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Between 2020-07-14 00:00:00Z and 2020-07-15 00:00:00Z
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Hi! Guys, can you tell me if there's any restriction due to code modification in the case of core game modes? Can I modify the code, that doesn't change gameplay and still be allowed as e.g. CTF server? Or I do have to change the name
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you can check masterban list
12:49
there are a lot of servers with modified vanilla (edited)
12:49
ahhh
12:49
you arent changing gameplay
12:49
so i think yes you can
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@Savander no, you can't
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Yea, I don't want to change gameplay, but need to make few changes due to my needs.
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CTF-broadcasting servers must behave exactly like an unmodified server
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@Savander you want to refactor base code? 👀
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Okay, so I will use econ then 🙂
12:51
If it still exists, I wasn't here for a while.. 😄
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still exists!
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Not exactly refactor, but need to collect some data
12:52
for website
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(welcome back)
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It would be much easier to do from code, than from other sources
12:52
But it's doable so, I don't want to break the restrictions 😛
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status.tw 2.0 with advanced statistics about player :)
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Meeh, not really
12:53
^.^
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I think status.tw is already great, it would be a shame to rebuild anything from scratch
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Definitely not status website
12:54
nor any servers crawler
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status.tw has no player ingame stats cuz it based on masterserver list (edited)
12:54
and its bad a bit
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🙂 That's right
12:55
there is no much information about stats, not needed for server-list
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waiting for 0.8's server-side stat-counting and update masterserver for monitoring players' stats
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[quakenet] ChillerDragon BOT 2020-07-14 13:18:47Z
what stats do you want to collect and why do you need econ for it @Savander also wb :)
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I need some opinions on this one: https://github.com/teeworlds/teeworlds/issues/1458 Do you think it would be okay to quantize the velocity with 0.01 accuracy? The client would show the correct path for projectiles in this case.
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looking at the image, it doesn't seem like a big deal
14:06
I don't understand why we can't increase the precision though
14:06
ah, it's in the protocol
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Yeah. I think doing 0.01 quantization is easier than introducing compatibility code for increasing the precision
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Yeah, definitely
14:09
so a server patch
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And by using round instead of int cast we could even halve the error
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vanilla econ/rcon logging is kinda broken, so parsing is possible to the point wuere people need to change the map.
15:30
where
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[quakenet] ChillerDragon BOT 2020-07-14 16:53:45Z
oof what map change issues did you encounter @jxsl13? I was asked to add some maps to my vanilla server
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I forgot how you parse your joining player stuff, but my issue was that on a map change a ton of people join in an order that is mostly based on ping, which cannot really be extracted from the logs.
20:45
The logging of vanilla teeworlds has at no point a consistent assiciation between nickname/ip/id, making it impossible to associate those correctly on a map change.
20:51
My previous approach was to have a joining player state machine that changes state then a new player is ready, then the next state where the player gets his nickname, etc. this gets broken when a ton of players join a the same time. all of them are in thebready state (10 messages with ip/id being in state ready), then they get a nickname(I think this is the part that seemingly does not exist anymore in vanilla, you might have a different approach to get nicks), tons of players have the same state where the(log line) wuere they get a nickname. Problem is, that those log lines were seemingly in an arbitrary order, so, I guess it's not possible to track in the current state. Your approach might be different, where you might have another point of view on this problem,..
20:53
(discord crap. )@ChillerDragon
20:57
player ready ip/id -> next player in state "get nickname" is the previously ready player .... this works with one player joinijg at a time.
20:58
10 players ready ip/id -> 10 nicknames in arbitrary order, try associating ip/id with nick
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