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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 2018-07-14 00:00:00Z and 2018-07-15 00:00:00Z
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[quakenet] <fokkonaut> im in ddnet 9.0.2 not 11!
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ChillerDragon 2018-07-14 00:06:38Z
!!
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[quakenet] <fokkonaut> test
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[quakenet] <fokkonaut> or if its not possible to hide just the weapon, is it possible to have ninja but without freeze skin? (like cl_show_ninja but serverside?)
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what does sv_high_bandwidth actually do?
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@noby send snapshots every tick instead of every other tick
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how does this change the gameplay for people
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[quakenet] <Learath2> you learn about changes in input and serverside events sooner
07:38
[quakenet] <Learath2> heinrich5991: I have time now if you want, like an hour
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should it be enabled by default then if the server has enough bandwidth to support it?
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[quakenet] <Learath2> @onby, doubt it will change that much
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@noby it says 'for LAN'. not really necessary if bandwidth is not free (as it is on a LAN)
08:45
note that your players also have to support the additional bandwidth
08:46
@fokkonaut by adding a new weapon, you'd need to change the client as well
08:46
the client thinks that weapon 5 = ninja
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i am on weapon 6
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do you only want to modify the server? or both client and server?
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server only
08:50
ddnet 9.0.2 btw
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the client doesn't know any weapon higher than 5
08:51
so you have to send a weapon <= 5 to the client
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if i send 5 and modify the ninja? 😃
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if you send 5, the client will show a ninja
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cant i edit that?
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but the weapon you send to the client doesn't have to correspond to the weapon you use on the server
08:53
see: the client decides what to display depending on what number you send it
08:53
you can't change that as you apparently don't want to modify the client
08:53
but that's just what the client will display
08:53
your server can keep track of totally different weapons
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will the client always show freeze when i use ninja?
08:54
i mean without cl_show_ninja 0
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the client will always show the ninja if you send "weapon 5"
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so its not possible without client modification?
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what is not possible without client modification?
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having no weapon or ninja without freeze
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the ninja has a weapon too, it's the little sword sticking out on the side
08:56
having no weapon is not possible AFAIK
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ye i want the katana without the freeze skin
08:57
possible?
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not without client modification
08:58
I find it funny that you call it "freeze" skin as opposed to "ninja" skin
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[quakenet] <heinrich5991> Learath2: still available?
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ok, thanks heinrich (edited)
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[quakenet] <heinrich5991> ok. the question is how to properly support ipv6 with http masters
09:06
[quakenet] <heinrich5991> clearly, we should support multistack servers, that is, servers offering their service over both ipv4 and ipv6
09:06
[quakenet] <heinrich5991> how should the register process for something like that look like?
09:06
[quakenet] <heinrich5991> the server doesn't necessarily know its external ip address
09:07
[quakenet] <heinrich5991> should the server alternate between sending the register command over ipv4 and ipv6?
09:07
[quakenet] <heinrich5991> thus letting the master server know about both addresses?
09:08
[quakenet] <heinrich5991> how should the server detect that one of ipv4/ipv6 doesn't work
09:08
[quakenet] <heinrich5991> what about the masters? with the above proposal, they'd have to be dualstack ipv4/ipv6
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[quakenet] <deen> heinrich5991: just send it once over both ipv4 and ipv6 with some common token?
09:18
[quakenet] <heinrich5991> do you mean the "initial register"?
09:18
[quakenet] <heinrich5991> i.e. the servers have to send some kind of heartbeat to the masterservers anyway
09:18
[quakenet] <heinrich5991> what you say sounds kinda good though :)
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does tw support ipv6 when playing or its just ddnet that doesn't support it?
09:19
(ddnet ger)
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[quakenet] <heinrich5991> tw kinda supports ipv6, but not in good ways
09:19
[quakenet] <heinrich5991> you can connect to a server via ipv6
09:19
[quakenet] <heinrich5991> additionally, ddnet does not offer its service over ipv6
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i usually have better connection with ipv6
09:19
it's weird
09:19
yeah
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[quakenet] <heinrich5991> maybe you're behind carrier-grade nat (CGN) for your ipv4 stuff
09:20
[quakenet] <heinrich5991> do you have an own ipv4 for your home?
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[quakenet] <heinrich5991> i.e. can you host a teeworlds server if you forward ports?
09:20
[quakenet] <heinrich5991> ok
09:20
[quakenet] <heinrich5991> mh
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i find it weird too
09:20
but when playing over ipv4 i get weird disconnects, and when i do it over ipv6 i dont
09:20
only with udp
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mh. weird but not unimaginable ^^
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[quakenet] <deen> when we have both ipv4/ipv6 servers, client needs some net_prefer_ipv6, since some isps provide only native ipv4, others only native ipv6 (and routing problems might be stronger with either as well)
09:36
[quakenet] <deen> heinrich5991: alternating between all ipv4/ipv6 with the same token sounds fine
09:37
[quakenet] <heinrich5991> okay :)
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[quakenet] <Learath2> heinrich5991: here now
10:10
[quakenet] <heinrich5991> read above
10:12
[quakenet] <Learath2> same token, alternating protocol sounds fine
10:13
[quakenet] <heinrich5991> kk
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@heinrich5991 is it possible to make the name invisible using SetClientName?
