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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 2018-03-12 00:00:00Z and 2018-03-13 00:00:00Z
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any admin can review the pr now ty
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[quakenet] <deen> I'll assume that you're talking about https://github.com/ddnet/ddnet/pull/1055
The problem a friend was occuring was, that on a fresh Windows install settings like cl_refresh_rate are set to 480. Since the render calls take longer time than no render calls, it happened that c...
14:31
[quakenet] <deen> Anyone up to it?
14:33
its waiting 😄
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(int64)((float)time_freq() / (float)g_Config.m_GfxRefreshRate) – converting to float shouldn't be neccesary
14:35
(given that you cast back immediately)
14:35
if you want to round, you can add g_Config.m_GfxRefreshRate/2 to time_freq()
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yeah good catch, i'll remove that fastly
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there's also a if ( which should be if( 😛
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what line is it
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[quakenet] <Mattia> i buy hosting by ovh, and My friend help me for create ts3 on vps... but the ts3 have 32 slot.. can one guys help me for have ++ slot? ( i don't know how use putty)
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ah found
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[quakenet] <heinrich5991> Mattia: do you have a non-commercial website for the community that uses the teamspeak server?
14:43
[quakenet] <heinrich5991> they seem to have a non-profit license available that gives you up to 512 slots
14:44
[quakenet] <Mattia> is not commercial, but i don't know where have license and how add on putty
14:44
[quakenet] <heinrich5991> do you have a website for the community that you run the ts3 server for?
14:44
[quakenet] <heinrich5991> this seems to be a requirement
14:45
[quakenet] <Mattia> no
14:45
[quakenet] <Mattia> only ts3
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so for apache2.0 license should i add the license?
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[quakenet] <heinrich5991> Mattia: then it seems you can't get more than 32 slots if you don't want to pay for the teamspeak server
14:45
[quakenet] <heinrich5991> see http://npl.teamspeakusa.com/ts3npl.php
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@Deleted User apache2.0 license?
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for the icon font
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that's something separate from the current PR?
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yeah
14:46
the next pr xd
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yes, you'd need to add that somewhere
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[quakenet] <Mattia> heinrich, i don't need profit. But need some slot for other clan..
14:48
[quakenet] <heinrich5991> from the website I linked:
14:48
[quakenet] <heinrich5991> Please apply only if you meet the following requirements and you have a need for a TeamSpeak server with more than 32 slots. Otherwise, you may download TeamSpeak's standard server software which includes 32 slots and does not require a license.
14:48
[quakenet] <heinrich5991> You MUST have a verifiable, operational website on a custom domain (eg - 'www.mygroupsite.com') that demonstrates community activity.
14:49
[quakenet] <Mattia> i can't with my vps ?
14:49
[quakenet] <Mattia> without website?
14:50
[quakenet] <heinrich5991> you can't get more than 32 slots on your teamspeak server without having a website with community activity
14:51
[quakenet] <Mattia> and if i have more 32 friend -.-?
14:51
[quakenet] <heinrich5991> then you have to use a different software than teamspeak3 if you don't like that I guess
14:51
[quakenet] <heinrich5991> it's teamspeak3 that's making the terms, not me
14:51
[quakenet] <Mattia> if i don't listen this terms?
14:52
[quakenet] <heinrich5991> then you can't get more than 32 slots ^^
14:52
[quakenet] <heinrich5991> the 32 slots thing is the thing where you don't need to apply anywhere
14:52
[quakenet] <Mattia> but this ts ts.low-gaming.it, don't have website but have 50slot
14:52
[quakenet] <heinrich5991> then ask them how they got the license
14:53
[quakenet] <Mattia> with crack
14:53
[quakenet] <heinrich5991> yea, I won't support that
14:53
[quakenet] <Mattia> but if i want i can crack for have +23?
14:53
[quakenet] <Mattia> +32?
