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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 2020-05-08 00:00:00Z and 2020-05-09 00:00:00Z
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cant compile on Windows 😦
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Which version are you compiling?
15:43
we do provide a FindCrypt.cmake which you seem to be missing
15:43
Also you can't use bash to generate MSYS Makefiles
15:44
Well you can but it's finding g++ which is an issue
15:44
So you first need to decide whether you want to compile with MinGW and gcc or VS and MSVC
15:45
I don't know how to compile in VS at all so you'll have to ask someone else, but I think I can figure out how to get it to compile on the command prompt with msvc
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Did you initialize the submodules?
15:50
in ddnet-libs?
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shouldn't be necessary for FindCrypto.cmake to be there, but yeah that'd also help for future problems
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Hmm okay. Just noticed that it did not find any deps
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yeah, i did git submodules update
16:00
well, starting from a fresh clone works
16:00
so i guess sth went wrong in my fork
16:02
i'll just clean everything then
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It does not use the modules in the cmake directory
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Also you can't use bash to generate MSYS Makefiles
Indeed, any idea why? It says syntax error with make, but it works with MinGW makefiles
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Did you modify this block in your fork:
16:03
?
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no, wasn't marked as modified by git status (edited)
16:10
i just hard resetted things, and it worked
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Can you check the value of CMAKE_MODULE_PATH in your CMakeCache.txt?
16:10
Ah okay :)
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@Chairn do you have msys2?
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not really
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ah you got it working
18:41
I'm guessing with VS
18:41
no
18:41
got rid of it
18:41
stayed with a fresh install of mingw
18:41
+ bash that is installed with git
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interesting combination, surprised that it all worked out 🙂
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well, there are some weird things when i build, but it does build
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msys2 with mingw cmake is the combination I got working
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like i got thousands of warning for glew
18:42
+ some unrecognized flag for ddnet files
18:42
but it does build so, i don't really care
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Can the server freely change the view position of a client?
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no
19:31
position is always on the tee
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even in spec?
19:32
i tried to force CPlayer::m_ViewPos but without any success
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u can tp the tee places
19:33
obviously
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you can do some faketee stuff
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@Chairn you can set the viewpos only if spectatorinfo is on
20:14
so while setting viewpos you need to send spectatorinfo from snap
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from server to client or from client to server?
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server to client, its the snap from CPlayer
20:15
so if (var) m_ViewPos = and then in the snap just a || var for the spectatorinfo part
20:16
And of course in the spectatorinfo force the spectatorID that gets sent to -1 (freeview) if var == true
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ok, thx
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Well, i can force to go spec, but i still can't figure out why viewpos is not updated
20:41
i guess i'll need client modification as well
20:46
of course you dont.
20:46
You need to check all places where m_ViewPos gets set. Maybe just try adding a new variable m_ViewPosFromYourMod (xd) and then set that, in the spectatorinfo then send this variable if var == true
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ahah, found
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should have not used spec_freeview as the client ignores it
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well, it ignores the pos if specid is freeview, so i just put the client id instead and it worked
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that shouldnt be the way to go
20:48
are you on 0.7 or 0.6
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then it should be enough tho, mh
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well, not working perfectly everytime 😦
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the problem is to find the order in which every function is called
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as i said, just use a new variable
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already done, still the viewpos is not always exactly like i want, there seems to have some movement around the target, i don't know why
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do you want to set it to view a tee, or a random position?
21:02
if you want it to be on a tee, then of course send the real client id of the tee (like in /pause). otherwise just set the position to -1, if the viewpos is not on a tee
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random position
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does anyone here know the story behind multiple front/tele layers and so on in maps?
21:30
im kinda confused by how that is a thing
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i think u can edit them in with a custom client
21:30
multiple front/tele layers sounds useful
21:30
should be implemented into ddnet imo
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by what i saw they appear to be empty, at least in the map edito
21:31
r
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this makes needlessly complicated
21:32
with more stuff stacking
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u could do cool things tho
21:32
i think
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thats already what the front layer is for
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u could make a hookthru telegun
21:33
:o
21:33
idk why hookthrough is in the front layer
21:34
very confusing to new mappers
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dang, i made it work with ddnet client, but doesn't work with tw client...
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ofc theres the "shortcut for hookthru" but i still think it places in front iirc
21:34
@Chairn made what
21:35
why are there two chairns in this srv lol
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where you see 2?
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@Deleted User @Chairn
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i probably connected once with web browser
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This adds 2 new chat commands: /showtotele and /showtotelecp based on their rcon counterpart totele and totelecp. The commands pause the player and move his view to the output of the given tele number. Unfortunately, it does not work with standard tw client, unless /spec is allowed and the player is already in /spec. So maybe it should be client side then... (wanted it server side so that everyone could use it, but could not make it work with tw client...)
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