00:00 < bridge> [teeworlds] Yo, I need some help... I tried to apply my own input to another player, its all working pretty fine, but the mouse target position very, very often "resets" to somewhere bottom-right. Does anyone know why? 00:00 < bridge> [teeworlds] I noticed that it happens less on a LAN server 00:01 < bridge> [teeworlds] @jxsl13 where? How do you define „in game“ for me in game sounds like being in the game and even spectators could be excluded from that definition. Or are you talking about slots in the master or what exactly? 00:01 < bridge> [teeworlds] To my msg: I tried basically everything to fix it, but couldnt get it.. 00:04 < bridge> [teeworlds] non spectator team 00:05 < bridge> [teeworlds] is for me considered ingame 00:09 < rand> econ clients are almost invisible from anyone (that is, except admin) 00:12 < rand> the maximum number of econ clients is defined by the constant NET_MAX_CONSOLE_CLIENTS as 4 00:12 < bridge> [teeworlds] hm, ok 00:12 < rand> you may have 64 players plus 4 econ clients 00:12 < bridge> [teeworlds] thx 00:15 < rand> @fokkonaut: bottom right looks like infinite positive values as mouse input 00:15 < rand> I think I got this issue because of wrong computations 00:20 < bridge> [teeworlds] mh? 11 00:20 < bridge> [teeworlds] mh? ^^ 00:20 < bridge> [teeworlds] > I think I got this issue because of wrong computations 00:20 < bridge> [teeworlds] > wym 00:20 < bridge> [teeworlds] > I think I got this issue because of wrong computations 00:21 < bridge> [teeworlds] wym 00:21 < bridge> [teeworlds] well, it is not always the same positon, just around bottom right somewhere 00:21 < bridge> [teeworlds] there is also a small range where it wouldnt reset, if i manually put the target near bottom right 00:21 < bridge> [teeworlds] its very weird 00:22 < bridge> [teeworlds] wait, new diagnosis xd 00:22 < bridge> [teeworlds] jusst tested something 00:24 < bridge> [teeworlds] yea no its like that^ but when i put the mouse too close to my tee it will always reset to the same position again, not completely bottom right, a bit more to the tee, but still on the diagonal. but if i put the target somewhere else it will just go kinda to bottom right 00:25 < bridge> [teeworlds] if you want you can test it out, my server is running 02:02 < day> Chillerdragon: you may wanna put this z7 bot on a ban list idk 03:24 < bridge> [teeworlds] okay so i have found it, the cause of this weird "resetting" is, that i send the CNetObj_SpectatorInfo, to properly update the viewpos. 03:25 < bridge> [teeworlds] if i dont send spectatorinfo, the target doesnt reset. but if i dont send it it doesnt make sense since the camera doesnt follow the other tee 03:25 < bridge> [teeworlds] But still weird that the target resets 03:50 < bridge> [teeworlds] doesnt make sense, client is okay too. i cant find where this behavior comes from yet 03:51 < bridge> [teeworlds] i know in which function now, but still 03:54 < bridge> [teeworlds] `if(length(m_MousePos) > MouseMax) 03:54 < bridge> [teeworlds] m_MousePos = normalize(m_MousePos)*MouseMax;` 03:54 < bridge> [teeworlds] 03:54 < bridge> [teeworlds] client/components/controls.cpp#241 03:54 < bridge> [teeworlds] there the error comes from. 03:54 < bridge> [teeworlds] no, sorry xd 03:54 < bridge> [teeworlds] xd 03:58 < bridge> [teeworlds] okay cool, if i comment out client/controls.cpp#L142 `ClampMousePos();`, then the bug doesnt appear anymore AND the mosuepos is still clamped, because `ClampMousePos();` gets called in CControls::OnRender() too, every tick. 04:01 < bridge> [teeworlds] so that means, since the mouse pos is still clamped BUT this reset bug doesnt happen, that between the clampmousepos call in onrender and the sending of the mousepos somthing happens with the mosuepos 04:01 < bridge> [teeworlds] because after the call of clampmousepos from the snapinput function, the input is instantly applied 