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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 2019-10-15 00:00:00Z and 2019-10-16 00:00:00Z
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ChillerDragon 2019-10-15 09:43:31Z
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.
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[quakenet] day BOT 2019-10-15 11:59:20Z
you mean the time that pops up for each capture? or a permanent leaderboard?
12:00
the latter is pointless because ctf isnt a racemap
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he means the first part. he wants to parse the logs(econ) in order to create statistics.
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[quakenet] rand BOT 2019-10-15 14:52:45Z
just maintain flag states
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ChillerDragon 2019-10-15 14:55:38Z
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 :/
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[quakenet] rand BOT 2019-10-15 15:32:36Z
oh, right
15:33
then, adding a field in this message could be good, like the number of millisecond, or second with 2 decimals
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ChillerDragon 2019-10-15 15:43:53Z
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
15:44
15:44
oh well xd
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[quakenet] rand BOT 2019-10-15 15:51:30Z
tickspeed is the number of tick in 1 second iirc
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ChillerDragon 2019-10-15 15:54:01Z
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
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[quakenet] rand BOT 2019-10-15 15:59:34Z
did use parentheses in your code ?
16:00
(in your message, only the grab tick is divided by the speed)
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ChillerDragon 2019-10-15 16:00:26Z
i used the code i sent and also tried variations with parentesis castings and so on
16:00
yea that does not really make send to only devide the grab tick
16:00
thats not a time diff as far as i understand
16:02
But how i understand it the server just sends the grab tick here https://github.com/teeworlds/teeworlds/blob/master/src/game/server/gamemodes/ctf.cpp#L191 and then the client just divides the grab tick by the gametick and then uses this as the time? I miss a subtraction of the current tick. https://github.com/teeworlds/teeworlds/blob/master/src/game/client/gameclient.cpp#L655
A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
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[quakenet] rand BOT 2019-10-15 16:03:23Z
[teeworlds] <ChillerDragon> where aPara[2] is Server()->Tick()-F->GetGrabTick()
16:03
I see a substraction here
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ChillerDragon 2019-10-15 16:03:48Z
where is the sub?
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[quakenet] rand BOT 2019-10-15 16:04:07Z
the - before the F
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ChillerDragon 2019-10-15 16:04:40Z
omg im blind haha
16:04
i read it as one llong pointer. Thanks!
16:05
can we put spaces between vars pls :/
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[quakenet] rand BOT 2019-10-15 16:05:28Z
that would be a huge PR x)
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ChillerDragon 2019-10-15 16:07:11Z
im sure im not the only blind person who mixes up subtraction with pointers more easily without spaces
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[quakenet] rand BOT 2019-10-15 16:08:07Z
the editor may color the - differently
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ChillerDragon 2019-10-15 16:08:24Z
well my editor sucks i guess
16:08
Dune: then lets add a hard spacing rule :p
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[quakenet] rand BOT 2019-10-15 16:08:48Z
but one can argue that it is better with spaces anyway
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ChillerDragon 2019-10-15 16:08:59Z
more chacracters tho xd
16:09
longer lines
16:09
so ill use spaces in my pr 🙂
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[quakenet] rand BOT 2019-10-15 16:09:49Z
just describe a format for clang-format and use it to ensures formating as pre-commit hook
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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
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ChillerDragon 2019-10-15 16:12:13Z
Hmm should i also show no time at all in the logs when it was over 60 secs?
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[quakenet] rand BOT 2019-10-15 16:12:37Z
print it anyway
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ChillerDragon 2019-10-15 16:12:48Z
print it clamped to 60?
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no issue -> no accepted pr, beware
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[quakenet] rand BOT 2019-10-15 16:12:53Z
my preference at least
16:13
nah
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ChillerDragon 2019-10-15 16:13:12Z
because the chat messages show no time when its longer than 60
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[quakenet] rand BOT 2019-10-15 16:13:23Z
i should be able to give an example
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ChillerDragon 2019-10-15 16:13:23Z
ok i would enjoy times over 60 in logs as well 🙂
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[quakenet] rand BOT 2019-10-15 16:13:45Z
from chiller's PRs and mine
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@jxsl13 no, simply if what you code for is a controversial feature/change, you might prefer to discuss it in an issue first :)
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ChillerDragon 2019-10-15 16:14:14Z
any opinion on the 60 sec limit @Dune ?
