01:14 <+bridge_> [ddnet] I have the feeling Sixup sounds are doubled for other players, just by looking at the code 01:14 <+bridge_> [ddnet] 0.7 handles sounds for Hook attaching to players/ground/nohook clientside, for all players 01:15 <+bridge_> [ddnet] so this PR should work for yourself, but if you are a 0.7 client and someone else hooks you or anybody close to you, I think you should hear 2 sounds 01:15 <+bridge_> [ddnet] check out vanilla/gameclient.cpp, ProcessTriggeredEvents and where its getting called (same file) 01:16 <+bridge_> [ddnet] also, 0.7 vanilla doesnt send any hook sounds to the client, this is just a guess, I cant test it right now 01:17 <+bridge_> [ddnet] So we would need a NonSixupTeamMask, excluding all Sixup players for these hook sounds 01:22 <+bridge_> [ddnet] https://github.com/teeworlds/teeworlds/blob/master/src/game/client/gameclient.cpp#L1094 01:22 <+bridge_> [ddnet] events are only triggered for other players here: 01:22 <+bridge_> [ddnet] 01:22 <+bridge_> [ddnet] https://github.com/teeworlds/teeworlds/blob/1846c74467e8a95a44c1ba972455e4da15083e66/src/game/client/gameclient.cpp#L1298 01:23 <+bridge_> [ddnet] And here for the local character: 01:23 <+bridge_> [ddnet] https://github.com/teeworlds/teeworlds/blob/1846c74467e8a95a44c1ba972455e4da15083e66/src/game/client/gameclient.cpp#L1585 11:15 < ***> Buffer Playback... 11:15 <+bridge_> [11:02:13] [ddnet] <ᶰ°Konͧsti> @deen wtf why do u delete atlas skin????? 11:15 <+ChillerDragon> [11:02:21] atlas by whis o.O 11:15 <+bridge_> [11:02:45] [ddnet] <ᶰ°Konͧsti> :zombietroll: 11:15 <+ChillerDragon> [11:03:12] yo @Soreu or anyone else any idea how to better organize graphics? Currently working on mapres and skins collections and its so hard to find duplicates. 11:15 <+ChillerDragon> [11:03:20] People use different names for same graphics 11:15 <+ChillerDragon> [11:03:34] and even sha1sums dont match becuase they are resaved and exported differently etc 11:15 <+ChillerDragon> [11:03:57] especially for skin names its hard to decide which skin name is the "real" one or who is the author 11:15 <+bridge_> [11:04:22] [ddnet] I kept some under categories of style, if it could be named that way. Like "mountains", "Asian style", "jungle", etc 11:15 <+ChillerDragon> [11:04:49] All these things also gameskins fly around on discord get edited and everyone changes names and format there is no real source of trust 11:15 <+bridge_> [11:05:06] [ddnet] for skins I think best would be by author, though this one is hard to find out after longer time 11:15 <+ChillerDragon> [11:05:12] ye 11:15 <+ChillerDragon> [11:05:38] well mapres names are not too important but still annoying to find duplicates 11:15 <+bridge_> [11:05:45] [ddnet] same with gameskins, it's rather uncategorisable 11:15 <+ChillerDragon> [11:05:50] yea 11:15 <+bridge_> [11:06:00] [ddnet] especially after someone changes just color of hook 11:15 <+ChillerDragon> [11:06:00] I have my mapres somewhat organized https://github.com/TeeworldsDB/mapres 11:15 <+ChillerDragon> [11:06:47] oh also @Soreu feel free to search dupes add credits rename mapres etc if you feel motivated contributing to this database 11:15 <+ChillerDragon> [11:06:59] since you are also the author of many graphics there 11:15 <+bridge_> [11:08:19] [ddnet] ye, just found my `spikes_colored` though I remember that one under GSP-something name xd 11:15 <+ChillerDragon> [11:09:00] yes you used a lot of GSP names idk what