13:53 < bridge_> [teeworlds] why doesn't default teeworlds not support teleports? In a lot of games they are just a usefull tool 13:53 < bridge_> [teeworlds] *Why doen't teeworlds support teleport Oo whats wrong with me 13:59 < bridge_> [teeworlds] Sure they are usefull but they are not used for the vanilla gametype. And I don't think that they wpuld fit from what I saw in fly mods. 14:03 < rand> or jump booster 14:03 < rand> could wind be emulated through tune parameters ? (wind as in worms) 15:44 < bridge_> [teeworlds] not via tune params 15:44 < bridge_> [teeworlds] but in general it can be simulated 15:44 < bridge_> [teeworlds] the client just wouldn't like strong winds 16:00 < rand> right, any gravity tuning will also apply to player 16:00 < rand> (and right² about strong wind) 16:03 < bridge_> [teeworlds] you can handle gravity seperarte for each player 16:03 < bridge_> [teeworlds] because you can send them different tuinings 😃 16:08 < rand> but, since there is a bit of prediction on the trajectory of each player, that is the same difficulty as strong wind 16:08 < bridge_> [teeworlds] no 16:08 < rand> but, it is smooth for the client own position 16:08 < bridge_> [teeworlds] the client can predict the gravity, since you are sending the tuning parameters 16:08 < rand> I was thinking about wind only on grenade 16:08 < bridge_> [teeworlds] then yes 😄 16:09 < bridge_> [teeworlds] on the gravity: the client would have problems predicting other players gravity, if its different 16:09 < rand> the gravity can be different per client, but each client will apply the same gravity on every player (until the server says nope) 16:09 < rand> yes 16:09 < bridge_> [teeworlds] yes 16:10 < rand> I finally end up to what you were saying x) 16:11 < bridge_> [teeworlds] you can solve this with multimaps 16:11 < bridge_> [teeworlds] each multimap has its own gravity 16:11 < bridge_> [teeworlds] But why 16:12 < rand> what is a multimap ? 16:17 < rand> btw, I was wondering why client K/D info was reseting on zcatch (on the server I'm used to play) 16:17 < rand> is it because of hackish way to change skin color ? 16:19 < rand> does the SV_CHANGESKIN solve this issue ? 16:29 < redix> in 0.7.3 the K/D is hardly ever reset =\ actually it should reset on client enter or leave but it only does in demos right now 16:32 < redix> but when the stats are fixed they don't work with the current zcatch implemantation anymore. SV_CHANGESKIN can fix this issue... they should update the server 16:40 < bridge_> [teeworlds] I don't know why zCatch breaks it 16:40 < bridge_> [teeworlds] And zCatch uses the hackish way of changing skins, even a better way exists 16:41 < bridge_> [teeworlds] what is a multimap? I can show you if you want 16:43 < redix> the skinchange was introduced in 0.7.3 16:43 < redix> zcatch is still on 0.7.2 16:48 < bridge_> [teeworlds] yes and you can do a downwards compatible skinchange 19:29 < bridge_> [teeworlds] maybe this question is stupid, but how do i get an Editor instance on the server side? 19:30 < bridge_> [teeworlds] when searching for Editor i never find a place where its initalized 19:31 < bridge_> [teeworlds] m_pEditor = Kernel()->RequestInterface(); 19:31 < bridge_> [teeworlds] found it ^^ 22:57 < bridge_> [teeworlds] A feature I really miss: Ban people from voting.