12:17 < bridge> [ddnet] That should work fine @Arseniy Zarche , but recently we have problems with DDNet 11 on old gpus 12:18 < bridge> [ddnet] So your friend might want to try DDNet 10 as well 12:19 < bridge> [ddnet] Basically any computer in the last 10-15 years should work fine 12:50 < bridge> [ddnet] deen, i have issues with these updates sinse 11. I have now less fps than ever. like i had 200-300 fps with entities and now i have less than 100 fps. 4 core 1.6 ghz 12:51 < bridge> [ddnet] (all core activated btw) 12:52 < bridge> [ddnet] @Cellegen can you also not turn off VSync? 12:53 < bridge> [ddnet] without vsync btw 12:54 < bridge> [ddnet] and you are 100% sure it's off? 12:54 < bridge> [ddnet] all settings used for higher fps 12:54 < bridge> [ddnet] y 12:54 < bridge> [ddnet] what config do you use? 12:54 < bridge> [ddnet] can you post it 12:55 < bridge> [ddnet] w8 12:56 < bridge> [ddnet] @snail @ᶰ°Konͧsti wants his map fixed. what are the things that have to be done? 12:57 <@deen> Cellegen: You might have the same issue: https://forum.ddnet.tw/viewtopic.php?f=45&t=6409 No solution so far unfortunately 12:58 < bridge> [ddnet] 1360 x 768 (24 bit) 12:58 < bridge> [ddnet] No HUD 12:58 < bridge> [ddnet] No Vsync 12:58 < bridge> [ddnet] No FSAA 12:58 < bridge> [ddnet] No openGL 3.0 12:58 < bridge> [ddnet] Fullscreen 12:58 < bridge> [ddnet] Low graphic 12:58 < bridge> [ddnet] Ingame: with entities: 100fps or less 12:58 < bridge> [ddnet] without entities: 200 - 400 fps 12:58 < bridge> [ddnet] Intel pentium CPU N4200 - 4 core 1.10 Ghz ._. wut it showed me 1.6 XD 12:58 < bridge> [ddnet] shit then xd 12:58 < bridge> [ddnet] @deen 12:58 < bridge> [ddnet] ` 12:58 < bridge> [ddnet] int 12:58 < bridge> [ddnet] SDL_GL_SetSwapInterval(int interval) 12:58 < bridge> [ddnet] { 12:58 < bridge> [ddnet] if (!_this) { 12:58 < bridge> [ddnet] return SDL_UninitializedVideo(); 12:58 < bridge> [ddnet] } else if (SDL_GL_GetCurrentContext() == NULL) { 12:58 < bridge> [ddnet] return SDL_SetError("No OpenGL context has been made current"); 12:58 < bridge> [ddnet] } else if (_this->GL_SetSwapInterval) { 12:58 < bridge> [ddnet] return _this->GL_SetSwapInterval(_this, interval); 12:58 < bridge> [ddnet] } else { 12:58 < bridge> [ddnet] return SDL_SetError("Setting the swap interval is not supported"); 12:58 < bridge> [ddnet] } 12:58 < bridge> [ddnet] } 12:58 < bridge> [ddnet] ` 12:59 < bridge> [ddnet] 12:59 < bridge> [ddnet] this is the SDL code, if something else than `_this->GL_SetSwapInterval(_this, interval);` is called, then it's SDL magic 12:59 < bridge> [ddnet] it can turbo boost 12:59 < bridge> [ddnet] so sinse when OpenGL support came, 12:59 < bridge> [ddnet] huh 12:59 < bridge> [ddnet] it has nothing todo wiht it xd 12:59 < bridge> [ddnet] shit then when i could download the lasest version which has no OpenGL support? ;O 12:59 < bridge> [ddnet] well there were other changes made 13:00 < bridge> [ddnet] cool 13:00 < bridge> [ddnet] opengl 3.3 is just a new version 13:00 < bridge> [ddnet] why should it decrease performance if you let it disabled 13:00 < bridge> [ddnet] the vsync bug in forum, ok. 13:00 < bridge> [ddnet] who knows maybe i dont have opengl 3.0 support on my pc 13:00 < bridge> [ddnet] you even have 13:00 < bridge> [ddnet] your CPU is new enough 13:00 < bridge> [ddnet] ye 13:01 < bridge> [ddnet] if you download the latest driver from intel it should work 13:01 < bridge> [ddnet] thats why i surprise 13:01 < bridge> [ddnet] d 13:01 < bridge> [ddnet] ok i could try 13:01 < bridge> [ddnet] well that doesn't solve your entity issue 13:01 < bridge> [ddnet] are you sure you aren't on a map with lot of teleporters or speedups where it happens? 