14:53
[quakenet] <heinrich5991> I have no idea
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this is ddnet dev channel u crackhead
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[quakenet] <heinrich5991> noby: I told them to ask in #ddnet rather than PM, it's my fault
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[quakenet] <Mattia> ok sorry for disorder
14:54
[quakenet] <Mattia> bye :)
14:54
[quakenet] <heinrich5991> bye
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@heinrich5991 is ban by name implemented yet?
14:56
and the ip censor to mods is making me unable to deal with a troller rn
14:56
we should revert that asap
14:56
the troll leaves when i join
14:56
thus cant ban him
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then join with a different name I guess
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yes, ban by name is implemented: https://github.com/ddnet/ddnet/pull/1068
This uses the Unicode confusable data together with judging how close two strings are by using the Levenshtein distance. Adds the commands name_ban, name_unban and name_bans. Kicks players who join...
14:58
@Deleted User can you use the time_get() function to implement time_get_milliseconds()
14:58
it looks like this has a bit of code duplication
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@heinrich5991 u should enable it for moderators
14:58
in autoexec.cfg
14:59
accesslevel name_ban 1
14:59
smnth like that
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it wasn't actually added for that
14:59
@Ryozuki btw, re "it's not bugged, it is explained in my initial comment, on the rifle section:"
14:59
when you fall down, and shoot the laser down. should it really teleport you?
14:59
with no walls involved
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if u have the tele laser enabled and it doesnt hit anti tele tiles then yes
15:00
u could show me
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hm. that's different from what it said in the comment though 😛
15:00
oh nvm it is not
15:00
looked at "teleport gun"
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@heinrich5991 time_get needs to set new game_tick
15:01
well i cannot work with the game freq
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I nuked a subnet, hopefully that stops him
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thats the actual problem
15:02
time_freq*
15:02
because i don't want to overflow the variable
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@Deleted User can you factor out the common parts of time_get and time_get_milliseconds into time_get_impl and call this function for the common parts instead?
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mh ok
15:03
what is time_get_impl
15:03
is it stored somewhere else?
15:03
ah
15:03
missread
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@Learath2 u mean the syltox bot guy?
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@Ryozuki I think so
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yeah, Contina communications users can't connect to GER for now
15:06
it's prolly a VPN tho so he'll get new ips soon 😛
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@Deleted User the new time_get() is missing a return at the end, time_get_microseconds doesn't need the extra pair of braces anymore
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yeah thx
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@Deleted User also, time_get_milliseconds should probably divide by time_freq() on linux and mac
15:22
by
15:22
time_freq() / 1000 / 1000 ?
15:22
something like that
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[quakenet] <heinrich5991> deen: are you running apt on the servers ATM?
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why
15:32
is that better style xD
15:32
at the end u know the value of time freq
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@Deleted User yes, basically better style
15:33
it makes the number of constants involved smaller
15:33
e.g. I didn't know that these are just constants on mac and linux off the top of my head until you reminded me (edited)
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time_get_impl() / time_freq() * 1000 * 1000
15:38
or devied the tiem freq
15:38
what do u prefer
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[quakenet] <heinrich5991> divide the time_freq
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but either is OK I guess
15:38
thanks for responding to the concerns so quickly
15:38
I'll take a final look, but the rest looked OK IIRC
15:39
you moved the Input()->NextFrame tick so that it is now independent of the graphics rerendering. do you know why it was previously only called when a new frame was rendered?
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i dunno but its a keyboard state
15:40
i dont see sense having it inside
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let me check who added that, maybe they know why it was placed inside
15:43
sounds like we need to understand this before we can move it back
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ürpbaböy bcs of android or something
15:45
but its synced with the renderer anyway
15:46
the issue doesnt happen for me
15:46
is that mac specific?
