Time Nick Message 10:26 celeron55 the MT server literally doesn't even have any image manipulation library linked into it 10:26 celeron55 the only thing it can do to images is transfer them as files 10:26 VanessaE makes sense 10:27 VanessaE so the issue is client-side and something's causing the image to gain an alpha channel with a particular amount 10:30 VanessaE though it bugs me a little that my client throws all those alpha warnings for images that definitely had alpha originally, while at the same time rendering them "properly". 10:32 VanessaE er 10:32 VanessaE that definitely did NOT have alpha originally. 20:05 Jordach i've come to a critical impasse for my game development: it's as follows 20:06 Jordach 1) implement a server downloadable CSM that bootstraps a client to allow full clientside cosmetic objects 20:06 Jordach or 2) continue with the increasing load level of handling more entities in the server's on_step 20:06 Jordach (current bandwith for two clients connected is 0.05mbps) 20:07 Jordach what i wouldn't mind is servers *asking* clients of certain CSM mods exist 20:09 Jordach i can then shove all HUD update elements into a clientside thing and just have the server asyncronously send updates 20:09 Jordach thereby dramatically reducing the required number of packets 20:09 rubenwardy > what i wouldn't mind is servers *asking* clients of certain CSM mods exist 20:09 rubenwardy you can do that using mod channels 20:10 Jordach they still need to be enabled *beforehand* 20:10 Jordach i mean during the initial connection part 20:11 Jordach as long as the basic "enable CSM" is on, the server can selectively turn on client mods 20:11 Jordach rather than enable them globally