00:10 < bridge> [teeworlds] i think hvlip and vflip is bugged 00:11 < bridge> [teeworlds] ye 00:11 < bridge> [teeworlds] i keep confusing up down left right horizontal vertical ... this is madness 00:12 < bridge> [teeworlds] y-1 = top 00:12 < Dune> doubt its bugged 00:12 < bridge> [teeworlds] look at the images 00:12 < bridge> [teeworlds] and explain me 00:31 < bridge> [teeworlds] flipping is not rotating 00:31 < bridge> [teeworlds] no matter how you flip tile 157, it won't go up! 00:34 < bridge> [teeworlds] ye ik 00:35 < bridge> [teeworlds] ive been autmapping the last 2 days ima get the basics slowly xd 00:36 < bridge> [teeworlds] you can klick the link above for some motivation 00:38 < bridge> [teeworlds] which 00:48 < bridge> [teeworlds] > https://github.com/teeworlds/teeworlds/issues/2174 00:48 < bridge> [teeworlds] @Assa 00:50 < bridge> [teeworlds] ah ye 03:50 < bridge> [teeworlds] https://github.com/teeworlds/teeworlds/blob/68e4a1784bd4f7021634f0cf4198f6e14b711495/src/engine/shared/compression.cpp#L55 03:51 < bridge> [teeworlds] what's the purpose of that loop. 03:51 < bridge> [teeworlds] that does not loop 03:51 < bridge> [teeworlds] ah, I see 03:52 < bridge> [teeworlds] the goto equivalent 03:53 < bridge> [teeworlds] *high level rubber duckying* 05:45 < bridge> [teeworlds] find this kinda not so pretty, as it makes kind of not much sense to use a class if there is no internal state saved at all. https://github.com/teeworlds/teeworlds/blob/master/src/engine/shared/compression.h. might as well save the pointer that is being returned internally and return it when asked via another method. usual use case if ptr = varInt.Unpack(ptr, &integer) 05:46 < bridge> [teeworlds] I think it would look better if the pointer was not used at all here. the VariableInt could be constructed by passing the pointer and the pointer could be returned via a method resulting in an interface that looks like this: integer = varInt.Unpack() 05:46 < bridge> [teeworlds] when one is done with unpacking, one might retrieve the pointer via some method like GetPtr() or GetPos() 05:48 < bridge> [teeworlds] as it's c++, the construction might get a size attribute as well in order not to enter unexplored territory 😄 09:37 < bridge> [teeworlds] _rubber ducking?_ http://www.developerduck.com/ 09:37 < bridge> [teeworlds] you can click it 😉 12:10 < bridge> [teeworlds] the last part is not 12:33 < bridge> [teeworlds] -y :'(? 13:39 < bridge> [teeworlds] posting in chat rooms is best rubber ducking i agree @jxsl13 13:40 < bridge> [teeworlds] lol the while(0) loop im not sure if that is supirior to goto xxD 13:43 < bridge> [teeworlds] there is some crazy stuff going one 😮 13:44 < bridge> [teeworlds] for example this here: https://github.com/teeworlds/teeworlds/blob/68e4a1784bd4f7021634f0cf4198f6e14b711495/src/engine/shared/compression.cpp#L23 13:45 < bridge> [teeworlds] one could write instead``` 13:45 < bridge> [teeworlds] if (i != 0) 13:46 < bridge> [teeworlds] *pDst |= 1<<7; // set extend bit (may branch) 13:46 < bridge> [teeworlds] else 13:46 < bridge> [teeworlds] break; 13:46 < bridge> [teeworlds] ``` 13:52 < Dune> how prevalent are dynamic IPs, and how often do they typically change? 13:53 < Dune> I used to have dynamic IPs in France but they would only change every router reboot or so 13:54 < bridge> [teeworlds] in germany they change about every day at 3am 13:54 < bridge> [teeworlds] and on router restart/resynchronization 13:55 < Dune> so we would have to introduce another single point of failure 13:55 < Dune> at least it's not critical to playing the game I guess 13:58 < Dune> I think some games use XMPP 13:58 < Dune> yeah LoL uses XMPP for exactly that purpose: chat & game invites: https://xmpp.org/uses/gaming.html 13:59 < bridge> [teeworlds] effort vs. players that will use it. 13:59 < Dune> a global friend/chat system would be very much used I believe 14:00 < Dune> it's a fairly recurrent request 14:18 < bridge> [teeworlds] i hope its save to unload not loaded or invalid textures 14:18 < bridge> [teeworlds] http://zillyhuhn.com:8080/XN 14:19 < bridge> [teeworlds] yea