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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 β€” IRC: #ddnet on Quakenet | Matrix: #ddnet-developer:matrix.org GitHub: https://github.com/ddnet
Between 2019-10-15 00:00:00Z and 2019-10-16 00:00:00Z
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I lost a server's ip address but found it again with a port scan. One advantage of using weird port numbers no one else uses πŸ˜„
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[quakenet] Ryozuki BOT 2019-10-15 07:28:58Z
:o
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Usually I would just check the logs on other servers since that one does backups of them nightly but crond segfaulted all night and so no backups were made and the DNS entry was not updated. One of my main annoyances with Archlinux, that cron keeps segfaulting after some library was updated and you have to restart it manually. And of course pacman doesn't even tell you that the executable still tries to use already removed shared libraries.
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[quakenet] Ryozuki BOT 2019-10-15 07:38:35Z
<message clipped>
07:38
this irc bot is bad
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... that the executable still tries to use already removed shared libraries.
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[quakenet] Ryozuki BOT 2019-10-15 07:39:31Z
ye i had problems with that too
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947b5e7 Fix some formatting in src/game/server/entities/character.cpp - heinrich5991 f19220f Allow to hammer directly on unfreeze - heinrich5991 c0474a7 Merge #1922 - bors[bot]
08:05
b1ca920 Fix IntersectCharacter - 12pm d4a64e5 Merge #1941 - bors[bot]
08:11
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@heinrich5991 src/game/server/entities/character.cpp:1681 is wrong
08:32
src/game/server/entities/character.cpp:1681:18: error: ordered comparison between pointer and zero ('const float *' and 'int') if(m_Core.m_Vel > 0 && (m_MoveRestrictions&CANTMOVE_DOWN)) ~~~~~~~~~~~~ ^ ~
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fcfc5a4 Fix velocity comparison - def-
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I'm not sure why it's > 0 btw
08:37
shouldn't it be != 0?
08:38
or is it only for stoppers blocking you from falling down, then just m_Core.m_Vel.y I guess
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fcfc5a4 Fix velocity comparison - def- 7a99161 Fix the fix - def-
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[quakenet] Ryozuki BOT 2019-10-15 10:02:28Z
updated aur
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32822f6 11.6 -> 11.7 (thanks onby) - def-
happy 1
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@deen wrong commit message πŸ˜›
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Rafael Fontenelle 2019-10-15 13:01:36Z
Ryozuki fastest maintainer in the west happy
13:02
btw, ddnet-skins package also updated with latest Bust-A-Move skins.
13:19
3a3df05 Change sv_deepfly to work with hammer explicitly - def- c72edb1 Merge pull request #1942 from def-/pr-deepfly - def-
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@deen newest ddnet7 version I know of is 7d2b9decb2f4ea84760f1adcd749409cbbdf9cea
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[ddnet/ddnet7] New branch created: master
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is it intended that there is no "tele all" anymore on home server? or did the command change
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tele all?
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ChillerDragon 2019-10-15 18:49:05Z
yes all replacing the id and resulting in all players
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what does it do?
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ChillerDragon 2019-10-15 18:49:21Z
rcon tele all me
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I don't think we ever had an all victim
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ChillerDragon 2019-10-15 18:49:41Z
we had
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we had
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we do
18:50
idk why it doesn't work then
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src/engine/shared/console.h: VICTIM_ALL=-1, src/engine/shared/console.cpp: if(Result.HasVictim() && Result.GetVictim() == CResult::VICTIM_ALL) src/engine/shared/console.cpp: m_Victim = VICTIM_ALL;
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[ddnet/ddnet7] New branch created: d7
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because tele doesnt take a victim anymore
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Why not?
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[freenode] ChillerDragon BOT 2019-10-15 19:37:00Z
teleporters in map instead of players?
19:37
wasnt there telecp or something like that?
