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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 2019-04-18 00:00:00Z and 2019-04-19 00:00:00Z
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ChillerDragon 2019-04-18 08:47:09Z
yay vanilla
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ChillerDragon 2019-04-18 09:06:41Z
'libr_anal.so' failed dfq it wants me to search for the error troll
09:06
wtf is this lib
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anal
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[quakenet] <heinrich5991> perhaps short for analysis
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[quakenet] <Learath2> Math Analysis was the only course without an abbreviation in my curriculum last year :P
12:08
[quakenet] <Learath2> the code was MANA1 though :)
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@Learath2 view my issue.
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ChillerDragon 2019-04-18 14:06:14Z
pushy
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viewed
14:07
not sure, let's talk about it here with maybe a couple more people around
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okay
14:19
is it even possible to seperate for dummy and main using a cnetobj?
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with a netobj we'd send all the players the exact same thing
14:19
which makes sense to me
14:19
i don't get why you'd ever want to change the score display midgame, or have it different for different players
14:20
but even then you could hack it in using SnappingPlayer but I don't really see the use for it
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I have it already
14:21
the netmsg is there for sending the client NOT or TO use the score format
14:21
bcs it normally uses time format, bcs gametype includes ddrace
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I didn't say you can't do it
14:22
I said it sounds pointless, two different things
14:22
not really
14:22
I have minigames too, like instagib
14:22
where this gets handy
14:23
and i disallow it OnClientEnter, because my score shows the level of the player, not the time (only when in race mode)
14:24
then we would have it as a game message and it would show up in the demo (only the last set format)
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ah i see, I guess it can be useful if you are making one of those mods that does everything
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Exactly
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I never liked the minigame/city mods, they always felt like they did everything but everything poorly
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and it is implemented already in ddnet, the client just receives it as a sy msg
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anyways, with a netobj you'd have to hook in differently
14:26
lets wait for @heinrich5991 maybe he has a better idea
14:26
but with a netobj you'd OnSnap decide which score display the client gets
14:27
e.g. while snapping on gamecontext, you check for which client you are snapping
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BlockDDrace is a mod for Teeworlds, developed by fokkonaut - fokkonaut/BlockDDrace
14:28
there we check what to display, in the chat command we send the NETMSG
14:28
to correctly match
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yeah, with a "gameinfo" one you'd do it in gamecontext or gamecontroller instead
14:29
The only reason against using NETMSG (as right now) is that it fails in demos. So we would need to use a CNetObj?
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Well that and it doesn't really belong in a NETMSG
14:29
it's not an event that happens
14:29
it's just information
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true
14:29
is there some exchange for just information?
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like the solo thing we did yesterday
14:30
it's just extra information about a character
14:30
this one is like that but it's extra information about the game itself
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I tried it with a CNetObj already, it failed in the client (it didnt update right, only when both, the dummy and the main info was identical)
14:31
this is the point, getting it dummy supported.
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where/how did you snap?
14:32
hmm, actually we might be stuck with this now if you want to support old clients :/
14:32
this is why I didn't really want to merge in any of this isddnet or score-time stuff
14:33
because without a plan we end up like this...
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No, old clients wont get support.
14:33
(not for this feature)
14:33
they get it displayed differently (00:LEVEL)
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anyways, i bet it's the way you implemented it clientside
14:34
or the way you snap
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i will give it another try, but with your style (from your commit)
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@heinrich5991 could we add a way for clients/servers to communicate what extended netmsgs/netobjs they support?
14:35
@fokkonaut if you have it commited somewhere i can take a look
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sure, its in my repo
14:35
sec
14:36
wait, clientside code is this:
14:37
else if (Item.m_Type == NETOBJTYPE_DDNETGAMEINFO) m_AllowTimeScore[g_Config.m_ClDummy] = ((const CNetObj_DDNetGameInfo *)pData)->m_AllowTimeScore;
14:37
This is at the position where the AuthInfo gets set aswell
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@Learath2 oh yea communicating capabilities like on irc would be good futureproof or wathever
14:39
u can also avoid sending useless packets to clients who will not do anything with it
14:40
so for old clients u assume no capabilities or wathever
14:40
whathever
14:40
*
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@Learath2 ok so some time ago you told me how to convert teeworlds colors to hsl, now I wrote a code to do it and i see that the values are kinda off, is there a more precise way to do it?
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ChillerDragon 2019-04-18 16:28:57Z
@Ryozuki 🤓
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@ChillerDragon did you contribute to vanilla?
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ChillerDragon 2019-04-18 16:57:24Z
Think some indentation or shit like that
16:57
Oh an mac build cmake
16:58
A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
16:58
@jao
16:59
Why?
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@ChillerDragon your mute refactor broke it
18:43
👺
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ChillerDragon 2019-04-18 18:43:53Z
classic
18:44
but vanilla has no mute? o.O
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I'm talking ddnet
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ChillerDragon 2019-04-18 18:44:22Z
i knew it i wanted to write tests for it but then i got cofused on dependecys
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ᶰ°Konͧsti 2019-04-18 18:44:35Z
teeworlds ❤
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ChillerDragon 2019-04-18 18:44:36Z
what is broken ?
