16:39 < bridge_> [teeworlds] @ChillerDragon do you have a 0.7.3 headless tw client? for testing game mechanics? 16:39 < bridge_> [teeworlds] need dummies ._. 16:51 < bridge_> [teeworlds] I think there is a server function to spawn dummies 16:52 < bridge_> [teeworlds] `sv_dummies` 16:53 < bridge_> [teeworlds] dbg_dummies ? 16:53 < bridge_> [teeworlds] ah nvm me :) 16:54 < bridge_> [teeworlds] except you break it, like I did 16:54 < bridge_> [teeworlds] what? 17:09 < bridge_> [teeworlds] I broke this feature in my current mod 18:18 < bridge_> [teeworlds] @Assa still wip sorri 18:18 < bridge_> [teeworlds] @jxsl13 * 21:53 < bridge_> [teeworlds] dbg_dummies kinda never worked anywhere? or what's the proper way to use it? 21:54 < bridge_> [teeworlds] I use it plentifully 21:54 < bridge_> [teeworlds] dbg_dummies 4;reload 21:54 < bridge_> [teeworlds] for example 22:01 < bridge_> [teeworlds] thanks, gonna test. 23:05 < bridge_> [teeworlds] Oh and you need debug build as far as I remember @jxsl13 23:06 < bridge_> [teeworlds] maybe you need to set `debug 1` 23:16 < bridge_> [teeworlds] I think dummies are a server side feature and they depend on the debug build flag. And debug 1 is an client command. As far as I know. 23:18 < bridge_> [teeworlds] yeah, it's a `dbg_` command, compile in debug mode 23:33 < bridge_> [teeworlds] cmake seems to compile to debug by default 23:33 < bridge_> [teeworlds] works fine 23:33 < bridge_> [teeworlds] thanks, saves a lot of fidling with crap. 23:34 < Dune> bam also compiles to debug by default