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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 2020-04-03 00:00:00Z and 2020-04-04 00:00:00Z
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[quakenet] wavi BOT 2020-04-03 08:00:56Z
Is the client id and player id two different things?
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[quakenet] Learath2 BOT 2020-04-03 08:12:24Z
wavi: nope
08:12
client id is the only id given to a client
08:12
I'm not aware of a player id being used anywhere
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[freenode] richrd BOT 2020-04-03 08:15:10Z
ok, if I connect as a player I see this "[server]: player has entered the game. ClientID=0" and "[game]: team_join player='0:wavi' team=0"
08:15
is the id 0 in 0:wavi the same id as clientid?
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ChillerDragon 2020-04-03 08:19:42Z
yes
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[freenode] richrd BOT 2020-04-03 08:26:00Z
Thanks!
08:26
so if player id isn't used for anything, what is it for?
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[quakenet] rand BOT 2020-04-03 10:54:10Z
what is player id ?
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[freenode] richrd BOT 2020-04-03 11:08:57Z
i dont know, does it even exist? :D
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There is no player id, that second message you sent prints the clientid
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[freenode] richrd BOT 2020-04-03 11:10:27Z
cheers 👍 this will make my code easier to follow..
11:10
I
11:11
*I've been using "cid" and "player_id" but I guess i'll just call it "client_id" everywhere for clarity
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cid and ClientID and id:nickname are the same.
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[freenode] richrd BOT 2020-04-03 11:12:20Z
great 👍
11:13
I'm working on a super simple nodejs econ lib that just parses and emits events. I'll then build a game state manager on top of that (keeping track of deaths, killstreaks, etc).
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Sounds fun 🙂
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[freenode] richrd BOT 2020-04-03 11:25:51Z
yeah, so far I already have it parsing (almost) all the events and emitting them so it should be trivial to listen to those events and maintain state
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[quakenet] wavi BOT 2020-04-03 11:33:09Z
named groups is really helpful to have with regex. I can do stuff like this and get the matched groups directly as an object with named properties /pickup player='(?<client_id>\d{1,2}):(?<player_name>.*)' item=(?<item_id>\d+)/
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[freenode] richrd BOT 2020-04-03 12:14:57Z
hmm, maybe I shouldn't chill here via two different networks 🤔
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Especially not with different nicknames :)
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[quakenet] Dune BOT 2020-04-03 15:27:24Z
CServer::RegisterCommands sets m_pConsole, m_pGameServer, m_pMap, m_pStorage, which it shouldn&#39;t do, it looks like a dirty fix someone did to make it work, whatever it was. network_server.c...
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Yeah, NETCTRL_MSG_ACCEPT, I couldn't figure out what that one meant, couldn't figure out the extra projectile thing either. m_Hooktick neets a NETVERSION bump, OnDirectInput I think is fine as is, CDataFile I couldn't understand, also didn't know how to fix the code not sending all non-acked
15:30
the rest are fixed
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In regard to the whisper messages. If someone has turned off receiving those on the client side and someone else tries to send that person a message, is there some response from the server that that person turned off their whispering?
15:38
like: Could not deliver message, player has turned off whispering.
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[quakenet] Oy BOT 2020-04-03 15:43:02Z
no
15:43
same when u mute someone
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[quakenet] Oy BOT 2020-04-03 15:50:23Z
maybe that should use the correct tuning too?
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that might break dead reackoning for old clients =\
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[quakenet] Oy BOT 2020-04-03 16:00:37Z
does it work correct right now when the tuning isn't the default one?
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when tuning is not default, the reckoning core differs from the real core, so the server does not use dead reckoning at all -> the client does not use evolve
16:05
if you use the real tunings for the reckoning world, the clients will call the evolve code, but old clients will still use default tunings and get a wrong result
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[quakenet] Oy BOT 2020-04-03 16:09:05Z
yeah, then we should do it when doing a major release
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Ah, I missed that
16:12
sorry 😦
16:18
Oy: maybe create an issue for it so we don't forget with the next major release
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[quakenet] Oy BOT 2020-04-03 16:18:53Z
update the issues about the code issue
16:19
+d
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the intention of turning off whispers seems to clearly differ from muting someone. mute: I don't want to read your messages, turn off whispering: I don't want to read anyone's messages via whisper, cuz of privacy.
18:50
the other party does not know about the whispering being turned off and still tries to send messages instead of trying it via global chat. and try to negotiate a different way of communication
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[quakenet] Learath2 BOT 2020-04-03 20:00:09Z
I'll leave this question here, if any of you have a decent answer for this pls lmk
20:01
I need to know if there are any text inputs on the screen before we render them, which seems paradoxical as there is no way to know there is anything on the screen before we render things
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You could use the information from the previous frame and have a 1 bad frame
22:13
But this looks like a bad idea overall
22:13
Proper way would be to buffer all textinput and print it at the end I guess
22:14
Hoping no quad needs to be on top of it
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