🇺 1
troll 1
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it doesn't work
18:44
lol
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ChillerDragon 2019-04-18 18:44:46Z
xd
18:44
i cant hotfix rn
18:44
i will take a look late ror tomorrow
18:45
sorri
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ChillerDragon 2019-04-18 18:45:22Z
KillerDragon ripped ddnet
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"sorri" :3 (edited)
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lol mute function calls "TryVoteMute"
18:48
copy paste 👺
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Does anyone know how teeworlds applies color to tees
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ChillerDragon 2019-04-18 19:11:03Z
woopsie
19:11
boiii @Alexander stilll xd
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boii i know how to convert colors i just need some info
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what info
19:29
it disallows too dark colors to prevent blsck
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hsv or something
19:33
i know how to convert the colors
19:33
I just want to know how does teeworlds put a color on a skin (edited)
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ChillerDragon 2019-04-18 19:56:13Z
any reason why https://github.com/orgs/ddnet/people has a kicked staff member and is missing and admin who is dev? xd
Online game with a server network and unique cooperative gameplay - DDNet (DDraceNetwork)
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who is missing
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ChillerDragon 2019-04-18 20:04:24Z
u
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I’m there
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ChillerDragon 2019-04-18 20:05:07Z
not public u sneaky nobo
20:05
what does it even mean to be in people of ddnet org?
20:05
u cant push to ddnet/ddnet master right?
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push access
20:06
merge prs etc
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you can make your membership private
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ChillerDragon 2019-04-18 20:06:42Z
so why dont u merge ur hotfix?
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ChillerDragon 2019-04-18 20:06:50Z
he obviosuly did
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997e01b Fix mute typo - 12pm f15dd63 Merge #1648 - bors[bot]
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@Learath2 what do you think about the time score?
21:57
how should be continue?
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no idea, sory, very busy, have to figure out very urgent plane ticket
22:04
maybe in a day or two ill give oyu a hand
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learath chill and get 10 coffees
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i doubt coffee will help me at this point
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heroin then (edited)
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@Learath2 what's the current forward compatibility problem?
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[quakenet] <Learath2> heinrich5991: if we move to a netobj for settings the old netmsg wont work anymroe so whe have to keep that aswell
22:20
[quakenet] <Learath2> but then we have two things doing the same thing, so more code so more bad
22:20
[freenode] <heinrich5991> the netmsg for time score? just drop that, it's a couple of client versions
22:20
[freenode] <heinrich5991> (imo)
22:22
[quakenet] <heinrich5991> woops wrong network
22:23
[quakenet] <heinrich5991> Learath2: hm. we don't have a clear vision for the network protocol. it's all just hacked together
22:23
[quakenet] <Learath2> yeah, i don't really like it :/
22:26
[quakenet] <heinrich5991> I don't know what to do about it
22:27
[quakenet] <heinrich5991> a proper design would require quite some developer hours and a proper idea on how to do it
22:27
[quakenet] <heinrich5991> I don't know if you can steer the current development into a direction where it converges to a sane protocol
22:28
[quakenet] <Learath2> yeah i don't htink so either, we just don't put enough time in it to get it to a decent point
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The NETMSG_TIME_SCORE is just a couple of versions, as heinrich said. Just replace it
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Thinking of stuff like "has jetpack", "no weapon hit", "no collision", "endless hook", … Doing it before a new version allows us not to worry about backward compatibility.
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@heinrich5991 can we get the new time score system before the release aswell?
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[quakenet] <heinrich5991> the netobj version could be merged
23:10
[quakenet] <heinrich5991> (if it works ^^)
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ᶰ°Konͧsti 2019-04-18 23:10:19Z
@noby help DDNet coding when
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[quakenet] <heinrich5991> good night
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do they need help lol
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ᶰ°Konͧsti 2019-04-18 23:12:21Z
they don't have bot detection troll
23:13
Also youre best coder in tw if you just wouldnt be so lazy feelsbadman
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afaik they dont want automatic bot detection feelsbadman
feelsbadman 1
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ᶰ°Konͧsti 2019-04-18 23:14:20Z
qshar has an automatic bot report system It doesnt ban the botters but message him when someone is botting, what time and what map :O
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@heinrich5991 partly works, wouldnt want it to be merged. (Learath2 wanted to make a working version maybe.) The point is that it needs to be dummy seperated, as both tees can have different score formats enabled
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it does ban
23:14
if u keep botting
23:14
lol
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813c24b add m_IsSolo and fix hook col - Ryozuki 0138dd3 apply alpha to solo players - Ryozuki be708d0 a mess - Ryozuki 5641a95 ups - Ryozuki 7e43120 make the client aware of other players solo status - Ryozuki 3556830 fix solo prediction - Ryozuki aa6852c shouldn't have edited this - Ryozuki c686cee Merge branch 'master' into pr_fix_solo - Ryozuki fb84bd1 fix prediction when antiping is on - Ryozuki d6bfef2 Use a NetObj instead of a system message - Learath2 2398a50 Fix nits - Learath2 bbf485a Merge #1628 - bors[bot]
Exported 170 message(s)