15:29 < Learath2> https://github.com/ddnet/ddnet/commit/cae8c68d we used to use this "hack" to improve the map download speed before switching over to http, it worked pretty well 15:30 < Learath2> I don't really remember a reflection using the map downloads 16:05 < bridge_> [teeworlds] http map download is beast o.O 16:07 < bridge_> [teeworlds] Maybe we could implement a public map database into master servers to support http download. 16:07 < bridge_> [teeworlds] well sounds like work stporage place and attack vector all struggel nobody wants to go through. 16:08 < Dune> you don't need a centralized database to have http download 16:38 < Edible> how come? 16:39 < Dune> you can just have the servers give http? 17:07 < bridge_> [teeworlds] oh true BrainDragon didnt think of that xd 17:07 < bridge_> [teeworlds] sure the servers it self could do that. Idk how i didnt think of that. I wonder why ddnet does it this way. Do they even? xd 19:42 < bridge_> [teeworlds] @Dune you could easily just give a server Http and a websocket - I am not sure you asked for that 20:04 < redix> you could just increase sv_map_download_speed 20:11 < bridge_> [teeworlds] @Dune i wanted to bind statboard on shift+tab and i have scoreboard on tab and emote on shift. Doesn't this combination work? 20:12 < bridge_> [teeworlds] I expected to press shift+tab to get emote and statboard but i got emote and scoreboard 20:19 < bridge_> [teeworlds] Yeah I don't think it works if you use lshift 20:22 < bridge_> [teeworlds] SAD 20:22 < bridge_> [teeworlds] woops caps 20:22 < bridge_> [teeworlds] also taking a screenshot of the statboard with my f4 bind didnt work either 21:59 < bridge_> [teeworlds] Oy when should the statboard not reset? On a new round? I don't even know rounds lol 22:39 < redix> rounds only exist in survival 22:40 < redix> your pr only resets after a match but not after a round (which is correct) but i'm pretty sure that it does not reset after a restart 22:43 < redix> other problems with the statboard: stats are not reset when a new player enters the slot (works only in demos), FPM value should only consider the time you were really ingame, kills and deaths in scoreboard and statboard differ sometimes 22:43 < redix> and serverside stat support would be cool 22:49 < bridge_> [teeworlds] no it doesnt reset after restart 22:49 < bridge_> [teeworlds] because the client doesnt know about restart 22:49 < bridge_> [teeworlds] im not sure if we should introduce a gamestateflag for that 22:49 < redix> here is the code from ddnet: 22:49 < redix> V 22:49 < redix> https://github.com/ddnet/ddnet/blob/6e24bf9ae2de83ee568647c77ac9fc979b00ab98/src/game/client/gameclient.cpp#L1266-L1274 22:50 < redix> works for restart aswell but it is a bit hacky 22:50 < bridge_> [teeworlds] so they restart on round 22:50 < bridge_> [teeworlds] do we want to restart on new round? 22:50 < redix> and this would reset on round aswell 22:51 < redix> so you would have to add an additional check for the roundover state 22:51 < bridge_> [teeworlds] yes i was thinking about that 22:51 < bridge_> [teeworlds] but i didnt even know what rounds are haha 22:51 < redix> makes it even more hackish =\ 22:51 < bridge_> [teeworlds] yea 22:51 < bridge_> [teeworlds] i think rounds can be seen as feature 22:52 < bridge_> [teeworlds] but restart should reset it. And the client doesn know about restart. And i guess adding a gamestateflag would be more of an 0.8 thing 22:52 < redix> thats why the ddnet code checks for the tick instead of the flag 22:53 < redix> tick is reset in restart 22:59 < bridge_> [teeworlds] yea thats ugly 22:59 < bridge_> [teeworlds] wont implement that for vanilla