Experiences using DDnet 11.x and newer
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- worstwish
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Re: Experiences using DDnet 11.x
add :konsti: and everyone will play
- justafish
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Re: Experiences using DDnet 11.x
Just tried it out, this is awesome, I love it :)Ryozuki wrote: ↑Mon Jan 15, 2018 3:50 pm The rcon moderator mode is a rcon command ("moderate") that makes the moderator be in a "active moderator mode", while there is atleast one moderator in "active mode" all kick/spec votes will last it's full length in seconds (35 seconds on ddnet servers) no matter if the vote is passes or not. This prevent fast votes to pass, because it could happen that the moderator doesn't have enough reaction for it.
Also the moderator with that mode enabled will force the vote if he presses F3 or F4.
If you use the command again, it removes your active moderator status.
If you go afk, you can notice that by your eyes changing, then you will get the active moderator status removed.
Hope this is clear enough.
Smoking kills. If you're killed, you've lost a very important part of your life.
- ChillerDragon
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Re: Experiences using DDnet 11.x
Seems to me the solution to this emoji controversy is have just one
:konsti:
Last edited by GG Kid on Sun Jan 21, 2018 7:37 am, edited 1 time in total.
- Konsti
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Re: Experiences using DDnet 11.x
Yes pls add
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- Konsti
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Re: Experiences using DDnet 11.x
For me it take's just a tad longer to start but it shows the loading bar more quickly, also crashes more when playing .demo's.
i have as of yet to see anyone use an emoji but me, so i think you guys are blowing this whole 'Emoji's are terrible' way out of proportion, i think the emoji system is to much work for most players to use that for other that just a few 's & binds.
also they changed something that made my old semi-localization technique show double of each .demo, had i good thing going where the client would use & store my data in it's directory but it still would find the seared downloaded maps, demo's, etc. indeed the only the constant is change. might try an old 9.X build the way you guys talk about it ( i can't find 9.4 though).
Edit: tried 9.3.1 & it feels some how feels.. smother?, had to lower my mouse sensitivity though as it moves faster,
then i tried "raw input"(default) on 11.0.1 & had to lower my mouse sensitivity about 15% to 20% I.E from 100 to 85 to match the same feel as 9.3.1 with
"raw input" (default) of
"Warp"
after lots of client restarts & like three hours of side by side comparisons i can say both feel different & work fine, as a take away i find Mouse "Warp" mode less precise feeling & more of a "weird" throwing/filling in the blanks feel when in motion thats not there in the mouse "raw input" mode in the newer clients, i'd say that mouse warp get worse as sensitivity gets higher but if that is what your used too i can see why you'd stay. as a side note 9.3.1 starts way faster
EDIT: msiglreith write's
i have as of yet to see anyone use an emoji but me, so i think you guys are blowing this whole 'Emoji's are terrible' way out of proportion, i think the emoji system is to much work for most players to use that for other that just a few 's & binds.
also they changed something that made my old semi-localization technique show double of each .demo, had i good thing going where the client would use & store my data in it's directory but it still would find the seared downloaded maps, demo's, etc. indeed the only the constant is change. might try an old 9.X build the way you guys talk about it ( i can't find 9.4 though).
Edit: tried 9.3.1 & it feels some how feels.. smother?, had to lower my mouse sensitivity though as it moves faster,
then i tried "raw input"(default) on 11.0.1 & had to lower my mouse sensitivity about 15% to 20% I.E from 100 to 85 to match the same feel as 9.3.1 with
inp_mousesens 100
, raw input seems more precise to me, "raw input" (default) of
inp_mousesens 85
on 11.0.1 is the equivalent feel of inp_mousesens 100
on 9.3.1"Warp"
mouse_old 1
mode on 11.0.1 of inp_mousesens 80
is the equivalent feel of inp_mousesens 100
on 9.3.1after lots of client restarts & like three hours of side by side comparisons i can say both feel different & work fine, as a take away i find Mouse "Warp" mode less precise feeling & more of a "weird" throwing/filling in the blanks feel when in motion thats not there in the mouse "raw input" mode in the newer clients, i'd say that mouse warp get worse as sensitivity gets higher but if that is what your used too i can see why you'd stay. as a side note 9.3.1 starts way faster
EDIT: msiglreith write's
0.7 uses raw input for receiving mouse delta data directly. while prior versions manually warped the mouse cursor back to the middle of screen and calculated the delta.
Raw inputs are not influenced by the mouse settings of the OS like mouse acceleration.
It would be nice to have an option to use the old relative mouse mode approach (see https://wiki.libsdl.org/SDL_HINT_MOUSE_ ... _MODE_WARP).
Last edited by GG Kid on Sat Jan 12, 2019 3:47 pm, edited 2 times in total.
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Re: Experiences using DDnet 11.x
special letters are ugly now
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