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we will see :D
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ChillerDragon 2019-10-15 16:14:42Z
i guess its not displayed to clients to avoid weird messages like "flag was captured in 1923.23 seconds"
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be consistent
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[quakenet] rand BOT 2019-10-15 16:14:53Z
clamp it to 86400s :p
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agree with rand
16:15
clamp it to INT_MAX :p
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ChillerDragon 2019-10-15 16:15:10Z
but to be fully consistent with i would fully remove the time= in logs if its over 60
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consistent with what?
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[quakenet] rand BOT 2019-10-15 16:15:18Z
should be reasonable
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ChillerDragon 2019-10-15 16:15:22Z
with the chat
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clamp to one day makes sense
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oh, chat doesn't print those? didn't know :)
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ChillerDragon 2019-10-15 16:15:38Z
16:15
yea sadly :/
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eh well it makes sense from the chat perspective
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ChillerDragon 2019-10-15 16:15:57Z
thats why a million tees in my db have a cap time of exactly 60 secs xd
16:16
yea
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[quakenet] rand BOT 2019-10-15 16:16:04Z
you dont need to be exactly consistant with chat
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but in logs you don't want to be so human-readable, better not split in two cases
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ChillerDragon 2019-10-15 16:16:15Z
perfect
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be friendly with stuff that parses the log
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[quakenet] rand BOT 2019-10-15 16:16:19Z
see join/leave, pickups etc
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ChillerDragon 2019-10-15 16:16:41Z
flag_capture player='0:foo' team=0 time=123143.23
16:16
lgtm
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[quakenet] rand BOT 2019-10-15 16:16:50Z
yes
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one day :0
16:17
bigger
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ChillerDragon 2019-10-15 16:17:42Z
dont rush the the capper at least he did it 😄
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[quakenet] rand BOT 2019-10-15 16:17:47Z
wonder if millisecond is better or worse
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ChillerDragon 2019-10-15 16:18:04Z
nah id stay consitent with chat on that rand
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is every flag loss case being documented in the log?
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ChillerDragon 2019-10-15 16:18:24Z
pretty sure
16:18
or my 0.6 server would have probably crashed
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my point of view is that having as little case scenarios for log parsing is more important than consistency with chat
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ChillerDragon 2019-10-15 16:20:23Z
agree
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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
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ChillerDragon 2019-10-15 16:20:35Z
they respawn to the base
16:20
pretty fast
16:20
flag_return if im not mistaken
16:21
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[quakenet] rand BOT 2019-10-15 16:22:17Z
15s ?
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ChillerDragon 2019-10-15 16:22:52Z
more like 30 i think
16:22
if(Server()->Tick() > m_DropTick + Server()->TickSpeed()*30)
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[quakenet] rand BOT 2019-10-15 16:23:11Z
nice guess
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ChillerDragon 2019-10-15 16:24:17Z
did any1 ever tested if the timers still work exactly the same since they were moved to client?
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[quakenet] rand BOT 2019-10-15 16:24:38Z
which timers ?
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ChillerDragon 2019-10-15 16:24:43Z
for flags
16:24
if you do exactly the same run in 0.6 and 0.7 will it be the same time?
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[quakenet] rand BOT 2019-10-15 16:25:08Z
about capture ?
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ChillerDragon 2019-10-15 16:25:11Z
y
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[quakenet] rand BOT 2019-10-15 16:25:26Z
the calculus is the same
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ChillerDragon 2019-10-15 16:26:10Z
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
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[quakenet] rand BOT 2019-10-15 16:28:12Z
the part you show that the calculus uses the exact same values
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ChillerDragon 2019-10-15 16:30:31Z
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
16:30
rip irc
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[quakenet] rand BOT 2019-10-15 16:32:20Z
the only thing the client does is dividing the value sent by the server by SPEEDTICK
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ChillerDragon 2019-10-15 16:32:43Z
well nvm i cant explain what i mean but it probably is not having any effect anyways 🙂
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[quakenet] rand BOT 2019-10-15 16:32:46Z
it does not care of its tick
16:33
and only the server knows/decides who captures and when
16:33
so it controls the truth
16:33
the server is everything
16:33
praise the server
16:33
...