13:02 < bridge> [ddnet] im sure, i tried on Silex maps, and my maps too 13:03 < bridge> [ddnet] silex maps shouldn't be laggy :/ 13:03 < bridge> [ddnet] can you test it on a map without speedups, ninja and turn of cl_entities_text 13:03 < bridge> [ddnet] can you test it on a map without speedups, ninja and turn off cl_entities_text 13:03 < bridge> [ddnet] after i instal some driver stuff 13:04 < bridge> [ddnet] cl_refresh_rate to zero? 13:05 < bridge> [ddnet] but normally entities should be faster except the overlay text 13:05 < bridge> [ddnet] will try 13:10 < bridge> [ddnet] @heinrich5991 idk, if he has a fix that doesnt affect the gameplay we can do that 13:11 < bridge> [ddnet] @snail it does affect game play 13:11 < bridge> [ddnet] in what way 13:12 < bridge> [ddnet] in a way that apparently fixes a cheat. @ᶰ°Konͧsti care to specify more? 13:16 < bridge> [ddnet] @Jupstar ✪ lol i downloaded an intel support assistent program cuz i have no idea what driver should work for it xD 13:18 < bridge> [ddnet] looks like i have the latest version of my driver 13:19 < bridge> [ddnet] <ᶰ°Konͧsti> @heinrich5991 @snail it doesnt affect the gameplay because you will have enough speed to cross the kills if u played legit but not if u want to cheat with a rocket 13:20 < bridge> [ddnet] @ᶰ°Konͧsti obviously it affects game play if some finishes are not possible anymore 13:20 < bridge> [ddnet] or do we have a different definition of "gameplay"? 13:20 < bridge> [ddnet] <ᶰ°Konͧsti> lol why should some finishes not be possible anymore? 13:20 < bridge> [ddnet] plss dont change rocket again 13:20 < bridge> [ddnet] <ᶰ°Konͧsti> xD 13:21 < bridge> [ddnet] there is a finish you wanted to remove after the fix. that finish wouldn't be possible anymore 13:21 < bridge> [ddnet] as far as I understood it 13:21 < bridge> [ddnet] <ᶰ°Konͧsti> lol what no 13:21 < bridge> [ddnet] <ᶰ°Konͧsti> ask @snail when the map was released it was finishable in 10 seconds 13:21 < bridge> [ddnet] <ᶰ°Konͧsti> and his french friends abused this cheat and waited for a legit 6 minute time 13:22 < bridge> [ddnet] yes. so the fix changed gameplay. but it was OK, because the map was so badly broken before 13:22 < bridge> [ddnet] but this fix also changes gameplay if I understand it correctly 13:22 < bridge> [ddnet] <ᶰ°Konͧsti> but the ranks made by this cheat werent fully deleted 13:22 < bridge> [ddnet] <ᶰ°Konͧsti> no it does not :D 13:22 < bridge> [ddnet] ok 13:22 < bridge> [ddnet] so I don't have to delete ranks after applying the fix? 13:23 < bridge> [ddnet] <ᶰ°Konͧsti> the rank from lola is done with the cheat i fixed now 13:23 < bridge> [ddnet] <ᶰ°Konͧsti> so it need to be deleted 13:23 < bridge> [ddnet] yes. so that particular run from lola cannot be done anymore 13:23 < bridge> [ddnet] → it changes gameplay 13:23 < bridge> [ddnet] do you have a different definition of gameplay? 