16:16 < rand> DuneĀ : you felt wrong, and I might did too, the pic was to illustrate a wider view while being playable and nice (basically 2 times larger) 16:17 < rand> and since the pic is static, I added that It does nt show the whole map thanks to network clipping that mitigates the "cheat" 16:18 < rand> finally, this is exactly the example of what you call a stable dynamic camera in all directions 16:19 < rand> iirc, with a zoom around 1.4, the screen starts to be bigger than the clipped view 16:20 < rand> but it is a huge addition in terms of information on the map since you can see player arriving farther, and then anticipate a bit more 16:21 < Dune> yes, all that I agree with 16:21 < Dune> but I don't understand where your point is, then 16:21 < Dune> it seems it was not meant as a counterpoint, at least? 16:21 < rand> I was adding elements :) 16:21 < Dune> ah, my bad then :) 16:23 < rand> it was not that clear from my messages ^^' 16:24 < Dune> so what's your opinion on the current state of FoV? 16:26 < rand> current is fine by me, I played with dynamic camera as a beginner and I played without now while being beaten by players using it 16:27 < rand> since any player can use dynamic camera to get maximum information, everyone are equals 16:27 < rand> we can't prevent all cheats any way 16:28 < Dune> this isn't really about dynamic camera though to me 16:28 < rand> or we can adapt network clip to dynamic camera, not sure it is a good idea 16:28 < rand> about the possibility for race/etc, it could be an addition 16:29 < rand> but, it is part of the game not to see everything on the map 16:29 < Dune> yeah of course 16:29 < Dune> players got to a speed where rocket jumping without knowing the map well kinda sucks 16:29 < rand> the map is discovered, then the player learns the details 16:30 < rand> and finally can play almost without looking the screen 16:37 < day> dyn cam is a plain cheat imho 16:38 < day> or rather changing the camera to fixed is self applying a malus to oneself. dyn just feels so bad that i cant stand it 16:41 < Dune> I have wet dreams of player friendlier mechanics. Bullet reloading could be less tedious and demanding as well imho :/ 16:43 < day> main grudge i have is that the game rewards defensive nade spam way too much 16:43 < day> past a certain skill level it is down to luck to capture a flag carrier 16:45 < day> this may not be an issue in competitive 3v3 or 5v5 with coordinated teamplay but i dont think teeworlds has the luxury of catering to that crowd :P 16:46 < Dune> yeah well ctf5 feels like "play TDM in the middle part and shoot at the flagger if you randomly meet him" 16:46 < Dune> dying from grenades thrown back gets old after 4min of killing no one 16:47 < day> yeah they need to stumble into you while you have full armor and a shotgun 16:47 < Dune> exactly yeah 16:47 < Dune> does not apply if you're in the very top of the players though, where you can outmove the flagger 16:47 < day> i think the nades need a serious spamability nerf 16:48 < day> you cant outmove the flagger 1v1 16:48 < day> he has free movement while the chaser doesnt thanks to nade area denial 16:52 < Dune> I guess you're supposed to gang up on flaggers and not be 1v1 16:53 < day> just a thought, maybe the flagger could lose armor over time. e.g. after 15s you lose 1 armor/5s 16:54 < day> with 10hp you are still somewhat beefy, but not an always 20hp juggernaut that always manages to slip away 16:54 < rand> CTDFC, capture the dying flag carrier 16:55 < day> nah not dying. his hp is unaffected 16:55 < rand> CTNFC then 16:55 < rand> the nake(ing) flag carrier 16:56 < day> nade(ing)* 16:56 < rand> maybe, kill rather than Capture, KtnFC 16:57 < rand> ending to king of the hill 16:58 < rand> CTF is a team based gameplay though 16:58 < rand> the 1o1 frustration is something that should motivate player to play with team 17:00 < rand> I admit that I'm chassing the flag carrier most of the time, and alone 17:00 < Dune> day: in some games the flagger cannot acquire armor 17:01 < day> yeah it is certainly a map issue too 17:01 < day> and i admit i mostly play ctf5 because theres nothing else 17:01 < rand> but the frustrating part is not the nading of the flag carrier, it is the instant I succeed to damage almost to death the flag carrier and some random player kill me defending it's team 17:02 < Dune> there are issues with juggernaut-flagger-man in teamplay as well afaik, with games that last forever because flaggers don't die 17:02 < rand> ctf is played because it's easy to run away, carrier goal :p 17:02 < rand> *ctf5 17:03 < Dune> really? 17:03 < rand> even a newbie can capture if lucky enough 17:04 < rand> and there are huge corridors to get high speed 17:05 < rand> on ctf5, there is 4 different escape routes when you get the flag 17:05 < rand> while at most 2 on others vanilla maps 17:07 < day> ctf1 is quite hilarious too. you just stay top side and spam nades into the abyss beneath you while sitting on a fat stack of hearts/armor :P 17:08 < day> the revamped ctf1 map was a bit better in that regard imho, but noones hosting/ playing it \o/ 17:09 < rand> this doesn't work with few players 17:09 < rand> I don't know about the revamped ctf1 17:13 < day> as i said, im mainly concerned about the pub game quality. where the 1vs1 situation frequently occurs over long periodes of time 17:14 < Dune> rand: i thought it was just because it's the only map that uses new mechanics like unhookables and death pits, and that it makes it fun 17:15 < day> the unhookable thing is super annoying too. flagger rocket jumps to the top, chaser cant follow because he can just throw nades down the wall 17:16 < rand> the error is to follow him, you cannot do better on 1v1 in ctf5 but this map is not suited for 1vs1 anyway 17:17 < rand> (and, I'm not sure ctf is playable in 1v1) 19:45 < bridge> [teeworlds] first aimbot spottet on zCatch Grenade 19:45 < bridge> [teeworlds] nice 20:13 < Oy> is the person around who had that problem https://github.com/teeworlds/teeworlds/issues/2263 ? 21:30 < Dune> Oy: no but it was fixed 21:30 < Dune> I just deleted the GLAPI from GLAPI void APIENTRY glTexImage3D and renamed the datasrc folder to data now its working 21:31 < Dune> (From Jay) 21:31 < Oy> huh datasrc to data? sounds wrong 21:31 < Dune> And it seems @Assa 's PR is related 21:31 < Dune> Yeah it does 21:32 < bridge> [teeworlds] but you build with bam?! 21:32 < Dune> He had a first workaround resulting in no successful build but no textures 21:32 < Dune> Yes it does not fix bam for sure @Assa 21:32 < Oy> that error he pasted looks like he build with gcc, would like to know the version, can't reproduce with my mingw 21:33 < Dune> Ooh didn't think of that 21:33 < Dune> Probably best to ping him on github 21:33 < Dune> He was on irc once 21:33 < Oy> ok 21:34 < Dune> Ah the data bit is because he did not do bam content, rand helped with that 21:37 < Oy> ah ok, he just built the client or server 21:38 < Oy> as target 21:39 < Dune> Yeah 21:40 < Dune> I thought content would be a dependency of client or server 21:46 < bridge> [teeworlds] where are projectiles added to snaps? 21:48 < bridge> [teeworlds] projectiles.cpp? 22:00 < bridge> [teeworlds] hm, k xD 22:00 < bridge> [teeworlds] thx 22:14 < bridge> [teeworlds] lol 22:23 < bridge> [teeworlds] where are particle effects like explosions added to a snap? 22:27 < bridge> [teeworlds] hm seems to be Projectile:.Tick 22:29 < bridge> [teeworlds] particle effects are client side 22:29 < bridge> [teeworlds] explosions on the other hand look CGameContext CreateExplosion