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DDraceNetwork
Development / developer
Development discussion. Logged to https://ddnet.tw/irclogs/ Connected with DDNet's IRC channel, Matrix room and GitHub repositories β€” IRC: #ddnet on Quakenet | Matrix: #ddnet-developer:matrix.org GitHub: https://github.com/ddnet
Between 2018-01-27 00:00:00Z and 2018-01-28 00:00:00Z
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all the issues in github look like lot of work or to lazy :/
00:21
btw if u gonna delete emojis u can close this https://github.com/ddnet/ddnet/issues/986 , altho sad for that feature removal :(
To replicate: Enter a server to play Enter bound key to start chatting Paste an emoji Another way: View server list menu Paste emoji into search or filter or any text field You can try copy/pas...
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eeeee: ping from ger to ger2 is 4ms, from both directions
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@deen https://github.com/ddnet/ddnet-web/blob/master/www/index.php#L136 & https://github.com/ddnet/ddnet-web/blob/master/www/feed/index.atom#L9 - is there any reason why only homepage links to posts and feed URLs are prepended with {{ site.url }} & {{ site.baseurl }}?
ddnet-web - Static part of DDNet's website: https://ddnet.tw/
ddnet-web - Static part of DDNet's website: https://ddnet.tw/
08:41
or maybe anyone else knows
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i think its not necessary, with a / at start of the link it already works i think
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@Ryozuki Yes it works, indeed. That's why I'm wondering if maybe there's anything more behind of it
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[quakenet] <deen> eeeee: 4 ms. not so great considering I have 7 ms from home to ger
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deen, why are ger saves not cross compatible with ger2?
11:09
ddos on ger1 and now we cant load on ger2 :(
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client send 'NETMSG_ENTERGAME' when received 2 snapshots, but server not send snapshots before receive 'NETMSG_ENTERGAME' message thonkery thonkery thonkery
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@Ryozuki because they're different servers
14:27
I believe you can save for a different server, but that's probably not compatible with servers having 4 letters as the name
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./save GER2 savecode
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this map crashes my client
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@timakro what do you do with the map to let the client crash?
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i join a server running the map
14:43
when i pull a new ddnet version cmake always rebuilds everything, is there a way around that?
14:43
bam didnt do that
14:45
i think it does that when cmake changed
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is it that the cmake config still changes frequently
14:46
on 10.8.6 there is no crash with the map i sent
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@timakro when some config parameter changes, it will rebuild everything
14:47
I think we recently enabled --ffloat-store for all systems, and then disabled -ffloat-store everywhere but on x86
14:47
@timakro if you compile that stuff, could you give us a stacktrace?
14:52
sadly i cant reproduce the crash anymore
14:52
when i get it again ill send the traceback
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which OS are you on? 32 or 64 bit?
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64 linux debian
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client crashed while saving a map
15:02
lul
15:03
now i cant open that map
15:03
wow
15:03
this is rly buggy
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[quakenet] <pinkieval> Hi
15:21
[quakenet] <pinkieval> I'm merging the 64-players code from ddnet, and it uses an attribute named "m_ShowOthers" of the CPlayer class
15:21
[quakenet] <pinkieval> what is that attribute for?
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ddnet specific
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[quakenet] <pinkieval> so I can safely replace it with "true"?
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yes
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[quakenet] <pinkieval> thanks
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in ddnet you can join "teams" which don't affect each other – with show_others you can either view them or not
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[quakenet] <pinkieval> okay
15:26
[quakenet] <pinkieval> and I can replace calls to "TeamsCore::CanCollide()" with "false", right?
15:26
[quakenet] <heinrich5991> with true
15:26
[quakenet] <pinkieval> oh right, indee
15:26
[quakenet] <pinkieval> d
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[quakenet] <Nimda> Sky Stone by Tropo just released on Moderate at 2018-01-27 16:30
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[quakenet] <pinkieval> hmm
15:44
[quakenet] <pinkieval> how do I test it with more than 16 players?
15:45
[quakenet] <heinrich5991> dbg_dummies 1 or so
15:47
[quakenet] <pinkieval> woah great
15:52
[quakenet] <pinkieval> [5a6ca03a][assert]: src/engine/shared/network_server.cpp(448): errornous client id
15:52
[quakenet] <pinkieval> Segmentation fault
15:52
[quakenet] <pinkieval> oopsie
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[quakenet] <eeeee> deen: but with 4ms you can proxy ger through ger2 for users like Syltoox for 25+4 ms ping instead of 80ms he's getting to ger
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sure, but our servers get ddosed all day anyway, so that just doubles your risk
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@snail btw, the helper rank is ready imo, there is a new vote_no command that only allows forcing vote no, the helper auth rank is already there, so you only have to give it the permissiosn to use this command and i guess also the mute, and then u can recruit helpers
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[ddnet/ddnet] New branch created: staging.tmp
21:09
6c378b9 Add support for extra chunks in teehistorian - heinrich5991 22080c8 Move teehistorian UUIDs into engine - heinrich5991 9d9bfee Move to ISO 8601-compliant timestamps - heinrich5991 cce30f2 [ci skip] -bors-staging-tmp-947 - bors[bot]
21:09
[ddnet] Branch staging was force-pushed to f48a2a3
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huh
21:15
travis mac builds are fast right now
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6c378b9 Add support for extra chunks in teehistorian - heinrich5991 22080c8 Move teehistorian UUIDs into engine - heinrich5991 9d9bfee Move to ISO 8601-compliant timestamps - heinrich5991 f48a2a3 Merge #947 - bors[bot]
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@Learath2 what was the other bug affecting logout?
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oh forgot that
21:23
if you logout CPlayer::m_Authed isn't updated (edited)
21:24
which means even if you logout you can't be voted out
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access_level logout 2
21:24
wat? πŸ˜„
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isn’t that intended?
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oh, 2 means "everyone"
21:25
@jao no
21:25
@Learath2 m_Authed seems to be updated
21:25
line 2588
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that's CServer::CClient::m_Authed (edited)
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ah
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needs something like CGameContext::OnAuthChange instead of OnSetAuthed
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why not OnSetAuthed?
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[quakenet] <Learath2> I guess you can keep the old name if you won't change the interface
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@Learath2 I guess we can remove bam now (?)
21:41
at least I don't use bam anymore for anything
21:48
will be today the bam funeral?
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dunno, I want @Learath2 to remove it, he's been looking forward to it for quite some time ^^
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