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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 2019-07-01 00:00:00Z and 2019-07-02 00:00:00Z
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Hello, im talking about block servers again, is it possible to make a vote, that make some "tournament" in block, in one arena? Who survive last, he wins. (english 100 sorry)
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ChillerDragon 2019-07-01 07:50:46Z
I guess ddnet doesn't maintain or develop block servers
07:51
But you could request them to host a ddnet++ server troll
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ik, but if someone wants to do it
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ChillerDragon 2019-07-01 08:14:53Z
There won't be block features in ddnet even if someone opens a pr i guess.
08:15
You would have to request ddnet to host another mod.
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I've been told that DDNet edited envelopes synchronization. How did you do that on server side? So now envelopes are synced on server time and doesn't reset on crossing the start line, right?
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hmm, I think we got a pr about that, i don't remember if we merged it though
13:51
Oh I think necropotame added it, with the teeuniverse stuff
13:51
@qshar we just don't send the race time in game time anymore
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can you point me that commit?
13:52
I'd like to implement it in KoG
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The race time is no longer sent using the round tick. This will allow to use it to sync animations through all clients The race time is now sent using the warmup tick. The client use the warmup tic...
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Thanks!!!
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Where do you define GAMESTATEFLAG_RACETIME ? (enum of m_GameStateFlags variable) (edited)
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[quakenet] deen BOT 2019-07-01 14:32:45Z
datasrc/network.py writes it into src/game/generated/protocol.h
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python generates it
14:32
The race time is no longer sent using the round tick. This will allow to use it to sync animations through all clients The race time is now sent using the warmup tick. The client use the warmup tic...
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ah, my bad. Didn't see it in commit. tnx
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Can you tell me more about how does it writes to src/game/generated/protocol.h
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never mind, already got it.
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lol qshar you are active again?
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sometimes feelsamazingman
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@Learath2 you can't toggle color commands anymore
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hmm i dont even know how toggle works
17:11
i thought it just executed console commands
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it checks for what kinda command you’re toggling but it doesn’t handle color commands at all
17:12
before those were int commands
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@jao it should be a simple enough fix
17:12
want to do it or should I?
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if you don’t have time I can do it
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well I can do it later tonight
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@qshar ey, when do you fix my password? you ever ignore on that question or do xou support password leaks?
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I can't "fix the password". The only thing I can do is to remove it. I did it.
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@qshar do you also use username and passwords?
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also? Do you use it too?
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yeah, I think I was the one who added it
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oO, when??
19:57
ingame?
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oh you mean actual accounts?
19:58
never did that, people kept complaining about not wanting accounts, just demotivated me too much
19:58
I added rcon accounts though
19:58
Turns out @heinrich5991 is hard to please /s This time with salted&hashed passwords and ugly teeworlds braces :)
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ah, ye. So thats who made this. I always write password instead of username when I press f2 :)
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you can disable it on your servers if you want btw
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We have different source. We forked from ddnet on 9.0.2, since then we develop our own source
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you should probably add in some of the new prediction netobjects we added
20:02
they help a lot with prediction
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massively
20:02
super is now not buggy
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can you link it?
20:03
nobody use super on KoG :)
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to test maps
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It's a couple pullrequests
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what prediction do they change? what objects?
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ddnet network character now sends nearly all char info
20:04
such as super solo deepfreeze freeze time
20:04
etc
20:04
endless
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idk how u test maps but in ddnet when one was super and other not collision was super weird
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we don't need to collide during tests. At least testers usually use super to get out of freeze and continue racing
20:07
That is sad that you still don't have hook prediction for our moving objects.
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its sad u are closed source
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and moving objects itself
20:07
I always said that I can share it if DDNet gonna implement it
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ur the interested here tho
20:08
u can make a pr
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qshar: how easy it is to implement depends on how it is implemented in kog
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well, I propose to test if ddnet players gonna like moving objects. If everything goes well, maybe we'll get a good ddrace map soon. So we can run it and see feedback from ddnet players. Later if you gonna implement it someday, we gonna move this map to ddnet.
20:13
@Ryozuki are you planning to implement some bot detections?
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why what
20:16
why implement bot detections? To avoid botters
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what bots
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nah, never mind. Bots are not real ❌ 🤖
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just dont bot
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@qshar impossible to avoid botters
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@qshar stop ignoring me, can u reset my pw?
21:22
hm so we add vali rules back...
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dude, I wrote. It is resetted. (edited)
21:32
read carefuly
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then mark me next time ty
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