16:35
ChillerDragon, if I do : a = time.now(); b = time.now(); stuff(); diff = b-a, whatever the duration of stuff(), diff will hold the same value
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ChillerDragon 2019-10-15 16:37:18Z
ah ye thats true xd
16:37
move stuff() between a and b
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travis ci rip
16:46
github actions > rest
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[quakenet] rand BOT 2019-10-15 16:47:47Z
ChillerDragon: and this case does not happens for capture timer, since the server send the diff :)
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ChillerDragon 2019-10-15 16:52:25Z
this is getting weird.. sorry for everyone who gets spammed with this useless conversation but rand seems interested xd https://github.com/teeworlds/teeworlds/commit/6c530b2926b256342ffa63e03a3e399722410d0d#diff-084568a27829d83965cba5518d9178abL193
16:53
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
16:57
(sorry)
17:00
oh travis seems to be broken?
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[quakenet] rand BOT 2019-10-15 17:15:28Z
ChillerDragon: Server()->Tick() is a integer constant between two tick
17:16
so, it does not matter, it is not changed before the every thing is resolved (like tee/projectile movements, pickups etc)
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ChillerDragon 2019-10-15 17:18:39Z
oh true
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[quakenet] rand BOT 2019-10-15 17:18:55Z
btw, prefer int as the type of "diff" (since it holds an integer) (imo)
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ChillerDragon 2019-10-15 17:19:02Z
oh good catch 🙂 but now u understood my concerns right?
17:19
yea that the tick doesnt change during one tick makes sense xxxd i could have thought about that
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[quakenet] Learath2 BOT 2019-10-15 17:32:07Z
why do we now have NETMSG_RCON_AUTH_ON and _OFF instead of just _STATUS?
17:35
oh, ofc you also removed the name from NETMSG_RCON_AUTH, not like anyone was using it...
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ChillerDragon 2019-10-15 17:44:04Z
rude Learath2
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[quakenet] Learath2 BOT 2019-10-15 17:45:09Z
oh cmon, I've stated my displeasure in quite a benign way, it's not rude at all
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ChillerDragon 2019-10-15 17:46:33Z
i feel like heinrich xd but you sound lill agressive. Not very motivating to help you. (im just tryiin to spread some love here)
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[quakenet] Dune BOT 2019-10-15 17:52:14Z
Learath2: git blame says last modif is oy 2012-07-21 20:00:01
17:52
try git show 9ae4479dad48d09b38dfd142d9a40fc14a3dd335
17:52
looks like a very old cleanup
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[quakenet] Learath2 BOT 2019-10-15 17:54:18Z
Just wanted to ask whether there was a reason for the extra message
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[quakenet] Dune BOT 2019-10-15 17:56:20Z
yeah, my point is that it's unlikely you find an answer 7 years later from anyone but Oy :/
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ChillerDragon 2019-10-15 17:59:45Z
17:59
wtf ci hates me today
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[quakenet] Learath2 BOT 2019-10-15 18:08:34Z
oh just noticed oy merged my list maps thing
18:08
after 6 years :D
18:09
\o/
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nice one (Y) keep up the great work.
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[quakenet] Dune BOT 2019-10-15 18:13:40Z
there was an effort to adapt PRs and merge what was desirable to clear the backlog after 0.7.2. see also https://github.com/teeworlds/teeworlds/pull/1989
Implements @SushiTee&#39;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...
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wait, what.. oy used a c++ stl function?
18:37
aren't those stl functions like the nemesis of the teeworlds code base?
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[quakenet] minus BOT 2019-10-15 18:38:19Z
:D
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quickly looks into the code base tonsee, if it's thill there
18:39
still
18:41
A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
18:42
std everywhere :0000
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[quakenet] Dune BOT 2019-10-15 18:42:46Z
My personal opinion is that STL is a shithole of overly abstract tools and poorly optimized stuff
18:42
But sometimes it does the job
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"poorly optimized" :D
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[quakenet] Dune BOT 2019-10-15 18:43:45Z
Some people get wet over using the maximum level of abstractions, template and c++17 stuff, definitely not me
18:43
Modern =/= good
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[quakenet] Learath2 BOT 2019-10-15 18:44:37Z
Some of the STL is quite decent to use
18:44
e.g. sorts look nice with lambdas
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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.