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you mean setting an empty name?
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are you sure you want to set the empty name for everything on the server, including server info, rcon status?
10:21
or are you just doing it to hide it from players using name plates?
10:22
i mean
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which of these questions is a 'yes'? ^^
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i want the name tag to be not visible for players playing with nameplates on
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ah
10:22
then the other solution in Snap is likely the more correct one
10:23
i.e. in src/game/server/player.cpp, in CPlayer::Snap:
10:23
const char *pName; if(name_invisible(m_ClientID)) pName = ""; else pName = Server()->ClientName(m_ClientID); StrToInts(&pClientInfo->m_Name0, 4, pName); (edited)
10:24
and instead of if(name_invisible(m_ClientID)), you can put any condition you like
10:24
e.g. if(g_Config.m_SvHideNameplates) 🙂
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ok ima try that
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i dont understand what the code does (edited)
10:28
tbh
10:28
but it works
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the Snap function?
10:28
or the if statement I added?
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yours
10:29
why no {} and why the else?
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the Snap function decides what to send to the client
10:30
and usually, the client gets the normal player name
10:31
the line looks like StrToInts(&pClientInfo->m_Name0, 4, Server()->ClientName(m_ClientID));
10:31
but we now change what name we want to send to the client, depending on some criteria
10:33
i.e. if whatever condition we want holds (the if), we want to hide the player name (the line after the if), but if that condition doesn't hold (the else) we still want to show the normal player names (the line after the else). the next line (with the StrToInts) takes our new variable pName and writes it into the same position as the code did before
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aaaaaa
10:35
amazing 😄
10:36
okay one more thing, how do i send chat messages now? :p
10:37
if (m_PlayerFlags&PLAYERFLAG_CHATTING) { ShowName = true; }
10:37
something like that?
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that's a little more complicated
10:37
the correct answer is probably: just prepend the name to the chat message and live with the extra ': '
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with the code i posted its possible but you would see my name every time my chat is opened xd
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yes :/
10:39
tthanks so far heinrich
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and it doesn't work for chat messages that you bind
10:39
np
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true
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@heinrich5991 pName = Server()->ClientName; (edited)
11:02
that doesnt work, how can i get it to work? 😄
11:05
nvm
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[quakenet] <deen> RUS disk is mounted read-only, seemsto have some problems
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[quakenet] <Learath2> [6106553.048818] EXT4-fs error (device vda1): ext4_mb_generate_buddy:758: group 13, block bitmap and bg descriptor inconsistent: 8962 vs 8690 free clusters
15:35
[quakenet] <Learath2> [6106553.068101] Aborting journal on device vda1-8
15:37
[quakenet] <Learath2> deen: are you working on it or should I try? both of us messing with it at the same time doesn't sound like a good idea :D
15:38
[quakenet] <Learath2> actually I can't really do much in this case, as I wouldn't (possibly can't even?) touch it while the system is booted
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How do I create a timer of 1 second? I want it to start when I shoot and to stop after 1 sec. (having a var true for 1 sec after the first shot)
16:21
nvm xyd
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where are the over head emoticons set in the code? so wheres the part that tells the server which emoticon to make?
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[quakenet] <deen> I'll try making a backup of RUS and reboot to see if it's fixed
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[quakenet] <Learath2> deen: got the backup?
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[quakenet] <deen> yeah, rebooting now
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Cellegen | HU 2018-07-14 18:29:48Z
reboot is gud
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[quakenet] <deen> but I'll be gone in 15 min again, doesn't seem to be booting up :/
18:34
[quakenet] <deen> wrote a support ticket
18:34
[quakenet] <Learath2> deen: well is it a managed server? if not doubt it's their problem as it probably isn't a hw problem
18:34
[quakenet] <deen> why?
18:34
[quakenet] <deen> sounds like broken disk to me
18:35
[quakenet] <Learath2> but it's a virtual server, a broken disk should upset more then 1 customer
18:35
[quakenet] <deen> yeah, so I ask them if it's a known problem
18:36
[quakenet] <deen> I don't even see a setting to reinstall the OS in their web interface, so dunno what else to do
18:37
[quakenet] <Learath2> Oh I see, then I guess we wait.
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Cellegen | HU 2018-07-14 18:39:00Z
nice ddos
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[quakenet] <deen> ah, found some vnc at least, running fsck
18:40
[quakenet] <deen> working I guess
18:43
[quakenet] <Learath2> did you regenerate the journal?
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i have one thing to say
21:05
projectile code sucks
21:07
thanks
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tell me how to make plasma projectiles slower pls
21:08
D
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