04:02 < bridge> [teeworlds] I doubt we need the ClmapMousePos call in SnapInput 04:06 < bridge> [teeworlds] https://github.com/teeworlds/teeworlds/commit/055685406afc7b726f0126f0efc96bc6302da7b6#diff-c41ff3a713742e1dae8932366f246bc9 04:06 < bridge> [teeworlds] 04:06 < bridge> [teeworlds] this commit adds it. I tested the dynamic camera on spec player, and it works fine without that line. gonna PR 05:23 < bridge> [teeworlds] cant this be closed? https://github.com/teeworlds/teeworlds/issues/158 09:39 < bridge> [teeworlds] I don’t like bans day :/ you can write !disconnect in chat and he will disconnect and also z7 leaves the server when there are more than 3 players online. It is there to keep nameless tees busy and bring live to the game. 10:00 < rand> who/what is z7 ? 11:41 < bridge> [teeworlds] my bot that walks around randomly and has a crappy aimbot 12:00 < bridge> [teeworlds] @fokkonaut read the last comments of the issue 12:49 < Learath2> Dune: do you happen to be here per chance? 13:01 < bridge> [teeworlds] Learath2: 13:02 < Learath2> Do you happen to be familiar with the stl containers? 13:03 < Learath2> I have a container that I'm retro-fitting to behave like an stl one but section 23 of the standard isn't exactly easy to read 13:10 < bridge> [teeworlds] I'm not familiar with the standard, sorry :/ 14:36 < rand> @ChillerDragon I'll be whatching it closely, (beware of master rule, keep it dumb enough) 15:10 < bridge> [teeworlds] which master rule exactly rand? 15:11 < bridge> [teeworlds] around player counts resembling actual players, probably 15:12 < bridge> [teeworlds] and how is a actual player defined? 15:12 < bridge> [teeworlds] human being 15:12 < bridge> [teeworlds] uff 15:13 < bridge> [teeworlds] then i am breaking the rule :/ 15:13 < bridge> [teeworlds] I don't know what your bot does 15:13 < bridge> [teeworlds] it connects 15:13 < bridge> [teeworlds] and plays 15:13 < bridge> [teeworlds] and is non human 15:14 < bridge> [teeworlds] what servers does it join? 15:14 < bridge> [teeworlds] servers with active players? 15:15 < bridge> [teeworlds] it joins and leaves if player count exceeds 3 or 4 or someone writes !disconnect in chat and then it reconnects after 60 minutes to check again 15:15 < bridge> [teeworlds] it joins a vanilla server 15:15 < bridge> [teeworlds] sounds okayish 15:17 < Dune_> @ChillerDragon "The player count shown must resemble the amount of human players." 15:17 < Dune_> Wanted to touch a word about this 15:18 < Dune_> The bot tag is made for this 15:18 < Dune_> But of course, there is the issue that you cannot set the bot tag without modifying the source, and then you cannot use the CTF gametype string :/ 15:18 < bridge> [teeworlds] you cannot set it from the client, I think intentionally so 15:19 < Dune_> Yes heinrich5991 15:20 < Dune_> I don't see a good solution, maybe you do? 15:21 <@heinrich5991> I don't, short of doing something global 15:22 < Dune_> So keep the status quo 15:22 < Dune_> It is abusable though 15:22 <@heinrich5991> yes 15:31 < bridge> [teeworlds] @Dune which? 15:31 < Dune_> after https://github.com/teeworlds/teeworlds/issues/158#issuecomment-488256976 15:33 < bridge> [teeworlds] ah, yes 15:38 < Dune_> when there is a usability issue, it is good to list the desirable use cases 15:38 < Dune_> we want 15:38 < Dune_> - no user ids 15:38 < Dune_> - user ids with no nameplates 15:38 < Dune_> is there a benefit to "user ids with nameplates"? 