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[quakenet] Dune BOT 2019-10-15 18:46:15Z
Learath2: problems with lamdas to me is that the syntax is dreadfully unreadable in c++. Would be nice in a proper functional language
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one could use auto selfexplainingvariablename = lambda; and then put the labda comparator into those sorts.
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[quakenet] Learath2 BOT 2019-10-15 18:47:37Z
Huh, syntax is definitely subjective, but I find [](){]
18:47
[](){} fits quite well to C++
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instead of having infinitly long nested lambda expressions.
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[quakenet] Dune BOT 2019-10-15 18:48:07Z
I don't know, def subjective
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to make it more readable
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[quakenet] Dune BOT 2019-10-15 18:48:26Z
When I read Haskell or caml lambdas i know what it does, not c++
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"why don't we rewrite teeworlds in my favorite language™"
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python?
18:53
agreed
18:53
xD
18:54
hm, rust?
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Heinrich did that already
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nah, just a poc server
18:57
gotta port that to 0.7 someday
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[freenode] ChillerDragon BOT 2019-10-15 18:59:35Z
please port fstd's wireshark dissector to 0.7 first :/
18:59
fstd: yo here? send help xd
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[quakenet] fstd BOT 2019-10-15 19:00:12Z
i think before porting it to 0.7 you'd have to port it to 0.6 ;)
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urgh, freenode
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[quakenet] fstd BOT 2019-10-15 19:00:20Z
and wireshark itself changed a ton too
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[freenode] ChillerDragon BOT 2019-10-15 19:00:21Z
0.6 works fine
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[quakenet] fstd BOT 2019-10-15 19:00:27Z
oh really
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[freenode] ChillerDragon BOT 2019-10-15 19:00:29Z
i ported it to newest wireshark base
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[quakenet] fstd BOT 2019-10-15 19:00:31Z
i must ahve forgotten
19:00
great
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[freenode] ChillerDragon BOT 2019-10-15 19:00:38Z
compiled and works ok enough
19:00
i messed ur code up a bit tho xd
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[quakenet] fstd BOT 2019-10-15 19:00:52Z
heh
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[freenode] ChillerDragon BOT 2019-10-15 19:01:22Z
i have no clue how wireshark works :/ in 0.7 it crashes
19:01
any chance youll work on a 0.7 version? <3
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[quakenet] fstd BOT 2019-10-15 19:02:04Z
today is literally my last day off, so i'm not sure i find the time
19:02
but if so i'll have a look
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[freenode] ChillerDragon BOT 2019-10-15 19:02:33Z
well in case my crap helps here it is... https://github.com/ChillerDragon/wireshark
wireshark dissector for the teeworlds protocol. Contribute to ChillerDragon/wireshark development by creating an account on GitHub.
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[quakenet] fstd BOT 2019-10-15 19:02:44Z
aight
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what are you using that dissector for?
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[quakenet] fstd BOT 2019-10-15 19:02:53Z
is this why you hi'ed me the other day in PM?
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[freenode] ChillerDragon BOT 2019-10-15 19:03:42Z
depends on when im usually lost using your old awesome projects might be pstd related as well
19:03
my quakenet is broken so i can't pm you :c
19:03
join freenode hehe
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is it intentional, that skins cannot be completely black, just some kinda light grey or is that a bug?
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[freenode] fstd BOT 2019-10-15 19:05:53Z
sup
19:06
bbl playing some dead by daylight tho
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@jxsl13 intentional
19:07
we had black tees running around in 0.5, that looked unaesthetical
19:07
xD
19:07
thin ice
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[freenode] ChillerDragon BOT 2019-10-15 19:08:13Z
xd
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is it client side or server side?
19:08
or bith=
19:08
both?
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both
19:08
in 0.5 it was only clientside
19:08
^^
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[freenode] ChillerDragon BOT 2019-10-15 19:09:03Z
i remember a yt video for black skin tut in 0.5 o.O
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should be server side only :'/
19:09
so ppl can decide themselves if they want black tees
19:09
in their mods*
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[freenode] ChillerDragon BOT 2019-10-15 19:09:41Z
haha true server dev
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gib modifications power pls!
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yes
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[freenode] ChillerDragon BOT 2019-10-15 19:10:01Z
agree tho. Put as much as possible in server.
