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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 — IRC: #ddnet on Quakenet | Matrix: #ddnet-developer:matrix.org GitHub: https://github.com/ddnet
Between 2018-02-14 00:00:00Z and 2018-02-15 00:00:00Z
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ff872b3 Forgot to add GameID to the col-list - Learath2
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[quakenet] <Learath2> heinrich5991: do you scrub bash history after you build or sth?
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learath: teamranks don't work
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[quakenet] <Learath2> yeah fixed it
00:23
[quakenet] <Learath2> if only I can figure out how heinrich5991 built this thing
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[quakenet] <Learath2> well it's building on all servers so that might take a while
00:47
[quakenet] <Learath2> should be fixed on GER tho
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Learath2: my custom patch is still applied?
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[quakenet] <Learath2> heinrich5991: yeah, check ~/0001-God Damnit2.patch
10:46
[quakenet] <heinrich5991> Learath2: it lived in ~/e.patch before ^^
10:46
[quakenet] <Learath2> e.patch didn't cleanly apply
10:46
[quakenet] <heinrich5991> oh
10:47
[quakenet] <heinrich5991> I compiled it directly via the ssh command
10:47
[quakenet] <heinrich5991> that's why you didn't find it in the history
10:47
[quakenet] <heinrich5991> for loc in ger ger2 rus chl bra zaf usa can chn ger2; echo $loc; scp d.patch $loc.ddnet.tw:; ssh $loc.ddnet.tw 'cd src/master; git checkout -- .; git pull; git apply ~/d.patch; cd ..; ./build.sh; echo "sv_shutdown_when_empty 1" > ~/servers/servers/*.fifo'; end
10:49
[quakenet] <Learath2> I usually do the ssh from ddnet.tw
10:50
[quakenet] <heinrich5991> ah
10:50
[quakenet] <heinrich5991> oh, I compiled it twice on ger2 :D
10:55
[quakenet] <Learath2> :D
10:56
[quakenet] <Learath2> heinrich5991: build.sh checks out master, how didn't the patch get undone?
10:57
[quakenet] <heinrich5991> git checkout master only changes the branch to master
10:57
[quakenet] <heinrich5991> it retains local changes
10:58
[quakenet] <Learath2> oh true, well that was a waste of time :D
10:58
[quakenet] <heinrich5991> if changing to master would change any of the files with local changes, it will fail
10:59
[quakenet] <Learath2> why did you uninstall locale in CAN?
10:59
[quakenet] <deen> save space probably
11:01
[quakenet] <heinrich5991> yes :/
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[quakenet] <heinrich5991> Learath2: ^
12:18
[quakenet] <Learath2> heinrich5991: could you check #1035 I don't get why it failed cmake
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73f5b71 Add libwebsockets-dev - Dennis Felsing
13:02
e9bc42a Update websockets implementation (fixes #1022) - def- 38b9679 Try to find libwebsockets on the host system - heinrich5991 c2aaef2 Remove vendored libwebsockets - heinrich5991 9ec8e16 Merge pull request #1036 from heinrich5991/pr_d... - def-
13:08
[ddnet/ddnet] New branch created: staging.tmp
13:08
8cfebaa Fix #1031 - Learath2 61f0461 Style - Learath2 073d17c [ci skip] -bors-staging-tmp-1035 - bors[bot]
13:08
8cfebaa Fix #1031 - Learath2 61f0461 Style - Learath2 ff872b3 Forgot to add GameID to the col-list - Learath2 e9bc42a Update websockets implementation (fixes #1022) - def- 38b9679 Try to find libwebsockets on the host system - heinrich5991
13:24
8cfebaa Fix #1031 - Learath2 61f0461 Style - Learath2 b14370e Merge #1035 - bors[bot]
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[quakenet] <heinrich5991> Learath2: intermittent issue
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@heinrich5991 you there?
16:39
someone knows if tiles from 112 to 114 and 128 to 130 are reserved for something or "blocked"? Because i'm using them and the CCharacter::Handletiles is not being called when being in one of those tiles. (and yes, the tile indexes are added to IsValidGameTile in mapitems.cpp
16:42
🤷
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@Ryozuki normally you have to redefine something in another file, let me checkl
17:44
@Ryozuki ah didn't read the whole msg, looks ok
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@Ryozuki still need some help?
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well i don't know why it happens so
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@Ryozuki I can try to help you if you want
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do you have teamviewer?
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rip x)
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i dont need that kind of help
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try to put some dbg_msg inside your if condition
18:01
just to check
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i already done that, the TileIndex is printed for teleport gun but not for the grenade and laser tiles
18:02
as i said i think its some kind of limit i may not know about
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nah there is no limit (only the shitty puc
18:04
ic)
18:04
but I do not rly see some errors in your code
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@Ryozuki i had issues with that too
18:26
can i see the mapitems.h?
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emm click on the link?
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where
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scroll up..
18:28
what the names of the tiles
18:28
lol
18:30
@Ryozuki
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please look a bit before aski
18:30
asking
18:30
its even in green..
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just tell me
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im color blinded
18:30
fu
18:32
ok its just like my problem, that doesnt make sense
18:33
my guess its that some tiles are ignored
18:33
but i didnt found where and why
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nope
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these are definitly not ignored
18:33
dont talk bullshit
18:33
i use them in another mod
18:33
112-130
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lol calm down boy
18:33
cya i dont want to talk more
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kk xD
18:33
rageboi
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ChillerDragon 2018-02-14 19:30:18Z
i tried to increase slots for vanilla and now im not able to connect because the versions differ .-. offline error='Wrong version. Server is running '0.6 dfab42a09e363b2a' and client '0.6 626fce9a778df4d4'' any hacks to fix this?
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wait
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i'm asking neox about his vanilla 64p
19:46
maybe he can help you for that
19:46
i mean the src can help you
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why when i connect ethernet cable
19:46
my ping gets worse?
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check the cat of your eth cable
19:47
replace it
19:47
take a shitty cat5-6
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what's a cat?
20:04
let me search
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categor
20:06
u
20:06
y
20:07
Vanilla64 - Teeworlds vanilla with 64 players
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@Ryozuki there is some function that filters them
21:03
don't remember where, can check once near acomputer
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ok, i sent the commit link before if it helps
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@heinrich5991 nah actually he did everything correct
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@Deleted User that's a bold statement
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well, i've already worked alot with tiles & entities code, for me it looks ok
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@Learath2 if you want, you could add a gameid column to saves as well ^^
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[quakenet] <Learath2> what would that help with tho?
22:06
[quakenet] <Learath2> also we need a better way to deploy...
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could then be recorded on load
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[quakenet] <Learath2> heinrich5991: but how would we store that? maybe in teehistorian files?
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yes
Exported 124 message(s)