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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 2019-04-17 00:00:00Z and 2019-04-18 00:00:00Z
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DDraceNetwork, a cooperative racing mod of Teeworlds - ddnet/ddnet
00:19
Since this is the HandleJetpack() function, and this line is handled in FireWeapon()
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@Ryozuki i think the ddos filter of our hoster went haywire yet again. I had the same problem, then restarted client and it was gone. So it depends some pattern in your packets and blocks a large part of them
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Cellegen | HU 2019-04-17 08:08:04Z
@jao do you even know the difference between cheating maps legally or illegally?
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Any idea why the grabbers aren't working anymore?
09:19
09:19
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ᶰ°Konͧsti 2019-04-17 09:21:26Z
lol
09:22
@deen thats the second player today complaining about non working switches! important!
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its weird
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@deen chn trashmap daemon error againpepeH
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wtf it worked for me when corneum reported it
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Is it only with draggers?
10:53
Anyone here who can test the draggers right now?
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ᶰ°Konͧsti 2019-04-17 10:54:15Z
its only with draggers as far as i see
10:54
doors work
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ok, then it's probably my chance
10:55
change*
10:56
What map has draggers?
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A lot of maps have them actually, i dont remember names thofeelsbadman
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ᶰ°Konͧsti 2019-04-17 10:58:00Z
Sky Stone
10:58
startline skip now in theory but you cant reach startline to start time, only finish
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please test on empty server in 1 min
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ᶰ°Konͧsti 2019-04-17 11:01:49Z
Works again
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@deen why did you add these std::couts?
11:23
and why exactly didnt the memory leak fix work?
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ChillerDragon 2019-04-17 11:47:04Z
yea true tw style would be dbg_msg() or atleast printf() we are not at ur work @deen :p
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@ChillerDragon not even printf()
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why does leaking pointers help i wonder 😛
12:12
I was in a hurry to be fair 😄
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@deen well you clearly debugged it a little, any idea why they get free'd unexpectedly
12:12
?
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They get freed immediately
12:13
I thought the destructor would get called once the map is over...
12:13
But apparently not, needs to be fixed properly by keeping the CDraggerTeam alive until the end of the map
12:13
see gamecontroller.cpp
12:13
it just creates CDraggerTeam, doesn't assign it anywhere
12:14
then it gets deleted once it goes out of scope, which is immediately
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oh, I see
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there are also other "new CGun" things in there
12:14
so need to fix those too I guess
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huh, how did this ever work?
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yeah i also noticed those
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is the destructor new?
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by just allocating more and more memory 😄
12:14
yeah, I added it
12:14
because I assumed it was leaking memory
12:14
(which it is to be fair)
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the CGun's are also leaking I guess
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is new CGun creating a gun projectile or?
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also the CLight, there is a bit of a mess there 😛
12:16
well, there's a reason I restart the servers once a day 😄
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oh yeah most projectiles are simply created with new and forgotten in the oblivion
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tbh, I don't even know how ddrace plasmas work
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the answer is: barely 😄
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is CGun the entity we use to shoot the plasma?
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plasma u mean laser?
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plasma are the little flying ones 😛
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I guess all those entities belong in an array to be free'd OnMapChange
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How does Memory Leaking "work"? How to free stuff? I have some self made entities, what do I need to be aware of?
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google it
12:29
learn
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or actually it belongs on the destructor of CGameController
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ᶰ°Konͧsti 2019-04-17 12:39:12Z
server setting deepfly off should only made deepfly impossible and not weapons like grenade or laser because deep dummy rocket can be used by mappers Or is there a way to make it only for hammer?
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are you sure that it disables those
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ᶰ°Konͧsti 2019-04-17 12:44:20Z
The rocket hits only the dummy itself not the player
12:44
Ah nvm
12:44
there is a hammer off tile in the map
12:44
xd
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@ᶰ°Konͧsti you can use switch layer hammer off and make delay 0, them ONLY hammer is off
12:58
it uses the weapon numbers, WEAPON_HAMMER = 0, gun, shotgun, grenade, rifle, ninja
13:02
@Learath2 the CGun is that stable plasma, which spawns new CPlasmas if a player is nearby (they can freeze, unfreeze, explode)
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ChillerDragon 2019-04-17 16:21:55Z
@Tezcan @timakro played a game on unique battlefly server with rqza he used macOS ddnet10~ i used windows 10 ddnet11.7.2 we are both unable to view the demos http://puu.sh/Dg3Fp/87fc4d475d.png
16:22
any idea? also on how to restore the dope kills from rqza
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ddnet11.7.2
16:23
ew
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ChillerDragon 2019-04-17 16:23:29Z
stfu mr gcc-8 xd
16:23
its a standard
ww 1
16:24
we should use c++17
16:24
they got a new cool filesystem interface
16:25
and parallelism
16:26
std::vector<int> v = genLargeVector(); // standard sequential sort std::sort(v.begin(), v.end()); // explicitly sequential sort std::sort(std::seq, v.begin(), v.end()); // permitting parallel execution std::sort(std::par, v.begin(), v.end()); // permitting vectorization as well std::sort(std::par_unseq, v.begin(), v.end());
16:29
const auto [it, inserted] = map.insert( {"foo", bar} ); this is cool too
16:33
@ChillerDragon what u have to say
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ChillerDragon 2019-04-17 16:34:05Z
im not a fan of c++ yet
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ye ur fan of shit tw code
😜 2
feelsamazingman 3
16:34
xd
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no idea @ChillerDragon , never looked at this gametype
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ChillerDragon 2019-04-17 16:57:42Z
pretty sure its more the map than the gametype @timakro
16:57
pls test and fix 😃 it is really sad to loose fly demos
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@bit works again, thanks for report
👍 4
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@deen thank ubrownbear
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nice
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ᶰ°Konͧsti 2019-04-17 21:07:12Z
what i would like is a search function like totele x for switches Sometimes really hard to find a special switch Also it would be nice to not only find Where a tele leads to but to find where the from teles are
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and how should that work
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ᶰ°Konͧsti 2019-04-17 21:10:46Z
toswitch x ?xd
21:10
as testing command
21:12
ok
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konsti but what switch
21:14
activator deactivator..?
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ᶰ°Konͧsti 2019-04-17 21:16:10Z
maybe togreen x, tored x It doesnt need to be exact just to not have to search in a huge map forever
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50236ca Add editor copy & paste - 12pm 7901cc2 More reasonable layer size limits - 12pm 957101f Merge #1646 - bors[bot]
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@Ryozuki here?
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how do you test the solo thing?
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with a dummy and making it solo and ur main tee not
21:44
then coloding with it
21:44
coliding
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what should happen?
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on a non fixed client u would notice a rly weird movement
21:44
try it
21:44
client/server
21:45
u also will see the other tee with some transparency
21:45
if u have it enabled
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okay I call this done
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Or can you add it?
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what ucall done?
21:47
xD
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When another player is in solo and you are not, you could notice a weird collision and also the hook moving a little towards the solo player. This as been fixed. It also applies m_ClShowOthersAlpha...
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Can you make the DDNetGameInfo aswell?
21:54
And can you fix it for dummy?
21:54
so basically close my pr and make one xd
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@fokkonaut you can take a look at my commit and DIY or I'll do it tomorrow
22:11
I'm too tired :/
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u :)
22:16
bcs idk how i support dunmy
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