22:28 <@Dune> Actually, since 0.7, we always know who damages us, and how much 22:29 <@Dune> Maybe this could be exploited in statistics / "what killed you" kind of stuff, although I guess it is pretty clear in Teeworlds what kills you 22:30 < Oy> kill messages yeah 22:31 < bridge> [teeworlds] who it is might be even more interesting before you die 22:31 < bridge> [teeworlds] but for sure not in fast pace vanilla. But maybe in some tactical long range bush camp mods 22:40 <@Dune> I was rather thinking about some end game statistics but we already have two boards for that 22:40 <@Dune> Some games have such a screen after you die but it doesn't fit teeworlds since you respawn so fast 22:42 < bridge> [teeworlds] u so you meant exploit ina positive feature sense xd 22:42 < bridge> [teeworlds] i thought exploits are nasty 22:42 <@Dune> huh? it's not an exploit 22:43 < bridge> [teeworlds] u brought that word up 22:43 <@Dune> I think to exploit =/= to do an exploit 22:43 < bridge> [teeworlds] anyways doesnt cs:go has something liek "you were damaged by x people before you died" or sumsin like that 22:43 <@Dune> yeah but it doesn't fit teeworlds since you respawn so fast 22:44 < bridge> [teeworlds] lms 22:44 < bridge> [teeworlds] dont like it but just wanted to bring that ide aup 22:45 <@Dune> that's true, it could be specific to survival 22:54 < bridge> [teeworlds] Is it still possible in 0.7 to edit client info, like skin, name or team? 23:01 < Oy> skin/team yeah, name kinda 23:03 < bridge> [teeworlds] what does kinda mean? 23:04 < bridge> [teeworlds] I mean serverside, oops* 23:04 < bridge> [teeworlds] So changing all of these using `CPlayer::Snap()` still works? 23:07 < Oy> it's not part of the snapshot anymore. there're messages for that now 23:15 < bridge> [teeworlds] I assume a message like `CL_SAY`? 23:18 < bridge> [teeworlds] Or how to change the name? Can it be done by the server like using Snap, and/or can it be set by the client? 23:20 < Oy> there's no message to change the name. can just be done with a fake disconnect/connect 23:21 < bridge> [teeworlds] But it can be done serverside? 23:21 < Oy> yeah 23:21 < bridge> [teeworlds] How? 23:22 < bridge> [teeworlds] I mean, which variable is it? 23:22 < bridge> [teeworlds] And what do you mean by fake reconnect? 23:24 < Oy> https://github.com/teeworlds/teeworlds/blob/master/src/game/server/gamecontext.cpp#L603 23:25 < bridge> [teeworlds] thx 23:27 < bridge> [teeworlds] "And what do you mean by fake reconnect?" 23:29 < bridge> [teeworlds] @Dune why do you use the broadcast as racetime instead of the server timer (top center) 23:29 < Oy> if you ant to change the name of player x for player y you have to send player y that x left (https://github.com/teeworlds/teeworlds/blob/master/src/game/server/gamecontext.cpp#L701) and then connected with the new name (https://github.com/teeworlds/teeworlds/blob/master/src/game/server/gamecontext.cpp#L603) 23:30 < bridge> [teeworlds] Alright, and if I want to change it for myself? 23:31 < ChillerDragon> how to do private messages in irc again? :c 23:31 < Oy> you can't 23:31 < ChillerDragon> xd 23:31 <@Dune> @fokkonaut: I don't do anything. I haven't written the race mod. Also, the server time is useful for other things and hard to overwrite (no protocol for that) 23:31 < Oy> query 23:32 < bridge> [teeworlds] how can i use time_freq(9 23:32 < bridge> [teeworlds] is it one second? 23:32 < bridge> [teeworlds] Oy: can I change the name for myself? 