01:09 < Sajadi> Merry Christmas from Austria :) 11:10 < Dune> Merry christmas:) 21:48 < bridge> [teeworlds] @whoever is working on the ddrace client, I'd like to suggest that it should not be made posisble to create a zoom client with commenting out 5 lines of code and that client having also the possibility to conceal its mouse position to a maximum of like 400, while being zoomed out(while in full static) 22:11 < bridge> [teeworlds] any particular suggestions on how to achieve that? 22:12 < bridge> [teeworlds] you can probably zoom out in vanilla client by changing one line or so 22:12 < bridge> [teeworlds] (statically) 22:12 < bridge> [teeworlds] I mean you had your camera ad the zoom in zoom out buttons with a rathe rnice abstraction, that did some if player in spec check 22:12 < bridge> [teeworlds] and* 22:13 < bridge> [teeworlds] I guess all someone had to do was remove that check 22:13 < bridge> [teeworlds] my problem would be mainly the part, where mouse position doesn't scale with the zooming 22:13 < bridge> [teeworlds] making ddnet based zoom clients hard to detect 22:16 < bridge> [teeworlds] ok, I just built a zoom client with that properties (static zoom) from vanilla by changing one line of code 22:16 < bridge> [teeworlds] remove dyn cam from base game 22:16 < bridge> [teeworlds] 😄 22:16 < bridge> [teeworlds] didn't touch dyn cam 22:16 < bridge> [teeworlds] from vanilla 😮 22:17 < bridge> [teeworlds] yes. I didn't touch dyncam while coding the zoom 22:17 < bridge> [teeworlds] yeah can't really blame custom clients for that 22:17 < bridge> [teeworlds] it's already scriptkiddie-level of easy in vanilla teeeworlds 22:18 < bridge> [teeworlds] well, many clients were based on ddnet and the 0.6 vanilla based ones that used zoom seemed to send the scaled up mouse position 22:18 < bridge> [teeworlds] and as a LOT of clients are based on ddnet 22:18 < bridge> [teeworlds] might make sense to make it somewhat harder to achieve that 22:18 < bridge> [teeworlds] but I sadly dunno how 22:19 < bridge> [teeworlds] othe rthan what I said 22:24 < bridge> [teeworlds] but as ddnet never really cared about botting and other cheats on their servers and never had to deal with them, I guess my suggestion is obsolete 22:24 < bridge> [teeworlds] ddnet has to deal with bots as well 22:25 < bridge> [teeworlds] but not with zoomers 22:26 < bridge> [teeworlds] yes 22:27 < bridge> [teeworlds] and I guess the only bots ddnet cared about were the ones that allowed you to finish faster? 22:27 < bridge> [teeworlds] not the real aimbots? 22:27 < bridge> [teeworlds] aimbots also allow you to do this. I don't know if people have been banned for this though 22:28 < rand> m_Zoom = 1.5f; // Done ? 22:29 < rand> teeworlds code base is great 22:29 < bridge> [teeworlds] interestingly, no 22:29 < bridge> [teeworlds] I did it somewhere else 22:30 < bridge> [teeworlds] note that we've now achieved the opposite of what we wanted(?) we posted the line that you need to change (if it works, dunno) 22:31 < rand> I didn't try with dyncam though… but it becomes pointless 22:32 < rand> it could be prevented with network clip, but I'm afraid this is a feature so that entities appear smoothly on the border of the screen 22:33 < bridge> [teeworlds] yeah, the clipping is there in order to compensate pings 22:33 < bridge> [teeworlds] might b eposisble to send clipping based on previous mouse position 22:33 < rand> how ? 22:33 < bridge> [teeworlds] it could be largely improved with less wide dyncam though 22:33 < bridge> [teeworlds] cor direction the mouse points at 22:33 < bridge> [teeworlds] or* 22:34 < rand> (about pings) 22:34 < bridge> [teeworlds] the problem rn is that you need to clip as if the player was spinning with a full-distance dyncam 22:34 < bridge> [teeworlds] like having a funnel based on your mouse direction, you point at 22:34 < bridge> [teeworlds] that's terrible when the player quickly moves the camera 22:34 < bridge> [teeworlds] normally nobody would spin at full distance and or at leats not with a high mouse sense 22:35 < bridge> [teeworlds] I do flip between right and left when I see no one 22:35 < bridge> [teeworlds] yeah I think plenty of people would be bothered 22:35 < bridge> [teeworlds] just nerf the distance of the dyncam 22:35 < bridge> [teeworlds] and you mitigate the problem by a lot 22:35 < bridge> [teeworlds] or don't let cheaters dictate gameplay decisions IMO 22:36 < bridge> [teeworlds] like having a funnel to the direction pointed at and a smaller(shortened) finnel to the opposite direction 22:36 < bridge> [teeworlds] normally I'd agree, heinrich, but I think it's a win-win with gameplay there 22:36 < bridge> [teeworlds] and it's about the only cheat vector that is undetectable 22:36 < bridge> [teeworlds] it's about as detectable as a well-coded aimbot, I'd guess 22:37 < bridge> [teeworlds] well, time to marked, I'd call it is way shorter with this exploit compared to a well coded bot 22:37 < bridge> [teeworlds] market* 22:37 < bridge> [teeworlds] one line as you said 22:38 < bridge> [teeworlds] doesn't matter too much imo 22:38 < bridge> [teeworlds] well, guess players will have to live with dyn cam being clipped server side in the future 22:38 < bridge> [teeworlds] that's really bad for the user experience 22:38 < bridge> [teeworlds] I know 22:38 < bridge> [teeworlds] I don't see any other way, tho 22:39 < bridge> [teeworlds] imo +20% static -20% dynamic or nothing, don't hurt UX to fight cheaters 22:39 < bridge> [teeworlds] basic static cam zoomed out, you mean by 20%? 22:40 < rand> just let the client send the drift (when using dyn cam) and don't do anything specific on server 22:40 < bridge> [teeworlds] yes jxsl13 22:40 < rand> modder will be able to take account dyn cam to prevent cheating on their gameplay 22:41 < bridge> [teeworlds] by making it look bad if you move too quickly? 22:41 < rand> and then it might be add to vanilla with a new config variable :3 22:41 < bridge> [teeworlds] or not see enemies because you flick too fast 22:41 < bridge> [teeworlds] yeah ^ 22:45 < bridge> [teeworlds] well, rand, I guess zoom seems to be a big advantage on vanilla as well, not only on modded server Oo. 22:46 < bridge> [teeworlds] e.g. for laser users, grenade as well 22:50 < rand> it does, but I don't fill that there are that much cheater… 22:50 < rand> maybe because of the quantity of players 22:51 < bridge> [teeworlds] well, you are on 0.7 22:51 < rand> less players, less cheaters 22:51 < bridge> [teeworlds] now? 22:51 < rand> ofc 22:51 < bridge> [teeworlds] 0.7 is damn young in tw time 23:58 < bridge> [teeworlds] I think newer ddnet clients are sending their zoom level @jxsl13 or at least that was planned