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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 2019-08-01 00:00:00Z and 2019-08-02 00:00:00Z
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name one social network/forum not deleting comments
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ChillerDragon 2019-08-01 08:26:38Z
huh @heinrich5991 ? why should youtube delete these comments without telling the uploader http://puu.sh/DZUw6/e9bfebdcb0.png
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how is it? to show friends on free view tab
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I could do that maybe
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ChillerDragon 2019-08-01 10:01:15Z
there is a ddnet forum?
10:01
dafuq is he talking about
10:01
this is not bombay forum xd
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cheater
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@fokkonaut i did it just asking will be useful or do i should change something xd
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@Ryozuki fair 😮
10:25
@ChillerDragon your original message wasn't specific enough for me tbh – as said, basically all social networks/forums delete comments
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The heart is ugly @nori
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ChillerDragon 2019-08-01 10:45:36Z
maybe bigegr and a softer color
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hm what about position?
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maybe just color names
10:59
@heinrich5991 the not masking entities doesnt really work... I get weird speedup lines and the entities i want to show are still not being displayed
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don't add more colors
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@Theowyn works great!
12:44
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someone on my server said they see the zzz emote
12:45
that shouldnt happen right
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ChillerDragon 2019-08-01 12:45:22Z
people can still use shift troll
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@noby shouldnt no
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i figured thats why i mentioned it xd
12:47
@fokkonaut
12:48
ask @Theowyn
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@noby yes that shouldn't happen, however when connecting from ddnet to your server that wouldn't be the first issue to occur
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Why are emotes smoother on fng2 servers?
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smoother?
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@onby connecting from another server to ur server irrelevant btw
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Go on DDNet FNG2, you will see it is smooth @Theowyn
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you didn't exactly answer the question 😄
14:49
I guess you mean the pop up animation is smoother_
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The animation is smoother
14:49
yes
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?
14:50
come, join me
14:51
it is only on fng2 afaik
14:51
not even vanilla
14:52
Could someone check this, I tried to figure this out alredy some times
14:52
I cant get it
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I can't join you right now
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@nori are you sure? what do you think is the problem then
15:29
no? it was Ram
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no it was him
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I just changed the way to display it
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he made the afk mark
15:30
but you the emote
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who cares
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@fokkonaut does it only happen on "real" fng2 or does it happen on my server too
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give me ip
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167.99.218.73:8338
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cant connect
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only happens on your server
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@noby did u ban me
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i cant connect
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dm me ur ip
16:10
might be fw block
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also on your server
16:13
on yours and ddnet fng2
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but i once tried to do it with juppeyys open source fng2, but didnt owrk
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makes sense because my server game code was mostly copied from fng2
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do u know why
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why the emotes look different?
16:15
nope xd
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the animation is smoother
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When entering show_ips in f2, without any value, the return message does not include a timestamp or the [server] tag
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i have emote delay set to 0 if that makes a difference
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ChillerDragon 2019-08-01 16:23:52Z
@fokkonaut the thing is that the show_ips is a per player value
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no that it not the thing xd
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ChillerDragon 2019-08-01 16:24:16Z
and i guess most other rcon commands are more general settings and every authed players recives the reponse
16:24
when a single client is targeted it doenst show the timestamp
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isn't that a dbg_msg thing
16:26
and show_ips uses sendrconline
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ChillerDragon 2019-08-01 16:26:23Z
nah
16:26
it gets sent to the client
16:26
it uses the same function that also shows auth messages
16:26
like "wrong püassword" etc
16:27
do auth messages include the timestamp or what?
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ChillerDragon 2019-08-01 16:27:27Z
and since show_ips activates it for a indidual authed and not for the whole server it uses the same function
16:27
no they dont
16:27
if it is for one client only they dont have a time stamp
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thats what I am saying lol
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ChillerDragon 2019-08-01 16:27:51Z
but it looks a lill inconsistent with show_ips as fokko pointed out
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99b8143 Add a few contributors - def-
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ChillerDragon 2019-08-01 16:37:43Z
THE NUMBER MAN IS IN
16:37
xd
16:37
@archimede67 gz
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@deen come dm pls :)
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Forgot to shut down my computer, on the next day it was running hot and DDNet client consumed more than a full core on an empty server, usually that's 15% CPU for me. Haven't looked into it more closely. I remember there are tools to simulate lots of time passing by injecting some lib.
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@heinrich5991 the DONT_MASK_ENTITIES thing isnt relevant for me like that, better remove it
16:40
does not really work
16:43
It shows random speeders, that are definitely not placed, and it still doesnt show my front entities
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i thought u tested it
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yeeeeeeeeeeeeeeeeeee
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seems there is a little incosistency with global tuning tiles. when you place global endless hook and global hit others off, you can simply turnm them on at any point in the map with the normal green tiles. but with global collision off and global hook off it just doesnt work
18:13
i mean these
19:03
im on 12.5
19:03
u fixed that in 12.6?
19:04
in ctf, dm this emote 24/7
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why don't u try?
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update?
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dude, u can just tell
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why can't u just update? it takes 2s xd and no i can't tell thats why i suggest u to update?
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huh thats a ddnet 12.6 feature
19:23
that shouldnt be default on
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thats not the problem
19:25
m_Afk should be false and therefore the emote shouldnt be rendered unless on a ddnet server which sends the flag
19:25
so idk whats up with that
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is this playerflag based?
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idk whats it called
19:25
extended ddnet flag
19:25
i forgot
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wait
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well
19:27
yea
19:27
it should be disabled
19:27
xd
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I just tested it
19:28
doesnt happen for me
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for me neither
19:28
i have an idea tho
19:29
jup, i know the problem
19:29
I went on a server, and ID 7 was afk, then I went to another server, and ID 7 had the bubble - while playing
19:29
so it just doesnt reset everything
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will look into it later
19:32
ppl told me its annoying on dummy too
19:32
so maybe dont render it for dummy then
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never lol
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dont not render it
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bcs its stupid
19:40
your dummy shouldnt be handled differently
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but it just makes more sens
19:42
thats like saying discarding the prediction information for dummy even tho you have it
19:42
that would be stupid
19:43
thats why dummy is predicted diffrently from other players too
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make it a var
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as in if you want your dummy to be handled diffrent or not?
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are we carrying information gathered via DDNetPlayer to non ddnet servers?
20:01
that would explain why m_Afk doesn't reset
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@Skyrx for now you can stay on 12.6 and disable the feature by tyiping cl_afk_emote 0 in f1
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thx @Theowyn
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a03b4f0 Reset m_Afk - FallenKN cb19e14 Merge #1876 - bors[bot]
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This will add droppable weapons (grenade, shotgun, rifle). The weapon can be dropped using /drop, which can also be binded of course. Mappers can create tune zones to change the lifetime, using drops_lifetime or to completely disallow/allow the dropping itself using drop_weapons. The default value for drop_weapons is sv_drop_weapons, which is defaultly set to 0, so we dont break any old maps for example. sv_max_weapon_drops defines the amount of max dropped weapons per type ...
Exported 172 message(s)