23:32 < bridge> [teeworlds] Dune: Ah, okay 23:32 <@Dune> @fokkonaut: the server cannot change your own name 23:32 < Oy> no you can't 23:32 < bridge> [teeworlds] Damn 23:33 < ChillerDragon> Oy look query things for nasty nudes 23:33 < Oy> time_freq should be 1 sec yeah 23:33 < bridge> [teeworlds] oh perfect 23:33 < bridge> [teeworlds] thanks 23:34 < bridge> [teeworlds] Oy, the server also cant detect if we change the name, right? 23:35 < bridge> [teeworlds] on client 23:35 < Oy> no 23:35 < bridge> [teeworlds] Alright 23:35 < bridge> [teeworlds] Is clan changing possible? 23:36 < bridge> [teeworlds] I guess no. 23:36 < Oy> no same as name 23:36 < bridge> [teeworlds] Well, I can understand why this has changed, but couldnt you just do that for Vanilla mods? (serverside) 23:37 < bridge> [teeworlds] "vanilla mods" xd 23:37 < bridge> [teeworlds] gametype* 23:37 < Oy> what do u need it for? 23:37 < bridge> [teeworlds] changing names n vanilla was always fun and never a problem 23:37 < bridge> [teeworlds] It is cool to have in my opinion (probably just used to it) 23:38 < Oy> nah, only saw people changing names to insult others 23:38 < bridge> [teeworlds] yes as i said only fun 😃 23:38 < bridge> [teeworlds] xD 23:38 < Oy> :P 23:38 <@Dune> Name changing shouldn't be so frequent that you need to do it in the middle of a game imho 23:38 < bridge> [teeworlds] but removing duplicated names has prio imo 23:38 < Oy> true 23:39 < bridge> [teeworlds] Oh yes 23:39 < bridge> [teeworlds] Who even removed that? 23:39 <@Dune> git blame :) 23:39 < Oy> me probably 23:39 < bridge> [teeworlds] And who thought it would be good to have no name? xD 23:39 < Oy> we have id's 23:39 < bridge> [teeworlds] oy probably 23:39 <@Dune> Oy: almost sure it was someone else's pr 23:40 < bridge> [teeworlds] Even tho we have IDs, most players play with IDs off, so one can hide behind a bush 23:40 <@Dune> We can bring back forced IDs but I think most people would still rather play off 23:40 < bridge> [teeworlds] hdidn behind bushes is cool tho 😃 23:40 < bridge> [teeworlds] but the chat is meh 23:40 < bridge> [teeworlds] Haha 23:40 <@Dune> hiding behind bush is a bit of a bad map gimmick 23:41 < bridge> [teeworlds] and also whisper 23:41 <@Dune> and if it's really a problem you can reenable IDs right 23:41 < bridge> [teeworlds] if i remember correctly, you cant chat as noname 23:41 <@Dune> besides you can have very short names like ` anyway 23:41 < bridge> [teeworlds] still hughe different 23:41 < bridge> [teeworlds] ce+ 23:41 < Oy> empty names are gonna be removed 23:41 < bridge> [teeworlds] :party: 23:41 < Oy> think there's an issue for it 23:41 <@Dune> would be nice for the chat, but I don't think it changes much to the bush problem 23:41 < bridge> [teeworlds] In my opinion we should remove the IDs of the ingame nameplates and only show them in the board and chat 23:42 <@Dune> yeah https://github.com/teeworlds/teeworlds/issues/2062 23:42 < Oy> well dunno if you could see . so easily 23:42 < bridge> [teeworlds] wait is ids in debug menu a ddnet feature or got it removed in 0.7 ? 23:42 < bridge> [teeworlds] This is a serverside feauture, cant we bring it as a minor patch? 23:42 <@Dune> I think they're not allowed on 0.7.3 even 23:42 <@Dune> https://github.com/nheir/teeworlds/commit/94204f86d2d0d8e2cf71e394192148cf6ff333d1 23:42 <@Dune> there is already a patch for it 23:43 < bridge> [teeworlds] what does that do? 23:44 <@Dune> "prevent empty nicknames" 23:44 <@Dune> since 0.7.3 23:44 < Oy> Dune: i think some more code was removed 23:44 <@Dune> ah, possible 23:45 < bridge> [teeworlds] So, do they get a name like (1)? 23:45 < Oy> that was the old way right? 