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hm
19:10
I think the check might only be in the client for setting your own skin color
19:10
not sure, try it out
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is the hue to rgb calculation altered or i the range of the hue values altered Oo
19:11
is
19:11
so might it be possible to manipulate the settings files to bypass the checks in the color picker
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[quakenet] Learath2 BOT 2019-10-15 19:11:47Z
DDraceNetwork, a cooperative racing mod of Teeworlds - ddnet/ddnet
19:12
All vanilla teeworlds colors go through ColorHSLA::Lighten
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ok, so a calculation, no real check
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[freenode] ChillerDragon BOT 2019-10-15 19:12:58Z
haha Learath2 the color pro
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hm, negative hue xD?
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[quakenet] Learath2 BOT 2019-10-15 19:13:28Z
I don't think in vanilla it's possible to bypass
19:13
As vanilla doesn't even know how to read non altered colors :P
19:13
Whatever it reads, it clamps the L
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rip :'/
19:13
gib server the powers!
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[freenode] ChillerDragon BOT 2019-10-15 19:14:03Z
gib xd
19:14
beerlang detected
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well, the vanilla code looks more cryptic in that regard :c
19:17
float v2 = HSL.l < 0.5f ? HSL.l * (1.0f + HSL.s) : (HSL.l+HSL.s) - (HSL.s*HSL.l);
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[quakenet] Learath2 BOT 2019-10-15 19:18:08Z
jxsl13 took me a couple days to clean all of that up
19:18
and keep the old colors the same, it'd be easier to break but all the players would behead me
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so basically that 0.5 check seems only to exust in hsl to rgb
19:19
and looking for that function name only results in me getting a menu source file to show that it's being used there
19:20
damn, skins
19:20
skins.cpp as well ..
19:22
DARKEST_COLOR_LGT=61,
19:22
make this 0 xD
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Then people will set black color client side and think it works
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this whole color stuff seems to be completely handled by the clients
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Server too
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so for oneself one could set this to 0
19:25
where does the server check and apply those lightening operations :o?
19:25
the server seems only to pass the color to the clients and the clients force the lighening stuff on the received colors?
19:25
src/game/client/components/menus_settings.cpp
19:26
src/game/client/components/skins.h
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hm, I don't see any server side checks..
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@Dune you online?
19:43
@heinrich5991 online?
19:43
forum pls
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ChillerDragon 2019-10-15 19:43:54Z
Heinrich busy 0.0
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ChillerDragon 2019-10-15 19:44:55Z
Ddnet Client release struggle
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fixed forum
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ddnet still alive Oo
19:49
ty for killing off the tw forum activity :'/
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[quakenet] minus BOT 2019-10-15 19:52:18Z
<jxsl13> holy moly look at this.. my eyes xD https://github.com/teeworlds/teeworlds/blob/master/src/base/tl/algorithm.h ← huh, concepts in 2009
A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
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the file is that old?
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@jxsl13 the lighten happens clientside
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huh, that's blasphemy
20:06
@ minus
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[quakenet] minus BOT 2019-10-15 20:07:00Z
did a blame, says 11 years ago
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cpp consortium noobs
20:07
xD
20:08
must have not looked properly, but including the whole algo header for one sort algorithm Oo
20:08
were the pros and cons weighted against each other there
20:10
hm, the range.h looks interesting
20:10
cool stuff
20:11
compile time checks
20:13
I wonder if those checks are being optimized away, as the code is being never entered
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It's called dymamically dead code
20:17
Compilers are not that bad
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I heard compilers are rather amazing at optimizing code
20:18
it's not like imma disassemble the binaries to check what's gotten optimized away ._.
20:19
was just wondering and you hd the answer
20:19
had
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[quakenet] Learath2 BOT 2019-10-15 21:14:17Z
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
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yeah, client lightens ip in receiving and on sending
21:21
it
21:21
up
21:21
why not make this server handled 😢
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what benefits would that bring?
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the server regulating coloration?
22:08
would be a small benefit, maybe not worth the effort
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[quakenet] rand BOT 2019-10-15 22:28:42Z
ChillerDragon, I lost myself with wireshark and dissector in lua -> https://0x0.st/zxtD.lua
Exported 312 message(s)