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i reworked it
19:37
but i didnt know about the all thing
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@heinrich5991 uhm, I can't start the prebuilt ddnet client
19:37
./DDNet: /usr/lib/libcurl.so.4: version CURL_OPENSSL_3' not found (required by ./DDNet)`
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[freenode] ChillerDragon BOT 2019-10-15 19:37:57Z
classic
19:38
from ddnet.tw?
19:38
lemme check
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BLURB
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god damn it
19:38
I was so sure
19:38
😦
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[freenode] ChillerDragon BOT 2019-10-15 19:38:27Z
PREFER_BUNDLED_LIBS=ON xd
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sorry deen
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I wonder what the problem there is
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[freenode] ChillerDragon BOT 2019-10-15 19:39:03Z
np heinrich i guess most linux users can help themself
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@heinrich5991 oh it's a debian thing
19:40
I did this Run application (that uses libcurl) compiled on Ubuntu 14.04 on a Ubuntu 18.04 target system I expected the following Application runs curl/libcurl version libcurl.so.4 CURL_OPENSSL_3 op...
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[freenode] ChillerDragon BOT 2019-10-15 19:40:36Z
yea could reproduce it on deb10 too
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I think we can work around that by building with a specific version of libcurl not provided by the debian package
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blurb blurb blurb
19:42
meh
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well what do you want to do about it? πŸ˜›
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may i ask, what was the intention for changing the freeze hammer?
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We really should have written an announcement about it
19:46
[1:57 PM] Learath2: This makes keeping dj for hammerflying out of freeze and recovering a failed hammerfly a little easier. Makes deepfly consistent (previously people with bad connections couldn't even deepfly at all). Hammering out of freeze also becomes consistent (in the past depending on the order of your client ids, the bottom tee might not be able to hammer you up at all). Allows chain hammering and deepfly with others. 2 difficulty reductions, 2 consistency upgrades, 2 abusable cases
19:46
These are the results of the change
19:46
This explains the reasons decently
19:47
TLDR: Behaviour was very inconsistent
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I don't think we need the difficulty reduction, better player should be rewarded for having more experience and a better feeling for the failed hammerfly, that makes those saves even cooler, now everyone can do it. And the other thing is deepfly is something, that can break so many parts so it was ok being only allowed(necessary) on certain maps, where you know you need deepfly.
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sv_deepfly is still a thing to prevent deepflying
19:53
The mousewheel bind to fire already makes those things easier, so the difficulty reduction is only a thing for peopel who don't know about the bind
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maybe we should actually do that
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@jao do what?
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disable deepfly by default
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(on every non dummy map)
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on dummy maps too
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that would make some r1s impossible to beat
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enable it on those
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thats a lot of manual work lol
20:12
and probably mistakes to come
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not that much work
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how would u check if deepfly had been used
20:12
on that map
20:12
beforehand
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u check if it was possible to deepfly or not
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i dont get it
20:13
then u dont change anything
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i mean mostly for future maps
20:14
isnt that the case already?
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then sure
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but we should rly put sv deepfly 0 on every non dummy map
20:14
before ppl make ranks with it
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some normal maps need exceptions i guess
20:15
like heartcore
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ye thought about it too
20:15
at least that would make that part non cheatable
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but thats about the only one i can think of
20:15
but has been used for r1
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so what do you think @Learath2
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suddenly we want to disable deepfly, now that it's become less than horrible?
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because it makes stuff cheatable?
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it was cheatable before
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but it hasnt been used
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well it was obviously not known
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because switching to dummy when playing with a normal player is a burden
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and doing it with dummy was a preeetty big downside
20:20
yeah
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thats mostly not worth it
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it's been known for at least two weeks now
20:20
just see how ppl reacted with the change
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and I know some people who knew the trick
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yea but its so niche
20:21
we would have known if people really abused it a lot
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but okay, I like that we're accepting doing backwards-incompatible changes
20:21
but I don't like that we'll have a split between old maps and new maps
20:21
that's kinda inconsistent
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ive never seen 2 actual players deepflying
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I have
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show me a demo then
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wdym by split between old and new maps
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im rly curious to see that
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@snail what do you mean? I tried all that stuff with actual players, and I saw them deepfly and was also deepflying myself
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im talking in a real run lol
20:22
not in a testing environment
20:23
and before ur thing
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before my blog post?