13:23 < bridge> [ddnet] <ᶰ°Konͧsti> xd ye 13:23 < bridge> [ddnet] <ᶰ°Konͧsti> ok yes it change the gameplay in this case 13:24 < bridge> [ddnet] <ᶰ°Konͧsti> but since is a fullcut it should be fixed and the rank deleted 13:24 < bridge> [ddnet] OK 13:24 < bridge> [ddnet] @snail read that? ^ 13:25 < bridge> [ddnet] cheats != intended gameplay :ww: 13:26 < bridge> [ddnet] @Jupstar ✪ welp on Kobra 4 basic map shows 220 fps - on my map Dynasty shows 240 fps - on another maps shows 260 fps with cl_refresh_rate 0 13:26 < bridge> [ddnet] then the grenade fix also doesn't change gameplay because it wasn't intended, @jao? ^^ 13:26 < bridge> [ddnet] @Cellegen and is that good or bad? XD 13:27 < bridge> [ddnet] different thing 13:27 < bridge> [ddnet] kinda good but it doesnt reaches 300 fps somehow. but the lower versions did 13:27 < bridge> [ddnet] i wanna test lower version if its possible. 13:30 < bridge> [ddnet] <ᶰ°Konͧsti> will i get my fix now? :feelsbadman: 13:32 < bridge> [ddnet] [1:24 PM] heinrich5991: snail read that? ^ 13:33 < bridge> [ddnet] <ᶰ°Konͧsti> hes offline and lol what should he say 13:33 < bridge> [ddnet] <ᶰ°Konͧsti> my fix only affect that one rank1 nothing else xd 13:33 < bridge> [ddnet] he responded before 13:33 < bridge> [ddnet] and I don't even know how to replace maps, I kinda need him 13:34 < bridge> [ddnet] <ᶰ°Konͧsti> xD 13:35 < bridge> [ddnet] <ᶰ°Konͧsti> deen amazing knowledge too :danAmazing: 14:04 < bridge> [ddnet] @ᶰ°Konͧsti what? 14:05 < bridge> [ddnet] <ᶰ°Konͧsti> @deen heinrich needs help to upload my fix of my map xd 14:05 < bridge> [ddnet] deeeeeen any links for downloading lower versions of ddnet? ,;cc 14:05 < bridge> [ddnet] https://ddnet.tw/downloads/ 14:05 < bridge> [ddnet] scp map ddnet.tw:servers/maps; ssh ddnet.tw servers/git-update-files-only.sh 14:06 < bridge> [ddnet] thx 15:08 < bridge> [ddnet] @heinrich5991 well are we 100% sure adding a kill wont ruin some legit runs? 15:09 < bridge> [ddnet] it kinda is a buggy "feature" 15:09 < bridge> [ddnet] what is? 15:10 < bridge> [ddnet] @Cellegen are you done ur problem? 15:10 < bridge> [ddnet] ye, 15:18 < bridge> [ddnet] @heinrich5991 falling through the kill with speed 15:19 < bridge> [ddnet] oh. is the kill tile placed somewhere where regular runs also go through? 15:19 < bridge> [ddnet] then you could be unlucky to hit it even if you're fast (if the movement isn't synchronized for all players) 15:19 < bridge> [ddnet] @ᶰ°Konͧsti ^ 15:22 < bridge> [ddnet] <ᶰ°Konͧsti> lol 15:23 < bridge> [ddnet] <ᶰ°Konͧsti> the kills are placed so that u wont hit them 15:23 < bridge> [ddnet] u talk about a specific map? 15:23 < bridge> [ddnet] <ᶰ°Konͧsti> @heinrich5991 if u play normal u wont go there 15:24 < bridge> [ddnet] yes 15:24 < bridge> [ddnet] <ᶰ°Konͧsti> and u allways have the same speed at finish fall 15:24 < bridge> [ddnet] <ᶰ°Konͧsti> its 100% 15:24 < bridge> [ddnet] ( @Im 'corneum ) 15:24 < bridge> [ddnet] I guess I'll fetch the map_diff script from somewhere 15:25 < bridge> [ddnet] <ᶰ°Konͧsti> :ww: 15:28 < bridge> [ddnet] <ᶰ°Konͧsti> my fix is the best way to fix without any big change and its not affecting gameplay except for the cheated rank1 15:30 < bridge> [ddnet] but its using a glitch 15:31 < bridge> [ddnet] which by definition might not be consistent 15:44 < bridge> [ddnet] <ᶰ°Konͧsti> this glitch is a part of ddrace 15:44 < bridge> [ddnet] <ᶰ°Konͧsti> shotgun/spec bug is also used in some maps 15:47 < bridge> [ddnet] but you don't get guaranteed death tile skip at certain speeds 15:47 < bridge> [ddnet] (and even more, I don't like adding glitch use to maps) 15:47 < bridge> [ddnet] can't this be fixed without glitches? 15:47 < bridge> [ddnet] <ᶰ°Konͧsti> lol what 15:48 < bridge> [ddnet] <ᶰ°Konͧsti> ofc i can guarantee that 15:48 < bridge> [ddnet] because the players are perfectly synchronized at that point? 