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Teeworlds
discord.gg/teeworlds / general
Teeworlds Discord Server.
Between 2020-06-15 00:00:00Z and 2020-06-16 00:00:00Z
Spunney joined the server. 2020-06-15 02:12:20Z
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hillo!
Abby♥EH♥ joined the server. 2020-06-15 03:06:54Z
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Hi
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Anybody want to play fng?
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@fokkonaut it indeed seems smooth
11:59
did people make side-by-side comparisons?
11:59
ye (edited)
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you mean regarding the emotes in #bridge ?
12:00
yea i have no idea why that is
12:01
but its cool
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uh noby says
12:01
separate sendpackmsg for emotes?
12:01
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thats not it
12:02
that is to translate it for vanilla 0.6 clients, they have 16 players only
12:04
to paraphrase, 'if it's not related to the sendpackmsg then I have no idea' (edited)
12:05
the great mystery
12:15
i dont think i touched any of the emote related code
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maybe you had optimized packages?
12:16
package sending
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actually alot of the optimizations i made to the netcode are now temporarily disabled during the switch to supporting 0.7
12:17
so if the emotes behave the same now as they did a couple weeks ago, then its probably not that
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but anyway it mustnt touch the emotes speed
aisyx joined the server. 2020-06-15 12:17:58Z
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i have sv_emoticon_delay 0
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ddnet7 too, isnt it?
12:18
ddnet7 servers
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does this emote behavior happen on any other servers?
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@fokkonaut
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@noby not that i have noticed
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have u tried on normal fng (0.6 and 0.7), and ddnet (0.6 and 0.7 and preferably one based on 10.8.6 version like mine is)?
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yea its only u
12:28
i believe
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lol thats weird
12:28
i looked at the two places i remembered seeing emote code in gamecontext.cpp and i dont see anything that looks abnormal
12:28
is there anywhere else i should check
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if you had optimized netcode, can you pr this to master?
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It doesnt matter whether netcode is "optimited" or not
12:31
The packet arrives at the clients at some point
12:32
and there is nothing like a smooth variable or whatever
12:32
the client gets the packet the same way as on other servers
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@noby nice to see you also doing a bridge server
12:33
im using alot of the code from unique server
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i thought we would get an answer when learath typed :D
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@gerdoe its ugly and im not using alot of the optimizations anymore due to the 0.7 thing
12:33
i also suggested the idea behind the best one and ddnet added it
12:34
the inforequest caching thing
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@gerdoe the netcode optimizations we have are usually not useful unless you are hosting very large servers with a lot of ddos :D
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yes thats why i did it
12:34
anti ddos
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0.7 already caches the info ○/
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Well a bit
12:34
It only generates once per tick
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thats still way better than once per packet
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Instead of one per tick per person :D
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or per packet
12:35
which is how i thought 0.6 does by default
12:35
7:33 AM] fokkonaut: i thought we would get an answer when learath typed :D lol maybe, @Learath2 do u know what could cause the behavior fokkonoaut is talking about?
12:35
why emotes would seem 'smoother' on my server
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Hm, do they show up smoother or disappear smoother?
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idont know tbh ive never noticed it before
12:37
my first guess was that its something client side
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they appear smoother
12:38
the pop up animation
12:39
its not like beep emote is there
12:39
more like its coming slowly and wavy
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o yeah that was totally on purpose 8)
12:39
..is what id like to be able to say
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Well i can take a look at the code in a couple mins
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which part of the code
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I'd take a look at the client see how the emotes opacity is set
12:40
and @fokkonaut this happens in all clients uve tried?
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lol weird
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Also can take a look at the contents of the emote object on nobys server vs others
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void CGameContext::SendEmoticon(int ClientID, int Emoticon) { CNetMsg_Sv_Emoticon Msg; Msg.m_ClientID = ClientID; Msg.m_Emoticon = Emoticon; Server()->SendPackMsg(&Msg, MSGFLAG_VITAL, -1); }
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or a different part
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yep, vital msg
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oh are emotes usually not marked as vital?
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no, I am just trying to act intelligent which I am not
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"ah yes, the floor here is made out of floor"
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u can see the -1 which tells the server to send them smoother and thats how it works
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ah, yes
12:46
that definitely is it!
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-1 clearly stands for permanent
12:47
you send a permanent package, yes. that must be it. yes.
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lol, well idk, i just looked at the same function in ddnet source and its the same
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Eh nothing in there that'd influence this
12:51
So the emote rendering would be where i look
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is it possibly related to the fact that my server has a "+" in the gametype
12:53
it affects other clientside emoticon things like making it draw a separate wheel for eyeemotes so maybe?
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@noby ur server just nuked me
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what client
13:02
lol
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0.7.5
13:02
well actually master
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huh what did it do
13:03
funny bcs u tagged me 5sec after some ath guy got autobanned so wondered
13:03
i tested and it should work with 0.7.5
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I don't even see the server anymore
13:04
vpn?
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there is . bypass for antivpn
13:05
dm
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hm doesn't look smoother than vanilla to me
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ye i never noticed either :X
13:07
@fokkonaut can u make a recording of hwo it looks for u?
13:08
also maybe try with 0.6 client ad see(?)
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I guess @fokkonaut is just having a complex partial seizure
13:08
a very long one
13:09
only affects emotes on some servers
13:09
given what i know i wouldve assumed its something wit his client
13:09
since he plays with it there
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what do you mean?
13:09
use screenrecorder
13:09
and show how the emots look for u
13:12
13:12
doesnt it look like this
Fred joined the server. 2020-06-15 13:15:33Z
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@heinrich5991 i cant talk in #bridge but he gets good ping to my server and says it doesnt happen on any other servers [where he would presumably have the same ping]
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you can now talk in #bridge
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!The Basic Guy 2020-06-15 14:42:22Z
can i put memes here about teeworlds?
