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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 2020-05-28 00:00:00Z and 2020-05-29 00:00:00Z
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CMenus eats all input events and it has higher priority than bindings. Steps to reproduce 1. Type into console bind c toggle_local_console 2. Go to menu 3. Press C Expected: bind command invocation (local console appeared) Actual: nothing happens
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Note I've already incorporated in the conflicts from #2218, but that's not to say I incorporated #2218 in it's entirety.
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[chat]: *** 'd3fault' voted to enable /practice mode for your team, which means you can use /r, but you can't earn a rank. (1/2 required votes)
I try switching to dummy at this point hoping I have the ability to vote, but nope. I think we need to do the "same IP" trick for voting (maps, kicks, etc) that works 99.999% of the time (but doesn't work 0.0001% of the time when your dummy has a different IP than your primary).
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I don't know what kind of indicator there should be, all I know is I don't want to waste my time spectating some noobs in practice mode :-P
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SP | Someone (aka ZombieToad) found this exploit 1. Enable /practice mode and use /r as much as you want during the filter 2. Join t0 after the filter but before the start line 3. Optionally rejoin a different team that doesn't have /practice mode enabled Solution is to kill a player when they join another team if they're already on a team with /practice mode enabled. it's n/a to after the start line because they can't change teams anymore
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You might have lost all weapons since you were last "grounded", and maybe the weapons are needed to proceed with the map. Pressing /r should give you back all the weapons you had when you were last "grounded". Not just weapons tho, all player state (like whether or not you have endless, jetpack, etc etc). Could probably copy/paste code from save/load for this (or better yet, share the code paths). A map demonstrating what I mean is "Loopie". After getting the first nade there's a swing thr...
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@fokkonaut did std::bitset attack your family or something?
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@ZombieToad were you in a team?
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That was less issues then I expecte
06:36
d
06:39
@deen can you also kill players that leave practice teams in #2218?
10:08
6813235 No cheating through noob filter with practice and then leaving team (fixes #2224) - def-
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[quakenet] Konsti BOT 2020-05-28 10:24:18Z
ban cheaters
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[quakenet] Konsti BOT 2020-05-28 11:19:10Z
i suggest adding totele command for t0 :danAmazing:
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Konsthings
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FYI, our release build times
11:43
Can be viewed in about:tracing in Chrome/Chromium
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what is this pause?
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Waiting for a dependency usually
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is this ninja or make?
11:47
Convert .ninja_log files to chrome's about:tracing format. - nico/ninjatracing
11:47
yeah, those are all the small executables, they wait for system.c to link it in
11:48
and block the rest of the queue by doing so
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theoretically it could start a job not depending on these
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yep, that would be smart
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hm. surely ninja doesn't pick jobs that still have unmet dependencies while there are others that are ready? oO
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maybe everything depends on BASE being there?
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that loses ~600ms of build time
11:52
hm. maybe one can get ninja to ouptu the dependency graph
11:57
-t browse is nicer for browsing (but only works with python aliased to python2 for me)
11:59
Everything has a dependency on "engine-shared (order-only)"
11:59
but only the linkings i think, hmm
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When restarting in a /locked team by killing, the practice mode is kept. I expected to start in the normal mode after killing.
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@deen quick question about #2212, sv_practice can change at runtime, what should happen to teams already in practice mode?
15:06
Should we maybe kill those teams?
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is it possible to use kill bind for rescue instead of /r when practice enabled? we can just use /kill for kill
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@Learath2 atm they stay in practice
16:18
it's a bit harsh to kill them
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@deen is that fine? we would be disabling teams if we discover a bug with it, maybe we should just kill the people in practice
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sv_team 0 also doesn't kill teams
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oh, I guess we can keep the same behaviour then
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but yeah, feel free to improve it later
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I'll merge #2212 if you think it's ready
16:19
yes
16:19
i mean there are many more possible improvements, but can do them separately
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#2218*
16:19
😄
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i just didn't want to keep conflicting with myself
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One issue with bors is that it's slow, I get distracted while waiting for it to merge
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do you need to wait for the merge?
