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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 2020-05-18 00:00:00Z and 2020-05-19 00:00:00Z
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Convert skins from 0.6 to 0.7. Contribute to Jupeyy/teeworlds_skin_converter_06_to_07 development by creating an account on GitHub.
01:53
a simple 0.6 to 0.7 skin converter, if somebody wants to try
01:54
maybe @ChillerDragon xD
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still wont fix feet
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yes feets are broken xD
01:54
sad for glowfox for example
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whats wrong with the feet
03:43
03:44
wtf whos oblique
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lol does everyone play 0.7 like that kek
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cripple client 0.7
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Lol how did that feet thing even happen?
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Trafalgar Law 2020-05-18 09:34:36Z
I will try it
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yo the server i was on just crashed on a successful map vote
10:33
(GER)
10:34
a few mins ago the entire GER seems to have crashed
10:35
yo the server i was on just crashed on a successful map vote
maybe didnt crash, tho i and everyone else lost connection
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@Patiga my fault, now fixed
👍 1
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@Learath2 i believe while the new skin system was introduced
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788fc8b Update can happen when the gameserver doesn't exist - Learath2
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feets are also tigther in their image space
13:24
13:25
eyes are repositioned and bit bigger to, some eyes aren't fixable rn
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fuck that skin
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yeah its a bad skin
13:25
but shows the problem well 😄
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dont play 07
13:25
06 better
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xD
13:30
also worth mentioning is that the feet outline isnt colored anymore
13:30
13:30
for the body skin this was fixable by using the body and marking seperately
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is there any chance DDNet servers might need "hot" reload (server restart with keeping its state like character position, teams, switches) ? I just miss such feature while mapping (edited)
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There is an issue for it, I started working on it then I dropped it because it's pretty ugly
17:31
I have the business opportunity of a lifetime for any interested developer
17:33
Apparently I broke something a couple months back. Normally I'd fix it myself but seeing such a stupid mistake put me in a mood, so bug bounty
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You can make 10 entire €, which is about my entire wealth for the next few weeks
17:40
Meh, I knew that wasnt enough to buy anyones time :(
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@Learath2 what is it
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I forgot to consider the tokens size while caching serverinfo responses
17:41
So when you add the token it can end up larger then the max size if there are a lot of players and the players names line up just right
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is this ddnet? tw?
17:47
masterserver?
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or you can tell me whether CVariableInt's packing size grows as the number grows
17:47
it's ddnet
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i think it grows
17:48
iirc
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pff, don't bother I'll just reserve like 10 bytes at the beginning
17:50
then I'll just go cry myself to sleep
17:51
AHA @heinrich5991 didn't use variable int packing for the extended serverinfo messages
17:52
so I just need log10 token max bytes
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I'm guessing this also caused #2149 It just required a weird combination of players and name length to trigger (or max packet)...
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850e4e8 Reserve bytes for the type and token - Learath2 6c1728f Merge #2192 - bors[bot]
23:55
62ea622 Appdata: Append releases tag - ElXreno bb8f69d Appdata: Append content_rating tag - heinrich5991
Exported 61 message(s)