11:22 < bridge> [teeworlds] yo, i want to start a project which is basically a serverside control of quads. For example I want to render a specific quad at the Position of the player when he executes a chat command. I can imagine this works, because in 0.6 necropotame made a system for the infclass class chooser. It even highlights a selected quad (selectable by mouse). In the map file itself there are also skin files, which then get built into a skin. I don 11:22 < bridge> [teeworlds] https://github.com/necropotame/teeworlds-infclass 11:22 < bridge> [teeworlds] this is his github, where the system is in. 15:39 < bridge> [teeworlds] abuse game time 15:44 < bridge> [teeworlds] i somehow doubt thats how necro did it 15:44 < bridge> [teeworlds] animating using game time did not work to well for me and i think it does not show a timer change in infclass 15:46 < bridge> [teeworlds] correct chiller 15:46 < bridge> [teeworlds] check out engine/server/mapconverter.cpp 15:46 < bridge> [teeworlds] thats crazy stiff 15:47 < bridge> [teeworlds] thats crazy stuff 15:48 < bridge> [teeworlds] yea thats compsing the skins 15:48 < bridge> [teeworlds] also, @heinrich5991, using gametime i cant place the quad where i want 15:48 < bridge> [teeworlds] is this guy still active? 15:48 < bridge> [teeworlds] not afaik 15:48 < bridge> [teeworlds] deen pinged him once on GitHub a few months ago - no reaction 15:49 < bridge> [teeworlds] there were timer changes when selecting the class in infclass 15:49 < bridge> [teeworlds] ye? 15:49 < bridge> [teeworlds] yes 15:49 < bridge> [teeworlds] where? 15:49 < bridge> [teeworlds] well im sure the timer things we did in ddnet++ were the worst and it could be done better. But that good? 15:50 < bridge> [teeworlds] timakro once worked on that and he said something about precision limits 15:50 < bridge> [teeworlds] and every time value will be hit eventually so you get random artifacts 15:51 < bridge> [teeworlds] what i want to do is place quads from the Server, without the need of animating them in the editor 15:51 < bridge> [teeworlds] well, of course the quad needs to be in the map file, but not animated 15:51 < bridge> [teeworlds] what do you want to do? work with the capabilities of the vanilla teeworlds client? 15:52 < bridge> [teeworlds] yes 15:52 < bridge> [teeworlds] I think in this case you need to animate quads using gametime 15:53 < bridge> [teeworlds] but that wont work if i want to place quads based on other players positions 15:53 < bridge> [teeworlds] ye. so as far as I can tell, it can't be done (if you're not going to enumerate all the possible positions for players) 15:54 < bridge> [teeworlds] xd 15:57 < bridge> [teeworlds] teehistorian, when? 15:57 < bridge> [teeworlds] and how did necropotame did animations based on mouse input @heinrich5991 ? 15:57 < bridge> [teeworlds] you get mouse input on the server 15:57 < bridge> [teeworlds] then you set the game time 16:15 < bridge> [teeworlds] yea 16:16 < bridge> [teeworlds] but you think he does that? 16:18 < bridge> [teeworlds] yes 17:33 < bridge> [teeworlds] can you show me where 18:08 < bridge> [teeworlds] is infclass open source? 18:15 < bridge> [teeworlds] @heinrich5991 https://github.com/necropotame/teeworlds-infclass 19:20 < bridge> [teeworlds] teehistorian, when? 19:22 < bridge> [teeworlds] @jxsl13 teehistorian for vanilla? 19:22 < bridge> [teeworlds] or what do you mean 19:23 < bridge> [teeworlds] yeah :D 19:23 < bridge> [teeworlds] YEAH >:() 19:23 < bridge> [teeworlds] !!!!!!! 19:23 < bridge> [teeworlds] ! 19:24 < bridge> [teeworlds] @heinrich5991 i sent the link above already... 19:33 < bridge> [teeworlds] tenemos mas teehistorian para crowd sourcing cheater inputs. si ._. 19:33 < bridge> [teeworlds] I can't parse that 19:34 < bridge> [teeworlds] ;'( 19:34 < bridge> [teeworlds] sad stuff. 19:36 < bridge> [teeworlds] I don't understand what you said 19:50 < bridge> [teeworlds] the spanish people need Teehistorian 19:50 < bridge> [teeworlds] and I do as well 21:29 < bridge> [teeworlds] (I understood the parse joke) 23:56 < bridge> [teeworlds] does anyone know the behaviour of the cursor position when zooming out? 23:56 < bridge> [teeworlds] in vanilla