15:48 < bridge> [ddnet] <ᶰ°Konͧsti> i have made a map where u skip 400 death tiles on 600 tiles height 15:48 < bridge> [ddnet] <ᶰ°Konͧsti> u allways have the same speed on the same position 15:48 < bridge> [ddnet] ah 15:48 < bridge> [ddnet] could we still fix it without using glitches please? 15:49 < bridge> [ddnet] <ᶰ°Konͧsti> it wouldnt work with crossing the stopper otherwise also 15:49 < bridge> [ddnet] <ᶰ°Konͧsti> its using a glitch already 15:49 < bridge> [ddnet] yes 15:49 < bridge> [ddnet] I don't want to add more 15:49 < bridge> [ddnet] <ᶰ°Konͧsti> every other solution breaks speedruns 15:50 < bridge> [ddnet] let's maybe not fix this in that case? "part of the map"? 15:50 < bridge> [ddnet] <ᶰ°Konͧsti> its a fullcut 15:50 < bridge> [ddnet] <ᶰ°Konͧsti> and i want it fixed 15:50 < bridge> [ddnet] <ᶰ°Konͧsti> i dont see the problem 15:50 < bridge> [ddnet] I don't want to add more glitch use to maps 15:50 < bridge> [ddnet] that's my problem 15:50 < bridge> [ddnet] <ᶰ°Konͧsti> there are a lot of maps which use glitches 15:50 < bridge> [ddnet] yes 15:50 < bridge> [ddnet] is that ddnet's opinion too? 15:51 < bridge> [ddnet] <ᶰ°Konͧsti> just see it as a feature not as a bug 15:51 < bridge> [ddnet] I don't know, it should be IMO 15:51 < bridge> [ddnet] glitches are just bound to fail at some point 15:51 < bridge> [ddnet] <ᶰ°Konͧsti> i have maps in my editor which are still in progress, they all use skipping kils instead uf using stoppers 15:51 < bridge> [ddnet] well we made a tourney that relies on glitches/bugs.. soooo 15:51 < bridge> [ddnet] <ᶰ°Konͧsti> thats a cool way to make people play a lot of parts just to be able to cross it 15:53 < bridge> [ddnet] <ᶰ°Konͧsti> I know nearly everything about physic glitches and i can promise you that they arent "buggy" 15:53 < bridge> [ddnet] <ᶰ°Konͧsti> it works 100% 15:53 < bridge> [ddnet] yes 15:53 < bridge> [ddnet] is this the thread where konsti is trying to cheat 15:53 < bridge> [ddnet] but it's bound to break eventually if someone touches some part of the code 15:53 < bridge> [ddnet] @noby no 15:53 < bridge> [ddnet] or even just compiles with different compiler options 15:54 < bridge> [ddnet] or even just compiles with a different compiler verison 15:54 < bridge> [ddnet] or even just compiles with a different compiler version 15:54 < bridge> [ddnet] <ᶰ°Konͧsti> @heinrich5991 u cant touch the code in this case because this bug was abused hundreds of time, so it would break dozens of maps 15:54 < bridge> [ddnet] yes. but I don't want to add more maps to the problem 15:54 < bridge> [ddnet] <ᶰ°Konͧsti> lmfao 15:54 < bridge> [ddnet] <ᶰ°Konͧsti> this isnt a problem 15:54 < bridge> [ddnet] <ᶰ°Konͧsti> its a feature 15:55 < bridge> [ddnet] <ᶰ°Konͧsti> mappers can do really cool shit with it 15:55 < bridge> [ddnet] yes, it is – what happens if you can't compile ddnet to work with your maps anymore? 15:55 < bridge> [ddnet] because in the future they apply different floating point optimizations 15:55 < bridge> [ddnet] ? 15:55 < bridge> [ddnet] <ᶰ°Konͧsti> maybe you should play brainduck, it uses dozens of glitches and physic bugs 15:55 < bridge> [ddnet] they = compiler vendors 15:55 < bridge> [ddnet] <ᶰ°Konͧsti> you cant change floating point shit, it would change your movement 15:56 < bridge> [ddnet] <ᶰ°Konͧsti> in swings for example 15:56 < bridge> [ddnet] compiler vendors are the problem, not me 15:56 < bridge> [ddnet] <ᶰ°Konͧsti> lol you would have to fix this then to make physics work like before anyways 15:56 < bridge> [ddnet] <ᶰ°Konͧsti> so my map isnt the problem 15:57 < bridge> [ddnet] yes, it's part of the problem. I won't add more glitches to existing maps, sorry 15:57 < bridge> [ddnet] <ᶰ°Konͧsti> maybe that decision shouldnt be related to you 15:57 < bridge> [ddnet] <ᶰ°Konͧsti> and more to testers 15:57 < bridge> [ddnet] yea, maybe 15:57 < bridge> [ddnet] what about glitches in new maps 15:57 < bridge> [ddnet] not allowed? 