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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 2018-10-18 00:00:00Z and 2018-10-19 00:00:00Z
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Does anyone know how to add /points to my server?
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You need to get sql storage for ranks working
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I'm not sure how you do it, do you have a tutorial or topic that I can follow? The ones I found are out of date.
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the ones on ddnet forum?
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I have already compiled ddnet and I added ddnet-server_sql now I do not know how to configure the points that each map will give and etc ...
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Import the ddnet database and you'll see the structure
13:38
record_maps stores map names and the points they give etc.
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servers with more than 32 max player slots arent shown in the browser, if you try to connect using ip you will get an error message with wrong hashes. seems like 0.7 is really not mod friendly 😦
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Cellegen | HU 2018-10-18 14:37:52Z
dont worry, they will make it mod friendly as soon as the ddos problem will be gone (edited)
14:39
Oy isnt going to make anything mod friendly
14:40
@jao why are devs not listed again?
14:41
it was good to see which devs are online, i liked it
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got complaints
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from?
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devs who were pinged
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anyone here i can talk with updating the master servers
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adding more tunes will also change the hash
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or even editing tunes xd
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Guess im staying on 0.6 then xD
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Cellegen | HU 2018-10-18 16:36:48Z
smart choise
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The Serverlist doesnt show me results, why is that? (edited)
17:27
Searchbar is empty and no filtering
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Need help, im trying to add tiles to 0.7, so far everythings fine, but it kind of fails, the handletiles function always giving me 0 as a result (using dbg msg)
17:29
if i fix that, i will have freeze xd
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Cellegen | HU 2018-10-18 17:44:25Z
@heinrich5991 did you just finally shut down the servers?
17:45
and maybe make it whitelisted so you guys can work on it much easily
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@Marcel you can talk to all of us
17:52
@heinrich5991 do you happen to know whats going on with the masters
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Cellegen | HU 2018-10-18 17:59:26Z
ddos. ddos everywhere
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so teeworlds server was created as an app which may contains one or more mods at once. There is some questions: why developers don't do more modable GameController virtual methods, which allow other developers to make mods more independently from general teeworlds code? They're already created a methods like OnCharacterSpawn, OnCharacterDeath. Why not to just do something like OnPlayerTick, for example? Also much of classes has member veriables which are need only for trivial purposes of code itself. Or much of that members a private, what don't allow to write simple code if you're want to create a mod. Also, with 0.7 release was added OnFlagReturn method whose only purpose is a mods which can interact with flags, not dm or anything else. One big example is DDNet itself. WTF? You guys did excellent job, and DDNet codebase good. But what is I want to create other mod? or add to my project several more mods? When all this will be recoded(if there is a real need in that changes)?
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Cellegen | HU 2018-10-18 19:03:30Z
there is a way to control your camera while you are able to more with your tee? would be a nice platforming solution for my ideas of making teeworlds a whole new experience.
ww 1
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@fokkonaut well the fact that Oy doesn't like modded game.. that would mean he's simply an asshole, You're not really free with an open source game if they are here to stop every edited mods
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@Learath2 I mean with someone who has access to them
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@Marcel I have access to one of them, @heinrich5991 has access to 2 others, here is the best place to talk about it imho 😛
19:53
So what do you think of my idea
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hey, need some help. im in 0.7 and tryin to create custom tiles, so far so good, but the tile will not be "counted" if its index is smaller than 128. everything bigger or equals 128 works fine
19:57
int CCollision::GetMapIndex(vec2 Pos) { int Nx = clamp((int)Pos.x / 32, 0, m_Width - 1); int Ny = clamp((int)Pos.y / 32, 0, m_Height - 1); int Index = Ny * m_Width + Nx; return Index; } this is the function to get the position in the map. it will later be put into GetTileIndex(). but in this step it fails
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it fails in map initialization
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how to change it?