15:38 < bridge> [teeworlds] no 15:38 < bridge> [teeworlds] Well 15:39 < bridge> [teeworlds] for vanilla servers maybe because people can have the same name 15:39 < bridge> [teeworlds] But i could (if wanted) add the ddnet auto rename to (x)name 15:39 < bridge> [teeworlds] i applied it on my server too, it also checks for confusables, such as small L and big i 15:40 < Dune_> Maybe there is a pretty way to go about it, yeah 15:40 < Dune_> should be discussed 15:40 < bridge> [teeworlds] yes 15:52 < bridge> [teeworlds] i activate ids only in debug mode and only look at the ids in the nameplates like in the old days 🙂 15:53 < bridge> [teeworlds] btw i challange you guys to reproduce this log on a vanilla server hehe 15:53 < bridge> [teeworlds] https://cdn.discordapp.com/attachments/490150878934990850/663032192791871498/unknown.png 16:05 < bridge> [teeworlds] the usability of ids in nicknames is for administrative purposes and so that I can spot enemies faster, as their nicknames are wider. 16:05 < bridge> [teeworlds] or rather nameplates 16:11 < bridge> [teeworlds] @ChillerDragon my guess is `force_vote no"` 16:11 < bridge> [teeworlds] eh 16:11 < bridge> [teeworlds] `vote no"` 16:11 < bridge> [teeworlds] https://www.xkcd.com/859/ 16:28 < bridge> [teeworlds] @oy, can you merge https://github.com/teeworlds/teeworlds/pull/2361? 16:28 < bridge> [teeworlds] @oy, can you merge https://github.com/teeworlds/teeworlds/pull/2361 ? 16:28 < bridge> [teeworlds] @oy, can you merge https://github.com/teeworlds/teeworlds/pull/2361 ? 16:32 < Oy> fokkonaut, hm, dunno if that other clamp is needed, probably have to test 16:35 < rand> @ChillerDragon player count or vanilla gameplay, depending of the complainer feelings, I did shutdown angelina()/bot() because of this :c 16:35 < bridge> [teeworlds] @oy i tested it and it is not required. 16:36 < rand> server bots might be implemented nicely one day and pushed to upstream for vanilla gameplay 16:36 < bridge> [teeworlds] if you'd like i can show you what the bug is, and you can test that this doesnt affect the other fix but will help my problem 16:39 < bridge> [teeworlds] xdd new achievement, i just closed an issue thats about 5.5 years old with this tee stuck pr xd 16:40 < bridge> [teeworlds] idk probably @heinrich5991 xd 16:40 < bridge> [teeworlds] yes 16:40 < bridge> [teeworlds] he made that issue 16:40 < bridge> [teeworlds] xd 16:41 < bridge> [teeworlds] rand i did not understand what you wanted to say when talking about player count and feelings 16:41 < Oy> @fokkonaut the commit i did might have been not just about the issue it closed. there used to be camera bugs in survival gametypes too 16:42 < bridge> [teeworlds] But this can't affect it 16:42 < bridge> [teeworlds] Well, you can test I guess? 16:42 < bridge> [teeworlds] because i dont know which one you are talking about 16:45 < rand> @ChillerDragon about player report ^^ servers are banned whenever sby reports it with a valid reason 16:45 < bridge> [teeworlds] hm i see 16:45 < bridge> [teeworlds] i guess day just did? 16:51 < rand> no, you should know by staying here ^^ 16:51 < Dune_> > rand:server bots might be implemented nicely one day and pushed to upstream for vanilla gameplay 16:51 < Dune_> that would be the best solution 16:52 < Dune_> to allow somehow servers to implement bots and report them as such 16:53 < bridge> [teeworlds] i have serverside bots 16:53 < rand> your bot is far more discreet than mine and I shutdown mine as a safety measure 16:53 < bridge> [teeworlds] they can also move, but they dont have an AI they have hardcoded ways based on coords xd 16:53 < rand> @fokkonaut nice, do they move smoothly ? 16:53 < Dune_> @fokkonaut but you don't run vanilla servers so you don't have the issue 16:53 < bridge> [teeworlds] yes, you can check them out 16:54 < bridge> [teeworlds] true 16:54 < rand> iirc, bot|royal moved with hard coded path and some waypoints 16:54 < Dune_> iirc they did yeah 16:54 < Dune_> zomb bots don't but they cheat :p 16:55 < rand> what do you mean ? 16:55 < Dune_> they get extra double jumps when they struggle 16:55 < Dune_> wink @LordSk 16:56 < bridge> [teeworlds] wink wink 16:56 < bridge> [teeworlds] wink wink 16:57 < rand> xD 16:57 < rand> that explains a lot 17:04 < bridge> [teeworlds] they don't hook so when they need to go up, they fly 17:04 < bridge> [teeworlds] @oy when will you be able to make a decision on that pr? if possible id like to have a fix for this before the next rls :) _(dont wanna push too much, sorry ^^)_ 17:20 < Oy> definitely before next release :) 17:25 < bridge> [teeworlds] ^^ 17:31 < Oy> any opinions about https://github.com/teeworlds/teeworlds/pull/2359 ? 