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well, sounds like we should ask deen on this matter
15:46
if we want to change it
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@deen ^
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ah under linux i get this
15:48
tripple click
15:48
then i move it back
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you should understand code before removing it 😛
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well i read the sdl wiki
15:48
and sounded like it was ok
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you can use git blame to see which commit introduced a line of code
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but deen already says in the issue its strange
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git blame src/engine/client/client.cpp
15:50
I can also recommend tig, it has a UI that is a little bit better than that of the git command, then it's tig blame src/engine/client/client.cpp
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github provides this too i think history
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[freenode] <nemo> personally I use hg-git to get a UI I find more comprehensible 😝
16:00
[freenode] <nemo> also... ♥ hg fa (fast-annotate) in particular --deleted http://m8y.org/tmp/blame1.xhtml - check this out. is it not awesome...
16:01
[freenode] <nemo> (that's a pipe to ansi2html
16:01
[freenode] <nemo> )
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@Deleted User shouldn't it be time_get_impl() / (time_freq() / 1000 / 1000); everywhere except for windows?
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mac seems like nanoseconds
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yes
16:07
but
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ah
16:07
yeah im stupid xD
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then you can just ask for CONF_FAMILY_WINDOWS and use this expression otherwise
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ok
16:08
but not remove the not implemented?
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you can remove the not implemented then
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ok
16:10
so muhc trouble for one function 😫
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sorry :/
16:14
but code duplication is bad
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i'm fixing a translation for ddnet, and it seems you translate the exact same string 3 times xd
18:16
e.g Spectator
18:17
what even means "Wait before try for"
18:17
nvm
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what
18:18
what does that mean? 😄
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it sound weird for me
18:21
but google translator told me the exact meaning
18:21
😄
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I don't understand it
18:22
maybe someone google-translated it into english? ^^
18:22
from your language?
18:22
it is in the data/languages
18:22
im translating that to catalan
18:22
"Espereu abans de provar-ho"
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@Ryozuki I think that's wrong english 😄
18:25
@Ryozuki anyway, that's only in a comment, so it isn't in game anyway
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really?
18:26
then why it is in the translation files!!!
18:26
😠
18:26
useless work
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after lot of effort -.-
18:48
1230f4e update catalan translation - Ryozuki 335d458 Merge pull request #1080 from Ryozuki/pr_update... - def-
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thanks
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[quakenet] <F11> расскажите полажуйста мускул база синхронизируется автоматически?
19:21
[quakenet] <heinrich5991> f11: "tell me the base of the muscle is synchronized automatically?"
19:21
[quakenet] <heinrich5991> ?
19:22
[quakenet] <F11> hello / i installed ddnet server and upload mysql base whith score...
19:22
[quakenet] <F11> how base sincronized whith other server?
19:22
[quakenet] <F11> sorry bad english
19:27
[quakenet] <eeeee> F11: you can't sync with official ddnet servers
19:28
[quakenet] <F11> ok. score will only be on my server?
19:28
[quakenet] <eeeee> yes
19:29
[quakenet] <F11> then what are they?
19:29
[quakenet] <F11> thx for help/
19:32
[quakenet] <F11> why are they uploaded to the official website?
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if u play on an official server it uses the official site
19:33
otherwise it doesnt
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[quakenet] <deen> They are uploaded just so that our data is open
19:39
[quakenet] <deen> And you can analyze them and make some fun statistics
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deen
19:39
unban me
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[quakenet] <deen> worstwish: what kind of ban? I'm probably out of the loop
19:41
[quakenet] <deen> You might want to talk to administrators if you've been wrongfully banned on official DDNet servers
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teehistorian records all inputs from the players as well as the player positions in each tick. It stores this info in a highly compressible output format (I've achived 5x compression using xz or bz2).
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@heinrich5991 why votes are not recorded? u might know who funvote xD
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because voting is even more private than chat?