15:57 < bridge> [ddnet] I'd suggest them to not release maps relying on glitches either 15:58 < bridge> [ddnet] k 15:58 < bridge> [ddnet] <ᶰ°Konͧsti> ok delete brainduck, justice 1+2, delirious and all topranks of maps 15:58 < bridge> [ddnet] they are a problem. I haven't said that I will delete problems, I said I won't add new problems 15:58 < bridge> [ddnet] <ᶰ°Konͧsti> and lol a lot of olschoolmaps too xD 15:59 < bridge> [ddnet] <ᶰ°Konͧsti> u dont add new problems 15:59 < bridge> [ddnet] yes, I do 15:59 < bridge> [ddnet] <ᶰ°Konͧsti> no?XD 15:59 < bridge> [ddnet] <ᶰ°Konͧsti> u cant "fix" the maps anyways 15:59 < bridge> [ddnet] more maps to be fixed/special-cased/whatever in case anyone wnats to fix that bug at some point 15:59 < bridge> [ddnet] <ᶰ°Konͧsti> u need to keep the code like it is 15:59 < bridge> [ddnet] <ᶰ°Konͧsti> LMFAO u cant fix all the maps 15:59 < bridge> [ddnet] because there are too many? see, that's why I don't want to make the problem bigger 16:00 < bridge> [ddnet] <ᶰ°Konͧsti> omg 16:00 < bridge> [ddnet] <ᶰ°Konͧsti> u dont make it bigger 16:00 < bridge> [ddnet] <ᶰ°Konͧsti> because its a no go to change the physics 16:00 < bridge> [ddnet] <ᶰ°Konͧsti> u cant say what maps are related to glitches 16:00 < bridge> [ddnet] <ᶰ°Konͧsti> a lot of maps are 16:00 < bridge> [ddnet] <ᶰ°Konͧsti> nobody knows how much 16:00 < bridge> [ddnet] <ᶰ°Konͧsti> so u cant change the physcis 16:01 < bridge> [ddnet] in case anyone ever wants to touch that piece of code, we now can generate a nice idea of which maps rely on what and which don't 16:01 < bridge> [ddnet] <ᶰ°Konͧsti> even 1000 new maps with glitches dont make the problem bigger 16:01 < bridge> [ddnet] we now have all the movements of all players 16:01 < bridge> [ddnet] <ᶰ°Konͧsti> no u cant 16:01 < bridge> [ddnet] <ᶰ°Konͧsti> lmao u dont 16:01 < bridge> [ddnet] so we can check whether they use a bug 16:01 < bridge> [ddnet] yes, we do? 16:01 < bridge> [ddnet] <ᶰ°Konͧsti> u have movements of the last half year 16:01 < bridge> [ddnet] yes 16:01 < bridge> [ddnet] <ᶰ°Konͧsti> ddnet exists 4 years omg 16:01 < bridge> [ddnet] yes 16:02 < bridge> [ddnet] <ᶰ°Konͧsti> and i could say u 50 maps without thinking 16:02 < bridge> [ddnet] <ᶰ°Konͧsti> but there are hundreds 16:02 < bridge> [ddnet] see, and we could check which have it by replaying the runs 16:02 < bridge> [ddnet] anyway 16:02 < bridge> [ddnet] <ᶰ°Konͧsti> lol no 16:03 < bridge> [ddnet] <ᶰ°Konͧsti> how would u replay a four years old run without having its movement?XD 16:03 < bridge> [ddnet] <ᶰ°Konͧsti> and lol 16:04 < bridge> [ddnet] <ᶰ°Konͧsti> every player would 16:04 < bridge> [ddnet] <ᶰ°Konͧsti> tar and feather you for *again* touching the physics 16:06 < bridge> [ddnet] <ᶰ°Konͧsti> did u see how many problems uve got with only fixing the grenade bug? And this is hopefully not related to hundred of maps. 16:06 < bridge> [ddnet] <ᶰ°Konͧsti> But what we are talking about now is 16:07 < bridge> [ddnet] because 100 of maps rely on going through kill tiles 16:10 < bridge> [ddnet] <ᶰ°Konͧsti> i dont talk about the killtile thing now 16:11 < bridge> [ddnet] <ᶰ°Konͧsti> he was talking about floating points 16:11 < bridge> [ddnet] <ᶰ°Konͧsti> and that would affect every map 16:11 < bridge> [ddnet] <ᶰ°Konͧsti> because it changes your movement 16:11 < bridge> [ddnet] <ᶰ°Konͧsti> how you swing for example 16:11 < bridge> [ddnet] so suppose someone wants to fix the kill tile bug at some point 16:11 < bridge> [ddnet] your map would be an additional problem 16:11 < bridge> [freenode] are you guys imposing a speed limit to catch glitching? 