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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 2020-03-24 00:00:00Z and 2020-03-25 00:00:00Z
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@heinrich5991 yes its fixed, good job 👍
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@heinrich5991 what was it?
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dunno, crash was in antibot, disabled it for now
01:42
probably my "fix"
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I have a feeling it has something to do with the fact that we "shutdown" the gameserver when changing maps
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@heinrich5991 can u either make it use open() instead of fopen()? or entirely remove the code that tries to output to file if ur just discarding it anyway?
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[quakenet] Learath2 BOT 2020-03-24 12:20:28Z
@noby it'd just be masking the actual issue with the glue code
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what is the actual issue?
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[quakenet] Learath2 BOT 2020-03-24 12:20:50Z
well the issue isn't the fopen anymore anyway
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what is it
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[quakenet] Learath2 BOT 2020-03-24 12:21:28Z
I think it's what I said above but I'm not the one that debugged it so idk
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was this shutdown a recent change
12:22
cus my server is based on ddnet 10.8 and i dont see this problem
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[quakenet] Learath2 BOT 2020-03-24 12:23:14Z
the problem is probably with the glue code and you aren't running the glue code
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I could not find an easy way to ensure that AntibotDestroy is only being called once for each AntibotInit but still happening after all the CPlayer destructors.
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6efcc47 Fix cl_showrecord with dummy (fixes #2077) - def- 1029926 Merge #2078 - bors[bot]
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hey im trying to make sense of the map file format. while the datafile part of the file format is documented, i didnt find any documentation on how to make sense of the data. is anyone here familiar with the variables used in the different item types?
17:26
i am making progress, but not on the pace i was hoping for. the main problem being that im not used to directing through the ddnet source (edited)
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is it specific ones?
17:27
if so, could you post them?
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currently im trying to make sense of the Layer item type
17:28
source:
17:28
struct CMapItemLayer { int m_Version; int m_Type; int m_Flags; } ; struct CMapItemLayerTilemap { CMapItemLayer m_Layer; int m_Version; int m_Width; int m_Height; int m_Flags; CColor m_Color; int m_ColorEnv; int m_ColorEnvOffset; int m_Image; int m_Data; int m_aName[3]; // DDRace int m_Tele; int m_Speedup; int m_Front; int m_Switch; int m_Tune; } ; struct CMapItemLayerQuads { CMapItemLayer m_Layer; int m_Version; int m_NumQuads; int m_Data; int m_Image; int m_aName[3]; } ;
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most fun one
17:28
rip irc
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consisting of those structs
17:29
im not used to c++ so its hard for me to figure out how those are used
17:30
interesting for me would be what the different variables mean, for example the content of the m_Flagss
17:30
or the ints m_Tele to m_Tune
17:31
or the m_aName ints, tho these are probably the easiest ones for me to figure out
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m_Tele, m_Tune point to the data items that have the {tele,tune} tiles
17:33
then there's TILESLAYERFLAG_* for the tile layer's m_Flag, and LAYERFLAG_DETAIL for the layer's m_Flag
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ah nice
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m_aName weirdly packs a null-terminated string
17:34
thats odd
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there is also names made up of ints somewhere
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This is one part of the code that I couldn't make any sense of for the longest time, some of the decisions made no sense to me at all
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you tell me, i wrote all this https://github.com/Ryozuki/ddnet-map-lib/blob/master/src/parser.ts just to surrender later cuz i got rly annoyed
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ChillerDragon 2020-03-24 19:16:41Z
nice rq commit message
👍 2
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did you try?
19:52
for me it worked when i tried in my mod
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wait
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did not try
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does this mean you didnt lose ninja before when you are frozen?
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I don't know
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i guess
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ah no
20:12
pChr->SetNinjaActivationDir(vec2(0,0)); pChr->SetNinjaActivationTick(-500); pChr->SetNinjaCurrentMoveTime(0);
20:12
ninja gets set there, should be removed and replaced by RemoveNinja()
20:12
ah no
20:12
removeninja gets called when this is 0
20:13
yea no works like this
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but there is another bug with freezetime and shield, gonna search for that
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ok fixed everything, you were right :)
20:44
but there is another bug with freezetime and shield, gonna search for that
this was a wrong assumption
Exported 62 message(s)