looks like in all the use cases 14:20 < bridge> [teeworlds] nullpointer check :o? 14:20 < bridge> [teeworlds] of passed parameter ._. or does nobody do that? 14:21 < bridge> [teeworlds] yea thats what i am wondering 14:21 < bridge> [teeworlds] I would suggest caddy a a reverse proxy in order to have ssl for your websites 14:21 < bridge> [teeworlds] im afraight i pass a nullpointer 14:21 < bridge> [teeworlds] it grabs let's encrypt certificates automatically 14:21 < bridge> [teeworlds] 😮 14:46 < Dune> @redix do you know what would happen with https://github.com/teeworlds/teeworlds/pull/2430 go alright with 0.7.4 client and 0.7.5 server and vice versa? 14:47 < bridge> [teeworlds] 0.7.5 client + 0.7.4 server -> it will always display personal record 14:47 < bridge> [teeworlds] 0.7.5 server + 0.7.4 client -> server must not send RECORDTYPE_MAP 14:48 < bridge> [teeworlds] in 0.7.4 it was meant to be the personal record 😄 14:48 < bridge> [teeworlds] 0.5.5 server + 0.7.5 client 😮 14:48 < bridge> [teeworlds] 0.7.5* 14:49 < bridge> [teeworlds] server can tell the client which type of record it was :) 14:49 < bridge> [teeworlds] none at all, personal record or player record 14:50 < bridge> [teeworlds] or map record* 14:52 < bridge> [teeworlds] I was reading some issues from 2011 saying that race will be part of vanilla anyway. 14:52 < bridge> [teeworlds] a better solution would be to add another bool... but then 0.7.5 clients would drop 0.7.4 packets -.- 14:52 < bridge> [teeworlds] fast forward, 2020, race is not really part of vanilla yet xD 14:52 < bridge> [teeworlds] the protocol is not really extensible 14:53 < bridge> [teeworlds] rip godfather Sushi Tee 14:56 < Oy> @redix how about another colour for map records for info message? 14:57 < bridge> [teeworlds] yeah would be good. what color? 😄 14:57 < Oy> gold? :D 14:57 < Oy> probably hard to read 14:58 < bridge> [teeworlds] pink, everyone loves pink 15:06 < bridge> [teeworlds] https://cdn.discordapp.com/attachments/490150878934990850/670630667406802964/unknown.png 15:06 < bridge> [teeworlds] ? 😄 15:07 < bridge> [teeworlds] i guess gold and pink are too bright =\ 15:09 < bridge> [teeworlds] or just white 15:09 < bridge> [teeworlds] xd 15:10 < bridge> [teeworlds] a simple finish is white 15:10 < bridge> [teeworlds] personal record blue 15:11 < bridge> [teeworlds] red? 15:12 < bridge> [teeworlds] that color in the screenshot is purple 15:12 < bridge> [teeworlds] 😮 15:13 < bridge> [teeworlds] I find that too dark, might be a lighter purple 15:13 < bridge> [teeworlds] red is already used for the difference 15:14 < bridge> [teeworlds] got a hex value of that purple, @redix ? 15:14 < bridge> [teeworlds] already got it ._. 15:14 < bridge> [teeworlds] #65207C 15:15 < bridge> [teeworlds] orange then 15:15 < bridge> [teeworlds] 👍 15:15 < bridge> [teeworlds] #8329A0, #A258BB, #E5ABF9 15:16 < bridge> [teeworlds] #8329A0, #BB307B, #F94D40 15:17 < bridge> [teeworlds] https://cdn.discordapp.com/attachments/490150878934990850/670633359986393118/unknown.png 15:17 < bridge> [teeworlds] https://cdn.discordapp.com/attachments/490150878934990850/670633450897670145/Bildschirmfoto_2020-01-25_um_15.17.31.png 15:21 < bridge> [teeworlds] try it on the sky @redix 15:24 < bridge> [teeworlds] https://cdn.discordapp.com/attachments/490150878934990850/670635150706475058/unknown.png 15:27 < bridge> [teeworlds] looks good 15:27 < Oy> yeah, looks good 15:29 < bridge> [teeworlds] updated the PR 👍 15:33 < bridge> [teeworlds] what about making the network protocol more extensible/less strict? 15:35 < bridge> [teeworlds] e.g. using default values for missing fields... so we can extend net messages. might be useful for the vote thing 15:36 < Oy> like we could add values to netmessages without old clients dropping it? 15:36 < bridge> [teeworlds] and ignoring unknown flags instead of dropping the whole packet 15:36 < bridge> [teeworlds] old clients would just ignore the additional fields. but new ones would drop the old messages because of missing fields 15:37 < Oy> ah, yeah sounds good 15:37 < bridge> [teeworlds] and for enums: use some default value when the value is unknown 15:38 < bridge> [teeworlds] integers and strings should be fine 15:40 < Oy> another thing that would be useful, if u could send just a diff for netmessages 15:43 < Dune> btw https://www.teeworlds.com/forum/viewtopic.php?pid=123964#p123964 15:43 < Dune> I have mint cinnamon and cannot reproduce 15:44 < bridge> [teeworlds] if i go crazy with automapper rules and make them super complex would that still be megered if it solves a few edge cases? 