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aka 2 players using it while actually playing
20:23
yes
20:23
before ur blog post
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before I started investigating it, I don't know if there's players that have been using it
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didnt u need that scrollwheel thing
20:23
how many people have such a scrollwheel
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no, we tried it with a normal scroll wheel
20:24
worked too
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yeah it works with random scroll wheel
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(I don't have an unlocked scroll wheel)
20:24
I just assumed that it can't be that easy
20:24
which was wrong
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but the id thing made it "random" and anyway it was ultra niche
20:25
if 2 actual good players used it to deepfly it would have been known in no time
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okay
20:27
how do we teach this?
20:27
that deepfly is disabled on maps newer than X?
20:27
I know we already have some gameplay differences including deeplfy on some maps, which is bad enough
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just disable it on every non dummy maps
20:28
dummy maps are different, and heartcore might probably be the only exception
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even old ones?
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pros will know about it
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I don't only want to reach pros, but okay, "dummy maps" seems like a fairly simple rule
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well heartcore is the only exception i can think of
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do we have a setting that identifies dummy maps as dummy maps already?
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there is a dummy server xd
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de83d03 Add chat commands - Learath2
21:08
Hey guys, I get an error after updating: ./DDNet: /usr/lib/x86_64-linux-gnu/libcurl.so.4: version `CURL_OPENSSL_3' not found (required by ./DDNet) I imagine because of 3de73cf96aec19d6bfbfdba83e4b74a59dcc12ba I do have libcurl4 installed, but my distro doesn't package libcurl3. Could it maybe be made so that it works with 3 and greater? Or maybe bundle it again? Thanks, I must have that delicious hammer buffering.
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@heinrich5991 @Deleted User also seems to have noticed πŸ˜„
21:24
eff759b Revert "Update ddnet-libs version" - def- db7d5c1 Revert "Don't bundle libcurl for Linux" - def- bf993e5 Version 12.7.1 - def-
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Does anyone remember what was the use for CTeamsCore?
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12.7.1 ?
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Small linux bundling issue
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what did i notice @Learath2 xd
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Also does anyone remember what the point of having a front layer was?
22:21
@Deleted User mishighlight, oops
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ah ok xd
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meant to highlight @Jubjub
22:22
Why didn't we allow multiple game layers?
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convenience
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@jao codewise?
22:24
complicated or no?
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idk, I was recoding it and wanted to check whether there was a specific reason to have a front layer
22:28
like tiles that can only be placed on the front layer for some reason maybe
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i guess hook and unhook has to be in game
22:29
for vanilla compatibility?
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Ah yes there is that
22:31
@jao is there a demand for more then one front layer?
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sometimes yes
22:33
but don’t add unlimited game layers
22:33
way too confusing
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I could make front layers unlimited
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imagine how that would look ingame
22:33
10 tiles stacked above each other
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There being 1 game layer is mandatory tho, because of vanilla as you said
22:34
Well front layers aren't really rendered except for overlay_entities
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ye that’s what i mean
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I guess many people play like that
22:34
eh, it's just an idea, wanted to know if it'd be a useful feature
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well in the end its up to the mapper
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Do you also happen to know why TILE_BEGIN and TILE_END are slightly fatter then other tiles? πŸ˜›
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is that start and finish
22:38
to make them unskipable then
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They are already made unskippable by the other check we have though πŸ˜•
22:39
I guess it was the old fix that then got removed
22:39
That then was forgotten*
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the freeze blocks and such are just fat enough so you can't fit in between them without getting frozen right
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I think that's how it is
Exported 217 message(s)