23:45 < bridge> [teeworlds] Yes 23:46 < Oy> then it should be like that. looks ok 23:46 <@Dune> yes 23:46 < bridge> [teeworlds] Is it? 23:46 < bridge> [teeworlds] Or will it 23:46 <@Dune> https://github.com/nheir/teeworlds/blob/94204f86d2d0d8e2cf71e394192148cf6ff333d1/src/engine/server/server.cpp#L236-L246 23:46 <@Dune> the function TrySetClientName will fail 23:46 <@Dune> so auto rename will trigger 23:47 < bridge> [teeworlds] https://github.com/nheir/teeworlds/blob/94204f86d2d0d8e2cf71e394192148cf6ff333d1/src/engine/server/server.cpp#L231 23:47 < bridge> [teeworlds] So this prevent it? 23:47 < bridge> [teeworlds] (noname) 23:48 <@Dune> more like https://github.com/nheir/teeworlds/blob/94204f86d2d0d8e2cf71e394192148cf6ff333d1/src/engine/server/server.cpp#L198 23:48 < Oy> !*pName 23:48 <@Dune> !pName does not check for the first element, only if the pointer is non-null 23:49 < bridge> [teeworlds] https://github.com/nheir/teeworlds/blob/94204f86d2d0d8e2cf71e394192148cf6ff333d1/src/engine/server/server.cpp#L208 23:49 < bridge> [teeworlds] then this looks wrong to me 23:49 <@Dune> how so? 23:49 < bridge> [teeworlds] because we dont rename to (1) if we dont have a name 23:49 <@Dune> if the string is empty, the first element will contain 0 23:49 <@Dune> we do 23:49 <@Dune> I showed you where we do that 23:49 < bridge> [teeworlds] Okay 23:49 <@Dune> TrySetClientName will return -1 23:50 <@Dune> which will trigger https://github.com/nheir/teeworlds/blob/94204f86d2d0d8e2cf71e394192148cf6ff333d1/src/engine/server/server.cpp#L241 23:50 < bridge> [teeworlds] Ah yes 23:50 < bridge> [teeworlds] Sorry 23:50 < bridge> [teeworlds] Btw: 0.6 maps work on 0.7, right? 23:50 < Oy> all hat set name code is gone 23:50 <@Dune> Yes, but they use different default mapres 23:50 < bridge> [teeworlds] Yup 23:50 < Oy> they work yeah, might look funny 23:51 < Oy> there's a script to convert the maps 23:51 < bridge> [teeworlds] But if a server supports the DDrace0.6 front layer, it should also work on 0.7 if the server implements that? 23:51 <@Dune> Yes 23:51 < Oy> guess so 23:51 < bridge> [teeworlds] Thats good 23:51 < bridge> [teeworlds] Well, I guess I will move my mod to 0.7 23:52 < bridge> [teeworlds] And start a new life over here 23:52 < bridge> [teeworlds] 0.6 is dead anyways and DDNet too 23:52 < bridge> [teeworlds] well, at least kind of and its not fun there anymore 23:52 <@Dune> is it related to ddos? 23:52 < bridge> [teeworlds] I player some time on 0.7 now and it reminds me of the good old 0.5 times 23:52 < Oy> there's still the ddos thing in 0.6? 23:52 < bridge> [teeworlds] 0.6 gets a lot of DDoS 23:52 < bridge> [teeworlds] Yea 23:53 < Oy> oh ok 23:53 < bridge> [teeworlds] There was a 2week ddos just recently 23:53 < bridge> [teeworlds] the masters werent reachable 23:53 < Oy> thought the 0.6 masters have been taken down 23:53 < bridge> [teeworlds] or maybe I am wrong, but it was multiple days 23:53 < bridge> [teeworlds] Uhm, not that I knew 23:54 < bridge> [teeworlds] https://status.tw/?p=status 23:55 < Oy> ah ok 23:56 < bridge> [teeworlds] Wait, was it possible to change teams of players without fame reconnect? 23:56 < bridge> [teeworlds] fake* 23:56 <@Dune> there is already a protocol message for changing teams? 23:56 < Oy> yeah 23:57 < bridge> [teeworlds] So if me as a server wants to put player1 in team blue 23:57 < bridge> [teeworlds] thatd work? 23:57 < Oy> check what the rcon set_team commands does 23:57 < bridge> [teeworlds] nice, good 23:59 < bridge> [teeworlds] What is the player mode for? 23:59 < bridge> [teeworlds] ready*