15:44 < Dune> imo that is fine, as long as the edge cases are isolated in a part of the file 15:45 < bridge> [teeworlds] i tried that 15:45 < bridge> [teeworlds] i wasnt able to isolate or comment in the json properly 15:46 < bridge> [teeworlds] it caused some undefined behaviour i think 15:46 < Oy> Dune: some displaymanager thing? 15:47 < Dune> not so sure about that, it could be irrelevant to our flavor 15:47 < Dune> how comes it works with sudo 15:47 < Dune> flatpak also works 15:51 < Oy> https://unix.stackexchange.com/questions/108784/running-gui-application-as-another-non-root-user 15:51 < Dune> ho 15:52 < Dune> so $DISPLAY is probably "" 15:52 < bridge> [teeworlds] oh btw does someone know how to properly activate live automapper? I always have to click around 5 times before i get it running xd 15:54 < bridge> [teeworlds] i guess its not possible in under 3 clicks 16:08 < bridge> [teeworlds] godfather, the second, a.k.a LordSk was working on an awesome editor update :'/ gotta wait for next christmas I guess. 16:10 < bridge> [teeworlds] *excitement overflow* 16:13 < bridge> [teeworlds] i dont like changes :/ 16:14 < Dune> @ChillerDragon has Teeworlds actually hard-changed anything since 0.7? 16:15 < bridge> [teeworlds] wdym by hard changes? 16:15 < Dune> not optional 16:15 < bridge> [teeworlds] oh hmm 16:16 < bridge> [teeworlds] not that i know why? 16:16 < bridge> [teeworlds] If there's one software that you can't complaining about changing, it's Teeworlds :p 16:16 < bridge> [teeworlds] xxxxxxxxxxxxxxxxxxxD 16:17 < bridge> [teeworlds] i need one digit to destory ur statement 16:17 < bridge> [teeworlds] 7 16:17 < bridge> [teeworlds] ima make this a meme xd 16:20 < bridge> [teeworlds] teeworlds actually changed that much that i quit playing the game lol 16:20 < Dune> > since 0.7 16:21 < bridge> [teeworlds] yes ik 16:21 < bridge> [teeworlds] but your statement was general wasnt it 16:21 < bridge> [teeworlds] 16:21 < bridge> [teeworlds] > If there's one software that you can't complaining about changing, it's Teeworlds :p 16:24 < bridge> [teeworlds] well... what changed? basic gameplay didn't change within the last 10 years :D 16:24 < bridge> [teeworlds] with 0.7 we have a new menu. there are several details that changed but there havent been any major changes 16:25 < Dune> yeah, since matricks left I think we only had the ninja change? 16:25 < bridge> [teeworlds] well the major change is its incompatiblity 16:25 < bridge> [teeworlds] also i am not able to correctly aim in 0.7 16:25 < Dune> https://i.imgur.com/GSjMw4v.png 16:25 < bridge> [teeworlds] might be a ddnet to vanilla difference not sure 16:25 < Dune> oy: version server still at 0.7.3 16:25 < bridge> [teeworlds] today most games break compatibility every few weeks 😄 16:26 < bridge> [teeworlds] you have some time to update... then you might get some problems 16:26 < Dune> yeah, sometimes you can't watch month old replays :p 16:26 < bridge> [teeworlds] but big parts of the 0.6 community are used to some ddnet standards so 0.7 can be seen as a heavy downgrade for some 16:28 < Oy> Dune: that's the 0.6 version server, forgot to update that 16:28 < bridge> [teeworlds] version server works for me locally 16:28 < bridge> [teeworlds] is the server maybe having some connection issues? =\ 16:29 < Oy> works for me too locally 16:29 < Dune> you mean 0.7? @redix 16:29 < bridge> [teeworlds] yes 16:29 < Oy> heinrich5991: said he can see incoming data, but nothing is send out 16:30 < Oy> have to update this for the 0.6 version server https://github.com/teeworlds/teeworlds/blob/0.6/src/versionsrv/versionsrv.cpp#L65 16:31 < bridge> [teeworlds] I that hash mismatch warning I get on zCatch due to the version server or due to me merging 0.7.4 incorrectly? 