18:48 < bridge> [teeworlds] That weak hook pr wasnt even completely correct 18:49 < bridge> [teeworlds] And there goes a hundreds of hours of work we all put into getting our bridge servers working, now we'll have broken prediction 19:13 < Oy> prediction was already broken 19:28 < bridge> [teeworlds] predicting something while looking smooth is extremly hard 19:43 < ChillerDragon> meh imo weak hook was a good feature :/ any chance we can revert that before next release? 19:43 < bridge> [teeworlds] The difference between strong and weak hook seems to be the small that the misprediction isn't really noticable. As Oy already said, the client always used a different order than the server 19:44 < ChillerDragon> its big enough to break maps tho 19:44 < bridge> [teeworlds] Not the kind of maps vanilla would care about not breaking though 19:44 < bridge> [teeworlds] Just revert the commit in ddrace? 19:44 < ChillerDragon> meh 19:44 < bridge> [teeworlds] oy = vanilla 19:44 < ChillerDragon> not very consistent would be nice if ddrace had same physics as vanilla 19:45 < bridge> [teeworlds] Anyway, the commit is not even completely correct 19:45 < bridge> [teeworlds] In vanilla nobody even noticed differnt hook strengths over many years. 19:46 < ChillerDragon> so why fix it? 19:46 < bridge> [teeworlds] You'd need to first sum up all the velocity changes in the tick, then post tick go over and do the add 19:46 < bridge> [teeworlds] Currently this just makes weak hook a little less weak hook