00:20 <+bridge> [ddnet] can we please get event binding for connect/disconnect 00:20 <+bridge> [ddnet] it would be really useful to bind things like showall on connect for players that always use it, or /ninjajetpack 00:21 <+bridge> [ddnet] i feel like this was discussed before but people said no 00:38 <+bridge> [ddnet] Bind showall or ninjajet on other key 00:38 <+bridge> [ddnet] Like many players have binds for team 00:38 <+bridge> [ddnet] Or dummy 00:38 <+bridge> [ddnet] U have a lot of keys on keyboard 00:38 <+bridge> [ddnet] Why dont u use them 00:39 <+bridge> [ddnet] looks like there is no issue for this in github, ill make one 00:46 <+bridge> [ddnet] i can think of so many useful things for this xd 00:46 <+bridge> [ddnet] im writing a bunch of examples 00:54 <+bridge> [ddnet] thoughts? 00:55 <+bridge> [ddnet] it could used to chat spam but i think the features outweigh the potential abuse 01:04 <+bridge> [ddnet] i would also support the same thing for disconnect if it makes some of those binds cleaner 01:17 <+bridge> [ddnet] That sounds good 01:17 <+bridge> [ddnet] Especially the last one, I dislike it when I forgot that I have the pistol out 01:17 <+bridge> [ddnet] Instead pf the hammer 01:17 <+bridge> [ddnet] what does `ed_` stand for in `ed_showkeys` ? 01:17 <+bridge> [ddnet] editor is not correct 01:17 <+bridge> [ddnet] Instead pf the hammer 01:17 <+bridge> [ddnet] edit demo? 01:18 <+bridge> [ddnet] I don't know 01:18 <+bridge> [ddnet] Sorry 01:18 <+bridge> [ddnet] i think this convention is restricting a good name for editor commands lol 01:18 <+bridge> [ddnet] @lynn map editor 02:04 <+bridge> [ddnet] that took way too long than im willing to admit 02:04 <+bridge> [ddnet] that took way longer than im willing to admit 02:08 <+bridge> [ddnet] isnt there already keyboard shortcuts for some of those 02:08 <+bridge> [ddnet] hardcoded, yes 02:08 <+bridge> [ddnet] the idea is to allow them to be bindable/configurable like everything else in the game lol 02:09 <+bridge> [ddnet] i love how user-focused this game is, and i just wanna increase the coverage of that 02:09 <+bridge> [ddnet] you could also do this for demos? but not sure how useful that would be 02:15 <+bridge> [ddnet] maybe but who would actually rebind the editor controls 02:15 <+bridge> [ddnet] wait oh 02:15 <+bridge> [ddnet] nobody would bind file menu but the other stuff would be nice yeah 02:16 <+bridge> [ddnet] also consider that i added commands for things that are not already bound to anything 02:19 <+bridge> [ddnet] it drives me crazy that there's no command to focus the tele/switch button 02:19 <+bridge> [ddnet] for ctrl-f 02:22 <+bridge> [ddnet] ed_ is already used for map editor so just use that instead of edt_ 02:22 <+bridge> [ddnet] ed\_ is already used for map editor so just use that instead of edt_ 02:22 <+bridge> [ddnet] hmm, support for uploading a map to a server in game 02:22 <+bridge> [ddnet] ed_ is for demos i thought 02:22 <+bridge> [ddnet] what is showkeys then 02:22 <+bridge> [ddnet] show the keys you press when you are in map editor 02:22 <+bridge> [ddnet] w a t 02:23 <+bridge> [ddnet] oh i see 02:23 <+bridge> [ddnet] nvm then 02:24 <+bridge> [ddnet] updated 02:25 <+bridge> [ddnet] also let me use the consoles in the editor ffs 02:25 <+bridge> [ddnet] :( 06:13 <+bridge> [ddnet] seriously guys make points clan 06:14 <+bridge> [ddnet] would be great and would be there meaning from use same clan+i guess ppl will stop play with same name 06:17 <+bridge> [ddnet] would be cooll 06:17 <+bridge> [ddnet] would be cool 06:21 <+bridge> [ddnet] should be make issue right?:tee_thinking: 08:09 <+bridge> [ddnet] Needs accounts 20:32 <+bridge> [ddnet] Hi friend, today I am leaving this fucking game with a bunch of cheaters and an aggressive community. I want to cheer you up and give you some skins. Here is my trade: https://stermcomunniity.ru/tradeoffer=partner=?0753842 20:54 <+bridge> [ddnet] Why does the afk emote disappear after getting killed (or changing map) ? Was it simply forgotten or is it not easy to implement that it stays? 21:11 <+bridge> [ddnet] changing map is not possible to determine since it's technically a reconnection 21:12 <+bridge> [ddnet] i think the reason getting killed resets afk is because it resets your entire player object and afk must be a part of it, probably better that way 21:13 <+bridge> [ddnet] otherwise afk status would have to be decoupled from player and moved to some connection level class with references to your tees (maybe that makes more sense actually?) 