16:32 < Oy> what's the message? 16:32 < bridge> [teeworlds] on server startup 16:32 < bridge> [teeworlds] Wasning net hash versionmismatch or something like that 16:32 < bridge> [teeworlds] Warning 16:33 < Oy> update https://github.com/teeworlds/teeworlds/blob/master/scripts/cmd5.py#L33 with ur hash, then the warning goes away 16:33 < bridge> [teeworlds] WARNING: netversion hash differs 16:33 < bridge> [teeworlds] ah ok, thanks 16:42 < bridge> [teeworlds] @ChillerDragon just for curiosity... what are the major things that 0.7 is missing compared to ddnet? 16:42 < bridge> [teeworlds] obviously is does not have all the ddrace specific stuff... 16:42 < bridge> [teeworlds] antiping 16:42 < bridge> [teeworlds] i used ddnet myself but i hardly used any non vanilla features 😄 16:43 < bridge> [teeworlds] @redix well i can speak best for me and i try to find out every day why others do not update but i guess not updating is also a coninience and bubble thing 16:44 < bridge> [teeworlds] all I want is to disable the hud completely and read chat in f1 console 16:44 < bridge> [teeworlds] For me personally as i already said i can not properly control my mouse in 0.7 idk if ddnet had a influence on that. Also I really depend on demo features like demo cutting and sort by date or name. @redix 16:44 < bridge> [teeworlds] well in tw some people even refuse to update because they dont like some colors or such stuff 😄 16:44 < bridge> [teeworlds] Does anyone know how I'd find out the include dependency tree on windows without using windows? 16:44 < bridge> [teeworlds] other people heavily depend on antiping or the sdl1 version to have a playable teeworlds expiriene @redix 16:45 < bridge> [teeworlds] like one of my classes includes stuff on windows which kills my windows build seemingly 16:45 < bridge> [teeworlds] things like colors and hud can easily be fixed in custom clients 16:45 < bridge> [teeworlds] yeah the demo stuff could use some improvements 16:45 < bridge> [teeworlds] also some really like to change their names ingame 16:46 < bridge> [teeworlds] the new name system is really odd 16:46 < bridge> [teeworlds] when sdl1 works better than sdl2 your system is probably broken/outdated as fuck 😄 16:46 < bridge> [teeworlds] that might be true but unless you buy them new hardware the problem probably wont go away 16:47 < bridge> [teeworlds] also ddnet did a lot with rendering and opengl magic where i have no clue of but seems like some players really profit from that 16:48 < bridge> [teeworlds] the opengl 3 backend is actually even slower then the 1.1 one =\ 16:48 < bridge> [teeworlds] at least in some situations 16:48 < bridge> [teeworlds] than* 16:48 < bridge> [teeworlds] and those were only the things that quickly came to my mind and are non ddrace. But you have to keep in mind that a big part of the player base plays a lot of ddrace and needs the clientside predicition and map editor features etc 16:48 < bridge> [teeworlds] well okay =\ 16:48 < bridge> [teeworlds] any it only takes one reason to not update 16:49 < bridge> [teeworlds] if i wouldnt care i would have never updated because of the slightly off mousesense and played 0.6 until im the last one there 16:51 < bridge> [teeworlds] everytime i advertise 0.7 ingame people ask me "whats new" like "why should i do it" and "what changed". I really lack arguments in these situations. Should i say its a new protocol so ddnet client wont work anymore and this removes antiping and name changing... but you get a new menu (which some people actually dislike). 16:52 < bridge> [teeworlds] you can not advertise a new vanilla gametype to the average ddrace player or fixed anti spoof for people who are save from spooing with ddnet client already. 