11:06 <@heinrich5991> possible powerup: being able to hook unhookable tiles 11:07 <@heinrich5991> or even: enemy team can't hook anymore in the next 10/20/30 seconds 11:23 < lvgx> will 0.7 still be released on december 24 ? 11:29 <@heinrich5991> lvgx: I believe that was just an ironical line by minus 11:29 <@heinrich5991> but Oy does want to "release 0.7 in 2015" 11:30 * lvgx was still full of hope 11:30 <@minus> mission accomplished :D 12:01 <@matricks> heinrich5991: got a cooler one, releasing the hook fires the other end so you can nail people to the ground 12:24 <@heinrich5991> I'm not entirely sure what the physics of that would be :) 12:25 <@matricks> [] << there is the window you can throw your physicis ouy of 12:25 <@matricks> :) 12:25 <@matricks> you should never let reality stand in the way of a good game 12:28 < day> the game looks pretty much finished... i wonder if we will see a 1.0 someday :P 12:29 <@matricks> well, there is stuff that I wanted in the game that isn't there, but well 12:29 < day> i dont think the gameplay changed noticably since? idk 0.4? 12:29 <@matricks> you can only say if something is pretty much finished if you have a specification of it :) 12:29 <@matricks> day: gameplay havn't changed 12:29 < day> there was a gigant hook change once, but that was before i started i think 12:29 < day> so probably 0.3ish 12:31 < day> when was 0.4 released? 12:31 <@matricks> dunno, I had a t-rex back then 12:32 < day> *just wondering for how long im playing tw* 12:32 <@heinrich5991> matricks: I mean I'm not entirely sure what logic I'd need to implement for that feature :) it's not really specified enough 12:32 <@matricks> heinrich5991: just tossing out ideas 12:32 <@matricks> feel free to aim them at the window :) 12:34 < day> the one ingame mechanic that always bothered me is. if you fall and you hook another tee that is hooked to a wall. it creates one strange behaving object :P wall <---tee<---tee 12:45 < day> and did i already mention that the nadelauncher needs a big nerf? :P 12:52 <@heinrich5991> it's quite useless in close combat 13:14 <@matricks> day: why? 13:29 < Sonix-> hi 13:29 <@matricks> HI! 13:29 <@matricks> very hi 13:29 <@matricks> so much hi 13:30 < day> matricks: there is no good counter to run and spam. at least i havent seen one. 13:31 <@matricks> be good 13:31 < day> i think i am quite good. 13:31 < day> that makes the problem even worse 13:31 <@matricks> shouldn't be a viable tactic against good people 13:31 < day> because it makes it even easier for the one whos running :P 13:31 <@matricks> and a good balanced map 13:31 < day> it depends on the mode you play i think 13:32 < day> pub ctf5 games are a nightmare 13:32 <@matricks> balancing game after pub games is.. well.. 13:32 < day> but on a decently big map it is impossible for a single person to take down a flag carrier 13:33 < day> if that is wanted, then the goal was achieved 13:33 < day> equal skill implied 13:33 <@matricks> don't remember which map ctf5 is 13:34 < Sonix-> you just have to be smarter than the flag carrier 13:34 <@matricks> and it's not a 1v1 game 13:34 < day> matricks: no wonder. it is a bad map 13:34 < lvgx> matricks: there is no good counter to run and spam. at least i havent seen one. → run and spam = best strat 13:34 < day> but sadly all the rage on pub servers 13:35 <@matricks> how would you change it? 13:36 < day> what i have in mind is change the reload timer 13:36 < day> no idea how that turns out though 13:36 <@matricks> if I remember correctly, all the weapons are balanced to have roughly the same dps 13:37 < day> :o really? 13:37 < day> even the pistole? 13:37 <@matricks> think so 13:37 <@matricks> I know that I took that into account atleast 13:37 < day> i thought the nadelauncher outdp's everything 13:37 < day> dps's* 13:38 <@matricks> might be that it has an edge if you hit straight on 13:38 <@matricks> don't quote me on it, I would check it out 13:38 < day> well maybe the shotgun is equal, they seem to have a similar reload time and single shot damage 13:40 <@matricks> gun = 8 13:40 <@matricks> shotgun = 10 13:40 <@matricks> grenade = 12 13:40 < day> dps? 13:40 <@matricks> laser = 6.25 13:40 <@matricks> yap 13:40 <@matricks> hammer = 24 13:40 < day> :O 13:40 <@matricks> hammer hurts as hell 13:41 < day> you notice when you play vs bots. if they hook you it is over 13:41 < lvgx> but gun's dps is not constant 13:41 <@matricks> you can only do it for about 1 second 13:41 <@matricks> grenade for 5 seconds 13:41 <@matricks> same with laser 13:41 < day> i doubt anyone gets 8shots out in one second 13:41 <@matricks> day: easy 13:42 < day> thats 480apm :/ 13:42 <@matricks> day: easy 13:42 < day> ok 13:42 <@matricks> day: bind mousewheelup +attack 13:42 < lvgx> just heavy spam 13:42 < day> matricks: without tricks obviously 13:42 <@matricks> but then again, gun is the weapon with the longest range 13:43 < day> gun is nice. 13:43 <@matricks> akimbo powerup, fire twice as fast and with auto fire :) 13:44 < day> and unlimited ammo 13:44 < Sonix-> teerminator 13:44 < day> but the aim should suffer 13:45 < day> the bullets need to sweer off in e funktions :D 13:45 <@matricks> no! 13:45 < day> :( 13:45 <@matricks> that goes against the teeworlds core design 13:45 < day> eh? 13:45 < day> what would that be? 13:45 <@matricks> havn't you noticed? :) 13:45 <@matricks> no random 13:46 < day> please. how do you explain me dying then? 13:46 < day> thats all luck! 13:46 <@matricks> haha 13:46 <@matricks> that's the thing, there is no such thing, no random, thats why you see skill differences so easy 13:48 <@matricks> it's one of the fundamentals in the teeworlds design 13:49 < day> i wonder if there really is no random, or if the design decision simply provokes players to strategize even further until they reach a realm of probabilities again 13:49 < day> spamming being such a strategy 13:49 <@heinrich5991> matricks: have you taken the increased hammer delay on hit into account? 13:50 <@matricks> heinrich5991: in 0.7? 13:50 <@heinrich5991> in 0.5 already 13:50 <@matricks> heinrich5991: I just checked the master branch on github 13:50 <@matricks> 0.125 13:50 < day> im pretty sure me and another player managed to hammer eachother to death at the same time, that was kinda funny :D 13:51 < lvgx> day: yes that append to me too 13:51 <@matricks> good 13:51 <@matricks> I would be worried if it hasn't happen 13:53 <@heinrich5991> works with laser as well 13:54 < day> heinrich5991: you mean without a wall bounce? 13:54 <@heinrich5991> yes 13:54 < day> :O 13:54 <@heinrich5991> happens in ictf quite often 13:54 < Sonix-> yep 13:54 < day> i played years of ictf 13:54 < day> never seen it :O 13:55 < day> or just didnt notice it 13:55 <@matricks> good 13:55 <@matricks> again, I would be worried if it hasn't happen 13:55 < rand> :D 13:55 < rand> i might see that in vanilla too 13:56 < day> why was that giant laser bounce delay even integrated? 13:57 <@matricks> for a case that never seem to materialize 13:57 <@matricks> for shooting people around corners etc when chasing 13:57 < day> a double hit? :D 13:57 <@matricks> new super weapon, minitature nuke 13:58 < day> *.* 13:58 <@matricks> new super weapon, small black hole 13:58 <@matricks> new super weapon, cupcake 13:58 * rand catches the cupcake 14:00 <@matricks> you see? noone can resist the cupcake, all other tees are drawn to it 14:00 <@matricks> then it explodes 14:01 < rand> (^ω^)ノ゙(((((((((●~* 14:03 < day> does quake or ut have any random features? 14:03 < day> do* 14:04 * day assumes that matricks was an avid player of at least one of those games 14:05 <@matricks> played a lot quake 3 and a lot of the inspiration for the design in teeworlds comes from it 14:05 <@matricks> q3 have very little random 14:05 <@matricks> mg and shotgun, and thats about it 14:06 <@matricks> and a weighted random for respawn that can be exploited 14:08 < day> matricks: right the respawn. isnt that random as well in tw? 14:08 <@matricks> no 14:08 < day> how do i predict where i spawn? 14:08 <@matricks> far away from danger :) 14:08 < day> ... yeah i figured 14:08 < rand> i wonder if I can remove rand() calls on bots without make them more predictible (there already are though) 14:09 < day> but thats impossible to predict with the players knowledge 14:09 <@heinrich5991> the spawn point with the maximal minimal distance to all players 14:10 < rand> day: it's possible on small map like dm1 14:10 < day> lets say dm1 1on1 14:10 < rand> :) 14:10 < day> :) 14:10 < day> game starts 14:10 < day> if you spawn upper side you have an advantage 14:10 <@matricks> https://github.com/teeworlds/teeworlds/blob/master/src/game/server/gamecontroller.cpp#L991 14:11 <@matricks> day: thats something I've wondered on how to solve actually 14:11 < day> matricks: well for dm1 you kinda did maybe, because the nades are easier to get from the bottom side 14:11 < rand> day: you have to connect after your opponent to get the upper spawn point 14:11 <@matricks> I had an idea that everybody spawns on the same position 14:11 < day> without them the upper position isnt much of an advantage 14:12 <@matricks> to make it fair 14:12 < rand> :D 14:12 < rand> tee explosion ! 14:13 <@matricks> and a like 5 second POSITION YOURSELF! 