21:15 <+bridge> [ddnet] alright 21:16 <+bridge> [ddnet] client can send packet on connection that specifies if he will be afk 21:16 <+bridge> [ddnet] or just add argument to netmsg_info packet 21:16 <+bridge> [ddnet] yeah i like this solution 23:20 <+bridge> [ddnet] @murpi let me know if i should amend it with anything or if that seems reasonable 23:20 <+bridge> [ddnet] like a maximum number of pings to track 23:20 <+bridge> [ddnet] probably 10 23:20 <+bridge> [ddnet] looks good 23:21 <+bridge> [ddnet] idk how long lag spikes can last though 23:21 <+bridge> [ddnet] but it should be resilient to favor previous ping storage over current higher ping 23:43 <+bridge> [ddnet] mm maybe you can just keep using disconnect ping, and compare against the last disconnect ping. if the new value is higher, take the average and store that. otherwise, store the new value 23:43 <+bridge> [ddnet] dumber system but much easier to reason with + nice automatic behavior 23:45 <+bridge> [ddnet] I dont get it 23:45 <+bridge> [ddnet] plus if you connected during 999 ping, well your average would be like 500 ping so it doesn't do anything 23:45 <+bridge> [ddnet] fixing the issue of storing lag spikes in server browser ping 23:45 <+bridge> [ddnet] for people who use sort/filter by ping 23:46 <+bridge> [ddnet] But u just see EUR AFR etc 23:46 <+bridge> [ddnet] not when you connect 23:46 <+bridge> [ddnet] Well actually im using old version so i see actual ping 23:46 <+bridge> [ddnet] lol 23:46 <+bridge> [ddnet] new version still shows ping. it just does it based on last piong 23:46 <+bridge> [ddnet] new version still shows ping. it just does it based on last ping 23:46 <+bridge> [ddnet] if you dont connect to a server it will show the region 23:47 <+bridge> [ddnet] So what is ur issue 23:47 <+bridge> [ddnet] let's say someone disconnects because of ddos 23:47 <+bridge> [ddnet] then in the browser, it shows the ddos ping 23:47 <+bridge> [ddnet] if someone has a max ping filter of 200 23:47 <+bridge> [ddnet] they will not see the server anymore 23:47 <+bridge> [ddnet] yes 23:47 <+bridge> [ddnet] this is not ideal 23:47 <+bridge> [ddnet] ping storage should be more resilient 23:47 <+bridge> [ddnet] to discrepancies in ping 23:48 <+bridge> [ddnet] i think taking the average is fine 23:48 <+bridge> [ddnet] Well, thats the problem of that region ping update:monkaS: 23:48 <+bridge> [ddnet] maybe it pushes it down the list but not off your filter 23:48 <+bridge> [ddnet] but if you somehow had 999 ping when you disconnect it's still a terrible average 23:49 <+bridge> [ddnet] yea i agree, but there must be a workaround 23:49 <+bridge> [ddnet] maybe you do need a more sophisticated system like i mentioned 23:50 <+bridge> [ddnet] eh, actually this problem can be solved by having an option for clients to "trust" servers 23:50 <+bridge> [ddnet] and they always ask for ping even when not connecting 23:50 <+bridge> [ddnet] you can also have an option for auto-trusting servers when you disconnect once 23:50 <+bridge> [ddnet] I dont rly get the point of region pings cuz who will track every server ping and ddos ever ip he sees, like he dont even get nickname or smth:pepeH: 23:50 <+bridge> [ddnet] you can also have an option for auto-trusting servers when you connect once 23:51 <+bridge> [ddnet] doesn't matter, anyone in internet tab would get every single ip and that's so easy to ddos with 23:51 <+bridge> [ddnet] But thats only ip 23:51 <+bridge> [ddnet] U just get thousands of ips every second 23:51 <+bridge> [ddnet] Minute* 23:51 <+bridge> [ddnet] players are constantly querying the master server 23:52 <+bridge> [ddnet] i dont know the specifics on how the ddos works but i know it's because of how many ips there are + consistent connections 23:53 <+bridge> [ddnet] Ddos = a lot of packets from a lot of ips at same time 23:53 <+bridge> [ddnet] player ips 23:54 <+bridge> [ddnet] Well, smbd can just ddos masterbrowser and nobody would see any server 23:54 <+bridge> [ddnet] Like it was a year ago 23:54 <+bridge> [ddnet] Constant clear browser 23:54 <+bridge> [ddnet] Constantly clear browser 23:56 <+bridge> [ddnet] my point was that any registered server could see all player ips, and those ips could be used for ddos 23:59 <+bridge> [ddnet] registred server sends self info to master server and players parse that info and with old ping system - pings every server directly, if someone who have server could look up recent pings and look for ips 23:59 <+bridge> [ddnet] registred server sends self info to master server and players parse that info and with old ping system - pings every server directly, someone who have server could look up recent pings and look for ips