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there is a check for < 128 reserved for non mod tiles
20:00
u can just remove that check
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where? 😃
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its in collision or smth in 0.6
20:00
dunno for 0.7
20:00
nice
20:00
ah
20:00
found it
20:00
^^
20:00
lol i was looking 3 hours for this mistake Xd
20:00
if(Index > 128) continue; just remove this? (edited)
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probably
20:01
but seems like its other way around than your problem
20:02
search all 128 in that file
20:02
maybe there are more checks
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return m_pTiles[Ny*m_Width+Nx].m_Index > 128 ? 0 : m_pTiles[Ny*m_Width+Nx].m_Index;
20:03
i never used those operators
20:03
would you tell me what i need to remove?
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yeah just return the tile index
20:04
something went wrong i guess xD
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mh just looked they use flags
20:04
so be carefull
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ye just found that Xd
20:05
okay, freeze successfully implemented 😃
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u can use m_Reserved for your custom tiles
20:06
if reserved is non zero custom, else game tile
20:06
but no need if you dont want
20:06
but that expands your possibilities xD
20:08
i used that for fng2 btw
20:08
FNG mod for teeworlds, that advances the original FNG idea by golden spikes and other features - Jupeyy/teeworlds-fng2-mod
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hm what exactly is going wrong when I can't start the generated client/server when I compile in windows?
20:14
and why the hell is the message in german when everything I use is set to english (edited)
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probably wrong stdlibc, i think i switched to mingw64 when i had that xd
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well I'm using mingw there
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@fokkonaut just recode this: collision.h C++ void Init(class CLayers *pLayers, bool skip_mod_tiles=true); collision.cpp: C++ ... void CCollision::Init(class CLayers *pLayers, bool skip_mod_tiles) { m_pLayers = pLayers; m_Width = m_pLayers->GameLayer()->m_Width; m_Height = m_pLayers->GameLayer()->m_Height; m_pTiles = static_cast<CTile *>(m_pLayers->Map()->GetData(m_pLayers->GameLayer()->m_Data)); for(int i = 0; i < m_Width*m_Height; i++) { int Index = m_pTiles[i].m_Index; if(Index > 128) continue; switch(Index) { case TILE_DEATH: m_pTiles[i].m_Index = COLFLAG_DEATH; break; case TILE_SOLID: m_pTiles[i].m_Index = COLFLAG_SOLID; break; case TILE_NOHOOK: m_pTiles[i].m_Index = COLFLAG_SOLID|COLFLAG_NOHOOK; break; default: if(skip_mod_tiles) m_pTiles[i].m_Index = 0; else break; } } } ... bool CCollision::IsTileSolid(int x, int y) { int Tile = GetTile(x, y); return Tile&COLFLAG_SOLID && Tile <= (COLFLAG_SOLID|COLFLAG_DEATH|COLFLAG_NOHOOK); } ... After that you'll can add your own tiles to every mod. (Myabe I'm wrong a bit, and there will be need to change a bit more) (edited)
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mhh look in your msys dirs and mingw dirs there are the dlls, one of them is probs wrong
20:24
or try static linking
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@chad0585 already found it and made it working, will improve it tomorrow
20:24
(thanks to Jupeyy)
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nope neither sdl2.dll or freetype.dll are in msys or mingw dirs
22:13
i mean the server doesn't use any of those and I get the same error with the server build
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not sdl
22:13
libstdc++
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ok kicked literally every libstdc++ dll I had before compiling/executing, same error
22:35
how do i static link with bam? never used bam before
22:37
and in general I shouldn't be able to execute tw 0.7 if it was the fault of another lib
22:38
something during the compilation should go wrong there since it's only the exe file of the 0.7 source which throws this error, ddnet or 0.6 source compiles just fine
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mh dunno, either windows throws this when dll was loaded in runtime or smth, or ot assumes the dll is loaded and didnt resolve the function
22:51
but its defs stdlib
22:51
you can google it
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all I found was the same entry point in qt4 and qt5 dlls though
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probs because they use same libs
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