16:12 < bridge> [ddnet] <ᶰ°Konͧsti> you cant fix the killtile bug anywyys 16:12 < bridge> [ddnet] no, the problem is that we inherited ugly code that doesn't check for collision with custom tiles 16:12 < bridge> [ddnet] <ᶰ°Konͧsti> when will u understand that 16:12 < bridge> [ddnet] no, the problem is that we inherited ugly code that doesn't check for collision with custom tiles correctly 16:12 < bridge> [freenode] oh. ow 16:12 < bridge> [ddnet] and this means you can skip through some custom tiles at certain speeds 16:12 < bridge> [freenode] mm 16:12 < bridge> [ddnet] because there's not a single tick when you actually touch the tile 16:13 < bridge> [ddnet] collision tiles are not affected by this because they use different, and correct, code 16:13 < bridge> [ddnet] otherwise this would be a real disaster 16:13 < bridge> [ddnet] xd 16:14 < bridge> [ddnet] nemo: and fixing bugs like this is pretty hard because people are bound to have created maps that rely on certain bugs 16:14 < bridge> [ddnet] <ᶰ°Konͧsti> its not pretty hard 16:14 < bridge> [ddnet] <ᶰ°Konͧsti> its nonsense 16:15 < bridge> [ddnet] <ᶰ°Konͧsti> or better call it bullshit 16:24 < bridge> [ddnet] <ᶰ°Konͧsti> @heinrich5991 HELP BIG BUG PLS FIX 16:24 < bridge> [ddnet] <ᶰ°Konͧsti> https://cdn.discordapp.com/attachments/293493549758939136/435445319191232512/screenshot_2018-04-16_16-21-23.png 16:24 < bridge> [ddnet] <ᶰ°Konͧsti> it wont affect gameplay! 16:24 < bridge> [ddnet] <ᶰ°Konͧsti> we can fix all maps! 16:24 < bridge> [freenode] heinrich5991: make a new versino of the tile that is not buggy 16:24 < bridge> [freenode] heinrich5991: deprecate the old one? 16:24 < bridge> [freenode] heinrich5991: replace all official map tiles w/ new version? 16:25 < bridge> [freenode] then laugh when people try to exploit the new tiles. 16:28 < bridge> [ddnet] evil 16:29 < bridge> [freenode] the reason I perked up glitching tho, was that it used to be that using a portal gun loop + invulnerability or just flying really really high in saucer you could go fast enough to punch through part of our game map 16:29 < bridge> [freenode] it was kinda funny 16:30 < bridge> [freenode] I ended up imposing a "terminal velocity" of 2 pixels per millisecond. 16:30 < bridge> [freenode] let's call it "air resistance" instead of "Hedgewars fails at collision checks" 😉 16:30 < bridge> [ddnet] ^^ 16:30 < bridge> [ddnet] we have 6000 units per game tick 16:30 < bridge> [ddnet] game tick is 1/50s 16:30 < bridge> [freenode] we have a long standing bug of reducing our tick granularity some, it's a waste for most gears 16:30 < bridge> [freenode] the only one that currently has anything like that is rope 16:31 < bridge> [freenode] and we pissed off a ton of people changing that at first 16:31 < bridge> [freenode] even there our granularity is ridiculously high... 1/125 16:31 < bridge> [ddnet] well, the "rope" is a main gameplay element in teeworlds. and then it's not round-based ^^ 16:31 < bridge> [freenode] sure. 16:31 < bridge> [freenode] rope people are super sensitive to changes in rope feel 16:31 < bridge> [freenode] took a while for them to forgive us, and some minor tweaking 16:32 < bridge> [freenode] but yeah. ddnet pretty much requires rope 16:32 < bridge> [freenode] for everything 16:32 < bridge> [ddnet] https://github.com/pragmagic/godot-nim 16:32 < bridge> [ddnet] deen ^^ 16:32 < bridge> [freenode] heinrich5991: BTW. I think I challenged you to this one long ago https://www.youtube.com/watch?v=qxE7ZNJEfFc - I ran into this video the other day. someone who actually finished it. 16:33 < bridge> [freenode] I've yet to manage that 16:33 < bridge> [freenode] heinrich5991: if I even manage to get to the challenge jumps, I usually drown due to the water rise failing the jump over and over 16:34 < bridge> [freenode] but being total fail at roping has not discouraged me from screwing w/ it 😃 16:34 < bridge> [freenode] heinrich5991: and... the main reason our granularity is so insanely high is not the round based thing, it is the pixel based thing 16:35 < bridge> [freenode] that and meh homebrew physics 😝 16:36 < bridge> [ddnet] the video looks like the prediction is off 16:37 < bridge> [ddnet] like the hook doesn't look like it would hit and then it suddenly attaches 16:44 < bridge> [ddnet] <ᶰ°Konͧsti> Lol i wanted to download hedgewars 16:44 < bridge> [ddnet] <ᶰ°Konͧsti> But arch Linux sucks :feelsbadman: 16:45 < bridge> [ddnet] <ᶰ°Konͧsti> Im lazy 16:45 < bridge> [freenode] hm 16:45 < bridge> [freenode] we have a couple of arch people hanging out in the channel 16:45 < bridge> [ddnet] <ᶰ°Konͧsti> I'm gonna pacman it 16:45 < bridge> [freenode] not aware of any (current) problems with the package 16:45 < bridge> [ddnet] <ᶰ°Konͧsti> K got it 16:45 < bridge> [ddnet] <ᶰ°Konͧsti> xd 16:45 < bridge> [freenode] last screwup that resulted in like a dozen emails from arch users was arch bumping physfs and not bumping hedgewars - and relying on physfs promise of ABI compatibility (hah) 16:46 < bridge> [freenode] eventually found a struct with a field change 😝 16:46 < bridge> [freenode] frustrating part was arguing w/ arch about "plz just rebuild the Hedgewars package thx" 16:47 < bridge> [ddnet] got a link to mailing list? 16:47 < bridge> [freenode] mailing list? 16:47 < bridge> [freenode] oh. the emails 16:47 < bridge> [freenode] heh. we have this feedback page inside the app 16:47 < bridge> [ddnet] the thread about rebuilding in arch I ment 16:47 < bridge> [freenode] ahhh 16:47 < bridge> [freenode] lemme see! 16:47 < bridge> [freenode] it was on IRC but also in bug report 16:48 < bridge> [freenode] might be some stuff in the bug report 16:48 < bridge> [freenode] and I know I emailed the arch users the bug 16:48 < bridge> [freenode] we never have had this kind of prob w/ debian/ubuntu/gentoo 😝 16:48 < bridge> [ddnet] well, they simply don't update the libraries 😉 16:48 < bridge> [freenode] well. it helps that debian I think has more rigorous testing and also, well, their dev idles on our channel 16:49 < bridge> [freenode] s/dev/maintainer/ 16:50 < bridge> [freenode] heinrich5991: https://issues.hedgewars.org/show_bug.cgi?id=511 16:51 < bridge> [freenode] heinrich5991: in the end it was fixed just 'cause we did a new release 16:51 < bridge> [ddnet] 😦 16:51 < bridge> [freenode] was basically broken for 2 months 16:51 < bridge> [ddnet] Tuesday, 17 October 2017, 20:13 GMT 16:51 < bridge> [ddnet] So, obviously, what I propose is to re-build hedgewars. Maybe other physfs-dependent packages, too (this I don't know). 