17:32 < bridge> [teeworlds] 1- why 17:32 < bridge> [teeworlds] 2-... why 17:34 < bridge> [teeworlds] ^ 17:34 < bridge> [teeworlds] is there a gameplay reason to add these? 17:35 < bridge> [teeworlds] for my side, yes 17:35 < bridge> [teeworlds] Check the conversation 17:35 < bridge> [teeworlds] (in the issue) 17:35 < bridge> [teeworlds] There should be a workaround 17:36 < bridge> [teeworlds] To add them in a mod 17:36 < bridge> [teeworlds] But on vanilla its pretty useless 17:36 < bridge> [teeworlds] of course, but this is required to display them 17:36 < bridge> [teeworlds] otherwise client doesnt know about them 17:36 < bridge> [teeworlds] so this is the base thats required to ever use them 17:38 < bridge> [teeworlds] honestly why not, it does not hurt the game and is consistent with the other weapons 17:38 < bridge> [teeworlds] yes 17:38 < bridge> [teeworlds] ! 17:48 < Oy> anyone wants to fight some zombies? 17:51 < bridge> [teeworlds] ? 17:52 < bridge> [teeworlds] Yes but i only play 0.6 17:53 < Dune_> the new zombs are only on 0.7 :p 17:53 < bridge> [teeworlds] im in favour of those pickups 17:53 < Dune_> I'd come but we need @Sonix to win a round :D 17:53 < bridge> [teeworlds] Fine i will join 17:53 < bridge> [teeworlds] @fokkonaut doesnt it need a tile on the map editor? 17:54 < bridge> [teeworlds] yes, but since that isnt used in vanilla in any way the modded server can add it themselves i guess? 17:54 < bridge> [teeworlds] in v anilla it wouldnt make sense to have those tiles 17:54 < bridge> [teeworlds] i think we should add them 17:55 < bridge> [teeworlds] i dont think so. this is only to let the client show them again. i have added those tiles for myself, but dont use them, just use the pickups for dropped weapons 17:55 < bridge> [teeworlds] tiles are not needed, if someone really needs them they have an easy possibilty to add them. But this right here is needed to make that 19:18 < bridge> [teeworlds] ) 19:18 < bridge> [teeworlds] ( 20:43 < bridge> [teeworlds] teeworlds race is missing a finish sound ^^ 20:49 < bridge> [teeworlds] yes :) 20:51 < bridge> [teeworlds] maybe a start sound, too 20:51 < bridge> [teeworlds] but nothing sounds weird 21:07 < bridge> [teeworlds] teeworlds race is missing a server side implementation in vanilla 21:07 < bridge> [teeworlds] lol 21:08 < bridge> [teeworlds] vanilla now basically supports mods 21:09 < bridge> [teeworlds] a full official server mode would be a lot of work 21:09 < bridge> [teeworlds] mods already do that well so it's not very useful imo 21:10 < bridge> [teeworlds] can we have other mods supported in vanilla 21:10 < bridge> [teeworlds] that's basically the next question that follows 21:10 < bridge> [teeworlds] we just need checkpoints, start and finish 21:11 < bridge> [teeworlds] what's so hard about doing this? 21:11 < bridge> [teeworlds] clean code maybe? 21:11 < bridge> [teeworlds] you could even do some real race with rounds 21:11 < bridge> [teeworlds] *laps 21:12 < bridge> [teeworlds] there's an open issue to do this 21:15 < bridge> [teeworlds] las question qould be, can we have the ddnet client instead of vanilla 😮 21:15 < bridge> [teeworlds] *evil* 21:20 < bridge> [teeworlds] booring 22:38 < bridge> [teeworlds] no 22:38 < bridge> [teeworlds] ddnet / ddrace destroyed teeworlds on 0.6 22:39 < bridge> [teeworlds] there is like 200 ddrace servers, we need more mod diversity 22:46 < bridge> [teeworlds] unfortunately, teeworlds pvp is a bit of a lonely experience 22:47 < bridge> [teeworlds] people who stick around in a game tend to be those who can have a social experience