20:03
you don't even see it on the actual server
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and vote_start is not recorded because it contains the reason
20:03
which is also user-set text
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well u usually dont put private reasons there
20:04
most of reasons are just insults anyway
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@heinrich5991 u know were is documented the string format(?) for commands? e.g ?i[distance] (edited)
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@Ryozuki I don't think there's explicit documentation
20:11
could you create it? 🙂
20:11
would be nice
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i don't even know how it works :D
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code is in src/engine/shared/console.cpp
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@Ryozuki CConsole::ParseArgs (edited)
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@heinrich5991 its me or all the i f s do nothing?
20:26
20:26
nice comments, but no code xD
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[quakenet] <heinrich5991> hmm
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the only ones that has use currently is ? and v
20:27
from what i see
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that can't be ^^
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why? i am blind? :D
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[quakenet] <deen> You have to read between the lines :D
20:31
[quakenet] <heinrich5991> ah right
20:31
[quakenet] <heinrich5991> I remember
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aren't those actually useless
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thats what i mean
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I think the console never properoly checked format
22:32
[ddnet/ddnet] New branch created: staging.tmp
22:32
a71cc2a Execute git_revision.py in the source directory - heinrich5991 ecbb28f [ci skip] -bors-staging-tmp-1076 - bors[bot]
22:32
710d061 Ignore Makefiles generated by the CMake Make ... - heinrich5991 31a3e8d Add possibility to ban players by name - heinrich5991 a71cc2a Execute git_revision.py in the source directory - heinrich5991 748007d Fixed typo - VeH-c 1e3ce67 Merge pull request #1077 from VeH-c/patch-1 - def-
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a71cc2a Execute git_revision.py in the source directory - heinrich5991 42e1e3c Merge #1076 - bors[bot]
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[quakenet] <jxsl13> 2+2 = 4
22:58
[quakenet] <jxsl13> ._. quickmafs
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jxsl13 possible aimbot (5 5)
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[quakenet] <jxsl13> too bot like sir
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-1 that's 3
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[quakenet] <jxsl13> noby do you know about std::thread ?
23:00
[quakenet] <jxsl13> you must :O
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who doesn't know about std::thread?
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[quakenet] <jxsl13> ok, how to delete the allocated memory without joining the threads to the main thread?
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should be called something like detach
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[quakenet] <jxsl13> that was my thought as well, after reading some stackoverflow etc
23:02
[quakenet] <jxsl13> how does detach exactly work? the thread is simply executed and then it's done? and I can delete the memory in the main thread?
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okay, what memory are you talking about?
23:03
maybe you should use a shared_ptr ^^
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[quakenet] <jxsl13> ._. what's a shared_ptr?
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ok, what are you doing? passing a chunk of memory fro mthe main thread to the started thread?
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[quakenet] <jxsl13> I have threads being spawned and accessing a sqlite db and then they are done, but keep on filling my memory with crap :c
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irrc after detach your thread object no longer "owns" the thread and the thread is free to execute after the parent dies
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[quakenet] <jxsl13> ah, ok
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yes
23:05
it has nothing to do with passed memory
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[quakenet] <jxsl13> if it's done, it's done then
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yes
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[quakenet] <jxsl13> tinkering on the zcatch source :)
23:08
[quakenet] <jxsl13> it's got a memory leak, where on every db access a thread is spawned but only deleted in the destructor of CGameContext with a join, which fills the memory with the thread handles/pointers
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ah yea
23:08
then do detach
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[quakenet] <jxsl13> k thx
23:09
I can only recommend this website 🙂
23:12
@Learath2 sizeof aBufsizeof(aBuf). maybe a colon after between Kicked (your name is banned and %s?
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damn, keep getting my good habits sneak in
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;P
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[quakenet] <jxsl13> btw the ddnet client has quite the weird behaviour on macOS :c
23:19
[quakenet] <jxsl13> first start after deleting the config in Application Support/ fresh install -> works fine -> restart -> this: https://i.imgur.com/VdzSzsF.png
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[ddnet/ddnet] New branch created: staging.tmp
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hmm apparently I can't fake discord into thinking im github
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