GSP stands for and i just ignored the mapres i already had under a diff name 11:15 <+ChillerDragon> [11:09:19] i have no clue what names are best 11:15 <+bridge_> [11:09:47] [ddnet] tbh imo it would be better if all those graphics could be in more than one category, but for that there would be need of website, so you wouldn't have them duplicated in different directories 11:15 <+ChillerDragon> [11:10:03] yes 11:15 <+ChillerDragon> [11:10:36] there is https://teeskins.de/ currently 11:15 <+bridge_> [11:10:39] [ddnet] GSP stands for Get Some Popcorn (it will take a while) and was a 2-ppl clan xD weird and lovely times 11:15 <+bridge_> [11:11:47] [ddnet] ye, but kinda nobody checks whatever is uploaded to teeskins afaik, there have been a lot of crap & duplicates last time I browse thru it 11:15 <+bridge_> [11:11:53] [ddnet] maybe it changed since then 11:15 <+ChillerDragon> [11:12:48] Yea my system is kinda bad because its hard to decide where to put it. I try to bypass that issue by having a metadata txt containing tags. 11:15 < ***> Playback Complete. 15:58 <+bridge_> [ddnet] @ChillerDragon you could try to do some similarity comparison between the tilesets to find out what is a duplicate and what is not 16:08 <+bridge_> [ddnet] Can we add a config that you see who spec you xD? 16:09 <+bridge_> [ddnet] Can we add a config that you can see who spec you xD? 16:29 <+bridge_> [ddnet] who would enable this config? the person speccing or the person being specced? 16:32 <+bridge_> [ddnet] I want to know who spec me 16:32 <+ChillerDragon> @heinrich5991 yea actually planned that i didnt look into it but do you have a tool already that you can recommend for that? 16:33 <+bridge_> [ddnet] no, don't know any 16:33 <+ChillerDragon> k 16:33 <+bridge_> [ddnet] @Trafalgar Law but maybe the people speccing you don't want to announce it 16:33 <+ChillerDragon> just update to 0.7 16:33 <+ChillerDragon> it has this feature 16:36 <+bridge_> [ddnet] but there are a lot of results for similarity hashing if you search for it 16:58 <+ChillerDragon> yea sure 16:58 <+ChillerDragon> Im also not sure what to do about automapper rules and working files 16:59 <+ChillerDragon> like i have all the mapres.pngs but sometimes there are also .svg and .xfc and .psd 16:59 <+ChillerDragon> feels like chaos what i do :D 16:59 <+bridge_> [ddnet] attach them to the image I guess? 17:35 <+bridge_> [ddnet] I have idea for new feature 17:35 <+bridge_> [ddnet] Cinematic mode 17:35 <+bridge_> [ddnet] got a license for almost 3/4 of ddnet skins already 🙂 17:35 <+bridge_> [ddnet] @TortiLeq what is that? 17:36 <+bridge_> [ddnet] @heinrich5991 we don't use the l word anymore, please be mindful of our softer, more delicate tees 17:37 <+bridge_> [ddnet] Something like when you spectating person in ath. But it can be option in hud settings. Cinematic mode can be used in recoding speedruns etc. 17:37 <+bridge_> [ddnet] is it a smoother camera? 17:37 <+bridge_> [ddnet] or what does it do? 17:37 <+bridge_> [ddnet] Oh, now that we have bezier curves, a smooth camera shouldn't be too hard to implement 🙂 17:38 <+bridge_> [ddnet] Wait i can show you but first gotta download ath to record it 17:43 <+bridge_> [ddnet] @heinrich5991 you only implemented a 1d bezier curve though, right? 