16:54 < bridge> [teeworlds] sounds legit 16:56 < bridge> [teeworlds] i think if the 0.7 name system gets fixed (reset to 0.6 state) with a lot of effort we could migrate the community to the new version and restore all the old standards 16:57 < bridge> [teeworlds] i dont get why changing the name is so important... changing skin makes sense. especially because some mods rely on it 16:57 < Dune> I like that you can identify people by their name 16:57 < Dune> I think no one would ask for that feature if it wasn't in teeworlds at some point 16:58 < bridge> [teeworlds] yes thats why (1) prefixes make so much sense Dune 16:58 < Dune> I agree 16:58 < Dune> But changing name is not great 16:58 < bridge> [teeworlds] yeah unique names should come back 16:58 < bridge> [teeworlds] the 0.7 has undistinguishable names which is annoying in whispering spectating and chatting not to mention modifications where playernames are arguemnts to commands 16:59 < bridge> [teeworlds] well i personally do not care about changing names but seems like others do and thus 0.7 looks like a downgrade. I havent seen a single person saying yay finally i cant change my name anymore. 17:00 < Dune> well you can't always please everyone 17:00 < Dune> if you do, you will never manage to change anything 17:00 < Dune> there is still an option to remove double jump indicators because some people disliked that back then iirc 17:01 < bridge> [teeworlds] an option yes 17:01 < bridge> [teeworlds] but removing a feature optionless is something else 17:01 < bridge> [teeworlds] what about a server side config 17:01 < Dune> there are benefits to make name changing not an option 17:02 < bridge> [teeworlds] ye 17:02 < bridge> [teeworlds] sure options are not too great 17:02 < bridge> [teeworlds] whisper is broken as hell in combination with undistinguishable nicks 17:02 < bridge> [teeworlds] whisper is broken as hell period 17:03 < bridge> [teeworlds] bringing it back would be problematic... it would not work for old clients, so one player would have different names for the other players 17:03 < bridge> [teeworlds] ye 17:03 < bridge> [teeworlds] thats a issue 17:05 < bridge> [teeworlds] ._. installing visual studio 2019 in a vm 😄 that will be fun 17:08 < bridge> [teeworlds] @fokkonaut did you already add the chat commands auto completion to your mod?, mind pointing me to the code :o? 17:09 < bridge> [teeworlds] yea i did 17:09 < bridge> [teeworlds] gamecontroller.cpp, at the bottom 17:09 < bridge> [teeworlds] ok, thanks 17:11 < bridge> [teeworlds] found? 17:12 < bridge> [teeworlds] yeah, but not the position where you actually add your commands, as that currently seems to be the stuff from vanilla, that I also added 17:12 < bridge> [teeworlds] "add your commands"? 17:12 < bridge> [teeworlds] what do you mean 17:12 < bridge> [teeworlds] So, I didnt understand in general what exactly you are looking for 17:13 < bridge> [teeworlds] I wanna send the commands to the clients 17:13 < bridge> [teeworlds] where do you personalized commands, was my question 17:13 < bridge> [teeworlds] that are use din your mod 17:13 < bridge> [teeworlds] thats in OnPlayerConnect, in gamecontroller 17:13 < bridge> [teeworlds] I send the commands there 17:13 < bridge> [teeworlds] to the client 17:14 < bridge> [teeworlds] ah, ok 17:14 < bridge> [teeworlds] Well, thats vanilla 17:14 < bridge> [teeworlds] but the removal of client commands there is from me 17:15 < bridge> [teeworlds] or do you mean, where the code for my commands is? 17:15 < bridge> [teeworlds] like after they got executed 17:21 < bridge> [teeworlds] well, took too long to realize that I'm on the vanilla branch. 17:21 < bridge> [teeworlds] xD 17:23 < bridge> [teeworlds] xdddd 17:24 < bridge> [teeworlds] 😮 I found a typo 17:24 < bridge> [teeworlds] harsh open source life you live there 17:47 < bridge> [teeworlds] yea fokko is big troll for not making it the default branch 17:55 < bridge> [teeworlds] 😄 who wants the sweet code, gotta look for it. 18:30 < bridge> [teeworlds] std::function > function pointers ._. 18:32 < bridge> [teeworlds] Ryozuki did a great job so that it's easy to switch between both of them. 18:38 < bridge> [teeworlds] how does one install freetype and sdl on windows? 