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Between 2020-06-23 00:00:00Z and 2020-06-24 00:00:00Z
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Can we add a netmsg for changeinfo again? The limitation of not being able to rename tees ingame is rather annoying
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Yes!
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Does people being creative with the feature somewhy offend you?
13:30
Are you of the opinion, my way or the highway?
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[quakenet] ChillerDragon BOT 2020-06-23 14:05:23Z
there is the issue with backwards compatibility but imo it is worth breaking it for future good
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For older clients the disconnect+connect workaround should be used. The only thing that would not be possible is changing your name on old servers.
21:13
But still... Why would you change the name of the local player? For other players the difference would just be 1 vs 2 (disconnect+connect) netmessages
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I'm against nicknames being changed during a session to prevent confusion and faking of other players or nicknames colliding with each other during a session. Anything else being changed during a session is fine, tho. In zCatch it's rather convinient, as stuff is being tracked during the time aplayer is connected. I am not against the protocol supporting it, but I'm against it being the default behavior.
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@jxsl13 I think @Learath2 asked about the protocol, not the vanilla server
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@redix first of all, the local player might want to change his name, shocker i know
22:48
second, the names have been used to display levels in certain servers since before 0.5
22:50
third, dropping a player and re-joining it to change one field of information is the hackiest thing I have ever heard in my life and I've heard of the inverse square root hack in quake
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@Learath2 i don't know many games where you can change your name during a game
22:50
why can't you wait next game? it's confusing
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fourth, if you don't like people changing names on your server, just don't allow it, not very tough, just don't forward the changeinfo packet along, fine
22:51
without a changeinfo packet, we actually can't do the things we want, while it'd be trivial to enforce your restriction even with it
22:51
@Dune afaik all source games allow it
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source engine, like csgo
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source engine
22:52
but letting the server change the name of the client isn't really a problem either way
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well I'm not a big fan of changing the name during the game in general but that's just my personal preference the level thing sounds legit
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what I don't like with the current state in vanilla is that two players can have the same naem
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I mean when it's absolutely trivial to not allow it in your own gamemode, I don't see the issue on making things easy enough for us once
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Yeah the thing about duplicate names is really annoying
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tbh, I never saw the benefits of moving these out of the snap
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When I'm just playing the game I don't want to check IDs
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I guess maybe we saved a couple bytes per tee per couple dozen ticks
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@heinrich5991 I think that was patched out long ago?
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I think when a snap item it not changed, nothing will be sent So it does not make a difference
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the whole snap state is still out of sync with the message state, it's just not apparent anymore, yay?
22:59
@redix every couple things we send a complete snap, so that saves a couple bytes per tee
22:59
ticks* not things
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I think so,
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no complete snap is sent except in the beginning and when we try to recover
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oh okay, so we don't even save those
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in the beginning it is sent a couple of times
23:00
we save those
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yay over the duration of thousands of ticks, we save a constant cost
23:01
I think they mentioned something about this in my algorithms class, i.e. as t->+\inf a constant cost is negligable or something like that
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well if we had 256+ players per server it would matter as the skin info + names would exceed the 64k snapshot size
23:02
but we dont...
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anyways, whats done is done, it costs a little less like this
23:03
What I absolutely do not get is making it impossible to mutate
23:03
wtf
23:04
Honestly, I considered making this change myself (albeit I thought a complete snap was sent every couple dozen ticks and I hate waste)
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I don't see any reason not to have a info change message, except for maybe backwards compatibility, but honestly, the old clients would behave exactly as you'd like them to believe
23:13
s/believe$/behave
23:13
Completely unaware of the info change
Exported 51 message(s)