14:13 <@matricks> no collision or weapon fire 14:13 < day> y that would be perfect 14:13 < day> and then only spawn one nade launcher :D 14:14 <@matricks> and gradually increase p2p springyness 14:14 < day> instand hammer brawl ensured 14:14 <@matricks> day: might not be the best option 14:14 <@matricks> day: stay a far and grab some kills with the gun if that happens 14:14 <@matricks> dunno, could be an intressting option atleast 14:14 < day> well in a 1on1 with only one launcher you dont have to give it up for free :P 14:15 <@matricks> anyway, thats one of the things that I didn't solve 14:15 <@matricks> initial spanw 14:15 <@matricks> spawn 14:15 < day> no one did so far i think 14:16 <@matricks> the game design havn't been touched since I left basiclly 14:16 <@matricks> there is a few tweaks that I would do 15:03 < Stitch626> maybe u should do it now? 15:14 < Edible> Stitch626, you talking to me? 15:52 < Stitch626> no, to matricks 16:31 <@matricks> Stitch626: I don't touch teeworlds anymore :) 18:00 < Obani> Did anyone see the bug I reported ? :x 18:01 <@minus> did the connectionless protocol change in the dev version? 18:01 <@minus> doesn't look like it can to talk to the master server anymore 18:01 < Obani> you mean that 2 big bugs were introduced ? awww >< 18:10 < EastByte> minus: here it changed https://github.com/teeworlds/teeworlds/pull/986 18:12 <@minus> updated master1, incompatible with 0.6 18:12 <@minus> on purpose, heinrich5991? 18:12 <@minus> oh i even said to do so 18:12 < EastByte> yea :p 18:15 < Obani> Did anyone see the bug I reported ? :x 19:14 <@heinrich5991> minus: I had a compatible version, but oy might not have merged it 19:21 < Obani> I precised a bit the problem https://github.com/teeworlds/teeworlds/issues/1427 19:21 < Obani> afk 19:32 <@minus> Obani: can reproduce 19:34 <@minus> heinrich5991: git bisect? 19:34 <@heinrich5991> git bisect! 19:34 <@heinrich5991> just run git bisect, it'll tell you what to do 19:36 <@minus> uh 19:38 <@minus> ha, my arduino blinks! 19:38 <@minus> so far so good 19:38 <@minus> now, how do i program it 19:38 < day> Dunedune: :3 19:38 <@matricks> :D 19:39 < Dunedune> 3: 19:39 < day> :D 19:39 <@minus> hey Dunedune 19:39 <@matricks> minus: port the teeworlds server to it 19:39 <@minus> too few bits 19:39 < Dunedune> hey minus & day 19:39 <@minus> i only work on 64bit 19:39 < Dunedune> sup 19:39 <@minus> but seriously, how do i program it without the arduino IDE 19:40 <@minus> actually without any arduino specific things, i just want to program it like a normal atmega 19:41 < day> matricks: already done, kind of. at least someone got linux running on an atmega :D http://hackaday.com/2012/03/28/building-the-worst-linux-pc-ever/ 19:41 < day> ubuntu only needs 4h to boot 19:43 <@matricks> I ran the teeworlds server on a gp2x :) 19:43 <@matricks> day: seen that :) 19:43 <@minus> well, that's at least 32bit 19:43 <@matricks> minus: nope 19:44 <@matricks> minus: it's 8bit, emulating a 32bit cpu 19:44 <@minus> really? 19:44 <@minus> i thought those things had ARM 19:45 < day> i dont think there is a single 'Atmega' that has an arm core 19:50 <@minus> sweet, makefile & example code set up, works nicely 19:54 < Tobii> minus: b84b8ddfdabba3d2b77d62bdab7d7548e739380f is the first bad commit 19:55 < Tobii> https://github.com/teeworlds/teeworlds/commit/b84b8ddfdabba3d2b77d62bdab7d7548e739380f 19:55 <@minus> attaching a debugger and looking at where it fails is probably more useful 19:55 <@minus> also, don't tell me 19:58 < Tobii> https://gist.github.com/saibotu/620c60bf493e5a17bd00 19:58 < Obani> minus, you got the same bug doing what I told ? 19:59 <@minus> yes 19:59 < Tobii> segfault seems to be something different, but caused by the same commit 19:59 < Obani> heinrich5991, what is git-bisect ? 19:59 < Tobii> happens when firering the gun 19:59 <@heinrich5991> it's a command that helps you find out the offending commit 19:59 <@heinrich5991> but apparantly Tobii already did it 19:59 <@minus> shit, forgotten all about ATmega ADC 20:00 < day> minus: the first thing you should do is get a proper atmega programmer and purge that bootloader 20:00 <@minus> day: no 20:00 <@minus> it works 20:00 < day> i hate that platform >.< 20:00 < Obani> there might be something that was displazed in code, cause all sounds are :/ 20:09 < Tobii> crash is caused by random_int() returning negative values 20:14 <@minus> nice 20:27 < Edible> want me to https://github.com/teeworlds/teeworlds/commits/master.atom > this channel ? 20:28 < Edible> minus, can I ? 20:29 <@minus> i don't mind 20:29 < Edible> yay 20:29 <@minus> until further notice 22:48 < Edible> its set up now i think, im not sure if the output is likable though, i've seen others use colors and stuff