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!The Basic Guy 2020-06-15 14:49:41Z
14:49
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alt+f4 joke
Sebaesponja joined the server. 2020-06-15 16:05:35Z
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Who can help me with a error ban in Kog servers ?
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@noby when people gets autobanned by antivpn FeelsChromosomeMan
Běņj joined the server. 2020-06-15 16:58:03Z
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!The Basic Guy 2020-06-15 16:58:46Z
f
BABA joined the server. 2020-06-15 17:23:24Z
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hey people! i have seen that a race server i was playing on used the version "0.7.4, Race 4.0-dev" in the teeworlds forum i can only find a race version 3.3 and its for patch 0.6.1. can anyone tell me where i can find this specific version to download? i want to host my own race server!
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what is rj?
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I think @timakro might have one, @reneas
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oh, rj is a generic response we give when we see someone join the server
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@heinrich5991 i already had contact with him, but he said he only has the unique-clan server thingy which is not at all documented and kinda unpractical to use for anyone who didnt program it xD (something like this)
21:22
@Stiopa what does it stand for?
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rage join, opposite of rq
21:24
@heinrich5991 any other idea?
Juli qwq joined the server. 2020-06-15 21:26:55Z
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new server?
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@reneas no, not any other idea
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@Juli qwq yes i want to set up a new race server
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@heinrich5991 @reneas this is @redix's 0.7 race mod
22:03
I don't think there are released binaries anywhere unfortunately, and the artifacts have expired since @redix's last commt is old
22:03
A retro multiplayer shooter. Contribute to axblk/teeworlds development by creating an account on GitHub.
22:03
if you can build it from source or get someone to
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Just a few notes: this is a basic version of solo race. It hardly supports any of the ddrace/ddnet features and is incompatible with their teleport and speedup format The branch is based on 0.7.5 and is running kinda stable. I didn't do a real release as I never finished the extended maplayer format (+ editor support). Today ddnet7 (or the various other ddrace versions flying around) offer way more features.
22:15
I mainly did this to be able to use teerace maps in 0.7. Sadly teerace is kinda dead =\
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@reneas i meant something else but ok
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in what ways was Teerace diff from the other race? (edited)
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Rather competitive solo race. Mostly short maps... and the top times often only differed by a few milliseconds
22:21
Maybe similar to todays unique race
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with mostly grenades?
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yes. some fastcap maps even without any weapons. Just moving through a ctf map as fast as possible
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I prefer make some race maps for DDnet and not making new server with 'new races'
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For short maps the default ddnet version does not have precise enough timing
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There are many short maps and i think we dont need more
22:27
Or write to deen that we need more precise timing on race mode
22:30
If you know how you can help with moving DDnet to 0.7
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well ddnet7 is a thing
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Some people prefer longer maps, others like shorter ones... :) Actually today most people play on ddrace / cooperative maps anyway When someone wants to host many short maps he can just modify ddnet to support milliseconds (like unique race did)
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DDnet 0.7 isnt official
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nothing is
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Well I mostly abandoned the repo above due to lack of time... and so far progress on ddnet7 was kinda slow
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you are right
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so i actually wanted to play teerace (@Dune im the guy who wrote to you on teeworlds forum as well) @redix i dont even want to play ddrace just some old fashioned grenade launcher races like guy_25, run_moon or forrest, maybe even h_race. the main problem im having is that guy_25 for example has teleports (which don't work if i just download the map and host a server with it). i'm guessing it has something to do with the config-file but as i couldn't find any list of cfg commands i have no idea how to do it. "sv_teleport 1" doesnt work. another issue im having is that when i download a map and host it on a server, some tiles are missing. either the death tiles are invisible or sometimes they are visible but dont actually kill you. i also tried the map_update program, but it doesnt seem to work for this issue. any help is greatly appreciated 😄
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@reneas this is because of the map, not because of the server config. you should use the map_update.exe script that @redix has engineered
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where did you download guy_25? i guess this map was built with ddnet in 0.6. Even in 0.6 teerace was not 100% compatible with ddnet and right now the tool cannot handle the ddnet format
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guy_25 dates back to even 0.5 I think
22:47
I remember playing it far back
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yeah definitely
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Maybe i'll find some time to extend the map_update tool
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but maps have versions
22:47
oh, that'd be lovely 🙂
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Actually i'm not sure about the output format. The stuff I tried in my race repo is far from optimal, but I don't want to use the stuff from 0.6 again. It's kinda messy 😄
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what do you mean by output format?
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the format for extended layers (teleport, speedup, ..)
22:49
the compatibility break is not nice, not sure it is worth it
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i downloaded once from heinrich5991 website (the endlessly long list of about 30k maps) and once, when i played it on another server. an update for the update tool would be great as well! maybe i just have to host the server on the 0.5.x client, altough i really like the new 0.7.x client. looks really neat and all
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changing map versions every year creates a lot of confusion
22:51
@reneas there is already an update tool, did you really use it? heinrich5991's website has 0.6 maps
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it should at least base on something uuid based (ddnet already supports this but it's not used for the layers)
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ye i used it with ./map_update oldmap.map newmap.map
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heinrich's website is a blessing 😄
22:52
I was able to find the bctf map used in that gamemode back from early-mid 0.6s (edited)
22:52
thank @heinrich5991 !
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hell ye, only my pc takes ages to load the website xD
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(he will probably see the message) thank you heinrich 😄
Exported 215 message(s)