16:52 < bridge> [ddnet] Comment by Matthias Blaicher (mabl) - Thursday, 07 December 2017, 14:55 GMT 16:52 < bridge> [ddnet] Since this bug is fixed by a rebuild and there has been a new version of hedgewars since mid-november, I'd propose to just update the package and everything will be fine 😃 16:52 < bridge> [freenode] us constantly telling users "downgrade physfs or rebuild hedgewars" 16:52 < bridge> [freenode] (or do your own build) 16:52 < bridge> [freenode] ah well whatever 16:52 < bridge> [ddnet] and arch linux maintainers being stubborn :/ 16:52 < bridge> [freenode] hehe 16:52 < bridge> [freenode] we were joking about adding an autoreply script 16:53 < bridge> [ddnet] ^^ 16:59 < bridge> [ddnet] <ᶰ°Konͧsti> lol this hedgewars game sucks 17:09 < bridge> [freenode] *sniff* 17:22 < bridge> [ddnet] <ᶰ°Konͧsti> it requires accounts and accounts are bad 17:26 < bridge> [freenode] doesn't require accounts 17:36 < bridge> [freenode] account is only if you want your stats on server, want to reserve a username, or want to rejoin a game on disconnect 17:37 < bridge> [ddnet] <ᶰ°Konͧsti> or join a server which only allows registered users aka all 17:37 < bridge> [ddnet] <ᶰ°Konͧsti> anyways even the option of having accounts is bad 17:41 < bridge> [freenode] hm? 17:41 < bridge> [freenode] hardly anyone requires registration 17:41 < bridge> [freenode] but some people do enable that if they are being harassed 17:42 < bridge> [freenode] also you might have a confusion here between "server" and "room" 17:42 < bridge> [freenode] at the server level there's basically 0 servers besides the official one that support registration 17:45 < bridge> [freenode] anyway. gonna bet most people disagree w/ you on the fundamental point - esp the ones who chat routinely on the server 17:45 < bridge> [freenode] kinda like on freenode, people like to know who they are talking to 17:45 < bridge> [freenode] that's basically the main reason for it. that and spam/abuse 17:45 < bridge> [freenode] the forums are never going to support unregistered 'cause we would not be able to handle the moderation load 17:45 < bridge> [freenode] feel free to start an anonymous message board of your own and announce it on the site if you want that 17:51 < bridge> [freenode] the one I do regret ever allowing was the repeated request for password protected rooms 17:51 < bridge> [freenode] I'd swear people turn that on just for the hell of it now then wonder why no one joins 17:51 < bridge> [freenode] think it was really poisonous to server activity 18:13 < bridge> [ddnet] why is ppl talking to bots 18:17 < bridge> [freenode] bridging I guess 18:17 < bridge> [freenode] I'm on freenode personally 18:17 < bridge> [freenode] at least - I'm guessing that's what you're talking about 19:39 < bridge> [ddnet] http://prntscr.com/j62abm 19:40 < bridge> [ddnet] @heinrich5991 u do masterserver bans? 21:10 < bridge> [ddnet] <ᶰ°Konͧsti> Teeworlds>hedgewars 21:44 < bridge> [ddnet] @Ryozuki I can do these 21:44 < bridge> [ddnet] look at the image ^^ 22:05 < bridge> [ddnet] @Ryozuki may I share that image furtherly? does it disappear? 22:05 < bridge> [ddnet] u can 22:05 < bridge> [ddnet] i dont think it disappears 22:17 < bridge> [ddnet] @Ryozuki I forwarded it to teecloud.de, since they seem to be hosting these kinds of servers 22:17 < bridge> [ddnet] @Ryozuki if they don't answer in a couple of days, I'll ban the IPs 22:17 < bridge> [ddnet] ok