can do this but as far as i know you have to pay for it
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no
14:20
you can produce binary artifacts
14:20
and upload them somewhere
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@fokkonaut @Dune does the server send the sound or is it produced on client side?
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The hook sounds are clientside, sadly
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@heinrich5991 do you mean by hand or by service?
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I thought the hook sounds for the local player were client side and all others were server side
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since I can't compile for mac it would be a nice feature for teeworlds so i can produce and release mac binaries
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yes, you can do this with our existing CI services
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do you have an example for teeworlds? Or do i have to write it myself? I think the teeworlds .yml files for CircleCI aren't very intuitive
14:24
very/any
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I haven't written them, but to me it looks like a sequence of commands being executed
14:27
I think circleci had a way of marking artifacts to be uploaded, I think you can check the ddnet config for this
14:34
hm. I'm being too negative
14:34
try out github actions, and if it works, feel free to PR it 🙂
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yeah I already registered for the beta
14:44
but I am still on the waiting list ._.
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Why does teeworlds not have an antiping btw? I see a lot of players complaining about it
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Like most features: because no one wrote one, probably
15:54
I tried to look for 0.6 antiping code and didn't find anything clear
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@heinrich5991 could help there because ddrace has at least 2
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[quakenet] Oy BOT 2019-08-15 16:31:17Z
think there was a discussion about it long time ago. it couldn't be done properly, so it wasn't persued
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[quakenet] Dune BOT 2019-08-15 16:54:09Z
@Assa I looked at the ddrace one and it looks like it uses some server-sided stuff too?
16:54
It seems there is a client-sided part but I found it kinda hard to isolate and understand
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i am reading some literature for this and it WILL introduce snapping
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Is it still possible to make the Damage Indicator go into a specific direction or will they always fall down, and if too many go in a circle?
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[quakenet] Dune BOT 2019-08-15 17:10:26Z
@fokkonaut : yeah you still send the angle afaik
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No, a vec2 Source
17:10
or wait
17:10
lol, you are right. One sec
17:10
:D
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[quakenet] Dune BOT 2019-08-15 17:11:06Z
yeah I wrote that
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Dune: doesnt work when sending angle, does the client do something different? Because I am sending it like I would for 0.6
17:19
It just keeps spinning around of too many stars are at the same positions
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[quakenet] Dune BOT 2019-08-15 17:20:03Z
ahh
17:20
you are right
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So we cannot do that anymore?!
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[quakenet] Dune BOT 2019-08-15 17:20:40Z
the computation of the angle is client-side now, so you can't :
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Are server messages a thing in 0.7?
17:52
in chat
17:53
sorry, of course :D
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[quakenet] Dune BOT 2019-08-15 17:53:19Z
the say command is still there
17:53
but flag captures are now a special message iirc
17:53
so it can be translated client-side
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@Dune is it easy to collect a frame/game state in teeworlds?
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client prediction will be harder for joysticks
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[quakenet] Dune BOT 2019-08-15 18:04:14Z
@Assa: no idea (and idk what you mean in particular)
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@Dune does the server send one chunk of data for all entities or multiple packages?
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[quakenet] Dune BOT 2019-08-15 18:11:28Z
not sure how the network part is done at all, never touched that
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the basics of prediction are simple
20:14
simulate for rrt
20:14
and interpolate positions (if they don't differ to much)
20:15
but that means, that the client needs some server code to look where the other players are if their inputs don't change
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you already have something lika a prediction
20:23
search for intratick in client->player.cpp
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[quakenet] Dune BOT 2019-08-15 20:25:07Z
@Assa try cl_predict 0 :)
20:31
why don't you do the same for projectiles?
20:31
the code is there but commented out:
20:31
//vec2 pos = mix(vec2(prev->x, prev->y), vec2(current->x, current->y), Client()->IntraGameTick());
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[quakenet] Dune BOT 2019-08-15 20:31:31Z
idk, try it
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nethash ...
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disable nethash :p
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heinrich made a nice commit
20:42
But oy thought of another way and keeping the hash
20:43
(which just makes not really sense)
20:43
Fixes #2121. This reduces churn for Teeworlds development as we regularly change the input files for the nethash generation, and those need to inspected for backward-compatibility anyway. See #2118...
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go along this
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[quakenet] Dune BOT 2019-08-15 20:43:55Z
and there is an explanation why it makes sense to keep it :)
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i have a talent for breaking the nethash
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yea right dune
20:44
Its not hard to break it
20:45
If I would have not removed the check the mod I work on would break it 1000 times
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[quakenet] Dune BOT 2019-08-15 20:46:17Z
yeah just remove it if you touch that part a lot
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Dune, what does this do?
20:47
A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
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[quakenet] Dune BOT 2019-08-15 20:48:45Z
I assume it is a method that is called on player info change :)
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Yea, but there is nothing
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i just activated the intra tick and drew the normal grenade, the prev grenade, and the predicted one
20:49
there is just a 1 px difference
20:49
so the intra tick has nothing to do with the latency
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[quakenet] Dune BOT 2019-08-15 20:50:53Z
yes, @fokkonaut, because this is an interface/abstract class
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Means
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[quakenet] Dune BOT 2019-08-15 20:52:05Z
I'm not a programming book, look it up
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I mean, its empty, cant we remove it? Where do we call it?
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Yea, butI didnt find the other declaration
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[quakenet] Dune BOT 2019-08-15 21:01:24Z
new gamemodes (e.g. mods) might want to make use of that
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i managed to do a very crappy grenade prediction
21:18
after shooting the grenade, the grenade is invisible for the latency time
21:19
then the grenade continues to fly through a wall (for latency time)
21:19
and then the grenade explodes on the surface
21:19
but i can do rocket jumps with it
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Who is SNSnoop?
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Dune: Is it normal that you cant select Free-View in pause or spectator on some servers (custom mods)?
21:35
Does the server do something wrong in those cases?
21:35
There is no Free-View button on the rshift menu
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[quakenet] Dune BOT 2019-08-15 21:36:00Z
Survival mode probably
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Is it not possible there?
21:36
I saw this happening on basically every custom mod
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[quakenet] Dune BOT 2019-08-15 21:36:47Z
when you're dead, your camera locks afaik
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Do we need to send Gameflag Dead?
21:36
Oh lol
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[quakenet] Dune BOT 2019-08-15 21:37:06Z
doesn't happen in race
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For me it dors
21:37
does*
21:37
There is no FreeView button
21:37
No matter whether i send the dead flag or not
21:38
What is required to do this
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