00:48 < bridge> [teeworlds] @redix first of all, the local player might want to change his name, shocker i know 00:48 < bridge> [teeworlds] second, the names have been used to display levels in certain servers since before 0.5 00:50 < bridge> [teeworlds] third, dropping a player and re-joining it to change one field of information is the hackiest thing I have ever heard in my life and I've heard of the inverse square root hack in quake 00:50 < bridge> [teeworlds] @Learath2 i don't know many games where you can change your name *during* a game 00:50 < bridge> [teeworlds] why can't you wait next game? it's confusing 00:50 < bridge> [teeworlds] fourth, if you don't like people changing names on your server, just don't allow it, not very tough, just don't forward the changeinfo packet along, fine 00:51 < bridge> [teeworlds] without a changeinfo packet, we actually can't do the things we want, while it'd be trivial to enforce your restriction even with it 00:51 < bridge> [teeworlds] @Dune afaik all source games allow it 00:51 < bridge> [teeworlds] source? 00:52 < bridge> [teeworlds] source engine, like csgo 00:52 < bridge> [teeworlds] source engine 00:52 < bridge> [teeworlds] but letting the server change the name of the client isn't really a problem either way 00:54 < bridge> [teeworlds] well I'm not a big fan of changing the name during the game in general but that's just my personal preference 00:54 < bridge> [teeworlds] the level thing sounds legit 00:55 < bridge> [teeworlds] what I don't like with the current state in vanilla is that two players can have the same naem 00:56 < bridge> [teeworlds] I mean when it's absolutely trivial to not allow it in your own gamemode, I don't see the issue on making things easy enough for us once 00:57 < bridge> [teeworlds] Yeah the thing about duplicate names is really annoying 00:57 < bridge> [teeworlds] tbh, I never saw the benefits of moving these out of the snap 00:58 < bridge> [teeworlds] When I'm just playing the game I don't want to check IDs 00:58 < bridge> [teeworlds] I guess maybe we saved a couple bytes per tee per couple dozen ticks 00:59 < bridge> [teeworlds] @heinrich5991 I think that was patched out long ago? 00:59 < bridge> [teeworlds] I think when a snap item it not changed, nothing will be sent 00:59 < bridge> [teeworlds] So it does not make a difference 00:59 < bridge> [teeworlds] the whole snap state is still out of sync with the message state, it's just not apparent anymore, yay? 00:59 < bridge> [teeworlds] @redix every couple things we send a complete snap, so that saves a couple bytes per tee 00:59 < bridge> [teeworlds] ticks* not things 01:00 < bridge> [teeworlds] do we? 01:00 < bridge> [teeworlds] I think so, 01:00 < bridge> [teeworlds] no complete snap is sent except in the beginning and when we try to recover 01:00 < bridge> [teeworlds] oh okay, so we don't even save those 01:00 < bridge> [teeworlds] in the beginning it is sent a couple of times 01:00 < bridge> [teeworlds] we save those 01:00 < bridge> [teeworlds] yay over the duration of thousands of ticks, we save a constant cost 01:01 < bridge> [teeworlds] I think they mentioned something about this in my algorithms class, i.e. as t->+\inf a constant cost is negligable or something like that 01:02 < bridge> [teeworlds] well if we had 256+ players per server it would matter as the skin info + names would exceed the 64k snapshot size 01:02 < bridge> [teeworlds] but we dont... 01:03 < bridge> [teeworlds] anyways, whats done is done, it costs a little less like this 01:03 < bridge> [teeworlds] What I absolutely do not get is making it impossible to mutate 01:03 < bridge> [teeworlds] wtf 01:04 < bridge> [teeworlds] Honestly, I considered making this change myself (albeit I thought a complete snap was sent every couple dozen ticks and I hate waste) 01:13 < bridge> [teeworlds] I don't see any reason not to have a info change message, except for maybe backwards compatibility, but honestly, the old clients would behave exactly as you'd like them to believe 01:13 < bridge> [teeworlds] s\/believe$/behave 01:13 < bridge> [teeworlds] Completely unaware of the info change 04:54 < bridge> [teeworlds] i dont understand how 04:54 < bridge> [teeworlds] `'tee1' changed name to 'name2'` 04:54 < bridge> [teeworlds] 04:54 < bridge> [teeworlds] is more confusing than 04:54 < bridge> [teeworlds] `'tee1' left the game` 04:54 < bridge> [teeworlds] `'name2' entered and joined the red team` 04:54 < bridge> [teeworlds] at least with the first option its obvious that its a namechange 04:57 < bridge> [teeworlds] @jxsl13 i also dont see how it prevents faking as they could do the same thing there too 04:58 < bridge> [teeworlds] @Dune but people on 0.7 dont seem to namechange any less, idk its one of the realities of a game without accounts 09:04 < bridge> [teeworlds] I guess in that regard my point is bullshit. 10:51 < bridge> [teeworlds] @noby some saint thought of us mortals and lets us silently drop and add clients, so atleast we dont get messages 10:51 < bridge> [teeworlds] lol, better than nothing i suppose 12:24 < bridge> [teeworlds] @noby I don't see a problem with that, but I still don't see the need to namechange *during* a game 12:24 < bridge> [teeworlds] wouldnt it be the same reasons anyone changes name in general 12:26 < ChillerDragon> im name changes are useful ingame. I use them to show others how long i am afk during a ddrace for example. 12:26 < ChillerDragon> 'ChillerDragon' -> 'afk until 1pm' 12:27 < ChillerDragon> except chat spam i never noticed any bad that could come from name changes. 12:55 < bridge> [teeworlds] @noby surely they can wait next gamr 12:55 < bridge> [teeworlds] chiller ye thats a good example 12:55 < bridge> [teeworlds] also servers that prevent certain names from being used unless they auth in f2 first 13:15 < bridge> [teeworlds] surely you don't think every gamemode has to have a concept of matches and games 19:15 < bridge> [teeworlds] prefixing playernames with ranks, levels, afk tag .. etc.