Can we shot the flag cap time in the logs again? In 0.6 it was possible to look at the logs and see who capped the flag in what time through the chat message. But now only flag_capture player='0:ChillerDragon' team=0 is left :/
09:44
So the only way of getting stats about fastest tees is building a own tracking system that keep state of grab and capture.
0.6 used to display the server messages as chat messages so it was possible in the logs to see how fast a flag capture was if it was faster than 1 minute. Was a nice feature to then build own ladderboards and statics. Because ctf maps are actually fastcap maps and people like to speedrun them.
14:56
rand: what do you mean by maintaining state? I tried to calculate the flag time based on the diff between the timestamp of grab and cap but timestamps accuracy only goes down to seconds :/
yea that would be great. I think seconds with 2 decimals like in the chat message would be consitent. Im currently working on a pr but im too stoopid xd any1 knows how to get the game tick speed on the server side? because Server()->TickSpeed() seems to be something different
The thing is the client does this:
float Time = aParaI[2] / (float)Client()->GameTickSpeed();
where aPara[2] is Server()->Tick()-F->GetGrabTick()
But on the serverside this does give me times 10 times to big:
float Time = Server()->Tick()-F->GetGrabTick() / (float)Server()->TickSpeed();
15:54
yea rand thats what i thought but following the functions both boil down to SERVER_TICK_SPEED which is fix to 50
I agree but @ChillerDragon imo don't make a huge diff on teeworlds just for the sake of changing nomenclature, it breaks forks that want to update etc. I've seen much worse nomenclatures, gotta adapt
do flags despawn after some time if they are not being found or would they stay forever in a different place if the flag carrier has been killed and nobody gets the flag
yea i guess. But maybe it is calculated after/before some other calculations and thus ofsetted. Probably too few difference to be seen in the last two decimals
16:26
i was just wondering if any1 ever tested it. I like testing instead of using brain haha
yea but i mean if it position in code changes where the time calc happens it doesnt matter if it is the same.
a = time.now()
b = time.now()
foo() // diff will change when u call bar here instead
diff = b - a
but the diff used to be in a float init now it is in the 3rd parameter of a function call so it is in a different position in code so i was thinking if this could affect the diff being different but the offset is so little it most likley has no effect at all
16:54
diff = a -b
foo(x, y, a - b) // different than foo(x, y, diff)
16:55
but lets end this useless conversation now xd i am 99% sure that the change has no effect at all on the time.
16:57
i just tested it and all worked fine. It probably doesnt even make a difference at the 100st decimal
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 (wi...
my problem with the tw code base is, that it should slowly transition to using some tested ages old (not modern) containers like vector and not implement containers everywhere yourself.
jxsl3 the server sends the color data as it receives it from the client, however when rendering the color is converted to rgb, during which it gets lit up
21:14
heinrich5991 broke the ddnet client and went into hiding :P