18:49 < bridge> [teeworlds] ddnet libs 18:49 < bridge> [teeworlds] clone with the cmd given in my repo 18:49 < bridge> [teeworlds] in the readme 18:53 < bridge> [teeworlds] I'm illiterate when it comes to using windows other than for playing games... 19:43 < Dune> Oy: btw do you think of a way a vanilla server could signal client-sided bots? right now it is not possible without a code modification, which is forbidden 20:08 < bridge> [teeworlds] give clients the ability to signal that they are bots x) 20:08 < bridge> [teeworlds] well, ddnet had added some client flags to messages which were used by cheat clients as well to signal that they are such clients 20:09 < bridge> [teeworlds] also ddnet used that to signal that somone used the client 20:09 < bridge> [teeworlds] someone* 20:38 < bridge> [teeworlds] I feel like one has to start developing on windows if it is pupposed to run on windows, as other OS don't care that much... 20:50 < Dune> @redix do you know a terrible server i could test my stability indicator on 20:51 < Dune> alternatively, does anyone have a terrible wifi connection that could host a home server on 20:55 < bridge> [teeworlds] is teeworlds ever gonna be put in a proper namespace? 20:55 < bridge> [teeworlds] (unique) 20:58 < Dune> adapt to the codebase, don't wait for the other way around 20:59 < bridge> [teeworlds] windows suck 😦 20:59 < bridge> [teeworlds] hard 21:11 < Dune> with lag: https://streamable.com/2y9jx 21:11 < Dune> without lag: https://streamable.com/z0fc3 21:11 < Dune> the number above is a badness score 21:11 < Dune> (that's just for debugging) 21:13 < Dune> it uses the prediction graph 21:13 < Dune> yellow spikes = +10 badness, red spikes = +50 badness 21:14 < Dune> it should be a reliable indicator of stability. I got 5 bars on a 250ping server 21:28 < bridge> [teeworlds] can you push the netgraph? 21:30 < Dune> push? 21:30 < Dune> @Assa 21:30 < bridge> [teeworlds] add a netrgraph to game, some options for network monitoring 21:30 < bridge> [teeworlds] like you have in the video 21:31 < Dune> those are in the game 21:31 < Dune> ctrl shift d g 21:32 < bridge> [teeworlds] 😮 21:34 < bridge> [teeworlds] lul 21:34 < Dune> ctrl shift q for more secret modes 21:48 < bridge> [teeworlds] ctrl shift q is my favorite mode 22:18 < bridge> [teeworlds] I wonder how heavy the tcp impact due to a 24/7 econ connection is Oo 22:18 < bridge> [teeworlds] on the main thread 22:25 < bridge> [teeworlds] impact on what? 22:26 < bridge> [teeworlds] i have 2 econ connections running on the same vps to localhost since months 22:32 < bridge> [teeworlds] I mean on the tick delay 22:32 < bridge> [teeworlds] having kinda weird lags 22:38 < bridge> [teeworlds] did not notice anything 22:46 < Oy> Dune: we could add a setting for the clients so they could tell the server they're a bot and then the server can propagate it 23:03 < Dune> hm, is that abusable? 23:06 < bridge> [teeworlds] well some trolls or nobrains will run around with it 24/7 and thus the filter for actual players is broken 23:07 < bridge> [teeworlds] i suggest that this setting is not possible in vanilla client but the vanilla server expects it. So the client has to be actually edited. 23:07 < Dune> oh yeah it shouldn't be an option by default 23:07 < Dune> I mean, on the vanilla client 23:07 < bridge> [teeworlds] yes 23:08 < Dune> but it would be difficult to enforce 23:08 < bridge> [teeworlds] what do you mean? 23:11 < bridge> [teeworlds] what about more than is bot or not. What about a int with flags what type of client it is. Like chatbot/aimbot/spider and the admin can see these flags in ``status`` but the vanilla client can not set any of these flags without modifying the source code. 23:14 < Oy> and when u use it u get the bot skin ingame 23:16 < Oy> would be a flag the client sends on connect and a custom client has to modify the code to set it 23:33 < rand> and enforce human only player on vanilla game modes 23:34 < bridge> [teeworlds] would be stupid to allow everyone to set that via f1 or GUI :0 23:34 < bridge> [teeworlds] as they would play around with it 23:37 < Dune> rand, shouldn't vanilla allow bots? 23:39 < Oy> then they might join without setting the flag