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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 2019-12-25 00:00:00Z and 2019-12-26 00:00:00Z
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[quakenet] Sajadi BOT 2019-12-25 00:09:57Z
Merry Christmas from Austria :)
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[quakenet] Dune BOT 2019-12-25 10:10:45Z
Merry christmas:)
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@whoever is working on the ddrace client, I'd like to suggest that it should not be made posisble to create a zoom client with commenting out 5 lines of code and that client having also the possibility to conceal its mouse position to a maximum of like 400, while being zoomed out(while in full static)
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any particular suggestions on how to achieve that?
21:12
you can probably zoom out in vanilla client by changing one line or so
21:12
(statically)
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I mean you had your camera ad the zoom in zoom out buttons with a rathe rnice abstraction, that did some if player in spec check
21:12
and*
21:13
I guess all someone had to do was remove that check
21:13
my problem would be mainly the part, where mouse position doesn't scale with the zooming
21:13
making ddnet based zoom clients hard to detect
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ok, I just built a zoom client with that properties (static zoom) from vanilla by changing one line of code
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remove dyn cam from base game
21:16
😄
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didn't touch dyn cam
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from vanilla 😮
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yes. I didn't touch dyncam while coding the zoom
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yeah can't really blame custom clients for that
21:17
it's already scriptkiddie-level of easy in vanilla teeeworlds
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well, many clients were based on ddnet and the 0.6 vanilla based ones that used zoom seemed to send the scaled up mouse position
21:18
and as a LOT of clients are based on ddnet
21:18
might make sense to make it somewhat harder to achieve that
21:18
but I sadly dunno how
21:19
othe rthan what I said
21:24
but as ddnet never really cared about botting and other cheats on their servers and never had to deal with them, I guess my suggestion is obsolete
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ddnet has to deal with bots as well
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but not with zoomers
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yes
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and I guess the only bots ddnet cared about were the ones that allowed you to finish faster?
21:27
not the real aimbots?
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aimbots also allow you to do this. I don't know if people have been banned for this though
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[quakenet] rand BOT 2019-12-25 21:28:53Z
m_Zoom = 1.5f; // Done ?
21:29
teeworlds code base is great
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interestingly, no
21:29
I did it somewhere else
21:30
note that we've now achieved the opposite of what we wanted(?) we posted the line that you need to change (if it works, dunno)
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[quakenet] rand BOT 2019-12-25 21:31:08Z
I didn't try with dyncam though… but it becomes pointless
21:32
it could be prevented with network clip, but I'm afraid this is a feature so that entities appear smoothly on the border of the screen
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yeah, the clipping is there in order to compensate pings
21:33
might b eposisble to send clipping based on previous mouse position
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[quakenet] rand BOT 2019-12-25 21:33:39Z
how ?
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it could be largely improved with less wide dyncam though
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cor direction the mouse points at
21:33
or*
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[quakenet] rand BOT 2019-12-25 21:34:02Z
(about pings)
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the problem rn is that you need to clip as if the player was spinning with a full-distance dyncam
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like having a funnel based on your mouse direction, you point at
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that's terrible when the player quickly moves the camera
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normally nobody would spin at full distance and or at leats not with a high mouse sense
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I do flip between right and left when I see no one
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yeah I think plenty of people would be bothered
21:35
just nerf the distance of the dyncam
21:35
and you mitigate the problem by a lot
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or don't let cheaters dictate gameplay decisions IMO
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like having a funnel to the direction pointed at and a smaller(shortened) finnel to the opposite direction
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normally I'd agree, heinrich, but I think it's a win-win with gameplay there
21:36
and it's about the only cheat vector that is undetectable
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it's about as detectable as a well-coded aimbot, I'd guess
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well, time to marked, I'd call it is way shorter with this exploit compared to a well coded bot
21:37
market*
21:37
one line as you said
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doesn't matter too much imo
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well, guess players will have to live with dyn cam being clipped server side in the future
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that's really bad for the user experience
21:38
I don't see any other way, tho
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imo +20% static -20% dynamic or nothing, don't hurt UX to fight cheaters
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basic static cam zoomed out, you mean by 20%?
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[quakenet] rand BOT 2019-12-25 21:40:23Z
just let the client send the drift (when using dyn cam) and don't do anything specific on server
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yes jxsl13
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[quakenet] rand BOT 2019-12-25 21:40:45Z
modder will be able to take account dyn cam to prevent cheating on their gameplay
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by making it look bad if you move too quickly?
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[quakenet] rand BOT 2019-12-25 21:41:16Z
and then it might be add to vanilla with a new config variable :3
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or not see enemies because you flick too fast
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well, rand, I guess zoom seems to be a big advantage on vanilla as well, not only on modded server Oo.
21:46
e.g. for laser users, grenade as well
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[quakenet] rand BOT 2019-12-25 21:50:26Z
it does, but I don't fill that there are that much cheater…
21:50
maybe because of the quantity of players
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well, you are on 0.7
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[quakenet] rand BOT 2019-12-25 21:51:25Z
less players, less cheaters
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[quakenet] rand BOT 2019-12-25 21:51:29Z
ofc
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0.7 is damn young in tw time
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ChillerDragon 2019-12-25 22:58:10Z
I think newer ddnet clients are sending their zoom level @jxsl13 or at least that was planned
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[quakenet] deen BOT 2019-12-25 23:45:42Z
planned, but I didn't get around to it
Exported 86 message(s)