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I want to deploy it too
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ah
16:22
well
16:23
hm, no idea
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bors could really use some optimization
16:24
Like in this case the base branch compiles, the PR itself compiles, there is no batching, thus it could just be merged without a staging branch waiting for build
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the pull request is not based on master right now
16:25
it has to test it again
16:25
but the optimization you mentioned should be implemented, there's no point to run the tests again if master has not changed since the PR
16:27
3cbd75b Make /rescue work in deepfreeze - def- fb90990 Allow /rescue mid-flight - def- c00759a Turn off practice mode and reset practice wishes when locked team dies - def- cacf17b Save weapons as well with /rescue (fixes #2225) - def- b25c75b Allow rescuing while falling down even when not frozen - def- d17e74e Add sv_practice (fixes #2227) - def- 0cd40c6 Merge #2218 - bors[bot]
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@Learath2 will you deploy it?
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@heinrich5991 btw github api exposes a merge_commit_sha which shows a hypothetical merge, I wonder if that could be used to do this somehow
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6887b0f Fix image/sound selection in editor - def- 73b0527 Merge #2226 - bors[bot]
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@heinrich5991 CHN seems to have trouble setting BUILD_RPATH
16:50
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is there any better way to get access to CGameConsole at CEditor than 'CGameClient *pGameClient = (CGameClient *)Kernel()->RequestInterface<IGameClient>();' ? (edited)
17:16
(I`d like to make it work in editor)
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[quakenet] deen BOT 2020-05-28 17:19:42Z
@BannZay There should be pGameClient already, I don't see a better way
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well, okay, how do I set it? I failed to inject it via ctor/OnInit without modifying engine classes
17:27
I mean, I cant get rid of this cast. I dont know how to set it in first place
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@Learath2 details?
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I think there is a way to improve the dummy hammer fly code
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4421ad9 Ignore .jekyll-cache - def- 96652a0 DDNet 13.2.1 - def-
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maybe make it only hammer when it touches the player
18:00
and make it track its movement(from the local maybe)
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if it's not a bad idea
18:10
someone could point me to where in ther code it is and i try my best to conterbute
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@heinrich5991 -- Can't set BUILD_RPATH in CMake before 3.8, pass -Wl,-rpath,'$ORIGIN' manually if you wish to emulate this. Or just install a newer version of CMake...
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ah, needs LDFLAGS=-Wl,-rpath,'$ORIGIN', but I guess I already set it?
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oh yep you did
18:19
The cmake output just concerned me, didn't see the LDFLAGS
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4cc1bc0 Kill player when /practice is on and they get kicked out of team - def-
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Hi, can anyone help with this?
22:39
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do you have a mariadb server installed?
22:45
you need to install one and start it
22:45
then configure a user account and ptu the username and password into that config
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How do i check what users have been created? is there a way
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you can connect via the mysql command, I think
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suprisingly when i login with mysql -u root -p i can just enter any password it doesnt matter
22:50
even though when installing mariadb server i picked a pass for it
22:50
(i get logged in regardless of what i enter)
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try mysql -u root -p --protocol TCP
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ah yes that works
22:53
access denied for random passwords
22:56
but with that i can't seem to login at all. I've tried mysql_secure_installation to setup an user and pass
22:57
which i then tried using with the mysql command, "Access denied for user 'root'@'localhost'
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then you might need to set up your permissions so that the user is allowed to log in via localhost
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I'm going to sleep now, sorry
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Sure, thanks for your help
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as long as you can't connect with that mysql command, ddnet won't be able either
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appreciate it
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🙂 good night
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good night 🙂
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@Learath2 why doesnt the player update algorithm lag on ddnet?
23:58
is it because its 64 instead of 128 players?
23:59
and because there are no disconnect and connect packets?
Exported 123 message(s)