17:43 <+bridge_> [ddnet] you'd have one for x and y separately 17:43 <+bridge_> [ddnet] Though I guess we only need it to drive progress, the fact that tees move in small increments should make it look smooth enough even if we just go towards the tee in a line 17:44 <+bridge_> [ddnet] Hm, but we do have teleports and tees can go very fast 17:45 <+bridge_> [ddnet] not really sure how one would avoid the sharp changes in direction 17:45 <+bridge_> [ddnet] except for teleports you don't really have sharp changes in directions, right? 17:45 <+bridge_> [ddnet] ah, and ninja 17:46 <+bridge_> [ddnet] some way to limit how much the direction vector can change per tick? 17:46 <+bridge_> [ddnet] for the smoothing or for the tees? 17:47 <+bridge_> [ddnet] for the smoothing 17:47 <+bridge_> [ddnet] the direction vector of the cameras movement 17:48 <+bridge_> [ddnet] Something like that smooth movement: 17:48 <+bridge_> [ddnet] https://drive.google.com/file/d/1lJzAB-zjt59dkIRP6DOuChpb1DzasFZu/view?usp=sharing 17:48 <+bridge_> [ddnet] For new option in hud settings 17:49 <+bridge_> [ddnet] yea, looks like simple smoothing 17:49 <+bridge_> [ddnet] But for default its turned off 17:49 <+bridge_> [ddnet] huh, that doesn't look very smooth even 😄 17:49 <+bridge_> [ddnet] we could add that 17:49 <+bridge_> [ddnet] Oki 17:50 <+bridge_> [ddnet] We should do better, ease in ease out looks better than linear interpolation 17:50 <+bridge_> [ddnet] is that linear? 17:50 <+bridge_> [ddnet] It looks linear to me 17:50 <+bridge_> [ddnet] Though the duration of the switch seems to be constant, so far away switches happen realquick 17:51 <+bridge_> [ddnet] The path looks linear though 17:51 <+bridge_> [ddnet] Well both the path and the interpolation look linear 😄 17:54 <+bridge_> [ddnet] I guess the path being linear isn't too much of an issue except for the corner cases of ninja and teleport 17:57 <+bridge_> [ddnet] one would probably want to center the tee somehow 17:58 <+bridge_> [ddnet] ? 17:59 <+bridge_> [ddnet] I don't have an immediate on how to do that 17:59 <+bridge_> [ddnet] idea* 17:59 <+bridge_> [ddnet] The final position of the movement will be when the target tee is centered 18:01 <+bridge_> [ddnet] but that would mean that it's always behind 18:01 <+bridge_> [ddnet] not if we make sure the camera is moving faster than the tee 18:04 <+bridge_> [ddnet] The first derivative of the curve should be `target_v + default` 18:05 <+bridge_> [ddnet] hm I wonder how hard that would be to solve for though 18:58 <+bridge_> [ddnet] @Learath2 got an idea how I can go from 0-255 to -128-127 18:59 <+bridge_> [ddnet] context python 18:59 <+bridge_> [ddnet] 0 to 0, 127 to 127, 128 to -128, 255 to -1 19:00 <+bridge_> [ddnet] eh? 19:00 <+bridge_> [ddnet] I guess I could make a function, just a question if there's a nice formula 19:01 <+bridge_> [ddnet] just subtract 128? 19:01 <+bridge_> [ddnet] that maps 0 to -128, not 0 to 0 19:01 <+bridge_> [ddnet] Oh, hm 19:03 <+bridge_> [ddnet] 255 to -1 sounds like a weird transform 19:03 <+bridge_> [ddnet] it's like reinterpreting an unsigned byte as a signed char 19:04 <+bridge_> [ddnet] Oh, a twos complement signed char? 19:04 <+bridge_> [ddnet] yes 19:07 <+bridge_> [ddnet] Hm, I don't see a nice clean formula 19:08 <+bridge_> [ddnet] Wait, couldn't you do something like ~x + 1 ? 19:09 <+bridge_> [ddnet] It's not a nice transform but I think it should work 19:11 <+bridge_> [ddnet] that would work for the negative case, but not the positive one 19:11 <+bridge_> [ddnet] ah look, I might have it: 19:11 <+bridge_> [ddnet] (x + 128) % 256 - 128 19:12 <+bridge_> [ddnet] afk, food